[SFS] GM-8574: 01-QUEST Into the Unknown - Part 1 (21 AUG 2017) - Table 1 (Inactive)

Game Master Jason Lillis

Blog post with rules cheat sheet!

The Odyssey!

Tabletop is here!

Other pertinent graphics and maps will be linked here in the header.


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I've moved the Lawblight to a new position, since they lost the go to Iseph.

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

"Lets keep this going" Blu says with a grin on his face.

gunnery encouragement: 1d20 + 7 ⇒ (12) + 7 = 19


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Pilot(Evade): 1d20 + 11 ⇒ (19) + 11 = 30 (Taking one of the +1's)

Iseph streaks toward the aft of the enemy while performing a series of maneuvers to keep the Lawblight from getting a lock on their ship.


Iseph beautifully maneuvers the Odyssey around the enemy ship, which can’t get a lock on you with its weapons - leaving the perfect opening for Obozaya’s missile launch to blast straight into their aft quarter!

1d100 ⇒ 79
1d100 ⇒ 86

The explosion causes significant damage to their engines and WRECKS their power core! It’s going to take them a lot of work to repair that one, if they even can!

Odyssey Condition:

HP: 85/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 15/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 26/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: Engines (Glitching), Power Core (Wrecked)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Iseph’s Piloting Check: 1d20 + 9 ⇒ (11) + 9 = 20

Lawblight Ship Checks(Round 1):

Engineering
Lawblight Check (Divert: Weapons): 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
If a hit via front arc: Coilgun: 4d4 ⇒ (2, 1, 1, 2) = 6
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (4, 2, 6, 6, 6) = 24
If a hit via aft arc: Light Laser: 2d4 ⇒ (2, 3) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (1, 3, 1, 1) = 6

They’ve got the drop on you for maneuvering this time - was it all just a ploy to lull you into a false sense of confidence? We’ll see!

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

"Nice hit! A few more like that and they'll be done for." Blu says and pats 'Zaya on her shoulder. Though he's unsure if she could hear him over the chaos of the gunnery quarters during combat.

gunnery encouragement DC 19: 1d20 + 7 ⇒ (1) + 7 = 8


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"I agree. Just gonna make sure we don't need any repairs ourselves..." Quig mutters, tapping some panels to divert some power away from the weapons and toward the engines.

Engineering DC 18: 1d20 + 10 ⇒ (2) + 10 = 12

"Wait, was that something shiny out the window?"


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Obozaya cannot, in fact, hear the captain anymore. She can't hear anything anymore. She's lost in her own little world of death and destruction. She's been watching that enemy ship carefully, critically observing how their pilot likes to maneuver in response to the various things she does with the weapons. Thus intellectually armed, she launches another missile. At the same time she fires the coil gun turret, but not to hit. No, the shots are placed to get the enemy pilot to maneuver away from the conventional weapons fire... and straight into the torpedo instead!

Coil Gun: 1d20 + 4 + 1 - 4 ⇒ (5) + 4 + 1 - 4 = 6
Damage: 4d4 ⇒ (3, 4, 1, 3) = 11

Missile Launcher: 1d20 + 4 + 1 - 4 ⇒ (20) + 4 + 1 - 4 = 21
Damage: 4d8 ⇒ (5, 1, 7, 7) = 20
Crit Damage!: 4d8 ⇒ (8, 8, 8, 4) = 28

Man, this space combat is going a lot better than the last one with all these crits :P


Sadly, crit damage on ship combat doesn't double - it just bypasses shields and goes straight to their hull. Keeping moving...

IsephBOT Pilot (Evade): 1d20 + 11 ⇒ (8) + 11 = 19

Iseph manages to both maneuver the somewhat clumsier ship around the asteroid AND take evasive action when the Lawblight appears on the other side!

Though the other crew members are somewhat distracted, Obozaya is on point with her targeting, and sends a missile directly through the enemy's front shields and SLAMS into their bridge structure!

