GM DocDoc |
Please post the following:
Player Name:
Character Name (class, level, theme):
PFS ID:
Starting reputation with factions:
Starting fame:
Day Job roll:
Other relevant info the GM should know:
Please post the following info, although decisions may be adjusted following your adventure briefing.
Purchases:
Boons slotted for this scenario
- Ally:
- Faction:
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:
Starship Role Modifiers:
Preferred Starship Role: I'll include some primer slides for starship combat in the GoogleDoc, so folks who are new to it can peruse the various roles.
Sturmvanger |
It looks like we ended up with 7 players, after all, since I was planning on bringing someone along.
Is that legal, still? Are people interested in playing with 7? I can drop if it's a problem.
GM DocDoc |
My mistake, I thought Twila-4 was your partnered player. I'll see what I can do to keep your two characters together for the game. If someone from the original roster cannot join then it will all line up, otherwise I'll see how best to get everyone seated (I'm trying to prioritize folks who are new since I want to make it a welcoming experience for them).
Laanok Steelfang |
1 person marked this as a favorite. |
Aarvidson/ Lex Jr
Player Name: Aarvidson
Character Name (class, level, theme): Laanok
PFS ID: SFS #2394523-701
Starting reputation with factions: 4
Starting fame: 4
Day Job roll: none
Other relevant info the GM should know:
Please post the following info, although decisions may be adjusted following your adventure briefing.
Purchases: Empathnid bought on last sheet.
Boons slotted for this scenario
- Ally:
- Faction: Wayfinders
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:
Starship Role Modifiers:
Preferred Starship Role: I'll include some primer slides for starship combat in the GoogleDoc, so folks who are new to it can peruse the various roles.
Sturmvanger |
Player Name: EbonFist
Character Name (class, level, theme): Sturmvanger, 1st Level Gladiator Soldier (Battlemaster)
PFS ID: 143948-705
Starting reputation with factions: 0
Starting fame: 0
Day Job roll: None
Other relevant info the GM should know: Sturmvanger has a partner bond with Sam-12. It provides the following benefits - A dragonkin and its partner can communicate with each other as if they both had telepathy with a range of 100 feet. In combat, when a dragonkin is within 30 feet of its partner, both creatures roll initiative checks separately and treat the higher result as the result for both of them.
Boons:
Faction: Wayfinders Champion
Twila-4 |
Thanks for setting up this game for us! I didn't expect it to get going so fast. :)
Player Name: Warah
Character Name (class, level, theme): Twila-4 (operative 1, ace pilot)
PFS ID: 289224-701
Starting reputation with factions: Dataphiles 0
Starting fame: 0
Day Job roll: none
Other relevant info the GM should know: Darkvision, low light vision
Purchases: none.
Boons slotted for this scenario (None for the fresh newbie)
- Ally:
- Faction:
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:
Starship Role Modifiers: Piloting +10 (Engineering +7, Computers +7)
Preferred Starship Role: Pilot (engineer or science officer are second choices)
Sam-12 |
Player Name: scotticus prime
Character Name (class, level, theme): Sam-12 (Operative(Ghost) 1, Outlaw)
PFS ID: 2394690
Starting reputation with factions: 0
Starting fame: 0
Day Job roll: none
Other relevant info the GM should know:Darkvision, low-light vision. Sam-12 is the 12th soul to inhabit his body. He may or may not run into those that have grudges or other reason for animosity for actions of past souls to wear the same frame.
Please post the following info, although decisions may be adjusted following your adventure briefing.
Purchases:
Boons slotted for this scenario
- Faction: Wayfinders Champion
Melissa "Mel" Schultz |
Hey there! Thanks for accepting me for this adventure, I'm super excited about playing starfinder society n.n
Player Name: Ms. Bloodrive/Fredericka
Character Name: Melissa "Mel" Schultz (Technomancer 1, roboticist)
PFS ID:# 2394547-701
Starting reputation with factions: 0
Starting fame: 0
Day Job roll: none
Other relevant info the GM should know: First time playing society and starfinder in PbP.
Purchases: None
Boons slotted for this scenario
- Ally: -
- Faction: Dataphiles
- Personal: -
- Promotional: -
- Social: -
- Starship: -
- Slotless: -
Starship Role Modifiers: +9 Computers, +8 Engineering, +7 Piloting.
