Into the Void

Game Master Peet

Campaign Maps


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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 again leans out to shoot

To hit vs EC: 1d20 + 4 ⇒ (12) + 4 = 16
miss chance, high hits: 1d100 ⇒ 38

"Sigh. I SUCK"


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

Dawn's laser strikes the ghoul's torso, and then Thuldas' Starknife spears the ghoul right in the eye. The Ghoul collapses to the floor.

Combat Over.

Examining the body of the ghoul captain reveals that he wielded a static arc pistol (only four charges remain in its battery) and he is wearing flight suit stationwear armor.

The skeletons have no gear at all and their clothing is in rags.

Thuldas has a look at the strange generator, but when he gets too close (within 5 feet) he feels a deep and unnatural chill through his space suit (1 point of cold damage). He steps back out of reach of the field. It seems that the other three generators must have been shut down by Dawn's use of the computer in the cargo bay.

The way forward lies open.


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

The bridge of the Endless Threnody is located behind the enormous crimson eye at the front of the ship, bathed in a blood-red glow. The crew stations are fabricated from bone and steel, apparently grown from the floor and walls of this room. Battle damage is evident throughout the bridge, but it is now empty and utterly silent—truly a ghost ship.

Most of the equipment here is without power, but a couple of strange computer terminals remain active. The information you came for must be in the computers here somewhere.

You will need to make two checks; once to access the system, and another to search for the data you are looking for. A Computers or Mysticism check is necessary for each, and an identify spell will give a +10 to the first check (but not the second). Since there are two terminals, one other person can aid this attempt.


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

"Let me see if I can get into the system. Thuldas, mind helping out? I think this mainframe should have a similar encryption. Let's see, looks like there's some type of magitech cypher on here. I think I can get through it though."

Computers: 1d20 + 7 ⇒ (10) + 7 = 17


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

"I shall attune myself to the arcane frequencies of the computers once more."

Mysticism: 1d20 + 8 ⇒ (3) + 8 = 11

Or not.


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 yells in satisfaction as he knifes the ghoul in the face, sending it toppling backwards. Approaching the corpse, he grunts uncomfortably as the supernatural cold eats away at his bones, but he takes the time to haul the remains of the ghoul out of the area of effect of the necromantic generator.

"Anyone fancy a static pistol? That's about all o' worth 'ere."

Continuing onto the bridge, he lets out a slow whistle over the comms.

"We sure did a number on this place, eh?"

Iolas wrote:
"Thuldas, mind helping out?"

Approaching the nearest terminal, Thuldas brushes debris off the interface and attempts to access the system.

Computers check to aid another: 1d20 + 7 ⇒ (17) + 7 = 24

Assuming that's a success on Iolas's part, a second check to locate any data that might pertain to the Unbounded Wayfarer.

Computers check: 1d20 + 7 ⇒ (9) + 7 = 16

"Hey, I think I've found somethin' 'ere. Iolas, take a look at this."


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

Iolas manages to crack the password protection on the system, and then Thuldas does a search and recovers a file on the Endless Threnody's most recent mission.

The Threnody's shuttle touched down on a desert planet in the Vast called Ulmarid, near the site of a wrecked starship. They scavenged some things from the wreckage (including the Starfinder insignias), and marked the site for further potential salvage.

Upon lifting off, the Endless Threnody was attacked in orbit as it tried to navigate the asteroid field surrounding the planet. The Endless Threnody was able to escape into the Drift, but had sustained heavy damage, and their drift engine failed while the ship was still in the drift.

Before escaping, the Endless Threnody did manage to scan the enemy ship, which was a vessel named Lawblight with clear Besmaran markings. A substantial amount of detail on the Lawblight is in the file.

SCAN REPORT wrote:

LAWBLIGHT

Medium transport
Speed 6; Maneuverability average (turn 2); Drift 1
AC 13; TL 13
HP 70; DT —; CT 14
Shields basic 30 (forward 15, port 5, starboard 5, aft 5)
Attack (Forward) coilgun (4d4), heavy torpedo
launcher (5d8)
Attack (Aft) gyrolaser (1d8)
Attack (Turret) coilgun (4d4)


The crew sends a signal back to the hip to report in. Bouncing the signal off a distant Drift Beacon, they manage to send a report to Venture-Captain Arvin. A few hours later the return message arrives.

"Well done. That's one less ship in the Corpse Fleet left to trouble the living. Salvage anything you think you can use and then blow the ship to bits and head home. I'm going to send you out to Ulmarid, but I think your ship might need an upgrade or two before taking on a genuine pirate vessel."

"I've got a bit of a treat for you. When you're done with Threnody, enter this passcode into the ship's cargo files. A little compartment will open up in the galley with a few things to liven up the trip back. I know this mission isn’t yet complete,” he explains, “but you’ve earned the right to celebrate a bit on your return trip. I asked the quartermaster to include a few delicacies so you can enjoy being alive—after an encounter with necromancy.”

