
Rar'gul |

Sorry all. Have been totally blasted this week.
I have a post I have been chipping away at over the past few days.
I just caught up in 2 of my other current games and will hopefully catch up here, finally finishing my post later today.

Galatea-5 |

No worries, real life happens, take care of yourself and the things that you need to do first. Game will be here when you're back ...

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Don't worry, Galatea... Lilly's got your back on the bluff.
Well, her and Coghil… er, Comptuhhh… um, you know... the merc medic. :)

GM Quirk |

FINALLY getting around to reporting this.
I'm having a couple of issues, which should be able to be easily corrected.

GM Quirk |
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Finally.
Chronicle sheets are HERE.
Here are some instructions: I did not have all the character information for everyone, but it's no big deal for players to fill out some of the missing spaces. Of note, you'll want to add your name, character name, and faction at the top. You'll also want to add faction at the bottom near your reputation.
You can also do a dayjob roll for the character this is awarded to. You're on your honor to fill out that blank.
I still need John Rawlin's info, then I can add his sheet.

Galatea-5 |

I wasn't even thinking this was for SFS credit, heh. I haven't really played many society games.

GM Quirk |

I wasn't even thinking this was for SFS credit, heh. I haven't really played many society games.
I consider the SFS credit secondary. It's a perk for those of us who occasionally play SFS games.
You'll be able to count on a chronicle sheet when we end this book.
John, working on your chronicle sheet now...
Edit: and they're all done! Enjoy your 3 XP on this character! I now have enough achievement points for one of the expensive race boons. Hmmm. What should I take? A contemplative, maybe?

Galatea-5 |

GMQ, are we fine to advance the scene to the Medbay, as we do a quick scan? I'd like compare results to the tests and baselines established earlier today (yesterday?), and to check on Breez. Then hit my quarters to suit up ...
Though if you want to advance the scene to the bridge in fine with that too.

Rar'gul |

And Rar'gul has finally caught up with the action!
(Seriously, sorry, everyone. I was a little selfish as I was determined to address some in-character stuff in the brief downtime we had to get back into a bit more depth and personality for the big unit... It was just a little bad timing RL-wise)

Rar'gul |

And of course Galatea would assist Rar'gul with their Synaptic Accelerator I just couldn't find a way to work it into my post.
Thanks Galatea! Much appreciated. :)

Galatea-5 |

Sorry folks, busy day, I'm heading to bed, but I'll have a response up in the a.m.
Night all!

GM Quirk |

BOTTLECAPS
Bad news, and good news.
I am getting rid of the old bottlecap list. I'm not 100% sure of what has been used, and some of them go back quite some time. I kept the slide (down at the bottom) for sentimental purposes.
THERE IS A NEW BOTTLECAP SLIDE.
Everyone gets a bottlecap in recognition of excellent role playing at the outset of this adventure. I have also awarded two bonus bottlecaps to Beauregard and Rar'gul (see slide 8).
As a reminder, a bottlecap can be used to reroll any D20 roll, be it to hit rolls or skill rolls.

Rar'gul |

Thanks for the bottlec caps GMQ. Much appreciated.
Really enjoyed the artwork too!

Galatea-5 |

Is the discussion re: recognition passwords and codes being discussed openly in earshot of Galatea? Just curious ...

therealthom |

Is the discussion re: recognition passwords and codes being discussed openly in earshot of Galatea? Just curious ...
John's discussing it openly, but didn't give the diner's full name. He handed Galatea half a password. Draw your own conclusions.
T'sorkel's in mental mode so, hard to tell. But T'sorkel is a pretty trusting sort. So in the absence of other specification, you can probably assume the shirren's broadcasting.

therealthom |

I'll let you all sort out passwords and where you're headed next, then continue tomorrow night with a new post.
The bridge is where you'll want to end up, but maybe you have some stops in mind on the way...
Swing by the merc's quarters to pick up Flash? I know. I've got to stop poking that plot hole. But she'd be soooo useful right now.