Preferred Starship Role: Science officer
Btw, is hard to find good profile pics for starfinder x.x
Weylin Stoneseeker |
Player Name: Dread
Character Name Weylin Stoneseeker 1st Mechanic-Robotocist
SFS ID:1947-701
Reputation with Aquisitives: +2
Starting fame:2
Day Job roll:Miner +11
Recon Drone "Pellet"
Purchases:
Boons slotted for this scenario n/a
- Ally:
- Faction:
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:
Starship Role Modifiers: Engineer +8 computers +9
Preferred Starship Role: Engineering
Twila-4 |
Thanks for setting up this game for us! I didn't expect it to get going so fast. :)
Player Name: Warah
Character Name (class, level, theme): Twila-4 (operative 1, ace pilot)
PFS ID: 289224-701
Starting reputation with factions: Dataphiles 0
Starting fame: 0
Day Job roll: none
Other relevant info the GM should know: Darkvision, low light visionPurchases: none.
Boons slotted for this scenario (None for the fresh newbie)
- Ally:
- Faction:
- Personal:
- Promotional:
- Social:
- Starship:
- Slotless:Starship Role Modifiers: Piloting +10 (Engineering +7, Computers +7)
Preferred Starship Role: Pilot (engineer or science officer are second choices)
I'd like to amend my boon for the Faction: Dataphiles. I believe I can slot the Champion boon for free, yes?
Sturmvanger |
I'd like to amend my boon for the Faction: Dataphiles. I believe I can slot the Champion boon for free, yes?
Yes, and it's mostly a technicality, because you have to assign the credit to some faction. That's why you get the first free. It's your primary faction. If you want to get credit with another faction (in other adventures) you would pay for additional Champion boon.
Melissa "Mel" Schultz |
BTW, which ship are we going to use? I like the Pegasus because it has better sensors and stuffs but I'm not against the Drake bigger weapons.
GM DocDoc |
1 person marked this as a favorite. |
Choosing the ship will be an early decision for the party; if anyone is leaning towards the Pegasus or the Drake in particular, consider voicing your preferences now so we can streamline that part at the start of the adventure.
So far we have info for Sturmvanger, Twila-4, Mel, Laanok, Sam-12, and Weylin, which makes the table complete! I'll post the adventure briefing today or tomorrow to get the ball rolling.
Sturmvanger |
I don't particularly have an opinion about the ship.
I know a lot of people like the Pegasus because it's faster and more maneuverable.
My only real vote for the drake would be because of my race. I mean...OBVIOUSLY drakes are better than ponies with wings.
Melissa "Mel" Schultz |
Well I vote for the Pegasus, I think it will be useful to scan the Bulwark and who knows perhaps we can get some use of it's bays, I didn't really know about it's speed but if it's in fact, faster than the drake that's just another plus.
BTW, a got a question, is Zigvigix male, female or Host? Just want to know which noun I should use.
Edit: oops, my bad I just reread it and they're a host, sorry.
Twila-4 |
I have no opinion on ships, as I haven't gotten that far into reading the rule book yet.
GM DocDoc |
2 people marked this as a favorite. |
It looks like we have 1 vote for Pegasus and 3 abstentions. Unless someone has a strong opinion one way or another, I'll post the relevant Pegasus stats here. Show of hands: for whom will this be their first ever experience with starship combat?
STARFINDER SOCIETY PEGASUS TIER 2
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 11
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters (good), mk 1 duonode computer, mk 2 armor, mk 2 defenses;
Expansion Bays cargo hold, escape pods, science lab, tech workshop
Modifiers +1 to any two checks per round, +2 Computers, +1 Piloting; Complement 4–7
Melissa "Mel" Schultz |
Raises her hand
It looks really good, the coilgun on the turret looks like enough damage to get by in a combat and as a technomancer the science lab is another +1 to life and physics sciences, +2 computers is also handy, I've been told that starship combat has some high DCs so every + counts.
Nevertheless, it is still my first time doing starship combat x.x
Twila-4 |
Oh, my hand is definitely up. This is my first attempt at playing Starfinder, so I figure I'll be learning on the fly a lot.
GM DocDoc |
No worries, I'll take it turn-by-turn and offer advice about how to go about participating in starship combat. It can be a bit of a gear shift, so I want to make it as user-friendly as possible.
Melissa "Mel" Schultz |
Hey guys I don't want to aboard (I assume we will aboard it) the bulwark unprepared so Mel will ask for some teamwork... Namely asking both Sturmvanger and Laanok to protect her, hope that's not too bothersome, in any case it'll be mostly role playing.
Also... Crap, I forget to throw ranks into culture x.x
Weylin Stoneseeker |
1 person marked this as a favorite. |
my suggestion
Captain:Sturmvanger
Your role in combat is about encouraging the crew while taunting enemies into making critical mistakes. A starship can have only one captain, and a character can assume that role only if it is currently vacant. The captain alone can act in any phase of combat. The actions a captain can take are described starting on page 322.