"I'll see you when you get back. Arvin out."


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

"Delicacies? I wonder if they've given me [i]dadlı qablar[i]. I haven't had that since I left home"


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

"Ooh! Snacks! Let's open 'er up and find out!"


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)

Wednesday night I was waiting for the action to progress to the next round before using Inspirng boost on Wint. Things got busy yesterday and I missed my window. If a ret-con is okay, Stell would have done the following just after the ghoul's last attack.

"Shake it off Wint. While there's life, there's hope, which mean that guy is hopeless."

Wint would restore 5 points of Stamina.

After the firefight is over:

Stell would collect the static arc pistol if not one else wants or needs it.


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 watches the computer geniuses hack into the ship's files and retrieve the data they were sent to collect. "Good job, guys! One step closer to closure and perhaps a rescue of some lost Starfinders. I joined in hopes of finding a way to locate and rescue my parents, but while we wait for breaking news on the Scoured Stars, it feels good to help others who may be lost. Even if they are not alive, we can bring some closure to their loved one waiting for word of their fate."

After the information on the pirate ship emerges, Stell whistles her intrigue. "Loved watching Donny Jepworth as Captain Drack Murrow in "Pirates of the Caspari Drift.".

She pulls out her synthe fiddle and plays some tunes from the movie, while moving about on the ship, looking for cool resonance chambers. Then she records some sounds in the better spots for use as samples in future music compositions. She also records the sounds made by tapping on various bone and metal parts of the ship.

Back on the ship, after opening the galley compartment:

Stell fishes out a transparent bag full of brightly colored balls of what looks like pastry. She breaks open the container and as air rushes in, an exothermic reactions produces a soft hiss and the balls of dough begin to steam.
"Oh! Castrovelian Dim Sum!"

She sets the treats on a plate and offers them around before biting into one and closing her eyes as the flavors have a lively party for her taste buds. She then plays some songs to amuse her comrades who are fast becoming friends.


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)

To fill the time on the journey home, Stell suggests the group has a regular practice of gathering after the evening meal and sharing stories of individual adventures had before joining the Starfinders.

I'll offer one for Stell after I get caught up on my other games.


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 locates some spiced sausages in the galley compartment and eagerly shares them with his crewmates, but not before insisting that they slice them up and mix them with a hard, sharp cheese in the Akitonian style.

Stell wrote:
To fill the time on the journey home, Stell suggests the group has a regular practice of gathering after the evening meal and sharing stories of individual adventures had before joining the Starfinders.

"Stories, eh? I'm up for this endeav'r! Now let me see..."

The dwarf ponders for a moment, fiddling with a small object hanging from his belt. With a snap of his fingers, he leans forward over the cramped galley table of the Calico Wanderer, framing the scene with sharply energetic hand motions.

"So, I've mentioned that m' ma runs a repairyard outside o' Maro, right? Well, when you're a mechanic on Akiton, junk is your lifeblood, an' Maro's got a curious problem. Ya see, the whole damn city is vertical - built inta the side of the biggest damn cannon you'll ever see. So, instead of all the unused junk flowin' out t' the city limits," Thuldas grabs Wint's plate with one hand, shaking it gently to scatter utensils and remnants of food in a ring, "everything o' use that ain't being used ends up at the bottom," grabbing Iolas's plate with his other hand, Thuldas rotates it vertically, dumping the uneaten remains of the naur's dinner in a line on the table.

"So, funnily enough, it's actually easier t' source spare parts from miles an' miles away, rather than haul 'em up outta the world's deepest hole. When I was younger, that was m' job - at least, m' Da and I. We'd hop a caravan an' trek over t' Hivemarket, load up a few crates w/ choice bits'n'pieces, an' trek back. Few weeks, round trip."

Thuldas uses the two plates to simulate a desert caravan travelling first one way and then the other.

"Now, ya need t' understand that the first time we went I was a tiny dwarven child, in an unfamiliar city, with the planet's most easily distracted parent, Angradd bless 'im. We've been in the city not three hours an' I see this 'uge tunnel, sloping down beneath the city, with a crowd streamin' in an' out. After a full week or more out on the desert, mini-Thuldas must 'ave been feelin' a bit agoraphobic, so I wandered off down the tunnel, an' then down another, smaller tunnel, an' then another, an' another..."

Thuldas holds one plate horizontally, spidering his fingers beneath it.

"Hivemarket is built upon a thousand thousand tunnels - old lava tubes, I've 'eard - that tendril for miles in all directions. Before I knew it, I was lost an' alone. Dwarves are stubborn, though, an' children moreso, so I kept ploddin' alone in th' wrong direction. And then, hundreds o' feet below the desert, I saw it..."

"...a ghost."

Thuldas lets the words hang heavy in the air for effect.

