Into the Void

Game Master Peet

Campaign Maps


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Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

While the group rests in the gardens, Rising Dawn contacts Venture-Captain Arvin on her comm unit to report their discoveries.


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

"Thank you for the bulb. I'll treasure it always"


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
Stell laughs at the joke told by Scav and does what she can to help. "I don't know if these dead guys deserve such a nice resting place. Do you want us to contact anyone to have them hauled away? If you want to report this to the authorities, we can stick around and give a statement about what happened."

"It seems like everything got resolved okay. I don't need to report it if you don't," the Ysoki woman winks. "And don't worry about the bodies. The good and bad things get carried away with the soul... the flesh just turns back to earth, which is as it should be. Even..." she looks at the ghoul with a frown. "Even if it took longer than it should have for some of them. But the soil does not judge."

Wint wrote:
"Thank you for the bulb. I'll treasure it always"

"Well you're supposed to eat it if you get poisoned," the Ysoki says. "But if that's what you want, okay."


Rising Dawn wrote:
While the group rests in the gardens, Rising Dawn contacts Venture-Captain Arvin on her comm unit to report their discoveries.

"Good work! I hope no one was hurt?" the captain says over the comm.

"Upload the data to me if you can," he continues. "Take whatever time you need to recuperate and I'll get to work on the data. I'll contact you when I have another assignment for you. I'm betting it won't be long."


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

Guys, I'm going to push ahead with my next post but if you want to do anything like shop for gear you will have the rest of the game day to do so.


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 busies herself stripping the flight suits off the fallen and collecting their weapons. "I'll keep one of these pistols for myself." She hefts one of the assault hammers and decides she would not be able to use it effectively without some training. " Let's sell what we don't need ourselves."

Stell uses most of her share of the credits to get three more Serums of Healing (Mk I). She finds she has just enough credits to pick up level 1 Sedative Medicinal for 150 credits to use with her needler pistol.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Dawn purchases two more sermus of healing (mk 1) for herself while awaiting her next assignment.

Ready to move on.


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

In the late afternoon a cryptic message appears one everyone's comms.

Looks like you're up again! Meet me at Drydock R-71 in the Sparks district tomorrow at noon. -Arvin

The next day you dutifully proceed to the Sparks district. The whole district is dedicated to starship repair, and the exterior section is full of docking bays of various sizes from small shuttle sized to hundreds of meters across, while the core holds residences for workers and support personnel.

Drydock R-71 is a smaller bay, about eighty meters long and fifty wide. Held fast in docking clamps is a light freighter clearly undergoing some repairs, though it looks in reasonable shape. Teams of ysoki are going over the hull doing work; most of the work seems to be at the nose and beneath the ship towards the rear. Along the side is emblazoned the words CALICO WANDERER T77-48518.

Perception DC 15:
Looking at the Ysoki work crew, you recognize one of the Ysoki. It is Ratrod!

Culture DC 17 (or DC 12 & Ace Pilot theme):
The Calico Wanderer is a Dolphin-class free trader, built at Castrovel. It has a crew of up to 6 and is used for light cargo hauling and passenger transport, usually to out-of-the-way locations. This one looks to be about 40 years old.

Venture-Captain Arvin stands in the hatchway examining a datapad. When he looks up and sees you, he grins.


"Looks like I found you a ship!" he says with a smile. "Come on in and have a look around."

Inside, you can see that the ship clearly has seen a lot of use. Bits of trash litter the floor here and there as well as cut sections of cabling and panels. Now and then a Ysoki runs by with some tools.

"The Calico Wanderer got seized by the Stewards, and we picked it up at auction. It's a tight little trader that mostly made runs to colonies in Near Space. It's got room for a small compliment of passengers and two cargo holds. Not huge, but the big ships can't afford to call at the smaller colonies. She's reasonably quick and dependable, and big enough for you all have a post on the ship rather than being passengers."

He brings you to the ship's galley and invites you to have a seat.

"Let's talk about the mission."

Gotta get off the computer so I'll pick this up in a couple hours.


