
GM Skeemo |

Please post the following, and update your initiative and Perception in the slides.
Player Name:
Character Name (class, level, theme):
PFS ID:
Starting reputation with factions:
Starting fame:
Day Job roll:
Other relevant info the GM should know:
Please post the following info following your adventure briefing.
Preferred starship role (with relevant modifiers):
Purchases:
Boons you want to slot for this scenario
Relevant boons: Second Seekers [Luwazi Elsebo] Champion (Faction), High Society Influence - Ykris (Ally)
- Ally:
- Faction:
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:

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Player Name: bigboom
Character Name (class, level, theme): Arratoi (envoy 3, themeless)
PFS ID: 194657-703
Starting reputation with factions: Acquisitives 15, Exo-Guardians 1, Wayfinders 1, Second Seekers (Luwazi Elsebo) 1
Starting fame: 14
Day Job roll: Forgo for True Savior of Tasch
Other relevant info the GM should know: Nothing notable comes to mind but looking forward to this!!

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Player Name: Eric (Revvy Bitterleaf)
Character Name (class, level, theme): _Rocket_ (Soldier(Bombard), lvl 3.2 , Ace Pilot)
PFS ID: 13475-703
Starting reputation with factions: ExoGuardians 15 / Wayfinders 1
Starting fame: 14
Day Job roll: None
Other relevant info the GM should know:

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Player Name: B Viggers (Aerondor)
Character Name (class, level, theme): Gunnz , Operative(ghost)-3 (Ace Pilot)
PFS ID: 100387-702
Starting reputation with factions:
- Dataphiles 13
- ExoGuardians 1
- Wayfinders 1
Starting fame: 12
Day Job roll: Take ten on dancer for 19 - 38credits
Other relevant info the GM should know:
- Jack of all trades, may make all skills untrained.
Starship roles: Either Pilot (+14) or gunnery (+8)

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BTW: I'll be away at a conference for the next couple of days, but should be back well before the kick off.

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Player Name: Gerard
Character Name: I-5
PFS#:24861-701
Class &Levels: Solarian (Priest) 3
Faction: Exo-Guardians
Day Job: Spend downtime for "True Savior of Tasch"
Reputation
Fame: 12
Reputation All Factions: 17, Tier 2
Reputation Wayfinders 11, Tier 1
Reputation Exo-Guardians 4, Tier 0
Reputation Second Seekers (LE) 1, Tier 0
Reputation Acquisitives 1, Tier 0
Other news: I will be on a short break up to and including Sunday 6 May. It is not likely that I will be able to post anything.
I have the High Society Ykriss boon on this character

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Sorry for the delay. Kind of on vacation and missed the thread.
Player Name: Ba'Hob
Character Name (class, level, theme): Operative (Detective) 3, Bounty Hunter
PFS ID: 3645 - 702
Starting reputation with factions: Second Seeker 17
Starting fame: 13
Day Job roll: Profession Accountant: 1d20 + 15 ⇒ (18) + 15 = 33
Other relevant info the GM should know:
Please post the following info following your adventure briefing.
Preferred starship role (with relevant modifiers): Any.
Piloting +12, Gunnery +7, Engineering/Computers +10, Intimidate +7 (
Purchases:
Boons you want to slot for this scenario
I do not have high society boon on this character
- Ally: None
- Faction: Second Seekers: Luwazi Elsebo Champion, Improved
- Personal:None
- Promotional: t-Shirt Reroll
- Social: Faction's Friend
- Starship:
- Slotless:

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A few updates
Player Name: Andrew Harasty
Factions: SS 17, Wayfinders 1, Exo-guardians 1
Boons:
Starship -- Solar Powered Weapon System (+1 damage to a single weapon with laser in its name)

GM Skeemo |

Alright, with Ba'hob, I-5, Gunnz, Arratoi, Delia, and Rocket, we have everybody. I'll give you all the briefing, then we'll zero in on boons slotted and starship roles.
Ba'hab, I-5, and Delia, I still need your initiative, Perception, and token on the first slide.

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Does anyone know, aside from a tetrad certified translator, is there another means of first contact unknown language communication that a non spell-caster can use?

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Player Name: bigboom
Character Name (class, level, theme): Arratoi (envoy 3, themeless)
PFS ID: 194657-703
Starting reputation with factions: Acquisitives 15, Exo-Guardians 1, Wayfinders 1, Second Seekers (Luwazi Elsebo) 1
Starting fame: 14
Day Job roll: Forgo for True Savior of Tasch
Other relevant info the GM should know: Nothing notable comes to mind but looking forward to this!!
Preferred starship role (with relevant modifiers):
Captain (Diplomacy +10+1d6, Intimidate +10)Engineering (+10)
Science Officer (+6)
Purchases: Tetrad certified translator (500 cr)
Boons for this scenario:
- Ally: High Society Influence (Ykris)
- Faction: Acquisitives
- Personal: none
- Promotional: none
- Social: Faction's Friend
- Starship: 'Hero of the Stars' but if someone else brings this, I'll switch to 'Automated Defenses' instead
- Slotless: Marked Field Agent, Starfinder Insignia, True Savior of Tasch,

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So to be useful. Ba'Hob will buy one spell ampoule of share language for 300 cr. Any mystic can get a spell gemfor 140.
I as for starship boons, I can bring another "Solar Weapons" or "Hero of the Stars"
Also, if you don't mind, I am going to steal your slides for the updated starship combat DCs :)

GM Skeemo |

So to be useful. Ba'Hob will buy one spell ampoule of share language for 300 cr. Any mystic can get a spell gemfor 140.
I as for starship boons, I can bring another "Solar Weapons" or "Hero of the Stars"
Also, if you don't mind, I am going to steal your slides for the updated starship combat DCs :)
Another solar weapons boon could be added to a different laser, but only one Hero of the Stars per scenario.
And by all means, steal away!