1d100 ⇒ 14 - Sensors
1d100 ⇒ 36 - Weapons

As thrilling as this strike is, it's matched - somewhat - by the panic-inducing beeps coming from your computer as an incoming torpedo impacts on your starboard shields and hull! (Odyssey: Starboard Shields - 0/15, Hull - 76/85)

Odyssey Condition:

HP: 76/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 0/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 6/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: Engines (Glitching), Power Core (Wrecked), Sensors (Glitching), Weapons (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Iseph’s Piloting Check: 1d20 + 9 ⇒ (16) + 9 = 25

Lawblight Ship Checks(Round 6):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 4 - 2 ⇒ (6) + 8 - 4 - 2 = 8
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 4 - 2 ⇒ (7) + 8 - 4 - 2 = 9
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 - 2 ⇒ (8) + 8 - 4 - 2 = 10
If a hit via front arc: Coilgun: 4d4 ⇒ (4, 3, 2, 2) = 11
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (7, 7, 2, 4, 6) = 26
If a hit via aft arc: Light Laser: 2d4 ⇒ (2, 1) = 3
If a hit via Turret: Coilgun: 4d4 ⇒ (3, 4, 3, 2) = 12

The Lawblight's pilot appears to keep functioning as the pirate ship falls apart around them, and quickly reverses the engines to buy space between your two ships in the hopes of landing another torpedo.

Iseph, sorry to move without you, but we're almost set and I wanted to make sure to keep moving before the weekend hit. The group is up - one more good hit and she's likely done for!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

no worries, I was unavailable most of the day. And since I won the piloting check, it's the Lawblight's move now :)


Iseph, Operative Pilot wrote:
no worries, I was unavailable most of the day. And since I won the piloting check, it's the Lawblight's move now :)

Sounds good! I already moved them again (they were immediately adjacent to the asteroid on their last move, though I need to put in the tracking lines for it tomorrow), so you are free to go!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Pilot(evade): 1d20 + 11 ⇒ (10) + 11 = 21 taking one of the +1's

"They've got to be hurting after that hit. We're going in for the kill. Captain, you're free, of course, to offer terms for their surrender."

Iseph smiles as she brings the ship around to bear on the foe. Fortunately, dodging these smaller asteroids provides a pretty good pattern of evasion.

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

"I already offered them terms before this all started and thry ignored them. Its up to them now." Blu said with a stern voice. His words may have been a bluff but he did wish it didn't come to this. If they really did surrender though he'd actually have to hail the stewards.

"lets finish this," Blu said to Zaya

gunnery encouragement DC 19: 1d20 + 7 ⇒ (19) + 7 = 26


Obozaya, thrilled with the results of the last barrage, gets cocky about it. Her success goes to her head, and her concentration is unfortunately diminished for the next shots, which are absurdly wild.

Coil Gun: 1d20 + 4 + 2 + 1 - 4 ⇒ (5) + 4 + 2 + 1 - 4 = 8
Damage: 4d4 ⇒ (4, 1, 4, 3) = 12

Missile Launcher: 1d20 + 4 + 2 + 1 - 4 ⇒ (3) + 4 + 2 + 1 - 4 = 6
Damage: 4d8 ⇒ (7, 7, 1, 3) = 18

I remember reading that if a missile can't reach its target you keep trying next round, right? Is that a distance thing only, or does missing the target fall under that category as well?


QuigBOT Boost Engines: 1d20 + 10 ⇒ (7) + 10 = 17

Nose to nose, the two ships UNLOAD on each other, but everyone seems to have trouble calculating firing solutions at such a “short” range and everything misses!

Odyssey Condition:

HP: 76/85
Fore Shields: 20/20
Port Shields: 15/15
Starb. Shields: 0/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 6/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: Engines (Glitching), Power Core (Wrecked), Sensors (Glitching), Weapons (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Iseph’s Piloting Check: 1d20 + 9 ⇒ (14) + 9 = 23

Lawblight Ship Checks(Round 7):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 4 - 2 ⇒ (5) + 8 - 4 - 2 = 7
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 4 - 2 ⇒ (8) + 8 - 4 - 2 = 10
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 - 2 ⇒ (15) + 8 - 4 - 2 = 17
If a hit via front arc: Coilgun: 4d4 ⇒ (2, 1, 2, 4) = 9
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (4, 2, 8, 1, 7) = 22
If a hit via aft arc: Light Laser: 2d4 ⇒ (3, 2) = 5
If a hit via Turret: Coilgun: 4d4 ⇒ (4, 4, 2, 1) = 11

Reminding you of your ship to ship combat against the Endless Threnody, the Lawblight moves directly into your flight path, giving you minimal maneuvering options!

