
RNGod |

So, quick recap of the story so far:
You've received a briefing from Venture-Captain Arvin about a missing Starfinders spaceship and how the Starfinder Society just discovered a clue that could lead them to the missing group (some starfinder insignias that were pawned).
Following the briefing, you've met with the vesk pawnbroker Julzakama and questioned him about who sold him the insignias. You've learned that it was a ghoul named Exegara.
After learning that Exegara was bound for the sunken garden-turned-mortuary called the Vat Garden, you discovered, fought and killed him. You looted his datapad and with the help of the peculiar ysoki shop owner Lik One-Eye managed to obtain its information an brought it to Arvin.
Continuing in the gameplay thread
Use this thread for any doubts about the story or the world

RNGod |

About your characters:
You've used premades and they're HERE
I'll allow changes in them, including whole new characters if you want, until you raise to 2nd level

RNGod |

About flying the ship, someone has to have the piloting skill to plot the course, then the computer takes the ship there (see piloting skill here)
In combat thera are five positions in the ship:
- Pilot: needs piloting skill
- Captain: uses intimidate or diplomacy to motivate his crew or intimidate enemies
- Engineer: Divert power, repair, etc. Needs engineering skill
- Gunner: Fires the weapons. BAB or piloting are needed
- Science officer: Uses scanners, target systems, etc. Needs computer skills
We'll see better how this works when there's actual combat

RNGod |

You only have to create a new char and post here, call it whatever you want.
Then we'll see if the group needs two mystics

RNGod |

Space combat has 3 phases:
1. Engineering
The Engineers each take an action to repair the starships’ systems or give them a boost.
2. Helm
Each Starship’s pilot attempts a Piloting check. The pilot with the lowest result must move his starship first, followed by the next lowest, until all starships have moved. This check is repeated each round during the helm phase, so the order of movement can change from round to round.
As they move their starships, pilots can attempt additional skill checks to perform dangerous maneuvers or push their vessels beyond their specifications.
Also during this phase, any character taking on the role of science officer can use the Starship’s systems to scan vessels or target foes. Science officers must act immediately before or after their starship’s pilot, but they can jointly decide the order they act.
3. Gunnery
During the gunnery phase, gunners fire their starships’ weapons. Starships fire in the same order in which their pilots acted during that round’s helm phase, but the effects of damage are not taken into account until the end of the phase, meaning that all starships can fire, even if they take enough damage to be disabled or destroyed during this phase.

RNGod |

Just posting here to remind you guys that if you want more information, about the setting or anything, you can post here and I'll help out
for instance:
Castrovel is the second planet from your solar system. Hot, humid, and stirred by intense storms and tides, the jungles and swamps of Castrovel abound with an unusually robust variety of life, from enormous saurian beasts to deadly moldstorms capable of devouring whole settlements.
Of the many sentient races to make their home on the fertile world, the most prominent are lashuntas, followed closely by elves and formians

RNGod |

More info:
Using Drift technology differs from ordinary astrogation in that the distances between worlds are less important than the difficulty of correctly targeting the jump. Within a given solar system, jumps are relatively quick and easy, though this method is only moderately faster than flying between worlds using conventional thrusters. Outside of a given system, Drift tech divides the galaxy into two sectors: Near Space and the Vast. While Near Space worlds tend to be closer to the galactic center (and, incidentally, to the Pact Worlds) and the systems of the Vast tend to be farther out, the true difference between the regions lies in the density of so-called “Drift beacons.” These mysterious objects, sometimes spontaneously generated and sometimes placed by priests of Triune, help navigation systems orient ships in the Drift. While placing a single Drift beacon on a world isn’t enough to convert a Vast world to Near Space status, placing many in that general region of space can cause the shift, and thus it’s possible to find pockets of Near Space worlds all the way out to the galactic rim, as well as uncharted zones considered part of the Vast near the galaxy’s core.

RNGod |

Quick reminder, this is the FUTURE
Information Networks
Planets vary wildly in their levels of telecommunications and integration, but each Pact World has at least a rudimentary version of an infosphere: a worldwide network of digitized information.
Due to the necessity of transmitting information physically, these infospheres are largely unconnected, and neighboring worlds may share core information but diverge wildly on lesser issues that haven’t been worth the effort of synchronizing. While these infospheres are often similar to Earth’s Internet, holding nearly limitless amounts of economic and cultural ephemera, all major Pact Worlds ports host basic encyclopedia-like data sets that ships can download to aid passengers in research when not in direct contact with an infosphere.