Cr500cricket's Untitled Campaign

Game Master Cr500cricket


Dark Archive

It’s been 2 Altarian years since The Rift was opened and the Zeselian ships came down upon upon us like birds of prey, they destroyed nearly 5 Drengii worlds and have destroyed innumerable fledgling cultures in an unstoppable rampage covering one fifth of the Galaxy. There’s not much hope left to stop them anymore, as their abilities that they call magic is simply too powerful for us. Beings from their dimension have crossed over as well. Mythological creatures such as Goblins, Giants and Dragons have come over as well. It has said that the Spectral Guardians have been stirring however. Perhaps the Seer of Thremzed holds the key to our survival. We can only wait and see.

This will be a hi tech campaign with magic being rare and those who have it are often persecuted being called Spies for the Zeselians or plain old witches and are burned at the stake (which is illegal but nonetheless happens)

Character Creation:

25pt. Buy
7th level
24000gp
Tech guide items allowed and Weapons are one Category simpler (Exotic to Martial, Martial to Simple)
Modern firearms 10% price (Martial weapons)
all other equipment full price
Magic items are quadruple price due to the rarity of magic and may not be available due to low caster levels however Psionic items can be found for normal price
Classes, all Paizo Classes and Archetypes as well as Prestige Classes allowed
Dreamscarred Psionics is allowed but is held almost exclusively by the Aelorans
Races- see below

Races:
Altarians- Humans
Aelorans- Elves but Elven magic is replaced with Naturally Psionic: (Aelorans begin play with 2 extra power points) and Penetrative mind: (Aelorans gain a +2 to penetrate Power resistance)
Half Drengii- Half orc
Half Aeloran- Half elf
Sktar- Dwarves
Yahress- Halflings
Fairykind- Gnomes(Yahress who were overwhelmed by fey magic when the rift was opened)
Android- as written
Aasimar- as written
Tiefling- as written
Drengii- Humanoid (Orc)
Standard(+2 Str, +2 Int, -2 Cha)
Medium
Linguist (Common, Orc)
Natural Armour +1
Ferocity
Weapon familiarity (Greataxe and "Orc" weapons)
Skill bonus (+2 intimidate)
Bonus feat (Improved Unarmed Strike)

This campaign will involve heavy ship to ship combat with time for Normal interaction, combat the like

The roles of a PC:

Captain- Leader of the Ship- Gains Leadership as a bonus feat (Cohort is first mate, all followers are experts (Hands on the ship)
Pilot- Gets you places- Gains skilled driver and Expert driver as bonus feats
Chief Engineer- Keeps the Ship running- gains Skill Focus and Prodigy with Craft (mechanical)
Chief Doctor- Keeps you alive- Receives 7 free ranks in Heal
Chief Gunner- Shoots things until they blow up- receives weapon focus with all ship mounted siege weaponry
Chief Security Officer- Anti Mutiny machine receives Skill Focus (intimidate) and Intimidating Prowess as bonus feats


I'm interested. Is this a forum pbp or a live game? If so when will it run and over what medium?


I'm Definately interested.

I'm comming up with a character idea as I type.

I'm guessing roles are determined after recuitment. I'll have the character done in an hour

Dark Archive

Warsor wrote:
I'm interested. Is this a forum pbp or a live game? If so when will it run and over what medium?

Forum pbp on Paizo.


Tech guide items allowed and Weapons are one Category simpler (Exotic to Martial, Martial to Simple) Laser torch is simple them?

Dark Archive

Yep


Coldaro Hale:

LN Altarian Investigator 7
Init +7; Perception +10

--------------------
DEFENSE:

--------------------
AC 15 1, touch 13 1, flat-footed 12 1 (+3 dex, +2 armor)
HP (7d8+28)
Fort +4, Ref +8, Will +5

--------------------
OFFENSE:

--------------------
Speed 30 ft.
Melee Laser torch +6 (1d10+1)
Ranged Shotgun +8 (1d8)
Space 5 ft., Reach 5 ft.
Extracts
1st- Stone Fist, Keen Senses(*2), Adhesive spittle, Cure light wounds
2nd-Vomit swarm, Invisibility, Cure moderate wounds (*2)
3rd- Cure Serious wounds, Fly

