PLAY-BY-POST GAMEDAY VII: SFS 1-99 The Scoured Stars Invasion (subtier 1-2) (Inactive)

Game Master FiddlersGreen

Ship's condition:

Bow (Front):
Port (Left):
Starboard (Right):
Stern (Back):
Hull:

Glitching:
Malfunctioning:

Combat map and handouts


151 to 200 of 240 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan shouts a warning to his comrades: "Hang on, it might get bumpy!" Then he turns to the computer console and twists a few buttons and flips a couple of switches.

Piloting: 1d20 + 7 ⇒ (10) + 7 = 17

The ship suddenly buckles wildly, hopefully knocking the boarders prone.

Reflex DC 11, +4 circumstance: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13

Everyone needs to make a DC 11 Reflex save or be knocked prone - our side gets a +4 circumstance bonus

Forewarned about what is going to happen, Shaan avoids falling himself and moves forward to engage his foes, drawing his doshko as he does. Is the rule the same for this as in Pathfinder - I can draw a weapon as I move?

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Reflex DC 11 + forewarned: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9

Huh...

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:
Alejandro Carlos wrote:

[dice=Reflex DC 11 + forewarned]1d20+4+4

Huh...

Oops, sorry. My bad...

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Sorry for the late post, gang - Mondays are always super hectic for me.

Rahdokama advances and quickly puts a grievous injury into jinsul warrior #3!

Zeth advances to get the closest jinsul (#2) in range for his Mind Thrust spell!

Will Save: 1d20 + 2 ⇒ (7) + 2 = 9 DC 15
...doing full damage to it!

Alejandro, in a normal scenario, you can recharge your battery-powered weapons/gear on board Society ships and in Society facilities at a rate of like 1 charge per 10 minutes or something like that. Given how many batteries your various enemies have on them, I'm not going to nitpick charges :)

Alejandro helps focus the team's attention on jinsul #3, and hits them with a glancing laser shot!

Astrator takes advantage of the team's coordination, and also hits #3!

Shaan, yes, you can draw a weapon as part of a move as long as you have a BAB of +1 or higher, so you're good there!

Shaan grabs the controls of the transport and pulls a hard lateral maneuver!

Jinsul Reflex Saves: 4d20 ⇒ (16, 4, 10, 3) = 33 (+4 Each)
Astrator Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
Rahdokama Reflex: 1d20 + 2 ⇒ (12) + 2 = 14
Zeth Reflex: 1d20 + 1 ⇒ (19) + 1 = 20
...causing jinsul warriors #2 and #4 to fall prone! Unfortunately, Alejandro also goes down!

Jinsul #1 will fire a gun at Zeth:
Static Arc Pistol: 1d20 + 7 ⇒ (10) + 7 = 17 vs. EAC
Electricity Damage: 1d6 ⇒ 5

#2 will stand up, prompting an attack of opportunity from Shaan!
Tactical Doshko: 1d20 + 4 ⇒ (11) + 4 = 15 vs. Prone KAC
Piercing Damage: 1d12 + 3 ⇒ (11) + 3 = 14

Jinsul #2's lifeless body is pinned to the deck by the spikes of Shaan's doshko!

#3 will attempt to bite at Rahdokama wildly with a full attack!
Bite 1: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14 vs. KAC
Piercing Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Bite 2: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13 vs. KAC
Piercing Damage: 1d3 + 3 ⇒ (1) + 3 = 4
...but both attacks scrape harmlessly against the solarian's armor!

And finally, #4 will stand up, provoking an attack of opportunity from Rahdokama!
Tactical Pike: 1d20 + 5 ⇒ (14) + 5 = 19 vs. Prone KAC
Piercing Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

Even hurt, they still attempt to fire a pistol at the vesk!
Static Arc Pistol: 1d20 + 7 ⇒ (6) + 7 = 13 vs. EAC
Piercing Damage: 1d3 + 3 ⇒ (1) + 3 = 4

ROUND 2
Shaan (2 Damage)
Rahdokama
Astrator
Zeth (5 Damage)
Alejandro (Prone)
ROUND 3
Jinsul #1
Jinsul #2 (Dead)
Jinsul #3 (11 Damage)
Jinsul #4 (11 Damage)

The whole party is up!

Map is updated!

Also, please see the discussion thread in the next day or two? Thanks!

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Growling at the foes in front of him, he braces his stance, and tries to take a swing at his captains target!

