
GM Quirk |

Greetings, brave Starfinders! This for an Outpost IV game, and will begin on or about February 16th.
Most of you have heard this before: please plan on posting at least once a day. We may slow down a bit on weekends, though I hope to be able to at least make a GM post or two even then. Suffice to say, I think we're all doing our job if we're getting 6 posts a week in, and that means we'll finish this in a timely manner.
I will need the following information from you:
1. Your character's name, class, race, and level.
2. Your organized play number + character number.
3. An email address for me to send the chronicle sheet.
4. Slotted faction.
5. Day job roll (if applicable).
6. Please put a "bot me" expression on your online character.
7. Instead of simply "dotting in" over at game play, please feel free to post a short background for your character. It can be a short description, or it can be narrative in form.
8. (Optional) A little bit about you as a player might be nice. I always enjoy getting to know the people I interact with here. On the other hand, I know some also appreciate the anonymity of the internet, so feel free to skip this part.
A little about me:
My name is Alan, and when I'm not playing games with all of you I'm working at a community television facility in the midwest United States. I live at home with my wife, two teenagers, and Chef Brian the cat.
I have been playing and GMing RPG's since 198coughcough.

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NCRL: Kultanien, Envoy, Android level 7
ORG play" 100387-701
Email - I'll drop you a PM with one.
Faction: Dataphiles. - I need to purchase that faction.
Day job: diplomat: 1d20 + 21 ⇒ (2) + 21 = 23
I've been playing on these boards for four or five years now. Started with PFS and slowly moved into SFS. I want to play more PFSv2, but its not really grabbing me for some reason - so I'm sticking to the one character at the moment and hoping it grows on me.

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NCRL Albertus Borlandou Mechanic Lanshunta Level 7
Orgplay13332-712
emailVLJasonschimmel@gmail.com
Wayfinder
Day Job profession show runner: 1d20 + 15 ⇒ (8) + 15 = 23
I had a character and personal post but message boards ate it. I'll try again later.

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NCRL: Fizz Duskfinder, Technomancer 7, Ysoki
OrgPlay: 25699-703
Email: Trscroggs@yahoo.com
Faction: Wayfinders
Dayjob: Profession(Archeologist): 1d20 + 19 ⇒ (13) + 19 = 32

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NCRL: Brock Laserforge, Dwarf, Envoy 1/Soldier 6,
OrgPlay: 108452-705
E-mail: azjauthor@gmail.com
Faction: Second Seeker (Jadnura)
DayJob: Profession(Corporate Professional): 1d20 + 10 ⇒ (18) + 10 = 28
Just saw the notice that we're able to sign up for more than 3 games, so just joined this one. I have to update my character from my last level up. Looking forward to the group.
Kultainen, I am playing with you as Gab in the Honorbound adventure, and I know I've played a few times with Quirk, so looking forward to a fun game!
I live in Indiana. I've got a wife, two sons, two dogs, one cat, and 8 chickens. I have been playing since high school in the very early 1990's, starting with AD&D 2nd edition, and in addition to the work that pays the bills I do some game reviews for Black Gate at http://www.blackgate.com/ when I get the chance, including a lot of reviews of Paizo products over the years, all the way from the initial Pathfinder Core Rulebook when it first came out.

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Oddman Mystic Kasatha 6
291669-705
the.ragi@protonmail.com
Second Seekers (Luwazi Elsebo)
I need a box checked on my Rebuilding Nakondis boon instead of a profession check

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Boons:
Faction: Wayfarer's Champion, Improved
Ally: Cedona -- Once per adventure, as a standard action, cast one of the following: augury, identify, lesser remove condition, mystic cure (level 2) all are cast by a level 5 caster. Augury costs 1 Resolve Point
Personal: Jinsul Witness -- You gain a +1 bonus to all saves versus abilities used by jinsuls or the diving herald, Ghurus
Social: Enemy of Star Azlanti -- Get a +2 to any Diplomacy or Intimidation roll against a member of this empire. Once per session, you can re-roll any one saving throw against a member of the Azlanti Star Empire.
Starship: Solar Powered Weapon -- A single laster weapon on your starship has a +1 to damage. The gunner may spend a resolve point to increase this bonus to +4 for 1 round.
Slotless: Mobile Translator
Slotless: Starfinder Insignia

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Gahh, I was just checking over my chronicles and realized I'm actually level 8.1, I'd skipped over two of them somehow.
I'm happy to stay at level seven for this as we have already started.