“Thanks to the datapad you recovered, we're pretty sure that the lost Starfinder vessel, the Unbounded Wayfarer, was discovered by undead creatures from the ghoul Exegara's ship, the Endless Threnody. We’ve pulled some strings with our more reputable Eoxian contacts to get more information, but they’ve disavowed knowledge of the Endless Threnody entirely; this likely confirms our suspicions that the Endless Threnody is connected with the Corpse Fleet, a group of Eoxian separatists who refuse to work alongside the living.

“We have the location of the Endless Threnody in the Drift, courtesy of that ghoul you tracked down. Its Drift engine is incapacitated, so it’s unable to escape the Drift; it should be waiting for the ghoul to return with repair parts. Take the Calico Wanderer here into the Drift, cripple the Eoxian ship—as a Corpse Fleet vessel, they won’t be open to negotiations—and recover the location of the lost Starfinder vessel. Once you've done that, head back to Absalom Station to check in.”

“The Calico Wanderer isn't a warship; she has a few laser cannons but nothing heavy. But the Endless Threnody is apparently pretty badly damaged and hopefully can't put up too much of a fight. Nonetheless, we asked our new friends in the Ysoki Scrap Union to see what they could come up with, and they managed to track down a plasma torpedo launcher and some upgrades to the shield generators. Wanderer should be able to take a bit of a beating, and now has some extra punch.”

“The upgrades should be finished in a few hours, and then you can leave whenever you're ready. I know the ship is kind of a mess - the previous owners didn't give her up willingly. But I'm sure you'll make do. The trip out will take at least a week so hopefully you'll be able to get the ship up to speed by then. She's got supplies laid in for a couple months, but hopefully you'll be back before then. You only have seven torpedoes, so make them count.”

“The is ship registered to the Starfinders which means if you need to you can stop at a friendly port and things like fuel and docking fees will be covered. The Starfinders aren't everywhere but we have accounts in most starports where Pact Worlders go with any frequency. You can't change the tail number but if you want to change the name go ahead; just make sure you register it with the port authorities before you leave.”

“Questions?”


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

Your Ship:

CALICO WANDERER (TIER 2)
Small light freighter
Speed 8
Maneuverability good (turn 1)
Drift 1

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

Attack (Forward) light plasma torpedo launcher (3d8), gyrolaser (1d8)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)

Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (common), mk 4 armor, mk 3 defences, mk 1 duonode computer (tier 1); Expansion Bays guest quarters (common)

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


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

Perception check: 1d20 + 2 ⇒ (4) + 2 = 6

Culture check: 1d20 + 4 ⇒ (8) + 4 = 12

"I've never been a part of a starship crew. Lookin' forward to startin' with a bit of a fixer-upper, though! Wi' a week of nothin' but Drift, I'm sure we'll get 'er up t' snuff."


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

Iolas is far too busy studying the ship to notice many details. He notes, ”Hm, it’s not the best ship, but I’ve definitely dealt with worse. I’m sure I can fix it up a bit. Plus, I’m guessin’ Wint will love the chance to do some cleaning.” He pauses for a moment and asks Arvin, ”Anywhere I can get some spare parts for the ship? I know a few places but they’re mostly...less than legal.”

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Culture: 1d20 + 2 ⇒ (3) + 2 = 5


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

"This ship appears to be...sufficient for our needs," Dawn says politely.


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 forgot about the extra share for the group, so Stell does not purchase the sedative for her needler; that will have to wait for the next paycheck.

While waiting for the next assignment, she composes and records a number inspired by the battle in the vats, starting in a minor key, eerie and atmospheric, then erupting into strident chords and a brisk march rhythm that features a bright melody that eventually resolves into a major resolution and a joyful reprise of the original melody.

Professions (musician): 1d20 + 7 ⇒ (9) + 7 = 16

She's reasonably pleased with the result and lays down some tracks before she is interrupted by a series of chords from her Comm Unit, a ring tone she recorded herself. Seeing the summons, she cleans her gun, refills the chambers she emptied during the fight, and gathers he gear.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Culture: 1d20 + 6 ⇒ (19) + 6 = 25

As the others are looking up at the ship, Stell shares what she knows about that type of ship. "I went through a phase where I was a real geek about all the different star ships. I think this is Dolphin-class free trader, crews six--perfect for us--built for light cargo and passengers, capable of putting down in smaller ports of call."

