The Jagged Maw limps away from the Loreseeker, looking to bring it out of its laser cannon range. Rhys's modifications extend the reach a little farther, however.
Tixylix Gunnery, +encourage -Range:1d20 + 4 + 2 - 2 ⇒ (3) + 4 + 2 - 2 = 7 Despite the encouragement, Tixylix fails to land a shot in the Jagged Maw.
The only thing the Jagged Maw successfully accomplished as the crew scrambles to keep the ship in the air is relight the glitching starship engine. The sheilds flicker as if trying to find balance but the aft sheilds don't seem to slow down any more of the damage Berry levels on their ship.
1d100 ⇒ 100Power Core glitching!
The lights on the Jagged Maw flicker and go out for a moment, causing it to drift due to gravitational tides. When it's engines alight it turns to hide it's damaged aft.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
Oh, so at the time Tixylix has shot the laser cannon both ships were farther then 10 hexes apart? Well even when the penalty for range was wrong the dice roll was too low anyway. I doubt that a 9 would have hit the Jagged Maw.
"Ziamat you are doing a great job, we are not a playball for the black hole like the Jagged Maw. So Ziamat and Tixylix forward laser cannon again for more range? If not point me to the cannon you want to use." Rhys waits for confirmation and then goes to work.
Eldritch Shot (Engineering Phase, Push):1d20 + 7 ⇒ (4) + 7 = 11DC is 13 so not enough.
Female CN Halfling Corporate Agent Operative (Spy) Commando 7 | SP 56/56 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4; Ref +12; Will +7 (+2 vs. fear, +2 vs mind-affecting, pain, and charm) | Init: +8 | Perc: +16 (+20 to search), SM: +8 | Speed 40 ft | | Active conditions: none
Dangit, I'm supposed to roll before knowing the outcomes of rolls. I could have helped Rhys with her roll, but not I know what it is so I'd be metagaming if I boosted her.
Vyviane locks a stern gaze on Tixy. "You can shoot better than that and you know it! Now I want to see your best gunning!" Intimidate:1d20 + 9 ⇒ (19) + 9 = 28
At the Captain's stern warning, Tixylix hammers the Jagged Maw, While Berith rains down a devastating blow vents atmospheric gasses from the ship into space.
The engineer pushes the engines to get just a little closer to your ship!
Divert, engines:1d20 + 4 ⇒ (18) + 4 = 22
The Jagged maw completes it's turn. The comm unit alerts you too an incomming message from the Devourer Captain.
'ALL WILL BE COMSUMED!
Taunt:1d20 ⇒ 1
Proximity alert klaxons ring out across the bridge. In one last blinding flash the Jagged Maw explodes! SELF DESTRUCT BABY! 27 points of damage!
The Loreseeker rocks violently and the crew is thrown from their positions, but the shields that Elwin has kept in such good working order absorb most of the damage. Chunks of bone and metel debris are lodged into the hull of the loreseeker, but much more scatters off into space, to be collected by the black hole and their god within.
The door to the bridge opens, and Akoya enters. She looks around at you scattered across the floor. 'What did I miss?'
The radio crackles to life once again, and VC Arvin attempts to contact you. "Loreseeker! Come in Loreseeker! We registered an explosion in the sector, are you still with us!?"
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
Rhys pulls herself up. "Well Ayoka,Ayoka is what i can read from the picture in our handouts!we had to made sure this ship does not leave this system or get any supplies to this system. Or else this damn cultist will destroy us all!" She clenches her fists and bares her teeth.
She shakes her head and looks around "We should answer that call! Anybody hurt?"
Moving things along, feel free to backfill your part of the story if you choose. I am posting this tonight because I will have limited time tomorrow.
Quest 5: Ritual
VC Arvin continues to adress you. ”Glad you’re still in one piece, Loreseeker. Our mystics monitoring Enereth-7 just reported a surge in extraplanar activity. It seems that the Cult of the Devourer is making a major move: completing whatever foul ritual they’ve planned. Follow these coordinates—you’re our closest available agents. You’ll likely find the highest ranked members of the Devourer cult there. Make sure you keep good records of the rite, as this is a rare opportunity to learn about the Devourer worshippers. Most importantly, you need to stop whatever they are up to, otherwise we risk losing the entire planet! Be prepared, though. This isn’t an academy field trip. The Cult of the Devourer likes bloody rituals, and I don’t want your blood added to the rite.”
You bring the Loreseeker down onto the surface of the planet once more and depart immediately to face the Cultists. Following the coordinates provided by VC Arvin, you eventually arrive at a cave opening. It twists and winds down into the crust of Enereth-7. Cubic stone stairs span a chasm before opening outward into a large cavern. Floating lights shine through the darkness, hinting at the shadows beyond a bridge. Beyond the bridge, neon fangs burn through the darkness. A group of humanoid figures stand in a circle around the maw, the same light flowing from them into a machine made of illuminated tubes. Fog floats from the machine into the mouth above.
