SFS Signal of Screams—Campaign Mode (Inactive)

Game Master KingTreyIII

Seventhday, 2 Kuthona, 318 AG

Maps

Character Profiles

Inventory Tracking


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Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

@Jacob and Volcklon: If the two of you have the bandwith, I would strongly recommend taking max ranks in Piloting, considering that the three of us will be the Pilot and two Gunners (in Starship combat)...

Second Seekers (Jadnura)

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Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Also, I have finished my build, apart from purchasing equipment.

EDIT: Also, I will try to work conspiracy theories into as many of my (verbal) posts as I can; if it gets to annoying, please let me know.


| Shields F 150 P 13 S 111 A 135 | HP 41/75 CT 15 | AC 10+Piloting Ranks TL 10+Piloting Ranks | Mk 1 Tetranode: +1/+1/+1/+1 | Modifiers: Computers +0 (sensors only) Piloting +0 | Speed 12 | Maneuverability Good (turn 1) | Systems Status Life Support: Fully Functional Sensors: Fully Functional Weapons Array: Fully Functional Engines: Fully Functional Power Core: Fully Functional | Starship Combat Cheatsheet

Alright, This is going to be my alias for Starship Combat, and I mathed out all of the stats for your guys' Starship based on Xagyg's chosen BP expenditure from earlier with one change: Since there was a light turret that was going unused then I just transferred the BP for that into a basic medium-ranged sensor, because otherwise the Science Officer could do next to nothing.

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Sorry, there was a copy-paste error; this is what it should have been:

Explorer (12BP)

Signal Booster Drift Engine (15BP)

M12 Thrusters (16BP, 80PCU)

Superior Shields 600 (40BP, 160PCU)

Power Core (Nova Ultra) (30BP) - 300 PCU

Mk 1 Tetranode Computer (4BP, 10 PCU)

Budget Long Range Sensors (6BP)

Luxurious Crew Quarters (5BP)

Upgraded Weapon Mount (Turret, Light to Heavy) (6BP)
Maser (Turret) (22BP, 35 PCU)
Extra Light Weapon Mount (Turret) (5BP)
Upgraded Weapon Mount (Turret, Light to Heavy) (6BP)
Twin Laser (Turret) (12BP, 15 PCU)

Recreation Suite (Gym) (1BP)

180BP (used); 300PCU (used)

-------------

That said, as a four-man table, we really will only have Pilot/Gunner/Gunner/Engineer...?

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Of course, based on current builds, it looks like we don't have a pilot?

Boron -->Engineer
Volcklon -->Secondary Gunner (+8)
Xagyg -->Primary Gunner (+13)
Jacob -->???

I mean, technically, we don't need one, but it would make starship combat more difficult ;-)


| Strange Aeons | Hell's Rebels | ◆◇↻

Says the guy with +19 Piloting

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Piloting doesn't end Starship combat; Gunnery does. I may be the best Pilot, but I am also the best Gunner (since you count your ranks in Piloting as your BAB for the purpose of Gunnery, and I have a high Dex). I mean, we could deal with someone with 1 rank in Piloting, so that they can at least just turn in place, without moving, if necessary, to change the facing of the shields...?

If Jacob wants to be Science Officer, that is fine - Volcklon can switch to being Pilot, and I will change the weaponry around so I am firing a single twin-linked weapon (a 16d6 Particle Beam) from the Turret?

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Alternate Build:

Explorer (12BP)

Signal Booster Drift Engine (15BP)

M12 Thrusters (16BP, 80PCU)

Superior Shields 600 (40BP, 160PCU)

Power Core (Nova Ultra) (30BP) - 300 PCU

Mk 1 Tetranode Computer (4BP, 10 PCU)

Budget Long Range Sensors (6BP)
Good Crew Quarters (2BP)

Upgraded Weapon Mount (Turret, Light to Heavy) (6BP)
Extra Light Weapon Mount (Turret) (5BP)
Upgraded Weapon Mount (Turret, Light to Heavy) (6BP)
Twin-Linked Particle Beam (Turret) (37BP, 50 PCU)

Recreation Suite (Gym) (1BP)

180BP (used); 290/300PCU (used)

That way we have:

Boron --> Engineer (+17)
Volcklon --> Pilot (+8)
Xagyg --> Gunner (+13)
Jacob --> Science Officer (Will need to take Computers)

Thoughts?


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

My impression is that a good pilot is important to win init' and do maneuvers and such... but you do need to hit too, in that you are correct.

The best would be to have Boron Engineer/Science Officer... oh: question?!