--------------------
STATISTICS:
]
--------------------
Str: 12 , Dex: 16 , Con:14 , Int:16 , Wis:10 , Cha: 14
Base Atk +5; CMB +6 ; CMD 19
Feats:
Improved Initiative
Toughness
Extra Inspiration
Extra Investigator Talent
Skills
Stealth: +13 (+23 with Chameleon suit)
Perception: +10
Sense Motive: +10
Sleight of Hand: +13
Spellcraft: + 13
Craft (alchemy): +12
Disable Device: +13
Intimidate: +12
Favored Class:
Investigator
[b] SQ[b]
Alchemy, Inspiration 10/day, Trapfinding, poison lore, poison resistance +4, keen recollection, studied combat, swift alchemy, studied combat, swift alchemy, studied strike +2d6

--------------------
GEAR/POSSESSIONS:

--------------------
Chameleon Suit, Shotgun, Metal cartridge (40), laser torch, 1900 gp


I as well am interested in this :)
Looking to get into 2 games and this could be one of them!
The two ideas i have so far are both Altarian psions.
The first one is an Altarian Telepath captian, commanding the ship with but a thought to his crew, and who occasionally forgets he has to actually speak to people from time to time... His mental capacities will also be quite useful in interrorgating enemy captains, and other diplomatic needs. As a general, what would be more useful to a captain commanding his crew, deplomacy or intimidate?

The second one is an Altarian Nomad Engineer, teleporting here to fix this gizmo, teleporting there to fix that dodad, defying gravity to reach his antigrav tool box thats floating away.... He would be your geeky mechanic with his toys and gizmos. He would also be a high energy, highly curious and always moving. When combined with his psionic nature it is taken to the extreme. He is movement incarnate combined with the geeky space mechanic and his toys.

For some reason psionics in space is hitting a chord on my intrest meter!

Edit: quick question. Can you make +1/+2 weapons and armor in a way that is non-magical? I figure you can, im just asking :)


You know, reading through the tech guide and about chainsaws, i would love to see a sneaky character sneaking around with a running chainsaw and sneak attacking with a chainsaw...
I would also love to see them taking the two-handed thrower feat and throwing a bloody chainsaw at people being his main stchick...
I love chainsaws :) and goblins :) and... Oooh!!!

not this campaign tho :)

Dark Archive

Psionic weapons :)


How are you doing Hit points?


O yes me in
Going to make an

Aelorans- Elves but Elven magic is replaced with Naturally Psionic: (Aelorans begin play with 2 extra power points) and Penetrative mind: (Aelorans gain a +2 to penetrate Power resistance)

Captain- Leader of the Ship- Gains Leadership as a bonus feat (Cohort is first mate, all followers are experts (Hands on the ship)

Lots of Int command training and Telepathic stuff, know what the crew thinks keep the crew happy, thinking some Diplomatic training as well.

Do you have lower nobles? By take that as a background trait, or Barn Leader.

Some Qs
1: Psicystals as AI's?
2: Hero Points?
3: In other words Ship specks and role?.
4: Have we known each other for long, or is this a new crew/ship?

Thanks


GM Lucid Nonsense
This is the alt I will be using as an offering.
It will be done in the hour.


I don't know what this setting is based from but I think I would like too


The character I put up was an idea for a chief of security role. He can sneak around easily and learn about things while they are planed, had good intimidate and other useful skills.

He will also be the ship's occasional "brewer". He will act as if his extracts are brews, some strong enough to heal (the cure extracts). He will pass the healing ones around if needed, though he only has so many.


Dot!

Will you allow Occult classes?


Can we take Craft feats GM to craft Psionic items?

@Cam James
Just spotted your post, great minds A, lucky you posted two ideas for a PC.

There is a player on here who post like 6 or 7 ideas when he used to post a dot post, 2 even three is fine but 6! I think he's left now.


Here is what I think a Captain should do. GM if its ok with you.

Any player who is thinking of going for the Pilots Roll with there PC,
I will give them Half my starting Cr yes thats 12,000 Credits, so they can get this Item, which I think is a MUST have for our Pilot.

Third Eye

DESCRIPTION
These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time.

A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body.

Sense:] 24,000Cr (gold)
The wearer of this kind of third eye can manifest clairvoyant sense at will. Aura Faint clairsentience; ML 3rd; Craft Wondrous Item, clairvoyant sense.

