Agents of TAROT (Temporal Anomaly Recognition & Observation Team) (Inactive)

Game Master Tarren Dei

TAROT (Temporal Anomaly Recognition & Observation Team) protects the integrity of the timeline from ... all those ... well ... from we don't know what or who.

Frankly, the timeline has never had its integrity threatened before. We have no idea what we are dealing with.

Good luck.


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ALERT TO ALL AGENCIES

The Temporal Anomaly Recognition & Observation Team requires agents for an away mission, destination 1968.

TAROT is authorized to select and require the transfer of any and all necessary personnel from law enforcement, military, and state-funded universities who have some or all of the following qualifications:

* Human;
* Chronosphere piloting certification;
* TAMPER (Timestream Awareness Maintenance & Perpetuation) Certification Level 3;
* Ability to speak 20th Century American English or equivalent;
* No fear of time travel.

This is a temporary and probationary assignment. Candidates for permanent positions must be able to pass the highest levels of security clearance including interviews with all future descendants should they choose to reproduce.

DATE 2219 13 05


Anyone interested in taking a trip back to the 20th century? Someone is messing with the timeline and needs to be stopped.

I'm looking for expressions of interest first off; then Starfinder statted characters.

Characters could fill the roles of historian, soldier, mechanic, 'face' etc.


this does sound interesting. I may give it a go.

I have a mechanic character that is based a bit off a combination of Rip Hunter and Dr. Who


Edward Sobel wrote:

this does sound interesting. I may give it a go.

I have a mechanic character that is based a bit off a combination of Rip Hunter and Dr. Who

Sounds good.

Anyone else want to go time traveling?

There will definitely be social dimensions to this adventure, but there will also be mystery and combat. I know it is going to be a weird use of Starfinder, but I think it will be fun.

Liberty's Edge

I'd have to learn Starfinder, but I'd be up for it.


Sapiens wrote:
I'd have to learn Starfinder, but I'd be up for it.

Play-by-post doesn't demand the fluency with the rules that a face-to-face game does.

We have a potential mechanic.

What kind of time traveller would you potentially be interested in playing?


I'll indicate my interest with "Julius Cannon", whose theme is Biotechnician, but I'm having difficulty picturing whether Envoy or Soldier (or Operative) works.


how should we go about character creation?

here is my character using Starfinder society rules

I may change some things up based on the game setting of course.

Liberty's Edge

Tarren the Dungeon Master wrote:
What kind of time traveller would you potentially be interested in playing?

I'm not sure: Solarians sound awesome but harder to blend in, so maybe I'd go for a Technomancer or an Operative. I'll study the rules for character creation in the next days, things are a bit hectic ATM.


Me'mori wrote:
I'll indicate my interest with "Julius Cannon", whose theme is Biotechnician, but I'm having difficulty picturing whether Envoy or Soldier (or Operative) works.

A biotechnician will be surprisingly appropriate.


Sapiens wrote:
Tarren the Dungeon Master wrote:
What kind of time traveller would you potentially be interested in playing?
I'm not sure: Solarians sound awesome but harder to blend in, so maybe I'd go for a Technomancer or an Operative. I'll study the rules for character creation in the next days, things are a bit hectic ATM.

Solarians aren't unworkable. Technomancers and operatives work.


Edward Sobel wrote:

how should we go about character creation?

here is my character using Starfinder society rules

I may change some things up based on the game setting of course.

Characters would be first level.

When choosing gear, discretion is key. You wouldn't be supposed to bring any tech that leaves inappropriate debris, such as grenades. Something to consider.

So, we have three possible travelers. That would be enough to start an adventure, but I wouldn't object to another joining us.

Before anyone commits, what kinds of questions might you have?

It's been quite awhile since I ran a PbP, but I've run a number of successful ones over the years. I post every day, generally, unless we are waiting on a player action. I sometimes ask for a few rolls in advance when I know they're coming.

The adventure I have in mind should be zany and fun. I've been playing with the idea for awhile...


Pathfinder Adventure Path, Rulebook Subscriber

I have to admit this sounds interesting. I'd be up for it.


question: would the party be able to begin the game with a ship? I already have a ship design for my character when I used him as an NPC in my table top starfinder game.

I already had the ship as a time ship in my game but it had limited time travel abilities.


Drogeney wrote:
I have to admit this sounds interesting. I'd be up for it.

What class of time traveller?


