GM Numbat's SFS 2-00 Fate of the Scoured God, Tier 7-8 for Outpost III (Inactive)

Game Master numbat1

SFS 2-00 Outpost III


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Venture-Agent, Play-by-Post

Confirmed - Pegasus Tier 8

Second Seekers (Luwazi Elsbo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

I'm fine with doing things in that method if you like Numbat. I've only actually done starship combat maybe 1 or 2 other times in PbP, and I know that was done at least once to help move things along.

And if a particular action didn't work because of what someone else wound up doing then that person could just change it as necessary.

Exo-Guardians

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Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.
GM Numbat wrote:
I am not familiar with Drift Maven. How often can this be used and when is it applied?

There are different benefits for different roles - based on the original 5 roles (no first mate or mystic officer). The Captain ability: "After starships are placed on the map at the start of a starship combat, you can immediately move your starship 1d4+1 hexes and choose your facing before the encounter begins."

Captain is the only one-use ability. If I switch to a different role, I believe I'd be able to invoke the other benefits.

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

I agree, I have had it run with everyone posting at the start of the turn in spoilers, and it worked out well.


Venture-Agent, Play-by-Post
Bakoyo "Flameclaw" wrote:
GM Numbat wrote:
I am not familiar with Drift Maven. How often can this be used and when is it applied?

There are different benefits for different roles - based on the original 5 roles (no first mate or mystic officer). The Captain ability: "After starships are placed on the map at the start of a starship combat, you can immediately move your starship 1d4+1 hexes and choose your facing before the encounter begins."

Captain is the only one-use ability. If I switch to a different role, I believe I'd be able to invoke the other benefits.

Cool. Moved you 5 hexes closer before anything else has happened.


Venture-Agent, Play-by-Post

Skeeter, I need to know your ranks in piloting to calculate the AC and TL of your ship.

You do not have a complete character sheet. Please rectify that at your earliest convenience.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 7 | SP 49/49 HP 48/48 | RP 5/7 | EAC 22; KAC 23; ACvCM 31 | Fort +6; Ref +8; Will +4 | Init: +3 | Perc: +12, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Do people think that I should try to scan the Jinsul ship again, or should I do otherwise?

Wayfinders

Male Ysoki Mechanic 7 (Spacefarer) SP 63 | HP 44 | RP 7; KAC 23, EAC 22; Fort +8, Ref +9, Will +5; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft.

Succesful Lock on gives +2 on gunnery checks, that maybe the best bet now.


Venture-Agent, Play-by-Post
Skeeter wrote:
Note that due to Ace Pilot, our speed is +1

I am guessing you actually meant Sky Jockey?


Venture-Agent, Play-by-Post

@Klysk - I still need your computers roll for the Lock On action.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 7 | SP 49/49 HP 48/48 | RP 5/7 | EAC 22; KAC 23; ACvCM 31 | Fort +6; Ref +8; Will +4 | Init: +3 | Perc: +12, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

Apologies, I was busy when I posted earlier, and had thought I had included that.

Wayfinders

Male Ysoki Mechanic 7 (Spacefarer) SP 63 | HP 44 | RP 7; KAC 23, EAC 22; Fort +8, Ref +9, Will +5; Init +4; Moxie, DR 2/-; Spd 30 ft. climb 15 ft.

Just a reminder: both particle beam and turret get +1 to damage as divert succeeded and 1s are counted as 2s
@Klysk - you could add ship computers bonus to your attack roll for round 3, likely it would make a difference


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Venture-Agent, Play-by-Post

I did count the 1s as 2s though I rely on the players to decide where their computer bonuses go and to apply them.

When a roll from another player would add a bonus I add it to earlier posts where applicable and to later ones if I think it is applicable and not already applied.

Grand Lodge

The Disappeared || Spell Templates

Have an Aid Token, courtesy of my table (no boosts, I'm afraid)!

Second Seekers (Luwazi Elsbo)

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Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Presuming Skeeter has max ranks we should have an AC of 22 and a TL of 24.

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

How do we use the aid tokens?


Venture-Agent, Play-by-Post

At the moment, I think the only option that would be relevant for this team is Remote Assistance.

Remote Assistance: A Starfinder crew provides starship assistance from afar. Each PC receives a +2 bonus to all checks
required by crew actions for 1 round. To Boost: Expend 1 Resolve Point. Boosted Effect: One member of the crew also gains an
additional action, just as though the ship’s captain had successfully used the orders action.

If you don't think you need it then boosting it and keeping it moving is a good idea. You can only use one aid token per encounter. You use or boost and then I pass it to another table.


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Venture-Agent, Play-by-Post
Eki wrote:
Apologies for what I said earlier about computers not being used. I should have taken closer look before posting that.

