[SFS/Shifty/OP3] #2:00 Fate of the Scoured God (Inactive)

Game Master Nik B.

Maps and images


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Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Thank you, Lupulus and thank you, Shifty!

Second Seekers (Luwazi Elsebo)

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|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

To bring order to Chaos and help the GM a bit, The results so far.

Zigvigix
Charli Poshkettle - Medicine 29
Tolar Buntu - Athletics 33 (41 if climbing helps)
Neon Ten - Engineering 28
T'kai - Perception 23
Id-Sinitis - Perception 46

Fitch
Charli Poshkettle - Piloting 22
Tolar Buntu - Pilot 15
Neon Ten - Engineering 37
Id-Sinitis - Piloting 26

Iteration-177
Charli Poshkettle - Culture 32
Tolar Buntu - sense motive 22
Neon Ten - Mysticism 27 (Before +4 from Library chip)
Id-Sinitis - Mysticism 37

Venture-Captain Arvin
Charli Poshkettle - Intimidate 27
Tolar Buntu - Diplomacy 15
Neon Ten - Diplomacy 28
Id-Sinitis - Diplomacy 23

Celita, Leader of the Dataphiles
Charli Poshkettle - Computers 11
Tolar Buntu - Physical Science 18 (-5 if it is about strange new worlds or features of space)
Neon Ten - Computers 42
Id-Sinitis - NA

Radaszam, Leader of the Acquisitives
Charli Poshkettle - Culture 33
Tolar Buntu - survival 21
Neon Ten - Culture 28 (Before +4 from Library Chip)
Id-Sinitis - survival 21

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

You need to include a note of when the character included a relevant story, but the above should still help tabulate results quite a bit.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

I don't actually know what "relevant" means here. If it is for good RP then yes they need to be read carefully. If it is just checking if we have played something that qualifies then everyone at this level should qualify for all of them unless you are playing an AP baby.

Manifold Host

820-701 Female NG Feychild Gnome Xenoseeker Envoy 11 | SP 100/100 HP 68/68 | RP 5/10 | EAC 29; KAC 29 | Fort +9, Ref +12, Will +8 (+2 Fear & Despair, +2 vs illusion) | Init: +5 | Perc: +13, SM: +13+1d6+2 | Speed 50ft | 3/3 - dancing lights, ghost sound, and token spell. | Eternal Hope 1/1, Spot of Luck 1/1, Salvation's End 1/1, Vestments Reroll 1/1, Coin Reroll 1/1 | Active conditions: Telepathy via Mind Circlet

Yeah, we all listed relevant stories. Consider that in the mix, GM! And everyone, sorry that the dice betrayed me on VC Arvin's mission!

Thank you for the awesome tabulation, Tolar!


Maps & Slides

Yup you guys got top results in all of them, including the relevant stories. I'll post up the rewards, but probably won't get to much RP'd response from the leaders, I got another table to keep up with too.

Thanks for throwing that summary together Tolar.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

The only roll Maverick was higher than any of his teammates on was for Arvin with a 33. He also tied the highest roll for Fitch with a 37.


Maps & Slides

These are group rewards, so the highest success counts, no matter who rolled it.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Level 1 - Zigvigix grants the PCs priority access to some Starfinder Society equipment. Once during the adventure, each PC can requisition a weapon with an item level up to the PC’s level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a full battery or magazine.
Level 2 - In addition to the reward above, the PCs can also requisition a single consumable item with an item level up to the PC’s level. These consumables cannot have permanent effects, and PCs who don’t use them during the course of the scenario must return them at the end of the adventure.
Level 3 - When using the level 1 reward, the weapon can have an item level up to the PC’s level + 1.

An idea for how to use this to our advantage. Some of us are going to go into a mission with no plan to use a weapon. They would benefit from a consumable item such as a level 10 spell gem.
And some of us may want the weapon but not the consumable.
So we could actually mix and match. Tolar could requisition a spell gem in mission one for one of the casters and they could requisition a Doshko, Ultrathin for Tolar. Then in mission 2 we switch.

For Iteration-177's reward Tolar will pick +2 to Fort saves.


VC - Sydney, Australia

Thanks guys - the mass post of the pre-missions is actually a really good idea for PbP MTS, we need to keep this as a 'sustain' assuming it happens in the next MTS scenario.

***

It's good we have this medium of play, and in the current climate, it is really shining.

We had one of our major Sydney conventions coming up that has run every Easter for the last twenty odd years, and the organisers were really sad to have to cancel. My players were all really sad to have to cancel. I was not in the mood to capitulate and cancel.