"I could see right through it, even in the dark. It had these filmy eyes, and faded t' nothin' below the waist. I was petrified - couldn't move, couldn't breathe, encased in fear. For a moment, nothin' happened - an' then it looked at me, an' I RAN!"

Thuldas drops both plates on the table with a cattle, using his arms to illustrate the weaving lava tubes beneath Hivemarket.

"I ran an' ran, tryin' t' find my way upwards. For the longest time I rushed through th' dark, afraid t' look over 'm shoulder. An' then, finally, I see some actual light - a tiny pub sittin' at an intersection o' two tunnels. Runnin' through the door, I yelled 'a ghost is chasin' me!', an' the whole room jus' goes dead silent."

Thuldas is caught by a minor coughing fit, and reaches for a glass of water to clear his throat.


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 took advantage of the break so say, "I take it this bar was okay with serving miners."

After the groans subside, she said, "I love ghost stories. What happened next?"


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

Rummaging around in the snack compartment, Iolas finds a glass bottle, the interior filled with countless shifting colors, "I was hoping there'd be some of this. Liavaran Sky-Brandy. Made from plants grown in the endless skies of Liavara, infused with just enough psychoactive vapor to produce mild euphoria and give it the distinctive look. Illegal in four Pact Worlds and criminalized in two. I'm glad the Starfinders are willing to operate a little bit outside of the law." He chuckles and opens it, pouring it into a small glass.

"Now, tellin' stories are we? Most of my exploits came from when I was in the Armada." he takes a drink and smiles slightly before starting, "Well, this story is a bit more upbeat than my previous. It was about a month after the whole freighter incident. I had taken a job doing some...under the table renovations of a cargo ship. Stewards weren't supposed to know about it, which I was fine to deal with. Any case, I was making a...storage compartment for hauling commodities like our Sky-Brandy here. So the boss, this Ysoki wanted me to get it done in two days, which I was confident I could do."

Iolas takes a drink of his drink and his eyes widen slightly at the powerful substance before he continues, "By then I had gotten my own little junk cruiser, good for getting between ships in the armada, but not a whole lot else. Any case, I flew over to the ship to get that compartment installed and when I got there, the ship was something else. It had been cobbled together from at least four other ships, none of them should've been compatible. There was a whole chunk that seemed like it was one of those Xenowarden tree ships but being grafted onto a Shirren cruiser really didn't do any favors."

"So, after finding my way through the strange maze of the ship, I found the crawlspace I was supposed to convert. Only problem, a fuel leak had completely filled it. Now, I thought it wasn't a problem, just a matter of draining it. Not so simple. The ship had been infested with Voyyanid eels. Not exactly eels, but they feed on sublight starship fuel," he says, motioning towards the fuel tanks.

"Long story short, I spent two days throwing eels out of an airlock. After I went to some drifter bar I was gonna meet the ysoki at, I found out that he had completely stiffed me. He was gone, vanished."

He chuckles and says, "I later found out that the Stewards did an inspection of his ship, and found both the contraband compartment and he got put in prison for smuggling and code violation. Guess we all get what we deserve."


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 guess eels well that ends well," Stell comments with a slight smile.


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

Though Dawn has no need to eat, she still enjoys the taste of the lemon-flavored candies known in Absalom Station as "Sarenrae's sunbeams."

She politely listens to the others' stories, but still being so young, she has little to add.

Also, her player is short on free time at the moment taking care of a newborn and a toddler. ;)


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 took her turn next. "Did I tell you how I got my big break? I had gotten some gigs as one of the warm-up acts for Big Nelson and the Eddies who were playing at a big auditorium in Skydock. It was one of my first solo gigs. I had been with a band called The Drifters and we had gradually built up a following and had even done a tour of the big cities on Verces. Then I started getting offers to play solo. That led to this gig."

Stell pops some Kalo Fizz-bings into her mouth and after the efforvesence abates, she continues. "Now, the Starcrest Auditorium is BIG. Really big. Biggest place I had ever played and it was packed! Not to see little ol' me, of course; they were there for the Eddies, and so no one paid me much attention. I did my thing, played my synth fiddle, danced and all. Played pretty well but people were talking and laughing. I think near the end, some were starting to listen, but then my time was up and I bowed and left the stage.

"I watched from the wings for a while, but I decided I wanted to get some air and wind down a bit, so I stepped out a back stage entrance and noodled around with my instrument for a bit, enjoying the fresh air. When I went to get back in, the stage door was locked. I walked around to the front entrance and tried to get in, but security didn't recognize me and thought I was one of the many people there hoping to crash the performance. Said I needed to show a hand stamp to prove I had a ticket. I kept saying, 'But I was just on stage!' No dice."