The party is up!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

every time we think we're in the clear!
I'm thinking at this point, we might just want to stand still and duke it out. Any objections/other suggestions?


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Gah! I'm sorry, I thought I'd gotten a post in! Didn't realize we were waiting on me! Iseph, I agree that we don't seem to be making a big difference with the maneuvering...hopefully those two crits will have punched in!

Quig scrambles, desperately trying to keep the weapons firing at full tilt as they try to end this battle. "C'mon...c'mon...c'mon..." he mutters.

Engineering DC 18: 1d20 + 10 ⇒ (13) + 10 = 23

"YES! Finally!"


Iseph, Operative Pilot wrote:

every time we think we're in the clear!

I'm thinking at this point, we might just want to stand still and duke it out. Any objections/other suggestions?

Your front shields are full and you have almost all of your HP, so it's probably not a terrible plan!


With the plan changing to sticking close and slugging it out with the pirates, Obozaya changes from firing missiles (which is running low on torpedoes) to instead firing a barrage with the forward heavy laser cannon. Unfortunately, she sneezes just as she's executing the attack, spraying laser beams and coil gun slugs pretty much everywhere but at the pirates she's trying to destroy.

Coil Gun: 1d20 + 4 + 1 - 4 ⇒ (5) + 4 + 1 - 4 = 6
Damage: 4d4 ⇒ (2, 2, 1, 4) = 9

Laser Cannon: 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8
Damage: 4d8 ⇒ (4, 4, 7, 2) = 17

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

Blu stands with Zaya, watching the targeting screen as intensly as her, yet unable to make sense as things changed to quickly for him to focus. He hangs back rather than give zaya poor advice.

gunnery encouragement DC 19: 1d20 + 7 ⇒ (3) + 7 = 10


1d20 + 8 - 4 - 2 ⇒ (14) + 8 - 4 - 2 = 16

Obozaya's sneeze costs you somewhat dearly, as the pirates rip into you with their turreted coilgun! Thankfully, their torpedo was poorly aimed, and goes right past your ship. 11 points of damage to your front shields.

Odyssey Condition:

HP: 76/85
Fore Shields: 9/20
Port Shields: 15/15
Starb. Shields: 0/15
Aft Shields: 20/20
Damaged systems: None

Lawblight Condition (No peeking):

HP: 6/70
Fore Shields: 15/15
Port Shields: 5/5
Starb. Shields: 5/5
Aft Shields: 0/5
Damaged systems: Engines (Glitching), Power Core (Wrecked), Sensors (Glitching)

- - - - - - - - - -

Lawblight Piloting Check: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Iseph’s Piloting Check: 1d20 + 9 ⇒ (3) + 9 = 12

Lawblight Ship Checks(Round 8):

Engineering
Lawblight Check (Patch: Weapons): 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Helm
Lawblight Piloting Check (STUNT) vs. DC 14, 19, or 24 (Tier 2): 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Lawblight Captain (Encouragement: Gunnery) vs. DC 17: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Lawblight Science Officer (Target System: Life Support): 1d20 + 8 - 4 - 2 ⇒ (5) + 8 - 4 - 2 = 7
Gunnery
Lawblight Gunnery Check 1 - Firing Arcs: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
Lawblight Gunnery Check 2 - Turret: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
If a hit via front arc: Coilgun: 4d4 ⇒ (3, 1, 3, 4) = 11
If a hit via front arc: Heavy Torpedo Launcher: 5d8 ⇒ (6, 2, 3, 1, 4) = 16
If a hit via aft arc: Light Laser: 2d4 ⇒ (1, 3) = 4
If a hit via Turret: Coilgun: 4d4 ⇒ (4, 4, 3, 3) = 14
Lawblight Gunnery Check 2 - Turret check 2 (take worse): 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23


As the ship lurches around her, Obozaya loudly snorts and hocks a ball of snot onto the floor of the ship. Her sinuses clear, she returns to the weapons controlled with a renewed determination and opens fire.