I went back to the organisers and asked permission to stand the convention back up on their behalf and turn it into an Online con (just this once), and so now EyeCon is iEyeCon and we're back in business. It has been a bit of a shift getting the face to face players to come to embrace VTT/PbP but it has been a really positive result. I reached out to the DDAL organisers (and the Chaosium group) but they are silent.

What has been awesome is that we now have players from all over the country converging on the con, and we even have some US players (and the odd VC!) jumping in too. In the face of so many things getting turned off and cancelled, we need to have a few things seen to be standing up and going ahead. It gives people a bit of hope/escape/release - they still get a con, they still get to chat to their mates, they still get boons - and now everyone is locked in their homes they can have an excuse to game solid for the 10 days of iEyeCon.

Anyhow, got to make some good times in the bad times.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image
Tolar Buntu wrote:


An idea for how to use this to our advantage. Some of us are going to go into a mission with no plan to use a weapon. They would benefit from a consumable item such as a level 10 spell gem.
And some of us may want the weapon but not the consumable.
So we could actually mix and match. Tolar could requisition a spell gem in mission one for one of the casters and they could requisition a Doshko, Ultrathin for Tolar. Then in mission 2 we switch.

My understanding is the whole group uses one of these at the same time. You can’t have one person using Ziggy’s reward on one mission and a different person using it on another.

The idea of consumables is a good one.

I am also willing to activate a spell gem that someone wants for their own benefit, such as one with Lesser Resistant Armor.

Dark Archive

Scenario and AP Tracker
Shifty wrote:
Thanks guys - the mass post of the pre-missions is actually a really good idea for PbP MTS, we need to keep this as a 'sustain' assuming it happens in the next MTS scenario.

Agreed. This really helps the preparation phase during PbP.

Shifty wrote:

It's good we have this medium of play, and in the current climate, it is really shining.

We had one of our major Sydney conventions coming up that has run every Easter for the last twenty odd years, and the organisers were really sad to have to cancel. My players were all really sad to have to cancel. I was not in the mood to capitulate and cancel.

I went back to the organisers and asked permission to stand the convention back up on their behalf and turn it into an Online con (just this once), and so now EyeCon is iEyeCon and we're back in business. It has been a bit of a shift getting the face to face players to come to embrace VTT/PbP but it has been a really positive result. I reached out to the DDAL organisers (and the Chaosium group) but they are silent.

What has been awesome is that we now have players from all over the country converging on the con, and we even have some US players (and the odd VC!) jumping in too. In the face of so many things getting turned off and cancelled, we need to have a few things seen to be standing up and going ahead. It gives people a bit of hope/escape/release - they still get a con, they still get to chat to their mates, they still get boons - and now everyone is locked in their homes they can have an excuse to game solid for the 10 days of iEyeCon.

That is amazing! We have definitely helped and seen a mass influx of players and GM's on all mediums.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Now that I have access to them can Tolar buy a radiation badge and some Magboots before we go? And a Climbing Kit.

I'm voting space combat because we have a good party for it and a lot of tables will want to avoid it.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

I have a rules question for Shifty. Do you consider a null space chamber a worn magic item and therefore counting toward the limit of two a PC can have?


VC - Sydney, Australia

I don't consider it a worn item as it does not need to be carried or interacted with to make it 'work'.

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

Just realized this wasn't posted

Name: grimsnik
Character Name: T'Kai
SFS ID and character number: 99317-701
Your email: mikeo37 a t gmail c o m
Faction: SS (LE)
Day job Roll: Qabarat University Physical Science studies

Boons:

Ally: High Society Influence Iteration-177
Faction: SS(LE) Champion
Personal: Society Exemplar- SS(LE)
Promotional: T-shirt
Social: Scoured Stars Memorial
Starship: Gate of the Twelve Suns Veteran
Slotless: Marked Field Agent, QU admittance,

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Starship boons, the links are to the post where the boons were listed:

Charli Honorbound Allies

Neon Ten Defender of the Fleet (Finest Engines}

Tolar Buntu Defender of the Fleet (Finest Weapons: Reroll 1s on damage.)

Maverick Weapons of a Lost Civilization

Id-Sinitis First Skirmish

T'Kai Gate of the Twelve Suns Veteran

I believe we need to know which weapon is replaced with the Weapons of a Lost Civilization.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

I was only going to slot that if we were flying the Pegasus. Since we are flying the Drake I'll slot Abundant Ammunition which gives us 7 missiles for every launcher instead of 5.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

If they are trying to outrun us then the +1 speed from Rocket Jockey could matter.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

So I thought we fired two missiles and one beam weapon last round. Since the Jinsul ship was outside their speed if the attack roll would have hit the missile is still chasing them. Can we confirm which weapons we shot last round.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Id-Sinitis fired persistent particle beam.
T'kai fired plasma torpedo.
Tolar fired heavy antimatter missile launcher.

