Into the Void

Game Master Peet

Campaign Maps


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Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Too tired to concetrate on posting right now. Maybe the afternoon.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

I will be camping this weekend and not posting until Sunday. 'Bot me if needed.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Hey, guys.

Sorry I haven't posted much lately. I had to work extra time two weekends in a row. I've been pretty beat lately.

Next two weekends though I have extra time off, though so hopefully I'll get my energy back soon.

------

In the meantime, Thuldas: can you post the final load-out for the ship? I didn't get an answer last time I asked, and we're going to need the stats soon.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

CALICO WANDERER
Small light freighter
Speed 8; Maneuverability good (turn 1); Drift 1

DEFENSE
AC 15; TL 14
HP 40; DT —; CT 8
Shields Medium 90 (forward 23, port 22, starboard 22, aft 23)

OFFENSE
Attack (Forward) tactical nuclear missile launcher (5d8 irradiate [low], limited fire 5), light torpedo launcher (2d8)
Attack (Turret) flak thrower (3d4, point [+8])

STATISTICS
Power Core Pulse Black (120 PCU)
Drift Engine Signal Basic
Systems budget medium-range sensors, crew quarters (common), mk 4 armor, mk 3 defences, mk 2 duonode computer
Expansion Bays arcane laboratory, cargo hold, tech workshop

CREW
Modifiers +2 any two checks per round, +1 Piloting


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Hello folks.

I'm afraid I've been bedridden for several days. My stomach is still in knots but I'm starting to feel better and I hope to catch up soon.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Take your time and get healthy. Hope you feel better soon.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

What Stell said! Getting well is a lot more important than a PBP game


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Okay guys, I'm back, and trying to get caught up on all my games.

You've got a space battle on your hands, but you were expecting it. Have at them!


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

If any of you guys are in Canada, Happy Thanksgiving!

Those of you in the US, Happy Columbus Day (or Happy "Guy Who Was Looking For China and Ended Up In Puerto Rico" Day).


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Due to an unexpected meeting today at work, I'll not have time to post until late this evening, if then. We also may have issues with power outages associated with Hurricane (Tropical Storm?) Michael passing through Virginia this evening. Sorry for the delay. 'Bot me as needed to keep things moving.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Wow, I just barely survived a starship battle in another Starfinders campaign where 7 out of 8 rolls were sub-nat-10. Now were in that mode again. I hope I'm not a jinx.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Reposting this per Wint's request:

CALICO WANDERER
Small light freighter
Speed 8 (4 hexes); Maneuverability good (turn 1); Drift 1

DEFENSE
AC 15; TL 14
HP 40; DT —; CT 8
Shields Medium 90 (forward 23, port 22, starboard 22, aft 23)

OFFENSE
Attack (Forward) tactical nuclear missile launcher (5d8 irradiate [low], limited fire 5), light torpedo launcher (2d8)
Attack (Turret) flak thrower (3d4, point [+8])

STATISTICS
Power Core Pulse Black (120 PCU)
Drift Engine Signal Basic
Systems budget medium-range sensors, crew quarters (common), mk 4 armor, mk 3 defences, mk 2 duonode computer
Expansion Bays arcane laboratory, cargo hold, tech workshop

CREW
Modifiers +2 any two checks per round, +1 Piloting


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Wow, that nuclear missile did a lot of damage. If you can sustain those hits this fight may not last that long.

Which isn't a bad thing, necessarily.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Guys, did we end up generating a loot spreadsheet?

I'm just thinking about whether I need to up the final rewards for the adventure.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

I've been keeping track of party funds on my character sheet, but I don't believe I've shared this with the party yet.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Okay, I put together a Loot Spreadsheet.

The spreadsheet doesn't keep track of individual "wallets" - I could do that but it would get more complex. By my calculations the party has a total of 1998.5 credits floating around unspent.

I am also putting consumable items like serums and grenades under "party use" since once you use them they are gone.

A few things remain unclear:

Who took the Graphite Carbon Skin Armor? It is light armor, and you got it for completing the junkrace.
Edit: Looks Like Dawn has it.

Who took the Iridescent Spindle Aeon Stone? It was on the crashed ship, and it means you don't need to breathe (so it is useless to Dawn).

Iolas took the frostbite rifle and Thuldas took some armor, the datajack, and the Ring of Resistance, so they seem to have the most value of goods at the moment. Wint has the least, and what he's picked up is just consumable stuff.


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

Dawn has leveled up to 2!