The entire area is dimly illuminated by the ritual and torches. The cavern is 30 feet tall, and the chasm is 10 feet deep.
As the fog rises it begins to change colour. The smell of battery acid wafts over the cavern from the ritual. The six cultists begin to hack and cough as the toxic ingredients you swapped release poisonous gasses that displace the oxygen around them.
For Successfully completing the Ingredient Quest, all Cultists gain the sickened condition
The ambient temperature swiftly drops. One cultist standing in the center of the ritual, who you presume to be a leader of this group, turns to call out across the cavern. ”Greetings Starfinders, My name is..BOOM The typical evil monologue is cut short by an explosion of energy from the center of the ritual. The leader and two other human cultists are decimated by the shockwave as their bodies break apart with the force of the blast. The remaining cultists look about in chaos for a moment. Two human cultists draw their weapons and prepare to defend the ritual site. A third cultist appears to be a newly recruited Quorlu. It’s three eyes glance around wildly at the devastation. One eye looks to the cultists! One to you! The third eyes a tunnel to the rear of the cavern! It takes a step back as if trying to decide what to do next.
Pulses of dark energy begin to form in the center of the ritual site. Three culists are dead and one is appearing to have second thoughts. As you all draw your weapons, a different magical energy swirls up around you! Having bolstered Yaraesa’s holy sites, the goddess smiles on you as protectors of her people here. You all gain Relecting Armour (caster level 1) for completing the marker quest
Round 1 Order, bold may act!
Tixylix
Ziamat
Rhys
Cultists
Elwin
Viviane
Berith
Please note, because of my limited time tomorrow, I have placed coloured x's where the cultists will be moving forward to during their turn. Elwin, Viviane and Berith my take their turn based on these positions. They will be shooting based on positions of characters when their turn begins. I am only doing this to keep on schedule.
Female CN Halfling Corporate Agent Operative (Spy) Commando 7 | SP 56/56 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4; Ref +12; Will +7 (+2 vs. fear, +2 vs mind-affecting, pain, and charm) | Init: +8 | Perc: +16 (+20 to search), SM: +8 | Speed 40 ft | | Active conditions: none
Posting actions now
Vyviane moves closer to the enemy and looks over at the quorlu. "YOU! YOU DON'T BELONG HERE! RUN! THESE CULTISTS ARE GOING TO SACRIFICE YOU! LEAVE! GO! GET AWAY FROM HERE!"
No peeking until after you act, 'kay?:
Bluff to get the Quorlu to flee:1d20 + 13 ⇒ (10) + 13 = 23
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
"I have enough of you!" is Rhys yelling and pointing her hand towards the cultist further to her right red and three magical projectiles are flying towards the cultist.
I'm pretty sure the rule is that min damage is always 1, and that nat 20 is still a crit. So I'm going to assume I took 1 damage from that crit.
Berith says, in Abyssal, "Magandang pagpipilian!" As she pushes Shai into action. Shai carries the two of them north to get a clear line on the cultists and they open fire with their weapons.
Abyssal:
"Good choice!"
Berith readies an action (Standard) to fire after her drone's movement, directs her drone to move (Move, granting the drone an extra Move action), the drone moves (Move action), and they both fire (Readied Action plus drone Standard action. Berith's Ranged Attack vs EAC:1d20 + 4 ⇒ (12) + 4 = 16 Berith's Fire Damage:1d8 ⇒ 6 Shai's Ranged Attack vs EAC:1d20 + 4 ⇒ (7) + 4 = 11 Shai's Plasma (F&E) Damage:1d10 ⇒ 2
Male Dragonkin Arcane Soldier 2: Speed:25, Init:3, EAC:15, KAC:17, SP:18/18, HP:20/20, RP:4/4, Fort:5, Ref:3, Will:3, Per:2, Lowlight and Darkvision
Bottom of round 2 for me, Dragonbreath on red and blue, 30 foot cone. Let me know if any of them dies, cause I have a fly move I want to do if one of them dies. dmg:1d6 ⇒ 3 fire ref save 12 for half
"Oh? I don't like the sound of 'Oh'! Know anything more than 'incoming'?" Berry asks as she pushes her drone forward to catch up with Ziamat on the bridge.
If Blue is still alive after Ziamat's hit:
Berith readies an action (Standard) to fire after her drone's movement, directs her drone to move (Move, granting the drone an extra Move action), the drone moves (Move action), and they both fire (Readied Action plus drone Standard action. Berith's Ranged Attack vs EAC:1d20 + 4 ⇒ (14) + 4 = 18 Berith's Fire Damage:1d8 ⇒ 3 Shai's Ranged Attack vs EAC:1d20 + 4 ⇒ (2) + 4 = 6 Shai's Plasma (F&E) Damage:1d10 ⇒ 1
If Blue is Dead:
Berith directs her drone to move and readies an action to fire at any 'incoming baddies' that come out of the portal. The drone moves and readies an action to fire at the same creature when it appears. Berith's Ranged Attack vs EAC:1d20 + 4 ⇒ (3) + 4 = 7 Berith's Fire Damage:1d8 ⇒ 6 Shai's Ranged Attack vs EAC:1d20 + 4 ⇒ (20) + 4 = 24W00t Shai's Plasma (F&E) Damage:1d10 ⇒ 3 Shai's Crit Plasma Damage:1d10 ⇒ 9
Blue doesn't stand a chance, Tixylix finishes it off with his pistol.