T'kai somehow has +17 to gunnery so lets give them a +3 and have them fire one of the 10d10 weapons.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

As soon as we get close enough, maybe next round I suggest we have our best gunner use a resolve point to broadside and have our engineer, magic officer, first mate, and science officer all add bonuses to our attacks.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

So the heavy anti matter missile is still tracking the enemy ship in round 2 than, but I think it will be too slow to catch it if they keep running from us. We have to wait until we are in close before we fire the missiles.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

The heavy antimatter missile has a speed of 8 and the light plasma torpedo a speed of 14.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

The +1 hex from sky jockey might make a difference, but they have speed 10 and so do we. It's just a matter of time now. I just got unlucky on my last initiative roll. As soon as we beat them on initiative, just once, we will have the upper hand. We land one broadside on them and it will do a huge amount of damage.


VC - Sydney, Australia

It appeared that the original call was to retcon (cancel) the Heavy Anti Mat - it flies 8 and they are doing 10-12 and at a significant lead. It would have achieved a lock.

The Plasma Torpedo didn't get a lock on the TL.

The PPB struck their rear arc.

So that should reflect the state of play unless I am mistaken :)

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

So tier 10 Drake has.

Forward Arc
persistent particle beam 10d6 long range (20 hexes)
heavy plasma torpedo launcher 5d10 Speed 12

Turret
heavy antimatter missile launcher 10d10 speed 8
light particle beam 3d6 medium range (10 hexes)

The enemy ship is 13 hexes away so the only remaining weapon we can hit them with this round is the light particle beam.

Wayfinders

Male Shirren Star-Shaman Mystic (ace pilot) 11; SP 99/99, HP 72/72, RP 12/12; EAC 29, KAC 29, CMD 37; F +8, R +8, W +14; Resist acid 8, electricity 15 (3d6); Spd 40; Init +5; Perception +29 (+4 kit; blindsense 30); Rerolls used:—; Spell Slots used: 1st (), 2nd (), 3rd (), 4th (); Conditions: —; Used: —

With that nat 20, if we break the shields it'll get an automatic critical damage effect. Looks like Tolar can use the torpedoes now that we're in range.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

I could be missing something. We moved then they moved. We are 13 hexes away. Our fastest missile is speed 12.
Tolar fired the light particle beam .


VC - Sydney, Australia

Ahhh it's a Heavy Plasma - 12 hex, and they are the 13th hex. It's Light P that shoots 14.

Yep there's the disconnect.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Tolar is correct the heavy plasma torpedo launcher has a speed of 12. I mistakenly said it had a speed of 14. You could still fire the torpedo; it would just end this turn 1 hex short of the Jinsul ship if we beat its target lock defense. Next round it could possibly catch it if we beat its TL on a roll again. Better choice is to fire the particle beam like Tolar did.

We are now 13 hexes away from them, but in round 3 if Maverick or whoever is piloting wins the initiative roll there is no way the Jinsuls will be able to get farther away from us. We are going to be within range of all our weapons eventually no matter what.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Light particle range is 10, but Tolar took the -2 penalty for the shot so no problem.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

So Tolar effectivly added +2 to Id-Sinitis's attacks. This is a good tactic, We should try it again next round. Unless we want Tolar to try the Maintenance Panel Access action to let the Engineer divert power to 2 systems.

Also I have heard we get a free resolve point to use in space combats? That might have been someone using a boon.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

I keep forgetting about this.

Starfinder CRB, pg. 322 wrote:

Starship Combat Resolve

As your combat expertise grows, you gain extra resolve that can help with high-level crew actions. At 8th level and again at 16th level, you gain 1 Resolve Point at the start of any starship combat encounter. These points can exceed your normal pool of Resolve Points; unspent points gained this way are lost at the end of the encounter.

I can do the Overpower action (DC 30) to feed both shields and engines. I have a reasonable chance of success.

Overpower would allow me to send it to one other system, but I thought we could already reroll 1s on damage via some boon (correct me if I’m wrong) and we don’t have anyone manning the Science Officer chair.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Tolar's Starship boon is letting us reroll all 1s on damage.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Alright, then we don't have a third useful place to send the energy. Bummer.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

Magic Officer gets a couple of interesting options.

Eldritch Shot (Engineering Phase, Push)
Mysticism DC 25 and a RP to increase the range of one our weapons by 5. Says it doesn't work on point weapons but it should work on missiles. Worth considering if we lose initiative again.