+6 SP, +6 HP
+1 BA
+1 Will
+1 rank in all previous skills
Channel Skill: +1 insight bonus to Perception and Sense Motive
Mindlink


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

I'll look over the loot and compare to what I've recorded on Stell's profile. Stell does not have any big purchase items on her wish list so far. Will level up soon.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Whoo-hoo! Level-up time! Very exciting. Big things for Thuldas include his first magic hack (fabricate tech) and a couple new spells, fabricate scrap and junksword.

Junksword will come into its own at third level (when its 1-1/2 weapons specialization kicks in), but fabricate scrap will mean Thuldas is only a full-round action from conjuring up a fire extinguisher (or any other tech item of 3rd level or lower).


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

I’d personally like to see conjure fire extinguisher. Any case, I’ll have Iolas updated this weekend.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Turns out I had time to update Iolas tonight.

+6 SP, +6 HP
+1 BAB
+1 Reflex and Fort
+1 rank in all previous skills except Athletics
+1 rank in Medicine
Mechanic Trick: Tech Tinkerer


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

I should find time to update Wint tomorrow. Sunday at the latest :-)


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell is leveled up.
BAB increased to +1
Reflex increases to +5
Will increases to +4
SP increase by 6 to 12
HP increase by 6 to 16

Skills +10 ranks
+1 rank in Athletics, Bluff, Computers, Engineering, Medicine, Perception, Profession, Sense Motive, Sleight of Hand, and Stealth. (Closer to Skill Monkey status)

New Envoy Improvisation: Get 'em. Allows her to designate an enemy against whom everyone gets a +1 morale bonus on attack rolls for the round.

I'll have to see if there is anything she can get with her credits. Might just save them for now. Might get some grenades.

Stell will take the ioun stone.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Iolas: Do you want to split the incendiary grenades? You and Stell are the only ones with grenades proficiency, I think.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Do the values at the top of the loot spreadsheet for each character include the 500 credits we just received?

Stell did eventually get the medicinal sedative. I've got her as having just 4 credits as of when we left for the last adventure. The list of income and spending is under the spoiler labeled Economics.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

The values at the top of the sheet show the sell value* of all the items you have. It doesn't include cash because cash has no impact on your character's abilities until you actually spend it. However, for your starting gear I just assumed 1000 credits of stuff for everyone rather than figuring out what exact gear you had at the start.

I haven't added the credits yet but they will improve "Cash Available" by 2500.

I figured that in cases where one character gets more actual items from the loot pile, you might allow characters that didn't take stuff to have more cash. How you actually spend the cash or divide it is up to you.

I could re-do the sheet so that each character would have a separate "Wallet" so cash would be tracked by character but that would take some more work.

* Note: some items, mainly implants, cannot be resold and are useless once removed. But they still show up here since they affect the value of your character's overall gear.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

When part of a long running adventure path or campaign, I'm happy to divide usable items on a basis of who can get the best use of it for the party's benefit and divide the rest evenly.

One useful practice is to divide the available cash with an extra share that is for expenses that benefit the group, such as healing serums.

With 5 characters, 4508 divided 6 ways is 751, rounded, with 753.5 in the group account.

There's another way that factors in items kept for use that is good if you are worried players may resent one PC getting more goods to keep and use than others, but if no one is worried about that (I'm not), then let's just divide cash 6 ways. If Dawn or Wint don't have enough cash to get something important, just let the rest of us know and I'm sure we'll be willing to take lesser shares of cash to make that work.


Female Dwarf Fighter 2 | HP 36/36 | AC 18 (20 w/shield) | Fort +9 Ref +6 Will +6 | Perc +8 | Hero Point: 2/3 | Appearance

That method works for me. Dawn isn't making any purchases at this time. Trying to save credits up for a bigger ticket item.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

Sorry, life got away from me. I won't be able to level Wint up until tonight. Feel free to start the next adventure, I should have him updated before we have to roll dice :-)


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Assuming we divide the cash 6 ways, as suggested above, Stell will sell her old second skin armor and purchase a set of Freebooter I armor. That will leave her with 30 credits. Her EAC and KAC will go up by 1.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Guys, I'm going to go ahead and start the intro for the next mission. Leveling and shopping don't need to be finished until you are ready to leave.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Stell can take the grenades. I’ve no great use for them.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Working extra hours again last night. Next post this afternoon or evening.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

Stell uses 100 credits from the group share to buy a radiation badge. She will wear the badge unless someone else wants to wear it.

