Starfinder 1-32 (Inactive)

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DungeonMaster

Dot in here.

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Hello. I am new to play by post, so I hope everyone will be patient with me! I signed up as an envoy, but I may change that so we have a little magic and/or muscle.

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

Hello Doc'!
So, not new to SFS (or RPGs)? Simply to PbP? (just asking to see how/where we might help, give pointers).
I've never seen non-patient people here, and we're all still learning I think, so please ask whenever you have doubts or what to know any little thing.

Acquisitives

Half-Orc Corporate Agent Envoy 2 | SP 12/12, HP 1/18, RP 2/4 | EAC 14, KAC 14 | Fort +0, Ref +3, Will +2 |

Zaknar here is an envoy as well. I personally would encourage you to play whatever character you desire. In my experience Starfinder is rarely so hard that each role is required. But, that is just me. As you don't have your full character in your profile I cannot comment on if our Envoys are different, but I suspect they are. As for skills, between the operative and my character, I believe we are only missing Mysticism, though Pangea's profile is a little difficult to parse through, so I could be wrong.

Summary being, choose your character for fun and then fun will follow.

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

No mysticism skills for Pangea.


DungeonMaster

New to play by post is not a problem. Just know that in play by post that game will take weeks, not days or hours. Expect a minimum of 3 weeks and that is if I ran it slightly fast, and a really big if, though I haven't seen the module yet. Realistically 4 to 6 weeks.

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

I am in fact, an RPG veteran of nearly 40 years, and have been playing LOTS of Starfinder over the past 18 months.

The last time I played by post was on early internet dial up service "Prodigy" back in 1993 or so.

I think the only thing I will have a problem with is a few of the technical details of PBP play. I'll pick up a lot quickly just following your lead.

I'll try to sort out how to add stats, and I'll finalize a decision on my character.

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

Then you should have zero problems.
As stated, PbP is simply slower, and a combat round can take a few days.
In general there is more RP since people have time, thus less just rolling a die and barking the result. So it is most often a rather rich experience.
And less mistakes and things forgotten in the heat of game, since you have time to look the rules up etc..


DungeonMaster

Got this scenario in. The only tag is repeatable.

small hint:
Make sure you can do nonlethal damage

Acquisitives

Half-Orc Corporate Agent Envoy 2 | SP 12/12, HP 1/18, RP 2/4 | EAC 14, KAC 14 | Fort +0, Ref +3, Will +2 |

re:small hint:

Good news to at least one of you, I have two pulse caster weapons in my arsenal.

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Did a little work updating my Dr. Morvius to his current level (2). Chose a new avatar. I think I'm ready. . . .

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Alright, here's an honest question from a newbie. Please don't laugh at me.

I read some of the excellent primers for play by post on the Paizo forums. I think I am beginning to see how some of the text formatting will work for play by post.

Here's one thing I don't get yet: How do we do dice rolls? Is there an app or a way of formatting it? Or is it on our honor?


DungeonMaster

Player Name
Character Name and number
Faction
Boons:
Day job roll
Other stuff I might want to know

How to do rolls [dic=roll]1d20+3[/dic] Only don't forget the e on dice. I can't write it out, or it won't show you.
[dic=dmg]1d4+6[/dic]

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Let's try one:

To Hit: 1d20 + 2 ⇒ (19) + 2 = 21

Hopefully I'll have my PBP Merit Badge when this is over. . . .

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

Please ask questions.
We all started out not knowing what to do.
So no one will laugh at you.
Heck, you're a doctor! xD

One thing you can do, is put pre-written dice rolls in your character sheet.
The character sheet is the "page" you access, where you entered the info' that you put on that line that makes it show beside your avatar (classes/levels).

There's a big spot where you can write.
In that place, you can write things like:
[dice=Knife vs EAC]1d20+3[/dice (and you can even do it all, which I can't show you here, putting in the final ]
That way, you only have to copy and paste.

Some people just put their 1d20+X ; others spell it out like: 1d20+3+1+2 (to show the 1d20+2 dex +1 weapon focus + 2 whatever

And it is nice to put some basic things to help the DM out.
Like:
[dice=Knife vs EAC] so the DM knows which AC your attacking
[dice=Slashing or [dice=Fire etc. so the DM knows what type of damage you are you using to check the enemy's DR or resistance etc.
Or for spells:
[dice=Mind Thrust DC16 Will for half so the DM knows what DC to roll against etc.

My sheet is a bit of a headache, since I tend to put a lot of stuff there (I have such pre made dice rolls for everything - my skills, my saves, attacks ; as well as copying the CRB text for most of my Feats etc.), which I do since I am very often on trains and a frequently on planes, thus posting on the move from my phone, thus I prepare everything (but its overkill if not needed)

I hope you enjoy the game, and I think I'm speaking for all, that we'll be more than happy to help you make it enjoyable for you!