It means I start with 12,000cr but I am ok with that, They will start with this item and 12,000Cr. I think this is such an impotent tool for the ships safety and will make the Pilots roll loads more fun.

win win in my book.


T^T T^T T^T
That is prety much EXACTLY what i was thinking :(
The two ideas were just different ways of building the same guy, Capt. Midioto and Midioto the Mechanic.
Between the two, i was thinking of ideas like Telepathic link between as many crew as possible, forgetting to actually speak out loud when adressing someone on the overhead screen, taking brusing intelect trait to be inteligent yet have a good social skill, probably take a weap prof feat so i can shoot guns, for the mechanic; a permenant defy gravity cast on my tool box, possibly combining a psicrystal with an AI (made more sense on the mechanic in my mind), crafting feats, as he IS the mechanic, combining a grappling hook with teleport shenanagins (or try to), i also figure i might have to take a lvl dip to make him work the best but hopefully not. I would also have him be very, very hyperactive :)

Ya i did have two ideas, but i dont particularly like my mind being made up for me :(


"Tech guide items allowed and Weapons are one Category simpler (Exotic to Martial, Martial to Simple)
Modern firearms 10% price (Martial weapons) "

Can we flavour this other wise we are going to be running around a space ship with 1989 Maxim M1910 Machine guns, WW1 Nagant M1895 Revolvers, WW2 Madsen Light machine guns, and lasers on our ship. It will just come over as daft.

Here is some ideas:

Traveller D20/ T20 weapons

Weapons

Weapons are described with the following statistics:

TL: The lowest Technology Level at which the weapon is available.

Range: The range modifiers used for that weapon.

Damage: The damage the weapon inflicts.

Auto: The Auto rating of the weapon if it is capable of automatic fire.

Recoil: The Recoil rating of the weapon.

Mass: The amount, in kilograms, that the weapon weighs on a world with Earth-like gravity.

Magazine: The number of shots the weapon can take before needing to be reloaded or connected to a new power pack. Unless specified otherwise in the weapon’s description it takes only a single minor action to reload or two to switch to a new power pack.

Cost: The weapon’s cost in credits.

Ammo Cost/Power Pack: The cost in credits to buy a spare magazine for a gun or a spare power pack for an energy weapon.

Melee Weapons

Blade: A hybrid knife weapon, somewhere between a dagger and a cutlass, with a large basket hilt.

Broadsword: A heavy two-handed sword.

Cutlass: The standard shipboard blade weapon, often kept near airlocks to repel boarders.

Rapier: A character using a rapier increases their effective Melee (large blade) skill by one level when parrying.

Club: Whether a handy length of metal piping or an extending riot baton made of advanced polymers, the club remains a popular and practical weapon wherever intelligent species gather.

Dagger: Daggers are especially suited to close-quarters combat – while grappling someone armed with a dagger can do Effect + 4 damage if they choose to hurt their opponent.

Improvised Weapon: When there’s no real weapon available and your bare hands just aren’t enough, any snatched-up object can be used as an impromptu club.

Shield: A character using a shield increases their effective Melee (unarmed) skill by one level when parrying. A character with no Melee counts as having Melee 0 when using a shield to parry.

Staff: A length of wood or metal that can be used in a variety of combat styles, to aid walking, or to poke potentially dangerous things from a distance.

Stunstick: This melee weapon deals 2d6 stun damage in addition to its normal damage. A character struck by a stun stick must make an Endurance check with a negative DM equal to the stun damage (after armour is subtracted). If this Endurance check is failed, the character is knocked unconscious.

Slug Throwers

Accelerator Rifle: Also known as gyrojet weapons, accelerator rifles are designed for zero-gravity combat. They fire tiny missiles that leave the rifle with minimal velocity and thus minimal recoil, then accelerate to high speed.

Advanced Combat Rifle (ACR): The ultimate evolution of the conventional firearm, advanced combat rifles are the weapon of choice for many military units. Standard equipment includes an electronic battlefield sight, incorporating both light amplification and IR abilities, visual magnification up to 5x zoom, and a laser rangefinder which may also be used as a target painting device (reveals exact distance to target). The weapon is also gyroscopically stabilised during firing.

Antique Pistol: Unless the weapon is especially well made, it will have a –1 DM to attacks. Antique pistols require three minor actions and a successful Gun Combat (slug pistol) check to reload. Failure means you have to start again.