"So I'm mad, frustrated, but also really jazzed, so I look around and here are all these music fans who are dying for a concert, so I decided to give 'em one. I started playing my act all over again. People really got into it, and I was smart enough to send up a record-o-drone so I got a recording of it all which I uploaded live to my web site. Some music reviewers caught my act and then saw how much the fans outside the enjoyed the music. It led to my first published songs, then to my tour with Gemma Argenta. The rest, as they say, is history!"


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 wrote:
Thuldas is caught by a minor coughing fit, and reaches for a glass of water to clear his throat.

Once he's in control of his voice again, Thuldas continues his rambling tale.

"So, there's all these hard-bitten nomads an' scrappers in this dusty ol' bar down inna cave, an' this child dwarf comes in, yells 'ghost', an' they all piss themselves. They start askin' me a bunch of questions, like 'what didja steal?' an' 'who didja kill?!'"

Thuldas takes another sip of water, clearing his throat and chuckling.

"Obviously, I hadn't done anything like that, an' they figured it out pretty quick. Once they realized this little fact, everyone had a good laugh at my expense. This ol' ysoki sat me down and told me that Hivemarket is full o' ghosts - he called 'em khulans - an' they only attack bad people. Someone bought me some food, and eventually they found m' Da. It just goes t' show - this is a weird-ass universe."


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, uh, can't possibly beat any of those stories. The most that I ever did was to sneak into a casino run by the mob, steal all the files, and email them to my employer. I got away from the casino without being caught, even. No big deal.

Wait a second. There WAS that time that I had to clean the ENTIRE starship from TOP to BOTTOM (not including engineering. I was told to stay out of engineering for some reason) in ONLY 5 hours.

First, I mopped the floor using a mixture of
....[minutes of VERY detailed statements of how he cleaned follow]
And last, I mopped the floor again. One can NEVER have a floor that is too clean"


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

The group opens the hidden compartnemtn and discovers a variety of things, including several alcoholic beverages and a selection of candied meats.

Before leaving the group checks the Endless Threnody to see if there is anything worth salvaging. Recalling that one of the cargo bays had a listed cargo of "salvaged weaponry," you have a quick look. Most of what is there is spare parts and junk, but the hold does contain a Flak Thrower that is mostly complete and intact.

If you want to install this weapon in a weapon mount on Calico Wanderer, it will only cost 1 BP to install. Alternatively you can sell it to the Scrap Union for 3 BP worth of stuff.

Once the scrap has been loaded aboard, the Calico Wanderer blows what is left of the Endless Threnody to bits and heads for home. As before, the trip takes a few weeks.


"Welcome home," says Arvin warmly when he sees the group in the flesh once again. "It looks like you've taken good care of Wanderer," he continues. "I can hardly see any battle damage."

"As I mentioned before, I'm sending you out again, only this time you'll need a bit more firepower to deal with something like Lawblight. I wish I could give you a Frigate to fly out there, but we're a little short on ships right now. Actually we're short on just about everything."

"But I've booked you some shipyard time and we've got a bit of a budget for upgrades. I'll leave you in charge of the details. Make sure you give the Wanderer a bit more punch."


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

Upgrading the Calico Wanderer

You guys have 10 BP with which to improve Calico Wanderer. Plus the boon from the salvage of the Flak Thrower (see above).

You get full value for any equipment you remove. You could trade out weapons to free up weapon mounts. You could also get rid of the passenger cabins for 1 BP.

Worth mentioning that at the moment the Calico Wanderer's power core produces 120 PCUs but only 108 are actually used, which means you have 12 PCU extra if you install more powerful weapons.

Some suggestions:

* You could put the Flak Thrower into a turret. Building a turret will cost 5 BP. The Flak Thrower requires 10 PCU to function, which you do have available.
* You could replace the Gyrolaser with a second plasma torpedo tube, and link the two torpedoes so only a single gunenry roll would control both. That will cost you a total of 4 BP and actually saves you energy (by 5 PCU).
* Replacing both light laser cannons with coliguns will double their damage output and cost a total of 8 BP. It increases enegry consumption by 10 PCU.
* Your counterneasures (which calculate TL for missile hits) are currently +3. +4 would cost 2 BP and 1 PCU. +5 would cost 4 BP and 2 PCU.
* Your computer is a Mk 1 Duonode. A trinode would give one extra bonus for 1 BP. A Tetranode would give two more bonuses for 2 BP. Going to Mk. 2 inreases the bonus to +2, but costs a fair bit; a Mk. 2 Duonode costs a net 6 BP and 5 PCU.
* Increasing your Power Core is relatively cheap. 2 BP lets you swap your Pulse Black for a Pulse White which gives 20 more PCU (this also increases the effect of a Divert Power to Shields action by +1).


