Shifty |
Hi all!
I'm keen for us all to try to post regularly (aim for once or more per weekday and, at least once on weekends). Whilst adventures can be caught in 'conversation loops' back and forth, I will endeavour to keep things kicking along and get the gist of where a conversation is going and keep us pointed in the right direction.
Work, study, and wild parties in Mexico have a way of getting in the way sometimes and if that is likely please leave a post in advance if you know that you may have limited time/ability to post for a period of time (and when we can expect you back).
On that note, I am posting from Sydney, Australia. Most of you will be posting when I am asleep so when I get up around 0500 odd I usually do the catch up over a coffee, and then usually in the afternoon/evening each day.
I will generally roll Initiative (and any other rolls if really required), but not to shaft anyone or railroad them, more in the interest of giving you some sort of outcome to then respond to - I aim to complete a single round of combat within 24 hours.
When in combat, unless a PC has left botting instructions or made arrangement for another player to bot them, I will place any PC that has not posted within the past 24 hours (48 hours on a weekend) on delay.
If a single skill check has been called for, I will accept the PC with the highest skill bonus as the "primary" and all other attempts by PCs for the same check as aiding another.
Please provide the following for your PC:
Name:
Character Name:
SFS ID and character number:
Faction:
Day job Roll:
Boons (Happy for this to occur after the briefing)
***
[i]This scenario also includes the Starship tag - so please work out who is on what station, and debate the ship frame so when we get to the appropriate part we are good to go.[i]
Kishmo |
Awesome, I'm looking forwards to it! I'm stuck working from home (thanks COVID) so I'm in front of a computer all the time...shouldn't have any problems posting daily.
Here's a link to my character (it's a mish-mash homebrew character sheet in Sheets; let me know if anything's unclear!)
Rawksim, mystic with star shaman connection, skyfire centurion archetype, ace pilot theme
As an Ace Pilot, Rawksim is most comfortable in the pilot's seat, but high Piloting ranks and Dex make him a pretty crack gunner as well, if needed.
For a combat mission (which this sounds like) he votes for the Drake over the Pegasus (but if anyone can bring a Gorgon to bear, all the better!) Rawksim can call in some favours from the knuckle-draggers in the Society hangars and requisition a ship outfitted with after-market engines (use the Defender of the Fleet boon to upgrade the Drake's M8 thrusters to M10. Combined with his Sky Jockey feat, we can be zipping around in a Drake with speed 11 - eat your heart out, Pegasuses :D)
Rawksim has the Skyfire Centurion archetype, which centres around picking one ally to be Combat Bonded with; Rawksim and his Bonded Ally enjoy greater bonuses from Covering Fire, Harrying Fire, and a starship captain's Encourage. Rawksim can share combat feat (Imp. Initiative, Longarm Proficiency, Versatile Specialization, Combat Casting, or Focused Spellcaster) with his Bonded Ally. Lastly, he and his Bonded Ally can fire at the same target at the same time (in starship combat or regular combat) to try and bypass DR / DT.
Typically, Rawksim Combat Bonds with a ship's captain in starship combat, and then a melee frontliner outside of starship combat. Every minute or so, Rawksim reminds them to keep their eyes open, to share Improved Initiative.
Name: Rawksim
Character Name: Kishmo
SFS ID and character number: 127582-702
Faction: Wayfinders
Day job Roll: +19 Profession (Smuggler)
Boons: (will keep like this unless the briefing warrants a change)
Personal: Alien Archive Admittance (Ryphorian)
Faction: Wayfinders
Ally: Duskmire Allegiance (Yetis)
Social: United Society
Promo: T-Shirt Re-roll
Starship: Defender of the Fleet
Slotless: Team Spirit
Journey to the Scoured Stars
Slayer of Godspawn
GM Numbat |
1 person marked this as a favorite. |
Sitting in a hotel about to head to LAX and start the long journey to Western Australia. If there is still space and the game is not too far along when I am finally settled in Quarantine (04 November Aus.) then I may ask for Naylor, my L9 Android Operative Ace Pilot to be considered for this mission.
