[SFS_Aerondor] 02-04 Future's Fall (7-10) (Inactive)

Game Master Aerondor

Map
Chronicles


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Lantern Lodge

SFS 05-99 BftB

I don't think the vertix matters in this case.

I know in the arcing fluff text it says it starts from you. Nice that the line area makes it clear. At least I haven't been missing a nice trick. <sigh>

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

What is the yellow circle, is that the danger zone? Cause I thought it was only the front line that took automatic damage? Also, if I move past the front line, say to the tech thing or to the elves, I still take automatic damage right? Just checking a few things before I take my action.

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

Could we perhaps replace the red square with a red line indicating the danger zone?

I get the impression that the red, green and blue zones were mostly about starting positions since we have been using the areas outside that for some of the battle stuff.

Envoy's Alliance

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Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

Oh, yellow circle represents hag glow. I did see that in text, but didn't quite put 2 and 2 together, well then, time to get rid of the hag.

Lantern Lodge

SFS 05-99 BftB

The yellow circle is the storm that surrounds the hag.
The other zones were just your start locations. They are still helpful as they designate some other stuff for me.

There have been a few sources of automatic damage in the last round
1: People in the entrance zone have taken automatic damage from the enemies in that area/local bullets/lasers/etc.
2: Everyone on the map has taken cold and fire damage from the storm that was summoned by the crystal. However that storm has disTEApated as fast as it appeared. Poor baddies. In the end it didn't hurt most of you that much as the majority of you seem to have thermal resisters installed. Wise move.
3: Everyone near the hag took some damage (although with a save to reduce it) from the explosion of force from her robes.

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

Quirk, don't forget the improved Get 'Em! You had +2 to hit and damage from Charli!

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 have put an explosion symbol where I would suggest we send the artillery round. Hopefully it will finish off the mech and maybe blue elf.

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

I have sent the message on, and am hoping that Spoons was able to prevent further explosions.


Charli's Marketing Intern, "Spoons" | Life Science, Mysticism & Physical Science +19

Ivok, thank you for adding your administrator to my hireling. I swear, this has been the best 9 fame I've ever spent in Starfinder Society, but it's only because of your administrative help that Spoons has able to so thoroughly deliver the assistance. I also love the personality Spoons has developed in this scenario. He feels so darned real!

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

Goose may want to give alternate targeting on his post in case the artillery takes out the mech.

Primary: Mech. We need that gone now.
Secondary: Help with one of the other tasks before we leave or target the most hurt NPC visible.

Question for the GM: Can we take one of the downed NPCs? I would imagine questioning one of the attacking elves or dwarves would be valuable.

Lantern Lodge

SFS 05-99 BftB

If you knocked out an enemy with a non lethal attack you could take them. There are lots of your own miners, NPCs, vesk and mercs that you can also help. More options will open up soon.

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

So right now the options appear to be:
* fight the remaining NPC attackers
* download data
* flee

Are further medical checks of any use? Not sure on this one.

Are there more citizens we need to get to safety?

It is sounding like next round some engineering checks for the tank become useful.

Lantern Lodge

SFS 05-99 BftB

yes, that looks to be right.

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

Minor correction to my status, sorry it took so long to figure out why our values differed.

In this post our figures matched, 38 SP remaining.

In this post you mentioned the storm but the damage was hidden in a spoiler. I had missed it. He has a Thermal Capacitor armor upgrade, so he would only have taken 1 damage.

Neon should be at 37 SP until the next time you hurt him. I don’t expect it will be long now...

Lantern Lodge

SFS 05-99 BftB

No worries. If you can include the energy resistance in your tag line that would be very helpful to me.

No need for extra medicine checks at this stage.

Second Seekers (Luwazi Elsebo)

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Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2
Poshkettle Tea wrote:
Ivok, thank you for adding your administrator to my hireling. I swear, this has been the best 9 fame I've ever spent in Starfinder Society, but it's only because of your administrative help that Spoons has able to so thoroughly deliver the assistance. I also love the personality Spoons has developed in this scenario. He feels so darned real!

And I'm very happy about it as well. I think this is the most this boon has been used in my time playing Ivok. It is even probably the most I've seen it used at all running or playing in SFS. I was worried at the start that I was making you waste time on spending fame, but this has worked out better than I would have hoped. Thank you!

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
GM Aerondor wrote:

No worries. If you can include the energy resistance in your tag line that would be very helpful to me.

No need for extra medicine checks at this stage.

Done! Tag line is pretty busy, let me know if you want them listed someplace else. I figured near the AC was probably best.

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
GM Aerondor wrote:

No worries. If you can include the energy resistance in your tag line that would be very helpful to me.

No need for extra medicine checks at this stage.

So... No need of Inspiring Oration to rescue people? How about acrobatics or athletics to rescue miners?

