Incubation Prime (Inactive)

Game Master Jelloarm

Starfinder Homebrew on an Aspis Consortium-run planet deep in the Vast.

Maps


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@Jink, I think more of a 'let it ride' style, excepting in cases where multiple checks are required (like a computers hack through multiple layers of a system or stealthing through multiple different encounters). I'm generally pretty flexible and try to make decisions meaningfully, so if there's something you disagree with, pop into discussion and we can hash it out.

@Glitch, fun fact, I'm a pretty bad geek and have never seen Blade Runner D: (though in my defense, I've read the book and enjoyed it very much). Aesthetically, I'm drawing from the IRL side of Ready Player One, Firefly, Cowboy Bebop, and just working in and around Boston MA, where you have these almost tenement-style houses and lifestyles but can see the glittering skyline of a tech city off in the distance.


M Ysoki Operative SP=28, HP=26,RP=5

So in this case of trying to figure out who the app connects to, would you want a new check or do we let that one ride?


I'll let that one ride, as you rolled an 18 and I would have only made the next check harder ;) Details will come with the next post.


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M Ysoki Operative SP=28, HP=26,RP=5

Shweet.
I will say there is far more RP going on that I anticipated and I am thoroughly enjoying it

Scarab Sages

Male Human (Iowan) Commoner 2/Expert 1

Hey all sorry for my delay in joining Gameplay--a flurry of unexpected work stuff over the past few days. I think I'll be able to get started properly tonight, though (Central Time, U.S.).


M Ysoki Operative SP=28, HP=26,RP=5

So we have the following times:
Myself GMT+2, Central African Time, South Africa
Glitch is GMT+2 as well I believe
Keanta is GMT-6 Central Time
Jelloarm is GMT-5 EST
Blask catches me in my morning
Nilan Malarne I have no idea about
Caloo Ch'Micia I have no idea


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

I'm GMT -6 (-5 now that it's Daylight Savings Time, evidently), but I work nights so that's when I'll usually do my posts.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

I’m PST (Pacific Northwest)

Grand Lodge

Caloo is Keante, FYI


M Ysoki Operative SP=28, HP=26,RP=5

Well It seems as if the two ysoki are on opposite timezones to the rest of you, and we might catch some posts from Kindu due to working nights.


I'm in CST (Louisiana)

Grand Lodge

Well, it seems like we're overlapping at least twice a day each (generally) - seems like Blask's evenings and Jink's mornings are syncing up pretty well.

Next post is mostly written, I'll just give our other folks a chance to chime in overnight, add them in, and post it my morning.


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

Oh, just a fair warning, my Perception is at -1 currently, so unless I roll really high or the DC is really low, expect me to fail them more often than not.

Grand Lodge

Expect it? I'm counting on it!

I have my IRL game group tonight and I'm GMing, so I'll check on this during the day and try a post if we get everybody/most people before I get to my FLGS

Grand Lodge

Hey Glitch, do you have a preferred pick for Kitty? I'll get it on the map for you.


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

I will search if there is some avatar that would work.

I imagine 'kitty' as a four legged spider. Something like that just more stealthy in the coloring.


2/2 HelpBot Communal +1s to Use

So like this?

Grand Lodge

Hey Blask, this is purely academic for the sake of that one robot, but how are you calculating damage for the unarmed attacks? I'm seeing 1d3+4 for the claw damage at the moment - what am I missing?


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

Hammer Fist (Ex) - 1st Level
You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).

Melee striker gear boost is 1.5 times strength

———
Battle glove is 1d4

1.5 times strength is 4->6

Grand Lodge

Nice! That would explain exactly what I was missing :) Totally forgot about the soldier ability.

I was very thrown off cuz I have a vesk 'melee-chanic' for Starfinder Society, so I was wracking my brain as to that build. So from my reading, that would mean you're trading away the vesk unique specialization that starts at level 3?


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

What are you referring to?

If I’m wearing heavy/power armor than Hammer Fist works.

If wearing no/light armor than it’s 1d3+Str and at level 3 “vesk ability” works.

