[SFS Outpost III] 2-00 Fate of the Scoured God Tier 1-2 by GM Wolffauer (Inactive)

Game Master Wolffauer

Maps and Handouts
Starship Roles and Actions


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Been there, played that. Half alive streets is a good one though. I recommend it to anyone who hasn't played it.

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Lots of discussion to catch up on! I like all the decisions that were made - best guns is amazing! Saved me this last shot!!

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Yup, finest weapons is reroll any 1s on damage dice but keep the second result.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

Aid Token, incoming!

Boosted Aid Token: Provide Knowledge (Engineering) vs Hard DC, Allied Offensive

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

As the "captain" I'm activating that aid token immediately to gain the benefits of Remote Assistance: Each PC receives a +2 bonus to all checks required by crew actions for 1 round.

Can Casey benefit from it this round, or does it come into effect only in the next round?

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

I'm starting to think the Jinsul are copying our strategy and putting all their shield points in the forward arc...


Starship Roles | S2-12 Slides | S2-18 Slides

Everybody will get it next round.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Thanks for the evasion roll, TR. After I posted and left my computer, I realized that I hadn't rolled evasion and wanted to get it in there before GMW adjudicated the round.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I've got a very creative meta-idea for getting out of this fix. GMW would hate me.

Oh, GMW, are there conditions to disengage?


Starship Roles | S2-12 Slides | S2-18 Slides

Hmm. Nope no conditions to disengage (assuming I'm understanding the question correctly)

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

That roll is actually a modified 1 because Power Core glitching :( Brace for impact?


Starship Roles | S2-12 Slides | S2-18 Slides

A few bonuses to remember:

therealthom wrote:

Bonuses:

Fitch (Ears)
Fitch shows the PCs some of the inner workings of the Master of Stars, which help the PCs better understand other starships. Once during the adventure, all the PCs’ can gain a +4 bonus to any non-gunnery skill check during the same round of a starship combat.
OR
The PCs can force the crew of an enemy ship to take a –2 penalty to all nongunnery skill checks made during the round. The use of this ability must be declared at the start of the starship combat round.

Celita (Anasi)
Pleased with the PCs’ review, Celita outfits the Starfinder fleet with better weapons-tracking software for targeting jinsul ships. Once during the adventure, the PCs gain a +2 bonus to all starship combat gunnery rolls, and that attack does not consume ammunition in the case of a weapon with the limited fire property.

If you want to use it this round (which we've just barely started...) Fitch's first bonus would be useful...

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

It would be exactly a success on the divert...but results are already out and round started, unless you're saying that's ok.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Use everything! Weapons free! Weapons free!

We are probably doomed either way!


Starship Roles | S2-12 Slides | S2-18 Slides
Second-1 wrote:
That roll is actually a modified 1 because Power Core glitching :( Brace for impact?

You had a -2 from the glitch and a +2 from the aid token, so the roll the 11 looks correct.

And yeah, we're going to retroactively add in two of bonuses you earned at the start of the game.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Sorry they got the flyby in, but I can try to flyby them and end out of their forward arc. If I fail, they'll get an AoO and we end in their forward arc.

DO you guys feel lucky?

Can we decide now to use Fitch's +4 ?

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

I believe!

I do really wish there was a way to overcharge the shields or increase the % restored. Maybe in SOM!

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

You've got Casey's vote! Were we using both bonuses this round? As "good" as Casey can be at being a gunner, the additional +2 and "extra" missile could be useful here.


Starship Roles | S2-12 Slides | S2-18 Slides

You all get Fitch's +4 to each non-gunnery roll this round only. Same with the extra +2 from Celita for gunnery. After this round they are both done.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

eijel, I completely understand how you're feeling about the dice roller. I've hit many unbelievably cold streaks myself. I had one character, a PF 1 rogue, his luck seemed so consistently bad that I statted out his first fifty or hundred rolls. His average roll didn't look too bad; it was something like 8 or 9; but he had something like 1 twenty and no 18s or 19s over that span. I was doing victory dances whenever he hit at all.