Stell has the incendiary grenades listed on the spreadsheet.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Just made this up:

Space Combat Cheat Sheet


Male Human Scientist 8
Void GM wrote:

Reposting this per Wint's request:

CALICO WANDERER
Small light freighter
Speed 8 (4 hexes); Maneuverability good (turn 1); Drift 1

DEFENSE
AC 15; TL 14
HP 40; DT —; CT 8
Shields Medium 90 (forward 23, port 22, starboard 22, aft 23)

OFFENSE
Attack (Forward) tactical nuclear missile launcher (5d8 irradiate [low], limited fire 5), light torpedo launcher (2d8)
Attack (Turret) flak thrower (3d4, point [+8])

STATISTICS
Power Core Pulse Black (120 PCU)
Drift Engine Signal Basic
Systems budget medium-range sensors, crew quarters (common), mk 4 armor, mk 3 defences, mk 2 duonode computer
Expansion Bays arcane laboratory, cargo hold, tech workshop

CREW
Modifiers +2 any two checks per round, +1 Piloting

I was wondering if this could be updated so that it shows the weapon ranges in map hexes. Also, I'm in two Starfinder Play-by-Post campaigns and in one, the GM house ruled some of the Starship Combat with modified speed rules. Was that you or my other campaign? I don't have time to look through all the past discussion threads of both campaigns to find out at the moment. Thanks.


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Clebsch73 wrote:
I was wondering if this could be updated so that it shows the weapon ranges in map hexes. Also, I'm in two Starfinder Play-by-Post campaigns and in one, the GM house ruled some of the Starship Combat with modified speed rules. Was that you or my other campaign? I don't have time to look through all the past discussion threads of both campaigns to find out at the moment. Thanks.

Okay, Can do. Also yes, this is the campaign with the reduces speed and ranges. Note that under speed it says "4 hexes."


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Updating this per Stell's request:

CALICO WANDERER
Small light freighter
Speed 8 (4 hexes); Maneuverability good (turn 1); Drift 1

DEFENSE
AC 15; TL 14
HP 40; DT —; CT 8
Shields Medium 90 (forward 23, port 22, starboard 22, aft 23)

OFFENSE
Attack (Forward)
* tactical nuclear missile launcher (5d8 irradiate [low], limited fire 5), Range Long (12 hexes)
* light torpedo launcher (2d8) Range Long (12 hexes)
Attack (Turret)
* flak thrower (3d4, point [+8]) Range Short (3 hexes)

STATISTICS
Power Core Pulse Black (120 PCU)
Drift Engine Signal Basic
Systems
* budget medium-range sensors, (6 hexes)
* crew quarters (common),
* mk 4 armor,
* mk 3 defences,
* mk 2 duonode computer
Expansion Bays
* arcane laboratory,
* cargo hold,
* tech workshop

CREW
Modifiers +2 any two checks per round, +1 Piloting


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet

Guys: I've been having internet connectivity issues the last few days. My connection has been going out for long periods. I'm hoping that the problem is over but I can't say for sure.

I'm going to try and get caught up but since my window for posting may be limited I will handle threads that require short posts first.


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
Wint wrote:
Uh, what is happening? We done?

Your guess is as good as mine. It seems our GM has gone missing (he's playing a PC in another game of mine, and hasn't posted there either). I hope he's alright.


Male Nuar Mechanic 2 | HP 16/16 SP 12/12 RP 2/2 | EAC 14 KAC 15 | F +3 R +6 W +0 | Perc +5 Darkvision | Init +3

Certainly be a shame if it was. Been having a lot of fun with this one.


Male CG Skittermander Ace Pilot Operative (Ghost) 4 | Active Conditions: None | SP 18/18, HP 20/20, RP 5/5 EAC 16. KAC 17 | Fort +2, Ref +7, Will + 3 | Per +5 (low light), Sense Motive +1 | Speed 40 ft | Hyper 1/1 Six armed

I'm going to put this game into my inactive pile.

If it starts up, I'd appreciate it if somebody could PM me


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

I'll be glad to resume it if the GM can get back to us.


Human Icon Envoy 2 | SP 12/12 HP : 16/16 : RP 4/4 | EAC 13 : KAC 14 | Fort +0 : Ref +5 : Will +3 | Init +2, Perception +5, Move 30' | Acrobatics +6, Athletics +4, Bluff +8 (+1d6), Computers +6, Culture +6, Diplomacy +7, Engineering +5, Intimidate +7, Medicine +5, Perception +5, Piloting +6, Profession (musician) +8, Sense Motive +5 (+1d6), Sleight of Hand +6, Stealth + 6 | Survival knife +3 (1d4 S) : Semi-auto pistol +4 (1d6 P) : Needler Pistol +4 (1d4 P) : Unarmed +1 (1d3 B)

I wonder if we could get a GM to pick this campaign up. Since this is a SFS module, it should be straightforward to resume under a different GM. Should we post something in a recruitment thread?

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