PbP GD VI: Starfinder #1-00: Claim to Salvation by GM Poblano Pepper - Re-dux (Inactive)

Game Master Gary Pepper

PFS PbP Gameday 6 | Claim to Salvation | Player Hand Outs


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@Khaoz-Quig

Yup so much fun. I got to run SFS 1-01, 9-00 the special and i ran 5-08 the confirmation. That last table was fun as it was 3 newbies and all 5 at my table were younger players.

-Posted with Wayfinder


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Yeah I much prefer PBP when it comes to GMing and playing, as a GM it gives me time to look stuff up without feeling like I'm wasting people's time, and as a player it lets me roleplay more which I just feel dumb doing in person since nobody else seems to really get into their characters, lol.


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Hey gang sorry for the absence yesterday and today. Irl VO duties kicked in. And life in general.

I have it under control now and will be posting more regularly.

-Posted with Wayfinder


GM Poblano Pepper wrote:

Hey gang sorry for the absence yesterday and today. Irl VO duties kicked in. And life in general.

I have it under control now and will be posting more regularly.

-Posted with Wayfinder

Awesoooooome :)


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So correct me if I'm wrong but I believe the Ship Roles are like this.

Captain (only one): Navaso
Pilot (only one): Iseph
Engineer (any #): Quig (and Scout)
Gunner (one per weapon): Obo & Altronus
Science Officer (any #): Raia


I'll leave this here =)

That appears to be correct, but we can change roles between rounds, right?

Since I'm the Engineer, Round 1, do we want +2 speed, +2 to weapons or +2 to Science Officers? I'd vote for weapons or science, depending on the map =)


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Yes to the GM and yes to Quig, but also remember that a gunner can fire two weapons in a round of any arc with one of the gunner options. It's not like you're sitting in a gunner seat it's more like you're using computers to aim the weapons and can actually do two at once with a -4 penalty.

I read up on a lot of the ship combat since my main is a pilot with +12 piloting at level 1, lol.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

I hope ship combat doesn't bog down in PBP. It seems like it's an amazingly fun system for the table top.

Hrm.. let's see so Ispeh is going to act in the Helm phase right, which is the second one? Do we want to try and take these guys out fast? Then maybe Quiq can divert energy to weapons? It seems like we want to face them and stay at medium range so we can use our two best weapons (the front and turret light particle beams). No need for a stunt right now I think?

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Is it alright for Ispeh and the enemy ships to make piloting checks right at the top of the Engineering phase of each round? No reason not to and it might help speed things up to know who's going to get to go last in the Helm phase. Iseph has +14 to piloting and a +1 from the good maneuverability of the ship :)


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

I usually stick with Evade or Maneuver, Evade if you're already in position or can get in position for the extra AC, or Maneuver if you're in a tight spot and need to make some quick turns.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Whether we get to go last or not matters to that a fair bit I think then! At least we've got our best weapon on a turret.


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I think I like combining the engineering phase with the helm phase to apeed up the PbP games.

Any issues you might think of let me know please.

I think it might just be the wall o' text Will save that you would have too deal with.

-Posted with Wayfinder

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

I'm thinking of moving the ship to the north edge of the map, basically work our way top down?


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Whoops forgot to allow editing. My bad. It's fixed now.

-Posted with Wayfinder


Lors Lorcas | Female Shobhad Bounty Hunter Soldier

Facepalm. Yes, all those things you said.


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No worries Cwethen. It's all new to us right ;)

-Posted with Wayfinder


Question. Could the bonuses from the duonode computer be applied to checks other than attacks? Like engineering and piloting checks?


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@TheWissen: Yes as far as I can tell it allows for two +2 bonuses on any check. Though they cannot be stacked.

Also need you to pick a gunnery Station.


Yeah, I reread what you said in the Gameplay tab. Sorry.

And I will choose the forward station for this round. I can change it every round, right? So, I believe that with the +2 bonus from the computer, the total roll for that attack would be 13


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

In fact I don't even think there are gunner "stations" it's more like you can choose to be a gunner and you sit at a computer which allows you control of any weapons you want to shoot. As normal, you can pick one gun to shoot a round or as a Push action you can choose to shoot 2 weapons and take a -4 on your attacks.