Attack against Ziamat cancelled, disregard that spoiler tag, also, Ziamat your breathe weapon wouldn't have been used
Before Elwin can respond to Rhys, the maw shudders. It ripples outward, and a hand seems to press against the fabric of reality within it. A rip echoes as the jaws unhinge and break apart. Darkness swirls outward, slowly taking the shape of a humanoid. A red haze marks the outline of the darkness and gives the creature form. The featureless creature floats where the maw once was, taking in its new surroundings.
Initiative:1d20 ⇒ 9Acts last!
Round 3 Order, bold may act!
Tixylix
Rhys
Elwin
Viviane
Berith - readied action
Ziamat
Thing
Berith and Shai let off a shots at the entity. While Berry's shot lands in the rocks behind the creature, Shai strikes dead center. What should have been a massive blow only doesn't seem to phase the creature as much as Berrith expects.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
"Whatever you are you don't belong here and being summonend by those idiots i really don't like you!" the moment she finishes that sentence her hand not holding her pistol is pointed very agressive and fast towards whatever it is and three projectiles are flying towards it.
Magic Missile:1d4 + 1 ⇒ (2) + 1 = 3Magic Missile:1d4 + 1 ⇒ (2) + 1 = 3Magic Missile:1d4 + 1 ⇒ (2) + 1 = 3Dealing Force damage and using full action.
1d20 + 7 ⇒ (11) + 7 = 18Just in case should it be Mysticism to identify it!
Rhys recognises this new horror as a Concavion. An outsider, or deamon, from another plane. This lesser demon tempts mortals with the promise
of utter entropy, though it often loses itself in its own promises and becomes as much a corruptor of mortals as it does a being of pure destruction. Its body is formed from dark matter and seems to absorb light around it, as though it were a humanoid black hole.
You may choose 2 pieces of useful information, Rhys
Entropic Wave (Su) As an attack, a concavion can shoot a 30-foot line of entropic force from its hands. Damage from this attack has the force descriptor.
Gravitational Pull (Su) The lesser concavion’s body is dense enough to constantly pull creatures into its gravitational field. Each creature that ends its movement within a concavion’s aura must succeed at a DC 11 Fortitude save or be pulled 5 feet toward the demon. Gravitational pull
otherwise functions as the solarian’s black hole stellar revelation.
I will also tell you that it doesn't seem to take note of the damage from Ziamat, however it feels a sting from Elwin. Rhys lands a devistating attack on the Concavion and it howls with rage.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
"That's a Concavion and it's immune against electricity, poison and radiation!" and Rhys cotinues to inform them about what the special abilities are. "It can shoot a 30-foot line attack and has a Gravitational Pull around it! And judging it's reaction possible resistant to fire!"
For details please open the spoiler from our lovely GM above!
Berith looks at her gun that only shoots fire. Then she looks at her other gun that shoots electricity. Then she looks at her drone's gun that shoots fire and electricity. "Well... pronk. Who here isn't pew pewing with the lasers?"
Female CN Halfling Corporate Agent Operative (Spy) Commando 7 | SP 56/56 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4; Ref +12; Will +7 (+2 vs. fear, +2 vs mind-affecting, pain, and charm) | Init: +8 | Perc: +16 (+20 to search), SM: +8 | Speed 40 ft | | Active conditions: none
I run into that a lot too! Sorry to hld you guys up!
Vyviane looks at her eletric pistol and sighs. "Well your captain is probably going to be useless against that thing then. However these men, they can be shocked if need be!" She slides in closer to one a wicked smile on her face. "You know, I've always enjoyed cultists, 'cause I've been one before, though it was just a cover to let me hunt their whole group down!"
Trick Attack, Bluff:1d20 + 17 ⇒ (5) + 17 = 22 Extra damage:1d4 ⇒ 2 Little Zap-Zap (Static Arc-Pistol) vs. EAC:1d20 + 4 ⇒ (20) + 4 = 24 Electric Damage:1d6 ⇒ 1 CRIT! YESSS:1d6 + 1d4 ⇒ (4) + (2) = 6 There's no valid target for the arc damage though
Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.
Elwin hands his Hail Pistol to Vyviane, "Here, this seems to affects it!" and then points a finger at the thing and a bolt of icy cold energy flies towards it..
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
Quote:
As you all draw your weapons, a different magical energy swirls up around you! Having bolstered Yaraesa’s holy sites, the goddess smiles on you as protectors of her people here. You all gain Reflecting Armour (caster level 1) for completing the marker quest
I tried to quote directly but the post is too long and don't let me quote the important part from above with the link to the spell description. Reflection Armor on Archives of Nethys
And i believe both cultists are out of order or dead. Because i don't see them in the initiative order and they are upside down on the map like a dead fish with the belly upwards.
