GM Cellion's Dawn of Flame AP

Game Master Cellion

Handouts
Maps
Loot Log

INITs:
[dice=Marisol init]d20+9[/dice]
[dice=Sammad init]d20+3[/dice]
[dice=Flint init]d20+2[/dice]
[dice=Ordyt init]d20+6[/dice]
[dice=Belmarniss init]d20+2[/dice]
---
[dice=Enemy]d20+8[/dice]

Current Date: Pharast 21, 321 AG


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Good luck at work this week Ordyt!

For everyone else, in addition to loot distribution and crafting, any other things you want to follow up on with the Anassanoi? There's one important item you may have forgotten about.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Which is?


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I'll get a post out for Ordyt looking for Vessu's brother and seeing what we can find out about Nurleth possibly possessing anassanoi, but I don't know if that's what Cellion is referring to.


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Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Flint is also excited about designing their new ship…


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Okay...I don't think I missed anything since I've factored out my accidental duplication and factored in the stuff Cellion pointed out for me. The items should have the credit value and also the 10% UPB conversion rate listed. I haven't bothered to tally up the healing items, I assume we'll put that into a party medkit--we just need to remember to use it!

There are no totals on all this yet, final call on claiming any items and/or reminding me that you claimed it already. Once that's done we'll add in the 120,000 UPBs we got in the Gameplay thread and then we can shop.

*whew*

Credsticks & Art Objects:

Jewelry (4,000cr)
credstick (2,500cr)
assorted shaitan jewelry (2,000cr)
gold and pearl earrings (10,000cr)
a slim golden datapad (1,000cr)
credsticks (3,000cr)
pouch of resonant onyx shards (5,000 credits)
magical reagents for use in necromantic rituals (25,000cr; 5 bulk)

Healing Items & Serums:

4x healing serums Mk2
8x Healing Serum Mk1
6x brown hypopens
6x purple hypopoens
4x advanced medkit (10,800cr / 1,080upb)
12x sprayfleshes
12x medpatches
3x Mk2 nanite patches
portable grinder (1,500cr)
3x Commando Serums of Enhancement [Ordyt, Flint, Bel]

Spoils of War:

bombast handcannon (13,200cr / 1,320upb)
microserrated longsword (12,100cr / 1,210upb)
phantom-class assassin rifle (14,900cr / 1,490upb)
refraction perforator pistol (13,000ct / 1,300ipb)
incapacitator (14,200cr / 1,420upb)
advanced lashunta tempweave (8,500cr / 850upb)
black force field [Ordyt] (10,500cr / 1,050upb)
maze-core aphelion laser pistol + buzzblade dueling sword (24,320cr / 2,432 upb)
2x frag grenade IIIs (5,120cr / 512upb)
6x D-suit Is (17,880cr / 1,788upb)
2x heatsink cravats [Bel] (600cr / 60upb)
2x hook knives (12,600cr / 1,260upb)
sentinel staff (6,320cr / 632upb)
tactical reaction cannon (6,100cr / 610upb)
purple force field (4,550cr / 455upb)
sonic dampener (7,150cr / 715upb)
subdermal extractor (3,850cr / 385upb)
2x mk1 thermal capacitor (7,200cr / 720upb)
elite semi-auto pistol (18,200cr / 1,820upb)
mk 3 grenade scrambler (9,300cr / 930upb)
3x advanced semi-auto pistol (16,500cr / 1,650upb)
6x carbon steel curve blade (13,380cr / 1,338upb)
2x sintered longsword (16,840cr / 1,684upb)
2x squad machine gun (4,120cr / 412upb)
2x shobhad longrifle/advanced shirren-eye rifle (18,700cr / 1,870upb)
3x d-suit II (20,700cr / 2,070upb)
4x defrex hide (9,000cr / 900upb)
(4) teleportation pucks (6000cr / 600ub)
4x rhyolite magma blade (9,200cr / 920upb)
4x corona serpent laser (10,800cr / 1,080upb)
23x tactical maul (63,250cr / 6,325upb)
23x liquidator disintegrator rifle (109,020cr / 10,902upb)
36x incendiary grenade IIs (20,880cr / 2,088upb)
19x d-suit I w/ jump jets (75,620cr / 7,562upb)
Advanced iridshell armor (13,100cr / 1,310upb)
Heavy sonic bolter (10,100cr / 1,010upb)
vesk brigandine IV (23,500cr / 2,350upb)
pilot handcoil (24,000cr / 2,400upb)
minor gluon crystal (11,500cr / 1,150upb)
sentinel spear (10,000cr / 1,000upb
5x d-suit III (66,500cr / 6,650upb)