Edward Sobel wrote:

question: would the party be able to begin the game with a ship? I already have a ship design for my character when I used him as an NPC in my table top starfinder game.

I already had the ship as a time ship in my game but it had limited time travel abilities.

They'll begin with access to TAROT's time machine. Perhaps with your design?


Pathfinder Adventure Path, Rulebook Subscriber
Tarren the Dungeon Master wrote:
What class of time traveler?

Hmmm, a good question... I'm usually one for playing spell casters of some kind, though I had at one time started thinking up something based off of Samus from the Metroid series.

I assume we're looking at humans only, or at least close enough to pass for human with little effort?


Drogeney wrote:
Tarren the Dungeon Master wrote:
What class of time traveler?

Hmmm, a good question... I'm usually one for playing spell casters of some kind, though I had at one time started thinking up something based off of Samus from the Metroid series.

I assume we're looking at humans only, or at least close enough to pass for human with little effort?

Yes, definitely should be able to pass as human.


Drogeney here. I'm thinking of reusing this character (deleveled to lvl1 and tweaked the build considerably). While she is a lashunta I figure the only thing that really needs to be hidden are the antennae and that can be done with an appropriate hat/headcovering. She is something of a seductress and is specializing in crowd control magics. She can work as a party face and information gatherer as well s long range fire support if she is conserving spells via longarms proficiency.

The only thing not updated in the alias is the equipment section. If Lashunta are too far from human then I can always change to a human or work up something different.


Scera wrote:

Drogeney here. I'm thinking of reusing this character (deleveled to lvl1 and tweaked the build considerably). While she is a lashunta I figure the only thing that really needs to be hidden are the antennae and that can be done with an appropriate hat/headcovering. She is something of a seductress and is specializing in crowd control magics. She can work as a party face and information gatherer as well s long range fire support if she is conserving spells via longarms proficiency.

The only thing not updated in the alias is the equipment section. If Lashunta are too far from human then I can always change to a human or work up something different.

In the year 2219, Lashunta and other Starfinder races are known to humans but still frightening to many. Your movements on 23rd century earth would be restricted without some sort of disguise, but your presence makes perfect sense. You could be aligned with or consulting for a government agency and asked to join a TAROT team.


Works for me. I figure, for hymns who don't know her kind exist using something to hide the antennae probably would suffice, a hat or bonnet of some kind with them bound down. What do you think would work?


She could get a custom-fitted wig or we could have fun with it each trip.


Okay, I think we have some characters to start with and the story will allow characters to be added in if not all of you are truly interested. I've created first post in the gameplay thread.

When you are ready, you can describe what you were doing when you received an urgent request from TAROT for you to open up two-way communication.

Liberty's Edge

I'd like to confirm that I'm still very interested, but I need a bit more time to get into the system.


Sapiens wrote:
I'd like to confirm that I'm still very interested, but I need a bit more time to get into the system.

Cool. Thanks for confirming.


Roll to class Envoy(1), Operative(2), Soldier(3): 1d3 ⇒ 2

Operative. Is there someone playing another Operative, so I don't step on toes with the skill overlap?


I can't seem to get into non-mechanic characters (and I see an earlier mechanic entry), though I am playing a homebrew SF campaign with a mechanic right now... Would be interested in playing an Astrozoan (has Change Shape), or possibly coming in with the Basic Morphic Skin from Armory as an Android...Recently discovered PbP and am enjoying it so far. I like the idea you have for a setting and would be interested to see how it plays out.

4d6 drop lowest or standard SF stats?


i made my character using starfinder society rules.

unless there is another method preferred


I did pretty much the same, the standard build rules.


Hi, yes. I was just thinking of the point buy rules on p. 18 of the rule book, (1) starting with 10 in each ability, (2) modify for race, (3) add for theme, (4) spend 10 points customizing on a 1-1 basis.


River of Sticks wrote:

I can't seem to get into non-mechanic characters (and I see an earlier mechanic entry), though I am playing a homebrew SF campaign with a mechanic right now... Would be interested in playing an Astrozoan (has Change Shape), or possibly coming in with the Basic Morphic Skin from Armory as an Android...Recently discovered PbP and am enjoying it so far. I like the idea you have for a setting and would be interested to see how it plays out.

4d6 drop lowest or standard SF stats?

An android could be fun to play in a time-travel adventure.


Standard point buy rules works fine for me. When will you know who should stat up characters to join?


