[SFS] Dead Suns, Book 6: Empire of Bones (Inactive)

Game Master Nefreet

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A little lot of background:

KISH CULTURE

Society: The kish of Istamak are a society of mostly hunters and farmers. They are focused primarily on survival, and they worship the spirits of their ancestors by studying the ruins of civilization around them. Kish know nothing of writing, so they pass down knowledge through oral histories and scenes painted on the crumbling buildings all around them. Some kish have an almost instinctual understanding of pieces of technology they discover; such "shamans" either repurpose these relics into devices the kish can use or imbue them with mystical powers that mimic their original functions.

Leadership: Kish are ruled by a chieftain, who is advised by a council of huntmasters (kish who have proven to be excellent at leading others in often-dangerous hunts for food) and curates (kish who can best “speak” with the relics of the past). The exact composition of this council varies from chieftain to chieftain; a bellicose leader surrounds herself with more huntmasters, while a more thoughtful ruler enlists more curates. Cooperation is a key tradition for kish—and critical to their continued survival—so to maintain unity, the chieftain’s word is usually considered law, even by those who disagree with her decisions.

The current kish chieftain is Hoyfeq (N male kish soldier), and his council consists of:

• Curate Gundi (NG male kish envoy)
• Curate Tzayl (NG female kish mystic)
• Huntmaster Iokki (LN female kish soldier)
• Huntmaster Phej (CN female kish operative)
• Huntmaster Xavra (NE male kish solarian)

Religion: Kish faith consists of a reverence for the spirits of the kishalee as well as for the accomplishments of those ancient people. Though kish spend most of their time procuring food and water or performing maintenance on Hearth’s buildings, some kish explore the rest of Istamak or make the occasional pilgrimage to one of the city’s known sacred sites. Devout kish leave offerings of dried flowers, fruit, and small trinkets they have crafted at these shrines, usually hoping to gain their ancestors’ favor or find the answer to a question that has been vexing them. These kish sometimes find what they seek, whether in the form of a piece of previously undiscovered technology or a cryptic partial message from a sporadically functioning computer.

Beyond ancestor worship, actually venerating or following deities is extremely rare, but not unheard of. Recently, a curate received a vision from a deity she is calling “The Storyteller”, who may very well be an incarnation of Talavet!

ISTAMAK LOCATIONS

Azure Plaza: At the southeastern edge of Istamak, an abstract-art fountain intermittently sprays a gout of bright-blue liquid. Kish have come to believe it has mystical properties (everything from foresight to healing to granting wishes), but those that drink it experience intense stomach distress.

Broken Lands: At the northwest corner of Istamak, large fragments of the city have broken off and magically float in place. These small islands are used as nesting spots for all manner of aerial creatures seeking shelter from land-based predators. Most kish consider setting foot on the Broken Lands taboo, but every so often, a group of foolhardy kish youth uses grappling hooks and scavenged cables to explore the decrepit buildings that still stand there.

Cloudside Condominiums: Over the centuries several kish chieftains have alleviated overpopulation by establishing a second community in this neighborhood of high-rise buildings on the opposite side of Istamak from the main city, Hearth, but all such attempts have failed for mysterious reasons. Most kish avoid the area, as many fear it is cursed, although the curate, Tzayl, has recently taken up residence here with a community of Talavet-worshipping Kish.

Dreaming Pool: The Dreaming Pool is replenished by Istamak’s occasional rainstorm. Most kish believe that stripping oneself of all clothes and mortal worries and floating upon the pool’s surface on a dark night—an exceedingly rare occurrence on the three-mooned planet—will temporarily transport the swimmer to a land where dreams are made manifest.

Empty Court: These rows of moldering seats and a bare stage with half-rotted trapdoors is located between the main city, Hearth, and the Broken Lands. Kish believe that their wisest ancestors pronounced judgments here with the assistance of a gathered audience. Kish use a similar structure for their own momentous trials, when spectacle is as important as justice.

Fields of Honor: A high-walled arena is located just outside the western edge of the hunting grounds. Thanks to a series of sliding floor plates (many of which are covered in perpetually green, inedible grass) and modular seating, this location was the perfect stage for kish chieftains to perform gladiatorial battles. After one particularly gruesome pairing where two popular chieftains died, kish now consider this a solemn space, and warriors sometimes visit to ask for guidance from their martial-minded ancestors.

Giants’ Pantry: Kish believe this structure was home to a family of massive creatures, as the doors, stairs and balconies are simply massive. Kish fear the beings that dwelled here will one day return and extract a terrible vengeance against them for any goods that long since vanished from the now-empty space.

Hearth: This collection of interconnected buildings, bridges and walkways is the home of the majority of Istamak’s kish. Everything can be found here, including residences, gardens, farms, pools, a bazaar and spaces for games and spiritual activities.

House of Renewal: This crumbling building southwest of the hunting grounds and near the Fields of Honor is a holy site where worthy kish can go to be healed. For nearly a generation evil spirits must have tainted its walls, for any kish that ventured there came out cursed, but recently it has been mystically cleansed.

Hunting Grounds: At the center of Istamak lies an overgrown forest where kish hunters regularly venture for food, sport and to capture wild-born Eohis to serve as companions. A common coming-of-age ritual in kish society involves sending a young kish into the hunting grounds alone to spend three nights and three days living by their wits. In truth, the tribe’s most capable hunters maintain a watchful eye on the youngster in secret, tracking and following at a distance and intervening in truly life-threatening situations; so precious is each kish life to the broader community.

Lichen Farm: A large, flat, round pad juts out of the southeastern edge of Istamak. The local kish have set up climbing apparati underneath to gather a seasonal form of nutritious but flavorless lichen. These plants can be eaten raw, but are generally processed into a green-colored flour that serves as a staple for baked goods. The interior of the closest building, which stands as a gateway between the pad and the rest of the city, is painted with kish murals that detail, among other traditional knowledge, the best times to harvest the lichen.

Lord’s Folly: This building’s broken and charred walls stand as a stark warning to kish chieftains who would think to abuse their power, and all manner of stories surround the indestructible-but-scarred structure.

Maze of Ghosts: Devout kish make pilgrimages to this site to “speak” with their ancestors and ask for guidance.

Monument Hill: This small, unassuming park is where kish leave offerings of food and dried flowers for their ancestors, or ask for small fortunes and blessings, although recently curious kish youth have reported that these gifts are simply being eaten or spirited away by vermin overnight.

Palace of Screams: Simply walking near this building leaves kish with a pounding headache, and overexposure can leave one feeling like something is screaming in their mind. Kish avoid this place, though particularly cruel chieftains have sentenced dissenters to spend a night here as punishment for their crimes. Some don’t survive the night.

The Spires: These are the tallest of Istamak’s remaining buildings, some towering up to eighty stories high, and few kish have ever venture to their rooftops. Some believe their ancestors will grant them access to these lofty buildings when they have proven themselves worthy, while others believe that unimaginable beasts lair within.

Temple Found: This sacred temple is where kish pay respects to and learn more about their ancestors. It has always been open to all kish, regardless of motivation, background, or social standing, but ever since the trespassing of aliens seeking to reap its bounty some kish believe that only the worthy should be allowed access.


GM GM GM ∞ | Slides | Chronicles

As a 10th level PC, your character would be pretty high up the kish social ladder, and would have experienced most of Istamak over the course of their life. With that in mind…

• Which advisor to the chieftain would you have aligned yourself with, or otherwise looked up to, and why?
• What location was your favorite place to visit as a youth or adolescent?
• What location are you fearful of or otherwise had a particularly terrifying encounter at?
• When you are lucky enough to have a full belly and nothing to worry about, what small pleasures do you like to indulge in?

You can be creative and come up with or describe something that isn’t canon; there’s still a lot about Nejeor XI that is undiscovered!


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

The son of a curate, Curate Tzayl (NG female kish mystic ; one who can best “speak” with the relics of the past) Kush is still young, and though trained to become a curate & a herb-gatherer by his mother, who helped Kush worship the spirits of their ancestors by studying the ruins of civilization around them, Kush is hesitating and turning towards becoming a huntmaster, since he is quite physical and his father is a hunter. Also, the new ruler, Hoyfeq, is setting out on larger hunts of more dangerous beasts which Kush loves.

Kush has “converted” to the faith of his mother, Tzayl, the curate who received a vision from a deity she is calling “The Storyteller”, who may very well be an incarnation of Talavet. And, now, Kush wants to travel out into the worlds beyond to gather knowledge and return to better understand the original purpose of the buildings and artefacts on Istamak. And maybe find out what accomplishments his ancient people must have done abroad.