Precognition (Engineering Phase)
Mysticism DC 25 On a success, you grant the pilot a +2 circumstance bonus to their Piloting check at the beginning of the helm phase to determine piloting order.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Shifty, Can you tell us which of our weapons hit the Jinsul ship in round 3 so we can get an idea how much damage we did.

Neon Ten, we might not need the extra power to the engines. They are speed 10 and so are we so if they keep running away we will be able to stay 4 hexes away from them and on their rear quadrant.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

If we had someone to man engineering, I could do those. I think we need the extra speed for this battle which means someone has to Divert Power or Overpower.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

Next round we should use every action we can to boost our broadside so that when we fire we increase the chances of hitting them. We could also use some boosts to my piloting roll so we can win initiative.

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

T'kai is +19 to Mysticism so 25 should be easy. Worth the risk.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

If we lose initiative I'm going to attempt a flyby.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image
Jerris "Maverick" Sakai wrote:
Next round we should use every action we can to boost our broadside so that when we fire we increase the chances of hitting them. We could also use some boosts to my piloting roll so we can win initiative.

Alright, so I stay in Engineering and attempt the Overpower to Shields, Engines, and Sensors.

Charlie could do a Demand on the Gunner.

Maverick Pilot, fly by

Toler Gunner, broadside

T’Kai could be Magic Officer and do Eldritch Shot

We actually want to lose initiative in order to get the flyby, right?

Is the above what you are suggesting?

Second Seekers (Luwazi Elsebo)

|Damage Reduction 11 Piercing | Resistances Fire 5, Cold 5, Electricity 10 | Male Kasathan Soldier (Bombard/Blitz) 11 | EAC 30 | KAC 32 | SP: 36/110 | HP: 44/77 | Fort +10* | Ref +9 | Will +11 | Init +13 | RP 12/12 | Perception +5

How about Id-Sinitis doing Broadside while Tolar tries Targeting Aid again.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

No, we want to win initiative so we can just follow them and blast them again, but if we lose initiative and we have to go first I will do a flyby so we can attack their rear quadrant again. If we have to try a fly by it would be best if I get as many piloting bonuses to my roll as possible.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

Spell it out for us. Who does what and how much of it is dependent on the Initiative roll.

Exo-Guardians

Male CG Human Ace Pilot Operative 13 | SP 104/104 HP 82/82 | RP 10/12 | EAC 32; KAC 33 | Fort +8; Ref +14; Will +11 | Init: +14 | Darkvision; Perc: +23, SM: +15 | Speed 70 ft. (Land, Fly) 40 ft. (Swim, Climb) | Active Conditions: none.

If we win initiative our best gunner will broadside and everyone else can do actions that boost our shields and gunnery.

If we lose initiative I will try to fly by. Our best gunner will still broadside, but the others should add bonuses to piloting and our gunnery rolls. If I fail on the fly by roll we have to see where the Jinsul ship moves to determine what we do.

There are so many possible things that can happen so I'm trying to keep it as simple as possible. One last option we can also do is get someone in the captain's role and have him or her give Maverick a boost to his piloting roll before initiative is rolled so I can apply it that roll.

Wayfinders

male Shirren
Consumables:
pistol 10/12, Starlight rds 0
Mystic Spacefarer Star Shaman Mystic 12 | SP 120/120 HP 78/78 | RP 13/13 EAC 32; KAC 33 | Fort +9; Ref +9; Will +14 | Init: +6 | Perc: +26, SM: +15 | 1st 5/7, 2nd 5/6, 3rd 2/4, 4th 2/3|GM re-roll 0/1

I'll precognition for the +2 to piloting for Initiative.

Dataphiles

Male CG Ysoki Icon Technomancer 9 | Bag 0/1 | SAP 20/2 ALP 20/1 Bat 2/2 ATP 12/1 ammo 54 n 30 ci 30 s 30 a | SP 19/54 HP 47/47 RP 9/10 | EAC 25 KAC 26 resist Fire 5 Cold 5 | Fort +4 Ref +7 Will +6 | Init: +4 | Perc: +0 SM: +0 | Speed 60 ft | Spell Cache 0/1 | Spells: 1st 5/7 2nd 4/6 3rd 0/4 | Active conditions: 1 image

If we are going all out for Gunnery and Piloting bonuses, do you want me to switch to Science Officer then, so I can attempt a Lock On?

Charli could go back to the Captain's seat to Encourage.

Switching stations technically is supposed to happen before the round begins. We can't decide on stations after seeing the initiative roll.


VC - Sydney, Australia

Just that rfi about the missile still in gameplay...
:)

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