When Arvin says we can change the name, Stell says, "I like the name, but we should add some artwork, maybe a calico cat with butterfly wings out among the stars." Something like this?

To VC Arvin, she asks, "What sort of crew does this corpse fleet rely on? Anything we should expect?"


Iolas wrote:
”Anywhere I can get some spare parts for the ship? I know a few places but they’re mostly...less than legal.”

"The folks in the Ysoki Scrap Union have been quite helpful. Later on, there will be opportunities to do some refits. The Starfinder Society has accounts at most of the main shipyards here in the pact worlds, so even weapons and so forth can be purchased quite legally. The main factor is time, and I'm keen to get you on your way."

Stell Zee-Linn wrote:
To VC Arvin, she asks, "What sort of crew does this corpse fleet rely on? Anything we should expect?"

"Well, they're certain to be undead, that's for sure. The Corpse Fleet doesn't believe in cooperation with the living. Ghosts are rare on such ships since they can't manipulate ordinary controls, but beyond that it's anyone's guess. It doesn't sound like Endless Threnody is especially important to the Corpse Fleet though so I doubt you'll see anything you can't handle."


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

"Oooh. Calico cat with butterfly wings. The Calico. Sounds good to me"

"I wonder what Calico is?"


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

"Let us familiarize ourselves with the ship's systems while we wait for the upgrades to be completed."


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
Venture-Captain Arvin NPC wrote:
"The main factor is time, and I'm keen to get you on your way."

"Alright then, let's get this puppy flyin'!" Thuldas hefts a small sack containing his worldly possessions and heads towards the ship's airlock. "I call bottom bunk! I've got short legs!"


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

Iolas follows Thuldas further into the ship, ”Wonder if I’ll even fit in one of the bunks. Guess I can set up in the engine room if need be.”


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

Within a few hours the Ysoki maintenance teams declare themselves finshed and clear out of the way. Iolas and Wint lead the group through a set of pre-flight checks, and then without further ado and only a bit of dialog with station control, the Calico Wanderer boosts out of dock and makes for a safe distance from the station, and then activates her drift engines, sending her into the strange alternate universe known as The Drift.


5d6 ⇒ (6, 5, 5, 2, 6) = 24

"Greetings," chirps the ship's AI, manifesting as a holographic image on the bridge. "Due to the lack of Drift Beacons in the target area, the course you have plotted will take 24 days."


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

"Excellent. That is just about enough time to REALLY get to know each other and the ship.

I'm going to start by cleaning the whole thing, from top to bottom. Does anybody want to help me?"

What could POSSIBLY go wrong if you let Wint "clean" everything without supervision? And I do mean EVERYTHING :-)


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

Once the ship enter the Drift, Iolas mutters, "I'm...I'm gonna head out of the cockpit. The Drift never feels right to me. Ah, if anyone needs me I'll be in the engine room. The carbilators and, uh, ampulon coils might need some...adjusting." He lumbers out of the bridge to the engine room.

Do we have some kind of floor plan of the ship. I always like to see the interiors.


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

Thudlas spends a good amount of time in the ship's galley, attempting to spice up the pre-prepared rations into something a little more palatable and interesting. There's not much in the way of supplies, but he makes do with what's on hand.

Life Science check: 1d20 + 7 ⇒ (2) + 7 = 9

Thuldas is not a great cook, by any means, but he knows what tastes bad, and he keeps correcting until the meals are generally palatable.

"M' Ma always cooks like this. Opens up a R2E, mashes in some salt, and calls dinner. 'If it's good enough fo' th' army, it's good enough fo' you!' I think it's a ploy t' get m' Pa to cook all the time. He actually uses plants an' meats an' such."

Thuldas will also spend some time assisting Wint in sprucing things up, using his mending cantrip to repair nicks, dings, scuffs, and dents. The dwarf will keep an eye on Wint, ensuring he doesn't "clean" anything that should be left alone.


