SFS 2-10: Corporate Interests (Inactive)

Game Master AFlashInTime

Maps and Slides


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Dark Archive

I was going to try to do a quick update before work, but the party is going everywhere at once! I'll be back this evening, US time (12-16 hours from now) with a comprehensive update for everyone!

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:
Oddman wrote:
Rogers de Stieren wrote:
Not sure why Oddman, our best survivalist, isn't rolling primary every round. As he's already designated some as assists, though, I'll roll primaries for those rounds and assist him for the rest.

My three best results went to primary rolls, with two of them surely being successes and only one being a maybe - with the assists I believe it's now at a 29.

The other rolls were lower, and unless everyone else fumbles their assists to my primaries, why not try to help someone else to get a better result than mine instead? It's not like I'm checking other peoples survival bonuses before rolling...

Got it. I was under the impression that we had to decide Primary or Assist before rolling, since that's how assisting usually works (at least in my lodge).

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Well, it's hard to ignore the Preview function of this forum when rolling dice, but it's up to the GM to create specific rules for these situations (for instance, roll 1d20 for the survival, and a 1d2 to determine if it's assist or primary, make it more random; or you have to choose if all roles are one or the other, no pick and choosing).

If we were going to be more strict about it, everybody would declare if it was primary or assist, roll once, wait to see how it ended up, then roll for the second time, etc... that would probably take a week - like a combat, but for a skill challenge.

I'm sure most online gaming is done in real time, but it wouldn't hurt to get some official Paizo rules for play-by-post, even if for society only. Like for skill challenges, should we roll an "initiative" to decide in which order we roll? Should we define who's going to be the main and the assists before any rolling is done? Perhaps we can Aid Another after the primary check, unlike in the regular game. Either way, they should take in consideration the amount of time spent as much as how "fair" such rules should be.

Right now, it's kinda murky. I like the way GMAFlashinTime handled it, since it sped things up, but it is pretty much a house rule.

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

You can also just not use the preview function on checks like that, or declare Assist or Primary before previewing, then not change it.

Anyway, as you said it's up to each GM how to handle it. I wasn't meaning to criticize, just curious.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |
Rogers de Stieren wrote:
You can also just not use the preview function

That genie is completely out of the bottle, I'd say he left for another continent and someone smashed the bottle to pieces. xD

Dark Archive

Regarding "preview", I try not to let it affect my in-character decisionmaking. If I decide I'm assisting or being the primary on a check I'll make that decision myself before rolling. I've never actually had a conversation about it in PbP, but I thought the preview button was more there to make sure the post looked right and allow you to make decisions/roll more dice on the basis of actions your character already decided to perform (the one that comes to mind is rolling extra damage for a crit), rather than check dice rolls and then assign them to future actions (if I'm understanding the conversation so far right - maybe I'm not). I don't know if this is the same type of thing as making a series of skill checks, but like I wouldn't roll an attack, check preview, and then if it was a high number decide retroactively that shot was at the BBEG, or (conversely) if it was a low number decide that shot was actually at the lightly-armored minion.

In any event, in this instance (not surprisingly given the Survival check had a DC of 17) it doesn't affect anything one way or the other. Interesting thing to discuss though.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Well, that was fast. With the boss-like artwork, I expected us to suffer much more!


Fire Starters Loot

REMORHAZ TIER 4
Medium transport
Speed 6; Maneuverability average (turn 2); Drift 1
AC 14; TL 14
HP 85; DT —; CT 17
Shields light 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) light laser cannon (2d4; 5 hexes)
Attack (Aft) heavy plasma torpedo launcher (5d10; 20 hexes), light plasma cannon (2d12; 5 hexes)
Attack (Turret) light laser cannon (2d4; 5 hexes), light plasma torpedo launcher (3d8; 20 hexes)
Power Core Pulse Blue (200 PCU); Drift Engine signal basic; Systems basic short-range sensors, crew quarters (good) mk 4 armor, mk 4 defenses, mk 1 tetranode computer;
Expansion Bays cargo hold, escape pods, passenger seating, guest quarters
Modifiers +1 any 3 checks per round, Piloting +1; Complement 1–7
SPECIAL ABILITIES
Reversed Mount (Ex) Unlike a standard transport base frame, the Remorhaz has been engineered to move its forward heavy weapon mount to its aft.

