
Nomad Sage |

For background development, you are all newly commissioned agents of the Starfinder Society, based on Absolom Station. Specifically, you are assigned to Nomad Section, a team responsible for myriad, dangerous and usually unwanted assignments.
I don't mind if your characters are a bit on the gritty side, but the Devourer is an inimical evil.

Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1

Going with Lasereater.
Charlie, looks like you may have been building a sniper. Pact Worlds has the following lev 1 sniper weapon in it.
Shobhad horizon striker, tactical
Lev: 1
Cost: 440
Dam: 2d4 P
Range: 100 ft
Crit: -
Capacity: 2 rds
Usage: 1
Bulk: 2
Special: Analog, sniper (500 ft.), unwieldy
Refined from traditional shobhad designs stretching back to long before the Gap, a horizon striker has remarkable range

Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1

Also a level 1 item for operatives
Sword cane, tactical 1 250 1d4 P Bleed 1d3 L Analog, operative
This thin blade comes with a scabbard that makes it resemble a
stylish cane. Sword canes are popular on Absalom Station, where
similar nonweapon items have some popularity as fashionable
affectations. A sword cane can incorporate one of the following
at the standard price for that item: 20 feet of retractable cable
line, a personal comm unit, or a spotlight. A successful Perception
check (DC = 15 + the weapon’s item level) is required to identify a
sword cane as a weapon when it is sheathed.

Brad Walsh |

OK so I was trying to use both the character generator and find some information on the game. Is there any resources out there that describe this game or do I have to get the book to learn about the classes?
I don't have a problem getting the book, but I am surprised that I didn't see more information on the classes /races.
So in short, is there any online resources?

Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1

Starjammer is essentially the Starfinder srd site . It's pretty accurate.

Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1

http://www.starjammersrd.com/
It might be, but the one above is done by the same guys who do the PFSRD which has been highly reliable and done correctly in concert with Paizo to meet the licensing requirements.

Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1

Mark, on herolab online, under the options gear, if you hit "Generate Statblock" and then select the "BB Code" tab, it'll give you a clipboard copyable statblock that fits cleanly into your profile like ours.

Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1

So I've been talking with Dave and our party is pretty lopsided, so I'm gonna take Lasereater in a somewhat different direction and turn him into a technomancer. Personality unchanged ...
Welcome your thoughts. Note the skill selection should be much more helpful for us. Still the only pilot as well ...
May rethink junk armor at this level and buy second skin or something similar.
Lasereater
Male space goblin xenoarchaeologist technomancer 1 Alien Archive
CN Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +0
--------------------
Defense SP 6 HP 7 RP 4
--------------------
EAC 13; KAC 13
Fort +1; Ref +3; Will +2
--------------------
Offense
--------------------
Speed 35 ft.
Ranged flame pistol +3 (1d4 F; critical burn 1d4; 20 ft. line, unwieldy) or
. . frag grenade I +0 (explode [15 ft., 1d6 P, DC 13]) or
. . frag grenade I +0 (explode [15 ft., 1d6 P, DC 13]) or
. . smoke grenade +0 (explode [20 ft., smoke cloud 1 minute, DC 15])
Offensive Abilities tinker[FC]
Technomancer Spells Known (CL 1st)
. . 1st (3/day)—supercharge weapon, junk armor
. . 0 (at will)—detect affliction, mending, psychokinetic hand, transfer charge
--------------------
Statistics
--------------------
Str 10 (+0); Dex 16 (+3); Con 12 (+1); Int 17 (+3); Wis 10 (+0); Cha 8 (-1)
Skills Culture +4, Engineering +8 (reduce the DCs of Engineering checks by 5 when identifying rare, ancient or alien tech), Life Science +7, Mysticism +4, Physical Science +7, Piloting +7 (1 ranks), Sleight Of Hand +7, Survival +2 (+4 when astrogating throughout the Pact Worlds system);
Feats Grenade Proficiency
Languages Castrovelian, Common, Goblin, Kasatha, Shirren, Vesk, Ysoki
Other Abilities spell cache (item type)
Combat Gear frag grenades I (3), frag grenade I, smoke grenade; Other Gear flame pistol, frag grenades I (3), frag grenade I, smoke grenade, binders, industrial backpack, personal comm unit, space suit (environmental protections), standard petrol tank, [i]starstone compass[/i], titanium alloy cable (50 ft.), credstick (200 credits)
--------------------
Special Abilities
--------------------
Tinker (Ex) (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).