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 familiarizes herself with the ship's operation, taking a turn at the pilot chair to make sure she can fulfill the role of pilot if it should fall on her.

Once she's done that, she does the same with the computer systems, figuring out how to run the scanners and such, should she have to fill the science officer role.

Then she does a similar shake-down of all the different weapon systems, should she have to be a gunner.

She also sits in the captain's chair, just fantasizing she's facing down some horrid alien ship bristling with weapons, bluffing her way past a blockade, or trying to intimidate an enemy into blinking and retreating.

She helps with whatever anyone needs help with.

When nothing else is needed, she takes her violin and her comm unit to record music in the various rooms, holds, and hallways of the ship, listening for interesting echoes and timbres that might inspire some new music. She manages to finish her composition started on A.S. and records a few more tracks and begins to experiment with various mixes.

As the days tick by, she starts to get nervous, not looking forward to fighting undead minions.


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

Wint tries not to be TOO condescending as he sees Thuldas's efforts to make something palatable.

"Perhaps it would be best if I took on the duties of ships chef. Together with making sure the ship is fully cleaned, of course"

Profession Housekeeper: 1d20 + 9 ⇒ (17) + 9 = 26


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Rising Dawn spends much of the long journey in her quarters, studying The Birth of Light and Truth and praying to Sarenrae. The rest of her free time is spent familiarizing herself with the ship's computer systems or making pleasant conversation with the other crew members. She is a calm and quiet presence aboard the ship.


On the morning of your 24th day in the drift, you are woken by the sound of the ship's intercom.

"Attention," the voice of the ship's AI comes in over the intercom. "We are approaching the coordinates. I am detecting a ship on Long-Range scanners."

I'm still not quite clear who is taking the science officer position, but could someone please make a Scan check. The DC is 12 but the more you beat the check by the more information you get.


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

Thuldas claimed the position of science officer.

Thuldas rolls out of his bunk, trots to the bridge, and sits down at his station, beginning to focus the long-range scanner sweeps to get a higher-fidelity picture of the distant ship.

Computers check: 1d20 + 7 ⇒ (4) + 7 = 11 Oh, come on.

"Eh, can someone grab some coffee? I'm still 'alf-asleep. I can't..." the dwarf is caught by a jaw-cracking yawn, "I can't seem t' figure out what we're dealin' with 'ere."


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 enters the bridge as Thuldas is yawning. She looks at his scan settings, trying to see if they are optimal for the situation.

Computers, Aid: 1d20 + 5 ⇒ (20) + 5 = 25

"Don't forget that long range scans need to have the low frequency filters on high to take out the interference from the drift drives."

Stell will take the Captain role this round, using the encourage action.


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

"Hmm? Agh!" Thuldas hurriedly spins a pair of dials, bringing the readings into higher focus. "I'm awake 16 hours of th' day, so 'course we run inna somethin' when..." As the scan results begin to come in, all vestiges of sleep vanish from the dwarf's face. "Stell. Is that what I think it is?."


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

"Right, I'm on it."

Abandoning the pilot chair, Wint quickly heads over to the kitchen. He both makes a fast cup of coffee and starts the long and involved process required to truly make a really good cup

He comes to Thuldas
"Here is a quick cup to tide you over. The GOOD cup will take ahwile. I should have it ready in 10 minutes or so"


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Dawn stares silently at the heads-up display of the gunnery station, ready to open fire should the need arise. She makes some calibrations.


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)

"If it's what we're expecting, it's dead in the drift. ... Get it? Dead in the drift?" She gives a sidelong glance to see if she can get anyone to crack a smile. "Gallows humor," she deadpans a moment later.

Let's apply one of our computer bonuses for this round to the science officer's computers check.


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:
"Here is a quick cup to tide you over. The GOOD cup will take ahwile. I should have it ready in 10 minutes or so"

"By the gods, you are a saint among skitter-kind." Thuldas smiles and ruffles the fur on top of Wint's head. "But you may wish to put that second cup on the backburner - looks like we might have some tight flyin' t' do soon."

