Miles Dugo
|
As you went down first, I'll give you first choice on role.
I'll admit to being intrigued by the Biohacker, and focused on injections at range, with a somewhat manic character that would likely be played by Jim Carey, or Cillian Murphy.
That sounds interesting, Me’mori, would that make you our primary healer, or would we still need someone to fill that role?
| Atrios 2 |
I'm playing a biohacker in another game and it does have an option for restoring stamina points in combat...
A good context for 'party roles' in starfinder is the ship's crew. We need a pilot, engineer and captain at the very least.
| Me'mori |
This character would be able to heal with the Theorem. Engineer would be their role in a ship- after all, what is a ship, but another "body"?
I can still defer, though since Netharan's player has yet to declare. That also assumes that idea is not stepping on Atrios 2's role.
Alternately, on the skill side I can go for a mechanic, definitely a "don't tell me what I can't do" type with a chip on his shoulder for unfinished works. Tech and metal work together, and leaving a project half-done just isn't right. Played by Dennis Leary or Wentworth Miller a'la Leonard Snart.
Finally, if no one is interested in the Charisma/Captain role, I can take it again with a Solarian, Android, former model of a corporation front desk receptionist-type that gained their spark after they had been repurposed into a "vanity companion". Their Patron's passing has left them at loose ends, and they realized that their service has left them with an extreme wanderlust and thrill-seeking complex. The Starfinders certainly fit the bill. Played by Henry Cavill or Isaiah Mustafa.
Miles Dugo
|
Okay, I have built a Human pilot/soldier at second level with the proper credit expenditure and ability scores as rolled. Also, I can still use the Dwarf Miner/Mystic if needed for healing, but I am not sure what starship role he would play.
| Netharan |
I was kind of thinking of making a melee solarian if everyone would be cool with that, otherwise I could check out the mystic so we had a healer, I'm good either way.
| Me'mori |
4d6 drop lowest: 4d6 ⇒ (5, 4, 6, 2) = 17(15)
4d6 drop lowest: 4d6 ⇒ (5, 1, 4, 1) = 11(10)
4d6 drop lowest: 4d6 ⇒ (3, 4, 2, 3) = 12(10)
4d6 drop lowest: 4d6 ⇒ (6, 2, 1, 5) = 14(13)
4d6 drop lowest: 4d6 ⇒ (3, 4, 5, 6) = 18(15)
4d6 drop lowest: 4d6 ⇒ (2, 5, 6, 6) = 19(17)
Miles Dugo
|
Excellent. We will have a Captain/Spellcaster in Artios 2, a ?Gunner?/Healer in Netharan 2, a Pilot/Warrior in Miles 2, and an Engineer/Buffer in Tetch 2. I will upload my character and post in Gameplay soon.
| Netharan |
4d6 ⇒ (6, 4, 2, 3) = 15 ->13
4d6 ⇒ (2, 3, 2, 2) = 9 -> 7
4d6 ⇒ (5, 5, 4, 6) = 20 ->16
4d6 ⇒ (5, 3, 5, 6) = 19 ->16
4d6 ⇒ (6, 3, 2, 6) = 17 ->15
4d6 ⇒ (5, 3, 4, 3) = 15 ->12
| Lance Flameskimmer |
Okay, guys, it has been a calendar week since the GM called for our actions this round. Please read through the posts to see if any additional information is needed so GM Simmy can move the game forward.
| Albern Rolf |
Albern readied an action for when the zombie appears after backing away from Lance.
| Lance Flameskimmer |
GM, it appears we have been trying to open a door here for a week. Is there something you are waiting on, or has something happened that is making it difficult for you to post? Just checking in, as this is an unusual amount of time to wait...
| Me'mori |
(By the way, GM Simmy, I am fine with you rolling Lance's initiative so we can speed things up in the PBP.)
Likewise for me. Anything reflexive that the character isn't consciously doing, I'm perfectly fine with it being rolled so the flow doesn't get disrupted.
| Lance Flameskimmer |
So it's been 4 days since our GM posted for our combat actions, and only two of us have gone. Have we lost people? I haven't seen anything from Artois 2 since May.
| Lance Flameskimmer |
I'm still here! I think we're waiting for the GM.
Looks to me like we have been waiting for you and Declan to post since last Wednesday, with a reminder post on Thursday. If I am correct, he waits for everyone to post before he resolves the players' actions for the round.
| GM Simmy |
| 1 person marked this as a favorite. |
As a result of the log, you guys now have your own ship, that you guys not only can use for a lift, but own.
As a result, it's time for your ship map! here is the inside of your ship.
Now - for the stats.
Sunrise Maiden (Tier 3)
Sanjaval Vegabond
Medium Explorer
speed 10; Maneuverability good (turn 1); Drift 1
AC 13; TL 13
HP 55; DT —; CT 11
Shields light 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) gyrolaser (1d8)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Aft) flak tower (3d4)
Attack (Turret) light particle beam (3d6)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems basic mid-range sensors, crew quarters (good), extra light weapon mount (aft), mk 3 armor, mk 3 defense, mk 1 duonode computer (tier 1, artifical personality upgrade); Expansion Bays cargo holds (2), escape pods, recreation suite (HAC/gym)
Modifiers +1 to any 2 checks per round, +2 Computers, +1 Piloting; Complement 1-6
The Sanjavel Spaceflight Systems Vegabond-class multipurpose light transport/freighter is a versatile workhorse with a reputation for durability and reliablity. In service for over 100 years, Vegabonds are still regularly used throughout the Pact Worlds as cargo haulers, smuggling ships, and exploratory survey vehicles. While a crew of six is the standard complement of a Vegabond, the ship's coordinated control interface and double redundancies on critical systems were designed to allow a single pilot to operate the vessel with little difficulty.
Utilizing the popular explorer frame, the Vegabond is equipped with a Pulse Green power core, high-grade Dakkar supplemented by two Reinbach light laser cannons port and starboard. In addition, a turrent-mounted Arabani Arms light particle beam projector provides 360-degree offensive capability at intermediate range.
One of the Vegabond's most popular features is its completely customizable modular expansion bays. Sanjavel Spaceflight Systems produces a variety of interchangable service modules, from technomatic laboratories to deluxe guest cabins, all of which can be easily swapped out as needed at any basic spaceport in only a fraction of the time it takes to convert one expansion bay to another on other starships.
This is a stock Vegabond, but there are some personal touches in the captain's cabin and customized expansion bays from the previous owner, which currently include two twin cargo holds, six escape pods, and a custom recreation suite incorperating both a gym and a holographic amusement centre.
So, that's now your ship - to do with as you will :).
| Albern Rolf |
So now I suppose we need to figure out who is going to fit what role. I'm probably best for captain, at least skills wise (Trained in Intimidate and Diplomacy).
| Lance Flameskimmer |
This group seems to slow down to a crawl during combat. Is there anything we can do so we aren't waiting on each other for multiple days at a time?
| Lance Flameskimmer |
Hmm... I could put up some constants for DeeCo. Right now, it basically consists of
Check Line of fire. Clear?
- If No, then 3/4 move used to get a Clear LoF.
Is Move action: Used?
- If No, then calibrate for Superior Firepower.Fire.
Check, Repeat.
Thanks, DeeCo. Hopefully that will help. We are on day 6 since initiative was called for.
| Lance Flameskimmer |
Almost a week since the last post in Gameplay and 9 days since initiative was called for and we aren't through the first round yet. This is another combat that has slowed to a crawl or stopped. Is there anything we can do to get this moving, or are people bored with this game and ready to move on to something else?