"Don't forget we all have the blessing of Yaraesa. Have you not noticed the spell surrounding you? If you really get hurtHit Point Damage! you can react and reflect that damage back you just took! It's force damage like my magic missiles! So made it attack you and use the blessing of the Lady of Wisodm! And it's possible those cultist do have weapons capable of hurting that servant from The Devourer!" Rhys is explaining the divine energy she felt surrounding her and her fellow Starfinder Agents the moment this battle against this ritual began and trying to give some solutions.
Feeling this long explanation took too long to be able to concentrate long enough and being able to cast the most effective version of Magic Missile, she just moves a little bit closer.
I can't speak for anyone else, but I don't feel like either of you are holding us up. This is a pretty long scenario and we've been maintaining a healthy pace, I think. I know I can only check in like once or maybe twice a day myself, so I'm not sweating anyone else in the same boat, personally, no matter what time that check is.
Looking around the group, it appears that Elwin is the only one using a powered weapon that isn't shooting lasers or electricity, so she says, "Elwin, you need a boost?"
If he says yes. I spend a move action overcharging his weapon, it does an extra d6 of damage, but takes 3 charges instead of 1.
In case Elwin doesn't see this before posting:
Elwin Overcharge Damage:1d6 ⇒ 1
She then turns a dial on her own weapon and fires, before directing Shai to fire as well.
Overcharge and Attack (Standard), Shai Attacks Berith's Ranged Attack vs EAC:1d20 + 4 ⇒ (14) + 4 = 18 Berith's Fire Damage:1d8 ⇒ 1 Berith's Overcharge Fire Damage:1d6 ⇒ 5 Shai's Ranged Attack vs EAC:1d20 + 4 ⇒ (7) + 4 = 11 Shai's Plasma (F&E) Damage:1d10 ⇒ 1
First of all, thanks for joining my game. I am a new GM but have been inspired by some of the best on these boards like Dinketry, Skeemo, Bigrin, and Valen when playing their SFS scenarios.
I will try my best to breathe as much colour and life into the scenario as I can. I enjoy PBP as an outlet for creative writing and hope you feel the same. While I agree with the principles of PBP gameplay like always trying to post a hook and push, I encourage players to play in the space before moving on. Take a few moments to describe how your character feels in the moment and banter between yourselves, even if you have to keep it in spoiler tags after the story has moved on. My favourite part of PBP and gaming in general is collaborative storytelling, so the more you contribute to your part of the story, the more I will try to play along and bring the story to life.
Because I am a new GM, if I happen to miss any of the fine print in the rules along the way, please let me know in the discussion page right away. My only goals here are fairness and fun.
Here are my expectations for my scenarios, as well as the information I would like from you:
I encourage a 1 post a weekday, and 1 on the weekend.
Please provide your character sheet in your profile, or email it to me. Pm me for my email address. So both of us can access your stats quickly, post your race, class, level, SP, HP, RP, EAC, KAC, etc in your character tags (I usually use the “race” tags) It also helps to add your bonuses to your “classes” tag in a spoiler.
If you are going to be unavailable for part of the campaign, let us all know in the discussion tab and provide bot me instructions in your post or profile. Combat turns last for 6 seconds, or 24 hours in real life.
Maps and other info will be in a shared Google Slides.
In combat, characters will act in groups between enemy actions. I will make it clear with a posted initiative list who is up. Characters will act in the order they post. The only exception to this rule will be starship combat. If you want to wait for another character to make a decision, feel free to use spoiler tags. (If X does this then I do this, if X doesn’t then I do this)
Make your combat actions clear for me and everyone else. Use ooc tags, or separate paragraphs to indicate to everyone what is a move, standard, swift or free action. Spending less time deciphering your post and the rules gives me more time to be creative.
Please provide me with the following information for your character.
CHRONICLE INFORMATION:
Player Name:
Character Name:
Character Number:
Slotted Faction:
Information for this chronicle sheet:
Number of this Chronicle:
Starting XP:
Initial Fame:
Fame Spent:
Reputation with slotted faction:
Day Job + Roll:
Preferred Starship Role:
Starship Dice Modifiers:
Is there any other information the GM should know about you as a player or your character?
What was your favourite scenario or gaming moment with this character?
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
CHRONICLE INFORMATION:
Player Name: Karen
Character Name: Rhys Dawnstep
Character Number: 71203-706
Slotted Faction: Exo-Guardians
Information for this chronicle sheet:
Number of this Chronicle: 1
Starting XP: 0
Initial Fame: 0
Fame Spent: ?
Reputation with slotted faction: 0
Day Job + Roll: 12 (inlcudes tool kit and clothing) + whatever i will roll Day Job:1d20 + 12 ⇒ (18) + 12 = 30 Edit to add: Found out how to roll. :)
Is there any other information the GM should know about you as a player or your character?
I am not a native speaker in English, but my skill level is high. I will ask when i am unsure.