Also, since outsiders are now arriving, it is important the Kish know more about them. 
His mother, Tzayl, is pushing him to leave, to get him away from Hoyfeq’s influence.

His father gifted him an ancient suit of armor that is strong, protects against energy, and can even make one fly! 
He also entrusted him with his powerful magic handaxe, that his mother has further blessed. 
Kush has grafted two nodes within his hands, to give him more power, and will wear his father’s hunting ring, and his mother’s healing necklace, as well as an ancient book and symbol of Talavet.
He will take his thick coil of rope, his tool belt with its various kits, some made by himself, others found among all the ancient artefacts.
_______________________________________________________
• Which advisor to the chieftain would you have aligned yourself with, or otherwise looked up to, and why? 
His mother, curate Tzayl
She has been tutoring him in Ancestor Faith, herbs, healing... and now the new cult of Talavet. She is his mentor.

• What location was your favorite place to visit as a youth or adolescent? 
the Lichen Farm
Kush loved going there, and studying the kish murals.
Mainly because this is where his mother started a smaller garden with various other lichens and herbs than the ones for eating.
These were for medicinal purposes, and she taught Kush how to plant and collect and process them.
And Kush has been helping with making the paintings to explain all this.

• What location are you fearful of or otherwise had a particularly terrifying encounter at?
the Cloudside Condominiums
Kush went to play there as a child, now and then, and once entered alone on a dare. He saw something that terrified him, so much he has blocked off what exactly appeared before him (maybe the answer to the mysterious reasons that make colonizing the place fail).
Now his mother, Tzayl, has taken up residence there the Talavet-worshipping Kish.
Could Kush's decision to leave the planet be linked to his fear of living in the Cloudside Condos'?

• When you are lucky enough to have a full belly and nothing to worry about, what small pleasures do you like to indulge in?
Kush loves to try and draw, and replicate all the frescoes and paintings made over time by his folk.
Or simply to lie down with his hands on his fully belly, and watch those paintings, and imagine what it was to be living at the time they were painted... and let his mind wander.

_______________________________________________________
House of Renewal - recently it has been mystically cleansed...
NOOO! You grow a pair of balls when you go in there. BEWARE!


GM GM GM ∞ | Slides | Chronicles
Earlier, I wrote:
• Huntmaster Xavra (NE male kish solarian)

BTW... For those who might not know... Xavra is now with his ancestors ^_^


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

A spot has freed itself on the Council!


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CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)
GM Nefreet wrote:
Earlier, I wrote:
• Huntmaster Xavra (NE male kish solarian)
BTW... For those who might not know... Xavra is now with his ancestors ^_^

Well that kinda rewrites my backstory I had planned but I can work even better with this I think!


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Honestly, with how tough that fight was, there was a chance Xavra could have remained Huntmaster.


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CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)
GM Nefreet wrote:
• Which advisor to the chieftain would you have aligned yourself with, or otherwise looked up to, and why?

Botamo, up until very recently, was in Xavra's inner circle of hunters. He only recently learned of Xavra's evil doing and was on his way to face Xavra himself when the PC's in book 4 were already fighting him.

Now that that business is done Botamo is a lost soul. He had been gullible enough to believe that Xavra was genuine after his original tribe in the broken lands was destroyed but now his faith in himself has been shaken and these star finders are offering a way off the planet into a new, larger tribe than Botamo could ever imagine.

GM Nefreet wrote:
• What location was your favorite place to visit as a youth or adolescent?

Botamo spent his youth in his tribal lands on a larger chunk of the broken lands before it was destroyed. He grew up being prepped to be the chief after his father, but failed to find a route to the mainland before it was too late and now has no real home.

GM Nefreet wrote:
• What location are you fearful of or otherwise had a particularly terrifying encounter at?

Obviously the Broken lands bring up tramatic experiences, but Botamo also avoids Lords Folly and The Fields of Honor. Both of them remind him too much of his past, and the future he will never have.

GM Nefreet wrote:
• When you are lucky enough to have a full belly and nothing to worry about, what small pleasures do you like to indulge in?

Being one of the top hunters, Botamo rarely goes hungry and spends any free time hounding Xavra for more advice and lessons on using and controlling his powers over the stars and void of space.

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

Because botamo is from a different area and tribe than the bulk of his race, he has a different accent than most Kish however he is also a keen linguist and thanks to the vids left behind by the cultist, he is proficient in several pact world languages.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.
GM Nefreet wrote:
• Which advisor to the chieftain would you have aligned yourself with, or otherwise looked up to, and why?

Thrym, although a Hunter, being a highly superstitious Kish, with a strong focus upon understanding the will of the Ancestors, has aligned himself with the charismatic Curate Gundi. This recent fad for venerating 'outside' Gods has left him somewhat bemused - there are, after all, no such things as deities; there are only the Ancestors.

GM Nefreet wrote:
• What location was your favorite place to visit as a youth or adolescent?

As a young Kish, Thrym's favourite place was the Dreaming Pool - he would go there to ponder on what could be, and where his life might go in service to the Ancestors.

GM Nefreet wrote:
• What location are you fearful of or otherwise had a particularly terrifying encounter at?

The broken ground off the 'shore' of the main 'island' - it is, after all, where he nearly died.

GM Nefreet wrote:
• When you are lucky enough to have a full belly and nothing to worry about, what small pleasures do you like to indulge in?

In adulthood, Thrym's favoured location to relax is the Maze of Ghosts - being able to *see* the Ancestors, not just feel their presence, is a constant comfort to him.


GM GM GM ∞ | Slides | Chronicles

Chief Hoyfeq is not known to be especially spiritual. He prefers the "here and now", and in an age of crumbling ruins and ever-quieter ancestors, his attitude is becoming more common among Istamak's populace. So when a handful of supposed ancients arrived in a metal cloud a few weeks ago, Hoyfeq preferred to wait until they approached him to judge their merits. Perhaps best for both parties, that never happened. The visitors interacted with a few citizens before heading straight to the Foundry, the city's most prominent religious site.

And that is when the destruction began.

Numerous Kish lost their lives to these "Cultists" before they returned to their metal cloud and ascended into the sky. Without any guidance (or apparent care) from Chief Hoyfeq, it fell to his council to make sense of the incident. Xavra and Tzayl, Hoyfeq's most senior religious advisors, feuded over what to do. When the dust settled, Xavra had locked himself and several of his most devout followers in the Foundry, intent on protecting it from any further invasions. Tzayl, fearing for her supporters, set out to secure their own safe house elsewhere in the city.

Shortly after, a new group of visitors calling themselves the "Starfinders" came to Istamak intent on undoing the wrongs of the previous group. They made friends, rather than enemies, and even restored several crumbling ruins as a sign of goodwill. But an angry and xenophobic Xavra refused to listen to them, and his zeal ultimately cost him his life.

Word has since spread throughout Istamak about the recent events, but Chief Hoyfeq has been out on a hunt. Some Kish want revenge for what was done to their temple. Others are curious about where these visitors came from. And those with a bit more wanderlust are simply anxious to leave the confined space of the city. On this day, those seeking adventure, change or revenge have congregated near the Lichen Farm to listen to Curate Tzayl give a speech. Standing next to her is a curious, misshapen creature wearing so many plates of metal that you can't even see their skin beneath:

Tzayl smiles and gestures with her arms wide open, "Friends, today is the beginning of a new story. The Starfinders have graciously offered us their metal cloud to pursue those who brought harm to Istamak!"

Several murmurs and a couple cheers arise from the assembled crowd.

"Not since the Ancestors created this beautiful city of ours has anyone seen the outside world. It will likely be strange. It might even be worrying at first. But I have no doubts it will be beautiful!"

A shout from the crowd of "How does it fly?!" elicits several nodding heads and worried conversations.

"To answer that, I introduce you to a new friend. The Starfinders found them in the wreckage left behind by the demons. They were badly hurt, but they have since healed. Their name... is...," to which she slowly tries to pronounce it correctly, "RD-S2."

She gestures for the creature to step forward.


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GM GM GM ∞ | Slides | Chronicles

Another shout from the crowd of "Where did the demons go?!" summons forth Pangea-Mu, the friendly Android Starfinder who has been teaching many of you about technology and language since the Foundry was reopened. He itches between his legs before stepping forward and producing a flat crystal with moving images on it... Something he calls a "Datapad".

