SFS Salvation's End and After (Inactive)

Game Master therealthom

An intrepid band of adventurers works to save the Starfinders lost in the Scoured Stars and explore Salvation's End.

Maps, etc ...


201 to 250 of 1,203 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Maps, etc...

Pre-race status:
*Xikko (2 actions left)
*Thundergun (1 action left, 2 casual spying left) (+1 piloting mod, 2 mods to be chosen)
*Idir (3 actions left)
*Nic nack (3 actions left )
*Kuozar (actions complete, 3 casual spying left) (4 weapons mods to be chosen)

Wayfinders

| SP 7/7 HP 11/11 | RP3/3 | EAC 13; KAC 15| Fort +2; Ref +1; Will +2 | Init: +1 | Perc: +4, Diplo: +6, Culture: +5, LS: +5, Intimidate: +6

As the rest of the crew continues to work on the machine, I head over the gnome who appears to be struggling with her machine.

"Greeting, Lemgem! What do you know of this hotshot Ratrod? He seems, how should I say, rather full of himself, no? If nothing else, I hope someone is able to put him in their place."

Dplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

"It wouldn't surprise me if he's cheating somehow. You know what I mean?"

One Action left, I'll save based off what happens here.

Dataphiles

Izalguun | Cyberborn | Technomancer -2- / Soldier -1- | Perception +0 | Initiative=0 SP=23, HP=23| EAC=16 KAC=19| F=3, R=0, W=5, RP=4

Piloting Mode -ok.
Other two are: Speed Increasing and +2 AC vs Energy.

Thundergun would like to try negotiate with someone into rookie's alliance. So Velocity looks fine. The technomancer will have a talk with this driver...
Velocity? I've heard you are ambitious. I decided to discuss some heating and fuel injection aspects before the race...
Mechanics is engineering?: 1d20 + 10 ⇒ (16) + 10 = 26
How'bout we kick off the leader - Ratrod!?


Maps, etc...
Xikko - Gimry wrote:

...

"Greeting, Lemgem! What do you know of this hotshot Ratrod? He seems, how should I say, rather full of himself, no? If nothing else, I hope someone is able to put him in their place."

"It wouldn't surprise me if he's cheating somehow. You know what I mean?"

...

The gnome cocks her head sideways to look at Xikko. "I don't think he's cheating, but yeah, I'd like to take him down a notch. What do you have in mind ? ....

After some back and forth in the conversation, she chimes in, [b]"Ratrod's crew has given him some top notch tech. He's got a device that somehow boosts his racer when someone hits it with energy beams."

After a little more conversation you settle on terms. Lemgem will help Laboni win, if your team helps her take second place.

Thundergun wrote:

Piloting Mode -ok.

Other two are: Speed Increasing and +2 AC vs Energy.

Thundergun would like to try negotiate with someone into rookie's alliance. So Velocity looks fine. The technomancer will have a talk with this driver...
Velocity? I've heard you are ambitious. I decided to discuss some heating and fuel injection aspects before the race...
[dice=Mechanics is engineering?] 1d20+10
How'bout we kick off the leader - Ratrod!?

The silver android is impressed and thrilled by Thundergun's mod. They enthusiastically pledge to help Laboni win, and of course they'll take second.


Maps, etc...

Pre-race status:
*Xikko (1 actions left)
*Idir (3 actions left)
*Nic nack (2 actions left ) (I forgot about walking the track in the last status. )
*Thundergun (0 action left, 2 casual spying left) (+1 piloting mod, speed increase, +2 AC v energy)
*Kuozar (actions complete, 3 casual spying left) (4 weapons mods to be chosen)

Idir and Nic nack, please describe multiple actions in your next post so we can move this along.

Pilot Status
Lemgem -- Allied!
Velocity -- Allied!
Nyizin -- Nyizin refuses to ally with the PCs during the race, but if the PCs empathize with her desires with a successful Culture check, she becomes friendly and explains how to overload a junkracer’s engine. (speed boost)
Orsis -- He refuses to ally with the PCs during the race, but he offers them tips if they succeed at a Diplomacy check to befriend him.
Ratrod -- willing to banter with the PCs. Though most of his talk plays to the crowd, PCs may try another Sense Motive check for more options.

LABONI’S BASIC JUNKRACER (with TG's mods)
Speed 45 ft., full 450 ft.
EAC 12; KAC 12
Attack energy weapon (–4 to Piloting)
Modifiers +3 Piloting, –3 attack
Passengers 1
SPECIAL ABILITIES
Remote Control Laboni’s junkracer and weaponry can be remotely controlled by the PCs, allowing them to attempt Piloting checks and attack rolls in her place.

mod options:

Improve Laboni’s Junkracer: Make a Computers, Engineering, Perception, or Physical Science check to find parts in the scrapyard and install them in Laboni’s racer. Possible improvements are:

• The vehicle’s base speed increases by 5 feet.
• The vehicle gains a +1 Piloting modifier.
• The vehicle gains a +1 attack modifier.
• The vehicle gains a +2 bonus to its EAC.
• The vehicle gains a +2 bonus to its KAC.
• The PCs install a basic energy weapon on the vehicle (imposes a
–4 base Piloting penalty on a hit).
• The PCs install a basic kinetic weapon on the vehicle (imposes a
–4 base Piloting penalty on a hit).
• The PCs upgrade a weapon to impose an additional –2 penalty to
enemy Piloting checks on a successful hit.

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.

Culture (Nyizin): 1d20 + 4 ⇒ (15) + 4 = 19
Diplomacy (Orsis): 1d20 + 6 ⇒ (5) + 6 = 11
Sense Motive (Ratrod): 1d20 + 5 + 1d6 ⇒ (10) + 5 + (4) = 19

Idir tries to speak with Nyizin further to try and persuade her to open up. Whether he succeeds or fails, he makes his way over to Orsis' stall and attempts to chat him up as well, citing friendly sportsmanship and fair play. Finally, he approaches Ratrod himself and try to get a read on him, making sure to be polite and hoping to smooth over any tensions Laboni may have created. This was meant to be a fun competition, friendly and fair, right? He hoped...

Wayfinders

| SP 7/7 HP 11/11 | RP3/3 | EAC 13; KAC 15| Fort +2; Ref +1; Will +2 | Init: +1 | Perc: +4, Diplo: +6, Culture: +5, LS: +5, Intimidate: +6

Figuring that someone needs to put that Ysoki in its place, I head over to pay a little visit to Ratrod. As I get there, I see Idir has the same idea.

Idir Sense Motive Aid: 1d20 ⇒ 2

Something is just not right with that Ysoki, but maybe I've misjudged him a little.


Maps, etc...

Idir's conversation with the ryphorian lasts quite a while. She's had it rough lately. While telling the story, her hand reaches up to gently grasp the 60 cm long canine tooth on a leather lanyard around her neck. A bar fight went seriously bad and her bonded dragonkin companion dove onto the grenade meant to kill them both.