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Boon Selection:
Personal: Existing Dwarf (+2 Charisma)
Faction: Exo-Guardians Champion, Improved
Promotional: T-shirt re-roll
Ally: Expert Hireling (Myron Laserforge, +13 on Life Science/Mysticism/Physical Science)
Social: Live Air Celebrity
Slotless: Rebuilding Nakondis, Marked Field Agent, Private Vault

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Boons
Personal: None
Faction SS (LE)
Ally: Professional hireling
Social: Contractors respect (Kasatha microcord III)
Starship:
Promotional: T-shirt
Lots of slotless ones.

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We may want to coordinate this a bit. I can do any of the checks.
Physical science +12
Computers +12
And Culture +16, making me second task the best for me, if the others are already covered.
But before I roll, I figure if we have some gaps, I should go for them.

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So far it seems it'll go like this:
Scanning the Planet: Oddman (Mysticism +13) - I have a 25 total waiting on the Gameplay thread
Securing Satellite Data: Kultainen Vaimo (Culture +16)
Contacting the Station: Fizz Duskfinder (+18 Computers) - Automatic success
---------------
Albertus Borlando doesn't have a sheet, so it might still change.

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Darn I need to get him in here
so I have
+16 phsycial
+18 computers
+20 engineering
i don't know if the info changes based on the skill used as well but I am happy to roll for any of them. If take 10s are allowed I cant fail.

GM Quirk |

Late tomorrow I'll be posting a fairly complex set of skill checks (honestly, this isn't my favorite part of the adventure, I think it could have been handled differently).
I think a couple of you may have impressed the wee one Zivv may have a bonus for this section (a reroll, I believe).
In any case, we'll make the best of it.
As a preview, it may be best to start discussing who among you has the best Physical Science, Survival, or Perception. (Perception is at a slightly higher DC for this particular challenge).
Another challenge will need a single PC with the best computers or sleight of hand.
There will also be four additional skill challenges that ALL of you will need to roll for (most have multiple choices, so hopefully you'll all have a reasonable chance at this).
As with most things like this, you don't need to make ALL of the challenges, but it would behoove you to do well on MOST of the challenges.
Who knows, maybe this will be fun. My feeling is that if we were around a physical table in meat-space, this might be good. As a PBP event, it seems lacking.

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For round one I don't think it will be Kultanien
Physical science +12 (I guess Jopsie just holds on tight) Albertis is better at +16.
Survival +1 (ahahah)
Perception +10
For round two
Computers +12 -Albertus for the win again at +18 though we should let Oddman do that, same bonus and spread the love.
Sleight +6

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Oddman has:
Perception +13
Survival +14
And +6 to Strength to open any stuck doors.
I vote for the easier landing.

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Fizz has:
Physical Science +16
Perception +10 (+2 if Perception tools are allowed)
Computers +18 (with hacking tools and a kick-ass wrist-computer)
No survival or slight of hand.

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That natural 1 to stick the landing should prove humorous.
Thankfully, Oddman has some reasonable off-combat healing.

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I think I am missing a trick or three for my melee friendly characters. How do you get to +18 damage Brock?

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I'm guessing: +6 strength, +7 weapon specialization, +3 from hammer fist (works as melee striker boost), +2 from actual melee striker boost.
I also have an armor storm soldier.

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Oh very nice.
Melee striker looks like it would work with Vesk claw attacks too, which is good. Hammer fist... hmm.. I suspect wouldn't stack. Pity, but it is only an extra +2.
Of course now I'm looking at improved unarmed strike, and around level 12, the balance of extra damage from that (3d6vs 1d3= 8.5 point advantage) overtakes the vesk extra unarmed damage (+6 from their improved weapon spec on their claws).
Of course the vesk damage is featless.