Coil Gun: 1d20 + 4 + 1 - 4 ⇒ (19) + 4 + 1 - 4 = 20
Damage: 4d4 ⇒ (3, 2, 1, 1) = 7

Heavy Laser: 1d20 + 4 + 1 - 4 ⇒ (11) + 4 + 1 - 4 = 12
Damage: 4d8 ⇒ (6, 5, 6, 3) = 20

Hopefully Blu can get a successful encourage so that they both hit!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

ugh, watch them beat the snot out of us when we thought we had them dead to rights
Pilot(Slide): 1d20 + 11 ⇒ (13) + 11 = 24
"Well that didn't help our situation. Hard to starboard guys." She pulls the ship to within feet of the large asteroid as she tries to put some distance between the Odyssey and the enemy. They probably know that the starboard and front shields are vulnerable so she wants to protect those from direct assault.


Hey, Obozaya, sorry I totally skipped your question a while back. If your initial roll passes the opponents Target Lock (TL, their anti-missile armor class), but the missile doesn't have the move it needs to get to the target, you make a new roll against the TL again the next round. If the roll against TL misses during the first try, then the shot just misses - it's like it got confused by anti-missile defense systems. Hope that makes sense!

And yes, BLU! Make that roll!


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Engineering (Weapons): 1d20 + 10 ⇒ (5) + 10 = 15

"D'oh!"


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

ugh, this Tier 4 thing is killing us. I wanted to try a fly-by but there's almost no way to make that roll, even with a +11

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

gunnery support dc 19: 1d20 + 7 ⇒ (20) + 7 = 27

Finally something pops up one of the screens that he understands and quickly relays the information to Zaya to help.


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The Lawblight turns in place, as though confident of what they might do, and fires a final torpedo and a salvo of coilgun fire as you slide past! Your port shields shudder and fail, leaving your ship singed by the explosion and raked by coilgun ammo. However, Obozaya's return volley both BLASTS through their front shields AND returns the raking fire of the coilgun, and DISABLES THE PIRATE SHIP!

It sits there, listing in space, a scourge of the Vast. Venture Captain Arvin left no instructions on dealing with this threat. What do you do? Do you board the ship? Do you destroy them? Or do you just go home, and leave them to the hand of fate?

Congratulations! You've completed "Into the Unknown!" The quest assumes that you leave them there, but if you are interested in continuing the adventure, I am willing to help create some content from scratch, if needed. Otherwise, I'm going to take a break from Starfinder Society until after the new year, at least. Let me know what you think! I'll get chronicle sheets together for all of you tomorrow, and we'll talk about what happens next in your story.


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Hey thanks! That was fun.

Quig kicks back in his chair, heaving a sigh of relief. "Well! That wasn't so bad." He leans over and switches on the comm. "Well, Cappy? What's next?"

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

Blu looks long and hard at the still ship. Every ounce of his training compels him to go there and finish the job. Protect the innocent by ensuring these scoundrels cannot harm another soul. But he also knew they'd be no match. "Mark our cordinates. As much as it pains me we don't have the manpower to take on the crew to a ship that size. When we make it back home I'll hail the Stewards and relay the information."

Unless i can transfer the info quicker now i'll sit on it until later. And thanks for this. It's been a lot of fun.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

enjoyed this a lot. We had a good group, meshed well, and had fun. If others want to continue (in the future), I'm certainly up for it
Thanks again for doing this. It was a nice intro to Starfinder :)


Obozaya would just as happily blow the other ship to smithereens, but leaving them for the proper authorities is probably better in the long run. After all, more survivors means more people to spread tales. For now, she's content with a job well done.

Indeed, thanks for running this! I wasn't sure what to make of Starfinder before, since all of the information was essentially out of context. But I enjoyed it quite a bit, and I think you did a great job running. If you decide to run anything in the future, in either system, I'd definitely be interested!


Sounds good, all! I'm sorry to be behind on the Chronicle sheets (busy week for family stuff), so I'll try to get them out over the next few days. Happy Thanksgiving to my fellow Americans! I'll be in touch.


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F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

happy thanksgiving to you as well, and to the other folks. I'll be watching MST3K's Turkey Day marathon :)

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

S'all good. We know you're a family man and everything, plus holidays are always chaotic. Happy Thanksgiving to you as well.


Hey, all - sorry again for the long delay on these forms. I meant to grab your SFS info for reporting purposes. Send the following to me, and let me know if you want to make a day job roll for additional credits.

1) Player Name
2) Character Name
3) Organized Play Number
4) Faction you want to gain reputation with
5) Day Job (optional)

Thanks!

Exo-Guardians

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Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

For the life of me I can't figure out how to send a private message so whatever.

