
The Abyss Staring Back |

So let's start by getting the character creation out of the way.
Level 10
66,000 credits
Normal buy method.
No real restrictions on equipment just not more than one tier above your level. Just bear in mind you're on a starship with limited space so be mindful.
While you're working on this you'll need to also get your roles figured out. I have a fairly rough idea on who might end up doing what but I'm keeping those thoughts to myself and letting you work it out.
It helps that you get to pick your ship. I put in the Campaign info a bit of information and I'll be copying there what I'm writing here as well.
The Explorator Project isn't jsut about packing some high level people in an Immortal and sending them on their merry way. Explorator ships were designed with the most cutting edge technology, much of it proprietary and a great deal of it experimental. All the ships are tougher and possess a great deal more space than their size and tier might lead you to believe.
This alone would make you the envy of any crew. Yet there's more. Each ship sports advanced arrays of sensors and laboratories perfect for carrying out your mission.
And on top of that these ships have abilities not seen on any other ship yet encountered.
The ship
SpecialPhasing Cloak: Inspired by the stories of ancient cat like creatures known as displacer beasts Desna's Reach is constnatly veiled in a spatial warping closk that makes targeting solutions difficult to pinpoint.
Any weapon fired on Desna's Reach from beyond Short Range has a 50% chance not to hit at all.[/i]
The Barathu's of the Sopeth corporation did not originally intend on building starships. Never the less the massive colony got to work and with the aid of Verthani cyberneticists and Anacite roboticists the first biomechanical starship was born outside the secretive shipyards of the Xenowardens.
Resembling something like a legless pillbug or squat earthworm Iomedae's heart was built with endurance in mind. Capable of self repair and able to produce food for its crew the Iomedae's Heart is ideal for long tours with no need for refit and resupply in dry dock.
Special Communion: All crew members get a biomechanical data jack. Plugging into the ship allows crew members to commune directly with the ships mind granting them a +1 circumstance bonus on all skill checks in starship combat.
Sarenrae's Light is a demonstration of what such a power core can do for a ship lending incredible reserves of power to weapons and allowing transplanar technology to grant an incredible amount of inside space to the crew.
Special Burning Blade:During the engineering phase an engineer may overcharge all of the ships direct fire energy weapons in an arc of their choice. While so charged the next attack the weapon makes in that round deals maximum possible damage (as if all dice rolled at their highest). This is performed either as a divert action or as part of an overcharge action.
A weapon may be fired for two consecutive rounds like this before it overheats and shuts down for three rounds to cool. A science officer may override the safeties as part of the engineering phase and is unable to take their turn during the helm phase. If done so the weapons can be overcharged again but if fired they immediately gain the wrecked condition and cannot be fired again until repaired.
The result was Weydan's will a ship absolutely covered in missiles in torpedoes, an intimidating look meant to ward off hostile aliens and able to overwhelm even the most enthusiastic point defense systems. Weydan's sling was built as a support craft able to carry a small two man crew to help survey a system in a smaller amount of time than physically bringing the ship from place to place.
Special Coordinated fire. The Will and The Sling were built with coordination in mind. As a result both targeting computers are linked to provide the best possible angles of attack in situations where a target is between the two. As a result any gunnery check made while the sling and the will are on opposite sides of an enemy target and both ships are firing in that turn are made with a +4 bonus.
Verthani shipbuilders had long acknowledged the benefits of physically connecting one's nervous system to the ships computer. Able to read status reports, diagnostics, and readouts at the speed of thought a pilot has unrivaled ability to assess their ships capabilities.
The Pharasma's Judgment takes this ability to its extreme. Looking more like a massive fighter than a true ship the pilot is actually inserted into an amniotic tank where dozens of cables, tubes and other devices are inserted into cybernetic sockets. The result is that the pilot becomes, quite literally, one with the ship.
The result is a ship with unparalelled speed and maneuverability, capable of presenting it's powerful forward mounted weapons or strongest defensive side it maneuvers less like a destroyer and more like a fighter.
Though easily one of the strongest ships from a tactical perspective some critics have argued that this has sacrificed too much from the cargo space and research equipment necessary for a long survey mission. And some experts have come to question the safety of the pilot being so immersed in a ships systems.
Special Psychosomatic Feedback: The pilots incredible connection to the ship's systems allow hers to control a ships weapons with incredible ease even while doing daredevil stunts at high speed. She can make snapshot minor actions at no penalty and up to twice during the gunnery phase even if gunnery actions have already been taken. However no weapon can be fired more than once per round.
This connection is not without cost. For every 5 points of hull damage the ship takes it's pilot takes 3 points of damage themselves as the neural feedback cause their body to bruise and bleed in empathy with their ship.
The group needs to pick one of the above.
Once everyone makes a post indicating they're here I'll toss the link out to Roll20 in your PM's so you cna look at the ships physical stats.