Antique Rifle: Unless the weapon is especially well made, it will have a –1 DM to attacks. Antique rifles require three minor actions and a successful Gun Combat (slug rifle) check to reload. Failure means you have to start again.

Assault Rifle: Assault rifles fire lighter projectiles than rifles, but are capable of a higher rate of fire and are more suitable to short-range encounters.

Autopistol: Variants of this semi-automatic pistol are the standard sidearm for law enforcement officers and criminals.

Autorifle: Automatic rifles have a higher muzzle velocity and are capable of automatic fire. Also termed battle rifles.

Body Pistol: Body pistols are manufactured from plastics and cultured bone, making them very difficult to detect using conventional weapons scanners. Body pistols increase the difficulty of Sensors checks to detect them to Very Difficult (–4).

Gauss Rifle: Gauss rifles replace conventional rifles at TL 13. Like the smaller gauss pistol, rifles fire high-velocity projectiles using electromagnetic rails.

Gauss Pistol: Gauss pistols use electromagnetic coils to accelerate metallic darts to hypersonic speeds. Gauss weapons are lightweight, efficient and deadly.

Revolver: A conventional six-shooter handgun. Revolvers take two minor actions to reload.

Rifle: Reloading a rifle requires two minor actions.

Shotgun: A shotgun using pellet ammunition ignores Dodge dice modifiers, but Armour gives double protection against pellet attacks. A shotgun can also fire solid slugs, which follow all the normal rules for shooting.

Snub Pistol: These lightweight, low-recoil weapons were designed for use aboard spacecraft and in zero gravity.

Energy Weapons

A laser that hits with Effect 6+ will permanently blind its target unless they are wearing some sort of eye protection.

Laser Carbine: Laser carbines are shorter and lighter than laser rifles, and have a correspondingly shorter range.

Laser Pistol: The TL 9 pistol is bulky, but effective, with no recoil and a large magazine. At TL 11, advances in battery technology and miniaturisation mean that the pistol is no larger than a conventional firearm, but must still be connected to a battery pack for sustained use.

Laser Rifle: Laser rifles are highly accurate at long range. They are powered by heavy backpacks, although they have an internal battery that can store enough energy for six shots for mobile sniping.

Plasma Rifle: TL 16 technology allows the bulky reactor and plasma chamber of the PGMP to be made small enough to fit into a rifle frame. The plasma rifle is a high-power sniper weapon designed to crack Battle Dress. Because of its internal reactor it never runs out of ammunition.

Stunners: Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armour is subtracted). If this Endurance check is failed the character is knocked unconscious. If the Endurance check is successful, the character is unaffected by the weapon and the stun damage is ignored.

Grenades

Aerosol: Aerosol grenades create a fine mist six metres in radius that diffusess lasers but does not block normal vision. Any laser attack made through the mist has its damage reduced by 10. Laser communications through the mist are completely blocked. The mist dissipates in 1d6 x 3 rounds, although high winds and other extreme weather can sharply reduce this time.

Frag: The damage from fragmentation grenades decreases with distance from the blast:

Distance Damage
3 metres 5d6
6 metres 3d6
9 metres 1d6
Smoke: Smoke grenades create a thick cloud of smoke six metres in radius, centred on the location of the grenade. This smoke imposes a –2 DM on all attacks within or through the cloud (doubled for laser weapons). Smoke dissipates in 1d6 x 3 rounds, although high winds and other extreme weather can sharply reduce this time.

Stun: Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armour is subtracted). If this Endurance check is failed the character is knocked unconscious. If the Endurance check is successful, the character is unaffected by the weapon and the stun damage is ignored.

Heavy Weapons

Grenade Launcher: Grenade launchers are used to fire grenades over long distances.

RAM Grenade Launcher: Rocket Assisted Multi-purpose grenade launchers have a longer range and are capable of firing up to three grenades with a single attack. This uses the rules for firing on full auto; unlike other weapons with an Auto score, a RAM grenade launcher cannot fire in burst mode. It takes two minor actions to reload a RAM grenade launcher.

Rocket Launcher: To counteract the recoil of the weapon, a rocket launcher channels exhaust backwards in an explosive backblast. Anyone up to 1.5 metres behind a rocket launcher when it fires takes 3d6 damage from the burning gasses. Vehicle-mounted rocket launchers lose this side-effect as a vehicle is a more stable firing platform than a person. It takes three minor actions to reload a rocket launcher.