Tactical Pike + Photon At. + Get em!: 1d20 + 6 ⇒ (6) + 6 = 12 -- vs number 3
Piercing Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Special! Allies who shoot #3 or #4, gain +1 to hit!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Rahdokama lashes out with his pike and impales jinsul warrior #3, killing them instantly!

#3 is now dead!


Starship Actions ; Live Exploration Extreme!

A non-descript, totally forgettable-looking Starfinder wearing a red shirt runs in from around the corner and yells, "I'm here to help! How can I aid???"

Yay! An aid token has been passed to your table. Use it well and good luck!!!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

What exactly are our aid token options?

__________________________

Alejandro stands up and yells, "nice stabbity there, now git that one!!!"

He points at the raider standing in front of Rahdokama.

Move to stand, Move to use Get 'Em vs. #4, +1 Morale to Hit that enemy.

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

Advancing down the hallway, Astrator waits until he clears Rahdokama to open fire on #4

Ranged, Prone: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16Cover?
Damage: 1d8 ⇒ 8

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Aid Token Options:

Allied Offensive: A nearby Starfinder agent strikes a creature at the same time as the PC, increasing the damage dealt on one attack by 1d8. In addition, after the attack, the target counts as flanked when targeted by any melee attacks until the beginning of the attacker’s next turn.

First Aid: A Starfinder agent restores 1d6 Hit Points or Stamina Points to each PC—each PC can choose which benefit to receive.

Remote Assistance: A Starfinder crew provides starship assistance from afar. Each PC receives a +2 bonus to all checks required by crew actions for 1 round.

Timely Inspiration: A Starfinder agent provides the effects of an envoy’s don’t quit improvisation. Each PC can choose one of the benefits available at 1st level; the effect lasts 1 round.

Provide Knowledge (must be boosted): Gain the benefit of a successful Culture, Engineering, Life Science, Mysticism, Physical Science, or Profession check to identify a creature or recall knowledge.
(The table that passed this to us has already boosted this option so it is available for use now if you want it)

Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token.
(The table that passed this to us has already boosted this (providing the Remove Affliction spell), allowing you to use it now if you want it)

Your GM recommends one of you deciding which option to use ASAP - once an aid token is used or boosted it immediately goes to help another table, so using it quickly helps everybody! :)

Note that in starship combat the aid token has additional benefits, but I won't bother ye with that until/unless we go into ship combat!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Rahdokama took out #3, and Alejandro helps coordinate your continued efforts against jinsul warrior #4.

Astrator hits jinsul #4, staggering it, but it's still capable of fighting!

To help, I'm going to give you guys the following:

At that moment, an Allied Offensive (Aid Token) from one of the Starfinder survivors/refugees in the back of the transport occurs, shooting #4 in the back for 1d8 ⇒ 3 more points of damage, which is enough to kill it!

Shaan (botted) takes a step over #2's body to swing with his doshko!

Tactical Doshko: 1d20 + 4 ⇒ (17) + 4 = 21 vs. KAC
Piercing Damage: 1d12 + 4 ⇒ (3) + 4 = 7

Meanwhile, Zeth (botted) launches a telekinetic projectile at #1

TP: 1d20 + 1 ⇒ (5) + 1 = 6 vs. KAC
Bludgeoning Damage: 1d6 ⇒ 2

The sole jinsul warrior remaining, #1, lashes out at Shaan!

Bite: 1d20 + 4 ⇒ (15) + 4 = 19 vs. KAC
Piercing Damage: 1d3 + 3 ⇒ (3) + 3 = 6

ROUND 3
Shaan (8 Damage)
Rahdokama
Astrator
Zeth (5 Damage)
Alejandro
ROUND 4
Jinsul #1 (7 Damage)
Jinsul #2 (Dead)
Jinsul #3 (Dead)
Jinsul #4 (Dead)

The whole party is up!

Map is updated!

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Thanks for botting me and sorry for the delay in posting

Shaan takes another shot at the one remaining enemy (#1) with his doshko.

Tactical Doshko: 1d20 + 4 ⇒ (13) + 4 = 17 vs. KAC
Piercing Damage: 1d12 + 3 ⇒ (4) + 3 = 7

Hope that hits, because Shaan is feeling pretty wobbly, with only 1 SP remaining! I may need some guidance about when/how I can spend Resolve, though hopefully that attack takes out #1...

Edit: just saw that Rahdokama moved up so Shaan will also step up 5' for a flank, which may affect the attack roll above. Is it +2 in Starfinder?

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Seeing the enemy fall at his feet, Rahdokama glows even brighter with excitement. He nods towards his captain, signalling him to come around and Get Em! the last hostile!"Well done team! One left! What say you, Captain, shall we, get him?"

