Jimbles' Dead Suns

Game Master Jimbles the Mediocre

Location: Ukulam, Castrovel
Handouts: Moriko's Legacy | Temple of the Twelve


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Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Hey, this weekend/next week is going to be pretty hellish for me in real space because I have so much going on over the next 6-7 days. I'm not sure I'll be able to do the 1/day posting thing til probably next Friday.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened
Entiren Vraken wrote:
You can apparently sort them by date added (it is in the top right). Starfinder portraits should go from the bottom of the first page to the top of the third page.

Thanks.

I eventually found that the only way I could see them was to leave all the filters unchecked and go to the last page. Even though there are some Starfinder human male avatars, when I select Male and Human, the same avatars don't show up. Someone needs to do a bit of database work on the lot.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

It's my first day in five days not driving or flying somewhere, so I'll catch up and post today!


Game Abandoned

Rest if you need to, we'll still be here. :)


Game Abandoned

Ok folks. It's getting really iffy where I'm located here in Northern CA. The Camp fire is getting really close so we're watching for evacuation orders. If that happens, my posting may be sporadic. Please bot me if needed.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Hope you stay safe.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Yup. Stay safe.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Would I earn infamy if I just shot both of them with my pulsecaster until they were unconscious?


Dead Suns: Moriko's Legacy | Temple of the Twelve
Lauren wrote:
Would I earn infamy if I just shot both of them with my pulsecaster until they were unconscious?

Unless you can convince me that doing so would be within the goblins' best interest, electrocuting a helpless creature into unconsciousness would incur some infamy.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Darn.

Though, I suppose I could make the case that if they're silent/unconscious, they're less likely to attract an Akata or attempt to make off with the ship and get blown out of the sky by Station Security.

:)


Dead Suns: Moriko's Legacy | Temple of the Twelve

Just an FYI, I'll be flying across the country tomorrow to spend Thanksgiving week with the in-laws. In theory, I should have a stable internet connection, but you never know, so things might slow down a bit. Take some time to spend with friends and family - we'll get back to our regular pace the week after.


