Star Wars: Spheres of the Force (GM Terrigan) (Inactive)

Game Master Syrus Terrigan

Initiative Rolls Block:
Zargro [dice]1d20+3[/dice]
Zev [dice]1d20+3[/dice]
Hayden [dice]1d20+4[/dice]
Theta-Zero [dice]1d20+3[/dice]
Vadi [dice]1d20+3[/dice]
Rhea [dice]1d20+3[/dice]
Le' [dice]1d20+3[/dice]

Perception Rolls Block:
Zargro [dice]1d20+5[/dice]
Zev [dice]1d20+6[/dice]
Hayden [dice]1d20+4[/dice]
Theta-Zero [dice]1d20+4[/dice]
Vadi [dice]1d20+5[/dice]
Rhea [dice]1d20+8[/dice]
Le' [dice]1d20+3[/dice]

Initiative Order: --


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Scholar 1 | HP: 6/6, WP: 20/20 | AC: 13, T: 13, FF: 10 | Fort: +0, Ref: +5, Will: +3 | CMD: 13 | Init: +3, Perception: +5

0% planning to fight. Was using the tactic if we needed to run through their line utilizing an overrun maneuver. Hypothetically, if in line form and using overrun everyone would get a +2 for flanking. Plus, everyone else provoking aoo's before Kresh goes through might also be a motivating factor.


"To secure peace is / To prepare for war!" (Metallica, Don't Tread on Me, the Black album) {and don't ask me for the Latin -- it came first, but I don't know it :D }

That kinda thing?

'Cause here's a freebie: Mandalorians are a perfectly legitimate excuse . . . . :)


Male Human (Corellian) Jedi Sentinel (Magus) 1 | HP 8/8; WP 24/24; FP 5/5 | AC 17; Tou 17; FF 13 | F +3; R +4; W +2 | CMB +1; CMD 15; MSB +1; MSD 15 | Init +4 Perception +4

"I'm terrible at lies. They're heavy and unweildy. Much better at maneuvering around them to suit my purpose."


Female Twi'Lek - Fake name: Meda Calanir - Eliciter 2 | HP 20/20 WP 28/28 | AC: 16, T: 13, FF: 13 | Fort: +4, Ref: +4, Will: +3 | BAB: +1, CMB: +0/+4, CMD: 13, M.Attack +4 [1d6], R.Attack +4 [1d6]| Init: +3 | Perception: +6 | Hypnotism 4/4 | SP: 7/7

Lying and acting, I can do. Fighting, not so much. I got a bit lost in what was happening, but I think I'm back on track.


Sage 1 | HP: 8/8, WP: 24/24 | AC: 18{19}, T: 17{18}, FF: 15 | Fort: +3, Ref: +5{+6}, Will: +6 | M. Touch: +3{+4} (1d6 + 1d6) | CMB: +3, CMD: 17{18} | Init: +3{+4}, Perception: +8, Pilot: +7{+8}

Alas, I'm not particularly good at bluffing, myself... but I do have a bit of Diplomacy if we want to sweet-talk anyone. ^^


I am . . . well, I guess the best way to put it is 'embarrassed'. I keep giving y'all difficulties in translating my thought-image into a thought-image for each of you. I truly do not intend to do that. Let's work on this!

1) I know I'm too wordy. . . . this vichyssoise of verbiage veers most verbose, . . . . I know one of my first steps is to pare down on raw word count.
1A) Am I using too many qualifying phrases? Too many hoops to jump through in the sentences? . . . I guess that's a given . . . .
2) Perhaps I'm rushing too much -- glossing over things each of you could 'mind-grab' to help put you closer to my own vision of the moment . . . . Should I break my descriptions up a bit more?
3) As ever, any feedback is welcomed. I appreciate your patience, support, and zeal for this game!!


Scholar 1 | HP: 6/6, WP: 20/20 | AC: 13, T: 13, FF: 10 | Fort: +0, Ref: +5, Will: +3 | CMD: 13 | Init: +3, Perception: +5

I'm more confused now. It seems our goal is to run past this crew and it also seems everyone is on board...