Rahdomaka moves up and readies to strike at the remaming enemy for when Alejandro makes his move!

Tactical Pike + Photon At.+ Get Em!: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Piercing Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Special! Allies who shoot #1 get +1 to hit, because of coordinated shot!

Let me know if that is something I can do. If not, i'll just swing without the get em bonuses.

Edit! -- Even with a flank from Shaan, it doesn't seem to hit since I rolled a natural one, so just, ignore me heheheheh!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro will move and use get ‘em on #1. I’ll have a full post up in a bit if it still matters.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro moves up next to Zeth and points to the last raider, "one more to go and it looks like Desna did not guide his path today!

Move 30 ft, Move action Get 'Em +1 Morale bonus vs. #1.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Alejandro gets in sight of the last attacker and encourages you all to strike it!

Shaan's doshko aims true and puts a deep gash into the jinsul warrior, but Rahdokama's attack goes wide!

Zeth (botted) draws his pulsecaster, thinking that it might have a better chance of hitting the target in the middle of a flurry of melee fighting!

Pulsecaster Pistol: 1d20 + 1 + 1 + 1 ⇒ (4) + 1 + 1 + 1 = 7 vs. EAC
NL Electricity Damage: 1d4 ⇒ 2

Astrator (botted) comes around the corner, also trying to fire at the jinsul past the cover it has!

Laser Rifle: 1d20 + 4 + 1 + 1 - 4 ⇒ (11) + 4 + 1 + 1 - 4 = 13 vs. EAC
Fire Damage: 1d8 ⇒ 4
...and hits!

The jinsul continues to fight furiously, attempting a full attack on Shaan!

Bite 1: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7 vs. KAC
Piercing Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Bite 2: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13 vs. KAC
Piercing Damage: 1d3 + 3 ⇒ (3) + 3 = 6

ROUND 4
Shaan (8 Damage)
Rahdokama
Astrator
Zeth (5 Damage)
Alejandro
ROUND 5
Jinsul #1 (18 Damage)
Jinsul #2 (Dead)
Jinsul #3 (Dead)
Jinsul #4 (Dead)

The whole party is up!

Map is updated!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Rahdokama and Shaan - You are both correct! Flank gives a +2 to attack, and you can ready actions (but unlike in Pathfinder, your readied action doesn't interrupt the thing you're waiting for, but rather comes afterwards).

Shaan - As for Resolve, you can spend it during a 10 minute rest to regain Stamina. Unfortunately, the last chance to do that was before the current combat. That said, if you wanted to retroactively spend a resolve point, you'd have 2 more stamina than you do now (also Aid Tokens can help recover some stamina if another one comes to our table).

Hope that helps! :)

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro encourages his allies again, "you got this, stab there it'll probably hurt!" Finally in close range with his slug-thrower, he aims and fires.

Move to use Get 'Em vs. #1, +1 morale bonus to hit. Standard to Shoot at #1 with Semi-Auto Pistol.

S.A.P. + Coord. Shot + Get 'Em: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17 for Piercing: 1d6 ⇒ 5

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

"Well aren't you the tough one..." - Rahdokama smiles, visibly excited at the fact that there is still one more still standing. He changes the grip on his weapon and swings again.

Tactical Pike + Photon At.: 1d20 + 5 + 2 + 1 ⇒ (15) + 5 + 2 + 1 = 23
Piercing Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Special! Allies who shoot the target Rahdokama is in melee with, gain +1 to hit from co-ordinated shot!

"Aaagghghhhh!" - he cheers as he hit!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Alejandro and Rahdokama both hit their targets, killing the last jinsul warrior!

You are now out of combat - MISSION SUCCESS!

Back on the bridge of your transport vessel, you see active communication relays from both Jadnura and Luwazi Elsebo.

Jadnura is coordinating Starfinder teams like yours to carriers currently being boarded by jinsul warriors and mages, while Luwazi is coordinating Pegasus and Drake strike deployments to push back the jinsul capital ships trying to destroy the rescue carriers themselves!

Which mission would you like to select?
1 - Carrier Defense (Similar to the previous mission)
2 - Capital Ship Counterattack (Starship combat)

Once I see 2-3 votes, that's what I'll go with so you have as much time as possible to play!
If you pick #2, let me know if you want a Drake (slower but better weapons) or Pegasus (faster but lighter weapons) ship.

Your GM will note that there is a special boon for tables who do at least 1 starship mission during the special. I will not pressure you, but I wanted to let you know about it, at least!

