[SFS] 1-04: Cries from the Drift -- Roving Dachshund (Inactive)

Game Master Andrew Harasty

1-04: Cries from the Drift Maps


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Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Intro:

For your check-in post the following:

Player Name/Alias:
Character Name:
PFS Character Number:
Race, Class and Levels:
Faction:
Initiative:
Perception:
Day Job Roll

At the very least I would like you have your "Class/Level" entry to have: HP, Armor Class (EAC, KAC), Saves, Perception, Initiative

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

BTW I have decided to include all of you in one table since 7 of you signed up. So as to not leave anyone out.

These come up rare enough that I would rather give everyone a chance to play.

Dataphiles

Male Android Technomancer 3 | SP 13/18 HP 19/19 | RP 4/5 | EAC 15; KAC 16 | Fort +2; Ref +3; Will +3 | Init +2 | Perc +3, low-light vision, darkvision 60ft | Speed 30ft | Spells: 1st 3/4 | Spell Cache 1/1 | Active conditions: Wave modulator cursed -2

Player Name/Alias: Elinnea
Character Name: Yuta-133
PFS Character Number: 270121-703
Race, Class and Levels: Android, Technomancer 1
Faction: Dataphiles
Initiative: +2
Perception: +4
Day Job Roll Profession (accountant): 1d20 + 13 ⇒ (11) + 13 = 24

Exo-Guardians

Human Solarian (Icon) 1 | Stam: 7/7 | HP: 11/11 | Resolve: 3/3 | KAC: 15 EAC: 13 | Fort: +2, Ref: +1, Will: +2 | Melee: +5 | Ranged: +2 | Thrown: +4 | Init: +1, Perception: +4

Thanks GM, that was nice of you. FYI I am brand new to Starfinder, though I have a good bit of pathfinder under my belt.

Player: Something_Wicked
Character: Darilian Hask
SFS#: 76849-701
Race, Class, Level: Human Solarian 1
Faction: Exo-Guardians
Initiative: +1
Perception: +4
Dayjob: n/a

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Player Name/Alias: Caro Cogitatus
Character Name: Tamerriv
PFS Character Number: 106336-1
Race, Class and Levels: Shirren Soldier 1
Faction: Exo-Guardians
Initiative: +2
Perception: +2 Blindsense Darkvision
Day Job Roll: None

Thanks for having me!

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

Player Name/Alias: zebeev
Character Name: Rez Cleftear
PFS Character Number: #262447-701
Race, Class and Levels: Ysoki Operative 1
Faction: Acquisitives
Initiative: +5
Perception: +5
Day Job Roll: Profession: Courier: 1d20 + 6 ⇒ (17) + 6 = 23

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Player Name: Kolhe004
Character Name: Moxie Moon
PFS #: 125869-701
Race/Class/Levels: Human Envoy 2
Faction: Acquisitives
Init: +6
Perception: +5
Day Job Roll: Day Job: Actor: 1d20 + 14 ⇒ (9) + 14 = 23

I also have access to a unique starship from the Incident at Absalom Station, if people are interested.

Exo-Guardians

Human Solarian (Icon) 1 | Stam: 7/7 | HP: 11/11 | Resolve: 3/3 | KAC: 15 EAC: 13 | Fort: +2, Ref: +1, Will: +2 | Melee: +5 | Ranged: +2 | Thrown: +4 | Init: +1, Perception: +4

Moxie that's awesome. I just started a Dead Suns game and will need to get the GM to register the game for credit.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Amazing-looking ship though. Looks like a fish, moves like a fish, steers like a cow.

Any way feel free to introduce yourself in the gameplay thread. As your characters meet in the down low at thge new Exo Guardian facility

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Also as a quick note:

For Starship combat, I will roll the "initiative" checks for both sides at the start of the round. Everyone can do their rolls at will. And I will resolve things in order.

I will do all the NPC rolls when their ship moves and once both sides made all their rolls I will do all the math and then start the next round.

Acquisitives

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Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

One request that I'd like to make is that whoever is rolling Gunnery checks, to do so under a spoiler tag. They're the last to act in a starship combat for a reason.