1) Justin Harrell
2) Blu Maria
3) 245576-701
4) Exo-Guardians
5) profession (politician): 1d20 + 7 ⇒ (20) + 7 = 27 Pretty much he does talk shows and such on the holovid or whatever sci-fi tv they have.


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To avoid confusion, I don't plan on joining the Starfinder Society, so don't feel the need to wait for any info from me, personally. I'm just not a big fan of organized play in general, nothing personal. :)


All chronicle sheets will be available here.

Thanks, all!

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Discussion thread open here!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

oops, I'll get all the stats and stuff transferred over to the alias asap. Since no one else seemed to want it, I'll stick with the operative


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Mechanic, checking in! Will put the stats on this alias when I get the chance.

(And I guess I should figure out what they all mean...heh...)


Sounds good!


Soldier checking in!

Grawr


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Gah! I thought I had dotted properly but looks like I didn't. So sorry--I'll still jump in if there's time.


Norv's Starfinder Pregen wrote:
Gah! I thought I had dotted properly but looks like I didn't. So sorry--I'll still jump in if there's time.

You're good. :) Welcome aboard!


Important question for someone with the actual rulebook: What is a 'tactical doshko'? I'm guessing it's the primary weapon shown in the artwork, but even then I'm not entirely sure what to make of it. Is it a rocket-propelled staff? Is it some sort of energy-bladed pole-arm? Its damage type is apparently piercing. :|

Edit: Also, can someone tell me what the 'blitz' primary fighting style means in terms of mechanics?

Thanks!


Sure, happy to help!

SRG Pg. 187 wrote:

The traditional weapon of the vesk, the doshko is composed of one to four triangular blades arranged in a row and attached to a long haft. Ideal for devastating overhand blows and catching and parrying enemy weapons, its use is a highly respected art form in traditional vesk society, but it also sees use by creatures of other races as a variant axe. Traditionally, doshkos are made of steel, but in recent decades they have been crafted using advanced metallurgic techniques and even quantum technology to improve the stabbing edges.

Ultrathin doshko blades look exceptionally delicate but hold a fine edge. Zero-edge doshkos appear to have a blurred edge, while molecular rift doshkos have translucent blades. Dimensional blade doshkos have a narrower visible blade, but the solid surrounding aura makes them vicious weapons.

SRG Pg. 180 wrote:

Analog

This weapon does not use any advanced electronics, computer systems, or electrical power sources. It is immune to abilities that target technology. While this use of the word “analog” is not technically correct when referring to technology, use of the term in this way has become common throughout the Pact Worlds.
SRG Pg. 182 wrote:

Unwieldy

Weapons with the unwieldy special property are large and awkward, can’t be fired without cooling down first, or are otherwise difficult to use with repeated attacks. You can’t use an unwieldy weapon as part of a full attack (or any other action in which you could make multiple attacks), you can’t attack with it more than once per round, and you can’t use it to make an attack of opportunity.

The last leads to an important point to reiterate. ANYONE* can attack two times per round as a full-round action, BUT they take a -4 penalty to BOTH attacks. The * applies to Obozaya's doshko, of course, as it is an "unwieldy" weapon.

Hope that helps!


Also pertinent for Obozaya:

SRG pg. 113-114 wrote:

Blitz

The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes.

It's what gives her the +4 bonus against AoO's.


Finally, a quick note to you all - thanks for jumping in and playing up the personalities of the pregens. What fun! :) You're a good group to game with.


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

I mean, Quig's personality was honestly mostly a bonus. It's not even written in for the 1st-level pregen, I only found it when I was scrolling through the others and decided it had to be incorporated! :P


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Thanks for the info! That's extremely helpful. I plan to wait on my combat turn until I see what happened with the enemy which goes before me.


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

So is guy e hidden or not? I always forget how concealment percentages work and i wanna use get 'em but i need to see or hear them to use it.


SRG pg 253 wrote:

Total Concealment

If a creature has line of effect to you but not line of sight (see page 271), you have total concealment. An enemy can’t attack you when you have total concealment, though it can attack into a square it thinks you occupy. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of 20%).

I would rule that you have a pretty good idea that E is there (making noise and what not), but that you don't have line of sight. If your ability is also available if you can hear that person, however, then you're good to go with using the ability (in my book)!


