GM Numbat SFS 4-05 A Waltz Through Myriad Worlds - Gameday X (Inactive)

Game Master numbat1

SFS 4-05 Gameday X


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VC Australia - WA

Welcome to PbP Gameday X

Sign in sheet

Please mention if you have played or GMed this scenario previously.

Expectations:
1) Have fun while respecting other players.
2) Let me know of any improvements I may be able to implement or any concerns you have.
3) Read and post daily. If you have nothing in character to post, please check in here so we know not to wait for you.
4) Real-life (family, health, employment, etc) take precedence. If you need to be absent for any time, please let me know in advance if possible or as soon as you can. I tend to worry when I haven't heard from a player for a while.
5) PbP is great for character development and roleplay. Go for it! Have fun with it.
6) Please have botting instructions (including dice roll formats) ready and be prepared to have another player (or myself) bot your character if needed to keep the game moving. If you wish to nominate a preferred botting partner, you may do so with their permission.

While waiting for the start of the convention, you have plenty of time to discuss characters, starship (and other) roles, select appropriate boons, etc.

Acquisitives

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Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

Have played this twice, and intend to GM it - will be interesting to play it as a Witchwarper.

Bordle is a female Brennari (124312-721) who used to work in the Bluerise Tower as an accountant but, after an incident with the security system, causing a radiation leak, she was rescued by a Starfinder halfling who ended up also suffering from radiation poisoning in the process, and both of them spent nearly a month in the same hospital room recovering.

They got rather fond of each other and ended up moving into an apartment together in the Puddles district. She also, after hearing Rani's stories of life in the Starfinders decided to join up, finding other uses for her witchwarping abilities besides detecting 'accounting errors' in corporate accounts.

She still works as an accountant, mostly in auditing and forensics.

Best starship roles would be Science Officer (+5 Computers) or Captain (+8 Diplomacy, +9 at L2)

Will be levelling up to 2 after getting 4-01 assigned as GM credit.

Credits for: Intro-1; Intro 2; and 4-01.

Second Seekers (Ehu Hadif)

1 person marked this as a favorite.
Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Haven't played this one yet. I'll be using, Istilnar my level 2 brakim mystic.

He's a good magic officer and a decent gunner for starship combat.


VC Australia - WA

Glad to have you both onboard.

I see Bordle is signed in. Thank you.


VC Australia - WA

Potential tokens added to the first slide. Let me know if you want to change yours.

Acquisitives

1 person marked this as a favorite.
Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Haven't played or run this yet.

Would be playing as Jyskos, a male Drow Operative who has just hit level 2 and survived #4-01 barely.

I'm on holiday and out of the country until the 5th. But will add all the details etc (and level up) when I get back, that's easy enough enough do!

Second Seekers (Ehu Hadif)

Male Dwarf Envoy 4

I'll be bringing Regin, my dwarf envoy. He's a bit higher level than a couple of people, but he believes in helping out and seeing what everybody can do.

Exo-Guardians

SP 16/16 HP 17/18 RP 0 ZERO/4 Male dwarf spacefarer mechanic 1/operative 1 EAC 14; KAC 16 Fort +3; Ref +4; Will +3; +2 against poisons, spells, and spell-like abilities

Sorry signed up for the wrong game

Cognates

1 person marked this as a favorite.
Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Hi, I'm taking the slot that was dropped here! Have not played or run this but I am possibly going to run it next week so when we hit that point I'll let you know and take a bit more of a backseat if need be.

I'll be playing my level 1 ghoran vanguard Arboreal Blightborn. Jyskos and I have played together barely getting through 4-01 as it turns out!

Arboreal is a former druid type who lived in the forests of Ghorus Prime and was affected by a strange mystical blight that the forest succumbed to. When it was removed, they reawakened but much of the rot and decay magic remained in their body granting them entropic rot powers. After hearing Starfinders played a part in their rescue they decided to head off planet and join them. They constantly let off a very appealing wine-like smell. (Somehow I'm still delicious despite being a rotted ghoran and that's the best explanation for that that I have lol)

Best options for starship combat are gunnery (+4) and possibly magic officer (+6 Mysticism)

(I'll probably buy and update some gear over the next couple of days having just got my 4-01 chronicle but the rest of the info should be correct!)

Wayfinders

Female |SP: 4/7, HP: 12/12, RP: 4/4|EAC 13, KAC 14|Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle|Init +6|Perception +7|Speed: 30 ft. Land (crawl at half this speed), 30ft. swim|Senses: Darkvision (60ft)| Biohacker 1

Hi all! I'll be playing my level 1 biohacker, Zamba Zorbolo - better known as ZeeZee. She is a ijtikri veterinarian from Iji - better known as Vesk 2 - and still very uncertain around things that aren't animals... especially robots.

I have gmed this already, but not played it.

As for my character sheet, most of it is up to date, but like Arboreal I just got my last chronicle sheet and might be updating her gear before we start.

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

I'm just waiting for one last chronicle before I put Istilnar's information on the sign in sheet.


VC Australia - WA

Welcome to those players who have joined us. I believe we are waiting for one more. I will work on tokens and progress gameplay in a little bit when I am back at my desk.

Acquisitives

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Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

Present! Sorry for the delay in checking in.


VC Australia - WA

@Farsurrwag - looks like you are incognito on the sign-in sheet as Morvruul the Merchant, a level 2 operative.

@Istilnar - having removed the errant signee, there is now space for you to sign in on RPGChronicles.

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Character and sign in sheet has been updated for Istilnar.

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell
GM Numbat wrote:
@Farsurrwag - looks like you are incognito on the sign-in sheet as Morvruul the Merchant, a level 2 operative.