Sage 1 | HP: 8/8, WP: 24/24 | AC: 18{19}, T: 17{18}, FF: 15 | Fort: +3, Ref: +5{+6}, Will: +6 | M. Touch: +3{+4} (1d6 + 1d6) | CMB: +3, CMD: 17{18} | Init: +3{+4}, Perception: +8, Pilot: +7{+8}

@GM: If you're concerned about your own posts, review this. o wo b


Rhea/Rednal:
One thing I have been meaning to discuss with you concerns your backstory. We've gotten a decent story in place, along with a primary motivation, but one thing I'd like to see is some sort of conflict in your background. I would recommend using the random background generator rules over at the PFSRD to provoke some thought.

If you *do* use those mechanics, please keep track of the total conflict points generated. When you share your new character elements with me, that number will heavily inform my determination of your Light/Dark alignment. Just send a PM when you're ready.

I'm looking for a few new wrinkles to exploit in crafting Rhea's story. Chasing down useful technology is an excellent hook, but if we can build a handful more, that would be great!! Thanks!


Sorry to interrupt. I see this is a Star Wars game, but I am curious as to how you built your characters with Pathfinder and other types of classes. How was this all cobbled together? Is there a recruitment thread someone could link to? I want to find out the details before I proceed with reading your gameplay. Thanks! May the Force be with you!


Found it myself. Sorry for the interruption! :)


Sage 1 | HP: 8/8, WP: 24/24 | AC: 18{19}, T: 17{18}, FF: 15 | Fort: +3, Ref: +5{+6}, Will: +6 | M. Touch: +3{+4} (1d6 + 1d6) | CMB: +3, CMD: 17{18} | Init: +3{+4}, Perception: +8, Pilot: +7{+8}

For what it's worth, I feel like Rhea leans light, but is probably as close to neutral as you can get outside a distinct philosophy. XD She uses the Force to directly harm, but also to heal... and her connection is more a trickle than a river, even with the boost from her ring. She's never experienced the Force truly flowing through her - a better description would be something at the edges of her senses that she can poke a finger into, but not even immerse her hand (much less her body). That cuts down on the whole "Unlimited POWERRRRRR!" thing. XD Because it's so distant, it's more of a tool to her than something to embrace.

Potential conflicts, mmm... o wo I can think of a few.

>Hapes isn't super noble and stratified yet, but her family is well-known thanks to its mining operations. Commoners in the service might assume she got her position thanks to her family, while other nobles might scoff at someone doing spy work.

>Rhea's probably filched some technology from places she shouldn't, just out of curiosity.

>There was a really over-the-top alien life advocate who claimed that using the Rainbow Gems (silicon-based life forms!) for trade and/or force boosting what an egregious violation of anti-slavery laws.


Male Human (Mechanic) Monk [Martial Artist] 5/Alchemist [Mutagenic Chef] 3/Bard [Incorrigible Caroler] 5

Dude. I had that same thought when I was reading you the first time. I was thinking surely some hippie should be standing with a sign somewhere shouting a catchy slogan.

**We sing NO BLING!!**

"Rings are people too!!"

"Space-pox on the jailer jewelers!!"


Just wanted to keep you posted, friends: I may not be able to advance gameplay until Monday. I had planned to wait for Saashaa to do whatever for another day, and then push as needed by Sunday. What with the shiny surprise at work this morning, though, it may be Monday or even Tuesday before I put anything in gameplay.

If I feel froggy (and am conscious), I will attempt to keep abreast of everything. If I 'Rip Van Winkle' it, though -- Don't panic!! :D


The push is coming!! Won't be much longer now -- probably within 10 hours or so. We'll get to the ship and get that ball rolling; it may be advisable to save introductions and payment options till *after* you make it out-system . . . . }:>


Scholar 1 | HP: 6/6, WP: 20/20 | AC: 13, T: 13, FF: 10 | Fort: +0, Ref: +5, Will: +3 | CMD: 13 | Init: +3, Perception: +5

Kreshell is not planning on furthering the conversation about 'cost' until after the ship has left the system for....a few reasons.