"We have learned about the existence and location of the Gate of Twelve Suns, a hiding place for what we call the Stellar Degenerator. It is a massive weapon capable of destroying Istamak and every other city that ever has been. And those.. Demons.. Want it."

The crowd goes quiet.

"But they do not have it. Yet. RD-S2 knows where it is, but they need your help in preventing this Cult from getting to it, first. The fate of countless other cities depends on you!"

Pangea offers the following information:
(Complete with pictures and detailed information about each race)

This particular group of cultists make up the "Desperate Hunger" sect of the Cult of the Devourer. Their leader, a female Android named "Null-9", is intelligent and ruthless. Her second-in-command, a charismatic human known as the "Jangly Man", is the group's main recruitment tool. "Sisyrus" is a Half-Orc skilled like no other with a knife. "Malice" has never shown their face, but seems to possess multiple shadows regardless of lighting conditions. And beware of Deldreg the butcher - this dwarf is highly skilled with heavy fire weapons.


CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

The small creature next to Tzayl slowly glides forward. The dome shaped head rotates taking in the crowd with a circular dark gray crystal in the center of where its face should be.
"Hello I am RD-S2, a stealth mechanic working for the Starfinders. I have been tracking this group and spying on them for a while now. any assistance that any of you can provide would be greatly appreciated.


GM GM GM ∞ | Slides | Chronicles

The crowd whispers amongst themselves...

Who will step forward??


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush stands up, and, frowning at that strange semi-human semi-machine being, that Pangea, which is always scratching its manhood, Kush speaks out:
"Curate Tzayl, mother, I am ready to set forth on this journey, so that Talavet may keep our People from harm, and that we may discover many things to profit our society!"

Kush is a young, tall and muscular, kish.
He is dressed in some old artefact, a tabard of ballistic fabric worn over plastic mesh, with nanowire and place ceramic plates beneath the tabard, and additional layers of fabric reinforcing the joints. It covered in rust-red liquid lines.
He has a specially crafted handaxe, and a half a dozen various tool kits and satchels on his belt.
And a really big coil of ropes over his shoulder.

When mentioning Talavet, he touches his ringed finger to the religious symbol around his neck, that dangles beside some other pendant.

"We will show the world beyond the clouds what it is to be Kish!
I STEP FORWARD."

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

A tall, lightly-muscled Kish warrior, dressed in a bulky disembarkation suit that has heavy-duty cabling running from his hands, along his arms, to a box attached to the front of his chest, and a glistening rifle across his shoulder that hurts to look at too closely, steps forward.

"To protect the past, we must look to the future. If those Demons threaten the legacy of the Ancestors, they must be stopped! I, Thrym-Who-Speaks-With-Spirits, will also accompany the RD-S2 to put an end to the threat posed by the Demons."

After all, someone must look out for the interests of the Ancestors...


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f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

- We will be among the stars with you, tribesmen.

A sigh of horror sweeps through the crowd as, out of nowhere, a grim figure appears at the front of the gathering, clad in black armor like the one in which first demons came. Residents of the city know that a few demons came to the Palace of Screams and never came out, only their cries rushed a bit through the streets of the city. Now another kish stood in their armor..

- The Lord of Joy's voice pointed us to that goal. For three days and three nights we prayed, kneeling on sharp spikes, testing our resolve. We are prepared. You need someone like us. We are everywhere and nowhere. We are the very heart of the night... We are Shandi of Zelz'ah family...

---------

Dancing-With-Shadows Tribe:

• Which advisor to the chieftain would you have aligned yourself with, or otherwise looked up to, and why?

Nobody. 'Dancing-With-Shadows' group is known and feared throughout the city and has no representative on the Council. They serve a strange deity, and often torture themselves in terrible ways. Even more cruel ways they tortured those who started the war with them, rarely killing the victim (but leaving a horrible cripple). However, they still need in the tribe. All members this group either sensible doctors, either excellent assassins. The second is not encouraged... but every leader sometimes needs such people.

• What location was your favorite place to visit as a youth or adolescent?

Palace of Screams. What is hell for one can be paradise for another.

• What location are you fearful of or otherwise had a particularly terrifying encounter at?

Hearth. Prejudice against those who conquered fear, becoming one with fear, conquered the pain, becoming one with the pain, and defeated the very darkness, becoming one with the darkness... Wild and senseless prejudices underdeveloped ethnic kin...

• When you are lucky enough to have a full belly and nothing to worry about, what small pleasures do you like to indulge in?

Earnest prayers to his God is the highest reward for the one Who-Dances-With-Shadows... And ripe fruit. No meat, just ripe fruit. The flesh was created for the suffering and for the suffering to overcome. Eat the flesh, depriving her of the joy of attaining perfection of mind and spirit - barbarism.


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CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botamo listened as Tzayl calls Adventurous Kish to arms. Each of them sought a way out of this society, whether they realized it or not. I somehow feel if they leave they will never return, he thinks to himself.
He had barely eaten and had not slept in the days since Xavra had been slain by the Starfinders. now they were here wanting to take Kish Offworld? Botamo did not know what to think of the situation.

That small, metallic creature irked him in a way he could not explain just yet. Ardee Esstue? what a strange name and such a strange thing to lead Kish on a voyage through the sky on a cloud.

Kush? Guess thats not suprising. One of Tzayl's pawn's no doubt chosen to keep her influence on the Kish even as we ride the clouds. Botamo caught himself for a moment, it was easy to fall into those old feelings... before he realized who Xavra was. Maybe Kush is acting on his own... .

As Pangea went on about the Cultists they were after Botamo began paying attention, Thyrm?? Well at least they won't be totally defenseless. Botamo had been on at least a few hunt with Thyrm, despite serving different leaders Botamo respected Thyrm as a hunter and marksman.

It wasn't until Shandi spoke that Botamo gritted his teeth, One of them... Maybe he's tired of all the pleasures of that house of demons.

Botamo waited a moment, standing in his recently found Outsider armor. It was bulky and strong, with what appeared to be several enhancements to keep a warrior alive. He had found it in one of Xavra's old caches, Hipocritical fool He thought when hey found the armor. He wore it both to spite Xavra's spirit and to protect against any of his followers who might seek vengeance for Botamo not being there with Xavra as he fell.

Maybe taking off with this motley crew is the ancestors way of telling me to let go and set out! the thought flashed through his mind as he found himself speaking out, "Gosh darn it peas and crackers I'll join you group of hosers donchaknow!"


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush is smart enough to know he is not very smart, and that he will have problems with all these new languages that must exist in the worlds above the clouds.
Already, it is proving challenging.
He tries to make some mental notes: "Goshdarn Itpees Andcrack Erzile...", so hard to try and capture what this might mean. What language is that? And what God is Dontcha-No?
He is however very proud to have understood the meaning of the word Hozer, so he stands tall as he turns to Botano, and bows deep, stating proudly:
"Kush, Hozer of Talavet!"


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CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

RD-S2 takes a long look at each of their new recruits. These locals will probably survive longer then those small ursine bipeds I worked with last, what were they called again? ”Thank you for the support, this will increase the percentage of completing this mission by at least thirty five percent.”


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botoma laughs boomingly,"HARHARHARHARHAHAHA I dinnae know Talevet kept hosers! Is that why yer scedaddling away from here and now?" he repsonds to Kush.

"I've led countless hunts for food donchaknow. I'm sure I can lead a hunt for knowledge with a fellow hunter, a hoser, a trashcan, and, well, one of those." he says nodding toward Shandi.


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f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

Kish in black 'demonic' armor slowly turns to Botamo.

- Scout. Spy. Assassin. Pain giver. Priest of Midnight Lord. We are not ashamed of what we are.

Shandi now addresses the crowd, but says quietly as before, and all you have to strain to hear him:

- Aliens in our house was screaming so much and so different! They told us about their mission, and we can no longer sleep. We need to be there, and we need to be there before them. They are not worthy.

...a few moments he was silent, and then finishes the thought that only he understands:

- The darkness between the Stars awaits us. It gave greatness to my God. It will elevate us, too.


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GM GM GM ∞ | Slides | Chronicles

The rest of the crowd slowly falls back, myriad reasons keeping them from joining. Tzayl addresses everyone, "Our people shall remember this day as the beginning of a great story. One of adventure, revenge and heroism. This day shall be the first day of a... calendar. A timeless, communal memory. We will mark the days that pass from here on, so that all who come after us will know of your journey."