Nomad Sage |

Battle Stations!
I'll put together a quick reference guide for space combat, but this would be a good time to review the rules yourself and get familiar with the basics. Once you guys hash out crew positions, we'll launch!
The Loreseeker can one Captain, one Pilot, and any number of Engineers, Gunners and Science Officers.
*
LORESEEKER (TIER 2)
Starfinder Society Pegasus (Starfinder Society Roleplaying Guild Guide)
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 13; TL 13
HP 55; DT —; CT 11
Shields Basic 40; forward 10, port 10, starboard 10, aft 10
Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 1 duonode computer, mk 2 armor, mk 2 defenses; Expansion Bays cargo hold, escape pods, science lab, tech workshop
Modifiers +2 Computers, +1 Piloting; Complement 4–7

Val'nor |

Val'nor can do the Science (+9 Computers) or Engineering (+9 Engineering)
His piloting is +3(untrained), and Bab is 0.
and his Bluff, and Intimidate are +6, and Diplo is +2
So, Science and/or Engineering for Val'nor.

Nomad Sage |

Okay, so I'm looking at:
Pilot: Bast (+8 mod)
Gunner: Blax-9 (+1 BAB)
Engineer: Lasereater (+8 mod)
Science Office: Val'nor (+9 mod)
Let me know if that is acceptable.
That leaves Captain open... nothing vital there for space combat (mostly taunts and crew inspiration) and keep in mind that you can switch roles during combat.
Again, please review the space combat basics (pg 314) so we're all familiar with the basics.

Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1

Read through starship and ship combat. Am ready to go.
This is actually a pretty nice starship.

Nomad Sage |

Alright, so space combat has some elements that are back-and-forth or with opposed skill rolls... a little more fluid than regular D&D/Pathfinder combat. I'm not entirely sure how I can make it streamlined for play-by-post, and since we're all still new to it anyway, I'm just going to run this per RAW. That's going to slow things down a little, which I'm okay with, but just ask you guys to stay on top of posting when your turn is up.
Once we do this a few times and get familiar, I'll try to think of some way to make it more 'message board friendly'.
I'm going to post some quick reference 'handouts' for the space combat roles and rules. Keep these handy...

