Signal of Screams for SFS credit (Inactive)

Game Master DoubleGold

The map


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DungeonMaster

Dot in here.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Player Name: Warsor
Character Name: Mallow
Faction: Dataphiles
Day Job: ?
A monster: No preference


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

Player name: Adam
Character Name: Akataran
Day Job: Ticketing
Monster: Maybe a Void Hag?


N drow Technomancer7 l Stamina 42/42, 39hp l F +3, R +6, W +5 Ini +4 l Spd30 l Darkvision 60ft l Perc +12

Player Name: Tony
Character Name: Ezirrae Lesilos
Day Job: Security Specialist/Investigator
Monster: AHAV


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Player Name: eijel
Character Name: J.U.N.K. (classification: Jettisoned Unit, source: Not Known)
SFS# for credit: 279868-704
Day Job: varies (able to use all skills untrained and will do so with Profession at any opportunity)
Monster: might be fun to face something like a Tekhoinos. I'll probably regret saying that if we do face one though.

Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

Player Name: Ken K (Haranum)
Character Name: Netsa Documus Sam Motwol Nim Of Clan Tartma, House Gis, line of Mu
SFS Number: 152915-705
Day Job: Musician
Monster: Yithian

Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

I'm still putting the character together, I'll finish up tonight.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

If we have a choice of a ship, my choice would be the drake. More armor, more shields, more HP and some hard hitting weapons to boot.


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

So how are we doing starship roles? My relevant skills are Diplomacy 12 and Computers 8.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

I have offered a proposal, what roles can your character fill?


CN Forlorn Elf Technomancer/Arcanamirium Sage 2|Sp: (12/12) |Hp: (14/14)|RP 5/5 | Speed 30ft | Init 3 |

I'm thinking Captain or Science Officer?


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Atrios, just to let you know, this is for character level 7. Looks like your build is for a level 1.


N drow Technomancer7 l Stamina 42/42, 39hp l F +3, R +6, W +5 Ini +4 l Spd30 l Darkvision 60ft l Perc +12

I'd be solid in Engineer, or passable as a gunner.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

With as short as combat is going to be I think more gunners is the way to go.

Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

I'm pretty much a gunner. Salarion ain't great for Starship combat.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Netsa do you want missile launcher or the particle beam?


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

Sorry about that! I replied with the wrong alias...


DungeonMaster

I'll give everyone a day to figure out starship roles, I'll then post a map and start combat.
When you post actions, just use spoilers and I'll sort accordingly.

Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

Particle bean sounds good to me.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Netsa you can shoot that I'll shoot the missiles then since we shouldn't run dry on ammo in 3-4 rounds.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Do you want us to put out entire action in spoilers, or just rolls?


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

@DoubleGold There seems to be a rules anomaly on the Drake Tier 6 sheet. It says the HE Missile Launcher is linked implying its two linked missile launchers but to my knowledge you could only link Direct fire weapons. What is your thoughts?


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Not the end of the world, I know in the FAQ they say ships built for SFS/AP can break some rules and no reason why missile launchers couldn't be linked...i built it out and the built points add up.


DungeonMaster

yes, the missile launcher is linked.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Linked missile launchers....definitely gonna need those for my own ships in future games...

Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

As mallow indicated earlier, these combats are just 3-4 turns. Since the winner will be the side with least damage we need to hit fast and hard the first few turns, so there is not a lot of opportunity for planning.

We likely should focus fire on one and do as much damage as possible, take down their shields and get into the hull.

Hopefully three of them can't do more damage to us than we do to one.

Does this make sense?


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CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Makes sense to me. I'm thinking if the pilot wins initiative we can see how they move then do whatever fancy flying we need to put one target within 12 spaces of us in forward arc. Assuming all of us hit that is 4d4+8d6+16d8(linked missiles). I think we are gonna at the least wipe out one ship by combat end assuming no bad luck with piloting.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

Player Name: Anxa
Character Name: Baròleg
SFS# for credit: 2352348-706
Day Job: Lawyer (+13|+17 w/ gear)
Monster: No preference, fiends/demons hold a special place from my early gaming career

Starship Roles: Captain (Diplo 16+d6|Intim +10), Science Officer (Comp +10), Gunner (BAB/Dex +6), Pilot (Pilot +6)


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

We can knock up the odds of hitting, Science can 'Lock-on' for +2/hit once maybe twice and Captain 'Encourage' for one gunner +2/hit. That's not a bad bump up.


