[SF] Attack of the Swarm! (Inactive)

Game Master artjuice

Player Guide | Maps


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Welcome to Attack of the Swarm! I’m looking forward to starting the campaign. At the moment, I'm planning on starting on November 1st.

As mentioned in the recruitment post, I’m new to DMing PbP games. Once things have started, I’m welcome to feedback about how I’m running things - this is a different medium than I’m used to, so it’ll be a bit of a learning experience.

Before we start, feel free to spend some time discussing your party make-up and your backstories. Camp Cavalier is taking as many recruits as possible, so if you want your characters to be unfamiliar with one another, that works, but depending on how long each of you has been at the Camp, you might have already met in training or maybe some of you even knew each other before signing up.

The player guide (linked above) has information about Suskillon, the Fifth Battalion, and even some SDF slang for you to use. If you could familiarise yourself with that, that would be great! Any questions, you’re welcome to ask me.

As for posting, I’ll be most active between 5pm and 10pm on weekdays (GMT) but I might be able to make shorter posts throughout the day. At weekends, I’m more available in the mornings, but I can be far more flexible. A post each day from you guys would be great, but I understand how things can get busy. If at any point, it looks like you’re going to be unavailable for a while, let me know! I’ll do the same for you.

Finally, each of your characters has heard some Swarm-related gossip during their time at Camp Cavalier. I've included those below. Once gameplay starts, you'll be able to make a check to see if you've heard anything more.

Berith 'Leech' Dantalion's Rumour:

The Swarm are attacking Suskillon because of a rare mineral in the soil that they need to survive.

Ryder Davan's Rumour:

The majority of the Suskillon government and SDF command have already moved operations off-planet because they estimate that the planet will fall under complete Swarm control in 3 months.

Brundus Kadesh's Rumour:

Some have seen a massive, multiheaded creature they say controls the Swarm invasion force. It is the size of a skyscraper and can kill anything within a mile of it using only its mind.

Jerry Rivera's Rumour:

Handfuls of soldiers have been taken alive by the Swarm creatures, and it is said that the Swarm has a way to suck the brains out of a soldier and find out the SDF's tactics and troop sizes.

Aygavan Salmain's Rumour:

Some Swarm components have been acting strangely, and some soldiers think it is because of some kind of psychic energy on Suskillon that is throwing off their hive-mind command structure.

Second Seekers (Jadnura)

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Male

Alright! I'm excited!

We should talk about ship positions.

As a Sgt, Ryder is familiar with being in a leadership role, but never really strove for it in the military (he hopes for finding that role in civilian life). As a pilot, he was simply a small craft (fighter or shuttle) pilot flying under a CAG's orders. While he can fit the role of Captain, I think both Aygavan and Jerry will fit that role better. (+3's social skills)

Ryder's likely best used as a pilot or engineer (+7 Piloting, +6 Engineering) and I'm not against dropping one of my feats to take a skill focus to bolster one of them (likely piloting)

He'd also make a fair gunner at +2, but will likely be backup or second gunner at best compared to Brundus.

Has anyone else been in the military long and want to play the "Oh I know him." to my "Oh yeah, that guy." That could also work with Jerry if he's been a war correspondent for any length of time.

Aaaand finally, anyone know an easy way to add background info to an alias instead of making a Society character for it? I really like having the relevant info in the runner by my name when I make an alias for Ryder.


You're not going to start with a ship in this, so it'll be a while before ship positions are needed, but it's definitely a good idea to discuss it now.

Even if all of you have been in the military for different amounts of time, you've been at the training camp, Camp Cavalier for at least a couple of weeks. Even if you don't know each other well, you'll probably all be familiar with the others, if only because you've seen them in training.

I might be wrong, but I think you can just add background info to an alias the same way as you would a Society character?


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

+1 Excited. Has the makings of a very fun game.

@Doc Mono: Regards Starship roles; Brundus only has a +2 for Gunnery, so he's passable, but his forte is more up close and personal lol. With an Intimidate of +9 he'd be a demanding Captain (if required to fill those boots).

With regards Sgt. Ryder's veteran status - Brundus was employed on Suskillon by the Pact World mining conglomerate as merc-muscle to protect their local assets/personnel and quell any dissent on their modus corperandi. Possible they've crossed paths (most likely Ryder would likely have been unimpressed with the Corp-Goons).