"Now I'm just looking for a good death. I want to go out in a blaze of glory, like a the comet storms on Antush."

She rouses from her introspection. "You seem OK. Your friend Laboni's got almost no chance though with that kiddie cart she's cobbled together. Let me show you something that might help."

Nyizin sketches out a diagram showing an induction circuit that can be used to double the racer's speed in a short burst. The only downside is that it's likely to fry the motor.

This modification allows the PCs to press their engine during the race and double their speed for one round, but there is a 50% chance the engine could have an internal malfunction on the next round that permanently reduces the vehicle’s base speed by half.

The dromada's chat with Orsis is unremarkable, but Ratrod is surprisingly friendly. Remarkable really, how he can compartmentalize his rage against Laboni and not have it bleed unto her companions. He talks loudly, dissin' Laboni, much to the amusement of the idolizing crowd nearby.

Ratrod is dangerously near the edge of some kind of psychological break. The party could try to gain an advantage two ways -- make Laboni apologize to try to diffuse the tension, or trash talk him with an Intimidate check, which might encourage him to make a mistake on the course, if Laboni can get ahead of him.

Ninja'd by Xikko! You can retcon your action if you post before my next.

Wayfinders

| SP 7/7 HP 11/11 | RP3/3 | EAC 13; KAC 15| Fort +2; Ref +1; Will +2 | Init: +1 | Perc: +4, Diplo: +6, Culture: +5, LS: +5, Intimidate: +6

Does the Aid count as an Action? I wasn't sure it did, so I thought I could still take an action after the Aid. If I can't then, yeah I'll go ahead and retcon that.

I realize that this Ratrod isn't listening to anything that Idir is trying to say to diffuse the situation. Obviously we need another way of approaching this.

"Hey Mouseface! What is your beef with Laboni? How about you just get in that little piece of junk you call a racer and calm down a bit. Of course, I have seen pups with better racers then that, so I could understand you wanting to stay out of it. I mean your little entourage here only likes winners, and well, that won't be you."

Intimidate: 1d20 + 6 ⇒ (13) + 6 = 19

"Let's go back Idir, we don't have time for this mouse."


Maps, etc...

Beneath his fur, you are sure Ratrod is turning purple. The ysoki's hands clench, and his lips draw back in a snarl. "Starfinders! Arrogant pups of tuskers! Laboni's going to be a smoking pile of rubble by race's end!"

He's super-pissed now.

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.

Idir listens to Nyizin's story quietly and nods.

"I know a bit about what that's like. In a way it's two bereavements. One for the one you've lost and one for the person you once were with them," he says kindly. Upon receiving her sketch, his eyes light up. "Thank you! You're a true sportsperson, Nyizin, and I wish you best of luck in the race...and that one way or another, you find peace. Should you ever wish to talk, here's my contact info. It always helps to have a friend to listen to."

He exchanges comm info and then returns the schematic to Thundergun, figuring he'd know best what to do with it before making his way to Ratrod.

When Xikko-Gimry insults the proprietor and sets them on an inevitable course to conflict, Idir's eyes widen in horror.

"What were you thinking?!" he hisses at him as they walk away, panic clear in his tone. "Now he's going to be out for blood in this race, and Laboni's life really will be at stake!"

Out of character, I know it'll get us an advantage and I'm not actually upset at you. Idir's just very conflict-averse and would have preferred trying to get Laboni to swallow her pride, so I wanted his roleplay to reflect that.

Wayfinders

| SP 7/7 HP 11/11 | RP3/3 | EAC 13; KAC 15| Fort +2; Ref +1; Will +2 | Init: +1 | Perc: +4, Diplo: +6, Culture: +5, LS: +5, Intimidate: +6

Looking up at the large Dromada I just shake my head.

"He is nothing more than a hotshot wannabe. All bark, no bite as they say. Get him away from his crowd and he has nothing. He is a little upset, sure, but I do not think our friends life is in anymore danger then before."

"I do not know much of your kind, friend, but I can assure you he has been called worse." Xikko looks slowly to the ground.

"We all have"

Also, my PCs name is just Xikko. Gimry is just my generic handle on the boards.

Acquisitives

m CN nuar Mechanic 4 [Mercenary] | sp 28/28 | hp 30/30 | rp 4/4 | EAC 19 KAC 20 | F+4 R+7 W+1 | Init +4 | Perc +6 | DV60'

I want to install both energy and kinetic weapons and upd them to additional -2 penalties. Is it 4 actions?


Maps, etc...

That's four actions. Done.

Work crunch tonight and tomorrow. Can post tomorrow night. Meanwhile you guys can sort out who's doing what during the race.

LABONI’S BASIC JUNKRACER (with all mods)
Speed 45 ft., full 450 ft.
EAC 12; KAC 12
Attack: energy weapon (–4 to Piloting)
_______ energy weapon (–6 to Piloting)
_______ kinetic weapon (–6 to Piloting)

Modifiers +3 Piloting, –3 attack
Passengers 1
SPECIAL ABILITIES
Remote Control Laboni’s junkracer and weaponry can be remotely controlled by the PCs, allowing them to attempt Piloting checks and attack rolls in her place.

Option: a player can control Lemgem ; a player can control Velocity.

Wayfinders

Shirren Mystic / 1

Not sure if Nic Nack has any actions left but if he does he will look for parts and install them

"The universe has provided some dura plates for light weight armor." Nic nack drags over metal sheet plates.
Action #1PERCEPTION: 1d20 + 7 ⇒ (10) + 7 = 17 The vehicle gains a +2 bonus to its KAC

Action #2PERCEPTION: 1d20 + 7 ⇒ (20) + 7 = 27 The vehicle gains a +2 bonus to its EAC.


Maps, etc...

Right you are. I forgot those last two in my rush to get ready for the race. Sorry about that.

LABONI’S BASIC JUNKRACER (with Nic nack's mods)
Speed 45 ft., full 450 ft.
EAC 14; KAC 14
Attack: energy weapon (–4 to Piloting)
_______ energy weapon (–6 to Piloting)
_______ kinetic weapon (–6 to Piloting)

Modifiers +3 Piloting, –3 attack
Passengers 1
SPECIAL ABILITIES
Remote Control Laboni’s junkracer and weaponry can be remotely controlled by the PCs, allowing them to attempt Piloting checks and attack rolls in her place.

Special #1: 1 driver re-roll on a piloting check.
Special #2: Velocity's speed doubling boost that risks damaging the engine so that you run at half speed the next round and ever after.

Option: a player can control Lemgem ; a player can control Velocity.


Maps, etc...

Suddenly a squeal of incredibly loud piercing music knifes through the air and your ears. "10 MINUTES TO RACE TIME. RACERS TO THE STARTING LINE. IF YOU AIN'T THERE IN FIVE, YOU'RE NOT RUNNING."

Laboni looks up from the nut she's tightening. "I guess this is it. However it turns out, thanks for your help. " She puts a shoulder against the racer's frame and begins to push it toward the starting line.

