DM Brainiac's Signal of Screams (COMPLETE!) (Inactive)

Game Master Brainiac

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FELICITATIONS!

PARADISE RESORTS IS PROUD TO OFFER YOU A COMPLEMENTARY THREE WEEK STAY AT NEW ELYSIUM, THE DIASPORA-BASED LUXURY RESORT FOR THE DISCERNING VACATIONER. PAMPER YOURSELF WITH OUR SUMPTUOUS GUEST SERVICES, INCLUDING BODY WRAPS, MASSAGES, AND MUD FACIALS! RELAX IN ONE OF OUR TWO POOLS, COMPLETE WITH ARTIFICIAL WATERFALLS! INDULGE IN THE FINEST FOOD FROM ACROSS THE GALAXY! AND SO MUCH MORE, ALL AT YOUR FINGERTIPS WITH OUR BRAND-NEW KEYS TO ELYSIUM VIRTUAL CONCIERGE DOWNLOADED DIRECTLY INTO YOUR COMM UNIT!

IN ADDITION TO PICKING UP THE TAB FOR YOUR ROOM, MEALS, AND ANY OTHER SERVICES YOU INDULGE IN, PARADISE RESORTS IS ALSO HOLDING A GRAND GALA FOR ALL GUESTS ON THE SECOND NIGHT OF YOUR STAY. MEET AND MINGLE WITH YOUR PEERS, AND MAYBE MAKE A NEW FRIEND!

DISCLAIMER: PARADISE RESORTS IS NOT RESPONSIBLE FOR EXTRA FEES YOU MIGHT INCUR, SUCH AS FOR EXPENSIVE CONSUMABLES, TOP-SHELF INTOXICANTS, PORTABLE GEAR, AUGMENTATIONS, AND SIMILAR GOODS.

Alright, let's get things going! Before we do, though, here is the content warning included with this AP:

Content Warning:
The Signal of Screams Adventure Path contains typical Starfinder action and adventure, but be warned that it also presents scenarios in which horrifying things happen to the PCs and the NPCs around them. The events presented in this Adventure Path fall into the realm of body horror and psychological horror, which can include disfigurement, mutation, parasitism and disease, self-mutilation, injury, and the aftermath of such unpleasantness.

Player consent is important for a game like this, and there may be points where we push the boundaries with what somebody is comfortable with. If anything like that happens, we'll borrow a concept from the Powered by the Apocalypse system called the X-Card.

X-Card:
If something comes up during the game that makes you uncomfortable, just say "X-Card" and quote the relevant passage; that subject matter will be retconned and avoided from that point forward. No further explanation is necessary. All players will be expected to respect the use of the X-Card; please take it seriously.

Now that that has been taken care of, here are the rules for character creation:

Characters should be 7th-level and built with the standard 10 point-buy method. Any races from a Starfinder hardcover book are permitted, and all classes, archetypes, and themes are available. In addition, this book introduces a new theme which you may choose: Paranormal Investigator.

You have 23,000 credits with which to buy starting equipment. No single item may be worth more than 11,500 credits.

As the campaign begins, you've all been invited to a vacation facility in the Diaspora called New Elysium. Your character might receive this invitation for any one of several reasons based on your past deeds. You could receive individual invitations or one as a group, depending on your preference. Here are a few suggestions why you have been invited:

Celebrity Calls: Paradise Resorts wants celebrities to experience and spread the word about New Elysium and its new system of automation. The PCs are well-known individuals, especially if any character in the group has the icon theme. Similar distinction in other fields, such as being a prominent scholar or an eminent explorer, can also result in an invitation. Other New Elysium guests include a software entrepreneur and several sports figures, and any or all the PCs might have similar cultural appeal and anticipated value as word-of-mouth advertisers.

Patron’s Gift: The PCs recently performed a massive favor or job for a wealthy patron and, in addition to whatever payment they received, get put on the guest list for New Elysium’s gala event. The task the PCs performed was likely dangerous or perilous and their patron assures them that they “earned a vacation.”

Sweepstakes Winners: To attract a full house of participants and attain a broader spectrum of attendees, New Elysium held a system-wide sweepstakes for numerous guest slots. One or more of the PCs might have filled out an entry during previous adventures. Guess who won? Alternatively, a business associate, friend, or relative might have entered the contest and won, but can’t go. That acquaintance gives the ticket to the PCs. Either way, a winning ticket allows for the entire group to enjoy a free vacation at New Elysium.