Molly Bakir |

Hi all! GM - thanks for giving an old hag another chance. I'm just posting this before I go to work, so I've not had the chance to think about the ships, but I have to say, this recruitment had some seriously great backstories. Looking forward to being a part of the team!
My vote goes for Desna's Sting. Not the ship the player likes the best, but you can't just mention that special and not have an ex-pilot/smuggler/pirate drool.

Goddity |

Hi guys! I'll set up an alias tonight, no time now.
Not completely sure about a ship, but Karma does like the sound of Desna's reach, Sarenrae's Light or Pharasma's Judgement. I know that's vague, I'll pick one later. Talking about ships, we should pick roles. I'm putting in a bid for pilot, because Karma's entire backstory hinges around her being a military pilot.
Classwise, I'm thinking operative with a focus on sniper weapons.

Eivo |

Welcome Crew-Mates and GM, I am looking forward to this. I am not an expert is ship combat but I have always had a soft spot for the displacer beast. My vote would be Desna's Reach.
I am also planing operative, that seems like a lot of operatives. As for a role I would make a good science officer.

TarkXT |

The nice thing about this form of creation is you can avoid 3 operative parties. Or at least spread out the mechanics enough that it's not an issue. I'm sending out PM's with the roll20 link now.
Also if you want to look at the physical stats of the ship they'll be under Roll20 under the Journal tab. That will give you a more concrete idea on the ships available.

Molly Bakir |

Desna's Reach, not Sting. One's a ship, the other's a feat. Sorry!
Looking at both Eivo and Karma planning on being operatives, and Zeni leaning towards an Envoy, I might go for the Mechanic route.

CarraMarina 'Karma' Ontozz |

I think I can play a soldier and still hit all the things I want. I'll be a few points down on piloting, but the bonus feats should make me comfortable with taking skill focus. Still thinking about ships. They all have advantages.
Also, I know the picture isn't human, but it's the best green haired image I could find.

Eivo |

I would appreciate any advice for building my character. Setting him up to do his job is pretty straight forward, but I am not sure what to do with my feats. I think I might Skill Focus (Computers) to be able to take a 10 in ship combat, but is that worth 20% of my feats?

Molly Bakir |

There's not yet a gazillion of splatbooks with alternate classes, archetypes and feats, so I'd say go for it.
Since you're a scout, you might want Improved Unarmed Strike, and being always ready? Or maybe one of the Science-y or Medical Feats? Pick up a maneuvre? With the exception of Deadly Aim, there are no really bad feats in Starfinder, there's only more or less narrow ones.
I think I'm just about finished with my refresher course of Starfinder, and I've got most of Molly's choices done. I'll get the character sheet updated soon!