Wayfinders

Male LN Witchwyrd Ace Pilot Solarian 5 | SP 0/40 HP 22/39, Resistance: Elec 5 | RP 4/5 | EAC 17; KAC 17 | Fort +5; Ref +3; Will +4 | Init: +2 | Perc: +4, SM: +7, Darkvision 60' | Speed 30ft | Force Bolts 1. Unattuned. Active conditions: None

Gulkyn is best as captain (+10 diplomacy) but is an okay pilot (+7) or gunner (+4).

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

Ozelle is a pretty good captain (+10 Diplomacy), and pretty bad at everything else (+4 Computers for Science Officer, +3 gunnery).

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Gunner +4
Chief Mate +6
Magic Officer +9 (What a charade!)

I'd like to apply the following boon:

Aeon Caster Launcher Upgrade (Starship Boon): You fought off a starship belonging to the Azlanti Star Empire and salvaged some of that ship’s technology. When this boon is slotted, select one light weapon onboard your starship. Replace this weapon with an aeon caster. An aeon caster is a light direct-fire weapon with medium range, and the mystical special property. An aeon caster deals 3d4 damage. This new weapon must go in the same arc as the replaced weapon.

Mystical starship weapon property — When attempting a gunnery check with a mystical weapon, which is a hybrid device, a gunner can use ranks in Mysticism in place of her base attack bonus or ranks in Piloting, and her Wisdom modifier in place of her Dexterity modifier.

My "gunnery" check with said weapon would be a +6. And the replaced weapon would be the turret light laser cannon.

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

Rogers is best at Piloting (+11), would be a mediocre Engineer (+6) or Gunner (+5).

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Chk'tarlsh is best at Gunner (+8) or Chief Mate (+11 / +9 when armoured).

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

Science Officer or Engineer is best for Second-1, +11 and +10, respectively.

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

Possible Stations:

Pilot: Rogers (+11)
Science Officer: Ozelle (+4)
Engineer: Second-1 (+10)
Captain: Gulkyn (+10)
Magic Officer: Oddman (+9)
Gunner: Chk'tarlsh (+8)

Folks could also swap out as addtional gunners. Oddman, I don't think we can use boons outside of personal boons for this adventure.


Fire Starters Loot

Yeah, unfortunately the starship boon isn't allowed for this adventure. Though the prospect of you showing up to modify their developmental starship with your own weapons is pretty funny.

I'll post tomorrow for actual starship combat - give a shout if you want to make any changes to the list Ozelle put together.


Fire Starters Loot

Hey everyone,

For starship combat I'll just have everybody post what they're doing on their turn during the course of a ~24 hour period, and then I'll put them together in something resembling a normal turn sequence. Since there's only one opponent hopefully this shouldn't be too hard to make sense.

I updated the map with your starship (the Remorhaz) and the drone you'll be facing off against today (you're at the top of the map). Facing is determined by the direction of the turning device on each ship.

Positions at the beginning of the combat are:

Captain: Gulkyn (+10)

Engineer: Second-1 (+10)

Pilot: Rogers (+11)
Science Officer: Ozelle (+4)
Magic Officer: Oddman (+9)

Gunner: Chk'tarlsh (+8)

Starting hexes: 3d6 + 5 ⇒ (4, 1, 6) + 5 = 16

Exo-Guardians

2 people marked this as a favorite.
NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

I have a slide deck with all the starship roles that I find helpful. Sharing here in case it will help anyone else as well.

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

Didn't I restore the shields on the previous turn? The torpedo after that missed so we should on be down 5 shields in that quadrant. Unless I missed us taking more damage to other quadrants somewhere.

Science Officer is to rebalance shield points rather than restore, correct?

Dark Archive

Apologies, I should have made this more clear.

So the Remorhaz is flying around fighting a drone with "not real" missiles/plasma cannons, etc. So when you're shooting at the drone and being shot at, the ship isn't actually taking damage.