Paranormal Investigator (+1 Int, Wis, or Cha):
Some, upon waking, want to forget their nightmares, find comfort among their companions, and dream of new adventures. That’s not you. No, you know waking life can be a dream and the nightmares can be real. You are a truth-seeker, chasing the shadows in search of a world hidden behind the veneer of normalcy. Each fresh horror you uncover proves your work is right and important, and makes you want to delve deeper into the galaxy’s haunting secrets.

THEME KNOWLEDGE (1ST)
You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.

You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. You can abandon a case without solving it to take on a new one. If you do so, you take a –2 penalty to skill checks for 1 week.

ATTENTION TO DETAIL (6TH)
Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology. In addition, once per day, if you fail a Perception or Sense Motive check or a check in your field, you can reroll the check and use the higher result.

GNAWING HUNCH (12TH)
You’ve learned to trust your hunches. If a clue can be found by taking 20 on a Perception check or a skill check in your field, the GM must tell you such a clue exists, but not what it is. Once you know a clue exists, you just have to find it.

TRUTH-SEEKER (18TH)
Organizing evidence about your case and researching it refreshes you and sets you back on your path. Twice per day, you can take 10 minutes to consider and record your findings or look for new insights into them. If you do so, you regain 1 Resolve Point and can recall knowledge. If you instead take 1 hour, you regain 1 Resolve Point and can gather information. Neither of these tasks count as resting to regain Stamina Points.


What is everybody's opinion on starship combat? There are only a couple featured in the first adventure, but my experience with it in PbP shows that it can be quite a slog to get through. If you'd like, we can just gloss over those portions of the adventure instead of rolling everything out.


Game Concluded

Starship combat can run long, no question about that - particularly if the dice are feeling malign - but there are parts of it I like.

I'm not hung up on it, though. If we want to hand wave it away, I'm ok with that. I don't want to force people to slog through something they're not enjoying.

~~

I haven't totally settled on a character concept yet. Currently I'm working out the details of a Soldier (Space Pirate). But I can change that if someone really has their heart set on that role.


I haven't cooked up an alias yet, but I've got a build for a vesk solarian with solar armor and a shotgun that I'm interested in playing. I don't think that'll overlap too much with a space pirate soldier! I've certainly got some back-up builds if we end up with too many martials, though.

Personally, I'm a bit of a fan of starship combat. It certainly can go long at lower levels, but the few higher-level encounters I've seen seem to be less dice-dependent, as AC/TL doesn't really track with level. I'm certainly willing to take on a greater share of ship design and put together a starship combat aid to help speed things up, if that would make it easier on the group.

Why have we received an invitation? Personally, I like the idea of being part of a tried'n'true professional adventuring crew, so I like the idea of being celebrities (if someone in the group is flashy enough to be a focal point for that), or accepting the trip as payment for a big job.


Alright, Jimbles. We'll at least try the first few starship combats to see how they go. We can always decide to go a different route later.

In that case, you should whip up a Tier-7 starship for your crew to own based on your preferences.


How many do we have in our party? Does anyone have any expansion bays they would like to use during downtime? I'll throw a concept together, but I might wait until we know more about the party's strengths and weaknesses before drafting up a stat block.


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I'm certainly interested to see how starship combat goes at higher levels.

Haven't put together an alias yet, but I have a concept for an Astrazoan outlaw envoy, possibly with one level in operative. They would be a sneaky face character.


Female Strix Roboticist Mechanic 12 | HP 78/78 SP 69/96 RP 11/12 | EAC 27 KAC 28 | F +10 R +12 W +6 +2 vs Illusion Spells & Effects | Init +10 Perc +17 (darkvision 60 ft) | Speed 30 feet Fly 30 feet | Spells: 1st (3/3); 2nd (1/1) | Skills: SM +1 | Temporary Effects: Entangled | Total Effects: half move speed, -2 AC, attack rolls, Reflex, Init, Dex-based skills

I am currently working up a Strix Mechanic with the Roboticist theme. I would certainly be willing to try out higher level starship combats. As for expansion bays, the only one that I would request would be a tech workshop, assuming that there is room among other requested expansions of course.


It looks like the party is going to be 4 characters, Jimbles.