Roger that, Saashaa!

. . . .

I hate the fact that I need sleep. You know that, right?

*sigh*

Gameplay post incoming. At last.


I'll be putting together an alias for our dear Spice Rush, just so I can use the tagline to provide y'all with an easy reference document. May even give her some personality, from time to time . . . . :)


Well!

That was abrupt!!!


Don't panic, though -- I have plenty of narrative devices with which to prevent the untimely demise of the campaign. lol


Scholar 1 | HP: 6/6, WP: 20/20 | AC: 13, T: 13, FF: 10 | Fort: +0, Ref: +5, Will: +3 | CMD: 13 | Init: +3, Perception: +5

Well was fun all :P jk


Okay, okay -- I confess!!

Trying my BEST for the 'Flashiest Campaign Anticlimax Award' . . . .

Sheesh.

Dangerous place, Nar Shaddaa . . . . :D


I'll say it again: thank you ALL for helping me tell this story. I'm loving it. Great stuff, folks!! :)


Corellian Engineering Corporation UV-1540 Medium Freighter | Hull Points: 147/150 (DR 15) | Shield Points: 60/60 (DR 10) | Defense: 20 | Atmospheric Speed: 8 | Space Speed: 10 | Hyperdrive: Class III (C XII backup) | Comm Range: long | Sensor Range: long | Weapon Range: Medium | Droid Brain (+1): Sensors | Forward Laser Cannons (2): +0 (4d10x2) {5d10x2 fire-linked} | Port Laser Cannon Turret: +0 (4d10x2) | Starboard Laser Cannon Turret: +0 (4d10x2)

Checking to see if I got the formatting more or less right . . . .


By the way (not that this is a mechanical component to which any of you are actually privy, but may be interested in hearing):

While I won't be revising the galactic map to a hex-based layout as Saashaa suggested so long ago, I am going to refine my processes thus: I'm going to discard the 'stellar density' factor altogether, just to save time. I'll no longer be concerned with a sliding scale of travel times based upon galactic region (Unknown Regions and Wild Space being exceptions). I've already grown weary of curveballing with Pythagoras.

Also: the use of established hyperlanes will reduce Hazard die rolls by either one step, or two -- but with a caveat. As with the regional Astrogation DC modifiers, if any part of a plotted jump calls for traveling through "non-hyperlane space", the greater penalty will be applied.

For instance: the "safest" route from Tatooine to Yag'dhul would involve traveling Coreward along the Corellian Run to Duro and then swingwing back Rimward along the Corellian Trade Spine -- with two major hyperlanes being used, we'd see a two-step reduction in the Hazard roll. But it would take *much* longer than making a 'straight-shot' jump -- a faster, if riskier, route. A "balanced" approach would be to cut across from the CR to the CTS via the minor hyperlane between Allanteen and Foless -- a net one-step Hazard reduction, and a bit faster than "safest".

Anyhow.

On with the show!! :)


Male Human (Mechanic) Monk [Martial Artist] 5/Alchemist [Mutagenic Chef] 3/Bard [Incorrigible Caroler] 5

Questions. Have I got a sensor array or some other readout at my station to moderate or am I simply sitting with my thumb cramping while staring out a glass bubble?

If the latter is true, should I be making perception checks that the computer cannot, or would that be a waste of my time?

Further, I notice the +0 modifier on the turret. Is the check made using my ranged modifiers +0, or at a simple +0 based upon the ship's capabilities?

And, as most Jedi would want to, may I rely upon the force in any shape or form to influence any of the aforementioned actions? Like making a force use check to supplement another check similar to 'Aid Another' but more like 'give myself a hand.'