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

"Arrrgghh! It seems our allies require assistance with the enemy Capital Ship! We've saved our allies, lets go out and assist them!" - cries the green vesk as he takes seat at the gunnery station on the deck of the Drake.

I think we should do the starship mission now then, we got everyone back together it seems. The Drake has the harder hitting weapons right?

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Yes, the Drake is heavier in the weapons department - thanks for reminding me to post ship options (edited to the end of my last post), Rahdokama!

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

Starship combat is OK with me

"I do not believe they are expecting a rapid counter attack. Our highest probability of success is to catch their capital ships unaware and out of position"

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

I vote for Starship combat too, though I'll likely need some help knowing what to do.

Shaan nurses his wounds but seems eager to get aboard a ship. "I can fly, or shoot, whatever's needed..."

So if I spend a Resolve now does that make all of his Stamina damage go away? Or, alternatively, should I use the mwk 1 healing serum that I picked up earlier?

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Shaan - you'd need to spend resolve after a 10 minute rest, which your party does not have available at the moment. The good news is that in starship combat, your personal SP/HP shouldn't enter into the equation unless your team starts doing very very badly!

~~~~~
Shorthand Starship Combat Primer!

To make this easier, I have some sheets that my local players love so much that they won't do ship combat without them. Digital copies of those sheets are HERE. You'll want the ones that start "2 Drake" - they have everything filled out except for the AC (because the AC depends on knowing the number of ranks the Pilot has in the Piloting skill).

Every ship needs 1 Pilot, and can only have one. There can also only be 1 Captain. The other roles (Engineer, Science Officer, and Gunner) can have multiple people doing those jobs. Anyone can switch to a different position at the start of each combat round.

Combat rounds are divided into three phases:

1 - Engineering Phase. Engineers take their actions to boost power to systems or repair damage.

2 - Helm Phase. The Pilot and Science Officers take their actions. Each ship's pilot/S.O. decide what order they go in (for PbP it's usually easier to decide that once and then stick with it rather than changing it every round). When Pilots take their turn, they make a piloting roll for initiative vs. the enemy pilot(s), and then roll their regular piloting checks (if they want to do any of the maneuvers listed on the pilot sheet) separately. Whoever pulls highest initiative moves last - this lets the "better" pilot see where their enemy is going.

3 - Gunnery Phase. All gunners can fire their weapons simultaneously. Even though the "fire at will" option lets a gunner shoot twice (-4 to each), each weapon can only be fired once per turn, so make sure to check your firing arcs and number of gunners.

The Captain can choose to take their action in any phase they wish. They work sort of like an "interrupt" in some older card games - whenever they want to boost an ally (or attempt to mess with an enemy) they raise their hand (or in the case of pbp, make their rolls) and those effects kick in when and where the Captains want.
~~~~~

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Once you're all set, here's how I like to run ship combat in play-by-post (copy/pasting from my other PbPs) -

GM Instructions for Starship Combat: Because this is PbP and Ship combat can be somewhat slow even in person, I'm going to allow everyone to declare actions and make rolls at once. However, in copying another great GM's idea that I've seen, I'm going to ask that all of your dice rolls be kept behind [spoiler ] tags. When declaring your actions, though, please write those so your fellow Starfinders can see them (to allow you to work together with what each other are doing), and also feel free to post as many contingencies as you'd like, using a similar format as below.

~~~~~
Example:

Phase: Helm
Role: Pilot
Action: If our ship is forced to move first, I will attempt the "Evade" maneuver to increase our AC/TL and then try to get around very wide to the "south" of target X, making sure our front arc is facing it. If we can move second, I will instead attempt to increase our maneuverability to accomplish the same thing while making sure to not end up adjacent to the enemy.

Pilot (You can all peek at this spoiler since it's an example) Rolls:

Piloting Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Evade DC = 10 + 1.5 x Tier = DC 13
Piloting Maneuvers: 1d20 + 6 ⇒ (9) + 6 = 15 - Success!

~~~~~

Exception:

Because you all know the DCs that you are rolling for, if you succeed at taking an action that has an effect for a crewmember in a phase of starship combat that occurs after the one you act in, you may edit your post (or make a second post if you'd rather do it that way) to indicate such.

Example 1: The Engineer successfully diverts power to the shields (let's say +6 shields). The Engineer can post this visibly so that the Science Officer knows how many shield points they have to play with should they decide to utilize the "Balance" action during that Helm phase.