If you can see the outcome of the die rolls and know your ship's attacks this round are likely going to be misses, it crosses off a bunch of options for the other roles. (Encouraging as a captain, boosting the guns as an engineer, maneuvering to get a better weapons arc as a pilot, or target subsystems as the science officer, etc.)

It'd help keep the element of chance and surprise in resolving combat rounds that playing at the tabletop provides.

Dataphiles

Male Android Technomancer 3 | SP 13/18 HP 19/19 | RP 4/5 | EAC 15; KAC 16 | Fort +2; Ref +3; Will +3 | Init +2 | Perc +3, low-light vision, darkvision 60ft | Speed 30ft | Spells: 1st 3/4 | Spell Cache 1/1 | Active conditions: Wave modulator cursed -2

I looked up the rules for trained-only knowledge checks, and it is the same as Pathfinder:

CRB wrote:
You can attempt untrained skill checks to identify a creature if the DC is 10 or less.

and

CRB wrote:
You can attempt untrained skill checks to recall knowledge if the DC is 10 or less.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch
Rez Cleftear wrote:

One request that I'd like to make is that whoever is rolling Gunnery checks, to do so under a spoiler tag. They're the last to act in a starship combat for a reason.

If you can see the outcome of the die rolls and know your ship's attacks this round are likely going to be misses, it crosses off a bunch of options for the other roles. (Encouraging as a captain, boosting the guns as an engineer, maneuvering to get a better weapons arc as a pilot, or target subsystems as the science officer, etc.)

It'd help keep the element of chance and surprise in resolving combat rounds that playing at the tabletop provides.

Thanks for the idea. This is my first run for Space Combat in PbP so I am trying different ideas to see what will work.

Also I did get a message from Mavrik that he will be posting later tonight. I have not heard from Donavaan. But we should be good to go either way.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Also current Roles as I see them:

Pilot: Rez (+9)
Engineering: Yuta (+8)
Science: Mavrik(???)
Captain: Moxie

Gunners: Darilian (+2), Tamerriv (+3)

When Mavrik shows up (a mechanic) you can figure out the Engineering and Science roles.

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Those roles are fine with me.

Acquisitives

CN Human Mechanic 3 | SP: 18/18 HP: 22/22 | RP: 4/4 | EAC: 18 KAC: 18 | F: 3 R: 7 W: 1 | Init: +4 | Perception: +4 | Speed 30ft | Active Conditions:
Resources:
| Computers/Knowledge Re-roll: 0/1 | Battery Charge: 20/20 |

Player Name/Alias: Agent Eclipse
Character Name: Mavrik "Drift" Drixx
PFS Character Number: 54329-704
Race, Class and Levels: Human Mechanic 1
Faction: Acquisitives
Initiative: 3
Perception: 4
Day Job Roll: Profession (Biotech Augmentation): 1d20 + 12 ⇒ (14) + 12 = 26

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Hello Dr. Mavrik "Drift" Drix,

I have some good news and some bad news for you.

The bad news is that Bypass, Skill Focus and Skill Synergy are all insight bonuses; so they don't stack with each other.

The good news is that you are still level 1 and can reassign those feats if you wish.

Sorry to break the bad news but it is better to catch it early.

Acquisitives

CN Human Mechanic 3 | SP: 18/18 HP: 22/22 | RP: 4/4 | EAC: 18 KAC: 18 | F: 3 R: 7 W: 1 | Init: +4 | Perception: +4 | Speed 30ft | Active Conditions:
Resources:
| Computers/Knowledge Re-roll: 0/1 | Battery Charge: 20/20 |

Wow that is silly that core abilities(Bypass)/given feats(Skill Focus) of the class don't stack. Kind of kills it. Ah well.

Even when the provided build recommends Skill Focus in the 2 skills that Bypass affects and overrides eventually with no bonus like Operative/Envoy, lol.

I will probably do a hefty rebuild and scrap the character since they don't even technically have a BAB at level to switch the Feats to Deadly Aim for example. Makes the Human feat extraneous to either build.

Acquisitives

CN Human Mechanic 3 | SP: 18/18 HP: 22/22 | RP: 4/4 | EAC: 18 KAC: 18 | F: 3 R: 7 W: 1 | Init: +4 | Perception: +4 | Speed 30ft | Active Conditions:
Resources:
| Computers/Knowledge Re-roll: 0/1 | Battery Charge: 20/20 |

Shifted them around.