Sage 1 | HP: 8/8, WP: 24/24 | AC: 18{19}, T: 17{18}, FF: 15 | Fort: +3, Ref: +5{+6}, Will: +6 | M. Touch: +3{+4} (1d6 + 1d6) | CMB: +3, CMD: 17{18} | Init: +3{+4}, Perception: +8, Pilot: +7{+8}

Alas, I think I have nothing other than perhaps trying an untrained Aid Another. XD Right now, anyway. I can get a couple of enhancement talents later that can aid the party's piloting efforts, but that's a little ways off. (Thank goodness for sphere-specific drawbacks...)


Answers!!

1) No transparisteel bubble for you, really. At least, not at that station. You *do*, however, have a weapon-specific targeting computer that has its own data display. Unfortunately, as the weapons are Medium-range on our boat, so too are their targeting capabilities -- and your scope is, at present, clear. A more efficacious Computer skill check from our captain/sensors operator will give you the chance to ready an attack along the proper vector.

2) The +0 attack modifier simply represents the "item bonus" modifier the vessel provides on its own. (It *can* auto-target, but is quite poor at it -- though the droid brain option can assist with that.) In the interests of simplicity, any character firing a starship weapon will use his or her BAB and Dex to modify the attack roll.

3) The Force Use skill writeup will be posted a little later today; but, yes, you can make a Force Use check to further augment your next skill check/attack roll/whichever, but I don't know that you'd like the resource tradeoff as I've got it put together in my mind . . . .

Per my current iteration, in order for Hayden to use the Force to mechanically modify his turret attack roll, it would go like this:

1) standard action, spend FP, make Force Use check -- result grants bonus to next skill check
2) take 20 on Force Use, spend second FP -- depending upon how the first roll went, Hayden might be able to net a +1 on that attack

And that's utterly ridiculous. 21 rounds to make the meter twitch a bit? It's. The. Force. fer cryin' out loud!!

I must admit that I'm trying to avoid making the inspiration mechanic irrelevant. That's why there's such a steep hill to climb to get that mechanical nudge at all. (For the moment.) I know that, since Yoricks has vanished on us, it wouldn't be stepping on any PCs toes for Force Use to allow for exactly that functionality, but it rankles a bit that I can't quite leave the investigator class alone, and still feel compelled to have more levels under a "Jedi's" belt before being able to achieve such a result . . . .

Know what I mean??


Male Human (Mechanic) Monk [Martial Artist] 5/Alchemist [Mutagenic Chef] 3/Bard [Incorrigible Caroler] 5

Got a fix in mind. Take the mechanics from knowledge devotion. Move action +1fp = scaling bonus to next d20 roll per the table in the feat.


Male Human (Corellian) Jedi Sentinel (Magus) 1 | HP 8/8; WP 24/24; FP 5/5 | AC 17; Tou 17; FF 13 | F +3; R +4; W +2 | CMB +1; CMD 15; MSB +1; MSD 15 | Init +4 Perception +4

So... for me. Move action:

'Force Devotion': 1d20 + 4 ⇒ (17) + 4 = 21

21 is between 16 and 25.

+2 to next attack roll, skill, save, ability check, or other d20 roll until the beginning of my next turn. (Also, AC is technically a d20 roll that you take a constant 10 on.)

There are worse things to spend a force point on, but you won't catch me doing it unless I'm in dire straights and something *has* to work *now.*

...now if it became a bonus for 1rd/level... that could be on par with most sphere abilities.


Rhea:

Perception checks while standing behind the pilot's chair *may* be a worthy endeavor in the future. :)

As for what you could do on a regular basis, shipwise? Firing weapons is an obvious thing -- they're built to be very intuitive: if a Force-sensitive whiny farmhand can blow TIE fighters out of the sky on a quadlaser his first time offplanet, so, too, can a quirky Hapan with a weird ring . . . . :D

But that reminds me:

LISTEN UP, FOLKS!!

Uhhhhh . . . . Ummmmmm . . . . I did tell you guys you could use Background Skills, right??