DM Brainiac wrote:
It looks like the party is going to be 4 characters, Jimbles.

Well, that makes picking a starship frame a bit easier. If we have an envoy, a mechanic, a solarian, and a soldier, who's gonna be the pilot?


Game Concluded

I've finished the preliminary crunch for Stefani. I put points into Pilot (currently +14) so she could fill that role if needed.

The crunch isn't totally set in stone.

I'm still working on her backstory.

She's also got about 2000 credits unspent. I'm still looking over the equipment lists.


Genderfluid Astrazoan Operative 1 / Envoy 8 | Init +4 Perception +13 (Darkvision) | SP 54/54 HP 58/58 RP 9/9 | EAC 21 KAC 22 | Fort +5 Ref +11 Will +8 |

I'm just about done with the crunch, still working on the backstory.

@Brainiac I do have one question that I'll PM you :)


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

Dotting for interest. I will update this profile with something more substantial once I consider options and work on details.

Edit: Is there a player's guide for this AP? I looked for but did not find one on Paizo.

After reading through the promo descriptions, I think I'd like to play some kind of egg-head scientist. Not sure what class but looks like we perhaps could use a spell caster so maybe a technomancer. I tend to run humans, but still open to other options.

Is anyone thinking of using the psionic investigator theme? Might go with that.


Sweet, welcome Clebsch. That makes a party of 5 for your calculations, Jimbles. :)


Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60
Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)
Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18

Jimbles has an avatar now! Most of the crunch is there, but I still need to add some of the trimmings as well as the backstory. Oh, and I'll get that ship put together soon as well.

Welcome Clebsch! Good to see you here. I'm spearheading the ship design, so if you have any requests for a particular expansion bay or system, just let me know.


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Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

I'm working on an android technomancer with the paranormal investigator theme. I've got most of the abilities, feats, skills and a rough draft of equipment. Still working on spells. Once I've got the crunch, then I'll work on the background.

Will be strong in all the Int based skills, particularly computers, but almost as good in engineering. No preferences on the ship design yet.


Genderfluid Astrazoan Operative 1 / Envoy 8 | Init +4 Perception +13 (Darkvision) | SP 54/54 HP 58/58 RP 9/9 | EAC 21 KAC 22 | Fort +5 Ref +11 Will +8 |

Still tweaking here and there, but my crunch + backstory are finished for the most part.


Shabad, just saw your edited question. There are no player's guides for the Starfinder APs.


Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60
Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)
Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18

Alright, here's my proposed ship. The ascetics, name, and other flashy features can get fleshed out when we build our collective backstory. With a highly skilled engineer and science officer, one maxed out gunner, and an average pilot, I've opted to go for a not-too-hard-to-fly boat with deep shields, one devastating long-range turret weapon, and a single +3 floating bonus that can go to the pilot or the secondary gunner, if the captain or science officer feels bored.

SHIP NAME HERE (TIER 7)
Medium explorer
Speed 8; Maneuverability good (turn 1); Drift 1

DEFENSE
AC 13; TL 15 (+ pilot's ranks in Piloting)
HP 65; DT n/a; CT 13
Shields Medium 160 (forward 40, port 40, starboard 40, aft 40)

OFFENSE
Attack (Forward) flak thrower (3d4; short, point [+8])
Attack (Port) tactical nuclear missile launcher (5d8; long, speed 10, irradiate [low], limited fire 5)
Attack (Starboard) tactical nuclear missile launcher (5d8; long, speed 10, irradiate [low], limited fire 5)
Attack (Turret) linked particle beams (16d6; long)

STATISTICS
Power Core Arcus Maximum (200 PCU); Drift Engine Signal Basic
Systems budget medium-range sensors, crew quarters (luxurious), mk 3 armor, mk 5 defences, mk 3 mononode computer (tier 3)
Security biometric locks
Expansion Bays arcane laboratory, cargo bay, medical bay, tech workshop
Modifiers +3 any one check per round, +1 Piloting

I'm super-open to suggestions. If you want to toy around with the BP/PCU budget yourself, you can copy/paste the JSON below at the ship builder website.