Spoilery Dead Suns AP related Astral Extractions side-note:

(They're not nice guys - highly unscrupulous)

@All: I've not settled on my 1st Level Feat, so like the good Doctor I'm open to selecting something that aids the group (rather than just Brundus).

As for background info - just drop it in as you'd normally do for a Society character (just don't select a Faction when creating the alias).

@artjuice: Is there a "standard" SDF starting equipment that we'll all be expected to have? Uniform? Mess Kit? Pack? etc - just spitballing as I buy Brundus' kit.


NG Human Male Operative 1 | Init: +3 |SP: 0/9 | HP: 1/10 | RP: 3 |EAC: 13 (14)| KAC: 15 (16)| Perc: +5 (7)| Speed: 30 ft. | Saves: F: +2, R: +4, W: +2 | Active Conditions: Shaken, Boosted (2 rounds of +1 to AC; +2 to skill checks; +10' speed)

Fair enough, I’ll start posting under this alias so I can add the background. I really wish they had more Starfinder pics available for them.


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Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ -

Brundus alias-in-progress...

@artjuice: I'm GM'ing a (very) bastardised version of the Dead Suns AP here on the boards. Only advice I would have is prep... get your maps (if you're using them) along with player/foe tokens all lined up then drip feed as necessary. Same with any handouts - also check on the message boards under the Attack of the Swarm Link to those forum threads. You'll find others running the game and potentially sourcing material or issues they've encountered (and solutions).

Know the Dead Suns threads were (and still are) an invaluable resource for me :)


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@Black Dow, there isn't a standard military outfit any more as it's been too chaotic fighting the Swarm. Armour can be whatever works best for the characters, but soldiers are encouraged to colour them white and red in the winter to help with concealment.

Each soldier gets given an IDENT upon enlisting in the SDF. This doesn't cost you anything but is probably worth adding to your equipment lists. It's a tier 1 computer with two miniaturization upgrades (so negligible bulk) and it holds records, health information, and rank.

Although the SDF can't afford to outfit every soldier, there are a few suggested pieces of equipment if the soldier can afford them: a light source (if needed), clothing to withstand cold weather, and something to help them stay awake on long shifts. The Wake-Up Patch in the Player's Guide could help with this but it is 100 credits.

In this adventure, there's not going to be too many opportunities to rest and there'll be stretches of time where you can't access vendors to buy equipment. Being able to craft your own equipment might be a skill worth looking into, although there won't always be time for crafting.


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Male NG Tiefling Battle Medic Biohacker 1 | SP 0/7 HP 0/10 | RP 4/5 | KAC 14 EAC 13 | Fort +3 Ref +2 Will +1 | Init: +2 | Perc: +8 (Darkvision 60') SM: + 8 | Speed 30ft | Conditions:

Reporting for duty!

Character in progress...


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Male Witchwarper 1 | HP 10 SP 5 | EAC 13 KAC 14 | Fort +0 Ref +4 Will +0 | Init +2 | Perc +0

Reporting in!

Character will come along sometime tomorrow.


Male NG Tiefling Battle Medic Biohacker 1 | SP 0/7 HP 0/10 | RP 4/5 | KAC 14 EAC 13 | Fort +3 Ref +2 Will +1 | Init: +2 | Perc: +8 (Darkvision 60') SM: + 8 | Speed 30ft | Conditions:

Got most of my character worked out. Need to finalize equipment and feat choice.

As for feat choice, looking for some input. My first inclination was Medical Expert, but I'm thinking that might be better taken later since at 1st level it might not heal that much and medpatches are 50cr/each I believe.

Alternatively, I'm thinking maybe something to toughen Leech up a bit... So, Toughness or Skill Focus/Synergy with Survival maybe?

Open to other suggestions.


NG Human Male Operative 1 | Init: +3 |SP: 0/9 | HP: 1/10 | RP: 3 |EAC: 13 (14)| KAC: 15 (16)| Perc: +5 (7)| Speed: 30 ft. | Saves: F: +2, R: +4, W: +2 | Active Conditions: Shaken, Boosted (2 rounds of +1 to AC; +2 to skill checks; +10' speed)
Berith "Leech" Dantalion wrote:

Got most of my character worked out. Need to finalize equipment and feat choice.