She gestures towards Pangea and he guides you all up the ramp into the metal cloud that the Starfinders named the "Sunrise Maiden". You are each introduced to your own personal quarters, the bridge, the cargo bays, and each of the recreation suites. "I'm sure RD-S2 can show you around... Good luck. And thank you. My skills are best used here, to learn about your city and your people. And there's a medical device I need to go check up on..." he says as he looks out a nearby window while stretching one leg to the side. In a moment, he rejoins the group of Kish assembled outside.

RD-S2 fires up the ship's thrusters, much to the fanfare of the Kish, and as the ship ascends through the pink clouds and the familiar faces slowly vanish you eventually find yourselves in the inky void of space. Inputting the coordinates to the Gate of Twelve Suns, RD-S2 directs the Sunrise Maiden into the Drift...

Please place your icons on the ship where you think your characters would enjoy hanging out the most. Over the course of the next 5d6 ⇒ (3, 1, 6, 4, 2) = 16 days you get to learn the ins and outs of the ship and how to operate it, essentially upgrading you all to a competent crew. Describe your character's progress, your hangups, what you like the most about starship drift travel and what you like least...


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush gives Pangea a clap on the shoulder: "Farewell!"
And so disappears Pangea and his newfound manhood...

(the slide is View Only)


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GM GM GM ∞ | Slides | Chronicles

(and what a lovely view it is!! ...should be good now!)


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Though Kush has now spent two weeks in what people say is Space, even though it is all black and there are no clouds, only little lights in the distance, likely from some holes in the fabric... though Kush trains with everyone and tries to learn as much as he can about this vessel, how to operate it, live in it, he cannot comprehend how such a thin shield can prevent the Void from killing everyone.
So he spends every free moment he has sitting outside an escape pod, with all his gear, and some food and water.
He is ready to jump when the alarms will go off...
There is one thing he loves about this Space Travel: he is told it will end.


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Botamo ascended the ramp to the cloud with his head raised high. I may as well look good before I leave forever. and entered. Everything about this cloud intrigued him, including that it was not a cloud, but actually a Ship. He quickly learned to love the ship and space travel. It suited him in an odd way.

In the weeks that followed Botamo spent most of his time in the captains quarters, claiming it by placing his armor in it and leaving his items sprawled about the cabin. He mostly wore his ceremonial hunter clothes around the ship, including the recreation suite where he was always interested in a sparring match or some other physical test. "Ayyy hoser, doncha know they got a doohickey here that makes it snowing one second and raining the next, then you can be in a desert hotter than a good stew!"

Other than the recreation suite he constantly listens any time Ardee, he had taken to calling the trash can Ardee, explained how the ships functions worked. He understood the basic of almost all of them but seemed to excel at none of them. Thrym was clearly the better marksman, and Ardee was faster on the keys than any of them could ever hope to be. He would have to assume the role of Captain, dictating when and where all the tools of the ship should be used, as well as keeping the crews morale high. Any Huntmaster knows the hunt party is doomed to fail if the hunters are in a foul mood.

After the first week he began to settle in this role, lounging in the captains chain watching and reading any of the data the ship had with it about what he was getting into. It was at that point he had an idea, and the following day when everyone was around the dining table, "Donchaknowit but I think ya'll aughtta be looking over the Maiden's vid library on anything about those gosh darn cultists we're all pursuing eh? And how's everyone doing getting used to this space eh?? its certainly not the city or the forest but do we have any issues we should address eh??? Ardee, how's she doing eh????"

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Thrym, still quite distrustful of the strange iron cloud, spends most of his time in Main Engineering, finding the humming of the power core strangely comforting.

It also gives him plenty of time to commune with the ship's computer, discovering that its artificial personality is not dissimilar to that of some of the ancestral spirits that he has encountered on the homeworld...

...and leading him to refer to the computer as the 'ghost in the machine'.


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CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

The first week RD-S2 spends most of their time answering questions from the I guess this is technically a crew of a "metal cloud" , showing the crew how to operate the Sunrise Maiden, introducing everyone to PCD-3 their Precision Combat Drone third generation, and trying to explain to Kush why the ship is safe. "This is travel that has been successful for hundreds of years, there are thousands of reports of safe travels of
star-ships, and Vagabonds are used throughout the Pact Worlds."

The second week RD-S2 goes through normal ship maintenance and routine procedures. "the Vagabond class Medium explorer, named the Sunrise Maiden by the now deceased Moriko Nash that we are currently operating, is running normally."


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush nods, and bows deep to RD:
"I understand, Master Robotic, and am sure you are right but...", and Kush taps his temple with a finger, showing that he, Kush, is a thinker:
"People who died CANNOT report unsafe travel!
So you would have no trace of that. Ha!"


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)
Robotic Droid Series-2 wrote:


The second week RD-S2 goes through normal ship maintenance and routine procedures. "the Vagabond class Medium explorer, named the Sunrise Maiden by the now deceased Moriko Nash that we are currently operating, is running normally."

"Oh good to know donchaknow. You be letting me know if anything goes south of perfect now eh?' Botamo responds before rolling his eyes at Kush.


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CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

"Of course you will be one of the first lifeforms that I will notify if anything happens."

Kush the Kish wrote:

Kush nods, and bows deep to RD:

"I understand, Master Robotic, and am sure you are right but...", and Kush taps his temple with a finger, showing that he, Kush, is a thinker:

"People who died CANNOT report unsafe travel!
So you would have no trace of that. Ha!"

RD-S2 pulls out one of the ships datapads and starts pulling up reports of crashed or destroyed star-ships.

"I can show you many reports of vessels that had been destroyed or have run into incidents that caused them to become inoperable while in transit, Who's crews could have died, were lost in space or the drift, or made it safely to a alternate destination. there is a chance that this ship could explode, causing us to be lost in the depths of space or the drift, but it is a small chance. Here if you want you can read these reports if you would feel so inclined." RD-S2 holds out the datapad which is currently showing a star-ship exploding.


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush sees the exploding starship: "I knew it! But... I will keep your secret from the others, they might get a little distraught".

Then Kush scurries back to sit beside an escape pod.


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f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

Shandi spent most of his time in the pilot's seat.

First, he was clearly fascinated by the cosmic abyss and those visions that he had time to notice in the Drift. Angelic cathedrals, the devil's rocks, the angry elementals... Pieces of other planes he had only heard of in stories from his ancestors.

Secondly, he proved to be a natural born pilot. It was as if he intuitively sensed a ship rushing to meet the mysteries of the Dark Tapestry. Several times he made dangerous turns (dead loop, mobius loop, and others), which made the crew members ' food rise to their throats. But on any questions he explained that this is part of the training, and if 'the metal cloud' will ever be in danger, he can save everyone with this skills...

- Sufferings is part of the journey... accept them and draw strength and inspiration from them... for new victories!

In between his experiments with the 'helm of the ship', he explained to his fellow tribesmen the essence of his faith. This seemed very reasonable and extremely consistent (albeit somewhat harsh) until he began to show the rituals of "mortification of the flesh". At that moment, the charm was wearing off (or not - your choice!).

However, this did not prevent him to build an altar in the warehouse (zone 13), using spiked chains and metal plates, which he cut and fastened in the form of a brutal likeness of a kish skull.

- Few know as much about the dark tapestry as my God does. Believe me... Midnight Lord is indeed a cruel god, but His little altar on our ship will protect us from much greater evil.

It is obviously seen that for this altar Shandi Zelz'ah is ready to fight to the death, and every night (by the time of his native city) he come to it to inflict himself a painful wound, sprinkling the sanctuary with a small amount of his own blood...

Otherwise, he was not such a terrible passenger as you might expect. A week later, some of you have ceased to think that at night he can suddenly visit you with torture instruments - and live on the ship has become easier and more fun.


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CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

At first Botamo thought little and less of Shandi. He had heard very little of what these followers of the Midnight Lord were about and what he had heard was either terrifying or mysterious.

For the first few days Botamo was happy to ignore Shandi for the most part, and the warehouse he had converted to a temple to his dark god.

Eventually though Botamo and Shandi began to spend time together on the bridge. Everytime i walk in here, there he is, doing those flight sim's. as Ardee called them. Botamo had tried his hands at a few of them but he was clumsy with the ship, and more often or not flew it into an astroid or right into the simulated enemy fire. Shandi, however was another story.

Whenever Shandi began training, Botamo would ascend to the captains chair, strap himself in and enjoy the ride. While the jerky motions and agressive turns and loops might have sickened most kish, Botamo found it exhilarating and began to enjoy anytime Shandi flew.