Example 2: The Science Officer wants to move all your shields to one quadrant to fend off an enemy - they can either tell the Pilot that they are doing so or ask the pilot to set them up to do things that way. Alternatively, the Science Officer can make their post with a details on how they want to move the shields once they see the positions of the enemy ship(s) in relation to theirs.

I know this is a lot to take in all at once. If you want a more thorough look at the Starship rules you can find them on the Archives of Nethys site:

Starship Rules

Starship Crew Actions

Go ahead and pick your roles for starship combat now!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Once you disembark from your transport vessel, you board a heavily armed Drake-class vessel, and immediately launch to join other Starfinder ships defending the rescue carriers and retrieval shuttles!

The map has been updated showing your current squadron - your ship is on the far right of the Starfinder formation, defending a carrier!

Luwazi Elsebo's voice comes over the comm channel, “Attention, all starship crews! Jinsul ships are aggressively attacking our retreating transports. Deploy immediately and stop the attackers. There is a heavily armed capital ship nearby - do not engage unless ordered to! I repeat, do not engage!"

A moment later, Luwazi Elsebo hails your ship directly!

“Starfinders, yours is one of the few uninjured ships left in our fleet. We have a situation. The Jinsul Capital Ship is approaching dangerously close to our carriers with survivors on-board. However, we have analyzed a weakness to the Jinsul Capital ship. If you can get behind it and hit it with enough damage, you might cripple it and allow the rest of the fleet to get away! We'll use our other ships to draw the capital ship's fire and most of their escorts away...will you take on this dangerous mission?"

For the purpose of this mission, only the hindmost of the escort are active defenders - the other jinsul ships will be engaged with the remainder of the Starfinder escort ships. So you have two escorts plus a capital ship to shoot down.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Last post from me for the moment, I promise! :)

Pilot - feel free to move your ship on the map and rotate it to change its facing. Just leave one of the green stars in the square where you started, to help me visualize your flight path. Thanks in advance!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

tldr fire teh lazurs pew pew... just kidding. :P

Alejandro jumps into action, sliding into the gunner's seat for the aft laser. He hollars into the comm, "I'll cover aft, starboard and port with this guy if any enemies drift into my sights!"

He plugs in his datapad and uploads a trick to boost the laser's output.

Starship Boon:
Solar Powered Weapon System (Starship Boon): The files you retrieved from Brilliance also included blueprints for experimental innovations by the Arch Energy Consortium. When you slot this starship boon, select a single weapon on your starship with the word “laser” in its title; you gain a +1 bonus to damage rolls with that weapon. A gunner can spend a Resolve Point prior to firing the selected weapon to increase the bonus to 4 for 1 round. A starship weapon can be improved only by a single copy of this boon, but copies of this boon can be applied to different weapons.

Attack if he gets in range this round:
Phase: Gunnery
Role: Gunner
Dex + Pilot Ranks: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17 for Laser + Boon: 1d8 + 1 ⇒ (3) + 1 = 4

-2 if on port or starboard arcs, -2 6-10 hexes, -4 11-20 hexes.

Alejandro is a skill junkie and usually jumps around from spot to spot in starship combat. Please take a slot you are decent at as most of you have better specific skills than he does. He took the laser because he has a boon and it's the secondary weapon option.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan's only relevant skill is Piloting +7 so he can be the Pilot, though I think we also have someone else with an even higher number. If Shaan's not Piloting, I think he can also do Gunnery, right?

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Correct. Gunnery is the easiest for anyone to do. You either use dex + bab for your check or dex + piloting ranks, whichever is higher. I believe (gm confirm?) that we actually have 3 gunnery spots; railgun, laser and turret. The turret though is missiles and I have NO CLUE how those work or if they even need a gunner. I have been told before that pilot and gunners are the most important positions, but considering I've only played 1 session of starfinder I can't confirm or deny that yet.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Ok, Shaan will Pilot unless someone else wants to, in which case he'll be a Gunner.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

I say go for it, we can always swap for round 2 if needed.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Okay, Shaan, declare your piloting actions and make your rolls! :)

Alejandro: Technically, each individual weapon can be controlled by a different gunner, or gunners can "full attack" with 2 weapons at a -4 penalty to each. Missiles work he same as other weapons except they target the enemy's TL rather than AC, and they have a limited speed in hexes per turn (your missiles can move 12 hexes per turn, but your range increment is Long (20 hexes) so they might take more than 1 turn to get to the target, if you're too far away. Each round the missiles are "in the air" the gunner who fired them has to make a new gunnery check as a free action to represent the guidance system of the missile tracking to its target.