JSON:
{"version":"1.0.1","hasCrew":false,"isSetDefaultCrewSkillValues":0,"isUseSt rictRules":1,"shipName":"Ship Name Here","shipConcept":"","tierId":"7","frameId":"explorer","powerCoreIds":["arcus-maximum"],"t hrustersId":"m8","armourId":"mk-3","computerId":"mk-3-mononode","crewQuarte rsId":"luxurious","defensiveCountermeasuresId":"mk-5","driftEngineId":"sign al-basic","expansionBayIds":["tech-workshop","arcane-laboratory","medical-bay","none"],"antiHackingSystemsId":"none","antiPersonnelWe aponId":"none","hasBiometricLocks":true,"computerCountermeasures":{"alarm": false,"fakeShell":false,"feedback":false,"firewall":false,"lockout":false," shockGridId":"none","wipe":false},"hasSelfDestructSystem":0,"hasDataNet":0, "hasHiveJoining":0,"sensorsId":"budget-medium-range","shieldsId":"medium-16 0","shieldsByPosition":{"forward":40,"aft":40,"port":40,"starboard":40},"we aponMounts":{"forward":[{"weaponId":"flak-thrower","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"aft":[],"port":[{"weaponId":"tactical-nuclear-missile-launcher","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"starboard":[{"weaponId":"tactical-nuclear-missile-launcher","weight":"light","templateWeight":"light","isFromTemplate":true,"canBeLinked":false,"isLinked":false}],"turret":[{"weaponId":"particle-beam","weight":"heavy","templateWeight":"light","isFromTemplate":true,"canBeLinked":true,"isLinked":true},{"weaponId":"particle-beam","weight":"heavy","isFromTemplate":false,"canBeLinked":false,"isLinked":false}]},"crewSkills" :{"captain":{"countOfficers":0,"hasRole":true,"skills":{"bluff":{"modifier" :0,"ranks":0},"computers":{"modifier":0,"ranks":0},"diplomacy":{"modifier": 0,"ranks":0},"engineering":{"modifier":0,"ranks":0},"gunnery":{"modifier":0 },"intimidate":{"modifier":0,"ranks":0},"piloting":{"modifier":0,"ranks":0} }},"engineer":{"countOfficers":1,"countOfficerCrew":0,"hasRole":true,"skill s":{"engineering":{"modifier":0,"ranks":0}}},"gunner":{"countOfficers":1,"c ountOfficerCrew":0,"hasRole":true,"skills":{"gunnery":{"modifier":0}}},"pil ot":{"countOfficers":1,"countOfficerCrew":0,"hasRole":true,"skills":{"compu ters":{"modifier":0,"ranks":0},"gunnery":{"modifier":0},"piloting":{"modifi er":0,"ranks":0}}},"scienceOfficer":{"countOfficers":1,"countOfficerCrew":0 ,"hasRole":true,"skills":{"computers":{"modifier":0,"ranks":0}}}}}


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

I'm working on my technomancer's spell list. I get 2 third level spells. I'm thinking of making 1 of those either summon creature or polymorph. But looking at the rules in Alien Archive and Alien Archive 2 are a bit formidable. I'm willing to dig in and work on some forms, but if I take the 3rd level of either means I need to have 12 forms prepared. That could take me some time and I'd be happy to receive any advice on how to best put these together.

Or I could avoid the complexity and stick to other options. Anyone have experience with either of these spells and advice on their viability?


I haven't had experience with either spell, Shabad, but maybe one of the other players might have suggestions?

At this time, I'll go ahead and get the opening post up so you can all start roleplaying as you finish the details of your characters and ship. :)


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

I've decided to have Shabad take 2nd level Summon Creature and wait on Polymorph until maybe 8th level, during which time I'll play around with some forms and check with the GM to see if they are acceptable. I like the idea of being able to change form. Some posts on the forums suggest polymorph is not a great option for combat, but Shabad's not a particular bad-a__ when it comes to combat anyway, so I may concentrate on forms that would be useful in special circumstances like swimming, climbing, flying, and the like.

I've worked out most of the crunch and have most of it on Shabad's profile. Working on last touches of equipment and then I'll put down some ideas for background I've been working on. I'll need to work out something with the GM regarding Shabad's Theme. I'll post something later today. I'm going to be somewhat busy this week with work as it is the last week of the term (I teach physics at a university).


Game Concluded

Ok, before I finalize Stefani's backstory, have we decided for sure whether we're coming in as a group or as individuals?


I'm assuming you're a group since you've got your own fancy custom spaceship. :)


Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60
Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)
Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18

My vote is for a group. I think it's more fun if we already know a bit about each other's characters and don't need to build relationships from scratch. What exactly is it that we do, though?