Assorted Gewgaws of Dubious Value:

an assortment of strange and inedibly spicy food (dibs!)
a steel-plated key card
copper plated access card
disposable comms
copper access card
2x datapad
5x Level 1 (black iron) access cards
3x Level 2 (steel) access card
ifrit trickster's datapad
Assorted R2E meals and rations
Assorted minor intoxicants hazardous to creatures not tolerant of fire
titanium-clearance access card


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Take Flint off the Bombast Handcannon (put that back into the party treasure). Sign him up for the elite semi-auto pistol and the Advanced Iridshell Armor.

For people not resistant to fire, the thermal capacitor makes a great armor upgrade…


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

I'll note that the Anassanoi have no credits and nothing high spec to sell you, so the art objects and credsticks aren't currently valuable to you for new gear as they grind down into a tiny fraction of their credit value.

You can assume the foodstuffs and access cards are worth 50 and 10 credits respectively. The geegaws are fairly minor items.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

I did state I wanted the slim golden datapad so I can convert it into my new spell cache!


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

I'll take a look later, but does anyone remember what the shiny silver armor that Sammad had expressed interest in was?


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Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Sammad Al-Fayir wrote:
I'll take a look later, but does anyone remember what the shiny silver armor that Sammad had expressed interest in was?

silver armor (equivalent to vesk brigandine IV),


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NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

And Mari had asked for one of the D-Suit III armors.

So that gives us a total UPB value of 76,260, minus 6,810 from the items we've collectively reserved. Add the 120,000 and divide by five and we each get 37,890 UPBs to play with!


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Hmmm, I'll start with armor--Vesk Overplate III boosts both my EAC and KAC by +4--to a KAC of 30! Then after liquidating my stash of low-level grenades and some of my excess weapons I have enough extra to get a Needler Estoc . I don't care about the injection part, but 4d6 is much better than 4d4 for melee damage.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Flint is grinding up his lower level equipment and transferring armor upgrades and weapon fusions (including extra cost for weapon fusion on a higher level solarian weapon crystal). He will end up with:

Elite Semi-Automatic Pistol

Advanced Iridshell Armor
- Haste Circuit
- Deflective Reinforcement
- Jetpack

Lesser Photon Crystal
- Merciful
- Soulfire
- Frost
- Holy

Personal Upgrade (Charisma) +2

2 Healing serums Mk 1
1 Healing serum Mk 2
1 Commando Enhancement Serum

613 credits worth of Polyfluid left over (for whomever wants it).


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Captain Flint Conners wrote:
Flint is also excited about designing their new ship…

Missed this earlier. You can certainly start designing your new starship! It should be a Tier 11 ship with 310 BPs. No requirements here beyond the end result needing to have the same solar shielding feature as the Breath of Embers. If you'd like to start from a more narratively appropriate basis (given that this ship is being finished and outfitted using the half-finished projects in the Khalannal shipyards), you could start with an Excoriation Combine Jezail and build from there.

Also GJ Ordyt on tackling all that loot!


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

Thank you, I'm glad I only have to do that once a year or so!

Happy to let Flint take the lead on sprucing up our new Jezail :)


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Custom Components Solar Shields (Siccatite Matrix)

This is all I have for notes. Can you remind me the shield build rules? I am going to take a shot at building our new ship.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

The solar shield component means you are protected from the sun's plasma while inside the sun. However your shields are only half as effective while they're keeping the solar plasma at bay. There's a write up for it in the Handouts.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

No turret on the Jezzail, that's a bummer. I think we should see about salvaging our particle beams from the Breath, and maybe a coilgun (or two?) in those side arcs. I also vote for putting a stealth screen on this new ship too--since we now know the Legion has a base, we knew where we need to sneak off to raid!


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Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

First shot…focused mostly on defense and exploration with one big weapon…Laser net in the turret I think can be a reaction against incoming missiles.