Astrator, Zeth, Rahdokama, please pick your roles aboard the Drake, and take your actions!

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

Astrator can easily fill the engineer, science officer, or gunnery role. I will take whatever is left once Zeth and Rahdokama declare.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Zeth has a +2 in computers and no engineering. Rahdokama has neither, so you're the only one who can do engineering, I think. If I don't hear from those two soon, I'll bot them for this opening round. We still need Shaan to declare his actions since, as the pilot, the direction things go kinda depends on it!

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Please bot me, not sure i'll be able to post any time soon, sorry.

Rahdokama will probably be gunner, with +6 modifier. I have the same Solar Powered Weapon System (Starship Boon) as Alejandro.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Sorry everyone, busy hectic day. I have to admit that I'm a bit confused about what to do now but hopefully it will work out.

Helm Phase:

Initiative: 1d20 + 7 ⇒ (1) + 7 = 8 I think this is right? Just add my Piloting skill number, not my number of Piloting ranks (which is only 1), correct?
Ugh, bad roll! So I guess we are moving first. I'll try an Evade maneuver since I imainge we are moving in to the line of fire.
Evade: 1d20 + 7 ⇒ (3) + 7 = 10 Welp, I'm not quite sure what the DC is, but I'm pretty sure that's a fail, so we move normally.
Movement: Ok, so I moved our ship but I'm not quite sure that I did it correctly so please double check me.


Starship Actions ; Live Exploration Extreme!

Suddenly a video screen in front of you lights up as the same non-descript, totally forgettable-looking Starfinder wearing a red shirt that you met before appears! "Hey guys! You're doing a GREAT job! And not that you need it but I've got a moment to aid you!"

Yay! An aid token has been passed to your table again. Use it well and have fun playing chicken with the star destroyer!!!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None
The Dire GM wrote:

Aid Token Options:

Allied Offensive: A nearby Starfinder agent strikes a creature at the same time as the PC, increasing the damage dealt on one attack by 1d8. In addition, after the attack, the target counts as flanked when targeted by any melee attacks until the beginning of the attacker’s next turn.

First Aid: A Starfinder agent restores 1d6 Hit Points or Stamina Points to each PC—each PC can choose which benefit to receive.

Remote Assistance: A Starfinder crew provides starship assistance from afar. Each PC receives a +2 bonus to all checks required by crew actions for 1 round.

Timely Inspiration: A Starfinder agent provides the effects of an envoy’s don’t quit improvisation. Each PC can choose one of the benefits available at 1st level; the effect lasts 1 round.

Provide Knowledge (must be boosted): Gain the benefit of a successful Culture, Engineering, Life Science, Mysticism, Physical Science, or Profession check to identify a creature or recall knowledge.
(The table that passed this to us has already boosted this option so it is available for use now if you want it)

Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token.
(The table that passed this to us has already boosted this (providing the Remove Affliction spell), allowing you to use it now if you want it)

Your GM recommends one of you deciding which option to use ASAP - once an aid token is used or boosted it immediately goes to help another table, so using it quickly helps everybody! :)

Note that in starship combat the aid token has additional benefits, but I won't bother ye with that until/unless we go into ship combat!

What are the additional benefits?

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

To quote the scenario:

During this encounter in the gunnery phase, tables can use an Aid Token to call on weapon fire from other Starfinder starships partaking in the greater fight. Attempt a gunnery check with a bonus equal to 4 + 1-1/2 × the tier of the PCs’ ship. On a success, the target enemy vessel takes 2d8 damage per tier of the PCs’ starship. Unlike other Aid Token benefits, a table can activate this benefit up to three times (but still only once from a single Aid Token) during the encounter.

Alternatively, a table can use one Aid Token to force one of the jinsul assault craft to temporarily disengage from combat. The enemy starship ceases firing for the current and following round when an Aid Token is used in this manner. Only one jinsul assault craft can be affected in this manner.