I agree with Stell - with her encouragement (+2) and one of the mk 1 duonode bonuses (+1) the science officer check comes to a total of 14.


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

Iolas gets out of his slightly cramped bed and does his standard morning routine. However, the sighting of the ship interrupts his horn polishing, causing him to rush into the cockpit with only one horn properly cared for. "So, seems like we might need some engineering. I'm on it if you need me to." With that, he grabs his tool belt and double-checks it. "Let me see, screwdriver, faraday screws, plasma cutter and welder, soldering kit. Yep, all here."


"The contact is a starship, but with a hull mainly made of calcium, indicating she is of Eoxian design," says the ship AI.

"I do not detect any life signs. The ship has power, and is maneuvering. It appears to have sustained some battle damage. Displaying data now."

Quote:

SCAN REPORT

SHIP CLASS: HEAVY FREIGHTER
SIZE: LARGE
CREW COMPLIMENT: ERROR - NO LIFESIGNS DETECTED. ESTIMATED CREW 6-10.
SPEED RATING: 3
MANEUVERABILITY: AVERAGE

You will need more/better scan rolls to get more information.

The ship comes up on the viewscreen. It looks like an enormous jumble of vertebrae and other bones with a huge glassy red eye at the front. The ship begins to turn towards you.

"Energy spikes indicate that contact is powering weapons. I recommend caution. Contact may be hostile."


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

Okay guys, here we go! Our first space combat!

Round 1

Engineer Phase 1
* Engineer Action:?
* Captain Action:? may delay to later phases
Helm Phase 1
* Initiative Roll:?
* Pilot Action:?
* Science Action:?
Gunnery Phase 1
* Attack Rolls:?

MAP UPDATED

FYI the BLUE triangle with the yellow outline is the Calico Wanderer. The WHITE triangle with the red outline is the enemy ship.

I know it's hard to keep to strict order when posting for space combat without slowing everything down. But I would prefer for Captain "aid" actions to be declared before the roll they are aiding whenever possible. Stell: that means that it will be helpful to declare what you intend to do next round; you can change your mind as long as the person you said you were helping hasn't rolled yet.

Note: if a science action has a DC based on range, the science officer can choose to use the range from either before or after the ship moves.


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
Guidance NPC wrote:
"Energy spikes indicate that contact is powering weapons. I recommend caution. Contact may be hostile."

"That coffee will need to wait, Wint - it's time t' earn our paycheck!"

Unless I specify otherwise, you can assume Thuldas will hold his action until after the Piloting action has been resolved.


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 have the essential roles filled, Stell would like to use the taunt action during the piloting phase to scare them into a penalty on their piloting actions, since they are slower and less maneuverable than us. This will give us good odds of moving second and keeping them in our preferred gunnery station ranges and allow us to optimize shields accordingly.

Stell looks around at the crew assembling at the helm Iolas, and the science officer computers Rising Dawn, and then checks the monitors to see that the gunnery stations Wint and Engineering section Thuldas are ready.

If anyone is at a different station than I indicate above, sound off. These are the roles assumed in an aggressive mode in the discussion thread.

Stell sits tall in the captain's chair and taps the communications controls to send a broadcast message to the other ship. She takes a deep breath, activates her voice amplification augmentation, and speaks.

"Eoxian freighter. You are in possession of Starfinder property that we will be taking from you once we have disabled your starship and boarded you. Resistance is futile but expected. Expect no mercy and prepare to taste what real death is like in the cold, cold deep!"

Intimidate, Voice amplifier: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Taunt Action made during the piloting phase.

I think that should work assuming they are tier 2 or 1.
Duration: 1d4 ⇒ 3

The rules say the target DC of the Taunt check is 15 + 1.5 times the ship tier. Does that round up or down for odd tier levels? In other words, would the DC of a tier 3 ship be 19 or 20?

Stell switches the communications to broadcast to the rest of the crew. "Battle Stations! Let's go! Fortune favors the brave!"


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
Stell Zee-Linn wrote:
If anyone is at a different station than I indicate above, sound off.