Suddenly she stops. Hey, what are we going to call her? She's got to have a name for good luck!"

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.
Xikko - Gimry wrote:

Looking up at the large Dromada I just shake my head.

"He is nothing more than a hotshot wannabe. All bark, no bite as they say. Get him away from his crowd and he has nothing. He is a little upset, sure, but I do not think our friends life is in anymore danger then before."

"I do not know much of your kind, friend, but I can assure you he has been called worse." Xikko looks slowly to the ground.

"We all have"

Also, my PCs name is just Xikko. Gimry is just my generic handle on the boards.

Thanks for the clarification!

"I'm...sorry to hear that, Xikko. While we dromada may have our disagreements, we'll always come together no matter what names we've called each other. Because the name everything else on our homeworld calls us (metaphorically speaking) is 'lunch.' I just...I wanted this to be a friendly competition, without the risk of death to anyone. We've lost enough Starfinders already, why put one more at greater risk?"

SD DM wrote:

Suddenly a squeal of incredibly loud piercing music knifes through the air and your ears. "10 MINUTES TO RACE TIME. RACERS TO THE STARTING LINE. IF YOU AIN'T THERE IN FIVE, YOU'RE NOT RUNNING."

Laboni looks up from the nut she's tightening. "I guess this is it. However it turns out, thanks for your help. " She puts a shoulder against the racer's frame and begins to push it toward the starting line.

Suddenly she stops. Hey, what are we going to call her? She's got to have a name for good luck!"

Idir jumps at the loud noise, then regains his composure and approaches Laboni, putting both his hands on her shoulders and looking her in the eye.

"Please, Laboni, be careful. No matter how much pride you risk losing, your life's worth infinitely more."

When she asks for suggestions on a name, he scratches his chin.

"Dawnbreak? You know 'can't outrun the sunrise' and all that?"

Wayfinders

Shirren Mystic / 1

"Laboni, how are you at piloting this thing? I have some experience in flying crafts would you prefer that I pilot this craft?" Nic nack offers.
I have a +5 to the skill


Maps, etc...
Idir of Herd Fernas wrote:

...

"Dawnbreak? You know 'can't outrun the sunrise' and all...

"That's great! I love it. Dawnbreak!" She grabs a grease pencil and scrawls the name across the racer's nose. "I'll paint a real logo later."

Nic nack wrote:

...

" "Laboni, how are you at piloting this thing? I have some experience in flying crafts would you prefer that I pilot this craft?" Nic nack offers. ...

"I admit I could use some help with that. And the racer does have the remote control systems. Sure, Nic nack. Thanks!"

+5 is better than her. You guys have yourself a pilot.

Laboni's racer is the next to last to arrive on the starting line.

At the extreme left, Ratrod sits in pole position. The ysoki glowers at Laboni and at Xikko. His racer is a four-wheeled bare welded tubular frame with tiny windscreen to protect the cockpit and a whining oversized turbine whose intake is directly behind the pilot's head. Some kind of plasma beam is mounted just aft of the rear wheels.

Beside him is Nyizin on a sleekly faired, two-wheeled bike. It looks like the drive train is all electric and silent. The thin plastic fairing won't be much protection in a crash and her bike has no weapons mounted. The ryphorian nods to the other racers.

Lemgem's bulky machine sits in the middle of the pack. Large tandem in-line combustion engines form a long nose over which is mounted a veritable cannon. The cockpit is perched high in the back. "Gonna beat you today, Ratrod!" she shouts. Then she turns to Laboni to shout, "Remember about the energy weapons!" She begins to rev her engines to painful decibel levels.

Next is Orsis, who sits in the center of an improbable junkracer consisting of six circular intersecting tracks that traction pads move along to push the machine forward. A kinetic weapon points forward on fixed mounts. Orsis acknowledges none of the other drivers. His attention seems to be taken up rocking his machine back and forth to maintain its balance.

Last to the line is Velocity's tricycle. "Almost didn't finish that engine mod." The android grins, obviously well satisifed. While he waits for the start, he amuses himself by aiming the three, three!, weapons at the track, the crowd, the other racers.

Gunnery phase is next. You've got a pilot. You better sort out who's doing what with the guns.

Dataphiles

Izalguun | Cyberborn | Technomancer -2- / Soldier -1- | Perception +0 | Initiative=0 SP=23, HP=23| EAC=16 KAC=19| F=3, R=0, W=5, RP=4

Thundergun is not good in targeting. Just with aiming. My main wepon is auto-targeting. But it is not for toy-machines. So, maybe Kuozar may shoot? Inevitability of the Dawnbreak, huh... I will aid you with some engineer expertise

Acquisitives

m CN nuar Mechanic 4 [Mercenary] | sp 28/28 | hp 30/30 | rp 4/4 | EAC 19 KAC 20 | F+4 R+7 W+1 | Init +4 | Perc +6 | DV60'

- I don't mind. I want to try these cuties.

The horned humanoid almost gently runs his hand over a pile of recent scrap metal that has become very brutal guns. Rust and sticking rivets only add to the brutality of his creations. The final touch is a few blades and a sharpened crowbar, which he mounts in the doors and bumper.

(no mechanical effect, just the car should be a bit like in Mad Max)

Kuozar takes a nail and scratches a small symbol on both guns, then whispers a few words and secretly kisses the drawing. He doesn't do it for the others, but just for himself.

- I'm rrrready. We'll make a hell of an Abyss right on the road, arrghh! - lighting a cigar, he climbs into the gunner's cab.

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.

Cue the music!


Maps, etc...

Indeed.

The keyed up drivers wait. Engines and motors scream , ready to drop into gear. Weapons pivot toward targets.

An explosive goes off in a metal drum. And the race begins.

Gunnery phase. Pick your targets, make your attack rolls at -3.

Wayfinders

Shirren Mystic / 1

Nic nack places a note on the power booster button "Don't use until the end is in sight

Dataphiles

Izalguun | Cyberborn | Technomancer -2- / Soldier -1- | Perception +0 | Initiative=0 SP=23, HP=23| EAC=16 KAC=19| F=3, R=0, W=5, RP=4

Do not use energy weapon at Ratrod's car. And do not shoot at spectator. , - remindes Thundergun. He feels nice being high and having opportunity to see race good.

Acquisitives

m CN nuar Mechanic 4 [Mercenary] | sp 28/28 | hp 30/30 | rp 4/4 | EAC 19 KAC 20 | F+4 R+7 W+1 | Init +4 | Perc +6 | DV60'

- Thanks! I'll remember now. I'll take on this little one, and any one of you can shoot the other gun...

Kinetic vs Ratrod: 1d20 + 3 - 3 ⇒ (12) + 3 - 3 = 12

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.

So are we ALL aboard Laboni's racer, or are some of us just spectating? Idir obviously will opt for the latter if there's a choice. :P

Wayfinders

Shirren Mystic / 1

You can always be one of the other racers


Maps, etc...

