GM Bret's PbP Gameday IX: SFS #3-00 The Last Bite (Tier 5-6) (Inactive)

Game Master BretI

Maps


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It is an excellent idea to plan out which missions you want to hit ahead of time. The slideshow has the list of covert and action missions.

As a GM, I would like to be able to introduce the NPC from covert mission #4.

When it opens, I think Action Mission #1 looks like fun.

I suspect that Gunnz would like Action Mission #5 since it has a vehicle chase.

That said, I will be GMing this multiple times. I am also playing it currently on a different table. It is even likely I will GM it more than once in PbP. It is much more important that the group do the missions they want to do.

----

This is a good time to bring up Covert Mission #3 and Action Mission #3. These missions have themes of contagion and quarantine. Some people may find this cuts too close to reality with the current pandemic, while others like it because their characters can actually do something about the situation.

I am willing to run them, but only if everyone is alright with that. If anyone would rather skip them, you can either private message me or post here.

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

For the purchases, Thom will purchase
- Darksight Goggles: 1890 (after discount)
- Jetpack: 2790 (after discount)

And sell his infrared sensor (for 20, sigh).

Then install the jetpack in his armor.

I'm good with whichever mission. :)

Second Seekers (Jadnura)

Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
Spoiler:
Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

No preference on missions here!

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

Oh, I just realized that the coupon is for the whole shopping trip, not just a single item. In that case I'll add a ring of resistance mk 1 to that.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

I'll buy a thermal capacitor - 3600 less 10%

I'm keen for starship or vehicle missions. But totally understand they are not everyones cup of tea. I'm also one of timezone for most of you, so for things like init might post in advance along with a general idea of the move I'd take if we lose.

If we get to shop for heaps, then I'll probably try to drain my credit account to get some other el cheapo gear.


You get one shopping trip with the discount. If you want to have the equipment for the whole adventure, that is now. If you think you might want to wait until you've seen some of the adventure, you can wait.

Acquisitives

Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

If it's the whole shopping trip then I will apply it to everything I bought since it was a bit of a haul, hah.


I've read it a couple of times. Although there is room for interpretation, I currently believe it is one shopping trip. If the overseer issues a ruling that it is only one item, I would abide by that ruling.

I am still checking if it works on the specific instance of Zargothrax's pistol. Although it is from a chronicle that limits it to one purchase, it is an item he could buy normally next level.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Did we conclude whether we could spend the $ from this chronicle on the shopping spree? IF so, I might hold off until the end for max cash. Otherwise I guess I'll go for it now.


Zargothrax’s disintegrator pistol can be purchased at Absalom Station.

You can wait until the end of the scenario to make the purchase, thus gaining the 4085 credits you would earn from this chronicle to spend on gear.

Wayfinders

Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • No preference on missions. Will buy an Estex III


    GM Bret wrote:
    I've read it a couple of times. Although there is room for interpretation, I currently believe it is one shopping trip. If the overseer issues a ruling that it is only one item, I would abide by that ruling.

    I really should have peeked at the chronicle sheet earlier.

    The chronicle sheet makes it very clear it is a single item that the discount applies to. Adjust your purchases as appropriate.

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)
    Thomagar Dayana wrote:

    For the purchases, Thom will purchase

    - Darksight Goggles: 1890 (after discount)
    - Jetpack: 2790 (after discount)

    And sell his infrared sensor (for 20, sigh).

    Then install the jetpack in his armor.

    I'm good with whichever mission. :)

    Ah in that case, he'll still get the jetpack at the discount, but the darksight goggles at normal price.

    - Darksight Goggles: 2100
    - Jetpack: 2790 (after discount)


    You can use lethal weapons to do non-lethal damage if you take a -4 penalty to hit.

    Starfinder CRB, pg. 252 wrote:

    Nonlethal Damage with a Weapon That Deals Lethal Damage

    You can use a weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty to your attack roll.


    Guess I should add to the above that it is the last type of damage done that determines if someone goes unconscious or dies.

    The Starfinder rules have the last type of damage applied make all the difference. You don't have two damage pools (non-lethal and lethal), but the last hit that takes them down determines if they are going to be dying or just unconscious.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    I'll post once I'm done work in a little over an hour.


    No problem!

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Back when I made Srurdez initially there was no Vesk portraits for the forums, and since he's Dragonblooded theme I left it like that. xD

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.
    Rules Text on Explode Weapons wrote:


    Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw.

    Rules on Explode weapons, of which grenades are a sub-category. Emphasis mine.

    Unless there's something specific for grenades I've missed somewhere, which is possible.