Drogeney playing Scera, a lashunta mystic
Edward Sobel possibly playing a mechanic
Sapiens looking at it
Me'mori with Julius Cannon possibly envoy or operative
River of Sticks possibly android mechanic

This isn't too many characters. Ideally, we want a mechanic ... two could be redundant, but maybe they'd be quite different otherwise.

Both operatives and envoys would be useful. Some historical knowledge would be useful to one or both.

We lack a soldier. (While generally you don't want to change timelines by blowing things up, other people may not feel the same. Blowing them up may be the closest thing you find to preserving the timeline.)


Ah, I am the only Operative. Alright, I'm going to look into a direction for the character. Spy seems to fit, and I'll figure some backstory out.

[Julian Cannon]
Theme: Biotechnician
Class: Operative
Specialization: Spy


i am pretty sure i am not possibly a mechanic, rather since i posted my mechanic character already, i assumed that i was playing a mechanic.


Tarren the Dungeon Master wrote:


Both operatives and envoys would be useful. Some historical knowledge would be useful to one or both.

I looked it up, history falls under the culture skill in starfinder.

Here is a table I found:

Culture: A culture’s customs, laws, government, leaders, prominent ihabitants, legends, religion, history, and related topics

Life Science: BioEngineering, biology, botany, ecology, genetics, xenobiology, zoology, and other fields of biological science

Mysticism: Alchemical theory, arcane symbols, deities, magic traditions, the planes, religious traditions and symbols, and related topics

Physical Science: Astronomy, chemistry, climatology, geography, geology, hyperspace, meteorology, oceanography, physics, and other fields of natural science

Profession: A specific profession and related topics

I think temporal science would fall under Physical science


Drogeney playing Scera, a lashunta mystic
Edward Sobel playing an Azlanti mechanic
Sapiens looking at it
Me'mori with Julius Cannon, operative
River of Sticks possibly android mechanic

This team is shaping up.

There are potential encounters where you will need to defend yourself with brawn, but not so many that we NEED a soldier.

deja vu:
I'm experiencing weird deja vu where I tell you we need a soldier and three months from now we get into our first firefight and the person playing a soldier has already given up and quit the game.


Edward Sobel wrote:
Tarren the Dungeon Master wrote:


Both operatives and envoys would be useful. Some historical knowledge would be useful to one or both.

I looked it up, history falls under the culture skill in starfinder.

Here is a table I found:

Culture: A culture’s customs, laws, government, leaders, prominent ihabitants, legends, religion, history, and related topics

Life Science: BioEngineering, biology, botany, ecology, genetics, xenobiology, zoology, and other fields of biological science

Mysticism: Alchemical theory, arcane symbols, deities, magic traditions, the planes, religious traditions and symbols, and related topics

Physical Science: Astronomy, chemistry, climatology, geography, geology, hyperspace, meteorology, oceanography, physics, and other fields of natural science

Profession: A specific profession and related topics

I think temporal science would fall under Physical science

Good checking.

The science of time travel would fall under Physical Science.
The steering of the time machine will require Piloting.
The maintenance and repair of it would require Engineering.
All of these would be useful skills to have on the team and the lack of one could be disastrous. Who knows when you could end up?


I would definitely be interested.

I'm thinking the character would be a type of Temporal Archeologist. Due to the early 21st centuries proclivities of placing nearly all info into digital media, this gives the very high potential of data being lost due to a variety of different reasons. It would be extremely possible that gaping holes in cultural and practical knowledge exist. You would need an expert in early 21st century history for an effective team.

Since I know nothing really of the starfinder rulesets yet. I would see the character much like the Investigator class in Pathfinder


CucumberTree wrote:

I would definitely be interested.

I'm thinking the character would be a type of Temporal Archeologist. Due to the early 21st centuries proclivities of placing nearly all info into digital media, this gives the very high potential of data being lost due to a variety of different reasons. It would be extremely possible that gaping holes in cultural and practical knowledge exist. You would need an expert in early 21st century history for an effective team.

Since I know nothing really of the starfinder rulesets yet. I would see the character much like the Investigator class in Pathfinder

Would the temporal archaeologist be a magical hacker (technomancer)?


After reading the srd...It looks like Operative(Detective) seems like the tightest fit.

Going back to 1968 means the best disguise would be a long haired dirty hippie, man. Free love, drugs and Rock & Roll


I am interested in the concept, but given the overlap with another mechanic I will go ahead and withdraw. Have fun everyone!


There is no Discussion thread, so I should have my character tangible by this evening, likely.