Anyway, he finally had one awesome combat where he completely out-fightered the party murder machine.

Then lapsed into another round of bad luck.

Sorry, that wasn't as encouraging as I meant it to be.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

But I am really sympathetic. I had a caster who would only cast non-dice based spells, because of how the roller seemed to treat him. I had a SFS character who went an entire scenario and scored only one hit.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

That's a good looking Half alive streets party, GMW.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Now that's one solid round of Starship Combat!

If this isn't over after they attack (for us), I hope we can pull another just like this.

therealthom wrote:
That's a good looking Half alive streets party, GMW.

My PC in that table has quite the track record of looking like a complete chump due to terrible dice rolls. I hope his curse doesn't carry over from Discord to here.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Second time I see a double K.O. in starship combat...


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Do tell....

Hey GMW, how'd the other crews make out in the combat?


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

How about that double KO?

I think I've come close a couple times, after long slogging fights when we've just squeaked out a victory.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

It was the Sunrise Maiden first battle, from the Dead Suns AP - I was GMing.

Probably due to lack of experience with the system and terrible rolls from both sides, after a couple of hours we were so exhausted with the combat that the two ships just stood parked in front of each other and making gunnery checks until they both were disabled.

It was rough. Fortunately, by the next combat they already could upgrade the ship and start stuffing it with heavy weapons on the turret mounts, so it was never an issue again.


Starship Roles | S2-12 Slides | S2-18 Slides

I haven't had a chance to look at how the others did. I know one table ran through three combats before heading to the planet, and several others were struggling. It seems to have come down to how well the table was set for starship combat.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Does it look like the Dream Monster can climb up the tower? Or perhaps just jump and land on top of it...

We might have to take the jinsul down in the first round, or battle both him and Jinsulzilla.

---

And when Iteration-177 gained divine powers? I remember him as an NPC in a starfinder party...


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Staar wrote:

It was the Sunrise Maiden first battle, from the Dead Suns AP - I was GMing.

Probably due to lack of experience with the system and terrible rolls from both sides, after a couple of hours we were so exhausted with the combat that the two ships just stood parked in front of each other and making gunnery checks until they both were disabled.

It was rough. Fortunately, by the next combat they already could upgrade the ship and start stuffing it with heavy weapons on the turret mounts, so it was never an issue again.

Sounds rough.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
GM Wolffauer wrote:
I haven't had a chance to look at how the others did. I know one table ran through three combats before heading to the planet, and several others were struggling. It seems to have come down to how well the table was set for starship combat.

Thanks, I was just curious.


Starship Roles | S2-12 Slides | S2-18 Slides
Staar wrote:
And when did Iteration-177 gained divine powers? I remember him as an NPC in a starfinder party...

He's always had them, just not revealed them before now.

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

What a twist!

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Always be nice to people, you never know who will turn out to be a god. Makes me feel even worse about how things turned out with some of the other dignitaries in that scenario :(

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

So stressed out right now! I'm looking at my spell list going "WHY DIDN'T I TAKE X or Y" because I had anyway of knowing what we'd face ;) and healing junkbot is a 3rd level spell which I can't have yet anyway


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

TR, we're going to save Staar. Just get stabilized.

Peff, you're right. Spell selection is much more nerve wracking in SF. I'm not sure why. Maybe it's just that we don't know the spell list. Maybe it's that so many spells are situational.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

I'll wait to see if the biohackers can shoot me some healing - I have yet to dig in the class, since the playtest - not sure if that's possible.

---

I miss a spellbook class.

They could have at least come up with a futuristic wand - getting rid of spellbooks and wands was just mean.

Second Seekers (Ehu Hadif)

Asexual Barathu (early stage) Biotechnician Biohacker 2; SP 8/14, HP 8/18, RP 3/4, EAC/KAC 13/13, F+5, R+1, W+1, Per+8, Init+1; Biohacks used 0/4; Ammo
Spoiler:
Used battery 2/20, Loaded Battery 20/20, Spare Battery2 20/20

Biohackers can't really use class abilities to heal at range at level 1-2 (Anasi can heal up to 4 HP but has to be adjacent).