Note to GM is Perception increased by 2 to +6. Skill Focus (Engineering) is still on so that brings me to a +10 rather a +13 since it is larger than Bypass. Still a good match for that seat on the ship.

I will do the rework after this game if anything.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

No worries. I know Things are still new. That took me a while to unwind, that they got rid of a number of bonus types. Many skill boosts are now insight so you have to be make sure they don't over lap.

But you are right, the one "sample" character has skill focus engineering and computers.

Add it up to more early printing errors :)

Exo-Guardians

Human Solarian (Icon) 1 | Stam: 7/7 | HP: 11/11 | Resolve: 3/3 | KAC: 15 EAC: 13 | Fort: +2, Ref: +1, Will: +2 | Melee: +5 | Ranged: +2 | Thrown: +4 | Init: +1, Perception: +4

I would vote for Moxie's ship, since it's not guaranteed we'll see it again. I added my "welcome to SFS" boon (elixier of renewal). Also, I will let Moxie be captain, and will be a gunner.

Dataphiles

Male Android Technomancer 3 | SP 13/18 HP 19/19 | RP 4/5 | EAC 15; KAC 16 | Fort +2; Ref +3; Will +3 | Init +2 | Perc +3, low-light vision, darkvision 60ft | Speed 30ft | Spells: 1st 3/4 | Spell Cache 1/1 | Active conditions: Wave modulator cursed -2

I have no idea what the Dead Suns ship is like, but I agree that it'd be fun to see it while we have the chance.

I'm fine with Yuta being on science and Mavrik on engineering.

My boons are on my character sheet.

Acquisitives

CN Human Mechanic 3 | SP: 18/18 HP: 22/22 | RP: 4/4 | EAC: 18 KAC: 18 | F: 3 R: 7 W: 1 | Init: +4 | Perception: +4 | Speed 30ft | Active Conditions:
Resources:
| Computers/Knowledge Re-roll: 0/1 | Battery Charge: 20/20 |

I mean the worst that happens is it explodes and we get a cool memorial , right? I too am down for the unique ship.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

SUNRISE MAIDEN (MEDIUM EXPLORER) TIER 3
Speed 10; Maneuverability good (turn 1); Drift 1;
AC 13; TL 13; HP 55; DT —; CT 11

Shields Light 60; forward 15, port 15, starboard 15, aft 15
Attack (Forward) gyrolaser (1d8);
Attack (Port) light laser cannon (2d4);
Attack (Starboard) light laser cannon (2d4);
Attack (Aft) flak thrower (3d4);
Attack (Turret) light particle beam (3d6)

Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic mid-range sensors, crew quarters (good), extra light weapon mount (aft), mk 3 armor, mk 3 defenses, mk 1 duonode computer (tier 1, artificial personality upgrade); Expansion Bays cargo holds (2), escape pods, recreation suite (HAC/gym)

Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting; Complement 1–6

If Rez it the pilot then the final AC/TL is 14

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev
GM Gustavef wrote:
If Rez it the pilot then the final AC/TL is 14

*twists whiskers* "All thanks to my smoooooooth flying!"

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Thank you for posting the stats for the Sunrise Maiden, GM.

Dr. Mavrik "Drift" Drix wrote:
Even when the provided build recommends Skill Focus in the 2 skills that Bypass affects and overrides eventually with no bonus like Operative/Envoy, lol

The Envoy and Operative skill bonuses are all insight bonuses too. I made the same mistake when I first built my Envoy. On the positive side, I would say that one thing I like about Starfinder is that it doesn't have all the little bonuses to keep track of that Pathfinder has.

Always double check thigns; there are a lot of unexpected surprises in Starfinder. For example Weapon Focus is quite a bit different. It no longer has the +1 BAB requirement and it becomes a +2 bonus around level 9 for partial BAB characters.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Slotted Boons:

Starship: Sunrise Maiden
Social:

Faction's Friend:
If you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. You still earn 1 Reputation(but no Fame) with that faction as if you successfully fulfilled the condition. You can only use this boon if you would also gain at least 1 XP

Ally: Publicist
Slotless: Acquisitives Champion, Purveyor of Fortunes,

Marked Field Agent:
I got a glowing mark on my hand that can ID me as a Starfinder.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

The good thing about this ship is that not only does it have a turrent but it has a gun mounted in every single arc. We should always be to have at least two guns pointing at anything regardless of positioning. I think the roles that the GM posted earlier are fine, but I'm also thinking that for the people in the engineering and science officer sections don't be shy about getting behind a gun if our positioning allows for more shots. Guns win fights!