Dalton Barrowwheel |

Like Goddity, I'm thrilled to see the party assembling (and Ellion be part of it!) yet won't be able to take a deeper look until later this evening. A skim regarding the ships tells me there's nothing make/break for Ellion in particular. We should probably decide the ship around how we'd handle it. Would we plan to use it more offensively? Scout & out? Heavy industry? Ellion would lean more toward the second option - which Desna's ship (and some others) can meet.
For classes and whatnot: Ellion would fit the Solarion role nicely. It's in his nature to be a healer. He would take ranks in science skills to make him an appropriate officer for such a capacity in starship encounters.

Zeni.Tyrnis |

Hi all!
So, on the subject of ships: Like Dalton, I'm not overly tied to any of them -- Zeni is more interested in the sensors and science labs than the weapon systems. Overall, my preference would probably be Iomedae's Heart, because who doesn't want a ship that you can communicate with telepathically? Great opportunities for RP there. That said, my second choice would be Desna's Reach, given just how potent that special ability is. The only one with a potential RP downside that I see is Pharasma's Judgment, since it would mean the pilot was more limited in their ability to interact socially while also flying the ship. Granted, modern communications could work around that -- I just see something like getting attacked by raiders, defeating them, and then either bringing some of them aboard to parley or going to their ship to do so being the kind of situation that might make it harder for the pilot to be as involved.
From the character side, Zeni is an Envoy with the Priest theme. She would be best suited to the role of captain in starship combat, although that doesn't necessarily mean she has to be the one in charge of the ship ICly if someone else feels like they'd be better suited.

TarkXT |

So it looks like in terms of ship choice:
Molly: desna's Reach
Eivo: desna's reach
Karma: desna's Reach, sarenrae's light, pharasma's judgment
Ellion: Desna's reach??
Zeni: Iomedae's heart, desna's reach
Was everyone able to look at all the ships on roll20 okay? Be sure to look at those stats as they may change or shift your opinions. All the ships have advanced sensors and lab equipment.
Looks like it'll be Desna's Reach unless you guys change your mind.
Also try to get your ship roles finalized ASAP. If no one wants to be captain than a commander will have to be assigned. No one just shoves a group of people into a multibillion credit starship without someone responsible. Getting your roles finalized will let me finish out the rest of the crew npc's of which I have two more to get done.

Molly Bakir |

Hey!
I went ahead and built Molly as a Mechanic, since no one else seemed interested in the worky gubbinz of the ships - I assumed nobody would object, but if any of you wants to get technical, please let me know!
I did just glance over the ships this morning (I'm in the UK), and after looking at them, I realised I may have overlooked the others. While I still quite like Desna's Reach, I feel that being the engineer of Sarenrae's Light would involve many a maniacal laugh, and Weydan's Sling/Will allow for two people to pilot.
Regarding captaining, even if to be offered the position (unlikely), Molly would refuse, quoting her prior experience in the position. As a player, I won't have any issues, and will cooperate, as for IC - Molly knows to work as a team in combat and in dire situations, but following rules and regulations outside of that is not likely.

CarraMarina 'Karma' Ontozz |

Please correct me if something is in error!
Ship summary:
Karma - Pilot
Zeni - Captain?
Eivo - Science officer
Molly - Mechanic
Ellion - Science officer? Not quite sure what you were saying
Class summary:
Karma - Soldier
Zeni - Envoy
Eivo - Operative
Molly - Mechanic
Ellion - You said mystic in your character application, but solarion in here. Either should work though
That's actually looking quite diverse. We're short a few gunners, but that's what NPCs are for. As for classes, it looks like Zeni, Molly, and Eivo are handling skills. If Ellion takes magic, I'll focus Karma on fighting and flying. Still working on a first stat block draft. I haven't fully been over the ship stat blocks (busy day) but it's the very next thing on my list.
Couple of questions for GM:
Would a bike be an acceptable purchase? Would we have storage space for it? Would it ever be useful to have around?
Are the ships gonna come prestocked with generic equipment like rope or medkits or food?
Is there a credits cost on an electric guitar?
Comments for other players:
Eivo - You think you have feat problems? As a human soldier, I get 11. 11! Still, Molly is right. Just take whatever sounds fun. Skill focus computers could be a great help.
Ellion - I vote high speed and maneuverability. But I'm the pilot. I'm sure the science officer wants scanners and the gunner wants guns and the engineer wants engines, etc.
Zeni - Go ahead and take captain. I don't mind. I think I'd prefer a player as a captain to be honest. As your pilot, I think the Pharasma's Judgement could lead to interesting roleplaying, but Karma would be nervous at first.
Molly - You're gonna be a great mechanic.