GM Space Nomad |

STARSHIP ROLES
As a captain, you can take any of the following actions during any phase of combat.
Demand (Any Phase)
You can make a demand of a crew member to try to improve his performance. You grant a +4 bonus to one specific check by succeeding at an Intimidate check (DC = 15 + 1-1/2 × your starship’s tier). You must use this action before the associated check is rolled, and you can grant this bonus to an individual character only once per combat. Demand might result in negative consequences if used on NPCs, and you can’t make demands of yourself.
Encourage (Any Phase)
You can encourage another member of the crew to give her a bonus to her action. This works like aid another (see page 133 of the Starfinder Core Rulebook), granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a DC 15 Diplomacy check . You can’t encourage yourself.
Taunt (Any Phase, Push)
You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 1-1/2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.
As an engineer, you can take any of the following actions during the engineering phase. Unless otherwise noted, each action can be performed only once per round, no matter how many engineers are on a starship.
Divert (Engineering Phase)
You can divert auxiliary power into one of your starship’s systems, giving it a boost. This requires a successful Engineering check (DC = 10 + 1-1/2 × your starship’s tier), and the results depend on where you decide to send this extra power. If you send it to the engines, your starship’s speed increases by 2 this round. If you send it to the science equipment, all science officers receive a +2 bonus to their crew actions this round. If you send it to the starship’s weapons, treat each damage die that rolls a 1 this round as having rolled a 2 instead. If you send it to the shields, restore an amount of Shield Points equal to 5% of the PCU rating of the starship’s power core (see page 296 of the Starfinder Core Rulebook), up to the shields’ maximum value. Evenly distribute the restored Shield Points to all four quadrants (putting any excess Shield Points in the forward quadrant).
Hold It Together (Engineering Phase)
You can hold one system together by constantly modifying and patching it. If you succeed at an Engineering check (DC = 15 + 1-1/2 × your starship’s tier), you can select one system; that system is treated as if its critical damage condition were two steps less severe for the rest of the round (wrecked becomes glitching, and a malfunctioning or glitching system functions as if it had taken no critical damage). This check isn’t modified by penalties from critical damage to the power core.
Patch (Engineering Phase)
You can patch a system to reduce the effects of a critical damage condition. The number of actions and the DC of the Engineering check required to patch a system depend on how badly the system is damaged, as indicated on the table on page 324 of the Starfinder Core Rulebook. Multiple engineers can pool their actions in a single round to effect repairs more quickly, but each engineer must succeed at her Engineering check to contribute her action to the patch. The number of actions required can be reduced by 1 (to a minimum of 1 action) by increasing the DC by 5. If you succeed at this check, the severity of the critical damage is unchanged, but it is treated as one step less severe for the remainder of the combat, until 1 hour has passed, or until the system takes critical damage again (which removes the patch and applies the new severity). This action can be taken more than once per round (but only once per round per engineer), and this check is not modified by any critical damage to the core.
CRITICAL DAMAGE CONDITIONS
Glitching: 1 action, DC 10 + 1-1/2 × your starship’s tier
Malfunctioning: 2 actions, DC 15 + 1-1/2 × your starship’s tier
Wrecked: 3 actions, 20 + 1-1/2 × your starship’s tier
As a gunner, you can take any of the actions below during the gunnery phase. Though each of a starship’s weapons can be fired only once per round, multiple gunners can take actions to fire different weapons in a single round. Actions that allow you to fire starship weapons use the rules for attacking on page 320 of the Starfinder Core Rulebook.
Fire at Will (Gunnery Phase, Push)
You can fire any two starship weapons, regardless of their arc. Each attack is made at a –4 penalty.
Shoot (Gunnery Phase)
You can fire one of your starship’s weapons. If you use a turret weapon, you can target a ship in any arc.
(Firing arcs graphic posted on Roll20)
As a pilot, you can take the following actions during the helm phase.
Fly (Helm Phase)
You move your starship up to its speed and can make any turns allowed by its maneuverability. This doesn’t require a skill check.
Maneuver (Helm Phase)
You move your starship up to its speed. You can also attempt a Piloting check (DC = 15 + 1-1/2 × your starship’s tier) to reduce your starship’s distance between turns by 1 (to a minimum of 0).
Stunt (Helm Phase, Push) (Graphic handout posted on Roll20)
You can attempt any one of the stunts described below. The DCs of the Piloting checks required and the results of success and failure are described in each stunt’s description.
As a science officer, you can take any of the following actions during the helm phase.
Balance (Helm Phase)
You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 10 + 1-1/2 × your starship’s tier), you can shift Shield Points (SP) from the shields in one quadrant to the shields in another quadrant, including to depleted shields (after balancing, every quadrant must have at least 10% of the total current SP). Alternatively, you can add up the SP from all the remaining shields and evenly distribute them to all four quadrants, putting any excess SP in the forward quadrant.
Scan (Helm Phase)
You can scan a starship with your sensors to learn information about it. This action requires your starship to have sensors (see page 300 of the Starfinder Core Rulebook). You must attempt a Computers check, applying any modifiers from the starship’s sensors. You can attempt this check untrained. The DC for this check is equal to 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures (see page 298 of the Starfinder Core Rulebook). If you succeed at this check, you learn the first unknown piece of information on the following list. For every 5 by which you exceed the check, you learn another unknown piece of information. Subsequent checks reveal new pieces of information, continuing down this list.
1. Basic Information: Living crew complement and ship classification, size, speed, and maneuverability.
2. Defenses: AC, TL, total and current Hull Points, total and current Shield Points in each quadrant, and core PCU value.
3. Weapon: Information about one weapon, including its firing arc and the damage it deals, starting with the weapon that uses the most PCU. Repeat this entry until all the starship’s weapons are revealed.
4. Load: Information about how the starship’s expansion bays are allocated and any cargo the starship might be carrying.
5. Other: Any remaining ship statistics.
Target System (Helm Phase, Push)
You can use your starship’s sensors to target a specific system on an enemy starship. This action requires your starship to have sensors. You must attempt a Computers check, applying any modifiers from the starship’s sensors. The DC is equal to 5 + 1-1/2 × the tier of the enemy starship + its bonus from defensive countermeasures (see page 298 of the Starfinder Core Rulebook). If you succeed, choose one system (core, engines, life support, sensors, or weapons). The next attack made by your starship that hits the enemy ship scores a critical hit on a natural roll of 19 or 20. If that attack deals critical damage, it affects the chosen system. For any further critical damage resulting from the attack, determine which system is affected randomly as normal. Your starship’s sensors can target only one system on a specific enemy starship at a time, though this action can be used to concurrently target systems on multiple starships.

GM Space Nomad |

GM Space Nomad |

STARSHIP COMBAT PHASES
I. Engineering
II. Helm
III. Gunnery

Nomad Sage |

As a suggestion, use line drawings on Roll20 to depict flight paths and firing weapons. Facing is a thing in Starfinder, so it will help out. And having a flight path history will hopefully keep it from being dots on a space grid!
As for facing, for now we'll just use where the nose is pointed. You can rotate the icons on Roll20.

Lasereater |
- Stamina: 16/24
- Hit Points: 22/22
- Resolve:5/5
- Petrol: 11/20 (1 extra can)
- Arc Pistol Battery: 20/20
- Smoke Grenades: 1
- Level 1 Spells: 5/5
- Level 2 Spells: 3/3
- Spell Cache: 1/1

Lots of sniper rifles, operative weapons and grenades for those of us interested.

Nomad Sage |

For destroying the skeletons, you earn 250 xp each. For defeating Yaren, you earn 200 xp each. And lastly, for recovering the coordinates of the Unbounded Wayfarer's crash site, you earn 300 xp each. That brings your totals to 1,300 xp, which is enough for 2nd level!
Please post your level up numbers! They will be effective after your next rest.