Predictably enough, when the detonation starts the race, Ratrod's energy gun is pointed at Laboni's racer. It goes off with a flash of light and the track in front of the racer erupts in a dusty geyser.
No effect

The other racer's weapons are all pointed at Ratrod, since he's the presumed winner. Their shots are only a shade slower than the ysoki's, and they go off in a tremendous volley.

Attack rolls:

Ratrod v Laboni, E: 1d20 + 5 ⇒ (6) + 5 = 11 No effect, -4
Lemgem v Ratrod, M: 1d20 + 1 ⇒ (9) + 1 = 10 No effect, -4
Velocity v Ratrod, M: 1d20 + 4 ⇒ (19) + 4 = 23 -6 (E)
Orsis v Ratrod, M: 1d20 + 3 ⇒ (6) + 3 = 9 No effect, -4

Anyone going to shoot?

Dataphiles

Izalguun | Cyberborn | Technomancer -2- / Soldier -1- | Perception +0 | Initiative=0 SP=23, HP=23| EAC=16 KAC=19| F=3, R=0, W=5, RP=4

Laboni. Tell other participatns that they should shoot Ratrod only with analog weapon! , - Thundergun is a bit nervous after start.

If this is an option, I'd shoot form Velocity weapons. Even though thundergun is not a shooter at all.

Wayfinders

| SP 7/7 HP 11/11 | RP3/3 | EAC 13; KAC 15| Fort +2; Ref +1; Will +2 | Init: +1 | Perc: +4, Diplo: +6, Culture: +5, LS: +5, Intimidate: +6

How many Weapons do we have? I can fire one if we have more than 1


Maps, etc...
SD DM wrote:

...

LABONI’S BASIC JUNKRACER (with Nic nack's mods)
Speed 45 ft., full 450 ft.
EAC 14; KAC 14
Attack: energy weapon (–4 to Piloting)
_______ energy weapon (–6 to Piloting)
_______ kinetic weapon (–6 to Piloting)

Modifiers +3 Piloting, –3 attack
Passengers 1
SPECIAL ABILITIES
Remote Control Laboni’s junkracer and weaponry can be remotely controlled by the PCs, allowing them to attempt Piloting checks and attack rolls in her place.

Special #1: 1 driver re-roll on a piloting check.
Special #2: Velocity's speed doubling boost that risks damaging the engine so that you run at half speed the next round and ever after.

Option: a player can control Lemgem ; a player can control Velocity.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
therealthom wrote:

Per the scenario, Laboni rides alone and the party pilots and shoots by remote control. But it doesn't matter mechanically. Kuozar jumped on board, and I'm willing to roll with that. Everyone can ride or sit trackside at their option.

Laboni's racer has three guns.

Lemgem's and Velocity's racers are also available for control, if you don't want to fire guns on Laboni's racer.

And by control the racer, I mean piloting and gunning.

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.

Okay, gonna make a gunnery check.

Energy Weapon #1 (Shooting Orsis): 1d20 + 3 ⇒ (4) + 3 = 7

Wayfinders

Shirren Mystic / 1

When Piloting check is needed:
piloting check: 1d20 + 5 ⇒ (19) + 5 = 24

Nic nack remembers that here was a large hump in this part of the track and if he times it right it can be used to get a free boost in speed and kick the back around for the first turn.


Maps, etc...

I'm going to resolve the first round. I'll retcon any other gunnery check made before my next post, probably, but not guaranteed, to be Monday night.

The track erupts in gunfire. Lasers and sonic weapons cross paths with high kinetic energy rounds. Most of the fire is projectiles that strike the track and surround Ratrod in a cloud dust. One dings off the ysoki's racer. Then everyone is off and moving.

Piloting checks:

Ratrod: 1d20 + 10 ⇒ (1) + 10 = 11
Velocity: 1d20 + 12 ⇒ (15) + 12 = 27
Orsis: 1d20 + 8 ⇒ (6) + 8 = 14
Nyizin: 1d20 + 8 ⇒ (14) + 8 = 22
Lemgem: 1d20 + 6 ⇒ (8) + 6 = 14

Nyizin breaks out to a slim early lead. The ryphorian's strategy seems to be to point straight down the track, ignore all obstacles, and open the throttle to full speed.

Velocity is right behind her. The android's weapons swivel forward to target Nyizin.

Orsis and Lemgem are neck and neck. Their weapons also swivel forward.

That leaves Ratrod and Laboni's racers. Perhaps the eruption of gunfire from the other racers disturbed the ysoki. Perhaps he meant to stay behind to duel with the Starfinder team. Perhaps he's just having a bad day.

In any event Ratrod gets a very slow start. When the dust clears, he trails way behind Laboni. Meanwhile, Nic nack ignores Ratrod's shot. He remembers that here was a large hump in this part of the track and if he times it right it can be used to get a free boost in speed and kick the back around for the first turn. The shirren imperturbably pilots the racer through the line he'd planned when walking the track.

Race Status -- Round 1
Nyizin 570
Velocity -20 (trailing leader by 20)
Orsis -70
Lemgem -70
Dawnbreak , Laboni's racer -120
Ratrod -295

Round 2 rolls please. Buckshot Bob, I like the spoilered piloting check. If you do it throughout the race, it might save a little time.

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.

Energy Weapon #1 (Shooting Nyizin):
1d20 + 3 ⇒ (13) + 3 = 16

Wayfinders

Shirren Mystic / 1

Pilot check:

piloting check: 1d20 + 5 ⇒ (8) + 5 = 13

But he forgets about the hair pin curve and has to bleed off much of his early speed to get around the curve.

Dataphiles

Izalguun | Cyberborn | Technomancer -2- / Soldier -1- | Perception +0 | Initiative=0 SP=23, HP=23| EAC=16 KAC=19| F=3, R=0, W=5, RP=4

Thundergun impressed by perfomance start. Through helmet slits he watch how the race is going with interest.

Acquisitives

m CN nuar Mechanic 4 [Mercenary] | sp 28/28 | hp 30/30 | rp 4/4 | EAC 19 KAC 20 | F+4 R+7 W+1 | Init +4 | Perc +6 | DV60'

All the next rounds I will do the same thing - shoot the rat!
So here are a few shots ahead.

Bang Bang:

Kinetic vs Ratrod; R2: 1d20 + 3 ⇒ (12) + 3 = 15
Kinetic vs Ratrod; R3: 1d20 + 3 ⇒ (16) + 3 = 19
Kinetic vs Ratrod; R4: 1d20 + 3 ⇒ (10) + 3 = 13
Kinetic vs Ratrod; R5: 1d20 + 3 ⇒ (1) + 3 = 4
Kinetic vs Ratrod; R6: 1d20 + 3 ⇒ (12) + 3 = 15

- Haha! Surprisingly, they know how to have a good time on Absolom! - puffing on a cigar, Kuozar squeezes the handles of the garbage cannon he made and sends volley after volley into the main enemy's car.


Maps, etc...

The other racers open fire on the leader Nyizin. The flurry of shots causes the rphyorian to lose control and turn into a pile of junk beside the track.