We're probably some sort of contract crew, taking tricky jobs that organizations don't want to use their own people for. We've got two powerful combatants in Stefani (a former pirate?) and Damonkayo (discharged from Veskarium navy). We've got two technically minded people in Recorva and Dr. Freebairn. We're got a super-sneaky skill-monkey in Xio.

Perhaps we're all accomplished people in our own rights, but formed as a contract crew a modest time ago, clicked, and have been running as a unit ever since? That would give everyone the opportunity to have an independent backstory as well as a collective one.

I envision us as specialists for something that requires extensive travel, is ambitiously technical, and can be quite dangerous or lawless. Contract scavengers? Retrieving critical technology from sundered warships, both friend and foe, before someone else does?


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Game Concluded

Cool! We can be like Firefly, but 'In Space'. :)

*whisper, whisper, whisper*

They were already in space? Well, then ... um ... never mind.

Works for me. :) :)

Off to finalize Stefani's backstory and tweek her crunch.


Genderfluid Astrazoan Operative 1 / Envoy 8 | Init +4 Perception +13 (Darkvision) | SP 54/54 HP 58/58 RP 9/9 | EAC 21 KAC 22 | Fort +5 Ref +11 Will +8 |

Contract scavengers who move around a lot sounds good to me. If we've been a crew for a while, I'll assume Xio likes everyone enough to have revealed their shapeshifting abilities by now. ;)


Female Strix Roboticist Mechanic 12 | HP 78/78 SP 69/96 RP 11/12 | EAC 27 KAC 28 | F +10 R +12 W +6 +2 vs Illusion Spells & Effects | Init +10 Perc +17 (darkvision 60 ft) | Speed 30 feet Fly 30 feet | Spells: 1st (3/3); 2nd (1/1) | Skills: SM +1 | Temporary Effects: Entangled | Total Effects: half move speed, -2 AC, attack rolls, Reflex, Init, Dex-based skills

That shared background sounds good to me as well. I should have my crunch finished soon, with background and other fluff to follow as soon as I can.

Also, as I hadn't decided this by the last time I had posted, I decided that my Artificial Intelligence would be a drone. Assuming it is fine with everyone, I was thinking of making a separate alias for them.


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Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

Another option is that we are all members of the Starfinders Society. We did well and one of the venture captains rewarded us with a visit to the ship.

Scavenger is an idea I used years ago when I was trying to scare up a crew to do a space adventure, since it's an easy hook for a wide variety of adventures.

Part of Shabad's theme as a psychic investigator is focus on solving a particular paranormal mystery. I'm thinking of making her a ghost hunter, trying to locate haunts and figure out what caused the haunting and how to guide the spirit on to the next realm.

I was thinking of having her ticket to the resort be that she was invited/hired to give a series of lectures on "Ghosts of the Vast." Maybe when they tracked her down to invite her, they learned she was with the scavenger team and invited the whole team along either as a perc or at Shabad's insistence as a condition for her to agree.

GM:
Here is what the Paranormal Investigator text specifies:
"You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5."

As indicated, I'd like her case to be ghost related. If you want to narrow it down to a specific case or category of haunt, perhaps something peripherally connected to the AP, please let me know. I can come up with something if you prefer, but it'll likely be random and perhaps not as useful or apropos of the theme of the AP.

Maybe when she learned she would be going to the resort, she researched a case that occurred at one of their resorts or something connected to the location.


Shabad:
There are a few rumors that the asteroid New Elysium is built on may be haunted. You would likely be interested in investigating these rumors.


Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60
Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)
Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18

A team of battle-scavengers would certainly find good use for a paranormal investigator, so I really like Shabad's idea.

How should we fluff the ship? It might be natural that it's a vessel we salvaged ourselves, more or less. There were be plenty of Vesk, Eoxian, and more standard Pact-style military vessels floating around the system. We could have plucked one nobody cared about, rebuilt it, and outfitted it with the power core and twin particle cannons of a larger wreck.

Oh, and our ship needs a name! Something scrappy, yet imposing. I'm also voting that the twinned turret guns get their own names, preferably painted right on the turret barrels - something like Persistence and Diplomacy.


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

Does anyone have any magical healing abilities? Shabad has a high medicine skill and will have a medkit, but as a technomancer, she doesn't get mystic healing. So it might be best to have some Serums of Healing for emergencies.