Chief Mate:Sam-12
Not every ship normally has a chief mate, but any ship can benefit from one.
Despite the advanced technology that is ubiquitous on most starships, there’s always a use on board for someone who knows the ship’s various systems well enough to manually push them to achieve levels of performance their manufacturers never intended. A starship’s chief mate knows every circuit and conduit within their starship’s mechanical and electronic systems, and is bold enough to take risks with these levers, valves, and other intricacies that can help their crew escape from or win dire combat scenarios.
Being a chief mate is hardly easy, however, and the role is not for the faint of heart. Accomplishing the off-the-books feats that are so valuable in starship combat often requires a strong and hardy individual to physically haul around equipment, force levers past their built-in safety points, or reconnect systems in ways they weren’t designed for—or else requires someone nimble enough to accomplish the same tasks via finesse without resorting to brute force, as the chief mate slides finicky controls into nonstandard positions or temporarily bypasses a system’s physical safety valves.
The chief mate assists characters in all other roles on the ship, making the other characters’ jobs easier and allowing them to accomplish more in their primary duties since they no longer need to focus on physically manipulating machinery or equipment. A chief mate acts during the same phase as the crew member she wishes to assist that round. Despite the role’s name, a ship can have any number of chief mates (though on a military ship, only one is generally referred to as the chief mate, and all others are considered deck officers).
Engineer:Weylin
You work with your starship’s power core and engines to achieve maximum efficiency, grant extra power in times of need, and divert power to vital systems as necessary. You can also repair damaged systems. A starship can have any number of engineers. An engineer acts during the engineering phase (see page 317). The actions an engineer can take are described starting on page 323.
Gunner:Laanok
You operate your starship’s various weapon systems, using them to neutralize or destroy enemy vessels. A starship can have at most one gunner (or gunner team) per weapon mount. A gunner acts during the gunnery phase (see page 317). The actions a gunner can take are described on page 324.
Pilot
You plot the course of the ship. Each starship has speed and maneuverability ratings, but you can push your starship beyond these boundaries with enough skill. A starship can have only one pilot, and a character can assume that role only if it is vacant. The pilot acts during the helm phase of combat (see page 317). The actions a pilot can take are described on page 324.
Science Officer:Mel
You use the starship’s computers, scanners, and other systems to identify threats, target foes, and navigate hazards. A starship can have any number of science officers. A science officer acts during the helm phase of combat. The actions a science officer can take are described below.
Pilot:Twila-4
You plot the course of the ship. Each starship has speed and maneuverability ratings, but you can push your starship beyond these boundaries with enough skill. A starship can have only one pilot, and a character can assume that role only if it is vacant. The pilot acts during the helm phase of combat. The actions a pilot can take are described below.
Melissa "Mel" Schultz |
We lack a little in diplomacy but I doubt we can possibly avoid fighting with the vesk Ship so that's not a big issue.
Waiting for input on my idea about trying to startle the enemy crew :)
Sturmvanger |
1 person marked this as a favorite. |
Ha! I figured I was going to be Chief Mate because I forgot that you can do things with Intimidate as a Captain.
I'm fine with leading by demand.
GM DocDoc |
It's worth noting that none of these positions are set in stone; players can flex between positions every round, based on how the encounter is progressing.
Melissa "Mel" Schultz |
That's pretty flexible! I came prepared to be a decent pilot or engineer too, or maybe a bellow average mystical officer if needed, but for the time being science officer is my role n.n
Twila-4 |
Thanks, Weylin! That arrangement looks good to me. If we need to switch around, I could fill in for the engineer or science officer in a pinch (+7 modifier for Engineering and Computers).
Melissa "Mel" Schultz |
...
...
Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
@Laanok these are the ship's weapons, I suggest using the Turret, it hits the hardest and can shoot from any arc if I understand correctly n.n
Sturmvanger |
We could also have a secondary gunner on any rounds when other actions aren't needed. Because the turret can fire into any arc, so long as the enemy doesn't end up in our aft arc, we can fire two weapons per round at a target.
Twila-4 |
Twila-4 wrote:I double-checked the rulebook, you can't move and then do a turn-in-place in the same turn. If you spend the round turning in place then it doesn't require a check, but if you are travelling and turning in the same round then the ship must move a certain number of hexes before each turn, determined by its maneuverability. For the Pegasus (good maneuverability), you must move at least 1 hex between each turn facing.Yet again, Twila-4 maneuvers the Pegasus beyond the reach of the Honorbound's flak thrower and turns in place to line up some nice shots for Laanok and Sam-12. Aggression exposes you, fools, and makes it easy to destroy you. That's why I choose other paths to achieve my goals.