Ratrod fires on some overhanging debris that drops in front of Laboni's racer and forces Nic nack out of his lane. The racer skids along the wall of the track, bits and garbage trash drop into the track behind you. Nic nack just manages to yank the bike to the right and miss Nyizin as you pass.

Idir's shot is wide, but Kuozar's ruptures the fairing of Ratrod's bike. It flaps up into the ysoki's face and he slows while he tries to clear his vision.

1/2 movement for you and Ratrod.

Race Status -- Round 1
Velocity 1100
Lemgem 1000
Orsis 750
Dawnbreak , Laboni's racer 675
Nyizin 570
Ratrod 550

Your rolls for round 3 please.

Rolls:

Attack
Ratrod v Laboni, E: 1d20 + 5 ⇒ (18) + 5 = 23
Lemgem v Ny, M: 1d20 + 1 ⇒ (14) + 1 = 15
Velocity v Ny, M: 1d20 + 4 ⇒ (18) + 4 = 22
Orsis v Ny, M: 1d20 + 3 ⇒ (1) + 3 = 4

Piloting
Ratrod: 1d20 + 10 ⇒ (7) + 10 = 17
Velocity: 1d20 + 12 ⇒ (12) + 12 = 24
Orsis: 1d20 + 8 ⇒ (6) + 8 = 14
Nyizin: 1d20 + 8 - 16 ⇒ (10) + 8 - 16 = 2 0 movement
Lemgem: 1d20 + 6 ⇒ (20) + 6 = 26
Nic nack 13 -4 = 9 1/2 movement

Wayfinders

Shirren Mystic / 1

Pilot check:

piloting check: 1d20 + 5 ⇒ (2) + 5 = 7
But from hitting wall, some junk gets caught in the over thruster and Nic nack has to find the right speed to have it dislodge or it would fall into the intake and blow the engine. But he take too long in finding the speed and slows right down to almost a dead stop to get it free.

"Terribly sorry, I will double my efforts to make the right choices on the rest of the race track." Nic nack apologies to the others.


Maps, etc...

Nic nack:
You've got one piloting check re-roll.

Ratrod v Laboni, E: 1d20 + 5 ⇒ (11) + 5 = 16

Oh, dude! I forgot to tell you. Laboni's racer has a +3 to piloting checks. You actually passed last round.

Don't forget you get 1 piloting re-roll for walking the track. Ratrod hit you so you have a -4 penalty to piloting for this round.

Let me know if you want to re-roll or save it.

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.

Idir cringes when Nyizin is knocked out of the race, hoping quietly she hadn't been knocked out of this mortal coil too. He knew that was what she wanted, but he really struggled to wrap his head around the idea of actively seeking self-destruction in such a dramatic, painful way.

Energy Weapon #1 (Shooting Orsis): 1d20 + 3 ⇒ (15) + 3 = 18

Wayfinders

Shirren Mystic / 1

To GM:

Pilot: 1d20 + 5 ⇒ (6) + 5 = 11
Well at least it's a bigger number

And I will save the reroll if other are standing near me
Communalism
Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.


Maps, etc...

The race rolls on. Lemgem, Velocity and Idir concentrate their fire on Orsis. Shells impact on the track and vehicle creating a could of dust and debris that drives the lashunta off course and he falls behind. Now in the lead, Lemgem and Velocity both slow down .

Kuozar zeroes in on Ratrod, but the ysoki masterfully dodges and accelerates.

Nic nack meanwhile struggles with the controls of the unruly racer. Somehow he's able to coax it ahead.

Race Status -- Round 1
Velocity 1400
Lemgem 1250
Nyizin 1140
Dawnbreak , Laboni's racer 1125
Ratrod 1100
Orsis 1000

Roll round 4

Rolls:

Attack
Ratrod v Laboni, E] already rolled in previous spolier
Lemgem v ORsis, M: 1d20 + 1 ⇒ (14) + 1 = 15
Velocity v Orsis, M: 1d20 + 4 ⇒ (8) + 4 = 12
Orsis v LEmgem, M: 1d20 + 3 ⇒ (14) + 3 = 17

Piloting v DC 16
Ratrod: 1d20 + 10 ⇒ (18) + 10 = 28
Velocity: 1d20 + 12 ⇒ (17) + 12 = 29
Orsis: 1d20 + 8 ⇒ (10) + 8 = 18
Nyizin: 1d20 + 8 ⇒ (16) + 8 = 24
Lemgem: 1d20 + 6 ⇒ (9) + 6 = 15

Nic nack:
So, you've used your racial re-roll and still have the one that I gave you left. I did add in the lost speed from round 2 because you actually made the roll if we count the racer piloting bonus.
Please add +3 to your piloting rolls from here on out, so that I don't forget again.
Attack Ratrod v Laboni, E: 1d20 + 5 ⇒ (8) + 5 = 13 misses no piloting penalty

Wayfinders

Shirren Mystic / 1

Pilot:

Pilot: 1d20 + 5 + 3 ⇒ (17) + 5 + 3 = 25

After with his earlier failures, Nic nack finds a control fuse was not pushed in all the way. And after pushing it in, the racer responds to Nic nack's wishes.

"Now lets make up some ground."
And the junk racer lunges forward.

How long is the track?

Second Seekers (Luwazi Elsebo)

Male LG dromada bureaucrat envoy 3 | SP 18/18 HP 20/20 | RP 3/3 | EAC 16; KAC 17 | Fort +1; Ref +6; Will +4 | Init: +7 | Perc: +7, SM: +6+1d6 | Speed 40ft | Active conditions: None.

Wait, Nyizin is still in the race? I thought she'd wiped out.

Energy Weapon #1 (Shooting Nyizin?): 1d20 + 3 ⇒ (18) + 3 = 21


Maps, etc...
Nic nack wrote:
... How long is the track?

3000 feet. Velocity is almost halfway around.

Idir of Herd Fernas wrote:

Wait, Nyizin is still in the race? I thought she'd wiped out.

...

Was in a hurry this morning. And didn't put this into the post for round 3.

Nyizin pushes her bike back from the wall. She yanks the nose around and rolls on the throttle. Idir doesn't have long to regret her crash because she zooms past Laboni's racer.

1 to 50 of 1,203 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / tt's The Scoured Stars Story Arc All Messageboards

Want to post a reply? Sign in.
1 to 50 of 60 << first < prev | 1 | 2 | next > last >>

Hello, and welcome to the Scoured Stars Story Arc recruitment thread.

I hope that we'll all be friends. As Therenger pointed out at Flaxseed Station, this is a long term project, 2-3 years. I hope it addresses two of what I consider weaknesses in my largely PbP SFS experience. First is extremely random shuffling of the Starfinder teams. You run into situations like a planetary exploration expedition with no life science experts. The second problem for me is a lack of social bonding among the players. I do love a comradely discussion thread, and it often reduces to "Hi!" "Pick your boons, and roll your day job." "Thanks for playing." Quite disappointing.