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Yes, that's the combo that gets me there. Only flaw to the build is that I made him strength-intensive early on, which I realized too late sort of negates the value of power armor. The character still works, but I'd pictured him eventually getting power armor - and I still might - but since his strength is already this high, I'm not sure it'll ever be quite worth it.

GM Quirk |

Before I forget, now is a great time to roll for boons!
A 19 or 20 on a d20 roll is a winner.
If you roll a 19 or 20, roll a d4 please.
I get to roll too!
boon roll: 1d20 ⇒ 9
By the way, this particular game is taking a bit longer. Once you get through this area, there is a lower level that is quite a bit smaller than this level. I suspect we'll make it through the last bit of this adventure quite a bit faster than the first part.

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Boon: 1d20 ⇒ 11

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Thanks, it's very rare I get to use it.
Boooon: 1d20 ⇒ 18

GM Quirk |

I was just looking over the slides and came across this. It's a reminder of something Fizz and Oddman may want to keep in mind as we head toward the conclusion of this adventure.
Wehemothal projects background
magical energy that empowers spellcasting. When casting
a spell, a creature can spend 1 Resolve Point and attempt
a Mysticism check (DC = 15 + twice the spell’s level). If
they succeed, the creature can choose one of the following
when casting the spell: increase the spell’s duration by
50%, increase the damage dealt by 1 point per die, increase
the initial save DC by 2, or gains a +2 bonus to the spell’s
attack rolls.

GM Quirk |

A couple of things:
1. This thing is very hittable, though its AC is slightly higher than average than you would be used to seeing. Many of your misses were only off by 2 or so.
2. A few of you should revisit the possible options of using the apparatus. There are some interesting things that could happen with some experimentation.
3. Fizz's slow spell (which was brilliant, by the way), lasts 7 rounds (I believe). Only a couple of it left.

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Not me. ;)

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So round 3 is a miss, and we lose Heroics?
I'm calling dibs on "Ship lasers" (got a +14 survival) for round 4.

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I don't think we are in round 3 yet. I think we are getting another chance to distract it during round 2. I'll gladly use the station lasers if that is what the party wants. I'll post the roll behind a spoiler in gameplay now. that will leave the starship lasers for a later round plus any additional options that pop up.

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I think the idea is we need to pick our strategy in advance and just do one roll. This type of thing is hard in PBP as we all want to post to stop things slowoing down.
I'm going to suggest we work out way down from our best modifiers for whatever distractions are available to us and use them... with a priority for if there are any special one-round-only things (such as the stealth check in round 1).
Does that seem reasonable?

GM Quirk |

So round 3 is a miss, and we lose Heroics?
I'm calling dibs on "Ship lasers" (got a +14 survival) for round 4.
No, round three is just happening right now. The only options you no longer have is the stealth rolls and the distractive comm device (which was a resounding success). Remember, you only have three more of these (heroics, ship lasers, and station lasers). There will be upwards to 10 rounds. There will be other things you can do in those rounds. You don't have to use a distraction now if you don't want to. You can save them.
If you have a failed roll, you can do it again until you get a success (at which point that will be your one use of the distraction).

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I thought we could all attempt one distraction each turn until they worked. Are you saying that we need to pick one distraction to try each turn? Or can we attempt multiple distractions at once?
It seems like this is what we tried on Round 2:
Ship's lasers (Oddman, fail)
Comm Unit (Fizz & Albertus, success)
Heroics (Brock, fail)
Is it okay that all of these attempts were on Round 2?

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I think we just do one a turn, but because we are doing this PBP, things can get a bit confused.

GM Quirk |

Here's what the adventure says:
On their turn, a PC can attempt a distraction as a standard
action. Each distraction involves a specific attack roll or
skill check, and if successful, the distraction causes the
beast to veer off course and skip its next action. The effects
of multiple successful distractions in a round do not have a
cumulative effect, and each distraction can only successfully
affect the beast once.
Looks to me like you can make multiple attempts in a turn, but it's risky. Only one distraction will do anything, once you get a successful roll the distraction it is gone.