    Srurdez wrote:
    Rules Text on Explode Weapons wrote:


    Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw.

    Rules on Explode weapons, of which grenades are a sub-category. Emphasis mine.

    Unless there's something specific for grenades I've missed somewhere, which is possible.

    More a matter of my checking through the grenade area over and over. I never looked at explode.

    Grumpy GM:
    Rassem-frassem rules in &$#%a different #$*&@!# areas spread all over the %$&*@%# book!

    <takes several deep breaths to calm himself.>

    I will post corrections once I am better able to post.

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Realised that I didn't post my boons.

    Normal defaults are:
    Faction: Dataphiles(improved)
    Ally: Vossi's Roar!
    Personal: Scoured stars survivor (reduce RP to stabilise)
    Promotional: t-shirt (reroll)
    Social:Factions friend
    Starship: Defender of the fleet (engines)
    various slotless and unidentified boons.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    Faction: Exo Guardians (Improved)
    Ally: Collector and Examiner
    Personal: Jinsul Witness
    Promotional: T-Shirt (Crack open a can of Ghost Goblin Ale (TM) and reroll that die!)
    Social: Athaeum Insight
    Starship: Weapons of a Lost Civilization
    ReferencesSlotless boons available upon request


    I must have forgotten to ask for slotted boons. I don’t see a boon list for Thom, Orrian, Srurdez or Conrad.

    Exo-Guardians

    Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

    Oh yes, I haven't.

    Ally: Professional Hireling Access (Set 3: Culture, Medicine, Survival) (+9)
    Faction: Exo-Guardians Champion, Improved
    Personal: Iztheptar Research
    Promotional:
    Social: Pact Worlds Defender
    Starship: Hero of the Stars
    Slotless: Marked Field Agent; Starfinder Insignia; Star Sugar Heartlove!!!

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Just prepping dinner will be posting shortly.

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    No starship boon for Orrian.

    Faction: Second Seekers (Jadnura)
    Personal: Half-elf

    I think I have a few others but I'll have to check and no reason to hold up mission #2 for them.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Ally: Preservation of AA-1260 (upgraded to Elite Hireling (Set 3: Culture, Mysticism, Physical Science) (+12)
    Faction: Acquistives Champion
    Personal: Iztheptar Research
    Promotional:
    Social: Known Quality
    Starship: Abundant Ammunition (+2 to Limited Fire)


    Srurdez wrote:
    Could also use the Hireling to do Magic Officer.

    I am sorry, but allies do not participate in starship combat.

    Wayfinders

    Male NG Human Icon Envoy 7 | SP 56/56, HP 46/46, DR: 5/-| RP 8/8 | EAC 21; KAC 22 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +10 (DV 60'), SM: +10+d6+1
    Power, Abilities, and Ammo:
  • Clever Improvisation: 1/1
  • Comm Unit 80/80
  • Translator 10/10
  • Jetpack 40/40 (2/Round or 1/Min)
  • Ammo (Skipshot) 18/20)
  • Slotted Boons:
    Ally: Spirits of a Doomed People
    Faction: Improved Wayfinder Champion
    Social: Savior of the Scoured Stars
    Starship: Automated Defenses


    Orrian Balnelis wrote:

    No starship boon for Orrian.

    Faction: Second Seekers (Jadnura)
    Personal: Half-elf

    I think I have a few others but I'll have to check and no reason to hold up mission #2 for them.

    You do realize that most factions have a Starship boon that you could buy with Fame, correct? Only requires Tier 1.

    Too late right now, but something to think about for the future.

    ——

    I’m moving forward.


    If anyone needs starship combat roles and such, I can provide them. Given the tier, I figured most would already know them.

    I have included the starship boon modifications in the Pegasus description for the starship combat.


    For the starship combat, when you put it in spoilers it is good if you put what action you are using and if you are using a computer node in the text everyone can see.

    Example:

    Helper tries to get a little extra power to the engines and shields at the same time!

    Engineering: Overpower Engines and Shields:
    Overpower: 1d20 + 11 ⇒ (6) + 11 = 17 Spend 1 RP

    Shur Nough grabs one of the computer nodes to help him fire two different weapons:

    Gunnery: Fire at Will, computer node used:

    Weapon 1, Node: 1d20 + 10 - 4 + 3 ⇒ (3) + 10 - 4 + 3 = 12
    Weapon 2: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14

    Damage weapon 1: 2d8 ⇒ (6, 2) = 8
    Damage weapon 2: 2d6 ⇒ (3, 5) = 8


    @Orrian,

    Let’s do rules questions here.