(if I may ask, is this your -701, your first SFS character? And, if it is, have you been given the Welcome to Starfinder Boon?)

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

Player Name Eric Collins
Character Name and number Pangea ; SFS #101218-713
Faction Second Seeker (Luwazi Elsbo)
Boons: all boons on my character sheet
(ones that might come into play:)
Promotional Record Keeper (get one 10 min SP rest for free)
Faction's Friend (earn Rep even if w. screw up)
Hero of the Stars (repair Hull Damage - but no Space Fight, right?)

Day job roll Dancer ; Take 10+13 = 23 or 46 Cr.
Other stuff I might want to know Pangea is not small. She is petite.

Acquisitives

Half-Orc Corporate Agent Envoy 2 | SP 12/12, HP 1/18, RP 2/4 | EAC 14, KAC 14 | Fort +0, Ref +3, Will +2 |

Player Name Saashaa
Character Name and number Zaknar ; SFS #78886-708
Faction Aquisitives
Day job roll Take 10+8 = 18 or 36 Cr.
Other stuff I might want to know Zaknar can give away move actions to draw or reload as a move action

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Thank you for the tips, Pangea.

Dr. Morvius is actually my -702 character. I have a 4th level -701.

I have probably done as much or more GMing for Starfinder Society, so a lot of my chronicle sheets come from those sessions. I also GM a non-society group on a regular basis.

I'll be playing quite a bit in a couple of weeks, as I'll be at Who's Yer Con a couple hours from home. Finally playing in the Scoured Stars Invasion exclusive, along with GMing a couple of adventures.

I'll try to get my player information up later today when I am home.

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Player Name: Alan Bengs

Character Name & Number: Dr. Creed Morvius, 278101-702

Faction: Second Seekers (Luwazi Elsebo)

Boons: Not sure what I'll be slotting, if anything. . . .I do have "AbadarCorp Respect" from 1-02. Also all of the boons from 1-05. One ally boon I'll slot is "Field Trainee" from my faction boon list. There are a few other adventures, but they're all linguist, admittance, or starship boons.

Day Job: Day Job Roll (physician): 1d20 + 8 ⇒ (11) + 8 = 19 or 38 credits.

Other stuff to know: Dr. Morvius will be dishing out lots of "Get 'Em's" and "Inspiring Boosts".

Acquisitives

Half-Orc Corporate Agent Envoy 2 | SP 12/12, HP 1/18, RP 2/4 | EAC 14, KAC 14 | Fort +0, Ref +3, Will +2 |

So, I would encourage you all to look at my character sheet. More specifically, for any weapons I have that your character may be interested in. I have that ungodsly number of weapons because I can do this...

Coordinated Reload
As a move action, you can grant a single move action to an ally within 60 feet. The ally can use that move action during her next turn to reload or draw a weapon. As part of the move action to activate this ability, you can also reload or draw a weapon. If the ally is adjacent to you, she can draw weapons and use ammunition you are carrying as though she were carrying them herself. The ally can use her extra move action in between her other actions, as well as before or after a full action. A character can use no more than one bonus action from coordinated reload or similar abilities (such as the quick quaff and hurry envoy improvisations) in a single round.

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

The Pulsecasters should be nice since we've an OOC warning re. non-lethal being needed.

Acquisitives

Male Human Mechanic / 2 | SP12/12 : HP 16/16 : RP 5/5 | EAC 14 : KAC 15 | F +3 : R +7 : W +0 | Init +8 : Perc +8 | STR +0, DEX +2, CON +0, INT +4, WIS +0, CHA +0 | Speed 30 : SM +0 |

Player Name: GreyWolfXR
Character Name: Takeshi Yamashita
SFS Number: 340976-702
Faction: Acquisitives
Boons: Acquisitives Champion, Honorary Spider (Sense Motive+1)
Slotless boons:
Day Job: Profession (Smuggler): 1d20 + 5 ⇒ (10) + 5 = 15
Other Stuff: Custom Rig (Brain w/ Datajack), Combat Tracking (BAB=Level for tracked target), Overclocking (+2 insight to Initiative Checks, +2 Insight to Reflex Saves)
Starship roles: Science Officer, Engineer, Gunner

-4 for Nonlethal damage for Takeshi


DungeonMaster

The thing that makes this game repeatable as you all can guess is the dignitary.
There are 7 different dignitary and 1 create your own dignitary.
There are 6 different comforts.
There are 6 different taboos.
There are 6 different locations of interest, and as a DM, you select 4 of of 6.

