GM Jhaeman's "Dawn of Flame: Soldiers of Brass" (Inactive)

Game Master Jhaeman

Dawn of Flame, Chapter 2: Soldiers of Brass

Maps & Handouts


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I think you mean "star-rats" in the "galacto-sewers"!


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Light armor
Second skin (x5) 250 credits each
Graphite carbon skin 1,220 credits

Advance melee
Longsword (x4) 375 credits each

Basic melee
Cestus battleglove 100 credits
Survival knife 95 credits

Longarms
Pulsecaster rifles (x4) 100 credits each

The pulsecaster rifle battery type was errata’ed: "Page 176: In Table 7–4: Longarms, in the shock category, change the pulsecaster rifle's capacity to 20 charges and its usage to 1."

Small arms
Pulsecaster pistol with 1 battery (20 charges) 250 credits each
Static arc pistol with 2 batteries (20 charges each) 750 credits +60 credits for the extra battery

Ammunition
3 high-capacity batteries (40 charges each) 330 credits each, but these should be standard, due to the correction to the pulsecaster rifle consumption

Technological
Medpatch (x4) 50 credits each
Toolkits (x3), Hacking kit 20 credits each
Enhanced video camera scanner with a battery (20 charges) 1,375 credits
Signal jammer (3rd level) 900 credits

Magical
Two vials
Spell gem of Identify 140 credits

Hybrid
Astral transponder 3,500 credits

Personal
Industrial backpacks (4) 25 credits each

Moolah
Credsticks (450 credits)
UPBs (x200) 200 credits

Quest items
Cryo-Generics warehouse key card
DCI staff key card


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Here's the loot sheet, Jin, if you want to add things to it:

https://docs.google.com/spreadsheets/d/1Fy7pV49XGURy9FAUGLCC0rTJecDd9k251rE Fpq9G5ds/edit#gid=662199014


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis Level 3 Envoy with Mediator Archetype:

+1 BAB, +1 to fort saves

+6 HP, +6 SP

Expertise Talent:

Additional Skill Expertise (Ex): Taking Diplomacy

Feats:

Minor Psychic Power: Taking Telepathic Message
Weapon Specialization (bonus feat for each weapon type that envoys are proficient in, so basic melee, grenades, and small arms) (apparently grenades don't allow proficiency)

--9 skill ranks [diplomacy, computers (2), perception, stealth, life science, mysticism, culture (2)]

... Think that is it, but let me know if you see any holes.


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Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

I feel like the astral transponder, signal jammer, and video camera might be useful in the future. They'd be a good addition to Hani's tools. He can carry them and have them ready to use as necessary.

Also, if no one else wants the static arc pistol, Hani would like it. He's an admirer of such a fine weapon. I don't want him shooting too often, but it's a good plan B.

Thanks for creating the list and links, Jin.


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@Zharis: Looks good to me, thanks.

@Everyone: This is a good place to claim loot and add it to your personal inventory tracker. Don't forget to remove it from the group list!


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

There's nothing on the loot for Jin.


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Zharis:
You rocked the Role-specific Bonus XP challenge (succeeding on all 5 checks). Every DCI staff and board member has heard of your daring exploits, and they also find you personally charming. You earn a CR 2 XP reward (600 xp). I'll factor this into your overall tally during the next instalment.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

I need a mk 1 strength personal upgrade for 1,400 credits - how are we dividing the credits? There seems to be a lot of trash piled up on the ship, especially armors.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Up to this point, we've been claiming things that we can use, and when we sell stuff we split it evenly... claiming something doesn't "deduct" from what you get. I've been dumping my cast-offs into the group loot as well, since it seems better to see if someone else can use those things rather than selling for a fraction of the original cost.

If you feel like your personal upgrade is more important than anything else, I don't mind talking about the group giving you that amount, but I am against the whole idea of deductions like that. It makes people afraid to use what we have and wastes resources.

The reason that there is a lot of stuff on the list is that we haven't sold things since our last battle back in the first part of this game, because that was basically "the end" of the game and we weren't focused on that.