Does that make sense because that’s my interpretation of it.

Your thoughts and views?

Grand Lodge

Yeah, that's all I meant - if you're in heavy/power armor, that vesk specialization will not work simultaneously as the Hammer Fist ability - didn't mean a literal trading away, but more just noting that the two don't stack. When I started reading the ability, my brain immediately started to think if dipping a level of Soldier would be good for my melee-chanic, but that last sentence nips it right in the bud - no benefit from both, it just comes down to a "One or the other"


"Obozaya" Female N vesk mercenary soldier 1 | SP 0/8 HP 0/13 | RP 2/4 | EAC 14; KAC 16 | Fort +3; Ref +3; Will +2; +2 vs. fear | Init: +7 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

Okay, I guess I missed the boat on this one. Sorry, guys. I was having trouble with the concept anyway. The "master of disguise" thing really didn't work that well in combination with the Mystic thing. CHA really needs to be a key ability score.

If you still want a mystic I could maybe do a Vesk mystic. Or I could maybe retool the reptoid character as an Envoy.

Grand Lodge

Peet - whichever concept you want to play with sounds alright to me. Just make it something you'll enjoy playing.

I'll get a gameplay post up later today - yesterday got torpedoed with some unexpected family visits, and work is all manual labor today.


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none

Okay guys, this is Peet's character, a Vesk Mystic. As a POW he went nuts under interrogation and ever since he has had the mindbreaker connection.

I think I'm caught up, basically.

He has a big lazy eye. Imagine Marty Feldman, but a lizard.

Grand Lodge

Hey all, busy weekend here - brothers birthday today and sister-in-laws baby shower tomorrow - so light on posting time. If I don't get you a tipsy post tonight, I'll get you a hungover post tomorrw


M Ysoki Operative SP=28, HP=26,RP=5

:)


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28

I guess the only one with some diplomacy is our Hero(TM).


Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28
Caloo Ch'Micia wrote:
Oof, max damage twice in a row!

And now I wonder how often I would have to repeat that until a common teenager in this wonderful town believes me that it would be a good idea to surrender. This laser pistols seem to be more like unsafe laser pointers than real weapons :P


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Male Ysoki Mechanic (4) - Ini+3, FRW+4+7+1, EAC/KAC 18/18, Perc+6 Sta/HP 24/28
The Keeper wrote:

*ZAP*

"Owwwowow, right, fine!" The kid drops to his knees and puts his hands on his head. He looks at Kindu. "Tell this psycho scav to lay off frying me and I'll tell you what I got!"

No officer, I didn't try to murder that kid in cold blood. Yes sure, I empied a whole battery worth of shots into it, but it's still talking back. That's a non lethal weapon. Just a little after-sun lotion and he'll be as good as new tomorrow.


"Officer, I swear that thing was set to stun when I put it on my drone, I don't know what could have happened..."

Given the circumstances (IG and OOG), you don't need to wait for Kindu to interrogate this street rat - OOG, Kindu's sick so we don't want to hinge the game on him, and IG you're the rat with the gun, so you've got a certain amount of clout ;)

Grand Lodge

We did a manual inventory of every component we have today so I wasn't as online as I usually am - and I came very close to not making a post but had to because I dig what you guys are doing in this game.

So just a thanks for playing!


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none
Blask wrote:

Hammer Fist (Ex) - 1st Level

You treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).

Melee striker gear boost is 1.5 times strength

———
Battle glove is 1d4

1.5 times strength is 4->6

BTW Blask: As a Vesk, at higher levels it will be preferable to use the Vesk ability, especially if you have the Improved Unarmed Strike feat.

If you have the melee striker gear boost it applies to unarmed strikes (they are on the list of basic melee weapons). Which means the Hammer Fist will always get a +2 STR bonus to damage over anything else.