Acquisitives

CN Human Mechanic 3 | SP: 18/18 HP: 22/22 | RP: 4/4 | EAC: 18 KAC: 18 | F: 3 R: 7 W: 1 | Init: +4 | Perception: +4 | Speed 30ft | Active Conditions:
Resources:
| Computers/Knowledge Re-roll: 0/1 | Battery Charge: 20/20 |

Only boon this guy has is Acquisitive's Champion. I will toss it on the sheet when I get home. It doesn't like to save at my office computer.

Moxie Moon wrote:


The Envoy and Operative skill bonuses are all insight bonuses too.

Yeah, I know they are insight too. I was speaking about their ability to gain benefit from Skill Focus when their class feature boosts overtakes it like taking 10 no matter the circumstance via Operative feature.

Envoy is a class I haven't played but I believe they get re-rolls for it.

I think the class feature skill boosts were likely untyped or typed differently in an earlier version.

As far as the ship roles it will be my first time in ship combat for PbP but I can rotate to a gun. A lot of his "customers" show up because of guns for one reason or another.

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

Hero of the Stars (Starship Boon; Limited Use):
You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier x 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it of your Chronicle sheet.

Starfnder Insignia (Slotless Boon):
Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfnder Society. Although it appears to be an ordinary medal showing the symbol of the Starfnder Society, this insignia can store as much information as a common tier-1 datapad. unless told about this secret, a non-Starfnder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.

I've only played through the Q00-Into the Unknown quest pack, but it seems my GM never logged the event? Now that I'm looking through My Organized Play, is there any spot to log session as a GM? I'm relatively new to PFS/SFS, so I'm a touch confused (and I GM'ed a session of the Quest Pack, wrote up everyone's chronicles, and sent them out - do I have to log it in some other way on the website?)

Chronicle Sheet #1 - Rez Cleftear

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

Almost forgot...

Acquisitives Champion (Faction Boon)

I figured out the whole session reporting - I just used my GM credit for Into the Unknown on ol' Rez here, so he's all good and current.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Rez, good to know. It is a bit odd, but no worries. If you have any other questions feel free to ask.

Dataphiles

Male Android Technomancer 3 | SP 13/18 HP 19/19 | RP 4/5 | EAC 15; KAC 16 | Fort +2; Ref +3; Will +3 | Init +2 | Perc +3, low-light vision, darkvision 60ft | Speed 30ft | Spells: 1st 3/4 | Spell Cache 1/1 | Active conditions: Wave modulator cursed -2

Since our ship has a mk 1 duonode computer, should we decide where to use the +1 bonuses? I would suggest either piloting and one of the gunners or else two gunners.

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Whoever wants/needs it at the moment, I say. And the Captain can/should direct that in my opinion.

But in general, gunners are a good use of the bonuses.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The Captain will have the final word on the computer bonuses. But if everyone agrees anyway then so be it.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

I think we should just put the floating bonuses into our first two Gunnery checks as the default. If we get into a situation where we have a really crucial check such as the Engineer needing to fix a malfunctioning system we can reassign.

After the first round, I am going to be focusing on encouraging Darillan.
And I do think Mavrik or Yuta-133 should be firing a third gun whenever we can.

Acquisitives

CN Human Mechanic 3 | SP: 18/18 HP: 22/22 | RP: 4/4 | EAC: 18 KAC: 18 | F: 3 R: 7 W: 1 | Init: +4 | Perception: +4 | Speed 30ft | Active Conditions:
Resources:
| Computers/Knowledge Re-roll: 0/1 | Battery Charge: 20/20 |

Barring any systems getting hit (hopefully they don't...new to this) I can grab a gun that has a shot.