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'll trust you, captain, to make all the decisions"

Sorry, I hate the starship building minigame with a fiery passion and so won't be contributing. Except to say that experience as a GM has shown that the optimal thing by far is to increase shields, increase shields, and then to increase shields


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Wint wrote:
...the optimal thing by far is to increase shields, increase shields, and then to increase shields

I did a playtest run as a 10th level character and we designed our ship this way, and it worked very well. FYI increasing shields by 10 points costs 2 BP and no extra energy. Increasing shields by 30 costs 4 BP and 5 extra energy.


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)
Venture-Captain Arvin NPC wrote:

"Welcome home," says Arvin warmly when he sees the group in the flesh once again. "It looks like you've taken good care of Wanderer," he continues. "I can hardly see any battle damage."

"As I mentioned before, I'm sending you out again, only this time you'll need a bit more firepower to deal with something like Lawblight. I wish I could give you a Frigate to fly out there, but we're a little short on ships right now. Actually we're short on just about everything."

"But I've booked you some shipyard time and we've got a bit of a budget for upgrades. I'll leave you in charge of the details. Make sure you give the Wanderer a bit more punch."

Stell beams as VC Arvin delivers his praise. "Thank you! It was great to get a space mission under our belts. Makes me feel like an authentic Starfinder. Let's focus on doing what we can for our fellow Starfinders. They might still be alive and in need of rescue."

Stell hangs around the shipyard to observe the process of upgrading things on the ship. She studies schematics and tries to learn what she can, hoping to add some engineering skill to her repertoire of starfinder knowledge, even though others on the team will always outshine her when presented with the hard challenges.

She will look into ways to either improve her vision with augmentations or at least upgrade her armor to help her see in the dark, so she's not the only member of the team shining lights where she needs to see. At the very least, she'll get some suit mounted lights.

Saw an old episode of The Expanse and it seems that two lights placed on the chest and helmets of the suits is a standard issue thing for spacefarers.

Lights on Space Suits

Until Stell can get to darkvision status, she'll set up her armor with such lights. Also, is there a way to mount a comm unit on the wrist, so it can be used with out having to draw it from a holster and replace it for use during melees and such?


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 works with Iolas, Stell, and the shipyard workers to finalize plans for the Wanderer's retrofit, electing to concentrate the firepower, install their newly acquired flak thrower on a custom swivel mount, and upgrade the ship's core computer system.

Stell wrote:
Stell hangs around the shipyard to observe the process of upgrading things on the ship. She studies schematics and tries to learn what she can, hoping to add some engineering skill to her repertoire of starfinder knowledge, even though others on the team will always outshine her when presented with the hard challenges.

Thuldas also spends as much time at the shipyards during the retrofitting operations as possible, both to ensure the work is done properly and to gain a better understanding of the ship's inner workings. During this time, he regales (bores) Stell and anyone else unfortunate enough to be near with possibly true tales about various starships and other vehicles he's worked on in the past.

Thuldas won't purchase anything this shore-leave; he's saving his pennies for something special.


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 Thuldas tells his tales, Stell is never bored. She absorbs such things like a sponge. When she's not able to help and there's nothing much to learn, she plays her violin for the workers or just to amuse herself. At times, she uses the sounds of the shipyard as a kind of percussion track, giving her ideas for new compositions. She uploads a few of her newest songs to her Internet Streaming Music site: Stelljams!

"Greetings to all my loyal fans! I'm sorry there have been no posts for so long, but I've been off having amazing adventures as a Starfinder. I'll spill out the details later, but now I just wanted to upload a few new pieces inspired by my spacefaring adventures. This is my way of showing I'm thinking of you even when I'm busy with Starfinder stuff."

"This first one is called Deep in the Drift. It's got samples of music played on a derelict spaceship that was super creepy. I've tried to capture some of that in this piece. Don't listen to it alone in the dark!"

"The second I just laid down after spending some time in the shipyards watching upgrades to our space ship. I've sampled sounds from the ship yard and put them down as my rhythm track. I've overlaid a few upbeat TipTop melodies that reflect my mood at the moment. I call it Star Trippin'. Hope you're all livin' your dreams. Pleasant dreams."


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
Saw an old episode of The Expanse and it seems that two lights placed on the chest and helmets of the suits is a standard issue thing for spacefarers.

Since armor is said to include a personal comm unit, and a comm unit can work as a flashlight, it stands to reason that the light from your comm could be used without occupying one of your hands.


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

After about a week of work, the Calico Wanderer is ready for space. The group takes on some final supplies and makes their farewells befor once more blasting off into the Drift.

5d6 ⇒ (6, 6, 5, 3, 5) = 25

The trip itself is uneventful but long, taking 25 days to reach the Ulmarid System deep in the Vast.

The Calico Wanderer emerges from the drift into the uninhabited system. Two gas giants orbit the bright subgiant star, as well as a wide asteroid belt. Between the orbits of the two giants, is the solitary world of Ulmarid, which seems barren and lifeless, though you know that many desert worlds such as this have a vibrant (if sparse) ecology.

You quickly consult your files in the Starfinder Database on the world.