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

I was assuming that Scout was hovering about 5' off the ground where I was, so that he'd be about 20' off the ground out there. Sorry, forgot to mention that!


Norv's Starfinder Pregen wrote:
I was assuming that Scout was hovering about 5' off the ground where I was, so that he'd be about 20' off the ground out there. Sorry, forgot to mention that!

No problem! He can't provoke (no melee), but could he be the target of a melee strike - that's the bigger question!


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

I assume there's still a penalty for firing jnto melee?


Navasi pregen wrote:
I assume there's still a penalty for firing jnto melee?

Actually, it appears that there isn't! However, we do have to take the Cover rules into consideration:

SRG pg 253-254 wrote:

COVER

Cover does not necessarily block precise senses, but it does make it more difficult for enemies to hit you. To determine whether your target has cover from your attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover. Cover grants you a +4 bonus to AC and a +2 bonus to Reflex saves against attacks that originate from a point on the other side of the cover from you. Note that spread effects can extend around corners and negate these bonuses.

Soft Cover
Creatures, even enemies, between you and the source of an effect provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, soft cover provides no bonus to Reflex saves, nor does soft cover allow you to attempt a Stealth check.

So if you're trying to stand where you are on the map now and shoot at G (for example), G would get the benefit of Soft Cover AND Concealment, because Iseph is "in the way." Now if you waited for Iseph to step aside, there wouldn't be anyone between you and G.

Hope that helps!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

ha! I was about to ask that exact question


SRG pg. 248-249 wrote:

Attack of Opportunity

An attack of opportunity is a special melee attack you can make against a target you threaten (usually an adjacent opponent), even if it is not your turn. See Reach and Threatened Squares on page 255 for more details on threatening. You can use your reaction to make an attack of opportunity against an opponent in any of these three cases.
  • When you threaten a space and the opponent moves out of that space in any way other than a guarded step (see page 247) or withdraw action (see above), you can use your reaction to make a melee attack against the opponent.
  • When the opponent in a space you threaten makes a ranged attack, you can use your reaction to make a melee attack against the opponent.
  • When the opponent in a space you threaten casts a spell or uses a spell-like ability, you can use your reaction to make a melee attack against the opponent. However, some spells or spell-like abilities state in their descriptions that they don’t provoke attacks of opportunity, so be sure to confirm that the enemy has provoked your reaction before you take it.
Attacks of opportunity are always resolved before the action that triggers them. You don’t take a penalty to the attack roll when making an attack of opportunity in the same round you took a full attack, but you do take any other attack penalties that would normally apply to your attacks. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn.


GM Screen:
Nothing to see here, just planning ahead.3d6 + 5 ⇒ (5, 6, 6) + 5 = 22
1d20 + 8 ⇒ (17) + 8 = 25(1r)
1d20 + 7 ⇒ (10) + 7 = 17(sr)


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

My comment was in regard to not being able to 5' step AND take a full action (which trick attack requires). I could have cleared the line of fire and still attacked in PF, but in SF, 5' are move actions. It's not a big problem though. I accept that it's just how the mechanics of this game work. :)

I do have one quick question though. Is there an off-hand penalty in SF? I see the penalty for 2 attacks at once, but just wondering if offhand affects attacks when you only attack once. Thanks


Ah, ok. Got it!

As far as I can tell, there is no penalty for off hand attacks. If you have a knife in one hand and a pistol in the other, you can use either to make a single attack at no penalty. I guess everyone is presumed to be sufficiently ambidextrous?


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Just finished with an all-day marathon of a face-to-face Iron Gods game I'm running, so I'm pretty mentally wiped out. I'll post my turn first thing when I get up tomorrow.


Do we have access to a ship of our own? Setting aside for the moment the question of whether it would be a good idea, is it possible for us to follow them in our own life-supported ship and get the coordinates?


The Starfinder Society has access to many vessels. Spoiler: You're likely to get introduced to one soon! :)


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

I'm good on swag. 140 credits probably won't buy me much and with the book or srd, i dunno what i can afford.


You might consider...

SRG pg. 225 wrote:

Serum of Healing

This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature.

TYPE HEALING
Mk 1 - 1d8 Hit Points - 50 GP - Level 1 item


How much are grenades? I still have 2 frags, but the shock grenade is pretty boss


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

So if I remember correctly, stamina goes first before I lose health. So the serum only do health not stamina. Is there anything that does both? I assume that would be more money though


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Yeah, I'll grab a few of those.