What was your favourite scenario or gaming moment with this character? First time i am playing this character!
I can also offer to be Pilot with a +5 and 1 rank in Pilot.
Edit to add another thing:
There is a problem and i can't pick an Avatar for her on Paizo, i get an error from Paizo, so your imagination when i descripe her must be enough.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
So when will we start to play? I made sure to sign up for a scenario i like to play when i found the Castamir's Flaxseed Station and the spreadsheet but i have no clue about the timeframe for Outpost III.
Official start is March 30th. I can't post anything official from the scenario until the start of Outpost 3, but about a week before I am going to post an intro so your characters can meet and introduce themselves, as this scenario begins right in the action.
Female CN Halfling Corporate Agent Operative (Spy) Commando 7 | SP 56/56 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4; Ref +12; Will +7 (+2 vs. fear, +2 vs mind-affecting, pain, and charm) | Init: +8 | Perc: +16 (+20 to search), SM: +8 | Speed 40 ft | | Active conditions: none
I just signed up for this! Vyviane here is level 2, but I am still in the process of updating her character sheet.
Player Name: Sedoriku
Character Name: Vyviane Isafira
Character Number: 108507-703
Slotted Faction: Wayfinders
Information for this chronicle sheet:
Number of this Chronicle: 5
Starting XP: 3
Initial Fame: 6
Fame Spent: 0
Reputation with slotted faction: 6
Day Job + Roll:Profession (Corporate Recruiter):1d20 + 9 ⇒ (7) + 9 = 16
Preferred Starship Role: Captain or bust! ('Sorry, but any any captain but a halfling one is clearly going to be second best') She can take other roles as necessary but she prefers to captain Starship Dice Modifiers: +9 Diplomacy, +9 Intimidate, +13 Bluff (and for the sake of completeness: +7 engineering and computers, +8 piloting, +4 gunnery, +9 Acrobatics, +0 athletics, and is untrained currently in mysticism)
Is there any other information the GM should know about you as a player or your character?
Vyviane has the Divine Blessing (Weydan) feat meaning anytime she is on a new planet she sets a different appearance for that planet. I typically represent this through using a different avatar but seeing as that system is currently out of commission it might not be able to happen. Additionally I live and work in Japan so my time zones are a bit different than everyone else typically.
What was your favourite scenario or gaming moment with this character?
The first series of quests (Into the Unknown!) Vyviane was able to successfully recruit someone, captain a ship and even find a new planet!
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
Hello!
Oh, that's a good idea to post all the skills for starship combat.
Just a reminder ranks in Piloting is important because the more ranks our pilot has the more difficult it is to shoot anything at us and hit us. AC and TL is going up for each rank in Piloting!
Welcome aboard Vyvlane, you should make 6 which means we have a full table! I'm sure we'll collect the other players as we get closer to the start date.
Male Dragonkin Arcane Soldier 2: Speed:25, Init:3, EAC:15, KAC:17, SP:18/18, HP:20/20, RP:4/4, Fort:5, Ref:3, Will:3, Per:2, Lowlight and Darkvision
Number of this Chronicle: 4
Starting XP: 3
Initial Fame: 6
Fame Spent: 0
Reputation with slotted faction: SS-JA: 6
profession mercenary:11 + 1d20 ⇒ 11 + (14) = 25
Preferred Starship Role: Gunner or Pilot
Starship Dice Modifiers: +10 Pilot, +5 gunner
Also he shares a bond with Tixylix, so I can communicate telepathically with him within 30 feet. Also when init is rolled, we both go on the higher of the two inits.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
Must be still a race boon. I had a look at them but no legal option for SFS for me. And i think they really want to give us lot's of different options for our characters.
I am glad that they lifted the restrictions on legacy races in core rulebook.
My second chracter is an Elf as most of my characters in PFS1.
For SFS i am amzed that i build so many different races so far.
-----------
Has anybody seen a female human or humanlike with more teeth then normal for average human and a skin tone not looking healthy? So many avatars in the database i ended up using that creepy lady.
Female CN Halfling Corporate Agent Operative (Spy) Commando 7 | SP 56/56 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4; Ref +12; Will +7 (+2 vs. fear, +2 vs mind-affecting, pain, and charm) | Init: +8 | Perc: +16 (+20 to search), SM: +8 | Speed 40 ft | | Active conditions: none
Rhys Dawnstep wrote:
Must be still a race boon. I had a look at them but no legal option for SFS for me. And I think they really want to give us lot's of different options for our characters.
I know it's legal for Starfinder Society with the right boons. I was thinking it was Pathfinder Society, which has never made dragons/dragonkin legal as a race.
But alias pictures are back, Vyviane can be her full transform-y self again!
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
Well i never had an overview which races are legal for whatever reason in Pathfinder Society. Good to know, that dreaming of a dragonkin is not going to happen.
Wait can you be a Kobold for Pathfinder Society? I think they are largely related to dragons.
Oh and on my tables we still fall back to old mechanics from Pathfinders for example when we ask about abilities for enemies we successfully identified. Like how many hit dice... *facepalm* CR would be the better question.