Dataphiles

Male Android Technomancer 3 | SP 13/18 HP 19/19 | RP 4/5 | EAC 15; KAC 16 | Fort +2; Ref +3; Will +3 | Init +2 | Perc +3, low-light vision, darkvision 60ft | Speed 30ft | Spells: 1st 3/4 | Spell Cache 1/1 | Active conditions: Wave modulator cursed -2

In my experience, if we leave people to use bonuses as they need them, then everyone tends to forget to apply them, which is why I suggested having a default. But letting the captain make calls on where to put the bonuses makes sense.

I'm happy to swap to gunnery as needed, but we only have a maximum of two guns that can point at any given arc, so unless we have multiple targets (asteroids?) it won't be much help, right?

Exo-Guardians

Female Vercean Shirren Themeless Soldier/1 (SP 9/9 HP 13/13 RP 3/3 | EAC:15 KAC:17 | F:+4 R:+2 W:+3 | Init:+2 | Perc:+2 Blindsense Darkvision | Move:25ft) | LRC +3 (1d10/Anchor) 90ft, Gauntlet +3 (1d6+2/Knockdown) | C 1/1
Skills:
Acrobatics +4 Athletics +0 Bluff -1 Computers +0 Culture +7 Diplomacy +1 Disguise -1 Engineering +4 Intimidate -1 LifeSci +0 Medicine +0 Mysticism +1 Perc +2 PhysSci +0 Piloting +2 SM +1 SoH +0 Stealth +0
Starship:
Pilot +2 Engineer +4 Science +0 Gunner +3 Captain I-1/D+1/B-1

Since gunners go last, shall we make the default that if the duonode bonuses get forgotten, they are automatically applied to the first two gunners who post each round?

Acquisitives

Male Ysoki (Outlaw) Operative 3.1 | SP: 11/21 HP: 18/20 RP: 4/5 | EAC 17 KAC 18 | CMD 26 | F: +2, R: +7, W: +3 | Init: +5 | Perc: +7, | Speed 50ft | Active conditions: None. | Acrobatics +12, Computers +9, Culture +7, Engineering +11, Piloting +12, Stealth +11 | played by zebeev

^ Probably a good rule of thumb.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

I want the two duonode +1 bonuses to go to guns. Tamerriv and Darillian should each just factor the bonus into their shots. Like Yuta 133 says, those bonuses are easy to forget if we keep swapping them around each round.

In my last message I also wanted to let everyone know that I would also be using my Encouragement actions to buff Darillian as my default action. That's just in case the GM needs to bot me for any reason.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Roger that.

Darillian will be +3 and Aid
TAmerriv will be +4

This turn the Aid was on the Science.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

After a few rounds of seeing your strategeys, I may start having you do multiple rounds at once to speed things up.

"present strong flank on their weak flank" is pretty easy to just keep going.

Also keep in mind, Hitting asteroids isn't Dishonorable

Acquisitives

CN Human Mechanic 3 | SP: 18/18 HP: 22/22 | RP: 4/4 | EAC: 18 KAC: 18 | F: 3 R: 7 W: 1 | Init: +4 | Perception: +4 | Speed 30ft | Active Conditions:
Resources:
| Computers/Knowledge Re-roll: 0/1 | Battery Charge: 20/20 |

Sorry. Work today was a lot busier since we had our citizens furloughed due to gov't shutdown.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

No worries. I am a little more prone to bot quicker in the space combat.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

I apologize, I misunderstood how the arcs work. I was under the impression that if the ship was on the line between arcs that it could fire with weapons from both arcs. We played it that way on the last ship combat I was in, but I reread some of ship combat today and see that was wrong.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The Gryolaser is "special" in that it can swing arcs. Not all guns can do that.

Acquisitives

Donavaan T'aar 2nd level Mystic Overlord Xenoseeker, hp 16/10/4 Defense 11/11/19 +1 FOrt +1 rEF +5 Will, Initative +5 Laser Pistol +1 (1d4 force)

Am I too late to join? Something happened where I wasnt seeing notifications about new info on the recruitment.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

We are under way and already at six. Seven signed up so I ran with the first six that showed up.

Acquisitives

Donavaan T'aar 2nd level Mystic Overlord Xenoseeker, hp 16/10/4 Defense 11/11/19 +1 FOrt +1 rEF +5 Will, Initative +5 Laser Pistol +1 (1d4 force)

Ok. Thanks and good luck.

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