Starfinder Data on Ulmarid wrote:

Ulmarid is a desert planet wracked with fierce storms that scour the surface. Several square tunnels pierce the earth under much of the planet’s crust; although plainly artificial, there is no evidence as to who made these tunnels or why. A startling variety of vicious, unintelligent monsters inhabit the planet’s surface as well as these subterranean tunnels. The planet’s two enormous moons collided long ago, filling the planet’s upper atmosphere with a dangerous cloud of tumbling asteroids that makes approaching the planet with large ships difficult.

Ulmarid
Diameter: ×2/3
Mass: ×4/9
Gravity: ×1
Atmosphere: Normal
Day: 2 days; Year 14 years

Thuldas is able to make some additional scans and discovers that Ulmarid’s atmosphere experiences sudden and ferocious storms of poisonous crystals. The temperature in the daytime is warm and sometimes hot but gets very cold after dark.


Though you are out of communication range, Venture-Captain Arvin has prepared a mission briefing for when you arrive, and you access it through the ship's computer. His pre-recorded hologram stands on the bridge of the Odyssey, his hands clasped behind his back.

“Hopefully your journey was uneventful. Based on your previous mission, we’ve obtained information about the planet of Ulmarid. The desert world has breathable atmosphere but is devoid of intelligent civilization. A cloud of asteroids—leftovers from a collision of the planet’s moons long ago—surrounds the planet, so you must carefully navigate the Odyssey to the surface to find the crashed Unbounded Wayfarer.

“Be sure to bring the Starfinder insignias with you; they will be critical in recovering the information the Starfinders left behind. If you can recover any of the lost Starfinders—alive or dead—please do so as well. Good luck.”


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

The Calico Wanderer approaches Ulmarid. You can see that the asteroid field surrounding the planet is indeed thick. Furthermore, the asteroids have a wide variety of vectors making it difficult to predict a safe path. You conclude from it's instability that this asteroid field cannot be very old, and collisions must be common. Perhaps in a few thousand years it might be easier to traverse.

There is no way around. To land, Calico Wanderer must pass through the asteroids.

Pilot: You need to make a piloting check. Different results will occur based on DC 10, 15, and 20.

Captain: You may assist by making a DC 10 Piloting or DC 17 Intimidate or Diplomacy check. Success gives the pilot +2.

Science Officers: You may assist by plotting the path of asteroids with a DC 15 computers check. Each success gives the pilot +2; multiple characters may make this check (but only one check on this list per character); successes add +2.


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

Computers: 1d20 + 5 ⇒ (5) + 5 = 10

Dawn tries to help plot a safe path, but her calculations are less than precise.


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

"Barren desert world? Vicious fauna? Boilin' days, freezin' nights, and occasional storms o' poison crystals? Sounds like vacation t' me, alright."

Thuldas squints at his monitors as he stitches together an algorithm to predict low-orbit asteroid movements.

"First things first, though - we gotta get ourselves down t' the surface."

Computers check: 1d20 + 7 ⇒ (16) + 7 = 23

Thuldas highlights the results of his work and integrates it into the Wanderer's targeting system.

"Wint - y' see this particularly big asteroid there? We can trail in its shadow maybe 'alf the way through the field, shield ourselves a bit."


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

If allowed, Wint would take 10 on piloting for a 20. If not allowed
pilot: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25

"Why thank you, Thuldas. That does make it a lot easier to get through the field"

Wint is actually sincere in his thanks, even if an impartial observer would realize that he'd have done ok without the help


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

No, you can't take 10 because it is similar to a combat situation, with you trying to fly the ship evasively. But you did fine.

Wint deftly maneuvers the Calico Wanderer through the asteroid field, and you break through into low orbit, where the traces of Ulmarid's upper atmosphere have slowed down any orbiting debris to the point where it has by now crashed into the planet.

The arid planet's surface is heavily pockmarked with craters. Some of these are quite large and seem to have cracked the planet's crust, causing calderas of lava to fill them. There seem to be no bodies of water anywhere on the surface. Many areas of the world are covered by shifting dune seas. High winds roar around the world in a chaotic fashion.

Once in Low orbit you are able to detect the location of the Unbounded Wayfarer's distress beacon.


"We are unable to land near the site of the Unbounded Wayfarer's distress beacon," says the Ship's AI.

"The area is covered in thick shifting sand. Deep radar scans indicate the dune seas in this area are up to 50 meters deep before solid rock is found. If we land in that region the Calico Wanderer will sink into the sand and may not be able to lift off. This may be why Unbounded Wayfarer was stranded here, though I also detect that her hull is very badly damaged. Much of the wreck seems to be under the sand."

"There is a safe landing site just over two kilometers from the beacon. You should be able to walk on the sand without too much difficulty."