Separate for that, for a reason that isn't explained, the Remorhaz is flying around in this simulated combat with its shields turned off. Even though the simulated combat shouldn't involve anything that should damage the shields, out of character it seems a bit... unusual for me for any ship to be out in space with its shields down just because they don't expect to need them.

So when Second-1 "restored shields", you were restoring simulated shields in response to the simulated weapons attack. Now that you've realized you're flying around without real shields on (Which 100% isn't your fault, because why would you be flying with shields off? Who would even need to check that since shields default to always on in every other piece of Starfinder literature? Regardless, I didn't explain the situation properly.), Ozelle has turned on the shields. "Turning on the shields" is an action that can only be performed by a science officer that appears to have been made up specifically for this combat, because I've never heard of needing to turn them on for any other starship combat.

Sorry for the confusion!

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

This test flight has turned quite shady! As a shadow mystic, I approve!

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

Well that's a thing I guess. Sorry, literally had never heard about having to turn them on, went over the crew actions a few times, and was worried my action for restoring them was somehow missed or took more damage somewhere along the line.

Dark Archive

No worries! This is a 100% unique-to-this-scenario thing, as far as I can tell.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

This is obviously a case of sabotage!


Fire Starters Loot

Good news everyone! This scenario is almost over!

Please make day job rolls here in the Discussion. I don't think we'll quite be done by GenCon unfortunately, but you're almost to the end of the last of Venture-Captain Naiaj's five assignments!

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Instead of a profession check I'll need a check on my "Rebuilding Nakondis" (Slotless Boon) from the Against the Aeon Throne AP. It requires a profession DC 16 check, but I can get that with a taking 10.

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

Profession (driving instructor): 1d20 + 5 ⇒ (4) + 5 = 9

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

Profession (corporate professional): 1d20 + 8 ⇒ (16) + 8 = 24

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

Profession(Starship Systems Dev): 1d20 + 15 ⇒ (17) + 15 = 32

Wayfinders

Male LN Witchwyrd Ace Pilot Solarian 5 | SP 0/40 HP 22/39, Resistance: Elec 5 | RP 4/5 | EAC 17; KAC 17 | Fort +5; Ref +3; Will +4 | Init: +2 | Perc: +4, SM: +7, Darkvision 60' | Speed 30ft | Force Bolts 1. Unattuned. Active conditions: None

For my downtime, I'd like to check off the Counter Innovation box (S1-30).

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Profession (Mercenary) w/Prof toolkit: 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Peachy.

Blinded
Source Starfinder Core Rulebook pg. 273
You cannot see. You are flat-footed and take a –4 penalty to most Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can’t observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

I do find it weird that you are blind and cannot see, but upon a successful acrobatics check, you can essentially move as normal. Unless I've misinterpreted something...

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

PCs are super-heroes, after all.

Doesn't your blindsense help with that?

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Haha that is true!

I was wondering about that, too.

My understanding is that blindsense is classified as an imprecise sense and so can assist in situations where precise senses are impaired. His blindsense would allow him to sense vibrations in the air within 30 ft so that he could ignore any visual aid to concealment (camouflage/invisibility) but it doesn't guarantee that he detects them (ie. would still require an opposed stealth/perception check. And even on success the creature would still have concealment and Chk'd be flat-footed).

If, on the other hand, it was blindsight (vibration), I believe it would then be a precise sense.

I suppose it could be ruled to assist with moving across an area, but not sure about how the vibrations would work in the absence of moving creatures, except for maybe environmental phenomena.


Fire Starters Loot

The good news for Chk' in this particular combat is the ground has been specifically cleared of all obstacles and leveled, so he's got that going for him. The blindsense doesn't really help at this point, but as you pointed out it would kick in if you got within 30 feet of something moving around (as an imprecise sense).

And I don't think it's ever explicitly stated in the rules, but I think knowing you're getting hit with lasers from in front of you is something that makes sense even without seeing them. The impact plus burning feeling and all.