The rockets presented are high-explosive models. Do not add the Effect of the attack roll to their damage but apply that damage to everything within six metres of the impact point. A rocket that misses has a 50% chance (4+ on 1d6) of detonating upon impact with the ground (6 – Effect metres away in a random direction). Otherwise it will miss completely and leave the battlefield without striking anything or detonating.

PGMP: It is so heavy and bulky that it can only be used easily by a trooper with a Strength of 12 or more – usually attained by wearing battle dress. Every point by which a user’s Strength falls short is a –1 DM on any attack rolls made with it.

FGMP: It includes a gravity suspension system to reduce its inertia, making it easier to use than the PGMP (minimum Strength 9) and fires what amounts to a directed nuclear explosion. Those without radiation protection who are nearby when a FGMP is fired will suffer a lethal dose of radiation – each firing of an FGMP emits 2d6 x 20 rads, which will affect everyone within the immediate vicinity.

Explosives

The Explosives skill is used with explosives – the Effect of the Explosives skill check multiplies the damage, with a minimum of x1 damage for an Effect of 0 or 1.

Plastic: This generic, multi-purpose plastic explosive is a favourite of military units, terrorists, demolition teams and adventurers across known space.

TDX: An advanced gravity-polarised explosive, TDX explodes only along the horizontal axis.

Pocket Nuke: Hideously illegal on many worlds, the pocket nuke is actually the size of a briefcase and so is too large to fit into a grenade launcher.

Explosives
Weapon TL Damage Radius Cost (Cr.)
Plastic 6 3d6 2d6 metres 200
TDX 12 4d6 4d6 metres 1,000
Pocket Nuke 12 2d6 x 20 15d6 metres 20,000
Options

Grenade Launcher (TL 8): An underslung RAM grenade launcher can be added to any rifle at the cost of 1,000 Cr. This grenade launcher has a magazine of one grenade, cannot fire on automatic and takes four minor actions to reload.

Laser Sight (TL 8): Integrated optics and laser sights give an extra +1 DM bonus to any attack that has been aimed. Cr 100. At TL 10, x-ray lasers and improved display technology removes the tell-tale ‘red dot’ of a vislight laser. Cr 200.

Silencer (TL 8): A silencer can be added to any slug thrower with Auto 4 or less, masking the sound produced by firing. (–4 DM to detect.) Cr. 250.

Gyrostabiliser (TL 9): Stabilisers can be added to any weapon with recoil, reducing the recoil by one point at the cost of 300 credits.

Secure Weapon (TL 10): A secure weapon requires authentication in some fashion (scanning the user’s DNA or iris patterns, entering a password, transmission of an unlocking code from a comm) before it can be fired. Cr. 100.

Intelligent Weapon (TL 11): This adds Computer/0 to any weapon. Cr 1,000. The TL 13 upgrade adds Computer/1 to any weapon. Cr 5,000.


Cam James wrote:

T^T T^T T^T

That is prety much EXACTLY what i was thinking :(
The two ideas were just different ways of building the same guy, Capt. Midioto and Midioto the Mechanic.
Between the two, i was thinking of ideas like Telepathic link between as many crew as possible, forgetting to actually speak out loud when adressing someone on the overhead screen, taking brusing intelect trait to be inteligent yet have a good social skill, probably take a weap prof feat so i can shoot guns, for the mechanic; a permenant defy gravity cast on my tool box, possibly combining a psicrystal with an AI (made more sense on the mechanic in my mind), crafting feats, as he IS the mechanic, combining a grappling hook with teleport shenanagins (or try to), i also figure i might have to take a lvl dip to make him work the best but hopefully not. I would also have him be very, very hyperactive :)

Ya i did have two ideas, but i dont particularly like my mind being made up for me :(

Yes we both had the same idea, its the best way to go with the Capitan I feel as well, He needs to have people skills, be a diplomat and be knowledgeable. I did not go with the group mind thing, vitalist class would work find. But it has limited powers and range is a problem. Telepath is much better, telepathic link + more powers to work with. At level 4 he can have planar Travel, always good if the ship is about to go POP!.

Kit wase im offer half my starting coin to the pilot, so will be basic stuff, also want to know if we can craft etc.