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Player Name: Redelia
Character Name (class, level, theme): Delea (mystic 3, priest)
PFS ID: 184425=702
Starting reputation with factions: Sec. Seekers 12, Dataphiles 1, Exo-G 1
Starting fame: 12
Day Job roll: none
Other relevant info the GM should know: Delea has almost never used a weapon. She heals, she uses mind thrust, and she uses telekinetic projectile to throw junk, so it's important whether there is rubble or rocks or other similar objects around to throw.

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Anyone got some bright ideas? Even if we manage to avoid being in the firing line of weapons other than the turret, I think it is likely to rip the Pegasus apart with that coilgun.
If I don't end up facing the ship, one of our best weapons can't fire. And jolting left and right to utilise the other shields only buys us a little time ,during which they will be restoring their shields too. Thoughts or suggestions?

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Keep evading, and attempt to stay in their same arc, so we punch through their shields ASAP. We could then target their weapons and go for a quick crit. That will give us an effective +2 on AC.

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Another defensive tactic would be if we win initiative on any given round, we can control more or less which of our sides is facing the enemy ship. The science officer can then rebalance the shields to buff up that side and hopefully significantly reduce the amount of incoming damage. If the incoming damage is high, this tactic won't last forever though.
Oh and we should keep in mind that we've got some starship boons active as well.

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It doesn't seem like this is fair fight...they have more shields/hull then us. And they way out damage us..the only thing we have on them is speed.....maybe try to run away, fly to the other side of the planet and try to land and see if they follow or if they'll let us leave?
The only other thing is hope they don't have a rear weapon (or one the sides) and try to get in their blind arc and only have to deal with their turret and hope we'll survive

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We are in their almost blind arc. If we ever take out that turret we would be pretty sweet here.. though we are likely to only win initiative half the time.
They are slow and not maneuverable. We are fast and nimble. That is out only advantage.
I'm tempted to agree with arratoi, that was the tactic I was wondering about before. We fire with turret and weapons from whichever side has our strongest shields, and the science officer buffs our front shields. When they are up to strength we fire from turret and front.
I think if we loose initiative I'll try to get behind them as with their speed and lack of Maneuverability, they cannot manage a full 180 turn.
This is certainly a step up in the challenge of the space combats so far. We need to use our actions to their fullest. They have 4-7 crew so they are likely to be able to match our number of actions.

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It's pretty nail biting I have to admit. The only other one that has come close has been from Yesteryears Truth. And if you take the smart approach to that one, it can be over pretty quick. If you don't, you are in for a world of hurt.
That said, I think the odds are still against us. It only takes one hit, and if we lose initiative that would be very bad.

GM Skeemo |

You guys are amazing! You're managing to turn around a fight against a notably more robust enemy using boons, smart tactics, and lucky dice. Color me impressed!
My second table has a couple level 5 PCs, and they took the Drake, which is closer in build to the enemy ship. That combined with some really lucky dice (or unlucky on my part, rather) means they've been quite comfortably winning this encounter thus far. I'm hoping they feel the burn a little once the unknown ship starts actually landing some hits.

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I'll be travelling over the next 3 days, including some long haul flights. My posting may drop off so please go ahead and bot me if needed!

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Thoughts about where you all want us? Given our rear shields are the strongest, I'm tempted to put as much space between us and them as I can for this round. At least that would let us avoid a missile.
I'm put a couple of different possible tracks on the map. Both keep us safe from a missile - unless it is very fast. If it does the right manoeuvre it can get its double laser pointing at us this round no matter what.
I'm leaning toward the yellow track, as to get us in its front arc, it would need to do a stunt (which might fail) and would mean it cannot evade.

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If we are afraid of the missile...try to get our laser net facing that way.
As a free action we (I mean I-5) can attempt to shoot it out of the sky..and we can still attack with it. Less damage then our forward guns..but if it could prevent a missile from hitting us it might be worth it

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I think we should be far enough away that a missile wouldn't be able to reach us in one round.
But as for our facing, the swarm, or whatever, ship is likely to be able to get a bit of a choice. I suspect they will try to turn around and hit us with their double laser, rather they leave their rear pointing at us and use a missile, but who knows what their tactics are.

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Also, I believe someone slotted in the 'automated defenses' boon, which gives us the opportunity to slow down missiles by 50% for one round. If needed, we can activate that to see if we can avoid any missile damage this round...
And if we can take out the enemy this round, I assume we won't have to worry about the missile next round...

GM Skeemo |
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That was close. The Drake is a better brute ship and we did get some annoying luck on the rolls. Still nice to see these boons in actions!
Whee. Most of the time these space combats are fairly easy. Nice to see them put something in that can go badly quickly

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I've seen riders in quite a few starship combats that have "and if this goes south" ways for the scenario to continue.
I suspect that might change a little as folk get more used to starship combat.
To be fair, Gunnz is pretty much built for starship combat. The only way her pilot skill would be higher is with skill focus, and in a couple of levels even that wouldn't help (insight bonuses don't stack with operative skill bonuses).
Certainly had me on the seat of my pants for this one.

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I really liked this combat. It is very tough, but with some luck, clever thinking and the good use of boons we proved that it can be overcome.
Arratoi, thank you for providing the Hero of the Stars boon, that boon is aptly named and this was the perfect opportunity to use it.

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Sorry folks, I have some real life things to take care of. Hope to be back into business on Thursday. Please bot me.

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I've noted that as well - with mystics doing body damage and envoy's looking after stamina, the healing role has become quite fragmented - certainly different from PF.