Eivo |

Thank you for the input.
I am pretty close to done, Xenoseeker, Explorer Operative, Forerunner. Small arms as Karma Mentioned Sniper Rifles. And because Small Arms seems cool.
Am I missing something, It looks like I would need a 17 to hit myself with my Auto Pistol. Only a 13 if I catch myself flat footed.
I am in favor of Zeni for captain.

TarkXT |

Couple of questions for GM:
Would a bike be an acceptable purchase? Would we have storage space for it? Would it ever be useful to have around?
Are the ships gonna come prestocked with generic equipment like rope or medkits or food?
Is there a credits cost on an electric guitar?
Yes. Depending on ship youll either have some space or an excess of it.
Not really. The ship is stocked qith supplies for a long space voyage so basic necessities are covered. The researchers and experts had lots of debate on what to load the ship up in terms of exploration but the lists got so large and complicated in the end they left it up to you to make that decision.
And no. No cost for personal effects or other items with minimal to no real mechanical value.

TarkXT |

Am I missing something, It looks like I would need a 17 to hit myself with my Auto Pistol. Only a 13 if I catch myself flat footed.
I am in favor of Zeni for captain.
Sounds normal. Math for starfinder is more asymmwtrical. Monsters for thwir part have low defenses and high attacks.

CarraMarina 'Karma' Ontozz |

Actually Eivo, I think I'm just gonna stick with heavy weapons as I'm a soldier now. Soldiers seem to get little support to actually using sniper rifles.
Also, if anyone needs help with gear, this spreadsheet (make your own copy) will do all the calculation for you. It's only got core stuff, but it should give you an accurate estimate.

Eivo |

I also vote Desnas Reach, I like the Computer :).
All but my equipment is in my Alias, Happy for any feedback.
Can I have my Personal Upgrades be Magical Tattoos?

CarraMarina 'Karma' Ontozz |

Looking good Eivo! I don't see any problems at all. You don't appear to have noted down your 6th level theme ability. You're carrying a lot of weapons. I considered buying that many, but ran out of cash pretty quick. Do you think I should buy more than the one?
In other news, my alias is also filled out. I have gear, but the list isn't final.

Eivo |

I wanted a gun that had ghost shot, and a weapon that targets EAC. A level 6 gun was pretty cheap. But it is why my armor is not cutting edge.
I ran out of time this morning filling out the sheet. It keeps erroing if I take to long entering data.

TarkXT |

I wanted a gun that had ghost shot, and a weapon that targets EAC. A level 6 gun was pretty cheap. But it is why my armor is not cutting edge.
I ran out of time this morning filling out the sheet. It keeps erroing if I take to long entering data.
Yeah it's annoying. I generally just put it into notepad including all the bbc code and copy/paste it later.

Dalton Barrowwheel |

Thanks, I can see the ships now. Blueprints are easy to read!
Tomorrow, I'll be finishing Ellion's sheet. I did mean to say he would be a Mystic, not a Solarion as I mistakenly wrote (and was caught!). Right now, the largest expense looks to be armor.
GM, please give the Mystic's Walk the Void power a look and state what you believe it covered by it. There doesn't seem to be consensus out there, so I want to be sure I'm not over-(or under-)assuming.
Spell list for those interested in what's probably available:

Molly Bakir |

I might still tinker a bit with Molly's build. I'd forgot that the trick attack makes enemies flat-footed for an entire turn, so I might change the feats and a couple of class features around.
I'm trying to take all the stuff that concerns ships, too, and I might change her weapon.