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

Calico Wanderer sets down on an outcropping of bare rock poking out of the dune sea. The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand. The air has a harsh tang, like burning metal. From here the sandy wasteland stretches in all directions. Your comm units are able to get a fix on the distress beacon's location, somewhere to the south.

PICTURE

Before we get going:
* Does anyone have environmental clothing for hot climates?
* Does anyone have environmental clothing for dusty areas?

Also, those who have Survival Skill should make a Survival check.

If you have any special preparations you want to make before going outside, now's the time. I don't think there's a whole lot to do here but you could surprise me.


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

Survival check: 1d20 + 1 ⇒ (11) + 1 = 12

Thuldas looks out at the wind-scoured desert with a sour face.

"I joined th' Starfinders t' leave th' desert. This looks just like Akiton, but hot."

"..."

"Hot-kiton."

Unsatisfied with his own portmanteau, Thuldas seals up the environmental protections of his armor as if he were about to step out into the vacuum of space and waits in the airlock for the others.

I don't have anything outdoors-y, but I do have 48 hours of climate control via the environmental protections of my armor.


Female Dwarf Animist 1 | HP 21/21 | AC 18 | Fort +6 Ref +5 Will +9 | Perc +7 | Focus Points: 2/2 | Hero Point: 1/3

"It will be good to feel the warmth of a sun again after weeks in a spaceship. Praise be to Sarenrae." Dawn waits in the airlock as well, seemingly unconcerned with wearing a helmet.

Androids don't need to breathe if it helps any,


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

"Jeez this is hot. Well, we might as well get going."


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)

Knowing that the planet we're are traveling to might have extremes of climate, Stell would have invested in environmental equipment, including some light sources. If allowed, I'd like to add Environmental clothing for cold, heat, and dust storms, plus a portable spotlight. Stell will put on the clothing for heat, and pack her other suits with her backpack. Her current weight carried is 4.7/6.5 carrying capacity. She also picked up a spare battery.

Did we get any credits pay from the Starfinders for our last mission?

"So," Stell asks as the ship sets down. "How much daylight do we have left? Is there any weather forecast? Did we see any dust storms in the area when we were on our approach. Best be prepared for the worst."

How much weight is involved in taking extra food and water? I'm assuming we have lightweight food packs and water containers. Stell will take five days worth of food and fill the rest of her pack up to her weight limit with water.

Stell suits up with her brand new environmental suit designed to make her more comfortable in hot climates. She has an extra holster with her static arc pistol in addition to her laser and semi-auto slug thrower. A set of sunglasses completes her ensemble. She looks a bit ungainly, with her pack full of supplies, but she manages well.

Survival: 1d20 ⇒ 20


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

A few points of order:

Thuldas wrote:
I don't have anything outdoors-y, but I do have 48 hours of climate control via the environmental protections of my armor.

Sadly, the protections that you get against vacuum work very differently than clothing that protects you from a hot or cold atmosphere, where conductivity rather than radiation is the key issue.

Rising Dawn wrote:
Androids don't need to breathe if it helps any,

The protection that clothing designed for dusty conditions gives you is (I believe) mostly for purposes of visibility, rather than breathing.

You could keep your visor up, but I would rule that in a dust storm your visor could get dirty, resulting in the same penalty as getting dust in your eyes. Would be more comfortable though.

Stell Zee-Linn wrote:
If allowed, I'd like to add Environmental clothing for cold, heat, and dust storms, plus a portable spotlight.

I'll allow it this time, but I really don't like to do retcons for this kind of thing. In future, please plan for contingencies and ask questions.

Stell Zee-Linn wrote:
Did we get any credits pay from the Starfinders for our last mission?

Sadly, no. The mission has multiple steps and is not yet complete.

Stell Zee-Linn wrote:
How much weight is involved in taking extra food and water? I'm assuming we have lightweight food packs and water containers. Stell will take five days worth of food and fill the rest of her pack up to her weight limit with water.

The crash site is only about a 1/2 hour walk, but it's fairly sensible. I will assume that most of the ship's rations come in prepackaged form similar to MREs and can be easily carried. Interestingly a canteen is not an item you can buy so I'll assume you have them; likewise the ship would probably have bottled water. Food and water for a person for a day would weigh about 5 lbs, but I'm not sure what that translates into Bulk. Overall I'm willing to handwave it for now.

Stell Zee-Linn wrote:
...6.5 carrying capacity.

I'm not sure how you arrived at that figure... you have a commercial backpack, which means you count as having a STR of 11 for carrying capacity. This means that you can carry up to 5 bulk normally or 11 bulk if you are willing to be encumbered. Note that items with "L" bulk have no bulk unless there are least 10 L worth of stuff, so counting L items that don't add up to 10 as 0.1, this effectively means your capacity is 5.9 for unencumbered and 11.9 for encumbered.


Thuldas wrote:
Unsatisfied with his own portmanteau,...