She does have the "Make Whole" and Mending Spells which can repair constructs.

Her medicine skill is +16, which gives her a 55% chance of succeeding at the Treat Deadly Wounds check, which if successful will restore either 7 (patient's level) or 13 on a really good roll (30% chance). So this is all you can expect per day based on standard medicine.

Shabad can automatically succeed at first aid checks to stop bleeding and stabilize a dying person. She's pretty likely to be able to give people suffering from disease or poison a +4 bonus to their saves so long as she has a medkit.


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages
Damonkayo wrote:

A team of battle-scavengers would certainly find good use for a paranormal investigator, so I really like Shabad's idea.

How should we fluff the ship? It might be natural that it's a vessel we salvaged ourselves, more or less. There were be plenty of Vesk, Eoxian, and more standard Pact-style military vessels floating around the system. We could have plucked one nobody cared about, rebuilt it, and outfitted it with the power core and twin particle cannons of a larger wreck.

Oh, and our ship needs a name! Something scrappy, yet imposing. I'm also voting that the twinned turret guns get their own names, preferably painted right on the turret barrels - something like Persistence and Diplomacy.

Maybe the ship was deserted and haunted and Shabad was able to rid it of the ghost. We could name it "____'s Ghost" where the blank is someone famous in Pact World lore, like a famous general or detective.

The gun names remind me of the name plate on the depleted uranium Gatling gun in Snow Crash: Reason. The guy using is taking a group right into a sure fail encounter, but he insists the bad guys will listen to reason. Turns out he meant the gun.


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages
DM Brainiac wrote:
** spoiler omitted **

Sounds good to me.


Female Strix Roboticist Mechanic 12 | HP 78/78 SP 69/96 RP 11/12 | EAC 27 KAC 28 | F +10 R +12 W +6 +2 vs Illusion Spells & Effects | Init +10 Perc +17 (darkvision 60 ft) | Speed 30 feet Fly 30 feet | Spells: 1st (3/3); 2nd (1/1) | Skills: SM +1 | Temporary Effects: Entangled | Total Effects: half move speed, -2 AC, attack rolls, Reflex, Init, Dex-based skills

As a Mechanic, Recorva doesn't have any innate magical healing. However, she has similarly high Medicine bonus as Dr. Shabad, do there is that. Currently, she also took the Technomantic Dabbler feat, giving her the Mending cantrip and the Supercharge Weapon 1st level spell.

As for the spaceship, (assuming we were able to heavily modify an existing ship or build one more orless from scratch) Recorva would personally have insisted on the ship having an overall sleek design, potentially trying to install wings to host the missile launchers. As for the name of the ship, she would make suggestions such as:

Silver Raven
Spitfire
Helldiver


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

What would it cost to get a digital set of basic reference books for Shabad's computer for each of the skills: Engineering, Life Science, Medicine, Physical Science, and Paranormal Research? I'm thinking it would be a version of Secure Data.

I'm thinking of things like physical properties of various materials, like density, hardness, tensile strength, specific heat capacity, etc. for engineering, physical constants and mathematics reference for physical science, taxonomic classifications for life science, medical diagnosis guides and treatments for known disease, poisons, and conditions for medicine, and more esoteric references for the paranormal (you know, things like Tobin's Spirit Guide). Basically all the things a scientist might need to know in the field but couldn't keep in memory.


Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60
Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)
Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18
Dr. Shabad Freebairn wrote:

Does anyone have any magical healing abilities? Shabad has a high medicine skill and will have a medkit, but as a technomancer, she doesn't get mystic healing. So it might be best to have some Serums of Healing for emergencies.

She does have the "Make Whole" and Mending Spells which can repair constructs.

Her medicine skill is +16, which gives her a 55% chance of succeeding at the Treat Deadly Wounds check, which if successful will restore either 7 (patient's level) or 13 on a really good roll (30% chance). So this is all you can expect per day based on standard medicine.

Shabad can automatically succeed at first aid checks to stop bleeding and stabilize a dying person. She's pretty likely to be able to give people suffering from disease or poison a +4 bonus to their saves so long as she has a medkit.

Damonkayo doesn't have any innate healing capabilities, but he does have a couple cheap medpatches that give him a decent chance to administer first aid or treat disease or poison in an emergency (he's possibly more mobile than other, more talented, party members).