Does my Wireless Hack from Exocortex work in Space Combat:

Quote:
Instead of combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer

If it does, that means Boron does an Engineering check while the Exocortex does a Computers check (Engineer + Science Officer in one Dwarf).


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Looks good to me! I am fine with being a pilot.

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |
Boron' wrote:
My impression is that a good pilot is important to win init' and do maneuvers and such... but you do need to hit too, in that you are correct.

Yeah, I used to think the Pilot was the most important thing... and then at SFS tables, I would Pilot, and consistently win initiative/hit my stunt targets... and have 'Gunners' who consistently missed, because they were a +4 to hit, targeting AC 20+ :-/

I appreciate that may have left me a little jaded...

Second Seekers (Jadnura)

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Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |
Volcklon Kolsub wrote:
Looks good to me! I am fine with being a pilot.

It might also explain why Vocklon thinks that we work for him ;-)


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Anybody know about that Exocortex thing in space combat?

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

@Boron: I know that in SFS it doesn't work, because there was a ruling that Drones couldn't be Gunners...

...but since this is a home game, I would say it is up to the GM?


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Okay, thanks! ("But I am not a Drone..." says the ExoCortex)

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

I think that Jacob will take science officer primarily.

Hate the fact that everything on a ship is piloting or computers. Makes some sense, but it's definitly not Jacob's schtick. Moved some points over to computers so he could do science officer and help with targeted aiming and boosting Xagyg's shots.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

So we're going with Pilot (Volcklon) + Engineer (me) + Science Officer (Jacob) and then ONE BIG TURRET GUN w. only one gunner (Xagyg)
(we have two guns in the turret, but linked and thus fired together, right?)

Thanks again for doing all the ship building work Xagyg (I have not even had time to open the CRB to read about it, sadly).

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

@Boron - Correct.

Basically, we are small, maneuverable, have the best thrusters, power core, and shields that money can buy, and a massive, twin-linked particle cannon in the turret!

:-D

When we get a chance to upgrade, I would recommend putting a secondary, point defense weapon in the turret, and upgrading some facilities (increasing our cabins to luxurious, and adding in a med-bay, for example).

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

If Volcklon can afford to make his ranks in Piloting equal to his level, that will help, as you add your piloting ranks to the AC of the ship, but if he can't, it isn't *that* big a deal (since, even split four ways, our shields in any one quadrant are triple our actual hull points).


| Strange Aeons | Hell's Rebels | ◆◇↻
Inspector Xagyg wrote:

@Boron: I know that in SFS it doesn't work, because there was a ruling that Drones couldn't be Gunners...

...but since this is a home game, I would say it is up to the GM?

Sorry, I've got a Hell's Rebels game on Thursdays, so I've been preoccupied for the past few hours.

I honestly don't see any real difference between a drone and an exocortex in this specific case--it's still an AI with relatively limited capabilities. The exocortex can't be the Science Officer on its own.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

"Who you calling limited, you obsolete piece of flesh?" says Boron's ExoCortex.

Right, makes sense, it can do Computers checks, interact with computers and such, but not decide where to put shields and such.

Quote:
point defense weapon in the turret

Does that add to defense?

Quote:
(increasing our cabins to luxurious,

Does that add IG elements or just RP?

Can't wait to have time to read the Starships building section now...

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |
Boron' wrote:

Quote:
point defense weapon in the turret
Does that add to defense?

Basically, it lets you try to 'parry' incoming missiles (but not beam weapons).

Boron' wrote:


Quote:
increasing our cabins to luxurious,
Does that add IG elements or just RP?

'Just' roleplay. Consequently, it is cheap (+3BP). However, I think we would all like to have a private cabin, with en-suite ;-)


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Thanks!

Boron couldn't care less, but his ExoCortex, well now...


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Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9
Inspector Xagyg wrote:
If Volcklon can afford to make his ranks in Piloting equal to his level, that will help, as you add your piloting ranks to the AC of the ship, but if he can't, it isn't *that* big a deal (since, even split four ways, our shields in any one quadrant are triple our actual hull points).

I left them a bit low on purpose for roleplay element. Each level I will bump 2-3 into it to play out as his inexperience piloting the ship in combat to being fully experienced. Though if it is going to put us in dire straights, which isn't looking like it with the shield amounts and an engineer, I can adjust it.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

I think it should be fine. I hesitated to give Boron a better weapon & armor, but wanted the miner's outfit & weapon for RP. I just hope it'll work out...


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2
Quote:
Yea of all the starship combats I have done, I have never come anywhere close to disabling a players ship.

You mean having the enemy win vs. the PCs in a space combat you are running?

If that's what you mean... I don't think I got that many close calls as player, and only saw the PCs have their ship disabled once as a GM.