    You asked:

    Block of rules quesiton text:
    Apologies for the question, but I know that for fire-at-will I can use two weapons regardless of the arc. While I could use, say, the turret and the forward gun, I can't use a gun to attack in an arc that the enemy ship isn't in, correct? Also, if I'm using the turret and whatever arc is appropriate, I might be firing twice this round and Thom wouldn't be firing at all. Rolling twice below for nukes and *insert appropriate weapon* if arc matters, but if arc doesn't matter then the forward gun is the next largest (unless that means Thomager wouldn't be able to fire, in which case the next best gun)

    ——

    Correct, the enemy has to be within the arc of a weapon in order for them to be hit by it. Fire At Will is best used when you are less than 6th level or low on RP (so no Broadside) or have multiple opponents in different arcs.

    Generally, if you have two gunners it is better for each of them to take a single weapon and fire it at full accuracy. There are exceptions, but this battle isn’t likely to be one of those exceptions.

    Now to go unwind what is happening so I can try to resolve the action this round...

    By the way, I am trying something new with this tracking form. I’ve already discovered a few things that I am correcting the biggest of which is do not put the dice expressions in the form. If you have ideas on how to better present the information, please come into discussion and tell me.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Maintenance Panel Access essentially allows a 2nd thing to be Diverted. So probably engines in this case.

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Woo, you would totally be Gunnz best friend. Speed 15 for one round. Just don't expect Gunnz to waste it sitting on the ships tail, she'll need to do something that might cause a few lunches to be lost.


    If someone wants to bot Conrad and Thom’s actions in the Starship combat, that should be alright.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Have an Aid Token!

    Boosts:
    Provide Spellcasting (mystic cure by Croaker, level 4)

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Fly by doesn't get us another attack with the guns, it just lets us select the arc of an attack regardless of our final position, correct? Orrian would target the (shieldless) rear arc with the nukes on the fly by. Let me know if I'm misreading and we should get another attack.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    It can. If you flyby you can attack with your forward arc against their rear, then end with the side arc targeting them.

    Acquisitives

    Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

    Or any combination. It lets you open up an extra arc. Next time let me know and I'll try to do Targeting Aid.


    During the following gunnery phase, you can select one arc of your starship's weapons to fire at the enemy vessel as if the vessel were in close range (treat the range as 1 hex), against any quadrant of the enemy starship.

    ——

    So with two gunners you can either have one do a Broadside in the same arc or a Fire At Will in two different arcs.

    Broadside requires the gunner be 6th level and spend a resolve.

    The other person would only have one weapon to fire.

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Orrian would prefer not to lower his rolls with the nuke attacks because it seems like he's only hitting some of the time. If Thom wants to fire two weapons that's fine with me.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    We've got +2 to all rolls this round, so may not be a bad gamble.

    Exo-Guardians

    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    GM, did you mention you had a tracking form that you were using to handle the starship combat? As a GM that has f'd up every starship combat I've run in some way shape or form (sorry Gunnz and Conrad for that interminable combat a while back) I'd be interested to see this.

    Wayfinders

    Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

    Starship combat always takes a while. Especially between well balanced ships or with a crew that is not overly optimized.

    Exo-Guardians

    1 person marked this as a favorite.
    Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

    I know we're a ways out from picking our next mission, but I just want to put in my vote ahead of time for action mission 5. I want to see Gunnz in Absalom Drift.


    If someone wants to Bot Conrad, that would be good.


    Zargothrax McDonald wrote:
    GM, did you mention you had a tracking form that you were using to handle the starship combat? As a GM that has f'd up every starship combat I've run in some way shape or form (sorry Gunnz and Conrad for that interminable combat a while back) I'd be interested to see this.

    I will try to answer this over the weekend.

    Do people want the discussion here or should I take it to a private channel? Basically I would show some of the details in my still evolving method for handling Starship Combat in PbP. I would reveal some of the tracking that I don’t post and details you might not have noticed when I was running it.

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    I'd be interested in learning. GMing starship combat in PbP is something I want to try to improve for myself as well.

    Second Seekers (Jadnura)

    Male Half-Elf Colonist Soldier/Starfinder Forerunner 5 | Spd:30 | SP: 50/50, HP: 36/36, RP:6/6 | EAC:20 KAC:21 | Init +8 | Fort:7, Ref:5, Will:6 | Per:+11 SM:+1 | Ammo
    Spoiler:
    Battery 1 [8/20], Battery 2 [20/20], Heavy [Clip 1-6 40/40]

    Orrian's Colonist theme allows him to reduce the DC to identify "average creatures" by five. GM call on if these are "average creatures" - since Orrian is from Castrovel, maybe he's heard of/encountered them before?

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