Iolas claimed the position of Engineer, Wint is currently acting as Pilot, Thuldas is currently acting as Science Officer, and Dawn claimed a gunner's seat. Doesn't look like we're flying in aggressive mode just yet.


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

Wint grabs up the one tool that Iolas missed. The one tool that is absolutely ESSENTIAL

"Iolas, you missed the Hydro spanner"

He then leaps into the Pilots chair
"Wint ready for duty Captain. What are your orders?"


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)

"Let's just try to keep them in our forward arc, perhaps beef up the shields in that direction. If we can, try to target their drive system. We need to disable the ship, not destroy it."


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Thuldas wrote:
Unless I specify otherwise, you can assume Thuldas will hold his action until after the Piloting action has been resolved.

Okay. For the record, the only thing that matters in this regard is the total range which can give you a penalty depending on the range of your scanners. Since the ships are basically moving at the same time (initiative is for playability rather than realism), I'm going to say you can do it either before or after both ships have moved.

Stell Zee-Linn wrote:

Taunt Action made during the piloting phase.

I think that should work assuming they are tier 2 or 1.

You know, I'm going to rule that the Voice Amplifier doesn't affect the taunt action, since you can't control the volume at which your enemy hears the broadcast. It will only affect things that are in person. I think its fair for something that costs 125 credits... if you want +2 to computers you have to spend over 8000.

Stell Zee-Linn wrote:
The rules say the target DC of the Taunt check is 15 + 1.5 times the ship tier. Does that round up or down for odd tier levels? In other words, would the DC of a tier 3 ship be 19 or 20?

19. You always round down unless the rules specify otherwise.


Since the group is still trying to scan the enemy ship, Iolasbot tries to increase power to the ship's sensors.

Divert DC 13: 1d20 + 9 ⇒ (4) + 9 = 13

Thuldas: you get +2 to your Scan roll.


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

The enemy ship advances and flies an evasive pattern.

Round 1

Engineer Phase 1
* Engineer Action: Divert Power to Sensors
* Captain Action: Taunt (fail)
Helm Phase 1
* Initiative Roll: Calico Wanderer wins
* Pilot Action:?
* Science Action:? ...+2 from engineering
Gunnery Phase 1
* Attack Rolls:?

dice:

Initiative (Enemy): 1d20 + 8 ⇒ (7) + 8 = 15
Initiative (You): 1d20 + 10 ⇒ (13) + 10 = 23
Evade (Enemy): 1d20 + 8 ⇒ (20) + 8 = 28

MAP UPDATED

Wint, Thuldas, and Dawn are up.


Female Dwarf Animist 2 | HP 21/32 | AC 19 | Fort +7 Ref +6 Will +10 | Perc +8 | Focus Points: 3/3 | Hero Point: 0/3

Dawn uses the computer to come up with a firing solution. "Launching plasma torpedo!" she calls.

Plasma Torpedo Launcher, Computer Bonus: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 3d8 ⇒ (3, 5, 2) = 10


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
Void GM wrote:
Thuldas wrote:
Unless I specify otherwise, you can assume Thuldas will hold his action until after the Piloting action has been resolved.
Okay. For the record, the only thing that matters in this regard is the total range which can give you a penalty depending on the range of your scanners. Since the ships are basically moving at the same time (initiative is for playability rather than realism), I'm going to say you can do it either before or after both ships have moved.

For the Scan or Target System actions, yes, but if I'm balancing shields or optimizing them against a specific damage type, the facings of the ships would be relevant.

Thuldas watches the additional power from Engineering boost the active scanning sweeps, nearly doubling the range of his equipment.

My goodness - that Iolas has absolute machine precision.

"Alright, creepy bone ship. Tell this dwarf your secrets!"

Scan Action (+ Divert bonus): 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 Thuldas. You're embarrassing me.

As the precious snac results come in, Thuldas eagerly twists dials and pushes buttons, succeeding only in muddying the information.


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)

"Don't beat yourself up, Thuldas," Stell calls out. "Could be a glitch that did not get caught in the pre-flight prep."

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