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Correct, I have not come close to the enemy disabling the PC's ship. It mostly ends up getting shields down and a little bit of damage in before combat is over.

That is mainly the reason why I don't max those skills out to give it a bit more risk.


| Strange Aeons | Hell's Rebels | ◆◇↻

Important question, Boron: How do you use your custom rig?

Custom Rig wrote:
Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain..., your eyes, or an arm...Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively.

Emphasis: mine


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

I went with the "installed as a cybernetic augmentation system in your brain.", taking the option to put it in there with a datajack.

From my sheet:

Quote:

Expert Custom Rig (Ex):

Combined with Datajack (see below)

It is also my main comm unit.

I also have some info' on the AI etc.

(I'll update my sheet and add things when I see I'm missing things)


| Strange Aeons | Hell's Rebels | ◆◇↻

I just noticed something: Xagyg, Jacob, what're your guys' alignments?

Acquisitives

Jacob Andrews, Mystic 9 SP 81 HP 58 RP 12 EAC 24; KAC 25 Fort +5; Ref +8; Will +12

Jacob is Lawful Good, but trends hard towards the Lawful Neutral side of the spectrum.... probably could be argued that he thinks he's lawful good when he's really lawful neutral.

Second Seekers (Jadnura)

Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

Re: The equipment, I don't think anyone in the party is proficient with heavy weapons.

I wouldn't mind one of the sonic pistols, and a spare battery.

Who wants any of the other stuff?


| Strange Aeons | Hell's Rebels | ◆◇↻
Inspector Xagyg wrote:

Re: The equipment, I don't think anyone in the party is proficient with heavy weapons.

I wouldn't mind one of the sonic pistols, and a spare battery.

Who wants any of the other stuff?

That's what the "Carried By" column in the Inventory Tracking Sheet is for, FYI.


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| Strange Aeons | Hell's Rebels | ◆◇↻

Hey, guys! So....here's the thing: Paizo did a Twitch Stream just the other day (specifically Starfinder #22) and....they talk about some very, VERY minor spoilery stuff with this AP. I'm not preventing you from watching it (they actively try to avoid spoiling anything major for this AP) but I'm just letting you all know about that.


| Strange Aeons | Hell's Rebels | ◆◇↻

Sigh Irrelevant to this AP, but I need to complain about this for a sec:

I just found out that one of the most complicated maps in the AP that I'm running via Roll20 (for any familiar with it, I'm talking about the Opera House in Hell's Rebels) was misprinted and is instead 1 square=10 feet! Ugh! I gotta completely redo so much!


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Maps... sometimes you just know the person designing it is not thinking AT ALL about having to draw it for the players!

6-15 The Overflow Archives is my anti-favorite... with all these angled things with 1/2 squares everywhere and such.


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

Ugh, Overflow Archives was so bad. Not so bad on here where you can angle most things but I tried it on Roll 20 which took far longer than I wanted to mess around with on a map.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Luckily I played it tabletop... and ended up having the .pdf of the map printed with each square calibrated for the regular square-size.

Second Seekers (Jadnura)

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Male Ghibrani Operative (Disciple) 3 | 18/18 SP |22/22 HP | 4/4 RP | Init +9 | Perc +13 | SM +12 | EAC 14 | KAC 15 | CMD 23 | Move: 40 ft; Fly 20' (Av) | F +1 | R +6 | W +6 |

*nods* Overflow Archives was one of the most irritating maps that I ever had to draw for Pathfinder...

----------------

Re: Buzzblades Loot, I am okay with Boron taking the sword and armor - we need to keep our meat-shield well-armed, and armored :-)

I am also okay with Jacob taking the fusion seals :-)

If no-one else wants the jump jets, I am happy to take those :-)

@GM Xavier: Just to be clear - I only took *one* of the pirates' pistols; I didn't need both (from the tracking sheet, it isn't clear that that is what happened).


| Strange Aeons | Hell's Rebels | ◆◇↻

That makes much more sense XD Everybody gets an extra 57 credits each—I’ve updated the Inventory Sheet accordingly. And if you want something then mark that you have it on the Inventory Sheet.

Also, VERY off-topic: is there any Pathfinder players here who hasn’t played Eyes of the Ten that would be interested? (Jacob, I already asked you about this)


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

I should check, but I think I have an Investigator (Empricist) or an Alchemist (Grenadier) that is/are at whatever XP is need (33 xp?)


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

It is 33 XP we must have, right?
If that's the case, then, yes, it is Pirri, my Investigator (Empricist).