Just a heads up. I will be out of town til Monday. I hope to still be able to post, but please bot me if needed. Thanks.


Obozaya, Soldier Pregen wrote:
How much are grenades? I still have 2 frags, but the shock grenade is pretty boss

Here's a spreadsheet for grenades you can afford. Also, oops! The radius for grenades is different than Pathfinder splash weapons. I don't think it would have hurt anyone else, but sorry about that.


SRG pg 251 wrote:

HEALING

After taking damage, you can recover Hit Points through
natural healing or through magical or technological healing. You
can’t regain more Hit Points than your maximum Hit Point total.
Recovering Stamina Points

You can regain all your Stamina Points by spending 1 RP and
taking 10 uninterrupted minutes of rest. After a full night’s
rest (8 hours of sleep or more), you regain your Stamina
Points automatically. Some special abilities also let you regain
Stamina Points.

Recovering Hit Points Naturally
With a full night’s rest (8 hours of sleep or more), you recover
1 HP per character level. Any significant interruption during
your rest prevents you from healing that night.
If you undergo complete bed rest for 24 hours, you recover
2 HP per character level.

Magical and Technological Healing
Various abilities, devices, and spells can restore Hit Points
or increase the recovery rate of your natural healing. Unless
otherwise specified, these types of healing restore only Hit
Points, not Stamina Points.

Healing Limits
You can never recover more Hit Points than you lost or raise your
current Hit Points higher than your maximum Hit Points, nor
can you recover more Stamina Points than you lost or raise your
current Stamina Points higher than your maximum Stamina Points.

Recovering from Ability Damage
Temporary ability damage heals at the rate of 1 point per night of
rest (8 hours) for each affected ability score. Complete bed rest
for 24 hours restores 2 points for each affected ability score.
Ability drain does not heal naturally. See Ability Damage, Ability
Drain, and Negative Levels on page 252 for more information.


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Also, hooray! The StarfinderSRD is up!


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Cool beans, thanks. I think I'll replace the shock grenade, and then I'll stand pat with that for now.


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Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Quig will buy himself a set of binders (he is a bounty hunter) and a survival knife.


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

since the srd is out, can we switch to custom characters? i'm itching at creating my own envoy


Navasi pregen wrote:
since the srd is out, can we switch to custom characters? i'm itching at creating my own envoy

Yes, if you'd like to go custom, that's fine! Just make sure to use the Starfinder Society guide for creation rules. Just let me know when you are ready!


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Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

Sweet I pretty much have him built all ready, just need equipment and I'll just put it over from Navasi. Oh, and a name. I'll try to throw together a profile for him in like an hour whe. I go on lunch.


Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

Its actually a lot more annoying to do it on my ohone than i thoight it would be. I'll try ti have it done tonight instead.


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Navasi pregen wrote:
Its actually a lot more annoying to do it on my ohone than i thoight it would be. I'll try ti have it done tonight instead.

No worries! Someone here on the boards made a fillable PDF.

I put it up on Box.com here. Hope that helps!


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Female human Outlaw envoy 1 [EAC 13; KAC 14] [SP 6, HP 10, RP 3] [F +0, R +4, W +4]

So much better, thank you. I was looking for one yesterday

Exo-Guardians

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Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

Whoo he's done. Just gotta write up a quick background but here he is. Captain Blu Maria. Famed starfighter for the Exo-guardians.

edit: and background's done too.


Cpt Blu Maria wrote:
Whoo he's done. Just gotta write up a quick background but here he is. Captain Blu Maria. Famed starfighter for the Exo-guardians.

Nice! I'll check him out tomorrow morning. :)


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

I'm definitely volunteering for the pilot spot. I have a +10 bonus so she seems perfect for the job


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Hmmmm, Quig could be an Engineer or a Science Officer--he has a +10 Engineering, and a +8 Computers (but it looks like the Loreseeker would boost that to +10). Do people feel one would be more useful than the other? Leaning toward Engineer right now.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

engineer sounds like a good choice. 'zaya should go gunner.

Exo-Guardians

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Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

And i'll be captain. It is in my name after all


I would like to direct you all to THIS THREAD for some great FILLABLE pdf character sheets. #happydance

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