Follower of Weydan do get a fun option with that feat. Sounds great for an Outlaw... Great another half of an idea for another character.
Or i will add that feat to my existing Operative. I have to check how religious my Outlaw Operative is. And if yes, if Weydan is the right choice for her.
For most characters i left the entry for deity blank to get the feeling for that character.
One question does Absalom Station or the Idari or any other big station counts as a planet for that feat?
Do you have a list of planets for your Vyviane? I would create such a list and then i can go back to that avatar whenever my character returns to that planet.
Female CN Halfling Corporate Agent Operative (Spy) Commando 7 | SP 56/56 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4; Ref +12; Will +7 (+2 vs. fear, +2 vs mind-affecting, pain, and charm) | Init: +8 | Perc: +16 (+20 to search), SM: +8 | Speed 40 ft | | Active conditions: none
Rhys Dawnstep wrote:
One question does Absalom Station or the Idari or any other big station counts as a planet for that feat?
Do you have a list of planets for your Vyviane? I would create such a list and then i can go back to that avatar whenever my character returns to that planet.
Don't know about the stations, I'd say ones that have their own Pact Wordl status would count, but under a strict reading probably not. The feat is a bit ill-defined, not sure when the appearance changes back. It could be when you leave the planet or it could be when you next land on a planet. I have an avatar for Absalom and the planet from the Into the Unknown. Other wise it's just been small space stations, Absalom, space and the Drift.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
It sure does sound like a fun thing. I would have fun having a list for all the different planets and then i look always the same when i am on Aktion for example. Then again there is always the disguise skill and a disguise tool kit.
I read when on that planet as, the moment you leave the planet you are your natural self. Only on planets if you ask me. Ah, that perception check is hard for people not really skilled in Perception.
Not sure if Absalom Station is really a station or not. I mean there is the Starstone deep in the heart of Absalom Station.
Not sure if there will ever be a scenario for Starfinder Society in which your character can be recognized by appeareance alone for a beneficial or not so beneficial thing to happen. I do hope authors have this nice feat in mind for the future.
Great that we can an avatar at all and you can change your avatar again for this adventure! Just in the right moment.
Edit to add:
I can still edit so i do it.
I changed my avatar that smile from creepy lady annoyed me more and more. Still not exactly what i have in mind but better in the long run for my sanity.
I have had the wildest 11 days since my last post, and on top of that, the world is a very different place now since player signups. I hope every one is still ready to start.
I will be reaching out to any players that have not posted yet, and plan on posting an unofficial opening to the scenario on Monday morning for your characters to mingle a bit before you get dropped into the action March 30th.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
I am doing fine. Now i am really hard thinking about shaving my head because a haircut will not be doable for a while.
Looking forward to play this character.
Let me try to help you letsuna.
Should i have made any mistakes please do correct me.
Keep in mind we can switch our roles at the beginning of each starship combat round! There can only be one Captain and one Pilot for all the other roles we can have as many as we like. Not having a Pilot is not good though.^^
We can do one thing per round.
Just list all your skills that i listed under Starship Dice Modifiers and pick the role which you are best suited for.
Bascically all the skills which can be used in Starship Combat and getting a 10 in total to help
The Captain is giving one person per round a bonus or once per combat a penalty to the enemies.
The Capatain can do the action any moment and has no special phase.
Only one Captain!
Engineer
Engineering
Tweaking the systems to boost equipment for Science Officer or the weapons in the way that a natural 1 on a damage die is instead a 2. Restoring shield points, patching the ship back to functioning normally and so on.
A round starts with Engineering phase (First phase).
Each engineer needs to do a different kind of possible action besides patching up!
Science Officer
Computers
Scanning the enemy, balancing the shield points where we need them. Making sure that when a gunner hits critical that we hit them were we want them to have a malfunction and not a random roll for where.
Acts in second phase the Helm phase (Second phase).
Science Officers can do the same kind of action in the same round and don't need to take different actions!
Pilot
Piloting
Is doing a check to see which ship has to move first, it's bad to have to move first.
Flying around making sure we present a shielded side to the enemy and pointing our best weapon to the enemy. Doing stunts for more advantage.
Acts in Helm phase (Second phase).
Only one Pilot!
Gunner
Gunnery is a skill only used for Starship Combat you take either your BAB and Dexterity Modifier or number of ranks in Piloting and Dexterity Modifier
Shooting enemies to pieces and is acting in Gunner phase(Third and last phase).
Each weapon can be fired only once per round!
New roles out of Character Operations Manual.
Chief Mate
Can use those two skills.
Athletics
Acrobatics
Physically crawling around in the ship to help anybody except the Captain.
Acts in any of the three phases to help.
Each kind of action only once per round, so helping the Pilot can be done once even if there are two Chief Mates!
Magic Officer
Mysticism
Can tweak the weapons to increase the reach of nearly all weapons,can also scan the enemy and can make the pilot react faster and improve our initiative.
