Fragments of the First (Inactive)

Game Master Simeon


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Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Players dot here.


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

Dotting.


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

Dotting. Thanks for running a "table" as well as the pick. I'm looking forward to it! I'll get things cleaned up on the alias portfolio tomorrow (i.e., properly edited background).


M Ysoki Mystic 1 SP 5/7 HP 8/8 EAC 13 KAC 14 Init +2, Fort +2, Ref +3, Will +5

Dotting. Thanks for running this and choosing me. It's my first Starfinder game!


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

I've updated my background (corrected some typos and expanded it a little), and added a description for his appearance. If anyone has any feedback or constructive criticism, I welcome it (on the crunch or fluff).

GM, I do have one item I wanted to mention that the crunch says is explicitly within your purview as to what is reasonable, specifically how much I can hold in my hideaway limb.

Crunch wrote:
The compartment can hold items of negligible bulk and items of light bulk that are either relatively small or can be folded or contracted to fit. A hideaway in a leg (in a human) can hold more than one in an arm, and the creature’s size also adjusts the capacity. The GM decides what can fit.

Because I went the Dexterity route, Set is of "small" size and I figure the hideaway limb will likely be an arm. I'd like to use it to conceal either a knife or pistol/small arm, but it is entirely up to you what can reasonably fit.

I don't think Set will be hiding anything in it when we start the adventure, but it is something I'd like to use eventually, so it's not urgent, but I wanted to put it on your radar.

Thanks!


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

Just realized that I mixed my feat selection up... Not a lot of choices at BAB 0, level 1. Question for GM Coyote: Jet Dash is not clear about whether or not it allows you to exceed your maximum movement limitation on jumping. There's several threads on it, including one authored by me. The two camps seem to be that it completely doubles your jump distance for the same check, regardless of speed (make a DC 20 with a running start and you jumped 40' with a speed of 30'), or that it only makes checks easier, subject to the same limitations(make a DC 20 with a running start and you jumped 20' - 40' jump up to your remaining movement - with a speed of 30'). Do you have any preference on which way the feat works?


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

On starship roles, by virtue of the ****ton of skills an operative gets, Set is kind a jack of all trades. The one thing I cannot do is be captain (unless you want me to be the robotic Captain Bligh with my intimidate).

Breakdown as follows:

Piloting: +9
Gunnery: +1 (rank in piloting) +4 (Dexterity) = +5
Engineering: +6
Computers: +6


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Here are the stats of the ship. I’ll have the stats in the campaign info tab as well.

The Pipe Dream
Small light freighter
Speed 8
Maneuverability good (turn 1)
Drift 1

AC 15; TL 14
HP 40; DT n/a; CT 8
Shields Medium 90 (forward 23, port 22, starboard 22, aft 23)

Attack (Forward) light plasma torpedo launcher (3d8), gyrolaser (1d8)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)

Power Core(s) Pulse Black (120 PCU); Drift Engine Signal Basic; Systems budget medium-range sensors, crew quarters (common), mk 4 armor, mk 3 defences, mk 1 duonode computer (tier 1); Expansion Bays guest quarters (common)

Modifiers +1 any two checks per round, +1 Piloting


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

Okay, looking at our stats, it appears S.E.T. has the best Piloting score, so I recommend he take the helm. Given Krizen's high Engineering, Engineer is probably the most important role he can fill. The only problem as I see it is none of us can really fill the Captain slot effectively: None of us apart from S.E.T. have solid social skills and again, S.E.T.'s got the highest Piloting score...What do you guys think?


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

-Set- has the best social skills!?!? Oh my. We are so screwed. (Or this will be one funny adventure.)

Crank up the vocal modulator. It’s time for Captain Robo-Bligh!


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

If you do want the Captain role, I can take the Pilot role if you want.


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

I'm not sure "want" is the right word. Let's see here...

Captain: Set (Intimidate +5/7, Bluff +2, Diplo +1); it looks like we all have a -0- bonus to Charisma, so this purely comes down to skill ranks and class/theme bonuses. Oy.
Pilot: Bravo (+7); Set (+9); Quitch +6
Science Officer: Krizen (+10); Set (+6)
Engineering: Krizen (+10); Set (+6)
Gunner(s): Bravo (+4); Set (+5); Krizen (+3); Quitch (+2)

I'm just spit-balling here and thinking "out loud", so feel free to tell me any of this is completely wrong and insane.

1- Science Officer is (I think) the least important of the roles, so let's skip that.
2- Krizen shines at Science Officer and Engineering, so I'm thinking Engineering makes the most sense for him.
3- Quitch would be our worst gunner, so while he may not make the "best" pilot, it seems like the most useful slot for him.
4. Bravo can then take guns.
5. With GM permission(?), I can rejigger my skills slightly and pull a point from one of them and drop it into bluff. That would give me +6 bluff and +5/+7 Intimidate (but still just a +1 Diplomacy).