Don't forget that the starship is equipped with a medical bay, which decreases the DC for the treat deadly wounds task and allows you to attempt it twice per day per person, gives an insight bonus to checks to treat disease or poison, and allows you to provide long-term care to up to three people, which could be useful for jaunts through the Drift.

We also have an arcane laboratory, which could permit the good doctor to convert UPBs into healing serums very quickly. Damonkayo has a single rank in Mysticism, so he can craft some basic ones as well.

Freebairn wrote:
Maybe the ship was deserted and haunted and Shabad was able to rid it of the ghost. We could name it "____'s Ghost" where the blank is someone famous in Pact World lore, like a famous general or detective.
Recorva wrote:
Recorva would personally have insisted on the ship having an overall sleek design, potentially trying to install wings to host the missile launchers.

An ambassador's or princeling's ship, caught in the crossfire, would be both luxurious and of little use to arms mongers, which could explain why we got to keep it and refurbish it. I like the idea of naming it after the ghost of the former owner - we need a dramatic oil painting of them in the galley.

Freebairn wrote:
What would it cost to get a digital set of basic reference books for Shabad's computer for each of the skills: Engineering, Life Science, Medicine, Physical Science, and Paranormal Research?

A library chip? Not too expensive, at 250 credits per skill.


Genderfluid Astrazoan Operative 1 / Envoy 8 | Init +4 Perception +13 (Darkvision) | SP 54/54 HP 58/58 RP 9/9 | EAC 21 KAC 22 | Fort +5 Ref +11 Will +8 |
Damonkayo wrote:
An ambassador's or princeling's ship, caught in the crossfire, would be both luxurious and of little use to arms mongers, which could explain why we got to keep it and refurbish it. I like the idea of naming it after the ghost of the former owner - we need a dramatic oil painting of them in the galley.

I like this a lot. Spirit of _______ would also work.

Xio doesn't have healing abilities, but they do carry health potions and can help restore stamina points in combat with Inspiring Boost.

I'm open to anything in terms of the invitations, but originally I was thinking of having Xio impersonate a celebrity (someone only mildly famous, like a reality TV star) and either receive an invitation accidentally or cheat their way into one.


Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60
Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)
Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18

It's not finished yet, but here's a handout for our unnamed ship. It's got quick references for all the ship's systems in and out of combat, and well as pre-calculated DCs where possible. I would like to scrounge up some art depicted our ship, a floorplan, and perhaps add a bit detailing how to use the expansion bays, but it's a good start.

Ship Handout


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Game Concluded

"You're a Winner!" - Gemini Croquettes

Group History ...

How about the group being initially form by Dr. Freebairn? Stefani was hired initially as a pilot to transport the good Doctor to deal with a haunted ship. The ship was cleared - mostly. However the 'mostly' part was enough for the initial benefactor to no longer want possession of it any more.

Perhaps it still has minor haunt effects that show up now and again that the current crew is used to but creep out others.

Call it the Spirit of Lady Lonilai, after the woman who originally - and still may to a lesser extent - haunt the ship. The crew might even refer to the ship as The Lady as a nickname.

--

What skills are we lacking. I put a number of points in skills just to have a non-zero chance with them, but I could still focus on needed skills more. Currently Stefani is strong in Piloting and Survival.


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

Dr Freebairn is completely lacking in any Charisma based skill (so she's kind of an anti-face) and she doesn't have ranks in acrobatics or athletics, but otherwise, she's pretty well covered all the Int based skills and most of the wis based skills. She has a token rank in pilot, just so she can fly a ship in a pinch. She's pretty well set for starship combat except for the captain's and pilot's role. She's not particularly stealthy or good at survival, but not bad either, with a pretty good sleight of hand skill.


Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60
Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)
Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18

Damonkayo's strong and okay skills are Dex- and Cha-based, but he's got a bunch of token ranks here and there. Int-based skills are his real weakness - good thing we have two Int-based characters and an Operative/Envoy. We don't have any Wis-based characters, so Survival might be our collective weak point.


Survival won't come up that often, at least based on the first adventure.


Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

Shabad is ready. I've added a background and appearance description at the bottom of the profile. I've incorporated some of the elements discussed already regarding the ship.