DungeonMaster

Been busy, yes, I'll set up the Starship combat tonight, there is no map for the combat, so I want to put some work into it and spread the ships out and put obstacles in there too, rocky asteroids, blinding star lights, etc.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Totally cool DoubleGold. If there is any information you need from us just let us know but I think this should go pretty smooth.

Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

Baròleg - I personally prefer 3 chances to hit instead a slightly higher chance for 1 of 2 chances to hit. Particularly with the different constants we have for this fight we should plat it out differently than I might normally.

I'm not going to tell you how to play your character though. :)


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Are there any penalties for firing through the ring or over the planet?

All our weapons have a long range, so I am inclined to keep our distance, if that seems good to everyone.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

I would need them within 12 hexes to ensure missiles hit each turn since we are limited on turns. So try not to back off too much and try to keep them in the forward arc. So honestly sitting still with our current facing seems to work if they comes to us and we light them up. Even at the slowest engines they should come within my range.


DungeonMaster

No penalties from firing on or over the planet, it is about 5000 miles in that 3rd D space. Rocks just lose their orbit which is why I added that small hazard. Fun fact, most of Saturns and Jupiters rings are ice rocks instead of just normal rocks, but that is why makes up almost all planet rings you see. And the rocks are usually spinning around orbiting the planet instead of just sitting there.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Good times. I am holding my actions until the Gunnery phase since I need to know what ships are in which arcs. Now would be the time if
Baròleg plans on doing science.


DungeonMaster

Yeah, I'm waiting on Junk to move the ship, so I can move enemy ships.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Already have. Only moved one hex.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Sahweet. Also I wanted to say I'm loving our team communication oog so far to make this combat smooth. And DoubleGold you are the most responsive GM I have at the moment so that is always nice too.

I'll try to add some banter and RP to my mechanical posts once the gunnery phase starts.


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

I second the appreciation of a present GM!

This is actually my first Starship combat. As the Captain, what should I do in my turn? I was thinking of the encourage action using Diplomacy.

Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

Encourage is good at +2, but intimidate is +4. Only once per combat per person, but with the 3-4 turn combats might as well do it every turn and a just change the person.

Exo-Guardians

Male CG Kasatha Tempered Pilgrim Solarian 7 | SP 49/49 HP 53/53 RP 9/0 | EAC 23; KAC 25 | Fort +5; Ref +5; Will +6 | Init: +3 | Perc: +11, SM: +6 | Speed 25ft | Active conditions: None. | Bluff: +6, Culture +15, Diplomacy +10, Intimidate +8

Maybe the GM can put the link for the ships stats in the Champaign tab or somewhere else so we don't have to dig for it?

http://pfsprep.com/e107_plugins/forum/forum_viewtopic.php?2484


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Sadly I don't think Doc has a high intimidate stat.


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

In fact Doc has no intimidate stat! I'd be making a charisma check. Too late to change now.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

You can always change roles at start of each round but I didn't see any other skills on Dr. that were especially useful for ship combat.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

My vote is a new round. I'm thinking we do a flyby (DC 24; need a 6 or better on d20) through the white ship and end movement behind the yellow...if we win initiative.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

I was actually thinking Flyby myself as its a great manuever. Lets see where we end up in init. If we have to go first then Flyby, otherwise make the call based on their positioning. I trust your judgement as you seem knowledgeable with the maneuvers.


Male Lashunta (Damaya) | Bounty Hunter | Envoy 6 / Soldier 1| SP: 43/43; HP: 47/47; RP: 7/8 | BAB: 5; EAC: 19; KAC: 21; CMD: 29 | F+5; R+6; W+9 | Init: +5; Perc: +14; SM +12 (+d6+1); Spd: 35' | Lowlight, Darkvision 60'

There's not much Science can do to help, I posted a scan figuring the ships are all similar... I'm popping the +2 to all gunners (if it works), and I'm willing to do it again this combat.

Otherwise, System Lock - weapons??


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

I will wait for the piloting checks to be posted, in that case.


CG android Technomancer7 l Stamina 49/49, HP 39/39 l F +4, R +5, W +5(+2 vs. spells and other magical effects), Ini +3 l Spd 25 ft l Darkvision 60ft, low-light visionl Perc +9

Now just waiting for pilot to move and make sure we all fire on the same target.

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