Here is the character crunch so far. I still have two feats to choose. I'd like to know what weapons are available to take with us while time traveling...like:

Taclash, standard
Price: 240
Bulk: L
Damage: 1d4 S
Critical: —
Level:
Special: Analog, Disarm, Nonlethal, Reach, Trip
Description

A tactical lash, or taclash as it is commonly called, is a length of nylon cord reinforced with carbon fibers. Taclashes were originally used by military organizations as a form of crowd control, and explorers and mercenaries came to appreciate the utility of the weapon. When a numbing taclash connects, a low electrical shock transmits through the lash. The shock is too mild to deal damage, but it can stun the target.

Crunch:
Class: Operative(Detective)
Sex: Male
Race: Human
Hitpoints: 10
Stamina Points: 6
Resolve Points: 4
Stats:
Str: 10
Dex: 16 (+2 Racial)
Con: 10
Int: 15 (+1 Themeless)
Wis: 10
Cha: 12

Init: 4

Racial Traits: Humans

Ability Adjustments: +2 to any 1 Ability
Hit Points: 4

Bonus Feat
Humans select one extra feat at 1st level.

Skilled
Humans gain an additional skill rank at 1st level and each level thereafter.

Theme: Themeless

General Knowledge
[Level: 1] You gain a class skill of your choice when you create a themeless character (Diplomacy). Also, you gain an ability adjustment of +1 to any ability score you choose.

Certainty
[Level: 6] Once per day before you roll a skill check, you can gain a +2 bonus to that skill for that check.

Extensive Studies
[Level: 12] Choose a skill that is a class skill for you. Once per day, you can reroll one such skill check before learning the results of the roll. You must take the second result, even if it is worse.

Steely Determination
[Level: 18] Increase your pool of Resolve Points by 1.

Class traits:

Operative Specialization:

Proficiencies
Armor Proficiency: Light Armor
Weapon Proficiency: Basic melee weapons, small arms, sniper weapons

Operative's Edge
[Level: 1] Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Specialization
[Level: 1] Your specialization represents your primary area of expertise. Pick one operative specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

Trick Attack
[Level: 1] You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Evasion
[Level: 2] If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Operative Exploit
[Level: 2] As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise.

Quick Movement
[Level: 3] As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Weapon Specialization
[Level: 3] You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

Debilitating Trick
[Level: 4] When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Specialization Exploit
[Level: 5] You gain your specialization’s listed exploit as a bonus operative exploit, even if you don’t meet the prerequisites.

Specialization Skill Mastery
[Level: 7] You become so confident in certain skills that you can use them reliably even under adverse conditions. When attempting a skill check with a skill in which you have the Skill Focus feat, you can take 10 even if stress or distractions would normally prevent you from doing so.

Uncanny Agility
[Level: 7] You are immune to the flat-footed condition, and your opponent doesn’t gain any bonuses to attack rolls against you from flanking you or attacking you when you’re prone. Furthermore, covering fire and harrying fire don’t provide any advantage against you.

Triple Attack
[Level: 8] When making a full attack using only melee weapons with the operative special property or small arms, you can make up to three attacks instead of two.

Specialization Power
[Level: 11] You gain a special power depending on the specialization you chose at 1st level.

Quad Attack
[Level: 13] When making a full attack using only melee weapons with the operative special property or small arms, you can make up to four attacks instead of two.

Double Debilitation
[Level: 17] When you hit an enemy with a trick attack, you can apply two of the effects from your debilitating trick.

Supreme Operative
[Level: 20] Whenever you attempt a skill check with your specialization’s associated skills, you can roll twice and take the higher result. Once per day as a move action, you can temporarily trade out one of your operative exploits for another operative exploit requiring the same level or lower. This trade lasts 24 hours. If the exploit you trade away is a prerequisite for any of your other abilities, you lose all abilities that require it as a prerequisite for the duration.

(Detective)

Associated Skills: Culture and Sense Motive. You can attempt a Sense Motive check with a +4 bonus to make a trick attack by reading your foe.

Specialization Exploit: Glimpse the truth.

Detective’s Insight (Ex): At 11th level, your incredible insights help you move investigations forward where mundane inquiries fail. Once per day, you can spend 1 Resolve Point and take 10 minutes pondering a mystery or quandary to gain an enigmatic insight as if you had cast divination (though the result is often presented as a cryptic clue).