I'd like to buy stuff too, but as I said, selling things for 10% of their worth is a big incentive to use what we have because it isn't easy to save. Looks like I have a total of 753 credits from all the rest of the adventure before you guys came... so I can't get an upgrade either.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Keeping weird stuff you would never normally buy is fine - who would ever lose 3,500 credits on an astral transponder?

But keeping stuff nobody is using nor carrying, considering how cash poor the Starfinder APs are, is just nerfing yourself.

These four items seems obvious sells:
Second Skin Armor (5)
Holoskin (1)
Azimuth Laser Rifle (1)
Longsword (4)

For 367 credits. The power armor might also have the same destiny, but I think Hani can use it in a couple of levels, not so sure on armor prototype mechanics.

650 (credits + UPB) from the bloodshots

1,500 from the reward

Total of 2517, or 503,4 split five ways.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Unfortunately we can't use or sell the power armor because it in on the ship we acquired at Far Portal Station... it was too big and bulky to carry, and it sits in its own charging station. We originally kept it because Vilo was going to use it.


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

I think we should keep the lifter. Can't use it for combat but we can use it for liftin purposes. Presumably it wasn't one of the first loots we found for no reason.

Sorry I'm a bit abscent. Busy days keep coming. Hoping to have time to level up tomorrow afternoon.


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Finding the coordinates from the Astral Transponder on your own earns you a story reward XP bonus that you wouldn't have received if Taeress had to do it for you. I normally wait longer between instalments for simplicity, but since it makes an immediate difference for a couple of you, I'll go ahead and calculate it now.

Experience Points (Instalment # 8)

Xylian:

+Previous: 3749
Story Award (Locate Coordinates): 80
TOTAL: 3829/6000

Zharis:

+Previous: 3949
Story Award (Locate Coordinates): 80
Role-specific XP Bonus: 600
TOTAL: 4629/6000

Cabizo:

+Previous: 3749
Story Award (Locate Coordinates): 80
TOTAL: 3829/6000

Jin:

+Previous: 3260
Story Award (Locate Coordinates): 80
TOTAL: 3340/3300 Level Up!

Hani:

+Previous: 3260
Story Award (Locate Coordinates): 80
TOTAL: 3340/3300 Level Up!


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

=)


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Yay!


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Recovering Hit Points Naturally

With a full night’s rest (8 hours of sleep or more), you recover 1 HP per character level. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for 24 hours, you recover 2 HP per character level.

--------------------

Jin will actually be at 23 out of 27 hit points - not enough to justify the usage of another serum. We might even find some healing on the next group of criminals...


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

I'll work on leveling Hani tonight. I'm not sure there is much for a 3rd level mechanic to choose at this level, other than a new feat.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Nib said it was really hot... I see "thermal regulator" both available as a stand-alone item and an armor upgrade... are those things that we could buy on the way? Seems like with the whole theme of the adventure they might come in handy.


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Yes, you can do standard shopping in Stellacuna.


Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

Updated Hani to third level. Highlight is probably the "step up" feat. Since Hani is slow, and he has some special abilities he can use his move action for, I think this could work for him in case an enemy gets slippery and tries to get away.


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Xylian is leveled up finally. Another level of mechanic. Took Weapon Focus with longarms so with Combat Tracking up he has +6 on attack rolls and +3 damage with the weapon specialization granted at level 3 so he can hit preeeety hard now, especially with those bigger batteries we found.

Are the battery chargers in our dorms free or do they cost per charge?


Nope, you don't have to pay for DCI electricity.


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Xylian took allllll the batteries except the one Hani claimed. So if you need one you know where they are. I've checkmarked everything on the loot list I believe is unclaimed and no one wants. Are we good to sell everything that's been marked whilst are characters are in the store?

Edit: So if I'm understanding the Thermal Regulator item correctly, it does the same thing out suits environmental protection thingy does, but more energy efficient?


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7
Xylian Xuuvats wrote:
Are we good to sell everything that's been marked whilst are characters are in the store?

Sell everything that isn't bolted down to the ship. $.$


@Xylian: Yes, as an armor upgrade it keeps you safe from extreme temperatures without draining your armor's environmental protection reserves so quickly (I do keep track). There's also a version that's a standalone item, not an armor upgrade, in case you don't have the upgrade slots or aren't wearing armor.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Cabizo is in charge of the loot sheet, so let's make sure he's got it recorded properly before we spend our share.


Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

Yep, we’re good to go!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

... okay then. I suppose that the official distribution is 2196 credits divided by 5, which is 439.2 each.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Not too shabby!


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Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

If this were As the Black Hole Turns, at this point Zharis and Prestine would fall into each other's arms, finding love through mutual admiration in a chance meeting on a far-off planet... but Zharis decided not to go that far in this case. Wrong audience. :D


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Just a very early heads-up that in about a month, I'll be away for a week.

And apologies for the slow posting recently--work will get back to normal for me in mid-June.


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Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

I wasn't aware you could schedule lycanthropy in advance.


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All I need is a lunar calendar, an isolated hut, and a stout set of silver chains!


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Experience Points (Instalment # 9)

Xylian:

+Previous: 3829
Story Bonus (Discover Meltdown): 80
Solar Plume Hazard: 160
Story Award (The Hard Sell): 240
Big Tola: 160
Bloodshots (x3): 120

TOTAL: 4589/6000

Zharis:

+Previous: 4629
Story Bonus (Discover Meltdown): 80
Solar Plume Hazard: 160
Story Award (The Hard Sell): 240
Big Tola: 160
Bloodshots (x3): 120

TOTAL: 5389/6000

Cabizo:

+Previous: 3829
Story Bonus (Discover Meltdown): 80
Solar Plume Hazard: 160
Story Award (The Hard Sell): 240
Big Tola: 160
Bloodshots (x3): 120

TOTAL: 4589/6000

Jin:

+Previous: 3340
Story Bonus (Discover Meltdown): 80
Solar Plume Hazard: 160
Story Award (The Hard Sell): 240
Big Tola: 160
Bloodshots (x3): 120

TOTAL: 4100/6000

Hani:

+Previous: 3340
Story Bonus (Discover Meltdown): 80
Solar Plume Hazard: 160
Story Award (The Hard Sell): 240
Big Tola: 160
Bloodshots (x3): 120

TOTAL: 4100/6000


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

That's a lot of critical fumbles for 1 round of combat.


Stamina 00/70 HP 42/62| EAC 22 KAC 23| F: +8, R: +14, W: +5 | Init: +7 | Perc: +18 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 10/10 | Ultracold Hailcannon +14 (+17) (UCB 4: 52/100 Usage: 4 (12)) (4d8+10 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: Large; Brightlight 50' Radius; Light 100' Cone, Miracle Worker 07/10* |Special Abilites: Scrappy 0/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 0/Day

Nice one bby.


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Male Telia Mechanic (Experimental Armor Prototype) 7 / Soldier 1 (Blitz) Tinker SP 81/81 HP 55/55 RP 8/8 EAC 19 KAC 21 INIT +5 SPD 35' FORT +10 REF +6 WILL +7 PER +16 60' Darkvision Resistance (cold and fire) 5

Sorry I have been AWOL on posting. I work one weekend a month, and this was it. It was a busy weekend--I work at a downtown library in community television. We live-streamed a major event that usually draws several thousand as an in-person event. I have been preparing all of this since Thursday.

Everything happened today, and it was nearly flawless.


No worries, and glad to hear everything went so well!


Complete aside: I'm recruiting Level 1 or Level 2 PCs for a Starfinder Society adventure called Bluerise Breakout: info here.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

I don't usually play society games because I like long term better and I am already in a lot of games and want to give newbies a chance. However, if you are ever short someone because the game isn't popular or because someone drops, just let me know and I will put something together.

(That's how I get most of my games now, actually... filling in for people who ghost.)


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@Zharis: Thanks, that's appreciated--it looks like this one is filling up, but I'll keep your offer in mind for the future.