Lantern Lodge

SFS 05-99 BftB

Miners are all rescued. Gosh you are good.
The worst of the injured are stabilised. Gosh junkbot is good.
Chain reactions are stopped. Gosh Spoons is good
Governor convinced to evacuate.
Mech rubbleised.
Storm calmed

All currently more or less quiet on the western front.
Apart from the generic advancing army and the two or three particular opponents that you still face.

Manifold Host

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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

Then I think its time to pull out and flee if we can get the ysoki encampment to follow us.

Yeah, I decided on Spoons after talking things over with Bret because Charli has two glaring holes in her skill set where Mysticism and Physical Science are concerned, and Neon can't be everywhere at once. I have a couple other characters with hirelings whose job is either to sell the main persona (Bat Elf has Alfred the Android) or cover a gaps in a much more limited skill set. But Charli is a supreme skill monkey who's almost always (it seems) having to slot ally boons from other scenarios. So I never got her one.

In the case of this group we only had the one technomancer -- no mechanics or mystics -- and I saw Spoons as a backup that we would pull out as needed to cover two often missed skills. With all of us needing to be everywhere at once in this scenario, Spoons turned out be absolutely an essential member of the team though. And I liked the personality he turned out to have!

Wayfinders

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Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

Goose actually has both Physical Science and Mysticism. I took them at 1st level with Skill Synergy. Gave me two additional skills that filled in those missing holes. :D

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

And now we know! Goose has also been one of the heavy hitters this sconario!

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

So, couple of questions on the situation shown on the new map.

GM Aerondor wrote:


Survivors move at 30', maybe a bit faster if you intimidate them into dropping their luggage and moving faster
[snip]

Also:
1: Moving to the right is difficult (counts as difficult terrain).
2: The terrain to to left of the map is being rapidly consumed by the simulation. Anyone in the red area at initiative 0 will fall into the reclamation furnaces.

Do the survivors have a move of 30’, meaning they can double move up to 60’ a round? I want to make sure that is the case before doing other things.

When you say the area to the right is difficult terrain, do you mean the area that is shown as cliff face or everything in the lower portion?

Lantern Lodge

SFS 05-99 BftB

The survivors will move at 30' a round, 40' if someone spends a round intimidating them successfully.

Due to the way the ground is moving, anytime you are walking on the ground (as opposed to say, flying) and you move to the right of the map, the movement is difficult. Think of it as you scrambling away from that chasm that is opening up behind you.

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

Ouch! It is going to take around a dozen rounds for the people to make it to the exit. Makes me really wish I had bought one of the items I had been considering, the Motospheres from Pact Worlds.

Guess we will need Charli and maybe others to do some intimidate checks.

Manifold Host

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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

Good thing Intimidate is one of Charli's skills.

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

Do we want to mark a path for the NPCs to follow?

Assuming the cliffs can be gone down, I think it is slightly faster to go down there and cut across than it is to go along the L route. Honesty, with as slow as they move getting a little distance between them and the collapsing ground would be good.

Second Seekers (Luwazi Elsebo)

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Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

I agree that it can feel better having them get some distance from the collapse. In that case going down the cliff (if viable), then making the run to the southern border of the map before running to the exit.

If they can't make their way down the cliff then the path is a bit clearer as they can only make their way south and then east to the exit.

I do have a teleportation puck available in case we need some fast transportation as it can carry me from one side of the map to the other. It only allows two people to travel along with me so it is only really viable if we can quickly move others in the group or some of them fall behind in some way.

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

Because I have been tasked with moving survivors I haven't moved myself on the map much. I have a decent speed (50 feet) and can run. I want to see how fast they move and I'll try to keep up with them. My only issue is strength. I'm not strong enough to carry anything other than ysoki or kids while flying.

You guys need to bring down those drones. Give me a direction to herd folks and I'll do it. Do i have to intimidate every time or will once do?

I wish we had a haste spell gem that we could burn right now to speed these people up.

Lantern Lodge

SFS 05-99 BftB

I was assuming the survivors would not be able to go down the cliff. Given you have to get to the bottom corner anyway, apart from getting away from the most immediate collapse, heading down the cliff doesn't actually buy you a lot.

Wayfinders

Ysoki Ghost Operative 9, CG, Scholar Theme | sp 63/63| hp 56/56 | rp 10/10 | EAC 25 KAC 26 | F/R/W +8/+12/+7 |DR 6 Kinetic; Resist 5 - Cold & Fire |Move 60’ (Land & Fly) | Init +9 | Perc +16 / +17 visual

I have 80 foot range on the laser and I used my force soles to move up. Also, drone was flat footed. Reposted that my to hit was 25, nor 21. Still miss?

Lantern Lodge

SFS 05-99 BftB

80 range on the laser was still a range increment where they were, but I did forget about flat footed, so yes, a hit.