GM could we have Psychoactive Skin space suits?

Weapons, still waiting to hear from the GM, I think we need to know more about what's on offer. I posted about them. If any one knows a link to Pathfinder Auto Pistol etc, that would really help.

Dark Archive

GM Lucid Nonsense wrote:

O yes me in

Going to make an

Aelorans- Elves but Elven magic is replaced with Naturally Psionic: (Aelorans begin play with 2 extra power points) and Penetrative mind: (Aelorans gain a +2 to penetrate Power resistance)

Captain- Leader of the Ship- Gains Leadership as a bonus feat (Cohort is first mate, all followers are experts (Hands on the ship)

Lots of Int command training and Telepathic stuff, know what the crew thinks keep the crew happy, thinking some Diplomatic training as well.

Do you have lower nobles? By take that as a background trait, or Barn Leader.

Some Qs
1: Psicystals as AI's?
2: Hero Points?
3: In other words Ship specks and role?.
4: Have we known each other for long, or is this a new crew/ship?

Thanks

Psicrystals as Psicrystals

No
Ship specs come later
New crew

Dark Archive

Sorry, Paizo is being extremely slow right now, will answer questions when I can get it to be quicker.


no problemo GM


I am withdrawing my application for this game, I wish every one the best.


@Cricket you post some sweet game ideas.

C.S.O Makail Grim:

Makail
Drengil Aegis 7
CN Medium Humanoid (Orc)
Init +3; Senses Perception +2
Traits: Indomidable Will, Blade of Mercy
------------------------
DEFENSE
------------------------
AC 20, touch 12, flat-footed 18
(+6 armor, +2 Dex, +2 Natural)
hp 75 (7d10+21+8)
DR 3/-
Fort +7, Ref +6, Will +7
------------------------
OFFENSE
------------------------
Speed 30'(20') Fly Good Manuverability

Melee:
Oversized Great Sword +17 3d6+18 19-20x2
Oversized Tetsubo +17 2d8+18 20x4

Ranged:
Oversized Long Bow +12 2d6+11 x3 110'
Oversized Chakram +12 2d6+11 x2 30'

STATISTICS
Str 22(28), Dex 16(18), Con 14, Int 12, Wis 12, Cha 8
Base Atk +7; CMB +17; CMD 31

Feats
Psionic Body
Psionic Weapon
Extra Customization
Greater Psionic Weapon
Skill Focus Intimidate(Free)
Intimidatin Prowess(Free)
Master Craftsman (Free)

Skills
Autohypnosis +11
Fly +11
U.M.D +9
Intimidate +20
Craft Weapon +11

Languages:
Common, Orc, Elven

Customizations:
Current Skin: Astral Armor: Brawn, Hardened Strikes, Flexible Suit Free
Brawn(2pt)
Brawn(2pt)
Powerfull Build (2pt)
Psionic Attacks (1pt)
Flight (2pt)
Nimble (2pt)

Gear:
Cyberlink Muscels Mark I 8000gp
Wirejack Reflexes Mark I 8000gp
Dermil Plating Mark I
Oversized Great Sword 100gp
Oversized Composite L. Bow +9 1000gp
Oversized Chakram 2gp
Pathfinder Kit 12gp

Gold: 2886gp

[spoiler=Backstory]
Makail is an elite soldier from one of the surviving Drengil worlds. He is the best of the secret initiative that the Drengil started to learn the powers of the Aelorans. They had captured a few on a raid and had spent years on breaking them. Luckily they live along time. The first few decades they stayed strong, but now they have given some of their secrets up and living conditions have greatly improved for those that have cooperated. Makail was chosen for his impressive physical nature and has excelled in his craft. His training has increased the last two years since the rift has opened and he has been chosen to perform the duties of the Chief Security Officer on one of the boats that will be attacking back.

Thanks for the consideration. I did HP at half +1. Is this how you are doing it?

Dark Archive

@Ashe Thanks!

Dark Archive

GM Lucid Nonsense wrote:

"Tech guide items allowed and Weapons are one Category simpler (Exotic to Martial, Martial to Simple)

Modern firearms 10% price (Martial weapons) "

Can we flavour this other wise we are going to be running around a space ship with 1989 Maxim M1910 Machine guns, WW1 Nagant M1895 Revolvers, WW2 Madsen Light machine guns, and lasers on our ship. It will just come over as daft.