How often do you get to work "Portmanteau" into a sentence? :)

Stell Zee-Linn wrote:
"So," Stell asks as the ship sets down. "How much daylight do we have left? Is there any weather forecast? Did we see any dust storms in the area when we were on our approach. Best be prepared for the worst."

"The local day is quite long, about 48.3 hours. As such, even though it is afternoon you have over 9 hours of sunlight remaining."

"The atmosphere is a breathable nitrogen-oxygen mix, but there are trace elements that would be toxic if they were present in greater quantities. Health problems might occur if you were to settle here."

"However, these trace elements condense into clouds in the upper atmosphere, and storms produce precipitation that is potentially poisonous. These storms are sudden and unpredictable, but also brief and rare. Precautions are advised."

"Models predict that dust storms do occur, but I detect none at the moment. Prevailing winds in the are are moderate at present. I should be able to warn you if one is approaching."

It's worth reminding you of the antitoxin-like plant bulbs the Ysoki at the Vat Garden gave you.


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

Dice:

Dawn Fort Save: 1d20 + 0 ⇒ (11) + 0 = 11
Iolas Fort Save: 1d20 + 2 ⇒ (5) + 2 = 7
Stell Fort Save: 1d20 + 0 ⇒ (13) + 0 = 13+2
Thuldas Fort Save: 1d20 + 1 ⇒ (12) + 1 = 13
Wint Fort Save: 1d20 + 1 ⇒ (19) + 1 = 20

The group sets out over the sand towards the wreck. The temperature is hot, but not unbearably so, and most of you are able to handle the heat, except for Iolas, whose station-bred living has not prepared him for the realities of wilderness exploration.

Iolas: you are fatigued. If you rest in an cooler area for at least 10 minutes (with or without spending resolve) the fatigue goes away.

fatigued:
You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, Reflex saving throws, initiative checks, and Strength- and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are fatigued, doing an activity that would normally cause fatigue causes you to become exhausted instead. After 8 hours of complete rest, you are no longer fatigued.

Stell continues to scan the horizon for trouble. After walking for about 15 minutes, she spots a number of bluish rippling clouds coming in fast from the west. This must be one of the poisonous storms the ship's AI warned you about!

Stell: assuming you want to try to take shelter, your Survival roll allows you to give yourself and two other characters a +4 to saves against the storm's effects.

Thuldas already failed the check, but Survival can be used untrained, so Dawn, Iolas, and Wint may all roll to generate a similar bonus. The DC is 15. Every two points you beat the DC by allows you to help an additional character beyond yourself (no character can get the bonus more than once though).

I will assume that everyone wants to eat one of the plant bulbs unless they specify otherwise.

Rolls please! And then once all the potential save bonuses have been dished out, you can also make three DC 12 reflex saves (but I will roll for you if you don't get the chance).


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)
Void GM wrote:

A few points of order:

Stell Zee-Linn wrote:
If allowed, I'd like to add Environmental clothing for cold, heat, and dust storms, plus a portable spotlight.
I'll allow it this time, but I really don't like to do retcons for this kind of thing. In future, please plan for contingencies and ask questions.

I respect that, but in this case, we really didn't get the chance. We were in Absalom Station making ship upgrades with no mission briefing. Then next post started like this:

Void GM wrote:

After about a week of work, the Calico Wanderer is ready for space. The group takes on some final supplies and makes their farewells befor once more blasting off into the Drift.

5d6

The trip itself is uneventful but long, taking 25 days to reach the Ulmarid System deep in the Vast.

Usually, we get a briefing at the station, an opportunity to ask questions, and then an opportunity to acquire equipment before the ship sets off.


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

survival: 1d20 ⇒ 2

Uh, point of order here. The rules quite clearly state that Armor DOES protect you from extremes of Temperature (page 198). Now, as GM, you're certainly within your rights to change things. But you can't expect us to anticipate your changes and buy things that, by the rules as written, aren't particularly useful :-)


Campaign Maps | CALICO WANDERER (tier 2) | Space Combat Cheat Sheet
Stell Zee-Linn wrote:
Usually, we get a briefing at the station, an opportunity to ask questions, and then an opportunity to acquire equipment before the ship sets off.

Well, partly it's the way the adventure was written. You already did get some information about Ulmarid in the previous segment. I suppose I should have expanded on that.

Wint wrote:
Uh, point of order here. The rules quite clearly state that Armor DOES protect you from extremes of Temperature (page 198)...

Hmmm... it seems like whoever wrote the environmental rules didn't have any communication with the guy who wrote the rules about armor. The rules are pretty contradictory; in the environmental rules, armor gives you a penalty to resist heat dangers. It seems like there's a whole aspect of the rules that is completely ignored unless you've been wearing your armor for more days than its level, and it makes a bunch of other items rather pointless.

*Sigh.* Okay. We may revisit this later but for now we'll ignore the heat issue. Iolas: don't worry about the heat thing.

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