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
GM Aerondor wrote:
I was assuming the survivors would not be able to go down the cliff. Given you have to get to the bottom corner anyway, apart from getting away from the most immediate collapse, heading down the cliff doesn't actually buy you a lot.

I wish you had stated that before my move. It looked more like a slope in the area we started, turning to a cliff later.

I have Flight, which means in one round up to 9 of them could jump off the cliff and I could make them land safely with Flight 1 using a single spell. It would require them organizing the jump -- everyone except one does a ready action to jump.

Oh well. Guess we will see where we are in a round or two.

Lantern Lodge

SFS 05-99 BftB

If you have flight, you can easily get them down. Happy for you to use spells like that to get around the terrain issues. Don't worry too much about the exact mechanics, if you want to cast flight1 and have eight of them get down the cliff in a hurry, that works for me.

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, it will have to wait until next round at which point we will see if it matters. Not sure I could do the search waiting a round.

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
Charli Poshkettle wrote:
Do i have to intimidate every time or will once do?

I don’t think we have seen an answer here. Did they abandon their luggage and now move at 40’ / round or does it require an intimidate check each round?

Lantern Lodge

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SFS 05-99 BftB

I think once you have done it once, they are hurried up, so Charli can do something else round 2.

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

Is Yellow Miner moving and down the cliff?

Lantern Lodge

SFS 05-99 BftB

Yellow miner is down the cliff but has just been rendered unconscious by a drone who appears to be swooping down toward it, presumably to pick it up.

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

But Ivok healed it! Did he get hit again?

Lantern Lodge

SFS 05-99 BftB

Yes.

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
Charli Poshkettle wrote:

Charli nods, watching the Diniel trip on the name Vesk-XX. She says gently, "I miss the old name too sometimes." She sighs. "Yes, I would love new supplies. Ten med patches, ten Mk 1 serums of healing, and a MK 2 serum of healing, and if you have warrior enhancement serum, I'll purchase one of those as well. Oh, and do you have any Tier One Sedatives, Anti-Emitics or Anti-Toxins?"

Charli happily passes the doctor a shopping list.

Charli's Shopping List for her Chronicle:

9 Fame for Spoons
1 Mk 2 Mindlink Circlet -- 11K cr
10 Medpatches -- 500 cr total
10 MK 1 Serums of Healing -- 500 cr total
1 MK 2 Serum of Healing -- 425 cr
1 Warrior Enhancement Serum -- 475 cr
1 Tier One Anti-Emitic -- 150 cr
1 Tier One Sedative -- 150 cr
1 Tier One Anti-Toxin -- 150 cr

I think that is 13,350 cr worth of purchases. Please, double-check my math. I am notoriously bad at this.

Hmm

PS I have decided against the 24 Fame for raising Charli's Con. I am just going to work on improving defenses, and maybe pick up Kinetic Resistance feat at level 11.

PPS I assume that Big Win against Big Potion slotless boon does not apply here?

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

Another question. Would a full round Inspiring Oration help wake up unconscious NPCs?

Lantern Lodge

SFS 05-99 BftB

I think by the time they are unconscious, inspiring oration is not really going to help them.

What is the Big Win against Big Potion boon?

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

Big Win Against Big Potion (Slotless Boon):

Your efforts in exposing the ongoing corporate interference in medicinal creation and price-fixing has had serious repercussions across the Pact Worlds. From now on, whenever any of your characters purchases a medicinal, use the following chart to determine the cost of these items:

Tier 1 75 credits
Tier 2 450 credits
Tier 3 2,700 credits
Tier 4 16,200 credits

In the future, these prices will become standard, updated by an errata to the Starfinder Core Rulebook, representing the Society's actions in reshaping the Pact Worlds' medicinal costs. However, you gain access to these reduced rates as soon as you earn this boon, and this applies to all of your Starfinder Society characters.

Lantern Lodge

1 person marked this as a favorite.
SFS 05-99 BftB

I think the intent of that boon is that it reduces all the costs, so I'm happy for it to apply to everything on your chronicle.

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!

Envoy's Alliance

Male Rite of Knowing Conrasu Fighter 6: HP:94/94, Spd:20, AC:24, Fort:13, Ref:13, Will:12, Perc:12, 1/1 Focus Points

I actually get the normal credits instead of the out of tier credits? My character was only level 8.

Lantern Lodge

SFS 05-99 BftB

Ahh, good point. I have recut the chronicle. Good spotting DG.

There is still a little wrap up to complete but we are all but done and I had a few minutes spare this morning so did the chronicles early.

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

Sorry, but I need the chronicle modified. The information I originally gave was incorrect, I need it based on the updated information that I gave once I found the problem. See the post right after that for the corrected credits as well.

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