Don't hold up the game or hold a space though if others are ready immediately.
Benoit Battlestar |
Perfect, we have a good pilot and gunner now. That will allow me to bring Benoit my drone mechanic. His paizo character sheet is not up to date, but there is a link in his tagline to his updated one.
For starship combat he can fill the engineer or science officer role best. I also vote for the drake with enhanced speed as our ship. Boon wise I can slot Computational Savant which will give Benoit an extra +3 check from the ship's computer to skill checks that only he can access. I'd also advise that if we have someone who has the Abundant Ammunition boon that that person should slot it since it will give our heavy antimatter missile launcher 7 shots instead of just 5.
Benoit wears powered armor and is a frontline melee fighter with his 10' reach nova lance. He has the coordinated shot feat so everyone shooting at anything he is in melee range with gets a bonus to hit. His drone, TEC-9, is just a walking gun emplacement and basically stands back and shoots whatever Benoit is fighting.
Name: Scottybobotti
Character Name: Benoit Battlestar
SFS ID and character number: 291458-702
Faction: Dataphiles
Day job Roll: Profession (Drone Repairman): 1d20 + 21 ⇒ (14) + 21 = 35
Boons: (I slotted some boons from previous encounters with Datch that might be relevant, but will change them out if they aren't.)
Personal: Nanotech Survivor
Faction: Dataphiles Champion
Ally: Dream Whispers
Social: Data Stalker
Starship: Computational Savant
Slotless: Basic Purchasing Plan, Marked Field Agent, Drat the Rat!, Colossus Shards,
Jackojare |
DoubleGold
Jackojare
135676-708
Aqu
Day job none
Boons
Slotless: Scoured Stars
Personal: Signal of Screams boon, gives me 5 cold resistance and -1 cha
Faction: Aqu, basic.
Benoit Battlestar |
These are Benoit's finalized boons.
Boons:
Personal: Nanotech Survivor
Faction: Second Seekers (LE) Champion
Ally: Dream Whispers
Social: Data Stalker
Starship: Computational Savant
Slotless: Basic Purchasing Plan, Marked Field Agent, Drat the Rat!, Colossus Shards
Benoit Battlestar |
Is there a bonus for having multiple Data Stalker boons or do we only need one PC to slot it?
Gremvest |
Hi all!
I'm keen for us all to try to post regularly (aim for once or more per weekday and, at least once on weekends).
Not a problem. That sounds great to me. And I like your approach to initiative, combat, etc. That all sounds ideal.
Answering your questions:
Name: Ronnam / Jim
Character Name: Gremvest
SFS ID & character number: 3769-701
Faction: 2nd Seekers (LE) for this scenario (usually Wayfinders)
Day job: 48 Credits (Take 10 with +14 Profession (musician)
Boons: SS Luwazi Champion (Faction), Scoured Stars Survivor (Personal), Alien Access (Social), High Society Influence (Ally), Defender of the Fleet (Starship), T-shirt Reroll (Promo)
For Starship combat, maybe Gremvest starts as Captain, then hops around between Gunner and Chief Mate. His Starship skills are:
Acrobatics +8, Athletics +12, Bluff +4, Diplomacy +16, Intimidate +8, Mysticism +5, Piloting +7, gunnery +12
Benoit Battlestar |
Are we going to give Naylor a chance to join up? We could really benefit from an operative's abilities during this mission.
Gremvest |
Are we going to give Naylor a chance to join up? We could really benefit from an operative's abilities during this mission.
Sounds good to me. I'm in no hurry. :)
Naylor |
My apologies everyone. This transition and isolation stuff is more challenging than I expected. I will endeavour to have Naylor updated and submitted later today, though I have a lot of catching up to do all over the place.