Galatea-5 |

Before hitting the bridge, can we assume that Galatea equipped her armor & gear?

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Apologies about the silence lately.
I way over-scheduled myself this semester -- ah, the foolishness of taking a grad school class, teaching an undergrad class, working a full-time job, and still being dad/husband/human.
My convention travel is done (Gen Con followed by a regional con; they were both awesome and delightful), so I'm digging my way out of my hole and getting into some kind of rhythm.
I'll post more regularly soon, I promise. For now, thanks for your patience with me!

Galatea-5 |

Ok, so currently my thinking is like this, but she doesn't want to share her theory in front of Pike. The Voidcrier was subjected to an EMP and people in isolated sections of the ship, ie. lounge, medbay & bridge, experienced time loss, with evidence of invasive medical examinations. The only way to EMP a ship is to do it on close proximity, the fact the Drift engines are 'acting up' is suspiciously coincidental. At this point I'm leaning towards sabotage, and want to examine engineering.
If possible I'd like to scan for a cloaked (is that a thing in Starfinder?) vessel in our rear arc too.

Galatea-5 |

@GMQ, quick question, I realized I did it for the computer check without discussing it with you. Are you alright with us taking 10 on Reall Knowledge checks? Like with the current DC 17 Engineering check, taking 10 Galatea can hit a 24.
I am fine rolling, but I want to make sure before I post and make an assumption if you're not OK with taking 10.

Galatea-5 |

Awesome, I'll assume she knows then, though I'll likely not mention it until we're in engineering. I've got some info I want the group to know about but don't want to share in front of Pike.
Can a non telepath get a Sirren's attention, so I can sare info via hive mind? That might be a way to do it that wouldn't require us leaving the bridge, also, is Telepathy noticeable, eyes blank, slack jaw, etc?

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Awesome, I'll assume she knows then, though I'll likely not mention it until we're in engineering. I've got some info I want the group to know about but don't want to share in front of Pike.
Can a non telepath get a Sirren's attention, so I can sare info via hive mind? That might be a way to do it that wouldn't require us leaving the bridge, also, is Telepathy noticeable, eyes blank, slack jaw, etc?
You could text message him?

Galatea-5 |

I hate midnight shift, it makes me oblivious to the obvious answer.

Galatea-5 |

Enjoy the weekend with the family! Doing Thanksgiving with mine this weekend, so I hear you!
With the successful Aid, could I make a 2nd check, focusing on the anomalous readings I got with my initial check?

GM Quirk |

Enjoy the weekend with the family! Doing Thanksgiving with mine this weekend, so I hear you!
With the successful Aid, could I make a 2nd check, focusing on the anomalous readings I got with my initial check?
Yes. You'll do another roll, and it will include the assistance of John and Dr. Flint-Bridge. We're going to say you made it. It's one of those story things that will present itself if you put enough time into it.
Hope you had a great Thanksgiving with family. Does a Canadian Thanksgiving usually include turkey?
Because I love turkey.
Post incoming in gameplay.

Galatea-5 |

My wife's family isn't big on turkey, so we went with pineapple and ham, some barbequed chicken breasts, scallop potatoes, mashed potatoes, cream corn, and sourdough bread. It was delicious, and good to see family again ... I work with my sister in law, but having been training staff on the midnight shift, haven't seen her in three weeks, so that was nice.
Also, having recently recovered four boxes of comics from an old room mate, I was able to provide my nephews with some reading material which they seemed to enjoy!
All in all, a good weekend!

GM Quirk |

We'll try to move things along tomorrow night. Let me know if you have any ideas back in the engine room.
Right now the most likely course of action that Narla will want to take is trying to outrun the enemy vessel. She's ready to do that when you tell her you have looked at any other possibly issues.

Galatea-5 |

Sorry for the late reply, working midnights is hitting my creativity and ability to come up with cool ideas! I posted one last attempt, but it looks like it won't be high enough, so I am ready to head back to the bridge and hope we can out distance them from there.