Right??!!

That might be relevant . . . . Just maybe. I apologize if I neglected to do so in my excess of zeal . . . .


Male Human (Mechanic) Monk [Martial Artist] 5/Alchemist [Mutagenic Chef] 3/Bard [Incorrigible Caroler] 5

...profession (ventriloquist)

Craft (holocron)

Perform (Tuvan throat singing)

Hey now... If we can add this in now (cuz ya didn't tell us) does that mean I get my retroactive I've-had-this-all-along lightsaber?


Synchro:

Two things about your proposed fix --

1) Move action may be too little an investment. Standard action at ranks 1 - 4 or 6 // move at 5+/\7+?? Semi-slayer-style??

2) I think the baseline Knowledge Devotion table might be too easy . . . . But, then, spending a FP rather than it being automatic . . . . . Hmmmmmmm . . . .


The Council took your blade, you naughty boy. And dared ya to build a better!!


Male Human (Mechanic) Monk [Martial Artist] 5/Alchemist [Mutagenic Chef] 3/Bard [Incorrigible Caroler] 5

I cannot think of another ability that you can spend a force point on for a weaker effect. Except the time sphere abilities at first level. Maybe some of the fate sphere stuff. In terms of enhancement effects and other buffs, it's a force pointless ability or close to it. Requires both a successful skill check and a force point in order to be moderately useful. Especially for only one check aided.


Male Human (Corellian) Jedi Sentinel (Magus) 1 | HP 8/8; WP 24/24; FP 5/5 | AC 17; Tou 17; FF 13 | F +3; R +4; W +2 | CMB +1; CMD 15; MSB +1; MSD 15 | Init +4 Perception +4

.... background skill = Craft (Lightsaber).

I'll show those pompous, sexless, pedantic rectal rhetoricians.


But once you factor in the other applications of the Force Use skill (emulating unknown spheres/talents, faking an alignment, vague precognition, etc.), and that it can be used untrained, doesn't something need to break the other way?

EDIT: 'Cause my original version of the adapted KnowDev table broke thusly:

00 - 15: --
16 - 20: +1
21 - 25: +2
26 - 30: +3
etc.

EDIT 2: Perhaps 1 rd/2 ranks?? . . . . . But that hoses its utility for skill-starved classes . . . . . Argh.

This is my day off, dangit!! lol

#FirstWorldGamerProblems


Male Human (Mechanic) Monk [Martial Artist] 5/Alchemist [Mutagenic Chef] 3/Bard [Incorrigible Caroler] 5

Profession (sailor) let's you do *anything* on a boat.

Diplomacy has many of the qualities of a sphere of invulnerability and charm/dominate person.

Handle animal is much the same but subbing animals. Can be used for other things with class abilities.

As in most things, it's not the size or scope, but how you use it that matters.

I dunno, though. Make that a feat that doesn't cost a Spell point and it'll be similar in many respects to the one after which it's modeled.


Female Twi'Lek - Fake name: Meda Calanir - Eliciter 2 | HP 20/20 WP 28/28 | AC: 16, T: 13, FF: 13 | Fort: +4, Ref: +4, Will: +3 | BAB: +1, CMB: +0/+4, CMD: 13, M.Attack +4 [1d6], R.Attack +4 [1d6]| Init: +3 | Perception: +6 | Hypnotism 4/4 | SP: 7/7

Ah, Background Skills! Lovely!
Despite common stereotypes about Twi'Leks, I'm not going to dance, so it'll be Linguistics and Profession(gambler), picking up Durese.

On the ship, I'm about as useful as Rhea, so I'll be a bit on the background during the various calculations.

And as for the Force Devotion, I don't see why a scaling inspiration could be bad. 1 FP to add 1d4 on a single roll sounds like a fair trade, considering that the Serendipity Fate ability gives a +1 to mostly everything. Then it can increase to 1d6 in a few levels.


Synchro:

All very true.