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

Do we think for the test that we need to keep the shield on the whole time? Or now that we've demonstrated this delightful property of them so thoroughly, could we turn the damn thing off?

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

I'm not turning mine on at all! xD

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's a big map, we could maybe spread out a bit. Seems like the point is to get hit with the shields on, just not sure if the once is enough.


Fire Starters Loot

And we did it! Congrats, you've successfully completed Corporate Interests!

For that last fight, I have a bit of a mea culpa. The Arbani Personal Force Field functions as a force field armor upgrade, which apparently doesn't block laser beams.

Archives of Nethys wrote:
The force field blocks solids and liquids but not gases or light (including laser beams).

I'm not sure if this was the scenario as intended or an oversight by the author of the quest, but the first shots against you shouldn't have activated the force field and, as a result, everybody but Ozelle shouldn't have been blinded for the first ~3 rounds of the fight. So you were already at a pretty extreme disadvantage compared how I should've ran the rules.

Regarding the robots being blinded, I think you should probably expect table variation. Under the personal force field, it reads:

"Any time the force field absorbs damage, the wearer and creatures within 10 feet must succeed a DC 16 Fortitude save... or be blinded..."

So the first step is that I would count the robots as "creatures" for the purposes of this item. Then, from Alien Archive 3 (according to the Archives on Nethys) on construct immunities:

"Constructs are immune to the following effects, unless the effect specifies that it works against constructs.... Any effect that requires a Fortitude save (unless the effect works on objects or is harmless)."

So at first it would seem that because the blinding effect doesn't specify constructs, it wouldn't work. But then we get down into the specific bullet about Fortitude saves "unless the effect works on objects" (it certainly isn't harmless). Presumably the robots are seeing via some sort of optic sensor and, like a camera for example, the sensor could be overwhelmed/temporarily blinded by flash(es) of bright light, so I feel okay going with the robots being able to be blinded (especially because I'd already made the combat much harder than it should have been for you all).

In any event, thanks for playing! To be frank I'm not sure this scenario was my best GM work, so I appreciate you all sticking it out. I should have chronicles posted for you all and the game recorded in the next 24 hours!

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Thanks for GMing. I think the main issue with these quest packs written by several authors is the lack of an ending - no boss fight, reveal or decision. Paizo should probably add something to the end, after the quests, connected to one or more of them, for a sense of closure.

Wayfinders

Male LN Witchwyrd Ace Pilot Solarian 5 | SP 0/40 HP 22/39, Resistance: Elec 5 | RP 4/5 | EAC 17; KAC 17 | Fort +5; Ref +3; Will +4 | Init: +2 | Perc: +4, SM: +7, Darkvision 60' | Speed 30ft | Force Bolts 1. Unattuned. Active conditions: None

Thanks for running!

Dataphiles

I had a good time, appreciate you running it for us and the debrief :)

Dark Archive

Scenario has been reported and the chronicles are here:

Link

Thanks again for playing, everyone! Let me know if there's anything off with the chronicles so I can correct. Thanks!

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

Thank you!

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

Thanks, that was fun!

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

Oh, should have mentioned one last thing. Can you give me a +1 Skittershot on the chronicle? Still working on getting that unlocked ;) I can provide the base chronicle for that if you'd like

Dark Archive

My bad! Second-1's chronicle has been re-added to the folder with Skitter shot circled at the bottom of the boons section.

As an aside, I saw Thursty put something out (on Twitter?) about how he wished some of the repeatables could have had places where the current season storyline could be included. Like on this one, maybe it is Datch who sabotaged the ship during season 2, but in season 3 it's replaced by whoever is mucking things up in that season. I thought that was an interesting idea for how to keep the repeatables a little more fresh, and I agree that the quest packs don't really seem to flow very well, at least in my experience.

Again, let me know if anybody sees anything else that needs correcting!

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

Thanks boss ;)

That would be neat to have a sort of morphing seasonal spin to these. Maybe whatever the S3 repeatable ends up being and on will have them?

Not sure when I'll see those, I feel like I'm so far behind on the plot anyway

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Thanks GM Flash! I had a great time.

Thanks to all my fellow players as well!

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