Naylor |
Name: Katrina/numbat1
Character Name: Naylor
SFS ID and character number: 833-701
Faction: Second Seekers (Luwazi Elsebo)
Day job Roll: Profession (Electrician): 1d20 + 15 ⇒ (14) + 15 = 29
Boons:
Ally: Gun Runner
Faction: Second Seekers (Luwazi Elsebo)
Personal: Stain of the Perplexity
Promotional: Purple Volunteer Shirt/Campaign Coin
Social: Scoured Stars Memorial
Starship: Defender of the Fleet - Finest Weapons
Slotless:
Tatoo of the Starfinder
Marked Field Agent
Star Sugar Heartlove!!!
Abysshead Download
Edit to add: none of the listed scenarios for this character
Naylor |
Starship combat options for Naylor:
Pilot +22 (increase speed by 1)
Chief Mate - Acrobatics +21
Gunner (Dex+Piloting ranks) +15
Science officer +13
Engineer +13
Captain
Bluff +10
Diplomacy +10
Intimidate +9
Magic Officer +10
Kishmo |
Ok, how does this sound for ship assignments?
Engineer: (a revolving door of Benoit / Naylor as needed?)
Captain: Gremvest (but will hop between Captain/Gunner/Chief Mate)
Pilot: Rawksim
Science Officer: Benoit
Gunners: Naylor, Jackojare
Assuming that's the case, Rawksim will spend an hour going over combat drills and scenarios with Gremvest (becoming Bonded Allies for Skyfire Centurion purposes - if Gremvest Encourages Rawksim, the bonus improves to +4.)
Gremvest |
Rawksim will spend an hour going over combat drills and scenarios with Gremvest (becoming Bonded Allies for Skyfire Centurion purposes - if Gremvest Encourages Rawksim, the bonus improves to +4.)
ooooh, nice!
I forgot, I guess I should pick which flavor of the "Defender of the Fleet" boon to slot. I see that Naylor is slotting "Finest Weapons" so I think maybe I'll slot "Finest Engines" which boosts the thrusters one step, which means 2 extra movement. Especially if we choose the Drake, that +2 speed can help offset the Drake's typical downside.
Gremvest |
I think three of the five of us have that boon slotted, so we can choose all three :) Finest everything!
Oh whoops you're right, I missed that Rawksim already said they were slotting it for thrusters. So cool, yeah, I will slot "Finest Computers". We're covered with all three! :)
Benoit Battlestar |
Only thing I want to add is that since we are all over 8th level everyone gets 1 free resolve point for starship combat.
Also, we should try to fire all our weapons every round if we can either using the broadside action or having more than one gunner.
Finally, remember we have to get in close to use the antimatter missile since it only goes 8 hexes each round and our normal modifiers are +3 to any three checks per round and +2 to Computers checks.
However with our Defender of the Fleet boons we can up that to three checks with a +4 bonus per round or four checks with a +3 bonus per round. Remember that Benoit's boon gives him his own bonus that only he can use so if we up the bonus to four checks per round everyone will automatically get a +3 bonus on their rolls.
Kishmo |
1 person marked this as a favorite. |
Sweet - so, it looks like:
Finest Weapons: reroll all 1s in weapon damage roll (& keep 2nd)
Finest Engines: upgrade from M8 to M10 thrusters
Finest Computers: add another Node to our ICM (now a +3 Quad-node)
Computational Savant: add another Node to our ICM that only Benoit can use
Those Laoites aren't gonna know what hit 'em! (Spoiler: it's antimatter missiles :D)
Naylor |
Sounds like we have a plan.
Naylor has botting spoilers set up. If you ever need to use them, feel free. I'll nominate Kishmo as my default botting friend if he is willing. I plan to be posting regularly but like to cover my bases, particularly during these uncertain times.
Naylor |
Purchase: Hail pistol, gelid 8600 credits.