As for feat choice, looking for some input. My first inclination was Medical Expert, but I'm thinking that might be better taken later since at 1st level it might not heal that much and medpatches are 50cr/each I believe.

Alternatively, I'm thinking maybe something to toughen Leech up a bit... So, Toughness or Skill Focus/Synergy with Survival maybe?

Open to other suggestions.

I'd probably lean towards Medical Expert if it were me, if only because of how it alters medkit usage, but that's only based on medics I've played in the past. I can't remember if biohackers get sniper rifle proficiency, but that's another route that might be fun if you can shoot us from afar:)

I'd probably lean away from survival synergy if only because we have a soldier, so he might be pretty good at that.

But Toughness is NEVER a bad idea..

So there's my 2 credits.


Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ -
Ryder Davan wrote:
I'd probably lean away from survival synergy if only because we have a soldier, so he might be pretty good at that.

Agree on the Skill Synergy - but if guy's are looking for Brundus to be a survival expert... his -1 WIS somewhat stymies that lol. He does have Survival +3, but for a class skill that's pretty "meh" (I'm clocking that down to his past on Castrovel rather than using it in his Corp-Merc contracts.)

Currently picked Cleave as his starting Feat (Brundus is an up-close & personal combatant - his ranged option is chucking a Handaxe at something lol...) figure you lot can keep the buggers busy at range while he closes an' squashes them!


Male NG Tiefling Battle Medic Biohacker 1 | SP 0/7 HP 0/10 | RP 4/5 | KAC 14 EAC 13 | Fort +3 Ref +2 Will +1 | Init: +2 | Perc: +8 (Darkvision 60') SM: + 8 | Speed 30ft | Conditions:

Good thoughts. Yeah, I think I had survival in mind for weather checks, but that's maybe more likely going to come down to fortitude...

Biohackers only get basic melee, grenades and small arms. Adding a proficiency in longarms or sniper would definitely be cool.

As far as medkit usage, do you mean the ability to use only it for long-term care?


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Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ -

Reviewing feat picks - am mulling the Jet Dash: grants the benefit below...

Jet Dash Feat:

Benefit: When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition.

My thinking is it'll allow Brundus to close to foes in double time?


NG Human Male Operative 1 | Init: +3 |SP: 0/9 | HP: 1/10 | RP: 3 |EAC: 13 (14)| KAC: 15 (16)| Perc: +5 (7)| Speed: 30 ft. | Saves: F: +2, R: +4, W: +2 | Active Conditions: Shaken, Boosted (2 rounds of +1 to AC; +2 to skill checks; +10' speed)
Berith "Leech" Dantalion wrote:

Good thoughts. Yeah, I think I had survival in mind for weather checks, but that's maybe more likely going to come down to fortitude...

Biohackers only get basic melee, grenades and small arms. Adding a proficiency in longarms or sniper would definitely be cool.

As far as medkit usage, do you mean the ability to use only it for long-term care?

I meant about using a medkit for long term care instead of needing an operating theater.


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Just checking in. Thanks for the invite. I think this will be a fun game. I'll get an alias soon. I just need to finalize my fears and get equipment.

Fyi - weekends can get busy for me with family activities so I'm limited on posting as it's usually by mobile.


Being from the planet, I was going to take a rank in survival but will only be +4. Who is going to have long arm or sniper weapons? That might help me decide my initial feat.


Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ -

@AG: No Longarms or Sniping for me. Having a quick swatch at Ryder and Berith doesn't look like either of them are packing long barrels of any kind. Don't think witchwarper's get either?

Might be we need to scavenge better bang-bang from the war zone?


NG Human Male Operative 1 | Init: +3 |SP: 0/9 | HP: 1/10 | RP: 3 |EAC: 13 (14)| KAC: 15 (16)| Perc: +5 (7)| Speed: 30 ft. | Saves: F: +2, R: +4, W: +2 | Active Conditions: Shaken, Boosted (2 rounds of +1 to AC; +2 to skill checks; +10' speed)

As an operative I have the ability to use snipers, but I didn't get one. I plan on going Vanguard eventually so I want to concentrate more on melee. That being said, if we find one, I can use it no prob.