Each prebuilt dignitary has suggested taboos and comforts too, or you can change them.
You can even do stuff that contradicts each other, though I don't know or why a DM would do that, or how that would work. Like Militant comfort, but Violence as a Taboo.

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Militant comfort, and violence as a taboo? Maybe this dignitary just likes to paint miniature soldiers and play wargames! :)

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

Like Militant comfort, but Violence as a Taboo.
That works... just creates a pretty effed character! Who feels good in combat... yet freaks out re. violence!
"I love this NO I HATE IT no I love it..."

Acquisitives

Male Human Mechanic / 2 | SP12/12 : HP 16/16 : RP 5/5 | EAC 14 : KAC 15 | F +3 : R +7 : W +0 | Init +8 : Perc +8 | STR +0, DEX +2, CON +0, INT +4, WIS +0, CHA +0 | Speed 30 : SM +0 |

I may start making stuff up that's not in the "canon" of the books, but since the station has so many locations and neighborhoods. Having some off beat places to go wouldn't be so bad... would it?

Acquisitives

Half-Orc Corporate Agent Envoy 2 | SP 12/12, HP 1/18, RP 2/4 | EAC 14, KAC 14 | Fort +0, Ref +3, Will +2 |

I'm fine with it, but you might want to check with the GM.

Second Seekers (Luwazi Elsebo)

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Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Hello gang. . . .this weekend I will be attending Who's Yer Con in Indianapolis. I'll be playing and running loads of Starfinder.

I may not be able to log on, though I might be able to check in at least once Friday and once Saturday. This weekend is purely analog, and I hope to use electronic devices only minimally. It's good for my soul.

I'm having a great time with you all. I'm glad I decided to try this.

Alan (Dr. Morvius)


DungeonMaster

No problem, I plan to run this a bit on the slow side since outpost II is 59 days long.


DungeonMaster

I know we are going at a slow pace, but does anyone else have some checks to make? The group needs a total of nine successes to really impress the dignitary.

Acquisitives

Half-Orc Corporate Agent Envoy 2 | SP 12/12, HP 1/18, RP 2/4 | EAC 14, KAC 14 | Fort +0, Ref +3, Will +2 |

I have a pretty decent number of skills. I was planning on waiting for the others so that I didn't take their options away.


DungeonMaster

We are on the weekend, so people might be away from their computers, but I plan to move this forward Monday, if not Tuesday.
Zaknar, you can always aid, or rather I group them in forms of aids until their is a pass, but it would have to be that round.
Say your bluff is a 12 for round 2. If someone else made a bluff round 2 and their's is a 15, congrats, that person made a 17, no failures. Now, if you were the only person that made a bluff round 2, and had a 12, that is a failure. You also don't get penalized for failures, but you get rewarded for successes. The exception is if the group fails social skills five times in 3 rounds, and that would require a bunch of you rolling lower than a 10 so not even aid is possible.

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

I'm sure I just missed something, but do we do another round of rolls here for our latest task (performing at the theater), or do the the three rolls we already did count for the three rounds? I'd be glad to try another routine for Dr. Morvius tonight--I'd love to make up for those awful die rolls.


DungeonMaster

Just three rolls, I'll have an update soon. Just decided to slow down a bit instead of botting since Outpost II is until May9th, we've got over a month. Update in eight hours or so.

Acquisitives

Half-Orc Corporate Agent Envoy 2 | SP 12/12, HP 1/18, RP 2/4 | EAC 14, KAC 14 | Fort +0, Ref +3, Will +2 |

My immense apologies GM. I completely missed the 3 rolls thing before my post. I am more than happy to go with the first 3 rolls I did.

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

@Takeshi: as GM DoubleGold said, you get double damage from your crit'.
In SFS, when you roll a nat' 20, you automatically hit with your attack (must still roll for concealment and things like that).
And you crit'... if you would hit the AC of your target (for example: if you have 0 BAB and only +1 from STR and you are non proficient in a weapon then you have 0+1-4 = -3, so your 20 is like a 17, so you would not crit' if attacking an enemy with AC19 for example - but you would still do the normal hit, just no crit').
When you do crit', you roll your damage twice (with all additional damage added twice).
And when you crit', in addition, you add any special effect (like your +2 DC to injections) if the weapon has one.


DungeonMaster

Pangeas attack would bring him down, well actually, The burn damage from the crit would actually take him down. And Pangea says that burn damage would be lethal right? I need to get the rules down right, because he might be not unconscious, he might actually be dead. This affects storyline and stuff.