But, for the record (again) -- it wasn't my intent to turn the skill into a "go-to" combat option, rather a fallback/catchall.

As I mentioned in the text I sent ya a bit ago, it certainly bears more examination than I have yet been able to turn upon it. Perhaps a portion of a nerdstorming session later today?


Male Human (Mechanic) Monk [Martial Artist] 5/Alchemist [Mutagenic Chef] 3/Bard [Incorrigible Caroler] 5

Im made of free time and stuffed animals.


Vadi Sarnassi wrote:
. . . Despite common stereotypes about Twi'Leks, I'm not going to dance, . . . .

Such a pity. No fanboy shoutouts?? lol


Sage 1 | HP: 8/8, WP: 24/24 | AC: 18{19}, T: 17{18}, FF: 15 | Fort: +3, Ref: +5{+6}, Will: +6 | M. Touch: +3{+4} (1d6 + 1d6) | CMB: +3, CMD: 17{18} | Init: +3{+4}, Perception: +8, Pilot: +7{+8}

*Checks* ...I actually don't have Background skills for Rhea. o wo Let's fix that. What're the key abilities for the new skills? (I'm probably going to try and get some mechanical/computer/robotics skill. ...I mean, her whole thing is that she's basically a technology geek. XD I feel like her skills should reflect that.)


Astrogation (Int)
Computer (Int)
Mechanics (Int)
Pilot (Dex)

. . . . I think that covers it . . . . other specifics I'm missing? My powers of recall suffer when I'm hungry . . . .


Sage 1 | HP: 8/8, WP: 24/24 | AC: 18{19}, T: 17{18}, FF: 15 | Fort: +3, Ref: +5{+6}, Will: +6 | M. Touch: +3{+4} (1d6 + 1d6) | CMB: +3, CMD: 17{18} | Init: +3{+4}, Perception: +8, Pilot: +7{+8}

I think the only other specific is whether or not we should treat them as class skills. XD ...Which I remembered I wanted to ask about 20 seconds after you posted.


Yes. Background skills will always get the class-skill boost. Just remember that some of our skills may seem to fit the 'background' aspect, but their implications in the wider world necessitate their being real skills. The PF rules let you cheat a bit, especially on Alchemy, in my opinion, but the scope of technology in this mythos points, AT LEAST, to Mechanics **not** being a background skill.


Male Human (Mechanic) Monk [Martial Artist] 5/Alchemist [Mutagenic Chef] 3/Bard [Incorrigible Caroler] 5

Knowledge (history), however, is. For those of us with background skills as real skills already, may we choose another 'real' skill and relegate those we have that fit to background?

Also, is mechanics (Melee Weapon Hardware) too broad? I plan on using it for crafting on a workbench, identifying modification, and whatever else it may apply to.

If it's too narrow, then it's be Mechanics (Weapon Systems)


Female Twi'Lek - Fake name: Meda Calanir - Eliciter 2 | HP 20/20 WP 28/28 | AC: 16, T: 13, FF: 13 | Fort: +4, Ref: +4, Will: +3 | BAB: +1, CMB: +0/+4, CMD: 13, M.Attack +4 [1d6], R.Attack +4 [1d6]| Init: +3 | Perception: +6 | Hypnotism 4/4 | SP: 7/7
GM Terrigan wrote:
Such a pity. No fanboy shoutouts?? lol

Just the one to Bib Fortuna, and he didn't dance either.


Sage 1 | HP: 8/8, WP: 24/24 | AC: 18{19}, T: 17{18}, FF: 15 | Fort: +3, Ref: +5{+6}, Will: +6 | M. Touch: +3{+4} (1d6 + 1d6) | CMB: +3, CMD: 17{18} | Init: +3{+4}, Perception: +8, Pilot: +7{+8}

Aaaaalrighty, updated a bit with Piloting skill. XD


Yes, by ALL means, get your ranks in 'real' skills!! As ever, make the most you want out of the options you have!! :)

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