So we have at least 2 who can use them. As I mentioned in the recruiting thread, I was going to dip a level into soldier for access to better weapons. Was going to wait until level 4 so that weapons specialization from envoy would allow me to get versatile specialization feat at lvl 3. Might have to rethink if I can delay lvl 3 feat until level 4. Or I could take long arm at 1 and retrain later. I think I'm leaning towards that.


Male Witchwarper 1 | HP 10 SP 5 | EAC 13 KAC 14 | Fort +0 Ref +4 Will +0 | Init +2 | Perc +0

Witchwarpers only have small arms unfortunately. I could potentially take long arms proficiency, though depending on how GM artjuice wants to handle spellcasting, long arms could get in the way of that, especially given my rather unique method of doing so.

Also, if it's not too much trouble, GM would you mind setting up a gameplay thread so we can add this to our campaigns tab? It'll definitely help me stay on top of things.


No trouble at all! I've set up a gameplay thread for you all. You can start posting there if you want or you can just dot in. Nothing will really be happening until November, so there's no pressure if your characters aren't ready yet.


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

Yeah I need to have a good look at Brundus' gear choices...


Male NG Tiefling Battle Medic Biohacker 1 | SP 0/7 HP 0/10 | RP 4/5 | KAC 14 EAC 13 | Fort +3 Ref +2 Will +1 | Init: +2 | Perc: +8 (Darkvision 60') SM: + 8 | Speed 30ft | Conditions:

I went with Medical Expert. Better safe than sorry. Tried to make up for not taking toughness with some gear (cold weather clothing, the boots in the players guide that help with force march).

Spent a lot of credits and carrying a lot of equipment so hopefully Leech will help keep everybody alive.


Male Human Envoy 1 | SP 6/6 : HP 10/10 : RP 4/4 | EAC 13 : KAC 14 | F +0 : R +4 : W +2 | Init +6 | Percep +4, Normal vision

Ok. I'll take longarm proficiency and retrain later assuming I dip into soldier. I'm only playing my second SFS session so I'm not sure what may be needed at higher levels. With 2 characters more melee oriented, will we need someone with the ability to use heavy weapons? I'll need a 12 in strength to use so trying to decide where to put my last point.


Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ -

Brundus will ultimately use Heavy Weapons as his ranged option - Shock and Awe gives any powered and ammo based weapons the Bright quality , so eesentially weaponry in his hands will be like "tracer fire".

While I've built Brundus very much with melee in mind (high STR) I'm happy to reign that back to 16 STR and up to 14 DEX to give him more ranged "punch" - if it means him laying down suppression fire etc where necessary?

Grenade Launcher is another consideration for him... key thing is want him to be value to the squad lol.


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

As I'm reviewing Brundus I'm wondering if Armour Storm (which was to be my secondary Fighting Style) might not be better placed as my primary style?

Shock & Awe is pretty cool - but for a war zone where stealth may be required blasting off tracer fire and generating "booming" effects might not be best placed? (realise that any combat will likely give the game away :)

Armour Storm means his hand-to-hand is treated as battlegloves, which it turn means I can invest in a Longarm of Heavy Weapon for the squad.

@artjuice: If above is acceptable as a change (as it slightly changes the mechanics of my character) then I'll forge ahead.


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@Black Dow, if you want to change your primary fighting style, that's fine with me.


Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ -

Perfect - Brundus is now an Armour Storm Soldier.

In his preferred melee he's a brute, but is packing a Heavy Weapon: Agitator, Ember, so he has fire support covered for the squad.

Bring on the bugs :)


Male Human Envoy 1 | SP 6/6 : HP 10/10 : RP 4/4 | EAC 13 : KAC 14 | F +0 : R +4 : W +2 | Init +6 | Percep +4, Normal vision

Well I see one advantage to only using small arms is they don't add to your bulk. Trying to carry enough for the elements adds up fast.

It looks like I can afford a lazer rifle if I don't want the boots to help with marches.

Or I can go with a hunting rifle and get the boots and stay within my carrying capacity.

For more damage, I could get a tactical plasma bolter but then would have to drop something to not be encumbered.

Looking at a tent, it says it can hold 2 people but it also says you can double or triple the cost to hold 4 or 6 people. It doesn't say what happens to the bulk though. Anyone know? Depending on the answer, are we able to all pitch in on buying 1 larger tent?


Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ -

@Jerry: The Tactical Plasma Bolter does hit like a mule (at low levels) BUT it eats charges... best stock up on Batteries if your packing one.

Was thinking the same regards the tent - happy to chip in or plain buy one up if folks are strapped.


NG Human Male Operative 1 | Init: +3 |SP: 0/9 | HP: 1/10 | RP: 3 |EAC: 13 (14)| KAC: 15 (16)| Perc: +5 (7)| Speed: 30 ft. | Saves: F: +2, R: +4, W: +2 | Active Conditions: Shaken, Boosted (2 rounds of +1 to AC; +2 to skill checks; +10' speed)
Jerry Rivera wrote:

Well I see one advantage to only using small arms is they don't add to your bulk. Trying to carry enough for the elements adds up fast.

It looks like I can afford a lazer rifle if I don't want the boots to help with marches.

Or I can go with a hunting rifle and get the boots and stay within my carrying capacity.

For more damage, I could get a tactical plasma bolter but then would have to drop something to not be encumbered.

Looking at a tent, it says it can hold 2 people but it also says you can double or triple the cost to hold 4 or 6 people. It doesn't say what happens to the bulk though. Anyone know? Depending on the answer, are we able to all pitch in on buying 1 larger tent?

I ended up buying my own tent because I was afraid of the bulk bloat, and it's cheap enough to not really cut in to my credits


Male Witchwarper 1 | HP 10 SP 5 | EAC 13 KAC 14 | Fort +0 Ref +4 Will +0 | Init +2 | Perc +0

Just got my PDF of the Character Operations Manual! Changes to Aygavan are in order. All for the better, and only mostly for the more chaotic.

My personal favorite is a cantrip called hazard.


Male NG Tiefling Battle Medic Biohacker 1 | SP 0/7 HP 0/10 | RP 4/5 | KAC 14 EAC 13 | Fort +3 Ref +2 Will +1 | Init: +2 | Perc: +8 (Darkvision 60') SM: + 8 | Speed 30ft | Conditions:

Early access of some sort?

Edit: Ah, subscription, right. It's early.


@Aygavan, I've not got a Starfinder subscription so I won't be getting access to the Character Operations Manual until its official release day. How is the final class looking? Is it what you were expecting?

Just a reminder for everyone that I'm planning to start the AP tomorrow. I'll make the first post around 12:00pm GMT. I mentioned at the start of this thread that you can each make an additional check if you want to know further gossip about the Swarm. I figure it'll be neater to do that here than in the gameplay thread.

For any who want to, you can make a DC 10 Culture/Profession (Soldier) check. On a success, I'll give you one more rumour. You might not all get unique information - I'm going to roll on a table for each of you to see what you learn, so some of you might have overheard the same things.


Male NG Tiefling Battle Medic Biohacker 1 | SP 0/7 HP 0/10 | RP 4/5 | KAC 14 EAC 13 | Fort +3 Ref +2 Will +1 | Init: +2 | Perc: +8 (Darkvision 60') SM: + 8 | Speed 30ft | Conditions:

Culture: 1d20 + 8 ⇒ (9) + 8 = 17


Male Human Envoy 1 | SP 6/6 : HP 10/10 : RP 4/4 | EAC 13 : KAC 14 | F +0 : R +4 : W +2 | Init +6 | Percep +4, Normal vision

@artjuice - what would the bulk of a larger tent be?


@Jerry, looking at the rules for tents, there's nothing I can see about increasing the bulk when the size is increased, only an increase in price. I looked at a couple of 6-person tents online and they only weigh 13lbs. As long the tent isn't getting ridiculously large, I think it can stay 1 bulk.

Leech's Additional Rumour:
Some have seen a massive, multiheaded creature they say controls the Swarm invasion force. It is the size of a skyscraper and can kill anything within a mile of it using only its mind.


Male Human Envoy 1 | SP 6/6 : HP 10/10 : RP 4/4 | EAC 13 : KAC 14 | F +0 : R +4 : W +2 | Init +6 | Percep +4, Normal vision

@artjuice - awesome! In that case, Brundus, do you want to buy a 6 person tent and we all chip in a credit? It will save 2 people in the group 1 bulk each.