No check needed.
Okay. I misunderstood the rules. Beginner's goof. Glad I know now, and I'll apply that to all future moves. The way the Pegasus was facing at the beginning of this turn is shown in the first arrow from its movement, if you'd like it corrected.
GM DocDoc |
No worries, I know it’s the first time for a lot of folks. I just want to make sure we all come away from this encounter knowing more about how starship combat works than we did going in. No need to correct it for that move, just keep it in mind in the future.
Twila-4 |
Got it. Thanks! :)
Melissa "Mel" Schultz |
Just wanted to say that starship combat was pretty interesting, for one I found it a little complex when it comes to piloting and moving the ship, as for my role as science officer I gotta say that I found my actions a little limited, not a complain but I'd like to play a captain or gunner the next time, just to try those roles as well :)
GM DocDoc |
1 person marked this as a favorite. |
Just wanted to say that starship combat was pretty interesting, for one I found it a little complex when it comes to piloting and moving the ship, as for my role as science officer I gotta say that I found my actions a little limited, not a complain but I'd like to play a captain or gunner the next time, just to try those roles as well :)
Yeah, maximizing your starship roles can be challenging, especially for indirect roles like captain and science officer. In my experience, the most satisfying outcome for science officers is using Target Systems to cripple key functions of an enemy ship. One time we glitched an enemy's power core thanks to a lucky natural 20, and the science officer just kept us hammering that system faster than the enemy engineer could keep up. The ship was crippled before it even reached half its HP lost.
If you can fill multiple roles, don't be afraid to flex to other systems based on the needs of the combat round. For example, there was one round here when no attacks could be fired due to the asteroids in the way. Any gunners who also had Engineering could theoretically switch to Engineer for a round and help divert power to other systems as necessary.
Melissa "Mel" Schultz |
Hey guys just wanted to ask for some help at moving my token in the map since my phone is kinda old...
As she said she likes to stick to someone and her main contribution to any battle would be super charging your weapons but if forced into a corner or if the foes are too close she can also use overheat.
Twila-4 |
A trail of blood runs across the floor of the ten-foot wide hallway that cuts horizontally across the ship; at each end of this hall are metal access doors on opposite sides of the hall. A shorter hall in front of the door you came through has two doors halfway up exiting to the left and right. Finally, a large airlock seal covers the center of the far wall. A double-barreled weapon turret limply hangs from the ceiling, just next to the southern airlock door.
Which wall is "the far wall"?
GM DocDoc |
Sorry, I was trying to replace all the read-aloud text referring to north/south/etc with language based on your current location (I don't like cardinal directions in a location that has no magnetic "north"), but I missed that one. As convention for this map, "north" refers to the front of the ship while "southern" refers to the back. You came in through the back, so "just next to the southern door" refers to the door you just came through.
I may go back to the original directionality, and just put a compass rose on the map for simplicity's sake.
Twila-4 |
wow! Twila just rolled really good!
The dicebot then made up for that by giving me two natural ones in a row on one of my PF1 games just now. Frankly, it's hilarious. All of us are rolling low on our diplomacy checks to gather information. What a comedy of errors!
Sturmvanger |
"Well...we wanted to talk our way through this like good Starfinders but that fickle god of Fate Dai Shrolla has decided that it shall be a fight!"
Twila-4 |
Twila-4 wrote:Twila's down and out. She was only at 8 hp, after being hit by Yotto earlier.For this fight, yes, but since you’ve still got all your RP you can be stabilized if the rest of the party survives.
So if I read the Dying and Stabilizing rules correctly, I can spend 2 (or is it 1?) of Twila-4's 5 RP to stabilize on her turn. Otherwise, if no one heals or stabilizes her, she'll lose 1 RP at the end of her turn. Is that correct?
Also, someone with at least 12 STR should pick up the force baton that Sam-12 was wielding, since it can overcome Yotto's incorporeal defenses.
Idaran force training baton:
An Idaran force training baton is a 2nd-level uncategorized basic melee weapon that deals 1d4 bludgeoning damage. The damage from this weapon counts as a force effect when wielded by a character with at least 12 Strength. Note, this does not mean the weapon deals force damage, only that it counts as a force effect for overcoming certain defenses such as incorporeal. It has the operative and powered (capacity 20, usage 1) special properties, it is light bulk, and it costs 400 credits.