TORRENT OF EMBERS (TIER 11)
Large destroyer
Speed 10; Maneuverability average (turn 2)
AC 28; TL 28
HP 190; DT n/a; CT 38
Shields Superior 600 (forward 150, port 150, starboard 150, aft 150)
Attack (Forward) linked persistent particle beams (20d6, 20 hexes)
Attack (Turret) laser net (2d6, 5 hexes, point +10)
Power Core(s) Gateway Heavy (400 PCU); Drift Engine None; Systems advanced long-range sensors, crew quarters (good), mk 8 armor, mk 9 defences, mk 2 trinode computer (tier 5); Expansion Bays medical bay, cargo hold, science lab (general)
Modifiers +2 to any three checks per round, +4 Computers; Complement 5
Custom Components Solar Shield (Siccatite Matrix)
Build Points cost 310, max 310 Power Core Units non-essential 402, essential 381, max 400
CREW
Captain
Engineer
Gunner
Pilot Piloting +11 (11 ranks)
Science Officer
CONCEPT
Modified Jezail Large Destroyer


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I like it! I think unless we get swarmed by bombers or something, 20d6 should be plenty to punch through anything we run into. The standard Jezail could be taken out in ~3 hits by that on average dice.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Sorry I've been slow to post on this: work's been busy (Chevy Chase came to stay with us, and the legends of him being a difficult person are true!) and the holiday stuff of course. Plus, my IRL best friends lost their younger sister this past week, so there's a funeral to attend right before Christmas too...


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Yeah, work's been very hectic for me too @_@. but I have a 3-day weekend by Desna's grace, so I'll make sure to get stuff done for this by Monday night.


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NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

oh s*#~

OH S&$*

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Ordyt wrote:

oh s&#%

OH S~$#

I couldn't have said it better myself.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I haven't played the Legacy of Fire AP, but it's big villain was an efreet whose evil scheme was aggregate wishes in a SUPER WISH, this reminds me of that. His motive? Why I'm glad you ask--he wanted to resurrect and possess one of the Spawn of Rovagug to impress his monsterphile girlfriend.


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

A quick note, I'm around as normal through Wednesday this week, but we're off to see family on Thursday and won't be back until Tuesday 12/26. My posting rate will be reduced during that time.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

I am hoping we get Popoko installed as the new computer system, but I don’t recall the details on the stealth tech.

Maybe a refresh on the stealth tech rules, siccitite shielding rules, etc., for the ship build?

Also, we could add more weapons, but it would be at the expense of other systems. Should we have a drift engine, or is this ship intended for intrastellar travel only?

If we have Nib and Taeress along, that will get us over the minimum 6 crew and maybe free up a secondary gunner?

Destroyers have the two heavy forward weapon mounts (used for the big particle beam), but only a single light mount in each other arc (including one for the turret currently dedicated to anti-missile duty).


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I've been saying "stealth" but it looks like the proper term for the upgrade is a Cloaking Security Upgrade. The Jezail seems to use Basic Sensors by default so evading them with the basic cloaking system should be easy--they may have dedicated ships with more advanced sensors but that's a risk I'm comfortable with.

I don't think we need a Drift engine, this ship is a de facto sundiver and isn't really intended to leave the Burning Mother, much less the solar system. One big forward-facing cannon and a turret for point defense seems ideal to me given our constraints. I do think we should find space for a cloaking device since even with the Legion's main fleet at the Archipelago we're going to be outnumbered by whatever garrison the Crucible has--and they just lost Khalannal so they know there's still active resistance.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Notes on the Breath of Embers’ Special Features

Limited fire: While the Breath of Embers Mk2 is within a star, physical ammunition fired from its weapons burns up in the stellar plasma after the second range increment.

Solar Shields: Because the shield system channels destructive solar forces around and through the vessel, the Breath of Embers Mk2 is considered to have only half its normal shield values while within a star. The starship's shields take half damage from gravity, laser and plasma weapons and fully block the irradiate weapon special property. Conversely, the starship cannot fire gravity, laser or plasma weapons through its own shields without first lowering them. For each full round during which the starship's shield value in one or more quadrants is 0, it takes 5d6 damage from stellar plasma striking the hull.

Siccatite Matrix: The Breath of Embers Mk2 requires a specialized experimental siccatite system to modulate its shields within a stellar environment. The siccatite matrix uses all the power from a secondary power core. If the power core sustains critical system damage and is glitching, the starship takes 1d6 damage per round directly to its hull points until the condition is resolved. If the power core begins malfunctioning, the starship takes 4d6 damage per round instead. And if the power core is wrecked, the starship takes 10d6 damage per round instead.

Looking at the old Mark 3 Breath of Embers, we did the Siccatite Matrix as a Custom Component that didn't have a specific build point cost: "Custom Components Solar Shields (Siccatite Matrix)" and had its own secondary power core.