After a particular agressive training simulation involving multiple loops, swerves, barrel rolls and all manner of maneuvers, "WHOOOOO!!!! LETS DO THAT AGAIN EH!!!!" he said to Shandi as he unstrapped his restraints.


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f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

- We are pleased that you are not afraid of dangers and... you can enjoy these sensations, Botamo. We can work together.

It is difficult not to notice that basically he speaks about himself in the plural, only occasionally using singular. Surely someone from the team sooner or later asked why, and he explained that he constantly hears the whisper of shadows in his head. Some essences of the Plane of Shadows... They give advices, suggest, guide... They used to scare him, but can't anymore - now he is the incarnate horror (when necessary) and not afraid something like himselve.

Also, Shandi would spend some time studying cults of Zon-Kuton in the galaxy. He will ask RD-S2 a lot and will access to the data of the onboard computer of Sunrise Maiden (using RD-S2 help).

'From this metal creature we can made nice psevdo-kuton. Little spikes, the right approach and it could cause a lot of pleasure to others, despite the fact that it will never be able to experience it itself...'


GM GM GM ∞ | Slides | Chronicles

As the Sunrise Maiden nears its destination it passes through an ephemeral fog of golden dust. The beautiful encounter sets the ambient lighting everywhere on board the ship to a warm glow. But the sight is short-lived before the ship careens into a strange storm of quantum foam and clusters of planar debris!

Shandi, Piloting: 1d20 + 19 ⇒ (19) + 19 = 38

...which doesn't surprise Shandi in the slightest, allowing the rest of the crew to sit comfortably back and enjoy the chaotic view...

Super secret GM stuff...:
The first to spot something weird is 1=Botamo, 2=Kush, 3=RD-S2, 4=Shandi, 5=Thrym 1d5 ⇒ 1

...but Botamo sees a face appear out of the remnants of the fading golden light... And it coalesces into a creature on the bridge!

"In-in-in-interlopers! You will cease your transgressions and r-r-r-return to your place of origin or be d-d-d-destroyed!”

Mysticism DC 25 (identify a creature):
This is an Anhamut Inevitable, a medium-sized Lawful Neutral Outsider.

Shortly after Triune sent the Signal out to all mortal life, gifting the secrets of Drift travel, the axiomites received their own similarly mysterious message. Instead of plans for a Drift engine, however, this signal contained blueprints for the construction of an entirely new type of inevitable: the anhamut.

Anhamuts are programmed with the central tenet that the exploration and mapping of the universe bring a kind of order to the chaotic cosmos, and they seek to protect this process and those who engage in it. Anhamuts hunt down those who attempt to destroy the hyperspace beacons that make Drift travel possible, and they sometimes aid adventurers who have discovered a new planet or alien society in returning home to report this information to their societies.

For every 5 that you beat the DC by, choose one of the following three spoilers to reveal to the rest of your crew:

Defenses:
• Will is their best saving throw.
• They can regenerate all but the most chaotic of damage.
• They have strong damage reduction against non-chaotic kinetic attacks.
• They are immune to electricity.
• They have strong spell resistance.

Offenses:
• Speed 30 ft, fly 40 ft (Su, perfect)
• Their melee attack consists of a slashing nanite blade that can burst upon a critical hit.
• Their ranged attack consists of an electric discharge up to 60 feet away.
• Like a Soldier, it is so skilled with its blade that it can strike thrice on a full attack.

Other:
Discorporation (Ex) An anhamut’s robotic body can discorporate its component nanites into a swarm of Diminutive creatures as a standard action. Reincorporating its parts into its regular form is also a standard action. While in its discorporated form, an anhamut cannot use its nanite blade, but it gains swarm immunities and can fly. In addition, a discorporated anhamut can interface directly with many forms of technology, and it counts as having a hacking kit when attempting Computers skill checks.

Sense Motive DC 25:
This creature is acting strangely—possibly from madness or some other affliction—and in its hostile state it's likely to lash out soon!

You think that only a timely charm monster spell or remove affliction can prevent them from attacking!


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Mysticism: 1d20 + 14 ⇒ (10) + 14 = 24

Sense motive : 1d20 + 1 ⇒ (9) + 1 = 10

"GAHHH!!! Well scuse me but I don't remember giving ye permission to board you... you... you... well whatever you are yer definitely a HOZER! Nobody Threatens my Hunting Party and gets away with it!" Botamo jumps back in a defensive position while manifesting his Solar weapon in the large curved blade with a wide head. He then flourishes it fancifully as it erupts in flame.

Idk what this is so move to draw my weapon and move to ignite it.

"What in the Ancestors name is this thing, eh?"


GM GM GM ∞ | Slides | Chronicles

Not in combat, yet, per se... But this thing certainly looks hostile!

As the creature fumes and festers with anger it speaks in a manner that is understandable to everyone individually: Kishaleen for the Kish, and (presumably) computer code for RD-S2.


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

allowing the rest of the crew to sit comfortably back and enjoy the chaotic view...
Kush is sitting on the escape pod, gripping it with both hands, when he glimpses some golden mist and space debris.
"Space ship debris... 'Kush, you idiot, it's safe!', they said..."
He shuts his eyes and waits for the explosion.

Then he hears some babbling coming from the bridge.
Kush calls out: "YEAH, TIME TO PRAY! REMEMBER: 'I TOLD YOU THIS'D HAPPEN!'

Kush gets into the escape pod.

Mysticism: 1d20 + 23 ⇒ (7) + 23 = 30
Sense Motive: 1d20 + 10 ⇒ (8) + 10 = 18
Kush will ID +1 spoiler when he sees the thing

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Thrym uncertainly unholsters his weapon, and puts down the bracing struts.

"Calm yourself, Spirit. Why are we interlopers? We are going this way to stop others who are a threat to the Cosmos."

Sense Motive: 1d20 + 14 ⇒ (14) + 14 = 28.

Thrym blinks rapidly, then turns to Kush.

"Kush, this creature's mind is troubled. Could you please try to calm the chaos in its soul, by Removing the Affliction?"


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LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Kush is not there to talk to.

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Well, in that case...

Thrym turns around, and leaves the bridge.


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CG SRO Roboticist Mechanic(11) | EAC: 28, KAC: 28, DR/-7, Fort: +10(+4 vs. stun effects), Ref: +12, Will: +6 SP: 80, HP: 62, RP: 7 | Perc: +15 (60ft Darkvision) | Init: +9 | Speed: 40 ft. |
Skills:
Athletics +16, Computers +24, Culture +18, Engineering +24, Life Science +18, Medicine +21, Perception +17, Physical science +21, Cybernetic Surgeon +21, Stealth +17, Survival +14

”All personal head to the bridge immediately.” the robotic voice of RD-S2 blares over the ship wide communication unit. RD-S2 looks over towards Botamo ” I believe this is what you say south of perfect.”


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

"I'm not the captain, why do I have to go down with the ship?"

Kush sighs, and decides to follow the order of the metallic representative from Beyond the Clouds.
Kush starts heading towards the bridge, but then shrugs, and starts to go back towards the escape pods when he sees Thrym leaving the bridge.
False alarm...


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

“Where in the broken lands dooya think yer going Thyrm!” he growls as his gunner leaves his station, ”Ardee... what am I looking at?”

focus... focus on the light... he thinks as he frantically tries to figure out what’s going on.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

 »Where are we supposed to go? »

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Thrym looks puzzled.

"I was going to get Kush..."

His face then brightens up when he sees Kush in the corridor.

"Ah! There you are! We have a visitor - a Spirit, who is suffering from a malady of the soul. Could you Remove his Affliction from him?"

Comm units? That's too high-tech for Thrym ;-) His first instinct is to go looking for someone, rather than relying on the voice box of the Spirits :-P


f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

Mysticism: 1d20 + 20 ⇒ (15) + 20 = 35 [Offenses & Other, however I do not have the opportunity to share it with friends]

- Is this inevitable suffering? We have nothing against it, although we prefer his body to suffer and his spirit to be purified. Do something, or we will...

Without finishing the sentence, he (almost?) disappears.

Stealth: 1d20 + 22 ⇒ (3) + 22 = 25 [Cloaking Field (Ex)]

[UPD - If Shandi will understand, that everybody see him, he will restealth and take 10 on this skill check (he can); it will be as 32 stealth result]


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

 »Oh? A visitor! Very nice. Of course I will try to heal him and also make him some herbal tea. What tales does he have to share? »
Kush heads onto the bridge, looking around.

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GM GM GM ∞ | Slides | Chronicles

Greetings, everyone!!