One thing that I was unclear on is if you can administer healing serum via an injection (and thus an injection weapon at range). The injection weapon property says "This weapon or its ammunition can be filled with a drug, an injury poison, or a medicinal compound," but the healing serum text specifically says the serum is "imbibed". Anasi would also have to move to see Staar, and I don't think (like Sonomi said) they could move and pull out a serum in the same move and then injet as a standard. In theory Sonomi could have, but it's unclear (to me) if healing serums work via injetion weapons.

Second Seekers (Luwazi Elsebo)

Male NG Human icon operative 1 | SP 6/6 HP 7/10 | RP 4/4 | EAC 14; KAC 15 | F +0 R +5 W +2 | Init: +4 | Perc: +5, SM +5 | Speed 30 | Active conditions: None

The Injection Expert ability specifically states that you can use a serum with an injection weapon. So I would say, fire away!

"When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon,

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

1st level minor booster can administer first aid at range of the custom biolab, so you can attempt to stabilize at 60ft.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Gambled that with the hurt Staar and everyone put on it, that an extra blaster shot might put it down.

Looking like that gamble is going to cost me.

We've got healing serums. An envoy would come in right handy about now. Why wasn't there a healing boost from one of the VCs?


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Casey Cannon wrote:

The Injection Expert ability specifically states that you can use a serum with an injection weapon. So I would say, fire away!

"When you hit an ally with such a weapon, you can avoid dealing damage to that ally, while still affecting the ally with the biohack booster or inhibitor, drug, medicinal compound, poison, serum, or other substance that was loaded into the injection weapon. When you fire a weapon with the injection special property and you have multiple types of ammunition loaded into the weapon,

Good catch.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

I say we let Casey have the supercharges on the next battles, and Staar will be more defensive, let the enemy come to her instead.

If I have to go, I want it to be at the claws of the Dream Monster.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

It was pretty, I need a diplomatic word here, gutsy to go tackle the jinsul by your lonesome. I should have had that talk with Casey and you. :-)

I've got a feeling that this jinsul is hanging to life by a thread. We put it down and get Staar on her feet. Agreed that Staar probably needs to play defensively for a while. Necessary, but too bad.

Maybe examine the device and get a clue to what's going on.

I've also got a feeling that the tallest mesa is the most important. It's also high ground. We should charge it pretty quickly. We can fire down on the other jinsul from there.

Sugar! Didn't the dream monster have wings? High ground might not be an advantage against it. It might actually work against us.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Nobody expected the technomancer jinsul!

This might be a cat and mouse map, where we have to escape the dream monster while disabling the devices - and never actually fight the thing.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Bad choices abound. Last night I had been planning just to run away. (guarded step then flee toward Second-1 and Casey with supercharging to follow next round) But in the cheerful light of morning I decided to double down on my, 'it's almost dead ' theory. ANd miss. ANd the cruelest cut -- the boards wanted to double post and in the second post I would have hit.

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

Wait, there's a technomancer jinsul on Alien Archive 3 - though I believe we are fighting a slightly less powerful version of it, maybe one CR less. And I hope the only one in this map...

I think we are about 20 hit points away from putting it down.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Well that just makes me feel more stupid. ;-)

Exo-Guardians

Female N Lashunta (Korasha) Death-touched Solarian 6 | SP 54/54 HP 46/46 | RP 6/6 | EAC 15; KAC 16; Cold resistance 1 | Fort +6; Ref +3; Will +5 | Init: +1 | Perc: +5, SM: -2 | Speed 40 ft.; Fly 30 ft. | Supernova (7d6 F, Reflex DC 16 half), Stellar Rush, Gravity Grappler, Dark Interaction, Mental Silence (1/day) | Effortless Aerobatics feat

It's like a curse or something at this point.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

For the love of Pete, somebody roll higher than 10.

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