
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: First Skirmish
- Ally:
- Faction:
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:

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Player Name: TriShadow
Character Name (class, level, theme): Kiv (Operator {ghost}, 4, ace pilot)
PFS ID: 151777-701
Starting reputation with factions: Dataphiles (16)
Starting fame: 16
Day Job roll: Profession~Corporate Professional: 1d20 + 9 ⇒ (8) + 9 = 17
Other relevant info the GM should know: Just hope we all have a great time!

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Player Name: Eric (Revvy Bitterleaf)
Character Name (class, level, theme): Rocket (soldier,4,Ace Pilot)
PFS ID: 13475-703
Starting reputation with factions: Exo-Guardians 17 / Second Seekers 1
Starting fame: 16
Day Job roll: None
Other relevant info the GM should know:
- I'm going to GM the scenario myself, but I'll try to not spoil anything while playing.
- I still need to update to lvl 4, but I'll do that before we start play. Hoping Armory will become legal before then and I'm still looking through that for fun stuff.

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Player Name: Cwethan
Character Name (class, level, theme): Lucky Sevens (Mechanic 4 - Outlaw)
PFS ID: 182453-701
Starting reputation with factions: Acquisitives 20
Starting fame: 11
Day Job roll: Qabarat University Classes
- Ally: Publicist
- Faction: Improved Acquisitives Champion
- Promotional: Promotional Record Keeper
- Promotional: Promotional Reroll
- Social: Sponsorship (allows the 2nd Promotional boon)
- Starship: Automated Defenses
- Slotless: Qabarat University Admittance
Mechanic (+10), Science Officer (+10) or Gunner (+8) are all fine with me.

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Player Name: Grimsnik
Character Name: Magnus Chaal (Solarian, 3, Xenoseeker):
PFS ID: 99317-702
Starting reputation with factions: Dataphiles 7, Acquisitives 10, Second Seekers 0
Starting fame: 10
Day Job roll: Savior of Tasch
Other relevant info the GM should know: I do have the First Skirmish boon. Will it be Social or Starship slot?

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Day Job roll: Profession (Race Pilot): 1d20 + 10 + 1 + 4 ⇒ (18) + 10 + 1 + 4 = 33
Reputation & Tiers
Dataphiles : 24 / 2
Wayfinder : 1 / 1
Second Seeker : 1 / 1
All Faction : 26 / 2
Preferred starship role (with relevant modifiers): Any (except Captain) +15 Pilot (4 ranks), +9 Gunnery, +11 Engineering & Computer
Boons you want to slot for this scenario
- Ally: none
- Faction: Dataphiles Champion, improved
- Personal: none
- Promotional: Promotionnal Service Award
- Social: Xenowardens Affiliation
- Starship: Solar Powered Weapon System
- Slotless: Digital Presence, Faction Friend, Marked Field Agent, Starfinder Insigna, Relics of Old Golarion, Welcome to Starfinder Society Boon

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Player Name: hustonj (Jeff Huston)
Character Name (class, level, theme): Osuro (Operative (Spy), 4, Icon)
PFS ID: 15864-701
Starting reputation with factions: Wayfinder: 16
Starting fame: 9
Day Job roll: Profession (Actor): 1d20 + 16 ⇒ (18) + 16 = 34
Other relevant info the GM should know:
Please post the following info following your adventure briefing.
Preferred starship role (with relevant modifiers): Capt - Diplomacy +11 (No Computers or Engineering; Pilot untrained; BAB of 3 (Ranged of +6))
Purchases:
Boons you want to slot for this scenario
- Ally: None available
- Faction: Wayfinder's Champion, Improved
- Personal: None available
- Promotional: None available
- Social: Street Cred: Absalom Station
- Starship: Need group discussion
- Slotless: Claimant to Salvation, Marked Field Agent, Starfinder Insignia, Worldwide Expert/Explorer
Starship boons: I have multiple to pick from, and want to support the group instead of push a personal agenda. What does the group think of my options?
Enhanced Shield Generation
Hero of the Stars
Improved Drift Engine
Loaned Ship: Sunrise Maiden

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Just because I'm curious what do the Enhanced Shield Generation and Improved Drift Engine boons do exactly?
I'm assuming more shields (one time deal maybe?) and more speed? but I don't know them.
Personally I don't think the Sunrise maiden is very good at this tier..and I think we're better of with the Drake's Fire power (at least in a special, which tend to be combat heavy)

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Both are purchasable boons for Wayfinder faction, and in the guide. Yes, the shields is a configurable one per combat (iirc) boost to the shields. The engine boost increases ship speed for the scenario.