At this table, that means that it would be a Gunnery check with a +7 to the attack roll, and it will deal 4d8 damage to the target, unless you use the second option to force one of the two defending ships (orange or purple) to disengage for one full round.

~~~~~

I'll bot the others and make a GM post shortly!

Dataphiles

Android Technomancer (2) | HP 14/14 SP 10/10, RP 4/5 | EAC 16 KAC 17 | CMD 25 | F: +0, R: +3, W: +3 | Init: +3 | Perc: +1, SM: -3 | Speed 30ft | Lvl1 3/3 Active conditions: None

That sounds like a pretty sweet aid for where we find ourselves right now. I would vote we use it on this first round of attacks and then pass it on.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Agreed, get some damage on the board right away would be nice!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

STARSHIP COMBAT - ROUND 1
Drake - 0 Damage (15/10/10/15) *
Capital Ship - 0 Damage
Orange Jinsul Assault Craft - 0 Damage (Shields Unknown)
Purple Jinsul Assault Craft - 0 Damage (Shields Unknown)

* I will denote shields as (Fore/Port/Starboard/Aft)
~~~~~

GM Note - your ship has a Mk 1 Trinode computer on board - that means that there are three "floating" +1 bonuses to d20 rolls. To make things easier for you on this, being a time-limited PbP, I'm going to apply those to your rolls myself any time I see someone failing a check by 1.

Astrator (botted) takes up positon at the engineering station, trying to boost power to your weapon systems!

Engineering Divert: 1d20 + 9 ⇒ (10) + 9 = 19 (DC 13)
...and succeeds! (All damage dice from gunnery that show 1s are now 2s for this round only)

Enemy Ship Rolls:

1d20 + 5 ⇒ (8) + 5 = 13 DE
1d20 + 10 ⇒ (20) + 10 = 30 I3
1d20 + 10 ⇒ (2) + 10 = 12 MG
1d20 + 5 ⇒ (11) + 5 = 16 TE
1d20 + 4 ⇒ (20) + 4 = 24 DG1
1d20 + 4 ⇒ (19) + 4 = 23 HL
1d20 + 4 ⇒ (10) + 4 = 14 HT
~~~~~
1d20 + 5 ⇒ (5) + 5 = 10 DX
1d20 + 10 ⇒ (10) + 10 = 20 I2
1d20 + 10 ⇒ (19) + 10 = 29 MG
1d20 + 5 ⇒ (15) + 5 = 20 TE
1d20 + 4 ⇒ (2) + 4 = 6 DX
1d20 + 4 ⇒ (10) + 4 = 14 XL
1d20 + 4 ⇒ (3) + 4 = 7 XT

The orange enemy engineer boosts the speed of their ship!

Shaan is still getting the hang of this ship, and as such is unable to take evasive maneuvers.
(You moved the ship perfectly, btw. If the engineer ever diverts power to the engines, your ship gets +2 to its movement - if that happens I'll move it for you based on what you describe you want to do at the helm)

Two jinsul ships leave their formation, but they are apparently rather slow and don't make it far.

Zeth (botted) grabs the science officer post and tries to help your gunners by acquiring a target lock on the orange ship's weapon systems.

Computers Target: 1d20 + 2 ⇒ (7) + 2 = 9
...and succeeds! (Any gunnery roll that is a natural 19 or 20 auto-crits the enemy's weapon systems. This is in addition to normal critical threshold rules)

Zeth can also tell that both enemy ships have locked on to your engines!

With only five of you, no one sits in the captain's chair.

Finally, all weapons are fired! Your laser doesn't have a shot, but your missiles and forward coilgun do!

Rahdokama Gunnery: 1d20 + 6 ⇒ (2) + 6 = 8

So, at Gen Con this year, I was awarded a little thing that has a neat benefit - it allows me to give my promotional reroll to another person at my table, even if I'm the GM! What's more, they get a bonus to the reroll equal to my SFS Novas (currently 2). I'm going to give it to this one, I think! :)

Reroll: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Rahdokama (botted) hits the orange ship, and so does Alejandro!

Coilgun: 4d4 ⇒ (4, 3, 4, 3) = 14
H.E. Missile Launcher: 4d8 ⇒ (8, 6, 6, 8) = 28
...wow!

Both of your gunners score an insane amount of damage with their first volleys, sending the Jinsul ship into four critical thresholds! (I'm going to roll these so you can all see how it works, although as you'll read below, these won't really matter for the orange jinsul ship)
CT 1: 1d100 ⇒ 79 - Orange Engines are Glitching (-2 to Piloting)
CT 2: 1d100 ⇒ 79 - Orange Engines are Malfunctioning (-2 more to Piloting)
CT 3: 1d100 ⇒ 67 - Orange Engines are Wrecked (all Piloting checks fail until this sytem is repaired)
CT 4: 1d100 ⇒ 90 - Orange Power Core is Glitching (-2 to Engineering checks except for "Patch" and "Hold it together")

The Purple jinsul ship misses you with a torpedo and linked laser cannons, but unfortunately, the orange ship hits with both, and its laser is a critical threat due to the target lock!

(In ship combat a critical just means one of your ship systems takes damage and provides penalties to that crewperson's rolls, not double-damage. Also, it's only a crit if it gets past your shields, so let's see how the damage looks!)

Linked Laser Cannons: 4d4 ⇒ (2, 1, 2, 1) = 6
Light Torpedo Launcher: 2d8 ⇒ (7, 1) = 8

Your forward shields take 14 damage, but because they're still holding, the critical hit is negated!

Just then, Astrator and Alejandro call in fire support from a nearby Starfinder gunship against the orange vessel!

Aid Token Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 4d8 ⇒ (5, 3, 6, 7) = 21

The orange jinsul ship is DESTROYED!!!
(and the Aid Token gets passed to another table!)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

STARSHIP COMBAT - ROUND 2
Drake - 0 Damage (1/10/10/15) (4 of 5 missiles remaining)
Capital Ship - 0 Damage
Orange Jinsul Assault Craft - DESTROYED!!!
Purple Jinsul Assault Craft - 0 Damage (Shields Unknown)