** spoiler omitted **...

Well, the Heavy weapons are martial, I'll be surprised if no one likes the idea of having a two handed weapon that does 5d6 and goes through Wall of Force


Thinking on it


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

I might just be interested in putting forth a character for the role of pilot.


Apologies, withdrawing from the recruitment. Best of luck.


Pathfinder Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber

Are you planning on using the Vehicles rules from Ultimate Combat or a different system?

Dark Archive

UC Vehicle rules. Combat will be pretty long due to low damage ad High HP for your vessel


Submitting Aurora for Chief Engineer Position.

I currently have Craft Technological items, what would our characters access to a production lab have been to this point? Would it be possible to have used my Craft to make the items that seem to litter the engine room, etc?

Dark Archive

You will be able to purchase labs and generators for your ship.


Awesome, then crunch is mostly done (may pick up one or two more items), do we have any other additional info on how we are starting? Already on a ship? Part of a crew? etc. Just need to write the background and would like to tie it into how we are starting.

Dark Archive

The beginning will involve you being very suddenly summoned by the Seer of Thremzed, who is respected across the Galaxy by all intergalactic powers.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Very cool. Wish I was not uber-busy. ;)


Interested. That said, I've some questions.

1) What sort of self-respecting seventh level witch would allow herself to be burned at the stake?

2) Are home-crafted magic items *4 price too?

3) What resource are we using for modern firearms? Just the two or three from Reign of Winter, or maybe the Modern Path ones?

4) Does the *0.1 discount on modern firearms cover tech-guide weapons as well?

I might make a soldier guy.

On the other hand, a shaman or witch to serve as ship medical officer doesn't seem like such a bad idea either.

Dark Archive

The Dragon wrote:

Interested. That said, I've some questions.

1) What sort of self-respecting seventh level witch would allow herself to be burned at the stake?

2) Are home-crafted magic items *4 price too?

3) What resource are we using for modern firearms? Just the two or three from Reign of Winter, or maybe the Modern Path ones?

4) Does the *0.1 discount on modern firearms cover tech-guide weapons as well?

I might make a soldier guy.

On the other hand, a shaman or witch to serve as ship medical officer doesn't seem like such a bad idea either.

1. One held at gunpoint by a Laser rifle, or knocked out by a stun gun/baton

2. *4 cost or *2 price.
3. Reign of Winter, If you want a certain kind, such as a Shotgun with an internal cartridge for more shots, etc. just ask for what exactly you want and I'll price it. I'm also allowing Semi auto on modern firearms.
4. No

Dark Archive

Bump


Will there be personal vehicles?

Dark Archive

If you spend the Cash to get one.


Going to build my backstory up, but likely won't be till after Thanksgiving break. got a pretty solid idea for the background, just need to time to actually write it up.


Cr500cricket wrote:

1. One held at gunpoint by a Laser rifle, or knocked out by a stun gun/baton

2. *4 cost or *2 price.
3. Reign of Winter, If you want a certain kind, such as a Shotgun with an internal cartridge for more shots, etc. just ask for what exactly you want and I'll price it. I'm also allowing Semi auto on modern firearms.
4. No

Great answers.

1. Psionicists qualify for magic item creation as easily as normal mages. I've been thinking that when you say psionic items, you mean the speccific ones, dorjes, psycrowns, stuff like that, right?

2. Do you mind if we make up stuff about the species we choose for our characters to be?

3. If yes, do you have some more info on the orc and elf stand-ins?

4. I'm looking at machine guns. 120ft max range seems a little off. Wikipedia suggests that certain machine guns from the 1930's had an effective range of 3300ft. Now, that was a while after the ones in RoW, and I haven't a clue what 'effective range' translates to in pathfinder, but a 120ft line seems to be a little too short to express it properly. Maybe the line extends all ten range increments: the language seems to oppose this reading, as it just says 'range'.

Hmm. I can't really figure out what to go with. Most of my ideas are pretty reliant on magic gear.


Will the ship to ship combat be just big ships, or will I be able to use my personal vessel?

Dark Archive

Both

Dark Archive

Boing

Dark Archive

I get the feeling that this one fell through, I'm sorry to all those still interested, I will keep looking for a week or so in case anyone else is interested, but my hopes aren't too high.

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