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Both are purchasable boons for Wayfinder faction, and in the guide. Yes, the shields is a configurable one per combat (iirc) boost to the shields. The engine boost increases ship speed for the scenario.
Now that I'm at my computer instead of my phone . . ..
Enhanced Shield Regeneration (Starship Boon)
You’ve learned how to get the most out of your shields, pushing
them to the limit to survive the rigors of special phenomena and
starship combat.
Prerequisites: Wayfinders Tier 2
Cost: 2 Fame
Benefit: Once per starship combat, you can spend 1 Resolve Point
to push your starship’s shields to the limit. The starship regains a
number of Shield Points (SP) equal to the starship tier × your current
Wayfinder Reputation Tier. You can assign these SP to any facing,
or divide them among any number of facings. A starship can only
benefit from this boon once per starship combat encounter.
Improved Drift Engine (Starship Boon)
Members of the Wayfinders have access to some of the most
advanced Drift engines in the Starfinder Society.
Prerequisites: Wayfinders Tier 1
Cost: 1 Fame
Benefit: Increase the Drift engine of your starship to Signal
Booster. This may affect certain aspects of a scenario, but only if
the scenario specifically calls this out. Otherwise, the increased
engine gives you extra time to prepare for any starship combat
encounter you take part in. At the start of a starship combat
encounter, you can choose your ship facing and move your ship up
to 1d6 hexes in any direction.
Special: A starship can only benefit from one copy of this
Starship boon at a time.
Okay, so I remembered the improved Drift Engine wrong.

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I need to pay better attention at the boons you can buy it seems.
I'm not sure what every one else thinks of them, but personally I like the Improved Drift Engine (I don't think I've ever seen a scenario call out that this boon does anything, but it's nice that they've put in the option) ..but getting a better chance to choose our starting location can be handy

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- Ally: none
- Faction: First Seekers Champion
- Personal: none
- Promotional: none
- Social: Faction's Friend
- Starship: First Skirmish
- Slotless: Marked Field Agent, True Savior of Tasch
Preferred starship role (with relevant modifiers): Captain (+11 Diplomacy, +10 Intimidate); Gunner +4

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Ship rolls skills:
Engineering +10 / Piloting +15 / Science Officer {Computers +11}
Just bought several faction boons:
Ally: Digital Imp (2 Fame)
Faction: Dataphiles Champion {improved} (4 Fame)
Social: Expert Blackmail (1 Fame)
Starship: Computational Savant (3 Fame)
Slotless: Starship Towing (5 Fame)
Updated starting Fame: 1

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Player Name: Eric (Revvy Bitterleaf)
Character Name (class, level, theme): Rocket (soldier,4,Ace Pilot)
PFS ID: 13475-703
Starting reputation with factions: Exo-Guardians 17 / Second Seekers 1 /Wayfinders 1
Starting fame: 15 (spend one to buy the Pact Worlds Defender boon)
Day Job roll: None
Preferred starship role (with relevant modifiers): Gunner +8 (I could be a back-up pilot +12 or engineer +10) I prefer to just shoot things with the biggest gun available
Purchases: None right now
Boons you want to slot for this scenario
Relevant boons: First Skirmish
- Ally:
- Faction: Exo-Guardians Champion
- Personal:
- Promotional:
- Social: Pact Worlds Defender
- Starship: First Skirmish
- Slotless:

GM Skeemo |

One other resource you have in this special: Rapid Team Extraction Protocol (R-TEP)
In order to help Starfinder agents get out of dangerous situations during mass missions, the Starfinder Society has devised a Rapid Team Extraction Protocol (R-TEP.) R-TEP represents an option to opt out of an ongoing encounter using special communication channels to call a specialized transport ship. Activating the R-TEP does not take an action, but the transport doesn’t arrive until 1 round later, which means the PCs must survive for another round before they get out. When the ship arrives, the party is immediately removed from the encounter. Dead and unconscious characters (and any gear in the same square as the character) are also extracted—and if dying are stabilized. The ongoing mission is aborted, and the Table GM doesn’t report a success to the Overseer GM, but the table may immediately start a new mission.
Admitting defeat and using the Society’s limited resources for extraction is stressful for the PCs, and as a result, each PC at the table must spend 1 Resolve Point when they activate the R-TEP. If a PC does not possess the necessary Resolve Points to afford this option, then another PC at the table must agree to spend an additional Resolve Point to cover them. If the PCs do not have enough RP amongst them to engage the R-TEP, then they must continue with the encounter. However, when the House transitions into Part 2 or Part 3, each table may use the R-TEP without the Resolve Point expenditure, provided that the extraction is declared immediately after the transition. Additionally, when the House transitions into Part 4, PCs across all tables are automatically extracted from their current missions, again with no RP cost, so that they can contribute to the final encounter.