I'll be honest, I did not even remotely see Set in a captain's role but if folks are willing to go along with my sense of humor and Set's poor Diplomacy, I'll try to make it work.


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

I think you're assesment's a good one, S.E.T. Honestly, I forgot that while Bravo's a better Pilot than Quitch, he's also better at shooting.

And I'm MORE than willing to go along with your sense of humor. That's half the fun (the other half is Bravo being deadpan serious in response, since I created him with the Comically Serious trope in mind)! :P


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

Gods help us all. Okay. I've got an idea to make this work.

GM, is it okay with you if I remove a skill point from Medicine and put it into Bluff?


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Yes, that sounds fine to me.


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

Thanks!

Also, just FYI to all, we're going on a small trip for a long weekend and my access will likely be limited to just my phone. So, my updates will likely be (mercifully?) brief, but I will aim to post at least once a day. :-)


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV
Krizen Longfur wrote:
Just realized that I mixed my feat selection up... Not a lot of choices at BAB 0, level 1. Question for GM Coyote: Jet Dash is not clear about whether or not it allows you to exceed your maximum movement limitation on jumping. There's several threads on it, including one authored by me. The two camps seem to be that it completely doubles your jump distance for the same check, regardless of speed (make a DC 20 with a running start and you jumped 40' with a speed of 30'), or that it only makes checks easier, subject to the same limitations(make a DC 20 with a running start and you jumped 20' - 40' jump up to your remaining movement - with a speed of 30'). Do you have any preference on which way the feat works?

GM Coyote, not sure if you saw this earlier - do you have any inclination on how Jet Dash works? I'm going back forth and between Jet Dash and Mobility.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

I don’t have a particular preference, though I’m inclined to go for the first interpretation.


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

GM, I just sent you a PM. I mention it here because, after I PM'd you, I found I had a PM waiting in my box from a week ago and this was the first time I saw it -- I never saw the notification. Maybe I'm just blind but, just in case, wanted to let you know.


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

On firearms in a vacuum; I cannot find it now (still looking though), but I could have sworn I read a line somewhere that the ammunition / charges carried enough of the various elements required for the firing process to work in a vacuum - IE, the rounds for a pistol have enough oxygen to ignite the "gunpowder", a gallon of fuel for a flamethrower has enough accelerant/flammable fuel to burn, plasma weapons have enough matter to shoot a beam, etc.

If that's not the case then I will of course need to adjust my first action. Luckily I have a Called survival knife in my pack...


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

As I mentioned before, in the case of ballistic weapons, they can fire in the vacuum in our world just fine, so there's no reason they shouldn't in Starfinder. Krizen, your notion sounds right, and even if it isn't in the book I'll go off of that in the future.


M Ysoki Mystic 1 SP 5/7 HP 8/8 EAC 13 KAC 14 Init +2, Fort +2, Ref +3, Will +5

Modern ammunition has self-oxidizers and can fire in a vacuum? I never knew that. Thanks! Expanding your knowledge about the world is one of the great things about playing RPGs.


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

I learnt somethin' new.

https://www.livescience.com/18588-shoot-gun-space.html

Fires can't burn in the oxygen-free vacuum of space, but guns can shoot. Modern ammunition contains its own oxidizer, a chemical that will trigger the explosion of gunpowder, and thus the firing of a bullet, wherever you are in the universe. No atmospheric oxygen required.

The only difference between pulling the trigger on Earth and in space is the shape of the resulting smoke trail. In space, "it would be an expanding sphere of smoke from the tip of the barrel," said Peter Schultz an astronomer at Brown University who researches impact craters.


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

Question for Bonar... Where are the pluses to your damage coming from? I think I am missing something in your stat block, and it's confusing me...


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

My Dexterity modifier? I can't apply my Strength modifier since it's not a melee attack or a thrown weapon.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

I don’t believe you add dexterity ranged damage unless you’ve got some type of ability that would allow that.


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

That...seems to tilt things strongly in favor of melee characters and thrown weapons...


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Weapon Specialization kicks in at third level, adding your level to damage. It's something of a trade-off in my mind. A melee character gets some extra damage, but it also up front in more danger of getting hits from things. It's also worth noting that most non-humanoid enemies are still melee attackers, so ranged characters trade that little extra damage for safety.


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

I didn't know if there was some soldier-specific or archetype specific thing involved, so I asked.