Shifty |
Stats for your ship - if any issues let me know :)
***
Finest Weapons: reroll all 1s in weapon damage roll (& keep 2nd)
Finest Engines: upgrade from M8 to M10 thrusters
Finest Computers: add another Node to our ICM (now a +3 Quad-node)
Computational Savant: add another Node to our ICM that only Benoit can use
***
DRAKE TIER 10
STARFINDER SOCIETY DRAKE TIER 10
Medium transport
Speed 8; M10 Thrusters = Speed 10
Maneuverability average (turn 2); Drift 1
AC 17; TL 16 Pilot 11 ranks = 28/27
HP 100; DT —; CT 20
Shields medium 200 (forward 50, port 50, starboard 50,
aft 50)
Attack (Forward) persistent particle beam (10d6), heavy
plasma torpedo launcher (5d10)
Attack (Port) coilgun (4d4)
Attack (Starboard) coilgun (4d4)
Attack (Aft) heavy laser net (5d6)
Attack (Turret) heavy antimatter missile launcher (10d10),
light particle beam (3d6)
Power Core Pulse Prismatic (300 PCU); Drift Engine Signal
Basic; Systems basic long-range sensors, crew quarters
(good), mk 3 trinode computer QUAD node, mk 7 armor, mk 7 defenses;
Expansion Bays cargo hold, escape pods
Modifiers +3 to any three checks per round, +2 Computers;
Complement 4–7
Kishmo |
2 people marked this as a favorite. |
Rawksim has the Sky Jockey feat, so our Drake is actually Speed +1 = 11.
ETA:
Naylor has botting spoilers set up. If you ever need to use them, feel free. I'll nominate Kishmo as my default botting friend if he is willing.
I shall do my best!
Shifty |
UPDATED
***
Finest Weapons: reroll all 1s in weapon damage roll (& keep 2nd)
Finest Engines: upgrade from M8 to M10 thrusters
Finest Computers: add another Node to our ICM (now a +3 Quad-node)
Computational Savant: add another Node to our ICM that only Benoit can use
***
DRAKE TIER 10
STARFINDER SOCIETY DRAKE TIER 10
Medium transport
Speed 8; M10 Thrusters + Sky Jock = Speed 11
Maneuverability average (turn 2); Drift 1
AC 17; TL 16 Pilot 11 ranks = 28/27
HP 100; DT —; CT 20
Shields medium 200 (forward 50, port 50, starboard 50,
aft 50)
Attack (Forward) persistent particle beam (10d6), heavy
plasma torpedo launcher (5d10)
Attack (Port) coilgun (4d4)
Attack (Starboard) coilgun (4d4)
Attack (Aft) heavy laser net (5d6)
Attack (Turret) heavy antimatter missile launcher (10d10),
light particle beam (3d6)
Power Core Pulse Prismatic (300 PCU); Drift Engine Signal
Basic; Systems basic long-range sensors, crew quarters
(good), mk 3 trinode computer QUAD node, mk 7 armor, mk 7 defenses;
Expansion Bays cargo hold, escape pods
Modifiers +3 to any three checks per round, +2 Computers;
Complement 4–7
Benoit Battlestar |
I think we should save our missiles for now. Just in case there are hidden Laoite starships out there.
Benoit Battlestar |
@Shifty, If Jack doesn't post soon I can bot him if you want to keep the game moving.
Naylor |
Any shuffling before next round?
I need to remember that handy +3 bonus from the ship. I've just added a note for myself in my spoilers.
Benoit Battlestar |
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Benoit will remain as the science officer for the upcoming round.
Everyone remember that you get a +3 on your check each round.
Gremvest |
Yep, I used the +3 bonus this round :)
Gremvest's gunnery is normally +12, so I plugged in +15 this round. That is very cool we each get to use that bonus, every single round.
Gremvest |
Gunner (Dex+Piloting ranks) +15
In addition to Naylor's regular shot, doesn't Flyby basically give us an "attack of opportunity"? I was gonna defer to their superior gunnery.
Benoit Battlestar |
Fly By lets us take an attack with the weapons in a specific arc on our ship, including the turret, at whatever quadrant of the enemy ship we want. If after the fly by there are still weapons that can be fired and gunners available you can fire again, but what you can fire and what you can target it then determined by each ships positioning.