TarkXT |

I'm familiar with Walk of The Void.
In the other game I just ruled that the normal effects of being in the vacuum of space apply. However it doesn't protect you from other harmful effects from planetary bodies like radiation from being too close to the sun, getting smacked in the gob by a micro meteor, etc. Things that people in space suits wouldnt have protection against anyway.
I've put all the npc crew members basic write up in the campaign info I'll post how the crew is divided up later once I have a fair idea on the ship roles Ellien and Eivo will take. Having 2 science officers is fine, fitting even, given the nature of your expedition.

Eivo |

My Sheet is Almost done, I do not think I will be making any changes. other than the formatting which should be done soon.
@Molly, Improved Unarmed did not make the final cut, unarmed strikes are not operative weapons, taking a feat to be able to do something I would be bad at did seem like a good plan.
As I was working on a description I realized that I had backed into playing Space Indiana Jones, runs to check Weapon section for whips.
I am excited to start, does the Explorator Project have uniforms? Does Captain Zeni have a desired dress code? What about on-board weapon regulations?

TarkXT |

I am excited to start, does the Explorator Project have uniforms? Does Captain Zeni have a desired dress code? What about on-board weapon regulations?
Yes, I was going to reveal them later but since you asked it's a gray jumpsuit with shoulder pads colored to indicate which section of the crew you belong to. Science is blue, Diplomatic is violet, engineering is green, security is red, and navigation is Orange. The captain has purple on their shoulderpads as they're technically head of the Diplomatic corps. Zeni can enforce this code while on mission as much or as little as she pleases though in public appearances it's all but expected of you.
Weapon regulations on-board according to Dovanar is that weapons are to be stowed at all times while onboard. Carrying them is prohibited. However, when carrying a dangerous specimen or passenger small arms are allowed to be carried and of course even those restrictions evaporate in a boarding situation.

Molly Bakir |

I think I'm done tinkering for now. Looking forward to getting into it! It not being the uniform. As cool as it sounds! Although the captain strongarming Molly into wearing it on public affairs sounds like a good RP opportunity.
@Eivo, I didn't know that about IUS, sorry for the bad suggestion. I guess that's not carried over from Pathfinder!

CarraMarina 'Karma' Ontozz |

I too am finished.
Space Indiana Jones sounds awesome, and I can't wait to see Molly's bid for independence.
GM questions:
As a pilot, I'd be in navigation right?
How big is a machine gun? Will it fit in my 3 foot cube null space chamber? I suspect not given that it's a heavy weapon, but am asking just in case.
Does the Explorer Project have a 'Prime Directive' or something?

The Abyss Staring Back |

As a pilot, I'd be in navigation right?
How big is a machine gun? Will it fit in my 3 foot cube null space chamber? I suspect not given that it's a heavy weapon, but am asking just in case.
Does the Explorer Project have a 'Prime Directive' or something?
Yes.
It'll fit. The gun is like 2-3 bulk and the chamber holds like 25 and is doubtful bigger than 3 feet.
No, any prime directive was strangled in the womb when Triune gave FTL capability to everyone. Literally, everyone.

CarraMarina 'Karma' Ontozz |

CarraMarina 'Karma' Ontozz wrote:Hey Dr. Hesoni. You're looking good, but I think your AC is 10 points lower than it should be.RIGHT YOU ARE! That base of 10 is *ahem* somewhat important, isn't it?
Ahh, you'd be surprised. Especially if you want to have plenty of chances to show off your fancy healing magic.

Zeni.Tyrnis |

Okay! So I'm not at 100%, but I'm at least mostly done. I still have some equipment to buy and to pick my languages, which I'll be working on for at least a little bit longer before I have to sleep.
I'm very open to suggestions on alternate feats or envoy abilities that might be more beneficial to the group -- I tried to focus quite a bit on her ability to buff the party and debuff enemies.