1 person marked this as a favorite.
Game Abandoned

Travel safe. That goes for anyone else doing that over the holidays.

~~~~

We should set up a standard assumed procedure for opening doors.

First draft:

Diedre will check for traps (+9 Perception)

If we find any then Aureum attempts to disable them (+9 Engineering).

Once any traps are out of action, Jehir opens the door.

I'm not fixed on this, we can do it a different way, but an assumed procedure should prevent us from standing in front of a door for three or four real-world days.


Dead Suns: Moriko's Legacy | Temple of the Twelve

I'm a fan of this idea - nominate one person to inspect, one person to disable w/ Engineering, and one person to disable w/ Mysticism (if you identify the existence of a trap, it should be obvious which skill is required to disable it). Since these checks should be made in secret by the GM anyhow, I can just auto-roll them any time you approach a suspicious door.


Game Abandoned

Ok then ...

Diedre to check for traps (+9 Perception)
Aureum to disable tech traps (+9 Engineering)
Entiren to disable magical traps (+8 Mysticism)
Jehir to open the door.

How does everyone feel about that?


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Sounds good to me. Also, I’m at a holiday party all day today so I won’t have a chance to post until later tonight!


Game Abandoned

Party On! Have fun.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Does Aureum have a set of Trapsmith's tools? My total bonus is +12 with them but if her base is +9 then her's would be +13. I'd be more than happy to lend her mine if she's the one taking the risk in trying to disarm it.

Oh, we also need someone with Mysticism for the magical traps. My total bonus with those (and the tools) is +9, but I'm willing to bet that Entiren's would be higher.


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

This set up works for me as well.

@ Lauren As for Entiren's Mysticism bonus, it is a base of +8. With the tools, I believe that it would be around +12. However, if you would prefer to be the individual disabling any magical traps that we come across, I would be fine with that.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Well... I don't want to be anywhere near any traps. But I don't mind doing it if you don't want to.


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Since Lauren doesn't wish to be on the potential receiving end of any traps, Entiren will attempt to handle any Mysticism based traps that we come across.


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Game Abandoned

So our Official Door Procedure is:

Diedre to check for traps (+9 Perception)
Aureum to disable tech traps (+9 Engineering, +13 w/ tools)
Entiren to disable magical traps (+8 Mysticism, +12 w/ tools)
Jehir to open the door.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Door procedure looks fine to me. Miraj is better keeping ready to fight any threats that might be behind a door. For the record, however, his perception score is also +9 so he can check for traps if needed.

As for the this coming week, I'm not traveling or entertaining out of town guests, so I'm able to post as needed. Hope everyone has a safe and sane Thanksgiving.

Is everything OK in Northern California? I used to live in L.A. and I have in-laws living in the Arcata region of Northern California. I've also toured the north on a bicycle up the Klamath river valley to the Mt. Shasta area and on north into Oregon. Beautiful country. Mt. Shasta is positively magical. I named one of my favorite Pathfinder characters Shasta.

On that same bicycle trip (this was back in 1990) I rode through Southern California and one day after riding through Santa Barbara, I read a newspaper account of how a forest fire swept through an area I had just ridden through. That account had a picture of a house that was being threatened by the fire which happened to be owned by a guest teacher of religion I had studied with in grad school. So those are my closest calls with fires.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Is anyone else having the following experience posting? I hit Submit Post and the screen refreshes, but shows the top of the page instead of the post. Scrolling down, the post I just submitted is not showing. I have to refresh the page, sometimes more than once, to see the post. I suspect the post is not in danger of being lost but I worry it may not be visible when others open the page around the time this is happening.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

That's happening to me too. I've yet to lose a post because of it, though.

EDIT: It only seems to be happening in the gameplay forum, nowhere else.


1 person marked this as a favorite.
Game Abandoned

By all appearances it looks like lag between load-balanced servers. Your post goes to server A but you get a reloaded page from server B which is lagging on data replication and doesn't have your post yet.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

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.


Dead Suns: Moriko's Legacy | Temple of the Twelve
GM Jimbles wrote:
Just an FYI, I'll be flying across the country tomorrow to spend Thanksgiving week with the in-laws. In theory, I should have a stable internet connection, but you never know, so things might slow down a bit. Take some time to spend with friends and family - we'll get back to our regular pace the week after.

I'm back to the land of regular schedules and stable internet, so hopefully we'll be getting up to speed again! I hope you all had a lovely holiday.


Game Abandoned

I'll say that I survived it and so did my relatives. I guess that means it was a success.

By most interpretations at least.


Dead Suns: Moriko's Legacy | Temple of the Twelve

Hey, y'all - it was just quietly announced that Starfinder is getting some new classes, and that these classes are getting a playtest! Don't ask me any more questions, because that is literally all that they revealed, other than that a blog post with more information will drop Monday.

I've already decided to run whatever session(s) is/are part of the playtest, though. I'm invested. If you're interested (or if you become interested after learning more about these new classes on Monday), drop me a PM and I'll save you a seat. Fair warning, however - I'm gonna try to launch this sucker as soon as possible and run through it quickly to try and compensate for the slowdown the holiday season will bring, so keep that in mind.