Yeah, melee starts out a little stronger, but consider the following: it's easier to full attack as a ranged combatant. It is also easier to pump DEX as an attack stat, because it benefits other things as well. DEX could reasonably hit +6-8 for a dedicated attacker. STR, even for a soldier or solarian, is likely to max at +5-6 simply because it affects so few other things. And as GM Coyote pointed out, ranged keeps you a bit more distant from attackers, giving some extra safety and possibly an extra round of attacks.


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

I will correct this on my sheet, then. Thank you!


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

From what I've seen at my in-person table, melee is great for forcing enemies out of cover and preventing them from using ranged attacks (particularly if you have the Step Up feat so they can't take a guarded step out of your reach and shoot), but winds up exposing you a lot more to damage yourself since you (a) have to get up close to the enemies and (b) a lot of the enemies are melee only. But I haven't seen huge disparities in damage output. I have one player who built a very optimized nuar melee combatant, but the second the enemy is able to fly or is out of reach... his damage output drops to, well, 0.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Quitch, I realized I forgot to answer your question about artificial gravity. It is functioning, but at somewhat low power. You can walk without too much difficulty.


M Ysoki Mystic 1 SP 5/7 HP 8/8 EAC 13 KAC 14 Init +2, Fort +2, Ref +3, Will +5

Thanks!


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

GM, how much does that alien armor weigh? I've got an effective STR of 12 for bulk, but also have 4 bulk already.

Also, did you see my question about spending the credits retroactively to get a datapad, since I forgot to do that earlier?


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

The armor is 2 bulk, 4 bulk when expanded. Retroactively getting the datapad is fine.


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

Got it. Since I am carrying the armor, I'm almost at capacity; if anything comes up to exceed capacity, I will drop the tent I have packed.


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

4 bulk? Wow.

Regardless, at 2 bulk, Set can carry it (or items) if necessary. I've got 4 bulk to spare before becoming encumbered.


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Just realized with an email from S.E.T. that y'all aren't able to edit the maps. I think that should be resolved so you can move your pieces now. Let me know if it isn't.


Gosclaw Mechanic 2 | SP: 5/12 | HP: 16 /16 | RP: 4/4 | EAC 19 KAC 18 Resist Fire 5 | INIT +3, F +3 / R +6 / W +0 | P: +5, DV 60', LLV

Works for me!


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

I'm good now. Thanks!


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

By the way, they've uploaded (finally) a bunch of new avatar choices including from the SF CRB. The filters don't seem to work well, so you have to sort by date and then start to see them around the second page, but they're in there. Some good images in there for ysoki and humans. Not so much for constructs/robots or gosclaw. Hopefully those will come.

Also...

Quote:

S init: 1d20 + 5 ⇒ (4) + 5 = 9

B init: 1d20 + 3 ⇒ (15) + 3 = 18
K init: 1d20 + 2 ⇒ (16) + 2 = 18
Q init: 1d20 + 3 ⇒ (8) + 3 = 11
Enemies init: 1d20 + 1 ⇒ (10) + 1 = 11

That tears it. I'm getting improved initiative. Rawrrg!


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

Woo, more Starfinder avatars! :)


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

Bit swamped at work. Will try to update as soon as I'm able.


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

I know the feeling! I don't work at an actual Black-Friday-open STORE, but since the hotel I work at is attached to the MALL OF AMERICA, all the people looking for Black Friday shopping are having me do their wake-up calls!


SRO Ghost Operative (2) | SP 14/14 HP 14/14 RP 5/5 | EAC 15 KAC 16 | F+1; R+7; W+3 | Init +5 Perc +6 (darkvision)
Attack Rolls:
[dice=Trick Attack (DC 20+CR)]1d20+13[/dice] [dice=Attack (Pistol)]1d20+6[/dice] [dice=Dmg]1d6[/dice] [dice=Trick Attack Dmg]1d4[/dice]

Hey all. I’ve come down with the flu so have been offline. Will try to post when I’m feeling better.


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

Merry Crystalhue! :D


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

Merry Christmas to those who celebrate it! I've been rather busy with family and festivities but I should have some time to get a post up tomorrow.


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

Happy New Year, everyone! Let's blow up an asteroid! :D


Male Human Soldier (Starfinder Forerunner) 4 | SP 28/28 HP 32/32 RP 5/5 | EAC 13 KAC 16; Tch 11; FF 11/14 | F +4; R +4; W +4 | Speed 25 ft. | Init +3 | Perc +4

Having done some snooping, it appears S.E.T. has not posted since before Christmas, so we may have to bot our bot...


Fragments of the First Battle Maps | Old and Broken Battle Maps | Twilight of the Heroic Age Battle Maps |

I was looking at that a bit myself. That seems like the unfortunate reality. However, it's not too difficult in starship combats. What role would the party like S.E.T. to fill?

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