Navaso the Iconic wrote:
In fact I don't even think there are gunner "stations" it's more like you can choose to be a gunner and you sit at a computer which allows you control of any weapons you want to shoot. As normal, you can pick one gun to shoot a round or as a Push action you can choose to shoot 2 weapons and take a -4 on your attacks.

I kind of get the same idea, but I guess the Corebook is vague on it on purpose? Some people will want to imagine their ships having stations, and others will like to have a computer terminal and control the guns.

Who knows. But what is true is that you have to choose which gun to fire every round. And aiming is, unfortunately, not automatic :P


Actually, call me crazy, everyone, but wouldn't it be faster if everyone, including NPCs, rolled everything at the beginning of every round, and then we just play out the results?

Before rolling we would announce if we're changing roles in the ship, of course. And if the GM doesn't mind, he could roll everything in a single post.

What do you think?

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Don't think it would work that well honestly. Positioning and facing and the order the ships go in seems to be very important here and you can't get that all that the top of the round.

1.We need to know the order the pilots move in.
2.The ships need to move
3.Gunners shoot based on the positioning we've ended up with because of 1 and 2.


But that still applies even if we roll at the beginning, doesn't it? For example:

Engineering Rolls
Goblins: 15, 16, 8
Us: 30

Helm Rolls
Goblins: 13, 14, 15
Us:10

Piloting Rolls
Goblins: 20, 17, 23
Us: 21

Gunnery Rolls
Goblins: 10, 11, 12
Us: 10, 15

In this scenario, Engineering acts get resolved, and Helm actions get resolved.

When it comes time for the ships to move, two goblin ships would move first, then us, then the last goblin ship.

All the rolls would be made at the beginning, and then we act them out according to the results. Since damage is also applied regardless of whether we're hit and disabled, those rolls could also be made at the beginning.


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I could see it working bothways really but it would take some 'maneuvering' and calling targets during the final RP. currently though as you will see it will need to be a two stage process.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Ah I see Thewissen... you just mean rolls, not rolls and actions.


Azih Pregens wrote:
Ah I see Thewissen... you just mean rolls, not rolls and actions.

Yes, exactly.

Poblano said wrote:
I could see it working bothways really but it would take some 'maneuvering' and calling targets during the final RP. currently though as you will see it will need to be a two stage process.

Indeed, it would be a Roll stage, and an RP stage, which would let us concentrate better on RP once it's our turn to narrate events. I think it could work nicely, and we would have all the information ready by the time our "turns" come up.

However, I know it might be a bit too much right now. The way we're handling it right now works. So I'll understand if my suggestion never becomes a course of action :D


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Alright so first of i wawnt to apologize i feel that i have let this PbP get a little out of hand in the Gameplay thread. I can guess some of you may not be getting what you expect out of this game seeing a bunch of blue text back and forth.

I will do my best to keep any OOC chat here from now on and I hope we can make this fun.

Alright onto current Rounds.

Raia Madchappy and Fuskee Navaso are rolling ahead of time as I will be posting the start of the next round after this Gunnery phase resolves and will be able to pull their rolls into that phase.

For those of you performing Engineering and Helm phases please feel free to roll as we go along but please place your roll under a Spoiler Round so as best to help all see where the roll is going.
For Example:

Raia continues scanning the Blue Goblin junker

Round 4: Scan:
Scan Ships: 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21

This may help with the RP and less Text wall. I can make it work with the Phases and Rounds.

Azih I will roll your piloting initiative as part of the main initiative for the Goblins so we know where to go.

It is all a learning experience right and Fun is the main outcome of all this.

Gunnery Phase will still be separate though as you may have noticed there is now a Tractor Beam in the midst of battle.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

I'd like to say that I personally am having a lot of fun and hope you don't mind all the 'helpful' suggestions we're making :)


I agree with Azih, and would like to add that I don't feel things have gotten out of hand. Things are going quite fluidly, actually.

And don't worry about the blue text in the gameplay tab. At least not on my account. The fact that it's blue actually helps me separate it from the actual narration.

I will, however, bring anything blue from there, to this discussion tab from now on.


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For one I love all the helpful suggestions and I'm glad to hear you are having fun with this.