His Max HP is 40.
So Dr. Creed hit him for 2 to 31. That 17 was a hit.
Then a crit for 7 damage total from Pangea. I don't think Trick attack is added again on a crit.
So that is 38 damage. Then he will burn on his turn for 4 damage, thus killing him?

Acquisitives

Half-Orc Corporate Agent Envoy 2 | SP 12/12, HP 1/18, RP 2/4 | EAC 14, KAC 14 | Fort +0, Ref +3, Will +2 |

I think so

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Depending on whether you'd like to play the rules straight, I would say that Dr. Morvius would prefer not to leave the thug dead in the alley. After checking on Zaknar, he would do what he could for the thug to make sure he wasn't straight up dead.

However, rules as written, he's probably dead. We fought him hard, and role played our characters. No regrets.

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

Ha ha! Spent the whole time fighting at -4 to deal Non Lethal, and then I burn him to death... the laws of the dice!
I imagined Trick Attack crit' is not doubled, but never played Operative so am not sure.
The Burn is its own damage, so I think it is lethal.

re. him being Dead, to make things even more blurry, the CRB has a very precise rule (NOT!) - my bold - in that there is no real rule and the DM "can" decide...

Monster and NPC Death
Most monsters and NPCs don’t have Resolve Points, so injury and death work differently for them. A monster or NPC reduced to 0 HP is dead, unless the last bit of damage it took was nonlethal damage (see page 252), in which case it is knocked unconscious. If it is ever important to know exactly when a monster dies, such as if you want to capture the creature alive, the GM can decide that a monster reduced to 0 or fewer Hit Points with lethal damage dies in 3 rounds unless it takes any additional damage or receives healing. If a monster or NPC has Resolve Points, the GM can choose whether the monster dies at 0 HP or if it uses the normal rules for dying and death.

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

@Morvius remember that Treat Deadly Wounds takes a full minute, unless you took the Medical Expert feat, in which case it is (if I remember correctly) a Full Action.

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

Sure. I figured we were out of combat so I could do what I needed to do before we get back to our chicken wings and wine in the club!


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DungeonMaster

A full minute, in that case, he'd be dead, but Pangea saved him.

Acquisitives

Male Human Mechanic / 2 | SP12/12 : HP 16/16 : RP 5/5 | EAC 14 : KAC 15 | F +3 : R +7 : W +0 | Init +8 : Perc +8 | STR +0, DEX +2, CON +0, INT +4, WIS +0, CHA +0 | Speed 30 : SM +0 |

Weapon reloads after action...

Do they need to be specifically stated or are they assumed?


DungeonMaster

In between fights they are assumed, unless you really wouldn't cause he plan to sell the gun back empty to push all the credits you have. During fights, at least state that you are doing so, especially if loading your gun is a move action.

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

When you run, you can move up to four times your speed in a straight line.
(cannot turn etc.)

Acquisitives

young Halfling lass | SP 12/12 ; HP 14/14 ; RP 5/5 | EAC 15 ; KAC 16 | (+2 vs. Fear) Fort. +1 ; Ref. +8 ; Will +4 | Speed 30 ft. (Uncanny Mobility) | Perception +8 ; SM +5| Active condition(s):
OOC:
LN lvl 2 Operative (Ghost) ; no deity

They are kind of in 3 (or more) different places in the Tactical section... O.o
Yes, they love to spread the rules out piecemeal...

Acquisitives

1 person marked this as a favorite.
Male Human Mechanic / 2 | SP12/12 : HP 16/16 : RP 5/5 | EAC 14 : KAC 15 | F +3 : R +7 : W +0 | Init +8 : Perc +8 | STR +0, DEX +2, CON +0, INT +4, WIS +0, CHA +0 | Speed 30 : SM +0 |

It keeps reading from being tedious, but when trying to do something in a new (to you) situation, it makes being able to find the rules a challenge.


DungeonMaster

Boon rolls alphabetically by player
boon: 1d20 ⇒ 1
boon: 1d20 ⇒ 8
boon: 1d20 ⇒ 3
boon: 1d20 ⇒ 13
boon: 1d20 ⇒ 6 Noone got a 19 or 20, no use trying to figure out who was what number then.

Almost forgot, I need emails to get the chronicles out to you. I have some of your emails, not all of you. I started learning to put them in my database as I seem to get many of the same players repeatedly, many of you aren't in there yet though.

Second Seekers (Luwazi Elsebo)

Male Human Envoy 3 / Biohacker 2 (Biotechnician) - SP 35/35 - HP 28/34 - RP 4/5 - INIT +1 - Perception +12 - EAC 17 - KAC 17 - FORT +5 REF +5 WILL +4

ajbengs@juno.com

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