Acts in Engineering phase(First phase).
Each kind of action only once per round!
There are more actions besides role actions but they are the strongest kind of actions.
I signed up for this, but it was a while back when GM signups opened up. I need to look up what character I signed up to play as and possibly make their sheet. I should have that up in the next day or two.
Great to have you along Pithica42. When you get your character organised, please join us on the bridge of the Loreseeker in the gameplay thread!
Our 6th player has ninja vanished from the sign up sheet, we can still go ahead with 5, but I did put out a post on Flaxseed Station for anyone interested with joining us.
Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.
Hello all. Saw the post, grabbed the last slot. Good to see you again, Tixylix!
CHRONICLE INFORMATION:
Player Name: Joey Martin
Character Name:Elwin
Character Number: 73425-702
Slotted Faction: Dataphiles
Information for this chronicle sheet:
Number of this Chronicle: 5
Starting XP: 1
Initial Fame:8
Fame Spent:
Reputation with slotted faction:6
Day Job + Roll: none
Preferred Starship Role: Engineer (+9) or Science office (+9 computers) Pilot (+7) Mystic office (+7)
Starship Dice Modifiers:
Is there any other information the GM should know about you as a player or your character?
What was your favourite scenario or gaming moment with this character? Ashes of discovery. We had a great group and a really fun GM. He made Hellknights fun...
I'll be playing Berith "Berry" Azazel, a Female Tiefling Drone Mechanic.
Chronicle Information
Player Name: Pithica42
Character Name: Berith Azazel
SFS: 327796-709
Faction: Second Seekers (Jadnura)
Number of this Chronicle: 4
Starting XP: 4
Initial Fame: 7
Fame Spent: 0
Reputation with slotted faction: 7
Day Job + Roll: 24 (I always Take-10 on this check.)
Berry can do Engineer (+10), SO (+11), Chief Mate (+5), Pilot (+8), Gunner (+5), or Captain (using Aids from those skills). I don't have a preference.
Is there any other information the GM should know about you as a player or your character? I usually GM. I've GM'd but not played this scenario. The character is a Scoured Stars survivor.
What was your favourite scenario or gaming moment with this character? She's only played 1-09, Live Exploration Extreme!. Everything about that scenario is crazy fun.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
First time that i hopefully will really finish a scenario with play by post and i discovered i like to write loooooong posts.
Advice for improvements about style and formatting is welcome.
I always try to separate player knowledge and character knowledge as best as i can and hope all of you like that playstyle also and should i steer away from that path give me a clear hint.
So my human is the token human as expected. :)
Nice to see a full table.
One day i will learn to switch to Rhys Dawnstep before i hit Submit Post...
Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.
So... looking at just the numbers..
viv as captain at +9 diplo
Rhys as magic officer at +7
Ziamat has the best piloting at +10
Berith has +10 engineering and +11 computers so best at either of those.
Tixylix has eng +7 and Comp +8
I have +9 on comp and eng.
Wait. We have 6, right. Missing one. Just noticed. :)
So, someone has to shoot as well. I think I'll have a one better bu=onus than Tixylix so right now that might be me..
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
Let me mark our players and add numbers.
Elwin the Technomancer wrote:
So... looking at just the numbers..
viv as captain at +9 diplo Listed as I here Rhys as magic officer at +7 Listed as II here Ziamat has the best piloting at +10 Listed as III here Berith has +10 engineering and +11 computers so best at either of those. Listed as IV here Tixylix has eng +7 and Comp +8 Listed as V here I have +9 on comp and eng. Listed as VI here
Wait. We have 6, right. Missing one. Just noticed. :)
So, someone has to shoot as well. I think I'll have a one better bu=onus than Tixylix so right now that might be me..
Thoughts? Ideas? Good cookie recipes?
Yes, we do have all six players at the moment on the bridge and nobody wants to be the gunner! I can do gunner but only at +2!
Ziamat should stay as Pilot! Two ranks means two more on our AC and TL for our ship and the +10 is better for the Initiative in Starship Combat and a better change for the stunts.
Well we can always switch our roles at the beginning of combat. As Magic Officer i can do the 'scanning'. So we only need a Science Officer if we need to rebalance the shield points. And after the scanning is done i wiill boost our Pilot for better Initiative or making our guns shoot 5 hexes farther!
But as for who should be Gunner let us compare Gunnery: either BAB + dexterity or number of ranks in Piloting Skill + dexterity modifier whichever is higher.
Let's just compare the bonus.
Gunnery for Rhys +2!
And i think Tixylix with his higher Dexterity would also be a slightly better Gunner then you Elwin if you both put the name number of ranks into Piloting.
-----------------------------------
@Elwin
So i tried to read you character sheet and i stumbled upon a wealth of 1499 Credits. How on Earth can you have more then 1000 Credits on a character just started because 0 XP and being Level 2 and having bought gear? I am confused. Because i tried to get your bonus for Gunnery on my own. Structure there confused me.
I've only played this character once in a scenario with no Starship Combat, so she doesn't honestly have a preference, yet. She's pretty capable at all the roles except Magic Officer.