Just makes me feel more confident that I can do this :)


I'm having fun. A bit confused on the ship combat and which round, so noting it helps me. Sorry I rolled out of order. I don't mind the comments it is helping me learn.

Let's slaughter some goblins......in space.


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Alright perfect

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Ohh man, maybe we should bring our starboard shields up and then rebalance them across all four quadrants?


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Not having an issue here! I know it takes a little while to get used to it. Although I don't know what you mean by rolling ahead, I was catching up because you missed me on Round 2 because I think I missed checking for a day. 3 Rounds means I should have Taunted 3 times which is all I've done so far, now that it's Round 4 I will be using diplomacy to help the gunners.

Edit: Yes, my first Taunt on the current Gameplay page was for Round 2 because I didn't get an action, and then the second one that I posted a short while later was for Round 3, since my actions can be at any time I just wanted to make sure I got it before the Gunnery phase in case the penalty made a difference.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Captains get to go three times in a round. Grumble!

And I just realized that there was no reason for Ispeh to not be attempting an evading on every helm phase. Live and learn.


Azih Pregens wrote:
Captains get to go three times in a round. Grumble!

They don't act threes times, but they can act ONCE per round in any of the phases. So it's more of a versatility than quantity thing.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Ohhh.. I misread that. Thanks Quiz.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

It's not really about versatility it's more along the lines of we buff other people with our Intimidate or Diplomacy so we have to be able to act in every round in order to do so. Even though I can "act" in the first phase, if I'm buffing our gunners it doesn't even matter until that phase anyways. Taunt is the only exception which is why I went through and used it on each ship since you can only do it once per combat per ship.

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Will move ship in the morning.


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Just a heads up there are two large wildfires near my home at this time. High gusts and dry grass everywhere. I may not post regularly at this time but will do my best to update.

-Posted with Wayfinder


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

I heard about this on another forum I frequent, Cali right? They were saying that their house is like getting ash blown in it and everything, I can't even imagine what that's like, it's super safe and boring here in Ohio but hey, I'd rather have boring and safe anyday. :P


Hope you're OK, Poblano. Don't worry, take your time and be safe.


Hope everyone you know is ok Gary
We can wait 'til you're back =)

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

Be safe first GM.


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We are approaching the end so nows that time I need to collect some info for the chronicle sheets.

Player:
Character Name that you applying this to:
Organized Play Number:
Slotted Faction:

Applying to a level 1? Answer below please
This Chronicle #:
Starting XP:
Initial General Fame:
Initial General Reputation:

Rolling for Game day Boons
Azih: 1d20 ⇒ 9
GM Cwethan: 1d20 ⇒ 14
GM Fuskee: 1d20 ⇒ 6
KhaozKight: 1d20 ⇒ 7
Madchappy: 1d20 ⇒ 3
Thewissen: 1d20 ⇒ 1
Poblano: 1d20 ⇒ 10

No luck this time.


Lors Lorcas | Female Shobhad Bounty Hunter Soldier

Player: Cwethan
Character Name that you applying this to: Xenal Doshbinder
Organized Play Number: 182453-702
Slotted Faction: Exo-Guardians
This Chronicle #: 1 (Level 1)
Starting XP: 0
Initial General Fame: 0
Initial General Reputation: 0


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Player: GM Fuskee (Nick)
Character Name: Fuskee
Organized Play Number: 130411-701
Slotted Faction: Acquisitives

Applying to a level 2
Chronicle #: 4
Starting Exp: 3
Initial Fame: 6
Initial Reputation: 6

Second Seekers (Luwazi Elsebo)

Priest Mystic/2 SP 14/14 | HP 14/14| RP 5/5 | EAC 13 | KAC 14 | Fort +1 | Ref +1 | Will +7 | Perc +9 | Init +1

I'm not sure what 'This Chronice #' means!


Azih Pregens wrote:
I'm not sure what 'This Chronicle #' means!

If this is the first game played on your character it will be #1.

Player: KhaozKnight
Character Name: (I'll leave it blank)
Organized Play Number:124455-702
Slotted Faction: Dataphiles
Applying at level 3, so everything else is unknown at this point.

Players if you need GM Poblano to sign your Welcome to SFS Boon, leave a note as well. =)

-Posted with Wayfinder

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