Popoko AI was a "mk 2 duonode computer (tier 3)"

Basic Cloaking is 25 build points and 40 power units, though if you fire up thrusters for combat it blows cover, so we typically wouldn't use both at the same time.

Here is the base ship we are using:

Excoriation Combine Jezail - Tier 6
Source Starfinder #14: Soldiers of Brass pg. 0
Large destroyer
Speed 10; Maneuverability average (turn 2); Drift 1
AC 19; TL 20
HP 170; DT —; CT 34
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) heavy solar cannon (3d8)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Aft) light plasma torpedo launcher (3d8)
Power Core Arcus Maximum (200 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (luxurious), mk 1 tetranode computer, mk 4 armor, mk 5 defenses; Expansion Bays cargo hold, medical bay, recreation suite (gym), tech workshop; Modifiers +1 to any 4 checks per round, +2 Computers (sensors only); Complement 6 (minimum 6, maximum 20)
Crew
Captain Diplomacy +16 (6 ranks), gunnery +8, Intimidate +16 (6 ranks), Piloting +13 (6 ranks)
Engineer Engineering +13 (6 ranks)
Gunners (2) gunnery +10
Pilot Piloting +13 (6 ranks)
Science Officer Computers +13 (6 ranks)


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Looks like that knocks out the laser net for incoming target-locked missiles. I'll see what else I can cook up.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Yep, you can definitely transfer Popoko over to your new ship. For the new ship, you won't have the siccatite matrix weakness. The base Legion tech handles stabilizing the solar shields better than the prototype tech created by Lurian and the DCI, so it ends up less prone to self-destructive failure. The solar shields otherwise function the same as they did for the Breath.

Ordyt's got the stealth rules.

While you can take Nib and Taeress along, they're not going to insist, and they're not particularly great at any role (as their skills are mostly in life science and physical science). You can take Ilor along if you'd like, he could be a backup gunner. You can also take one or more anassanoi volunteers with you to fill any remaining spots you need, though they're not particularly skilled.


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Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Okay, try this one on for size:

TORRENT OF EMBERS (TIER 11)
Large destroyer

Speed 10; Maneuverability average (turn 2)
AC 27; TL 27

HP 190; DT n/a; CT 38
Shields Superior 600 (forward 150, port 150, starboard 150, aft 150)

Attack (Forward) linked persistent particle beams (20d6, 20 hexes)
Attack (Turret) counter-missile bank (8d6, 5 hexes, limited fire 6, point +12)

Power Core(s) Gateway Heavy (400 PCU); Drift Engine None;

Systems advanced medium-range sensors, crew quarters (good), mk 7 armor, mk 8 defences, mk 2 duonode computer (tier 5, Popoko AI);

Expansion Bays science lab (general), escape pods, cargo hold
Modifiers +2 to any two checks per round, +4 Computers

Solar Shields (Because the shield system channels destructive solar forces around and through the vessel, the starship is considered to have only half its normal shield values while within a star. The starship's shields take half damage from gravity, laser and plasma weapons and fully block the irradiate weapon special property. Conversely, the starship cannot fire gravity, laser or plasma weapons through its own shields without first lowering them. For each full round during which the starship's shield value in one or more quadrants is 0, it takes 5d6 damage from stellar plasma striking the hull.)

Basic Cloaking (Cloaking technology is named for the maximum quality of sensors that can’t detect the cloaked ship. Cut-rate cloaking technology fools only cut-rate sensors; budget cloaking technology fools only cut-rate and budget sensors, and so on. Sensors capable of detecting a cloaked starship can do so only when the cloaked starship has entered the sensor’s first range increment. Engaging a Drift engine or thrusters or beginning starship combat immediately negates the cloaking ability, whereupon the ship reappears and can be detected normally.)

Build Points cost 310, max 310 Power Core Units non-essential 438, essential 379, max 400

CREW
Pilot Piloting +11 (11 ranks)

CONCEPT
An upgraded Excoriation Combine Jezail ship captured and refitted by DCI operatives, the Torrent of Embers is designed for stealth and protection while accomplishing critical intrastellar missions.


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Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

OK, I've gotten a fair bit done!

Level up: +1 to all current skills, new Expertise Talent (Expert Advice, which makes me aiding another on social stuff that much better), new Feat (Shot on the Run)

Gear: updated defenses for the silver armor (I cannot believe I was running around in item level 3 armor this long!), added my quick release sheath plus deflective reinforcement and a glamer projector (:3c) and upgraded the zero pistol to hailstorm-class, for 2d6 Cold damage at base.