We have up to six slots. For now I am reserving one for a friend who has expressed interest.

There is plenty to discuss. The way levels are distributed throughout the story arc means we'll have to change characters sometimes. I believe the chronological order of story arc modules is:

The First Mandate (Levels 1-4),

On the Trail of History (Levels 3-6)

The Time Lost Tear (Levels 5-8) {Pregens or preexisting characters}

Honorbound Emissaries (Levels 7-10) {Pregens or preexisting characters}

The Scoured Stars Invasion (Levels 1-8) This one was a special -- we might run it for no credit, or maybe we'll work something out with an on-line con.

Treading History's Folly (Levels 3-6)
Heart of the Foe (Levels 3-6)

The Herald's War (Levels 7-10) {Pregens or preexisting characters}

If we're starting at level 1 we need 5 'extra' modules to hit level 3 on schedule for Trail of Tears. After that we're level-appropriate for Scoured Stars, History's Folly and Heart of the Foe. That would allow the same team of low level characters to run through 5 of the story arcs.

That's why Time Lost Tear, Honorbound Emissaries, and the Herald's War get run with pregens or other level-appropriate characters that you already have.

I am open to suggestions for other ways to approach the campaign.

Welcome again !

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am very, VERY interested in this, as I mentioned in the Flaxseed thread! Any specific rules for character creation?


It's very interesting to me, too. I will take part with great pleasure!

I've always wanted to play for a nuar mechanic focused on ranged heavy weapon and gradually opening up his inner psychic powers.


I only have two characters and they have played:

Society #38898-701
#1-36 Enter the Ashen Asteroid
#1-02: Fugitive on the Red Planet
#1-01: The Commencement
#1-09: Live Exploration Extreme!
1-16 Dreaming of the Future
Skitter Shot

and the other is:
#2–15: The Infernal Gallery
#1-09: Live Exploration Extreme!
#1-20: Duskmire Accord 9
#1-05: The First Mandate
#1-06: A Night in Nightarch
#1-01 The Commencement
#1–12: Ashes of Discovery

So doing them is order would be great. and some filler mods would be great. It might be nice having a character with a level higher than 3.


Dotting in - I'll work on character concept today. Thanks for taking on this awesome adventure!

Liberty's Edge

It would be great to participate.
I am likely in! Let me think about charater a bit. Now I am just dotting kinda ^)


I was thinking Operative with a ranged weapon focus, but with ‘Eκάτη covering that, I'm leaning toward Vanguard. Assuming Society standard rules for char gen.


I am thinking of an SPACEFARER / MYSTIC (Star Shaman), not sure on race yet.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would be very interested in this.


I've settled on Human (Featherlight) Spacefarer Vanguard, Momentum Aspect, Wayfinder faction. Can you tell I'm pumped for this?

Liberty's Edge

Due to diverse missions we get ahead, I think that every character should represent different factions. So that every interest would have a representative and faction goals be interesed to and advocate.

I am thinking about Ifrit - Envoy, ex-military squad commandor who quickly retired because of trauma. Who probably not so disciplined and lawabiding. Faction is still a question for me, but Datafiles are unlikely here.

Another option for me is a Gray - Technomancer due to some troubles with managing supports bonuses like Envoy. Thats gonna be creepy alien from classical fantastic movies abot alient arrival. This one would be very moral-scpecific if chosen.

Should I be a Spacefarer as well? %))


1 person marked this as a favorite.

Yow! Nice response. I'm so happy to see you all here.

First question to resolve -- from some of the character concepts, I take it that some of you don't want to play for SFS credit, or have some very cool boons. If we're not playing for credit, we can drop all the extra scenarios. That will move things along much more quickly.

I am totally amenable to this idea. Playing for no credit would let me customize the modules more, especially if we end up with 7 players.

Please vote whether to play for SFS credit or just for fun.


The possible cast so far:

My friend -- ???

Archpaladin Zousha -- ???

‘Eκάτη -- nuar mechanic

Buckshot Bob -- ???

Gimry -- ???

Therenger -- Human (Featherlight) Spacefarer Vanguard

Kirill.Storm -- Ifrit - Envoy, or Gray - Technomancer


Kirill.Storm wrote:
Should I be a Spacefarer as well? %))

Why not! Gives us a common frame of reference for team building.

I vote Just for Fun. It would be great if the GM can actually make some of their own decisions and not railroad the players at all turns.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Dotting in with interest. I don't have a preference between playing for Starfinder credit or not. I've got two different character concepts I'm currently tossing around. Both are classes I haven't had a chance to experience in Starfinder yet. So, I'd like to give one of them a go.

1) Dwarf (Bounty Hunter, Guard, or Mercenary) Mechanic - Uses a combat drone to aid in the reconnaissance and capture of fugitives, criminals, and sometimes trophy specimens or lost artifacts. Originally from one of the dwarven city-sized Star Citadel ships, but relocated to live with his cousin on Absalom Station several years ago. More recently, he joined the Starfinder Society's Acquisitive (or possibly Exo-Guardian) faction for an opportunity to more broadly advertise his services and take advantage of their stockpile of resources. He's also developing contacts with the dwarven clans and guilds on Absalom Station to further refine his skills with weapons, armor, and drones.

2) Half-Elf (Scholar) Technomancer - Born on Castrovel as the daughter of a visiting xenoarchaeologist and a native elf. Initially raised by her single elven mother, but after coming of age and mastering her fledgling technomancy skills, she sought to travel the Pact Worlds like her father. Eventually, she tracked him down on Absalom Station and learned he worked for the Starfinder Society. Under his sponsorship, she's joined their Second Seeker faction with a major thirst for exploration, magitech, and lost lore. Her primary interest lies in helping the ancient elves of Castrovel determine the cause of the Gap and how it affected their memories.


I'd like to play with SFS credit so that the story of this character does not end with this adventure (no matter how long it is).

I also chose the race from those legally available in SFS (however, I like nuar anyway).

Grand Lodge

I would love to play in another Starfinder PBP, and I have been staying out of society games for the same reasons you mention above (episodic team scrambles). If we are going for a more overarching story and a steady team, I would be very interested.

Voting for fun/customization option. What roles need yet to be filled?

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

No one has expressed interest in running an Operative yet, so that might be an available role. Same goes for a Soldier, Solarion, Biohacker, and Witchwarper.


I would absolutely be interested in playing a Solarian. Probably a Shirren.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've got an idea sticking in my head: a dromada Envoy possibly with the Starfinder Data Jockey archetype who got their start working in a non-exploratory, administrative role in the Starfinder Society. With a large number of the Society now missing, he's been pressured into becoming an active Starfinder and has been forced out of his comfort zone in a big way, but may eventually become a true explorer and hero in spite of himself. Not sure on the Theme, though.

As far as voting, I'm fine with no credit, as I'm primarily here for the story, plus it would give me access to the Prole theme, which probably fits the character's story of being just a paper-pusher for the Society now having to go into combat that TERRIFIES him!