This is the Discussion Thread for Dead Suns, Book 5: The Thirteenth Gate. My previous PbP for Book 4: The Ruined Clouds can be found HERE if you need to reference anything.

To those who are new to the Campaign, congratulations on being selected! To those who are continuing from the previous game, welcome back! It is my sincerest hope that you have a good time, and I thank you in advance for your interest!

Character Creation:
Only Core races, Legacy races and Kish will be allowed for this Campaign. All classes and Playtest classes are allowed. Please utilize the Standard Starfinder Character Creation Rules, using the 10-point buy system, and reference this Skill Matrix to ensure the party has every skill accounted for.

Kish characters utilizing racial weapons (such as the Battlebow) may remove the archaic property by spending an additional 10% of the base price of the item. Kish characters begin play speaking Common for free, thanks to some audio books accidentally left behind by the Cult of the Devourer.

All characters will be 10th Level for the entire duration of the Book. You begin play with your choice of either:

• One 10th level item
• One 9th level item
• 36,000 credits to spend as you wish
• For items made of a special material, simply pay for the extra cost

...OR...

• 66,000 credits to spend as you wish

A little about me (spoilered because I'm boring):
I have been GMing for 20+ years, including nearly 7 years with PFS and nearly 2 years with SFS. I enjoy meeting new people and learning new ways of doing things! That being said, if you have any GMing critiques or suggestions on how to improve the PbP experience please feel free to post here in the Discussion Thread or send me a PM!

A little about PbP (spoilered if you're a veteran):
If you're new to play-by-post, feel free to ask any how-to questions here! The Gameplay Thread should be reserved for in-character roleplay and rollplay, but if you need to mention something out-of-character over there be sure to use the [OOC] tag.

If you're up for some light reading, Painlord's Play-by-Post Guide can really help flush out your PC's full roleplaying potential via PbP, something that Organized Play characters don't always have the opportunity to do at an actual table.

I prefer to do Block Initiative, and I'll pre-roll your Perception and Initiative checks in a block as well (alphabetically with enemies after for consistency). Depending on the number of saves a given encounter requires, I may roll those for you as well.

This game will award Starfinder Society credit (if that interests you) via "Campaign Mode". The Chronicle is Tier 9-10.

Expectations (spoilered if you've played under me previously):
I've been playing and GMing PbP for years, and I've experienced the awkwardness of having to deal with the disappearance of players and GMs more than a handful of times. Sometimes it's a brief hiccup in availability, and sometimes it's burnout. No apologies needed. Life happens, and I've been on both sides before. With that in mind, this is the pace I'd like to adhere to:

• Please endeavor to check each thread every day for new posts.
• Please endeavor to read each new post thoroughly.
• Please endeavor to post something every day. Little jokes, personal jabs and conversational banter are the things PbPs thrive on. It's easier to read and write a quick response than a page turner.
• I will generally bot someone who hasn't posted within 24 hours after a response was needed from them.
• If I've had to bot someone twice consecutively, I'll generally PM them to see if everything is alright.
• After a week of no communication, I'll issue a Chronicle to the individual for the sections completed and finish the rest of the game with the remaining players. If that creates a pivotal gap that prevents the group from continuing, I may recruit a new character to take their place.
• In order to hold myself accountable, I've already conscripted one victim friend as a player who can poke me IRL if I'm the one who's falling behind ^_^

Formatting (spoilered for length, but please read!):
In my experience combats run smoothest when everyone formats their posts similarly. I may have to read through half a dozen posts before crafting my own, and the fewer questions I have the more efficient I can be. I have two requests:

1) please format your attack and damage rolls to include the weapon used, whether you're targeting EAC or KAC, and what type of damage you're dealing. For example:

[DICE=Tactical Pike vs KAC]1d20+5[/DICE]
[DICE=Piercing]1d8+4[/DICE]

2) please copy/paste/edit the following sample header into your character's profile. Everything should fit in just one line. Use the maximum values for SP/HP/RP and I'll track the rest during combat:

Alignment PGP Race Class (Level) | EAC: #, KAC: # , DR: #/type , Resist: #/type | Fort: +#, Ref: +#, Will: +# (other bonuses here) | SP: #, HP: #, RP: # | Perc: +# (exceptional senses here) | Init: +# | Speed: # ft. | Any other information you'd like to track or display

...which might look like…

LG Female Ysoki Soldier (5) | EAC: 20, KAC: 20, DR: 5/-, Resist: 5/fire | Fort: +6, Ref: +6, Will: +3 (+2 Disease) | SP: 45, HP: 42, RP: 7 | Perc: +7 (Darkvision 60 ft) | Init: +4 | Speed: 40 ft., Climb: 20 ft. | Threatens 10 feet

Lastly...

This adventure includes Starship Combat! Previously, during Book 4, I skipped Starship Combat in the interest of leaving enough time for the Playtest to conclude. For this Book and Book 6, I want to re-incorporate it.

On that note, your first task as a group will be to build your Starship! In Book 1 your group acquired the vintage Sunrise Maiden, an explorer-class, medium-sized Sanjaval Vagabond. Since then it has grown into a Tier 9 Starship pre-built with crew quarters [good], escape pods [x6], and two recreation suites [HAC/gym]! You have 213 Build Points remaining to customize it as you see fit! I'd like everyone's input, and my only suggestion as a GM is to avoid building something hyper specialized. It's tempting to drop all of your build points into one giant weapon, for example, but in my experience such a lack of versatility can really become impeding.

Additionally, since your group has already fought the Azlanti Star Empire once, you may include any Mystical Starship Weapons in your build (but nothing else otherwise "restricted" in the weapons chart).

Also, when you post, please include what Starship Role you'll be occupying. After your ship is finalized I will create the introductory Gameplay post, and we'll begin!

Good luck!!

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Honestly?

In general, I have found that when designing starships, having a big main gun, and a number of other small ones, is quite efficient.

For 213 additional build points, I would recommend the following:

Pulse Prismatic Power Core (30 BP) [300 PCU]
Superior Shields 600 (40 BP) [-160 PCU]
Upgrade Turret to two heavy weapon mounts (17 BP) + one light weapon mount (5 BP)
Twin-linked Persistent Particle Beam (Turret) (62 BP) [-40 PCU]
Laser Net (Turret) (9 BP) [-10 PCU]
Aeon Caster (Forward) (7 BP) [-10 PCU]
Aeon Caster (Starboard) (7 BP) [-10 PCU]
Aeon Caster (Port) (7 BP) [-10 PCU]
Signal Basic Drift Engine (6 BP)
Budget Long Range Sensors (6 BP)
M12 Thrusters (6 BP) [-80 PCU]
Mk II Armor (6 BP)
Upgrade Computer to Mk I Trinode (3 BP) [-10 PCU]
Tech Workshop (1 BP) [-3 PCU]

The idea would be that the main gun, plus only one of the secondary weapons, would be in use at any one time; also, the Tech Workshop would not be in use during combat.


GM GM GM ∞ | Slides | Chronicles

Will be interesting to see how it works ^_^

This will officially be the highest level Starship Combat I've participated in.

I assume your role will be Gunner?


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Pangea Mu remains with the Kish, his passion for archaeology stronger than the urge to fight the Devourer Cult.
How dare he do that, people may ask.
To which he answers: "I've literally grown a pair of balls, so I'm using them and doing what I want!"

Kush will join the adventurers setting off to discover this Gate and the great weapon of destruction.
Kush is very excited to go discover the world at large, and be able to bring knowledge back to his people.

__________

re. the Space Vessel, my vote is always for the fastest most maneuverable one, with the biggest gun you can get on the turret (if BPs are tight I even prefer not having other guns).
So I'm fine with the proposed concept.
If I have time to check things before we start, I'll look into this in detail, but I imagine all is good.

Kush will be quite useless in Space Combat.
Give this Kish a break, he's never even seen a spacecraft till recently.
The only thing he might do is secondary gunner @ +10.


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GM GM GM ∞ | Slides | Chronicles

I noticed that when I looked at the Skill Matrix. I propose the following houserule, if you're interested:

Kish Shaman (Mystic Archetype)

The Kish of Nejeor XI view technology as practically supernatural. Unfortunately, as an illiterate species, even the simplest of instruction manuals is beyond their comprehension. Thankfully, Kish Shamans have passed down stories from generation to generation on how to "speak" to the items of their ancestors. Upon completion of their training, apprentices gain a rudimentary understanding of how technology works by performing practiced rituals and praying to their ancestors for guidance. After many years, operating common technological items becomes as easy for a Shaman as it is for the average vidgamer. Powerful Shamans even gain such mastery that they are capable of imbuing technological items with magical powers.