I'll get back to gear another day.

Edit: Sammad would also like to snag some of the really spicy snacks, if Ordyt hasn't helped himself to all of them ;).


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Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

Had an issue with my prescription for the medicine that makes my brain able to function normally (again, yay). Trying to catch up again. Sorry.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

No worries Mari. Hope things go much better for you as we go into the holidays!


Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility

I appreciate it. I'm a little overwhelmed with gear choices, would anyone be willing to make some suggestions?

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

I'm in the same starship, Mari...I could use suggestions too.


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Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

If it helps any, I can tell you how I decided for Flint in addition to offering his leftover polyfluid...

I looked through the available items and figured out which ones he could use that would be an upgrade. Then I picked one big upgrade to spend the lion's share of his polyfluid on. Since he is so focused on Photon attunement, having a Photon weapon crystal seemed perfect. Rules on weapon fusions made it pretty expensive, but he got to tailor it exactly how he wanted.

So, maybe grab equipment that works for you from our stash (very efficient since we only get 10% salvage value), then figure out what 1 or 2 items at high level (up to 13) that you would really benefit from customizing exactly how you want them.

By the way, if nobody claims the polyfluid, he'll just get healing serums made from it.

Hope that helps...

By the way, how does the ship look? Pretty decent shields & cloaking with at least 1 big weapon and some anti-missile capability.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Merry First Choices, everybody! Seems like this song feels more and more relevant to me every year.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Dumb question, how much do we have left to spend? I'm mostly recovered from the holiday chaos and still need to decide on my stuff...Part of me's actually tempted to abandon my precious Junksword and take something like that maze-core dueling-sword and pistol, since I've been reading some guides on technomancer stuff and it suggests junksword is about to fall off in terms of damage compared to actual weapons...


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I'm not sure I understand the question, I did all the math upthread here in Discussion. So that plus anything you might have on your character sheet.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Other than being keen to converse with Don Burns and find out what is really going on back at the Archipelago (as well as give some hope & intel to the resistance there), Flint is ready to move on.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Ordyt wrote:
I'm not sure I understand the question, I did all the math upthread here in Discussion. So that plus anything you might have on your character sheet.

I mistook the 120,000 upbs for the divided total, rather than the 37,890 I missed. Also, to clarify, I deduct the value of any loot I choose to keep from it from that number rather than count it separately, right?


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I already took deductions based on the gear people told me they wanted to keep at the time--if there are additional things you want then you'll need to deduct it's UPB value from your share, yes.


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Flint is ready to go…


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Ship roles:

Captain: Primary skills Diplomacy & Intimidation

Engineer: Primary skill Engineering

Gunnar: Ranged Attack Bonus

Pilot: Primary Skill Piloting

Science Officer: Primary Skill Computers

Chief Mate: Primary skills Athletics & Acrobatics

Magic Officer: Primary skill Mysticism

Provide Aid: Various skills, give +2 to another with a success vs. ship's DC.

Crew:

Ilor is an 8th level Soldier -- Supporting Gunner or Chief Mate
Anassanoi 6th level Operatives good at Culture -- ?
Anassanoi 6th level Operatives good at Engineering -- Supporting Engineer?
Anassanoi 6th level Operatives good at Diplomacy -- Supporting Captain?

Belmarniss: Athletics +14, Computers +23, Engineering +20, Mysticism +17, Piloting +17 -- Science Officer or Pilot?

Flint: Diplomacy and Intimidate +20 +1d6, Ranged Attack +13 -- Wants to be Captain, could be Gunner

Ordyt: Mysticism +20, Ranged Attack +11 -- Magic Officer or Gunner?

Marisol: Computers +25, Engineering +24 -- Engineer or Science Officer?

Sammad: Acrobatics +18, Bluff +19, Culture +17, Diplomacy +23, Intimidate +19, Medicine +17, Piloting +18, +12 Ranged Attack -- Pilot or Gunner?


NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:

I think I'll try Magic Officer this time around, I've never done it before and I'm only a mediocre Gunner.

Exo-Guardians

Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.

Bel's gonna want the pilot seat! >:)


Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none

Sammad is OK being a Gunner, he'd never steal his bestie's spotlight by claiming Pilot ;).


Male NG Human Priest Solarian 12 | SP 0/120 HP Dead/88 | RP 0/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:

Flint is leaning towards checking this guy out, but he doesn’t want to give an order if the group is uninterested…What say you all?

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