~~~~~

Enemy Ship Rolls:

1d20 + 5 ⇒ (12) + 5 = 17 DE
1d20 + 10 ⇒ (15) + 10 = 25 I25
1d20 + 10 ⇒ (16) + 10 = 26 MG
1d20 + 5 ⇒ (15) + 5 = 20 TE
1d20 + 4 ⇒ (10) + 4 = 14 DX
1d20 + 4 ⇒ (13) + 4 = 17 HL
1d20 + 4 ⇒ (5) + 4 = 9 XT

Your whole crew can act!

Note - the target arc you were sent to attack on the enemy Capital Ship is noted on the map as being between the two blue lines I added.

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

Alejandro cheers as one of the enemy ships turn to vapor. "GREAT JOB!!!"

He looks quickly at the readout in front of him and throws out a couple requests, "alright, can we get those shields boosted back up a bit? I feel okay in the aft but I doubt you all feel the same."

He quickly adds his plan of action, "I'm hopping into the turret, if we get close enough I'll launch the missiles at the second assault craft. If we take it out then we just have to worry about that capitol ship!"

Readied Missiles if they get in range (12?):
Phase: Gunnery
Role: Turret Gunner
Missiles (Dex) + Pilot Ranks: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7 for Big BOOM!: 4d8 ⇒ (3, 4, 6, 6) = 19

Maybe we won't get into range?

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Alejandro:
There aren't any readied actions in ship combat, unfortunately. What happens with missiles/torpedoes is that you can target them at any range (Long means they have a 20-hex range increment, so 21-40 fires at a -2, 41-60 at a -4, etc), but they only move 12 hexes per turn. If you fire them beyond 12, you get a second attack roll next round to see if they can keep on tracking the enemy (attack roll vs their TL). It looks like your shot this round would miss, meaning that even if they were in range, your missile would spiral off into space. Sorry about that!

Wayfinders

Male CG Human Spacefarer Envoy 5 | Init: +3 | Perc: +4 (darkvision), SM: +8 (+1d6+1 Expertise) | SP 40 (-0) HP 34 (-0) | RP 7/7 | EAC 20; KAC 20| F/R/W +3/+7/+4 (+6 vs. Radiation w/ Armor, Toughness) | Speed 30ft | Active Conditions: None

GM:
Okay, I guess I will then clarify what my intended actions would be then based upon the possibilities that could occur through the first few phases.

Alejandro will wait until the gunnery phase and see where the enemy is located. If they are within 12 spaces he would shoot the turreted missiles. If they are outside of 12 but within 20 and in an arc that the laser could hit, he would shoot that. If they are outside 20 he would do nothing.

Is that a better way to do a third round kind of action?

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Alejandro - that works fine :)

Exo-Guardians

M Vesk 5 | Solarion
Tag:
LG | SP 40 HP 41 RP 4 | EAC 18, KAC 18 | Fort +5*; Ref +3*; Will +4* | Init +2, Perc +5 | -- | Speed 30ft | Conditions: None

Excited after the first round, Rahdokama raises his voice, "Ahhhggghh! Well done everyone! Good shooting! Lets give 'em hell!"

After our ship moves into closer range, he will take a shot at the purple ship, if he is in range!

Gunnery: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 -- using the +1 bonus
Coilgun: 4d4 ⇒ (3, 2, 4, 1) = 10

151 to 200 of 240 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PLAY-BY-POST GAMEDAY VII: SFS 1-99 The Scoured Stars Invasion (subtier 1-2) All Messageboards

Want to post a reply? Sign in.