Feats:

Skill Focus feat(Culture)[Specialization]
Skill Focus feat(Sense Motive)[Specialization]

Skills:
11 Ranks + 2 for Specialization
*Class Skills
(Rank+Class Skill+Stat+Insight+Feat)

*Acrobatics (Dex) 8 = 1 +3 +3 +1
*Athletics (Str) 1 = 0 +0 +0 +1
*Bluff (Cha) 6 = 1 +3 +1 +1
*Computers (Int) 7 = 1 +3 +2 +1
*Diplomacy (Cha) 6 = 1 +3 +1 +1
*Specialist: Culture (Int) 10 = 1 +3 +2 +1 +3
*Disguise (Cha) 1 = 0 +0 +1 +1
*Engineering (Int) 7 = 1 +3 +2 +1
*Intimidate (Cha) 6 = 1 +3 +1 +1
*Medicine (Int) 7 = 1 +3 +2 +1
*Perception (Wis) 5 = 1 +3 +0 +1
*Piloting (Dex) 8 = 1 +3 +3 +1
*Profession(Archeologist)(Int) 7 = 1 +3 +2 +1
*Specialist: Sense Motive (Wis) 8(12) = 1 +3 +0 +1 +3 (+4 Trick attack)
*Sleight of Hand (Dex) 1 = 0 +0 +3 +1
*Stealth (Dex) 8 = 1 +3 +3 +1
*Survival (Wis) 1 = 0 +0 +0 +1
Life Science (Int) 3 = 0 +0 +2 +1
Mysticism (Wis) 1 = 0 +0 +0 +1
Physical Science (Int) 3 = 0 +0 +2 +1


CucumberTree wrote:

After reading the srd...It looks like Operative(Detective) seems like the tightest fit.

Going back to 1968 means the best disguise would be a long haired dirty hippie, man. Free love, drugs and Rock & Roll

We will have to make sure that your operative (detective) doesn't overlap too much with Me'mori's operative (spy).

How are their roles different? Is one of them our historian?
The bio-technician aspect of Julius' character will become more relevant later.

EDIT TO ADD:
If 'spy' is about taking on new identities and Julius finds some way to alter his appearance using his bio-technician abilities, the roles could be quite distinct.


*Specialist: Culture (Int) 10 = 1 +3 +2 +1 +3
*Profession(Archeologist)(Int) 7 = 1 +3 +2 +1
*Specialist: Sense Motive (Wis) 8(12) = 1 +3 +0 +1 +3 (+4 Trick attack)

My specialties are Culture and sense motive...both due to being and expert in 20th century politics/morays/language(idioms)/humor/Music/history/etc

I may trade out one of the redundant cross skills for playing rock w/electric guitar/drums/bass...joining and replacing a famous rock band member would be zany


CucumberTree wrote:

Here is the character crunch so far. I still have two feats to choose. I'd like to know what weapons are available to take with us while time traveling...like:

Taclash, standard
Price: 240
Bulk: L
Damage: 1d4 S
Critical: —
Level:
Special: Analog, Disarm, Nonlethal, Reach, Trip
Description

A tactical lash, or taclash as it is commonly called, is a length of nylon cord reinforced with carbon fibers. Taclashes were originally used by military organizations as a form of crowd control, and explorers and mercenaries came to appreciate the utility of the weapon. When a numbing taclash connects, a low electrical shock transmits through the lash. The shock is too mild to deal damage, but it can stun the target.

** spoiler omitted **...

Instructions regarded what weapons you are allowed to take will be given at your mission briefing. Not everyone follows instructions necessarily.

The main condition will be that you do not leave anything behind in the past. So, everything you bring has the potential to come back and bite you in the end. Choose cautiously.

A taclash is fairly cautious.


Also, you can leave gear in the time machine if you feel a need to bring particular things back in time.


If there is still room...briefly, my initial thought was an ancient human from the Punic Wars or during the civil war between Octavius and Mark Antony. (Or really anywhere -- doesn’t have to be Mediterranean region). Anyway, why would this person be selected to go to 1960’s USA?

So, why not take the concept and have the young man be from America’s Civil War? A young man who was fleeing battle stumbled upon some temporal agents. He saved an agent’s life from a wild animal. The agent concluded that the young man was “temporally compromised” and brought him to the future. Since then the young man has studied and learned and adapted to life in the future. He became a temporal agent since he didn’t have family obligations or any contemporary roots to keep him in place. He’d be a soldier, body guard. He speaks English (I doubt I could convincingly write dialog in the style of the 1860’s). What do you think?

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