Kishmo |
Just to be clear: when you say "after the fly by" you're talking about the round after the fly by, right? The stunt lets you make attacks with different facing/range for the entire gunnery phase following the flyby, I think. It doesn't limit how many gunners, guns, actions, etc., can benefit from the fly by, as long as they happen in the phase after the fly by.
Benoit Battlestar |
What I mean is the during the gunnery phase of the round you successfully execute a Fly By on you can fire one arc of your ships weapons plus the turret at whatever arc of the enemy's ship you want. This can be done in any combination of multiple gunners or use of actions such as Broadside you like. Also, once this is done, if you have more gunners available that haven't shot yet you can fire any weapons that haven't been fired yet, based on the positions of the ships after movement is done.
For example, this turn Naylor could Broadside all of our front arc and turret weapons at the yellow drone because of the successful Fly By. Then Gremvest and Jack could fire our port or aft weapons also, but the quadrants they hit on the drones is determined by our positions on the map determined by the movement phase. Since there are no targets in our aft arc then we would only be able to fire the weapon in our port arc.
That is just one possibility though. All three gunners may decide to take part in the attack on yellow caused by the Fly By and that could be the entire gunnery phase.
Benoit Battlestar |
We've got 3 plasma torpedoes and 4 antimatter missiles left. One thing I'm unsure about, does the Fire at Will action count as one roll or two. If it counts as two then does the +3 bonus only apply to one of the rolls.
Rawksim |
We've got 3 plasma torpedoes and 4 antimatter missiles left. One thing I'm unsure about, does the Fire at Will action count as one roll or two. If it counts as two then does the +3 bonus only apply to one of the rolls.
Oh good call - I just copy+pasted the dice roll for Naylor's second shot, and forgot to remove the +3. Oops. Doesn't seem to have mattered, though :D
Benoit Battlestar |
Since the drones' defenses are so high we really benefit from having 3 gunners. That way each shot they take will not have any penalties applied to them if they shoot one weapon each.
Fire at Will penalizes your chance to hit by 20%. If we do decide to Fire at Will I suggest we do it with our beam weapons so we don't waste ammo.
We can also go for a Broadside action if everyone takes different roles and stacks bonuses on the gunners shots. If that is a route we take during one of these rounds I suggest we allow the gunner to take all four +3 bonuses from the ship's computer and apply them to each attack if that is allowed by the rules.
Rawksim |
Agreed on all counts - these drones look tough! As the only "high tier" character, Rawksim is probably best suited to not take a +3.
By the same token, we're probably going to eventually want to replenish and balance shields - two drones potentially hitting us for 20d6 could end someone's day, real quick, especially if the asteroid turrets get lucky. To that end, if needed Rawksim can switch to a Gunner, and take the Glide minor action to still benefit from his ranks in Piloting to AC, while someone else Engineers or Sciences up our shields.
Benoit Battlestar |
I'd be all for that, but I got into a big argument on the Paizo message boards about whether you automatically lose initiative if you do a Glide. People were saying that when you Glide no one is filling the pilot role and therefore you lose initiative. I was arguing when you Glide you are still in the pilot role and the tradeoff is only being able to fly half your normal speed. So it depends on how our GM interprets the rule. I personally feel that losing initiative is too costly a penalty to warrant the action.
Another option would be for Rawksim to use the Full Power action if we need more speed to get us away from the drones.
Also, if you keep winning initiative you can keep our damaged side away from the drones and we can go have Naylor go back to engineering and Benoit back to science to boost the shields.
Naylor |
Hello everyone. My sincere apologies for my absence. I am finding hotel quarantine more challenging than expected. Much of my time and more of my energy has been taken with chasing food that I can eat given my dietary restrictions. The limited success with this means I am also experiencing some physical repercussions. Add that the desk/chair combo in this room provides sufficient discomfort as to limit the amount of time I can tolerate sitting at my computer. I will try to be better about checking in at least daily. Now that the rush of reporting for Gameday IX is done, it should be a little easier.
Now, off to catch up with the game.
Naylor |
Looks like I'm up. Which weapon or weapons do you want Naylor to fire?