@Brundus - I see what you mean about the Tactical Plasma Bolter. Only 5 shots per battery. :( I'd love to be able to do that damage but given the setup of having limited ability to resupply, it might not be the best choice to start with.

So given that and to leave me credits left over to get the boots and some other items, I think I'll have to go with the hunting rifle. Hopefully, I'll be able to pick something up in the field.

Culture: 1d20 + 5 ⇒ (5) + 5 = 10


Male Lashunta [Armour Storm] Soldier 1 | Init▸ +1 | EAC▸ 13 KAC▸ 15 CMAC▸ 23| SP▸ 8/8 HP▸ 12/12 RP▸ 5/5 | Saves F▸ +3 R▸ +1 W▸ +1 | Speed▸ 25ft. | Perc▸ +1| Conditions▸ -

@JR: No problem - no need for everyone to chip in - will just presume that he's raided the Astral Extractions staff-house stores and a large tent was part of the inventory left.


Jerry's Additional Rumour:
The majority of the Suskillon government and SDF command have already moved operations off-planet because they estimate that the planet will fall under complete Swarm control in 3 months.


NG Human Male Operative 1 | Init: +3 |SP: 0/9 | HP: 1/10 | RP: 3 |EAC: 13 (14)| KAC: 15 (16)| Perc: +5 (7)| Speed: 30 ft. | Saves: F: +2, R: +4, W: +2 | Active Conditions: Shaken, Boosted (2 rounds of +1 to AC; +2 to skill checks; +10' speed)

Profession (soldier): 1d20 + 5 ⇒ (17) + 5 = 22


Ryder's Additional Rumour:
If Brinnoa falls, SDF command has plans to shower the continent with nuclear bombs, even if civilians and soldiers are caught in the blasts.


NG Human Male Operative 1 | Init: +3 |SP: 0/9 | HP: 1/10 | RP: 3 |EAC: 13 (14)| KAC: 15 (16)| Perc: +5 (7)| Speed: 30 ft. | Saves: F: +2, R: +4, W: +2 | Active Conditions: Shaken, Boosted (2 rounds of +1 to AC; +2 to skill checks; +10' speed)

Question for ya. I haven't gotten my download for the character guide yet, but it apparently has some good stuff for operatives, not to mention Vanguard is likely to be different from what we already have. If I keep a similar concept when it drops, are you ok with me doing a rebuild if necessary?


Male Human Envoy 1 | SP 6/6 : HP 10/10 : RP 4/4 | EAC 13 : KAC 14 | F +0 : R +4 : W +2 | Init +6 | Percep +4, Normal vision

ok got basics of alias up.


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@Ryder, if you keep the concept similar, I'm fine with some rebuilding. If we were further through the AP I'd be more reluctant, but as we haven't even started yet, I don't mind you switching things up a bit if the Character Operations Manual has some good stuff.


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I've posted in Gameplay! Let's get started!


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Male NG Tiefling Battle Medic Biohacker 1 | SP 0/7 HP 0/10 | RP 4/5 | KAC 14 EAC 13 | Fort +3 Ref +2 Will +1 | Init: +2 | Perc: +8 (Darkvision 60') SM: + 8 | Speed 30ft | Conditions:

Excited to be getting started!


NG Human Male Operative 1 | Init: +3 |SP: 0/9 | HP: 1/10 | RP: 3 |EAC: 13 (14)| KAC: 15 (16)| Perc: +5 (7)| Speed: 30 ft. | Saves: F: +2, R: +4, W: +2 | Active Conditions: Shaken, Boosted (2 rounds of +1 to AC; +2 to skill checks; +10' speed)

So, in the end- Doesn't look like I'm going to modify my build. There's a lot of great parts of the new book, but nothing that really changes how I want to run Ryder at this point.

That being said, I may end up multiclassing Solarian now instead of Vanguard. But that will take some consideration. I have time.


Male NG Tiefling Battle Medic Biohacker 1 | SP 0/7 HP 0/10 | RP 4/5 | KAC 14 EAC 13 | Fort +3 Ref +2 Will +1 | Init: +2 | Perc: +8 (Darkvision 60') SM: + 8 | Speed 30ft | Conditions:

Is it possible to attack bug A that's attached? Modifiers?

Also, trying to keep Starfinder and Pathfinder 2e straight in my head... It's a move action to draw weapon right?

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