I mostly GM and I've played every role, though, except Chief Mate, and I'm fine with any of it. Her gunnery is +5 and Piloting +8. I personally think we should fill in our Gunners and Pilots (in that order) with the best at those roles before any other positions. At low levels, those are by far the most important roles.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
I agree our best Pilot should be our Pilot and the more we hit them the more damaged they are and are not able to really shoot back without penalties.
So i am updating the Gunner list:
Rhys +2
Berith +5
Vyviane +4 (don't panic just to have everyone on the list)
Ziamat +5 (but is best Pilot with +10)
Tixylix +?
Elwin +?
Male Dragonkin Arcane Soldier 2: Speed:25, Init:3, EAC:15, KAC:17, SP:18/18, HP:20/20, RP:4/4, Fort:5, Ref:3, Will:3, Per:2, Lowlight and Darkvision
If we have a good magic officer, my strategy would be far far away from the enemy as I fly, while our magic officer gives us +5 to our range on our weapons. Or at least get behind them and at a far distance if our magic officer wants to give me a +2 to my init.
Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.
@Rhys: I need to update the character online likely. I have only been changing numbers and gear I think. Elwin has been through 4 games so he actually has some credits to spare. I played one high tier so got the greater amount that game as well.
As for gunnery. He has a BAB of 1, 2 ranks in piloting and a +2 for Dex so.. +4, right?
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
Up to date Gunnery in our group:
Rhys +2
Berith +5
Vyviane +4 (don't panic just to have everyone on the list)
Ziamat +5 (but is best Pilot with +10)
Tixylix +4 (I am pretty sure that's correct.)
Elwin +4
So with that we can let Berith shoot the enemy to pieces.
I, as our Magic Officer, can either give you +2 to your Ini as Pilot or improve our range for our weapons because we don't have a weapon with the point special property i can do that for any one(1) weapon on our ship every round! :) So we can pewpew from far away if you get the higher Initiative with ease or me and our Captain are pushing your Initiaive and we have the better position for a shot for sure!
But your +10 sounds very promising.
@Elwin
I see, that's more like it. The lack of updated information throw me off.
You are correct, with the two ranks in Piloting and your +2 to DEX your Gunnery is at +4!
Technomancers BAB is always lower then the character level and as long as you always put a rank into Piloting as soon as you level up you can always add your amount of ranks in Piloting to your DEX modifier and voila you have your Gunnery bonus.
---------------------
Since the official start is at the 30th i will wait for a few more reactions before i post again in Gameplay.
------
Edited again and again because Typoqueen and master of changing a sentence in the middle and the first draft is still there...
Female CN Halfling Corporate Agent Operative (Spy) Commando 7 | SP 56/56 HP 44/44 | RP 9/9 | EAC 25; KAC 26 | Fort +4; Ref +12; Will +7 (+2 vs. fear, +2 vs mind-affecting, pain, and charm) | Init: +8 | Perc: +16 (+20 to search), SM: +8 | Speed 40 ft | | Active conditions: none
Rhys Dawnstep wrote:
Vyviane +4 (don't panic just to have everyone on the list)
Ah I am shocked she even got listed! [/fake offendednes]
Vyviane is just pushy about it in character. I'm fine with her stepping down or even doing other things as needed. She has ranks in almost everything so she can be the stop gap if needed, oh and shoot on occasions.
Female Human, Mystic 1, Cultist| ST 7/7, HP 10/10, RP 4/4| EAC 12, KAC 13, vs. Maneuvers 21| Ini +1|Darkvision 60ft.| 30ft
Skills:
Acrob+1, Athl+1, Bluff+0, Cult+4, Diplo+4, Disg +5, Intimidate+0, Myst+7, Per+3, Pilo+5, Prof. Counselor +7 (+8), Sense M+3, Stealth+1, Surv+3
Ammo, Spells and so on:
Pistol 20/20, Spells (1) 0/3
So let's settle for:
Captain: Vyviane
Chief Mate: ?
Engineer: Tixylix or Elwin (Elwin seems to be slightly better in both skills)
Gunner: Berith
Magic Officer: Rhys
Pilot: Ziamat
Science Officer: Tixylix or Elwin (Elwin seems to be slightly better in both skills)
Oh with a nearly maxed out table to take advantage of the bonus from a Captain is really nice. Let's just try this and see how we are doing.
The Pegasus is giving once per round bonuses: Science Officer +2, the Pilot +1 and up to two others can also get a bonus +1.
My wife's family experienced a pretty severe tragedy last night. I'm okay, but there's a very real chance that I'll be in and out in the first week because of it. If this is going to be an issue, let me know and I can drop from the table. I'd prefer not to drop, but I understand and don't want to hold anything up.
Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.
Berith, take your time. We'll be fine and can bot you as needed if you aren't around for a day or two. These few random strangers will send positive thoughts towards you.
Also had a thought on the starship positions. We have someone who claimed and is sleeping in Engineering. Any idea what he bonus is? :)