Experience Points (Instalment # 10)

Xylian:

+Previous: 4589
Story Award (Negotiate Sirocco): 240
Story Bonus (Learn Secret Door): 80
Story Award (Learn Eos Club): 160
Jolting Door Trap: 160
Gashmaw: 160
Mama Throsh: 240

TOTAL: 5629/6000

Zharis:

+Previous: 5389
Story Award (Negotiate Sirocco): 240
Story Bonus (Learn Secret Door): 80
Story Award (Learn Eos Club): 160
Jolting Door Trap: 160
Gashmaw: 160
Mama Throsh: 240

TOTAL: 6429/6000 Level Up!*
*Remember that although max stamina, hp, and resolve points increase, your current sp, hp, and rp stay at their current levels until you rest or heal.

Cabizo:

+Previous: 4589
Story Award (Negotiate Sirocco): 240
Story Bonus (Learn Secret Door): 80
Story Award (Learn Eos Club): 160
Jolting Door Trap: 160
Gashmaw: 160
Mama Throsh: 240

TOTAL: 5629/6000
Special: Cabizo, I remember you’ve attempted some of the skill checks for your role-specific bonus—have you attempted all five yet, or still in progress?

Jin:

+Previous: 4100
Story Award (Negotiate Sirocco): 240
Story Bonus (Learn Secret Door): 80
Story Award (Learn Eos Club): 160
Jolting Door Trap: 160
Gashmaw: 160
Mama Throsh: 240

TOTAL: 5140/6000

Hani:

+Previous: 4100
Story Award (Negotiate Sirocco): 240
Story Bonus (Learn Secret Door): 80
Story Award (Learn Eos Club): 160
Jolting Door Trap: 160
Gashmaw: 160
Mama Throsh: 240

TOTAL: 5140/6000


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Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

4/5 checks attempted for the personal mission so far. I labeled the first as "Sense Motive to Mediate" and the other three as "Sense Motive vs Personal Mission" just to be super clear. I'm trying to roll them when they come up, and it's been great to have folks so ready to create situations that could potentially require mediation or a therapist. XD


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Inventory | CG M Skittermander Mystic 3 | Stamina 18/18 HP 10/20 | EAC 13 KAC 14 | CMD 22 | F: +1, R: +3, W: +7 | Init: +2 | Perc: +12, SM: +12 | Speed 30ft | Spells: 1st 0/4 | Resolve 5/5 | Active conditions: None

Darn, I forgot Cabizo can also use Profession (therapist) for his personal mission, and his bonus there is +3 more than Sense Motive (along with being perfectly applicable to the situation). #NextTime


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 10 (Noble Scion) | SP 70/70 |HP 64/64 | RP 10/11 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +10 / Will +7 (+2 charm/compulsion) | Initiative +4 | Bluff +20 (+1d6+2) / Diplomacy +19 (+1d6+2) | Perception +14 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Zharis Envoy Level 4

BAB +1
Ref Save +1
Will Save +1

Hit points +6
Stamina points +6

Mediator Archetype:

Expert Negotiator (Ex) - 4th Level
You are highly skilled at convincing others and reaching amicable agreements. If a creature’s initial attitude toward you would be unfriendly, indifferent, or friendly, you instead treat its attitude as one category higher. When you fail a Diplomacy check to change the attitude of a hostile creature by 10 or less, you can attempt to change its attitude again. Whenever an ally uses aid another to assist you with a Diplomacy check to change a creature’s attitude, if you succeed at that check, the targeted creature’s attitude toward your ally also improves.

+9 skill ranks (bluff, diplomacy, perception, physical science, medicine (3), culture, computers)


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@Cabizo: Thanks, that's a fun way to handle it.

@Zharis: Expert Negotiator is pretty useful! (especially the automatic upgrade of initial attitude--it'd be good if you remind me of that when you first encounter new creatures.)


Keep up the good work guys! You've reached the final third of this chapter.


Male NG Kanabo Guard Soldier 7 | SP 56/56 HP 33/55 | RP 8/6 | EAC 16; KAC 18 | Fort +6; Ref +4; Will +6 | Init: +2 | Perc: +11, SM: +1, Darkvision 60 ft. | Speed 25ft | 1/day — disguise self, supercharge weapon; Frenzied Fighting: +3 melee dmg, will save and -1 AC, +7 temp HP | Coordinated Shot, Lunge, Fire Resistance 7, Piercing DR 7

Can we do the shopping after this and before the EoS battle? I need to resupply my serums of healing


You bet.

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