I hope that apology isn't to me. I'd much rather players speak up if they are unsure about anything. Improving communication is always good. Also, I know I make mistakes sometimes, everyone does, I want a chance to rectify them when I can.

Speaking of which, I asked a trusted GM who has run higher tier SFS a lot about using the actions that require RP, such as Full Power, when enemy crew are not listed as having resolve. He said to assume they do. I have since seen much argument on the matter with many saying that they don't and can not use those actions. So, to be safe, I will no longer use those actions unless it is clearly stated that a crew member as Resolve available. My apologies if I did this incorrectly.

Knowing that, Skeeter, would you like to change your piloting action. You know they have a speed of 10 and you have your Sky Jockey bonus, so you are faster than they are.


Venture-Agent, Play-by-Post

Sorry, my posting was late today. It has been a day. I am going to wait for Valikar and to see if Skeeter wants to change anything before resolving the round. I should be back later this evening to do that.

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Can we boost any of them, even if it doesn't apply to our current encounter? I would be happy to roll an attack roll to boost the Allied Offensive, unless anyone really wants to use it ...

Spoiler:
Solar weapon attack: 1d20 + 14 ⇒ (10) + 14 = 24

Second Seekers (Luwazi Elsbo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Sorry for the late response, and I'm fine boosting it forward!


Venture-Agent, Play-by-Post

Boosted, and I will pass it on to an appropriate table.

Second Seekers (Luwazi Elsbo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Could Valikar climb over the buildings instead of pushing through the crowd of worshipers?


Venture-Agent, Play-by-Post
Valikar "Hardcover" Drazen wrote:
Could Valikar climb over the buildings instead of pushing through the crowd of worshipers?

I'd love to allow that. Unfortunately, it is your progress to the building that is blocked. I may allow scaling a nearby building to move past the fanatics. It would be a harder DC but if you wish to try that, I will allow it.


Venture-Agent, Play-by-Post

I had meant to post yesterday, that having failed to ask you for standard marching order, you do have the option at the beginning of this encounter of changing it. I did the best I could judging what order you would likely have established.

Second Seekers (Luwazi Elsbo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Geeze, talk about crit city. I almost feel bad for these robots.

And it's fine Numbat, I think everyone was pretty okay with their positioning!


Venture-Agent, Play-by-Post

Slide 4 has been updated with to indicate completed scout missions and active action missions.

What would you like to do next?

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

Hey, Numbat, not sure if this is too much of a pain ... but would there be any chance to put all of the bonuses we unlocked at the beginning into one of the slides?


Venture-Agent, Play-by-Post

Sorry folks, Fridays are often a challenge.

Sounds like the final leaning was toward Paratrooper? Make any last-minute preparations and purchases.

Flameclaw - I will try to put that together. I usually have handouts at my in-person tables. As I wasn't with you for the preparation exercises I will need to go back through to determine what you achieved.

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

I can look through the earlier posts and find them, then post them into one of the slides ... I think we ended up unlocking pretty much all of them.


Venture-Agent, Play-by-Post

Feel free to use one of the blank slides at the end.

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

I've added it on there, and tried to combine the various modifications into a clear single version.

One question on Zigvigix's bonus: I'm reading that to mean that we can get the weapon for a single mission, but we can ALSO requisition a consumable ... and the consumable is with us until the end of the scenario (not just for a single mission). Is that correct?

Second Seekers (Luwazi Elsbo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

They're great Bakoyo, those will help a lot. Because honestly I'd already forgotten we even got those!


Venture-Agent, Play-by-Post

Yes, the consumable is usable throughout the scenario. The weapon is for a single mission.

Thanks for putting those together, Flameclaw.


Venture-Agent, Play-by-Post
Flameclaw wrote:
No saving throw against this acid cloud thing?

None.

caustic conversion

Never hurts to check though and help your GMs avoid mistakes.

I find it helpful when players update their header, that way I know you have seen damage, conditions, etc.

Skeeter - if you remove the "none" from active conditions I am more likely to see the DR (you were not hit last round so the fact that my brain initially stopped with "none" did not have an effect). Also, as you don't have a full character sheet, would you at least include a link to one so I can check things as needed? Thanks.


Venture-Agent, Play-by-Post

Valikar - I wanted to let you know that I used your post from the last battle where you had your list of conditions/effects and the spoiler for options as an example of such things during an online presentation the other day.

I was participating in an intro to GMing online and after we covered various VTT options there was an impromptu discussion on PbP. Thank you for having provided such an example.

Second Seekers (Luwazi Elsbo)

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Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Well I'm glad it helped on more than one front!

There's really no other choice on this character for PbP with all the little situational riders he has from feats and gear.


Venture-Agent, Play-by-Post

OK folk, just want to check that I am not scrambling the rules from the different systems.