Code Speaker (Ex) - 2nd Level

Your ancestors spoke a language that no longer exists, but through some sort of divine providence, you now understand what once was lost.

You learn to speak and read Kishaleen for free.

For the highest level of mystic spell you can cast, reduce the number of mystic spells known by 1

The Starship is Alive! (Su) - 4th Level

You can call upon the guidance of your ancestors to help you operate a Starship.

When you are in the Engineer or Science Officer role of starship combat, you may use Mysticism in place of either Engineering or Computers for your actions. If your starship suffers a critical damage effect to life support, your actions suffer the same penalties as a captain's would.

You don’t gain access to the highest-level connection spell you would normally have access to.

Ritualized Activation (Su) - 6th Level

You have learned, through both trial and error and supernatural guidance, that technology and magic really aren't that different.

You may use Mysticism in place of all Engineering and Computers checks, although these rolls do not benefit from any item bonuses.

You don’t gain access to the highest-level connection power you would normally have access to.

Ancestral Infusion (Su) - 9th Level

As a standard action, you can apply one of the following fusions to any 2nd-level or higher powered weapon you wield: anarchic, axiomatic, holy or unholy. By spending 1 Resolve Point, you may instead apply ghost killer to any 5th-level or higher powered weapon you wield. The weapon can not already have one of these fusions attached. The weapon fusion remains active until the end of combat. This weapon fusion does not count toward the maximum number of levels of weapons fusions a weapon can have at once.

You either don’t gain the healing touch class feature or don’t gain a feat you would otherwise gain from reaching an odd-numbered character level (see page 26); this feat could be the one normally gained at 9th level.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Thanks a lot!

So, I would lose (to make sure I get it right):
• from 2nd Level
@ lvl 10 I would have a base of 1 x 4th level spell known (instead of 2)
• from 4th level
I would lose Mystic Cure @ 4th level (and keep it @ 3rd level) which means I also lose Remove Affliction, correct? (since I get Remove Affliction when I learn the higher Mystic Cure)
• from 6th level
I would lose Steal Life (Su)
• from 9th level
I would lose a feat or Healing Touch

In what I would gain:
• 2nd level
You learn to speak and read Kishaleen for free
That means I would know Common as the default, and Kish for "free"?
• 4th & 6th level
I would use Mysticism instead of Engineering & Computers for all situations
although these rolls do not benefit from any item bonuses
I would get no bonuses to rolls via kits (no +2 etc.), but I could use a kit to remove a negative? (for example: could I take an engineering kit to not take the –2 penalty to all checks, or a hacking kit to be able to hack computers? - ie.: are those "bonuses"?
• 9th level
Spend a Standard action or an RP to attach fusion(s) till the end of the fight

Question:
• what stat does the +1 bump go to?
• what class skill is affected (becoming a class skill or getting +1)?
• any other thing (like -5 to a recall knowledge DC etc.)?


GM GM GM ∞ | Slides | Chronicles

I actually just copied and pasted the standard list of Altered or Replaced Mystic Class Features. I believe everything you listed is correct.

Kish grow up speaking "Vulgar Kishaleen", which they just refer to as "Kish". It has no written form. "Kishaleen" is essentially an entirely different language and has a written form. It's a language that is particularly useful throughout Dead Suns.

It's also a language that has some similarities to Common. That's why your group occasionally heard words that sounded familiar. The book doesn't elaborate on this. I imagine that either a future supplement (or maybe Book 6, which I haven't read yet) will.

I'm giving Kish PCs Common for free, in addition to Vulgar Kishaleen. Mostly just to make communication easier. So if you chose this Archetype, you'd speak 3 languages out of the gate (and be able to write 2).

Regarding items, I was thinking you wouldn't even need a Hacking Kit or Engineering Kit at all. You're mystically mystifying tech, rather than working with it in the typical fashion, so while you wouldn't gain any benefit from using a Datajack, you also wouldn't need a Hacking Kit.

I believe your last three questions are regarding Themes; you can keep your current Theme. What I presented above is an Archetype.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Duh... sorry, yes, I was indeed thinking of Themes for the last question

Okay, thanks for all this, I'll think things over

One question being who uses Computers/Engineering: if a bunch are super good with that it is less useful to change


GM GM GM ∞ | Slides | Chronicles

I think we're looking at a party of 4 with Thrym being the ranged soldier (who doesn't have either skill), yourself, a melee Solarion who wants to be the face of the group, and Varnais (who I believe said Operative?).

Another option would be to link two Mystical Starship Weapons in the Aft Arc and fire those as you speed away from your assailants ^_^


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Okay, I'll opt for this Archetype if we need those Skills, which it seems...

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

FWIW, I do (effectively) have both Diplomacy and Intimidate, since I built my PC around the Veiled Threat feat...?


GM GM GM ∞ | Slides | Chronicles

Huh. I've looked at Veiled Threat before, but never imagined using it as a complete replacement for Diplomacy.

With Veiled Threat, the creature is never Helpful for more than an hour. So in the rare instance where you need to befriend someone for a longer duration (like Tzayl in Book 4), you'd have to roll new Intimidate checks virtually every time you met back up.

OhEmGee. Now I can't get the stereotypical abusive-motorcycle-boyfriend-jerk image out of my head >.<

You might not have to invest in that route if the Solarion or Operative wants to be full party face. Then maybe you could switch Intimidate for Engineering, or something else. But I guess we should wait for the remaining two players to post.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

I had not thought of it that way. That is actually quite distasteful :-/ I guess that I should rebuild him to *not* include Intimidate, at all, and re-allocate the charisma points to something else?

I suppose that I can allocate the points to Profession(Hunter Gatherer), or maybe Stealth, instead? There aren't a lot of relevant skills for a 'pre-tech' PC in Starfinder...

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Alright. I have re-jigged Thrym's build, to hopefully not be as repugnant.


GM GM GM ∞ | Slides | Chronicles

Lol

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

So, by my calculation, Kush will be Engineer, and Thrym will be the main gunner?

That leaves the Pilot, and the secondary gunner / science officer...?


GM GM GM ∞ | Slides | Chronicles

I think the Solarion will probably be Captain.

I'd imagine the Operative would be Pilot.

So then Kush could switch back and forth between Engineer, Science, and backup Mystical Gunner.

But we actually probably have two-three weeks before we begin, so we can figure it all out. Even then, I'll be prepping for PaizoCon, so the end of May will be slow.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

So then Kush could switch back and forth between Engineer, Science, and backup Mystical Gunner.
I will change to do that if no one else has Computers/Engineering.
But it is a big hit (losing 2 out 3 x 4th level spells ; losing Remove Affliction which is quite important/useful etc.).


GM GM GM ∞ | Slides | Chronicles

Ah. Gotcha.

In that case I suggest at least refitting the ship with a twin linked Mystical weapon so you have something to do.

Starship Combat is not a fun time for Mystics.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

*shrugs*

Literally the only thing I can do, usefully, in Starship combat is be a Gunner (since I don't have Computers, Engineering, or Piloting, nor do I have a positive charisma bonus).

Alright, so, on that basis, one of the other two needs to take Piloting, and the other needs to take Computers, whilst Kush runs whichever Light Aeon Caster is facing the enemy...

I mean, you only need Pilot/Science Officer/Gunner/Gunner, right?


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

I am not talking about Starship Combat.
But about everything.
To wait to see if anyone has Engineering or Computers.


GM GM GM ∞ | Slides | Chronicles

Thrym can also take Engineering or Piloting, since they're class skills.

Kish are fantastic engineers, since they're constantly turning technological debris into useful items, and the occasional rare Kish could have experience strapping wheels together and driving a vehicle as a hobby. Or something.

Every Starship role is equally important, but has different regional importance. Level 6 Captains are amazing, since they can give other crew members additional actions, and giving +4 to Initiative is indispensable.

Where I play, nobody uses Science Officers, or, usually, only on round 1 to scan the enemy, and then they take up the Engineer role.

Gunner and Pilot are the only two *necessary* roles.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

I imagine (hope) they will change Science Officer stuff one day, since they were useful before they changed the Shield balancing thing. Now they are pretty useless during the fight.

Anyhow, I'll see if the group has someone with Engineering & Computers or not.
And then see if I need/want to take the Archetype.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Shield balancing is no longer a thing? I was not aware of that :-/

I retract my statement about the Science Officer being (even vaguely) useful...


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GM GM GM ∞ | Slides | Chronicles

OhMyGosh I love both of your avatars!