GM Quirk |

I am playing in a Dawn of Flame PBP game here on the Paizo boards that could really use one more player. We just finished book 2, and one player needed to bail. The GM is looking for one replacement.
HERE is the recruitment thread.
This is a great game with some excellent players. I play a Telia mechanic who has become a reluctant warrior.

therealthom |

Hey, GMQ, I took Fast Talk for John at this level up.
[SFS Legal] Fast Talk
Source Starfinder Core Rulebook pg. 157
You can baffle a foe with chatter to disguise the start of battle.
Prerequisites: Bluff 5 ranks.
Benefit: You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat.
When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.
And a friendly reminder
I took Trap Spotter as John's operative exploit at level 4.

GM Quirk |

So help me get John's actions straight:
The attack you did at the beginning your post in game play was your Fast Talk attack? The spoilered attack then was your turn?
We are awaiting a turn from Dr. Flint-Bridge.
By the way, Pike WAS on the bridge. You suspect he is nearby in the turret (which is right off the bridge). You haven't heard anything from him.

GM Quirk |

Dr. Flint-Bridge got her turn in.
Just awaiting an explanation for John's turn. There is a crit in the spoilers there, and I'm not sure what to do with it--was that second shot set for stun?
John's first shot was a miss.
Rar'gul missed (lucky for Esra and Sparkles). Rar'gul always takes a couple of turns to warm up. :)

Galatea-5 |

Quick question for GMQ, Galatea's combat strategy is contingent on two things, and I wanted to clarify that they work in the manner I suspect they do, or if you interpret it differently.
So the Powered property reads as follows;
A melee weapon with an internal battery that must be charged to function has the powered special property, which lists its capacity and usage. Unlike with a ranged weapon, the usage is for 1 minute of operation rather than per attack, though using a powered weapon for less than 1 full minute still expends 1 full usage.
So Galatea spends 1 charge, and her Electric Prod functions for 1 minute, 10 rounds, fairly straight forward.
Now, Overcharge, reads as follows;
As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges.
So keeping those two effects in mind, if I spend 3 charges, the Electric Prod now benefits from Overcharge for the entire minute? That's how I read it, I just want to make sure we're on the same page before we hit round 2.
Thanks and sorry for the long post!

GM Quirk |

My understanding of this ability is that you expend the standard action and just your next attack deals the extra 1d6 damage.
For a ranged attack it's straight forward as far as charges go--an azimuth laser pistol would expend three (instead of 1) charges and do the extra 1d6 on just that extra attack.
The charges expended for a melee attack are much more convoluted. I'm inclined to not even worry about them in this case. Theoretically, you expend the standard action, then if your next attack hits you add the extra d6.
I guess the bottom line is that I read this differently than you. You have to expend a standard action to overcharge. Then ONLY your next attack would benefit from the extra 1d6. You would have to expend another standard action later to use it again.
I think the way this works best is for you to use it on an allie's weapon. Then they can immediately benefit from it on their turn. It seems to be kind of frustrating if you want to use it on your own weapons in the middle of battle, as it expends your standard action, so you would have to attack the NEXT round, as you can't have more than one standard action in a turn normally.

Galatea-5 |

Now, it does read, "As a Standard Action, you can use your custom rig to overcharge and attack with a ranged energy weapon or powered melee weapon you are holding." To me it seems that I can overcharge & attack on the same round, is that not the case?
If not, would I be able to swap tricks, because using a standard action to boost an allies attack by a d6 is less effective than just shooting myself for weapon damage plus specialization.

therealthom |

GMQ, I had originally posted John's action with a trick attack, then realized that I couldn't trick attack because it's a full action and John had to draw his pistol. I stuffed all the text into the spoiler so I could copy it next round instead of writing it again. So John's net actions are 1)draw pistol, 2)shoot and miss.
Seemed like the time for fast talk had passed on this fight. I brought it up here in the OOC thread because it's something for you to think about at the beginning of every fight. And because if you think it's too awkward, I can pick something else.
Sorry for the confusion.