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would be looking at playing a Ysoki Solarian

Grand Lodge

Brother_Guiness wrote:

I would love to play in another Starfinder PBP, and I have been staying out of society games for the same reasons you mention above (episodic team scrambles). If we are going for a more overarching story and a steady team, I would be very interested.

Voting for fun/customization option. What roles need yet to be filled?

So, my idea is for a pilot specialist Android named Z-4 “Zephyr” soldier. He sees vehicles of all kinds (including powered armor) as augmentations of his mechanical form, and he attempts to become one synergistic being with whatever machine he pilots.

Still developing the character concept, but Ace Pilot theme and Skill Focus Piloting seem reasonable. Soldier with the Armor Storm fighting style and looking forward to the Powered Armor Jockey archetype as he gains Powered Armor proficiency.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Recap so far:

Archpaladin Zousha -- Dromada Envoy (possibly with the Starfinder Data Jockey archetype)
‘Eκάτη -- Nuar Mechanic
Brother_Guiness -- Android Ace Pilot Soldier
Buckshot Bob -- Spacefarer Mystic (Star Shaman, race uncertain)
Gimry -- Ysoki Solarian
JackHaus -- Shirren Solarian
NSpicer -- Dwarf Bounty Hunter Mechanic (with a combat drone) or Half-Elf Scholar Technomancer
Therenger -- Human (featherlight) Spacefarer Vanguard
Kirill.Storm -- Ifrit Envoy or Gray Technomancer


Most of the crunch is complete for my Vanguard. Except for the class I changed almost everything from the initial character concept, finally settling on Human (Gravity-Dweller) Tinker. Here she is, Never Steel-Heart. She's a sturdy young woman with a short fuse and an affinity for interesting gadgets.

This is my first Vanguard, and I'm taking the RAW at face value, but I'll probably make mistakes when we get going.


Kuozar Steelhorn is a nuar mercenary, which spent most of his life with orc slaves on Apostae. After successful mission of the Starfinder Society on this planet (Season 1 events too), he escaped with some half-orcs to a 'bigger world'. He doesn't mind to work for his rescuers right now, especially since they pay quite handsomely.

___

Even though my character is 100% SFS-legal, I think I don't mind to play in home game. We can skip/change space combats, have level ups more often and don't change characters due to scenario tiers. That's works for me too.

___

I'm ready to take any faction. Preference for Aquisitives and Dataphiles.

Grand Lodge

Z-4 is here for your viewing enjoyment--at least the current attempt at his incarnation.

For an abbreviated backstory, I see him as a pilot from Alluvion who will fly anything, anywhere, for the joy of traversing the drift. Once we have our starting scenario, I can tailor the backstory a bit better.


Thanks, Neil for compiling the list so far. I'm going to split applications into just for fun and SFS credit.

Those who want to play just for fun, Please go to this thread. The just for fun series will run only the story arc modules, have speedier advancement by GM fiat, and I'll try to customize the modules somewhat to the characters.

And those interested in SFS credit, please stay here and post again. The SFS credit series will have extra modules to satisfy leveling requirements.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would prefer SFS credit, but I'll go to whichever table to balance it out.


If we have a choice and will be split into 2 groups, I prefer SFS.

Thank you for this option!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

I'll head over to the "just for fun" crew.

Grand Lodge

Doting for interest. First time I will be playing Starfinder, so why not run an entire character. Looking at building a human mystic healer of Sarenrae. Any tips?

Liberty's Edge

@therealthom is there a particular or aproximate date when you are going to start or take next preparation step?

Is Ifrit currently illegal?
I agree, that something with SFS credits would be better in general.


DM Dfsearles, good choice! Mystic healer always works and always helpful. Max your wisdom - you need a lot of RP to use your channel as often as it possible. Pretty straight and simple, but effective ))

Kirill.Strom, I don't remember. Guide?

Grand Lodge

I’ve been working on the crunch at home on PCGen, just need to make sure he is legal and figure out how to actually play this game. Right now I’m at a friends house helping out though cause she is sick, but I’ll make sure he gets finished before I head to bed tonight.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

How much time doe we have to set something up?


The For credit team after the JFF split:

Archpaladin Zousha -- Dromada Envoy (possibly with the Starfinder Data Jockey archetype)
‘Eκάτη -- Nuar Mechanic
Buckshot Bob -- Spacefarer Mystic (Star Shaman, race uncertain)
Gimry -- Ysoki Solarian
Kirill.Storm -- Ifrit Envoy or Gray Technomancer

DM Dfsearles --human mystic healer

***

Welcome DM Dfsearles, here in plenty of time.

Guys the earliest I can pull myself together and start the game is next week. Meantime let's get organized. Questions and answers:

Kirill.Storm --Is Ifrit currently illegal? To be honest I don't know. The last time I looked at the SFS Guide nuar weren't legal yet. Thanks, Eκάτη, that's good to know. My next charcter will be a nuar. Kirill please check the SFS Guide.

DM Dfsearles -- Any tips? I'll be happy to critique your build, but let me warn you that I'm a build how you feel kind of person and most of my characters end up on the lower end of the power spectrum. Some of the players might have better comments. There's no rush.

Archpaladin Zousha --
How much time doe we have to set something up? [ooc] I'm hoping that start next week is a good enough answer for now. I'll have a better handle in a couple days.

If I haven't addressed your question please ask again. No slight was meant by the omission.


About legal races. I can't download guide now (some bug), but this is official:

Guide Update: Year 3 wrote:


New Races
As a result of players’ actions in the previous two years of Starfinder Society play, legacy races and the izalguun became always available for all players. As we teased in our panels at PaizoCon Online so long ago, they are now official. We’ve also added a few others. The following races are now always available for any player, provided they own the accompanying sourcebook:
Alien Archive 1: draelik, formian, ikeshti, kalo, maraquoi, nuar, rhyphorian, verthani, witchwyrd

Looks like ifrit is not a legal choiсe. Sorry!

Storm - Btw izalguun are a cool race, and they are large! Check them, it could be cool str-based technomancer. Reach + Heavy armor + Juncksword spell (15' reach in total!) and here we go!

DM Dfsearles - this feat is a very solid (and already classic) choice for any character with a small arms prof. (except operative ofcourse) on the 3rd level. Check it!

Dark Archive

‘Eκάτη wrote:

About legal races. I can't download guide now (some bug), but this is official:

Storm - Btw izalguun are a cool race, and they are large! Check them, it could be cool str-based technomancer. Reach + Heavy armor + Juncksword spell (15' reach in total!) and here we go!

Thats great. Thank you for this advice. Izalguun looks like fun and effective choice for a Technomancer. I've read the description and I think there will be a nice concept to come out.

We'll lack of Operative this way.
And probably @Neil Spicer will double some Class, but this is still okay I believe.