At 4th level:

Hammer Fist = 1d4 +6 (STR) +2 (Level) = 10.5 average
Vesk Normal Unarmed Strike = 1d3 +4 (STR) +6 (Level) = 12 average
Vesk Improved Unarmed Strike = 1d6 +4 (STR) +6 (Level) = 13.5 average

At 6th level:

Hammer Fist = 1d4 +6 (STR) +3 (Level) = 11.5 average
Vesk Normal Unarmed Strike = 1d3 +4 (STR) +9 (Level) = 15 average
Vesk Improved Unarmed Strike = 1d6 +4 (STR) +9 (Level) = 16.5 average

At 8th level:

Hammer Fist = 1d4 +6 (STR) +4 (Level) = 12.5 average
Vesk Normal Unarmed Strike = 1d3 +4 (STR) +12 (Level) = 18 average
Vesk Improved Unarmed Strike = 2d6 +4 (STR) +12 (Level) = 23 average

At 10th level:

Hammer Fist = 2d8 +6 (STR) +5 (Level) = 20 average
Vesk Normal Unarmed Strike = 1d3 +4 (STR) +15 (Level) = 21 average
Vesk Improved Unarmed Strike = 2d6 +4 (STR) +15 (Level) = 26 average

Obviously STR will be increasing but the Melee Striker Gear Boost means that you always get +2 to your STR damage bonus over top of other weapons. But because battlegloves are basic weapons and only get 0.5x specialization, once you get Weapon Specialization that 1.5x specialization for the Vesk ability makes it really good.


Vesk Soldier (Armor Storm) 3 | SP [3/36] HP: [34/34] RP: [7/7] | EAC: 18 KAC: 20 CMD: 23 Intimidate +8 | Profession Mercenary +10 | Per +0 | Athletics +11 |

I wanted to make sure I was viable at early levels and I agree that mid-hit level games I will be a beast with my fists. I had to sacrifice a bit of ranged capability, but my vision has worked out so far. :)

These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).

I thought I couldn’t apply IUS to my natural attacks due to the wording of the ability?


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none
Blask wrote:

These unarmed attacks don’t benefit from other abilities that apply specifically to unarmed attacks (such as the Improved Unarmed Strike feat).

I thought I couldn’t apply IUS to my natural attacks due to the wording of the ability?

That's the text from the Hammer Strike ability. So that cannot be used with IUS.

But the Vesk racial ability has no such limitation; it's natural attacks are specifically called unarmed strikes. So you can combine the Vesk racial attack and the Improved Unarmed Strike feat.


^That interpretation is one i subscribe to as well, cuz that's how I built my vesk Meleechanic - you can see him ooperating at level 10 in this PBP if you're interested.

Also, just a heads up that I am going to be out of town from here til Sunday celebrating our anniversary with the SO, so don't expect posts from me til Sunday. I'll leave you all to get yerselves in the same place and craft a plan, I'll take the downtime to craft some NPCs, and we'll pick up on Sunday night or Monday.


If everyone feels good about where they are, clustered around the light post on the map (the donut - I was lacking in good clipart), then I'll kick off combat tonight. Statted out the NPCs and the tactics today - whipping up NPCs is definitely easier, but kinda strange.


M Bantrid Biohacker 4 - Ini+2, FRW+5+3+4, EAC/KAC 17/17, Perc+3 SP 18/28 HP 28/28

Those buildings look so cramped...I don't think all of us could get inside if we wanted to.

Is there cover we can find outside?

Also, who has the nicest looking ranged weapon? Or better question, if Caloo could even tell, who is most likely not to miss a ranged attack? He'll cast supercharge on someone's gun when combat starts, but then if you miss your attack roll it's a waste of the spell. =(


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |

I'm gonna be hiding behind those trash piles.

Also, I'm melee, as solarians can't for ranged weapons with their ability. Just lightsabers >;-3


M Ysoki Operative SP=28, HP=26,RP=5

I have a rifle taller than I am


M Ysoki Operative SP=28, HP=26,RP=5

Is there something Jink can climb onto surreptitiously?