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- Starship: Need group discussion
We never did have the discussion about Osuro's Starship BOON. I am assuming it is the Sunrise Maiden from the AP chronicle sheet. The boon itself states that it has to be a unanimous decision to use the ship.
Sunrise Maiden
Sanjaval Vagabond, Medium explorer
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) (short – 5 hexes) gyrolaser (1d8)
Attack (Port) (short – 5 hexes) light laser cannon (2d4)
Attack (Starboard) (short – 5 hexes) light laser cannon (2d4)
Attack (Aft) (short – 5 hexes) flak thrower (3d4)
Attack (Turret) (medium – 10 hexes) 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)
Modifers +1 to any 2 checks per round, +2 Computers, +1 Piloting; Complement 1–6
When used in Tier 3-4, the PC's crewing the Sunrise Maiden gain a bonus reroll that can only be used on a d20 roll made during a starship combat encounter. This reroll is meant to give the starship a slight bonus when outmatched by more powerful encounters. This reroll can be used by one PC and does not count toward the reroll limit for that PC. Otherwise, this ability follows the rules for rerolls {Starfinder Core Rulebook 243}
If this is the case, I vote for the Maiden. If not, I vote for the Drake. (So far in my experience, space combat is all about the damage!)
PS, If this was not what Osuro was going to talk about, I apologize now for any confusion this post has brought.

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BTW, if we all really want the Maiden and Osuro does not have it, I have the boon available as well. I could swap the slot if GM Skeemo is cool with that.

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If you all want it I'll go along with it, but do we really think that during a special (which tend to be very combat heavy - at least from my experience with PFS specials) the Maiden will be good enough at this tier? It's damage (and hull points) seems low to me to be honest.
Also; just because I'm wondering in case we end up doing multiple starship encounters..can we switch ships/choose which one we want for each encounter?

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Honestly, I'm not looking up the stats to pick the ship. Why not? Not enough time before I go to work, and hours before I will have time.
Yes, my boon is for the Maiden, but it means not having the improved drift engines or shields if we use mine.

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Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 70 (forward 20, port 15, starboard 15, aft 20)
Attack (Forward) heavy laser cannon (4d8), coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters
(good), mk 1 trinode computer, mk 4 armor, mk 4 defenses;
Expansion Bays cargo hold, escape pods
Modifiers +1 to any three checks per round;
Complement 4–7
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 13; TL 14
HP 65; DT —; CT 13
Shields light 60 (forward 20, port 15, starboard 15, aft 10)
Attack (Forward) light particle beam (3d6)
Attack (Port) laser net (2d6)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) light particle beam (3d6)
Power Core Pulse Red (175 PCU); Drift Engine Signal Basic;
Systems advanced medium-range sensors, crew quarters
(good), mk 2 duonode computer, mk 3 armor, mk 4 defenses;
Expansion Bays cargo hold, escape pods, science lab,
tech workshop
Modifiers +2 to any two checks per round, +4 Computers, +1
Piloting; Complement 4–7
And just to keep it together copy&pasting the Sunrise Maiden from a few posts up
Sanjaval Vagabond, Medium explorer
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) (short – 5 hexes) gyrolaser (1d8)
Attack (Port) (short – 5 hexes) light laser cannon (2d4)
Attack (Starboard) (short – 5 hexes) light laser cannon (2d4)
Attack (Aft) (short – 5 hexes) flak thrower (3d4)
Attack (Turret) (medium – 10 hexes) 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)
Modifers +1 to any 2 checks per round, +2 Computers, +1 Piloting; Complement 1–6
When used in Tier 3-4, the PC's crewing the Sunrise Maiden gain a bonus reroll that can only be used on a d20 roll made during a starship combat encounter. This reroll is meant to give the starship a slight bonus when outmatched by more powerful encounters. This reroll can be used by one PC and does not count toward the reroll limit for that PC. Otherwise, this ability follows the rules for rerolls {Starfinder Core Rulebook 243}

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Yeah, Maiden is the worst choice of the 3, but . . ..
While the Drake has bigger guns, the Pegasus is both faster and more maneuverable. It means that a good pilot can keep us shooting on the same quadrant turn after turn, and a couple of failed rolls won't be enough for the bad guys to do serious damage to the same quadrant . . ..
The damage is nice, but the more maneuverable ship will usually win.
I vote Pegasus.