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

I apologize for my recent lack of posting. I have recently had numerous major assignments due recently, and focused more on them than the games I am in online. Seeing as how the next two weeks here are dead week and finals week, I might have to similarly delay posting for a period of time coming up. However, I should be able to keep a consistent posting rate of at least once a day from now on.

If it does become neccessary, I give permission for Entiren to be botted during the upcoming two weeks.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Jesus!:
You sail into nothingness, watching the sun spin in circles around your head. After a few sickening seconds, you realize that you can see both starships... parked next to each other! It seems that you've completely missed, and without your companion's intervention, you'll likely tumble through space forever.

I'm not going to lie. The above made me laugh so hard that I went into coughing fits. That's some next level awesome.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

I unexpectedly had no internet this weekend! I’ll get caught up tomorrow.


Dead Suns: Moriko's Legacy | Temple of the Twelve

No worries. It's a busy time of year, so I'm gonna be pretty lax with posting rates. I'm decently busy myself.

By the way - Jehir, are you alright? I know you were having internet connectivity issues, but I haven't heard from ya in a couple weeks now.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Jehir's player is the GM of another Starfinder PBP game I'm in and no posts for a while there either. Fingers crossed all is okay.


Dead Suns: Moriko's Legacy | Temple of the Twelve

I hope that Jehir comes back soon, but I will bot him until then - at least until you guys make it back to safety.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Safety?

I do not think that I know this word.


Game Abandoned

Diedre would be happy to demonstrate the many ways to engage in safe ...

What? Oh ... safety.

Nevermind. Carry on.


1 person marked this as a favorite.
Dead Suns: Moriko's Legacy | Temple of the Twelve

This might come in handy soon-ish...

Adventuring in Zero-G
(The abridged guide)

How do I move in a zero-g environment?
In zero-g, you can't take a move action to move your speed, crawl, or take a guarded step. Feeling stuck? Fear not! There are still plenty of ways to get from point A to point B:

Flying: A creature with a fly speed can fly normally unless their method of flight requires an atmosphere that doesn't exist.

Climbing: A creature with a climb speed can move along any wall with sufficient handholds at their full speed (or their full climb speed, whichever is greater). Creatures without a climb speed can do the same by succeeding at a DC 20 Acrobatics or Athletics check.

Push, Float, Catch: A creature next to an object or creature one size category smaller than themselves or larger can push off that object or creature to start moving half their land speed in any appropriate direction (if that object or creature they push off of isn't nailed down, it starts floating in the opposite direction at the same speed).

An object in motion stay in motion! Unless they hit something, a creature floating in zero-g will continue to move at the same speed in the same direction at the beginning of every turn. This does not take an action.

A creature can catch itself on a secured object or surface as a move action by succeeding at a DC 20 Acrobatics or Athletics check. Failing the check imposes the off-kilter condition (see below).

What happens to creatures that collide in zero-g?
When two creatures collide, both must attempt a DC 20 Acrobatics or Athletics check or become off-kilter. A creature anchored to a solid object (such as by boot clamps) gains a +4 bonus to this check (for the purposes of this game, any creature that is not in motion and is next to a stable object is considered anchored).

How much can I carry in zero-g?
A creature can lift and carry 10 times their normal amount in zero-g.

How does zero-g affect my weapons?
Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments - their wielders simply continue to accrue penalties the farther away the target is.

What does it mean to be off-kilter?
You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls.

You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. Throwing an object of 4+ bulk counts as a method of propulsion for Medium creatures.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

When Starfinder first came out, I had a question for the rules forums about how telepathy works. It's my understanding that if Diedre has limited telepathy but Miraj does not, she can send a telepathic message to him, but he cannot reply telepathically. Is that correct?


Game Abandoned

That's not how I read it. The SRD uses the words 'communicate' and 'listen' in describing the ability. As far as I understand it allows for two-way communication given a shared language for as long as the owner of 'Limited Telepathy' continues to keep the conversation open.

It's not my game, though, so it's not my call.


Dead Suns: Moriko's Legacy | Temple of the Twelve

The CRB is a bit vague on how limited telepathy works - deliberately so, I think, to allow for some easier GM fiat. For convenience's sake, I'm going to go with something closer to Diedre's interpretation - limited telepathy is like opening up a mental radio channel, allowing any back and forth communication that could be done verbally.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

I'm walking out the door for a string of finals. I may get in a post after I catch up on reading what's happening, or I may not post again until tomorrow.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

The ambiguity is that the word "communicate." It can be one way or two way. But I'll go with the consensus. I'll assume if a "channel" is opened, someone without limited telepathy knows whether or not he is sending his thoughts back. I also assume the sender cannot automatically read the thoughts of the sendee, only thoughts projected back.


Game Abandoned

Yeah, I wouldn't assume that the owner of the ability could read/hear anything someone wouldn't want them to.