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| Strange Aeons | Hell's Rebels | ◆◇↻

I'm apparently a fool without access to a calendar! XD

The current in-game day is 20 Neth 318, which corresponds to November 20th 2018 (I specifically had the first day at New Elysium be the real-world day that Book 1 of this AP was released), which, as anyone with a calendar can tell you, was a Tuesday; In Pact Standard Time (the in-game times, dates, etc.), Tuesday corresponds to Seconday. I've been doing ALL of the in-game days of the week completely wrong! I fixed it now, though


Witchwyrd Witch Warper 10| SP 70/70; HP 54/54 | RP 13/13 | EAC 23; KAC 24 | Fort +5; Ref +11; Will +5 | Init: +4 | Perc: +9

I wonder if the posts aren't showing any new for them. It is odd that it is everyone.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Mysticism is via Perception so must be as you say.
It is not a strong thing either, being via Theme.
Traveling now so cannot look it up.
It is the DeathTouched thing (I think).


| Strange Aeons | Hell's Rebels | ◆◇↻

Also, Boron, I think you misunderstand how exocortexes work. From my understanding an exocortex isn’t able to roll skill checks because it is technically not a self-aware entity. The only skill check that an exocortex can do is Computers, and that’s using the mechanic’s bonus, and an exocortex “aiding” the mechanic simply halves the amount of time required to make a Computers check; the bonus doesn’t go up or down because the exocortex isn’t truly aiding. An exocortex is basically nothing more than a glorified tool—a very well-made tool, but a tool nonetheless. (See this thread)

However, you DO have a free Artificial Personality module upgrade for your custom rig (which now functions as a computer), and that Artificial Personality CAN make Bluff, Diplomacy, Intimidate, and Sense Motive checks, but not Computers checks.

Your flavoring has gotten me kinda confused, because you keep referring to Velvet and I just assumed that was your exocortex, but it’s listed as “Artificial Personality” in your character sheet. I’m not sure what your intent was, but I should make this clear: the exocortex and the Artificial Personality are different programs that do different things. And an exocortex is NOT a separate entity that has its own skills and can take actions on its own—that would be a drone.

Not trying to berate you, just informing you that that is how those things work.

TL; DR: Only Boron can Aid Jacob’s Computers check, not Velvet.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

I do not think I had the Exocortex roll anything other than Sense Motive, and maybe Computers (although, yes, it can do Bluff, Diplomacy, & Intimidate too).

I do not think I ever had it Aid Another for Computers (and I do not understand what you are saying about only halving time with Aid Another, I imagine you meant that for extended actions, for which both Boron & ExoCortex can each do their Computer checks during the same round, thus reducing time, since it is 2 instead of 1, if they get successful rolls).

If you mean the +2 bonus marked from the rig, that is from the rig counting as a tool kit which is upgraded to count as any engineering or hacking specialty kit, which gives a +2 circumstance bonus.

The rules I read state the ExoCortex is implanted in Boron's brain, similar to a piece of cybernetic hardware.
And the Custom Rig is installed as a cybernetic augmentation system in his brain (combined with his datajack) and has an Artificial Personality upgrade.
So, yes, since the two things are linked and stuck in the same place, I flavored calling them Velvet, since that is the voice that is used for the rig to speak.
And, yes, the exocortex and the Artificial Personality are different programs that do different things. I do not think I ever mixed them up.

Quote:
And an exocortex is NOT a separate entity that has its own skills and can take actions on its own—that would be a drone.

Thank you for clarifying. But I do not see when I ever had the ExoCortex do anything like that.

Since the ExoCortex can access any computer systems within 20 feet, allowing it to attempt a Computers check against that computer each round, using my skill bonus (to which I added the speciality kit bonus provided by the upgraded custom rig), I asked you if it could thus do so vs. Keys and continue while Boron slept.
Since there is no reference to having to activate this each round, and since it is an alternative to Combat Tracking, which, once started w. a move action, continues on its own, I asked whether that would work in this case.

Very sorry I misunderstand how it works.


| Strange Aeons | Hell's Rebels | ◆◇↻

I never said that you had, I was just stating that for the record so that we were on the same page. I was mostly just lost myself. All good now.


N Male Dwarf | Mechanic (Exocortex) lvl 9 | (DR 6/-) 0/72 SP |28/60 HP | 4/7 RP | Init +1 | Perc +19 | SM +8 & +2 | EAC 23 | KAC 25 | Move: 40 ft | +1 disease & mind-affecting, +2 spells & SLAs, +2 fear, +3 poison | F +8 | R +7 | W +5 | Auto detect traps/hidden doors in stone w. +2

Just tell me what I I misunderstand about how it works and what you want done.


| Strange Aeons | Hell's Rebels | ◆◇↻

It was more a misunderstanding on my part; continue as you were.

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