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Hi Everyone, Im the Solarian Nefreet warned you about.

I built towards being a face and captain, very interested in new culture and very capable of killing it when necessary. As far as skills go I did put some points into life science and culture. As far as space combat goes... well I'm either a great captain or an ok not the engineer.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Alright, so, I have decided to take the 'Kish Mystic' archetype, because flavour-wise, it makes sense for my PC, even though I am essentially trading four feats for a language, since I don't have Mysticism, and don't use Powered weapons.

That said, it also enables me to free-up some credits, by jettisoning the whole 'Jarvis in my Iron Man suit' concept, as justification for learning Kishaleen.

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

@Botamo: Welcome :-)

So, we have a confirmed Captain, Primary Gunner, and Secondary Gunner.

I guess that makes the Operative our Pilot ;-)

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Hmmm...

After crunching the numbers, it saddens me, but I may need to look into using something other than a bow, if I want to stay relevant.

I will need to give this some thought.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

I had not even read the powered weapon line in the Archetype.

Greetings Botamo!

(Okay, read/re-read all the GM info' up to creating our Spaceship, will look into that next, sorry for delay ; put up my character info beside avatar & keeping on making character sheet clearer etc.)


GM GM GM ∞ | Slides | Chronicles

I may just try to reach out for a 5th character, since not having an Engineer can really leave a low-AC starship dead in the water from crits.

Second Seekers (Jadnura)

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Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

*cough* You are missing the fact that in each quadrant of our shields, we have essentially double the number of maximum hit points that our ship has ;-)

i.e. 150 shield points in *each* quadrant, Vs. 75 hull points, total.

We are, after all, essentially immune to crits until our shields are taken down.

If we start taking significant hull damage, we have bigger problems than the lack of a dedicated Engineer :-P

I will also point out that if our enemy can survive more than a couple of hits from our main gun (which does 20d6 damage), we are probably in over our heads, anyway...

Especially if the Captain starts making 'Orders', allowing the Gunner to 'Shoot' *and* 'Broadside' in one round, potentially doing 40d6 damage in one round...

I have crunched the numbers, and it is basically a terrifying miniature Death Star :-D

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Also, we are not a 'low AC' starship - assuming our pilot has max ranks in Piloting, our ship will be AC 22, TL 20, which is 'on target' for AC at this level.


CG Male Kish Xenoseeker Solarian 12|SP:120 HP:89 RP:10/11| EAC 27 KAC 29 DR: 12/- | Speed: 50ft, Coordinated shot F10 R7 W9 | Perc +10| Init +1| Speed 40ft
Skills:
Athletics +19, Bluff +10, Culture +14, Diplomacy +20, Life Science +12, Mysticism +16, Perception +10; (reduce the DC of Life Science checks to identity rare creatures by 5)

Oh FWIW I'm fine with however we design the ship, Botamo will love it no matter what just because its technology.


f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

Hello dears! I'm almost finished the process of creating a character. Like I said, it's an operative ... and local High Priest of Zon-Kuthon.

See in Darkness, Blindsense 60', Perception +17 (or more*), Trapspotting, Stealth +17 (or more*) - we can guess who will go first!

(*I haven't made any purchases yet)

P.S. {Medicine + Profession (torturer) + Intimidate} are included! Have a nice flight to the superweapon! And don't worry about anything...

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

@Shandi: Do you have scope to take Piloting? We still need a pilot ;-)


f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

@Thrym, Done!

@GM Nefreet, I think I'm finish with character creation :)

Guys, any idea where to spend the last 100 credits?

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Well, if you want some 'minor' equipment:

Binoculars (50 credits)
Industrial Backpack (25 credits)
Fire Extinguisher (15 credits)
Gear Maintenance Kit (5 credits)
Canteen (1 credit)
Hygiene Kit (3 credits)
Lighter (1 credit)

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Just checking, but you know that your weapon can't use the battery you have bought, right?

(Since it can, at best, use a '20 charge' battery... you can't put a battery with higher capacity (80) into a weapon with a lower capacity (in this case, 20).)


f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

I didn't know. Thank you!

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

No worries! On the plus side, it does mean that you can buy a *lot* of the 'right' sort of batteries ;-)


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Little change: I do not want to embark with this character (Healer of Talavet) on a hunt for Devourer Cultists with a High Priest of Zon Kuthon cum torturer.
So I'll see I think of some other character concept...


f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

No no no! I wouldn't want you to change your character. I've put together a fairly extreme version of this kish. If at least one of our company is uncomfortable with it, I will reduce the intensity of gloom.

Technically: 1) diabolist Varnais could torture and 'train the primitives' with fire and blood too, but no (and it came out quite good); 2) I don't think that LN Talavet has big problems with LE Zon-Kuthon. What to do if one of the tribes have SUCH traditions? It's their right.

I will move it into the theme of stealth in shadows and self-discipline through pain. And only in the last instance about the pain of others (although some of this will remain, but much less).

On my idea there is one tribe, which has very strange traditions. With them rarely conflict because it is very scary to lose a battle and then survive. Local frankly avoid them, but! respect them as the best masters of stealth. And when the local Council of Elders decides to send a mission into space to stop the end of the galaxy, reluctantly they call one champion from this tribe. No one's happy with him, but he's needed in this business.

P.S. Changed Intimidate and Profession to Disguise and Bluff. And all his skills are in the Matrix now.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Are you sure? Because I don't mind your character in itself at all.
It's just that if it is oriented torture and inflicting pain and hurting oneself and the teammates to make them better... I don't want to have a semi-constant RP quarrel through the AP w. a character of mine that is more benevolent as a healer, and interested in patching people up to make them better, rather than chopping body parts off to make them better!

It's just to find a common ground where we don't have to RP being at philosophical odds (which can be fun for a bit, but I think it'd not be fun for the run of an AP).
I think it'd work fine as you say, but if you really want to go for the more sadistic / pain inflicting aspect I'm fine with finding a way of changing things around to fit that.

re. Talavet itself, the Starfinder blurb states that "while Talavet’s church is generally easygoing and happy to work with members of other religions—for even the cruelest religions help to anchor their people—they have a long-standing feud with the church of Nyarlathotep, resenting the way that god’s faithful twist stories into deadly secrets and conspiracies."
So, as you say, I see no problem there, and, as you say, both are Lawful religions.


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f CG human Wizard 4 | HP 26/26 | AC 16 [BS 20] | Saves: Str -1, Dex +3, Con +2, Int +6, Wis +2, Cha +0 | Perc 12 | Invest 16 | Init +3 | Spells: I (3/4) II (2/3) | Shield + | Arcane Recovery + | Bladesong (2/2) | Darkvision

I've already made all the changes. After all, I wasn't one hundred percent sure it was a good idea. The problem with absolutely evil characters is that often after three sessions it gets boring. The edges of gray are usually much more interesting. So everything is fine.


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

Okay, I'll not look into making some Evil Overlord Mystic or whatever they are called.

I will wait to see all the skills listed (right now it's "only" Computer missing I think) to see how to change and cover them if needed.
I might only change the theme instead of taking that Archetype, to pick Computers up.


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GM GM GM ∞ | Slides | Chronicles

I have found a 5th player, and they will be "Computers capable".

They'll also be the only non-Kish... your Book 4 characters just met them in the final room ^_^


LN Male Kish Mystic (Healer) Dream Prophet of Talavet (12th) | EAC: 27 , KAC: 29 , DR: 9/- , Resist: 5/Fire & Cold | (+1 vs. ongoing effects:) Fort: +7, Ref: +8, Will: +14 | SP: 120/120, HP: 77/77, RP: 6/12 | Perc: +24 (Darkvision) | Init: +4 | Speed: 30 ft. | Active conditions: Healer's Bond

If we kill them in the Final Room do we get bonus XP?


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GM GM GM ∞ | Slides | Chronicles

Sure, but I think the CR 11 Solarion will already have your hands full ^_^

Second Seekers (Jadnura)

Male Kish Operative (Disciple) 2| EAC: 14, KAC: 15 | Fort: +0, Ref: +6, Will: +6 | SP: 4/12, HP: 13/17, RP: 4/4 | Perc: +11 (60' Darkvision) | Init: +8 | Speed: 30 ft.

Only if we don't keep confusing him ;-)

I guess that means I should jettison the anti-tech equipment build, then, if the final member is an SRO?

(Doing so actually makes sense, since all I will really be able to do, is deal damage, and using archaic weapons, even with all of my work-arounds, is still less effective...)

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