Red just received another burn condition, am I correct that this does not stack? So I am still applying a single dice of burn damage each round and a single reflex roll to deal with it?


Venture-Agent, Play-by-Post

Also, it has been more than 24 hours since Quirk's turn was first posted. Does someone want to bot them?

Acquisitives

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Male Shirren Operative/9 SP 64/64 HP 54/54 RP 8/9 PER +17 INIT +8 EAC 24 KAC 25 FORT +7 REF +11 WILL +8 DR 6 ER (cold) 5 ER (fire) 5

Sorry about being MIA. I did just get in an uninspiring post and an uninspiring to hit roll. I'll see if I can get on track here with some more posts.


Venture-Agent, Play-by-Post

It happens to the best of us, Quirk.

Unfortunately, with a multi-table special there is a requirement to try to keep each table up to pace. That's why botting instructions and a willingness to help each other out at times is so important.


Venture-Agent, Play-by-Post

Firstly, my apologies for not updating during the day as planned. I am about to try to resolve all those wonderful posts.

Flameclaw, I don't remember you posting about any bonuses you give. Always a good idea to specify at least for each combat so players and GM are aware.

While I do expect players to add their bonuses (and clearly mark that they have) I went back to one of Klysk's and applied the damage to Orange as it would have hit with the +1 (and I do try to keep an eye out for such things).

Exo-Guardians

Male CG vesk gladiator solarian 7 | SP 63/63 HP 45/55 | RP 7/7 | EAC 20; KAC 21 | Fort +7; Ref +2; Will +5 | Init: +4 | Perc: +4, SM: +4 | Speed 40ft | Active conditions: None.

I did in the earlier combat w/ the robots. I only just now got in melee in this one.

Wayfinders

Male CG Shirren Xenoseeker Mechanic 7 | SP 49/49 HP 48/48 | RP 5/7 | EAC 22; KAC 23; ACvCM 31 | Fort +6; Ref +8; Will +4 | Init: +3 | Perc: +12, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

My apologies for not remembering to mark that bonus. I sometimes have issues remembering to apply things from other characters. I'll do my best to try and mark everything from here on out.


Venture-Agent, Play-by-Post

Really not grumbling at anyone. It has to be a team effort.

I had originally planned that this would be my one game to GM and I would maybe offer some PFS2 quests as well after the con started and I assessed everything.

Then life exploded and the online VOs became exceptionally busy on all fronts. This means I am not tracking as well as I would like or posting as often as I had intended.

I am enjoying your play and I am glad to have each of you at this table.

Second Seekers (Luwazi Elsbo)

Vesk Scholar Soldier 8 | SP 80/80 HP 62/62 | RP 10/10 | EAC 29; KAC 32; CMD 40 (+6 BR/Trip, +2 Repo) | Fort +9; Ref +6; Will +7 | DR: 9/- Res: 5 Fire/Cold/sonic - 10 Elec | Init: +4 | Perc: +9, SM: +1 | Speed 50ft | Active conditions:
Active Spells::
Def: Melee Attacks take 2d6 Electric when they successfully hit Dragon Gland - 1/1 | Ammo: HR 6/6

Don't worry about it, Numbat! You're doing fine! Life is what it is. I'm basically having video conferences every week now to learn about the exciting new changes my company is throwing out to deal with everything.

And generally dreading any phone calls from management at this point. Not to mention just how everything impacting the rest of our lives.

The game has been great so far!

Wayfinders

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Male CG Shirren Xenoseeker Mechanic 7 | SP 49/49 HP 48/48 | RP 5/7 | EAC 22; KAC 23; ACvCM 31 | Fort +6; Ref +8; Will +4 | Init: +3 | Perc: +12, SM: +2 | Speed 30ft Fly 30ft (avg) | blindsense (vibration) (30 feet), communalism, deaf | Spells: 2/2 | Active conditions: none |
Drone:
HP: 49/70 | EAC 19; KAC 21| F+2 R+8 W+3 | Spd 40ft, climb 20ft | Perc: +10

I will likely have limited access to the internet over the weekend. You can bot me as necessary. I have botting instructions at the bottom of Klysk's profile.

Lantern Lodge

Sign up sheet; SFS 01-35 RR;; SFS 02-04 FF;

You have an Aid token. Enjoy!


Venture-Agent, Play-by-Post

If your characters are taking a long break, you the players could opt to as well.

Part three starts on the 26th so we would have to do some serious posting to finish another mission and someone would need to take on botting Klysk during the weekend.

Lantern Lodge

Sign up sheet; SFS 01-35 RR;; SFS 02-04 FF;

I forgot to not post in gameplay. @Numbat, could you remove me from the player list please ?

Thanks.

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