I've suggested that an ambassador's ship showed signs of being haunted, causing the entire crew to abandon ship. Dr. Freebairn was contacted to investigate and when she was brought to the ship, it was no longer there. She worked with her team on the salvage ship to locate the ship and then bust the ghosts on it.

I'd suggest that the story behind the formation of the ghost revealed a horrible scandal that brought down the government and the ship became salvage. The group has since made improvements and used the ship for more adventures.

Shabad wrote up the whole story which became a best seller and then was made into a movie, bringing fame to the group. This led to their being invited to the resort where Dr. Freebairn will lecture on her ghost exploits.

I'm happy to shift to a different story line if others want to suggest something better.

Anyone want to suggest who the former owners of the ghost ship are?


Genderfluid Astrazoan Operative 1 / Envoy 8 | Init +4 Perception +13 (Darkvision) | SP 54/54 HP 58/58 RP 9/9 | EAC 21 KAC 22 | Fort +5 Ref +11 Will +8 |

Or the respective government sent the crew to salvage whatever sensitive cargo the ship was carrying and let us keep the ship as payment?

Xio probably wouldn’t have stuck with the crew long enough for a book to be a movie yet, and anyways, they’d insist that their involvement be omitted from the story... So maybe they were picked up after the fact; they were caught either stowing away or impersonating one of the crew, and talked their way out of it and into a job instead.


Looks like you've got a pretty solid basis for your shared history. When you're ready, you can go ahead and start posting in the gameplay thread. :D


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Non-binary Android Technomancer 12 SP 84/84 HP 64/64 RP 10/13 | EAC 27 KAC 29 Reflecting Armor 2/2 DR 5/ vs Kinetic | Resistance Electricity 6 Cold 6 | F +9 R +8 W +13 | Spells 1: 6/7, 2: 6/7, 3: 1/6, 4: 0/4 Cache: 0/1 | Perception +20 | Aura Goggles Arcane Sight 1/1 | Active spells: Instant Upgrade (biosynthetic Nanites Mk 2), Lesser Resistant Armor (DR 5/ vs Kinetic), Comprehend Languages

Maybe one of the other crew members left the team and when they invited the crew, they insisted everyone of the original crew be present or none would be admitted. So Xio was recruited to impersonate the missing crew member, at least until we got inside.

Since we are assumed to know each other (with the possible exception of Xio) I assume it will be all right for us to read each other's background entries. After I absorb that information I'll make my first post to the gameplay thread.


Genderfluid Astrazoan Operative 1 / Envoy 8 | Init +4 Perception +13 (Darkvision) | SP 54/54 HP 58/58 RP 9/9 | EAC 21 KAC 22 | Fort +5 Ref +11 Will +8 |

They try to keep their abilities under wraps, so maybe they were already impersonating that crew member for a different reason (trying to get a free lunch at a ghost hunting convention), and Shabad or another member of the crew caught them, realized their usefulness, and offered them a spot on the crew.

And now Xio appears as that missing crew member whenever the group does events like this.

I'll get a gameplay post up soon ;)


Male Vesk Solarian 11 | SP 110/110 : HP 78/78 : RP 7/9 | EAC 30 32 : KAC 30 32| DR 11/- : ER acid 5, cold 10, sonic 10 | F +10 : R +7 : W +7 | Init +4 : Perc +9 (low-light, darkvision) : Speed 40, fly 60
Attacks & Abilities:
unarmed +13 (2d6+18 B) : chains +13 (9d4+13 C crit bind) : void rifle +15 (2d10+11 C crit suffocate; 40/40) : microfusion rifle +13 (1d8+11 E&F; crit irradiate or anchor; 40/40) : forcepack (98/100) : SJ (3/3)
Stats & Skills:
S 14, D 18, C 16, I 12, W 11, C 18; Acrobatics +18, Athletics +8, Bluff +11, Diplomacy +9, Intimidate +18, Mysticism +6, Perception +9, Physical Science +4, Sense Motive +4, Sleight of Hand +10, Stealth +18
Dr. Shabad Freebairn wrote:
Since we are assumed to know each other (with the possible exception of Xio) I assume it will be all right for us to read each other's background entries. After I absorb that information I'll make my first post to the gameplay thread.

Ah, thanks for the reminder to put some backstory in my profile. I always forget to write down the squishy bits.


Game Concluded

Yeah, me too. I've got Stefani's brief physical description there, but not her background.

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