Mechanics-wise, I see it as just a simple way for someone to communicate with someone else (given a shared language) without anyone else being aware of it or being able to overhear/eavesdrop.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

To me, it's like a police band radio. Police can transmit messages which dispatch and other police units can hear. Those units can transmit messages back. But someone with a police band radio can hear the transmissions, but can't send messages back.

A roomful of Lashunta communicating to everyone else can have a normal conversation with anyone in the group, but a non-Lashunta could only listen in. Seems cleaner and simpler.

For the record, I've not been reading spoilers with messages not addressed to Miraj.


Game Abandoned

As far as spoilers go, I don't mind if people read spoilers that I've addressed to someone else. I just use it as a clear demarcation of private information that their character wouldn't know.

If I really didn't want anyone else reading it, I'd send it in a PM. :)


1 person marked this as a favorite.
Dead Suns: Moriko's Legacy | Temple of the Twelve
GM Jimbles wrote:

Adventuring in Zero-G

(The abridged guide)

How do I move in a zero-g environment?
In zero-g, you can't take a move action to move your speed, crawl, or take a guarded step. Feeling stuck? Fear not! There are still plenty of ways to get from point A to point B:

Flying: A creature with a fly speed can fly normally unless their method of flight requires an atmosphere that doesn't exist.

Climbing: A creature with a climb speed can move along any wall with sufficient handholds at their full speed (or their full climb speed, whichever is greater). Creatures without a climb speed can do the same by succeeding at a DC 20 Acrobatics or Athletics check.

Push, Float, Catch: A creature next to an object or creature one size category smaller than themselves or larger can push off that object or creature to start moving half their land speed in any appropriate direction (if that object or creature they push off of isn't nailed down, it starts floating in the opposite direction at the same speed).

An object in motion stay in motion! Unless they hit something, a creature floating in zero-g will continue to move at the same speed in the same direction at the beginning of every turn. This does not take an action.

A creature can catch itself on a secured object or surface as a move action by succeeding at a DC 20 Acrobatics or Athletics check. Failing the check imposes the off-kilter condition (see below).

What happens to creatures that collide in zero-g?
When two creatures collide, both must attempt a DC 20 Acrobatics or Athletics check or become off-kilter. A creature anchored to a solid object (such as by boot clamps) gains a +4 bonus to this check (for the purposes of this game, any creature that is not in motion and is next to a stable object is considered anchored).

How much can I carry in zero-g?
A creature can lift and carry 10 times their normal amount in zero-g.

How does zero-g affect my weapons?
Thrown weapons have their range increments multiplied by 10 in zero-g. In addition, all ranged weapons no longer have a maximum number of range increments - their wielders simply continue to accrue penalties the farther away the target is.

What does it mean to be off-kilter?
You are disoriented and floating in zero gravity. You can’t take move actions to move your speed, crawl, or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls.

You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. Throwing an object of 4+ bulk counts as a method of propulsion for Medium creatures.

A couple clarifications/rulings to streamline things a bit.

  • You only gain the off-kilter condition by running into something (or getting run into by something). If you attempt an Acrobatics or Athletics check to climb across a surface and you fail, you simply lose the move action - you do not become off-kilter.
  • As long as you have something to grab onto to steady yourself (or you can fly), removing the off-kilter condition is just a move action that does not require a check.
  • As long as you are not off-kilter (or you can fly), you can remove the off-kilter condition from an adjacent ally by taking a move action to steady them.


  • Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
    Stats and Skills:
    Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
    Attacks and Spells:
    Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

    Thanks for the clarification. I tend to avoid zero-g combat and always screw up the rules.


    Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened
    Entiren Vraken wrote:

    Also assuming that a channel exists between Entiren and Diedre:

    As he finishes helping Miraj ...

    If there is no longer a channel up, or if Entiren thinks that Clara-a or -b might overhear, he will instead send the following message via Telepathic Message:

    The confusion exhibited in this situation is the reason I asked earlier about how telepathy works. It seems whoever "opens" a channel needs to specify if it includes everyone or is just between herself and one other person. Could one include more than one but not everyone? Lots of ambiguity.

    Seems simpler to me to say that those with limited telepathy can project thoughts to an individual or as a broadcast to everyone, but those without limited telepathy can only "hear" the communications when included in the sending, but cannot respond in kind.


    Dead Suns: Moriko's Legacy | Temple of the Twelve

    You're right in that a stricter definition of limited telepathy would be easier to legislate, but strictly regulating how characters share small pieces of knowledge the players all know isn't really one of my goals with this particular game (not saying it's a "bad" way to play, just not what I'm goin' for).

    It appeared to me that Diedre opened a channel for the group + the Claras, and then closed it, and then opened a channel for the group sans the Claras. In this situation, I think it's more than fine for people to respond like Miraj and Entiren have (if we were playing IRL and this conversation happened in a more linear fashion, it would be a bit less confusing, but we'll deal with the medium we have).

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