Wayfinders

OK, so here is what I have so far. Took me a bit and there might be some tweaking involved, but I'm pretty happy so far.
Roleplay: Tenry is a consular and field medic, beyond keeping his allies alive, he also wants to make sure their emotional and psychological needs are met as well.
Combat: Killing is that which the bad guys, so if dealing with a self-aware creature (INT >3) he will attempt to subdue it rather than see it killed.
After Combat: Though he will not waste valuable resources, Tenry will attempt to stabilize any combatants fallen from lethal damage with Medicine checks and his medic kit. He carries a set of binders for use on the most dangerous combatant, or whichever seems to might wake up first.

Tenry:

Male human priest mystic 1 Archetypes Starfinder Forerunner,
LG Medium humanoid (human)
Init +6; Senses Perception +7

_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 13; KAC 14
SP 6 HP 10 RP 4
Fort +0, Ref +2, Will +5

_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 30'
Melee staff, battle N/A (1d4+1 , critical Knockdown; Analog, block)
Ranged pulsecaster pistol +2 (1d4, critical -; Nonlethal)

Mystic Spells Known (CL 1st; concentration +4)
1st(3/day)-mystic cure(DC 14), reflecting armor(DC )
0th(0/day)-daze(DC 13), psychokinetic hand, stabilize(DC 13), telekinetic projectile

_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 12, Dex 14, Con 10, Int 10, Wis 17, Cha 10,
Base Atk +0; Grp+1
Feats Harm Undead, Improved Initiative
Skills Diplomacy +4, Medicine +4, Mysticism +8, Perception +7, Profession (Counselor) +8, Sense Motive +7, Survival +7,
Languages Common
Combat Gear field ration (per week) (5),
Other Gear staff, battle, second skin, clothing (profession (counselor)), space suit, battery (2), medpatch, comm unit (personal), flashlight, backpack (consumer), backpack (consumer), tool kit (profession (counselor)), hygiene kit, medkit (basic), binders, cable line (titanium alloy/10 ft), lantern, pulsecaster pistol, clothing (travel), clothing (everyday), clothing (formal), tent (mass produced), 49.0 gp

_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS
Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter

THEME BENEFITS
Priest You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on
Theme Knowledge Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the dc of culture and mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it's a class skill from the class you take at 1st level, you instead gain a +1 bonus to mysticism checks. In addition, you gain an ability adjustment of +1 to wisdom at character creation

CLASS FEATURES:
Connection You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic-once made, this choice can't be changed. Connections you can choose from begin on page 85. Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don't fit within their ethos (for example, weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it
Connection Power At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the dc is equal to 10 + half your mystic level + your wisdom modifier. If the power requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your mystic level + your wisdom modifier
Connection Spell Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on table 4-6: mystic spells known. These spells can't be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection's entry. If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level
Healing Channel You can heal yourself and your allies. You can spend 1 resolve point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 hit points and increases by 2d8 at 3rd level and every 3 levels thereafter
Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 hit points per mystic level
Lose Feat You chose to lose a feat as part of your archetype

FEATS:
Harm Undead You can use your healing channel to harm undead When you use your healing channel, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a will save for half damage, at your usual connection power dc
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks

Description:

Height: 6' 2"
Weight: 210 lbs.
Gender: Male
Eyes: Blue
Hair: Blonde,
Skin: Pale
Dominant Hand: Right
Quirks: Slight Pessimist, though usually only to garner a smile., tends to ask probing questions to garner mental state of crew
Quotable: Oh no, not again
Background: Tenry was born on Absolon Station. His father was a mechanic on board and his mother worked in the nursery, which meant he learned more from his mother than his father. This caused him to focus more on expressing his emotions and he observed that people who did this tended to live longer, happier lives. He wanted to devote himself to this practice so once he was able to attend University, he focused on mental health. His keen senses in detected how people felt eventually lead him to be a counselor. A few days after graduation, the head Magistrate for his church came to him. Apparently an expedition was being planned and the Wayfinders had asked if the Magistrate knew of anyone who they felt could be of service. Tenry was their first and only choice. Given some rations and supplies, Tenry must now head out into the Black as the envoy's primary healer, both of physical, and metal stabilities.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Good news bad news time. Good news, I'm sticking with the Dromada Envoy (Starfinder Data Jockey). Bad news, I'm struggling to come up with a name for him.

Wayfinders

This is a start of my new character.
Buckshot Bobo

Wayfinders

Archpaladin Zousha wrote:
Good news bad news time. Good news, I'm sticking with the Dromada Envoy (Starfinder Data Jockey). Bad news, I'm struggling to come up with a name for him.

The simplest way for me to come up with names is to use a random name generator. I used PCGens to get mine, took about 10 clicks to find one I liked, but there you go!

Liberty's Edge

Sorry for being missing. I am still interested and gonna create close combat cavalry izalguun Technomancer as it's legal and fun.
Will come up with a concept and charsheet this weekend.


Cool! Everyone loves lizard centaurs!

Everyone, I bought The Commencement. I'll need a couple days to look it over before I can start the game. For now let's say Wednesday start date. I'll give you a more firm date in a few days.

Actually -- is anyone here playing Starfinder Society for the first time? If that is the case, we should probably start with In Search of the Unknown. Please respond positively yea or nay.

I am looking forward to this.

Oh, APZ! If I can't think of a name I usually choose Darryl*. -- And that provides me impetus to find a better name ASAP.

* with apologies if we have anyone actually named Darryl in the group.


Gameplay thread is available for dotting.

Wayfinders

I’m actually new to Starfinder, but I’m sure I’ll pick it up quick.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yae, I am playing SFS proper for the first time. I'll finish my character this afternoon after work.

Second Seekers (Luwazi Elsebo)

Archpaladin Zousha here with the stats for my Dromada Envoy/Starfinder Data Jockey, Idir of Herd Fernas.

Idir was part of a huddle of dromada who came to Absalom Station to represent Herd Fernas' interests in the Pact Worlds. Skilled in administrative work, Idir joined the Starfinder Society's staff performing data entry of artifacts and information brough back from space in exchange for a steady salary to fund the huddle. Unfortunately for Idir, his huddle-mates craved to return to Dromaritia and the safety of the herd, and slowly returned there one-by-one until Idir was the only one left. Idir turned to the Society as his new herd, not wanting to abandon his responsibilities with them, and continued to work comfortably, if a bit lonely, until the Scoured Stars Incident. With so many Starfinders and Society assets missing, Idir's administrative responsibilities were cut deeply, and he knew his position was at stake. Swallowing the deep fear he felt at pursuing what was surely the height of insanity, Idir volunteered to shift from administrative staff to an active-duty Starfinder, undergoing a brief training course in firearm safety and basic survival skills. The Starfinders, who've been his herd for years, are depending on him, and despite his terror at going into the void TOWARDS danger rather than fleeing as his instincts would demand, he refuses to let them down!

Wayfinders

Like I said before, I have only played a small handful of Starfinder games.

Liberty's Edge

Ive played about 15 SFS scenarios.

1 to 50 of 60 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / SFS Season 1 Story Arc All Messageboards

Want to post a reply? Sign in.