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And what's an Aid Token you might be asking? An Aid token represents the help and support the Starfinders can give each other by working together.
When you guys have one you can either use it for one of a variety of effects, or boost it to make it more potent in the future. Either way as soon as you do that, we'll pass it on to another table. The more we pass 'em the more use everyone will get, so don't be shy about using them.
These benefits can take one of the following forms.
Allied Offensive: A nearby Starfinder agent strikes a creature at the same time as the PC, increasing the damage dealt on one attack by 1d8. In addition, after the attack, the target counts as flanked when targeted by any melee attacks until the beginning of the attacker’s next turn.
To Boost: Succeed at an attack roll against an AC equal to an Average skill check DC.
Boosted Effect: +1d8 damage.
First Aid: A Starfinder agent restores 1d6 Hit Points or Stamina Points to each PC—each PC can choose which benefit to receive.
To Boost: Succeed at an Average Medicine check.
Boosted Effect: +1d6 HP or SP restored.
Remote Assistance: A Starfinder crew provides starship assistance from afar. Each PC receives a +2 bonus to all checks required by crew actions for 1 round.
To Boost: Expend 1 Resolve Point.
Boosted Effect: One member of the crew also gains an additional action, just as though the ship’s captain had successfully used the orders action.
Timely Inspiration: A Starfinder agent provides the effects of an envoy’s don’t quit improvisation. Each PC can choose one of the benefits available at 1st level; the effect lasts 1 round.
To Boost: Expend 1 Resolve Point.
Boosted Effect: Choose one PC; remove one nonpermanent condition instead of suppressing it.
Provide Knowledge (must be boosted): Gain the benefit of a successful Culture, Engineering, Life Science, Mysticism, Physical Science, or Profession check to identify a creature or recall knowledge; the difficulty (Easy, Average or Hard) depends on the boost granting the benefit.
To Boost: Succeed at a check with one of the skills listed above; the result of the check (Easy, Average or Hard) should be noted on the Aid Token.
Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token.
To Boost: Cast one of the following spells and note your PC’s name and caster level on the Aid Token: break enchantment, lesser remove condition, lesser restoration, mystic cure, remove affliction, or remove condition. Only these spells may be granted. Expending resources that produce the effects of these spells can also boost this Aid Token.

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@Kiv; Just wondering how are you doing +1d6 extra damage when you make a ranged attack?. It's not a trick attack or any other operative damage boost I can figure out. It's not something a sniper rifle does and I don't think it's a fusion because I don't think there are fusions that add damage..most just change half your damage type to something else. So if there's a way to boost ranged damage I haven't found out I'd like to know so I can get in on this and do more damage ;)

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Ah, good catch. The scenario gave us one and I jusst thought the infusion was like adding elemental damage in PF. Its my first time using one on a weapon.

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Based on what we sad above, and trying to deconflict out for best advantage . . ..
Captain +11 Magnus
Pilot +15 M'Shak
Engineer +10 Lucky Sevens
Computer +11 Kiv
Gunners +8 Rocket (Turret); +6 Osuro (Based on facing)
If they are in our Forward Arc, Rocket ought to fire the big gun instead.
Our weaponry is much better forward than anything else, and port/starboard are ONLY the turret.

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Page 324 Fire at will
A gunner may fire 2 weapons, but both attacks suffer a -4 penalty. I don't know if we want to apply those penalties to Rocket's attacks or only use the first attack.
At this tier, I'm suspicious it won't matter, given his rolls . . ..
Edit: Wait. Wow. He already took the -4 penalty? GOODNESS!

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I vote we use it right away and pass it to the next table.
I think we'd deal 8d8 (2d8 per tier of our ship right?) damage to one enemy, so let's use it on Orange and get a nice big opening hit in
Damage: 8d8 ⇒ (4, 4, 3, 7, 8, 8, 6, 3) = 43