@Jink - yes, the crates north of Zhor - or even the lightpost itself. Lightpost will take a roll, but I'll let you retroactively move up there (as I totally didn't have a chance to answer that question today)


M Ysoki Operative SP=28, HP=26,RP=5

Was thinking something a bit taller than boxes, and a bit less precarious or center-of-attention than the lightpost.
How difficult at the buildings to climb onto? What's the funny round thing directly North?

What are the roofs of the buildings like?


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none
Kindu Rassi wrote:
Also, I'm melee, as solarians can't for ranged weapons with their ability. Just lightsabers >;-3

Kindu:

May I recommend you pick up a returning starknife? It costs 230 credits. There is also the tactical spear which is a bit more expensive.

Thrown weapons in Starfinder use STR for the to-hit bonus, as well as a damage bonus.


Vesk Mystic (Mercenary) 3 | SP 21/21 HP 24/24 RP 3/3 | EAC 19 KAC 20 | F +2 R +2 W +4 (+6 vs. fear) | Init +1 Move 25' | Perception +8 Athletics +7 Bluff +5 Culture +4 Intimidate +6 Mysticism +8 Sense Motive +7 Survival +8 | STR +2 DEX +1 CON +1 INT +0 WIS +2 CHA +0 | Spear +5, 1d6+3P; Claw +5, 1d3+6 | Low-Light & Darkvision 60'
Resources:
Spells 1st: 3/4 Healing Touch (15 HP): 1/1
| CONDITIONS none : BUFFS none
The Keeper wrote:
If everyone feels good about where they are, clustered around the light post on the map (the donut - I was lacking in good clipart)...

Ah, that's what that thing is!

This is a pretty weird map. There are a lot of things that I can't tell what they are. Like the big diamond=shaped things with the circles in the middle.

Is this supposed to be some kind of motel, with all the small rooms?

There certainly don't seem to be any buildings we could be hiding in that actually have a view of the lamppost, as far as I can see. Zhor might try to bury himself in the trash where he is, but other than that I don't have any ideas of how to find a convenient spot to hide.


Stam [0/8] HP [9/11] Res [4/4] | EAC 14 KAC 16 CMAC 24 | Fort +3 Ref +1 Will +1 | Move 25 Init +1 |
Zhor Vorakun wrote:
Kindu Rassi wrote:
Also, I'm melee, as solarians can't for ranged weapons with their ability. Just lightsabers >;-3

Kindu:

May I recommend you pick up a returning starknife? It costs 230 credits. There is also the tactical spear which is a bit more expensive.

Thrown weapons in Starfinder use STR for the to-hit bonus, as well as a damage bonus.

I have a starknife, though not a returning one, as I'm a follower of Desna. Didn't have the credits for any weapon mods.


This is from the "Urban Sprawl" map, so I think this is sort of supposed to represent a pseudo-post-apocalyptic event shanty town - hence things like the board bridges over puddles and the half-buried statues.

@Jink - put you on the map, added roofs so you have somewhere to hop to and from. Let me know if you're going to make any daring leaps to other buildings and I'll add more roofing. This is all tar-and-rubber quick-up buildings - like strip malls but small enough and designed to be lifted and ported places.


M Ysoki Operative SP=28, HP=26,RP=5

The plan was to be about 150ft - 200ft away. Is that not an option?


I can get you 115 over on one of the other buildings :) But that's all you get cuz I'm not in a place to be map-splicing.

Plus, do you reaaaaaally want to get in a snipe-off when you're off all by your lonesome? 0:)


M Ysoki Operative SP=28, HP=26,RP=5

I was more thinking that this gasbag is going to have a fun time trying to find me.
The penalty is -20 to my stealth.
If I can get into 200-250ft bracket my opponent takes a -20 to his perception.
I have a +10 stealth mod.
I should have a greater than 50% chance for him to not see me. As there is also the penalties that should exist for being distracted. Which by pathfinder standards are "Creature making the check is distracted +5" and in starfinder is at GM discretion.

The Keeper wrote:
Plus, do you reaaaaaally want to get in a snipe-off when you're off all by your lonesome? 0:)

Not quite sure what you are hinting at by that.

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