Ah, I didn't realize I had done that. Morvruul is presently terrorizing another table.


VC Australia - WA
Farsurrwag the Bleachling wrote:
GM Numbat wrote:
@Farsurrwag - looks like you are incognito on the sign-in sheet as Morvruul the Merchant, a level 2 operative.
Ah, I didn't realize I had done that. Morvruul is presently terrorizing another table.

Easy enough mistake to happen. Thankfully, rpgchonicles is easy to edit.


VC Australia - WA

Do you have a confirmed roster for Starship combat?

I will be travelling tomorrow and away from the Internet. I will try and post in the evening but it is possible I will miss the day entirely.

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Piloting +10 (2 ranks) for Pilot
Diplo +3/Intimidate +8/Bluff +11 for Captain
Gunnery +6 (2 Pilot Ranks + 4 Dex)

So no idea if I'm the best at any of these, but I sure can do them!

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

+6 Mysticism (for Magic Officer)
+5 Bluff /+0 Diplomacy/Intimidate (for Captain)
+3 Gunnery (+1 BAB, +2 Dex)

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

+7 Acrobatics (Chief Mate)
+5 Diplomacy (Captain)
+6 Mysticism (Magic Officer)
+4 Gunnery (1 BAB, 3 dex)

Jyskos is probably going to be our best pilot so after him I'm GUESSING I'll probably be our best Gunner.

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

+9 Diplomacy/+6 Intimidate (Captain)
+5 Computers (Science Officer)
+2 Gunnery (Gunner)

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

+7 Mysticism (Magic Officer)
+4 Gunnery (Gunner)

Depending on how many weapons we have on the ship, we can have multiple gunners.

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

With no Engineer, I suspect we will want a dedicated Science Officer to balance shields and to use Magic for scrying/precognition. I humbly suggest the following beginning starship roles:

Pilot: Jyskos Arabath (+10 Piloting +10 (2 ranks) for Pilot)
Magic: Farsurrwag (+6 Mysticism)
Science: Bordle (+5 Computers)
Captain: Zamba Zorbolo (+0 Diplomacy/Intimidate/Bluff)
Gunner: Arboreal (+4 Gunnery)
Gunner:Istilnar (+4 Gunnery)

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Those look good to me! I agree that's a good idea to have both officers with our lack of Engineering.

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Looks good to me. Do we know what starship we are flying?

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

I agree! Is Zamba really a +0 at the Charisma things?

Yeah, what Starship boons does everyone have? (If any)

I'd prefer the Drake myself.

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

No starship boons here. But with 2 gunners I'd go personally put in my vote for the Drake and its extra turret.

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

I also vote for the Drake. The extra weapons on it tend to settle most arguments.

Acquisitives

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Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell

@GM Numbat - I ended up playing through this series of quests last night with another PC! Lots of fun!

I will refrain from using meta-knowledge and allow others to make decisions regarding the party's course of action.

Cognates

Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

Oh hey! I think that was me that ran it last night, too. Hello again.

Yeah I also got our table to actually make so I'll hang back when needed as well. (Shouldn't be hard, Arboreal is an 8 int punchy type, after all.)

Acquisitives

Male CN bleachling gnome priest biohacker 2 | SP 0/7 HP 9/10 (Laugh in the Face of Danger)| RP 4/4 | EAC 13; KAC 14 | | Fort +3; Ref +2; Will +2 (+2 to fear and despair; Eternal Hope reroll 1/1)) | Init: +2 | Perc: +8 (low-light vision), SM: +3 |
Skills:
Bluff +5, Culture +10, Life Science +9, Medicine +9, Mysticism +6, Perception +8, Sleight Of Hand +7
Spell-Like Abilities:
dancing lights, ghost sound, token spell
Arboreal Blightborn wrote:
Oh hey! I think that was me that ran it last night, too. Hello again.

Yes, you did! I played the walking coral! (I didn't even think to check player names.) Thanks again for running and for a fun time! (Although, as one on the East Coast, I must admit that I was struggling to focus there a bit near the end as the game approached 2 am, my time.)

Fortunately(?), Farsurrwag is not good for too much beyond delivering a few puns and jokes (and allowing me to do my modest impression of Mark Hammill as Joker during "live" games), so he can hang back as well!

(No pressure, EVERYONE else!) ; P


VC Australia - WA

Bordle - Do you choose to share with the others what you learned with your culture check?

Acquisitives

Female Brennari Witchwarper - 4 | SP:08/24 HP:24/24 RP:4/4 | E:13 K:13 | F:2 R:5 W:1 | I:1 P:2 | AV | 124312-721

Oh yes. Of course.

Wayfinders

1 person marked this as a favorite.
Female |SP: 4/7, HP: 12/12, RP: 4/4|EAC 13, KAC 14|Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle|Init +6|Perception +7|Speed: 30 ft. Land (crawl at half this speed), 30ft. swim|Senses: Darkvision (60ft)| Biohacker 1

Y'all my apologies for my silence this last week. Been dealing with some health issues among other things that pulled my attention away. Trying to jump back in and do better now. :-(


VC Australia - WA

Your health is always more important.
I am certainly not trying to rush anyone.


VC Australia - WA

Given the above conversation regarding ship choice, I have placed the Drake token on the map. The Valorous is identical.

The white Xs represent space debris/wreckage which blocks line of fire. Any starship attempting to move through a hex containing wreckage must succeed at a Piloting check to avoid damage.

Feel free to use this discussion thread for all the usual ooc conversations regarding swapping roles, applying bonuses, etc.

To speed play along, let's try everyone post their turn in any order with all rolls in spoilers. When all players have posted I will resolve the round and start the next one. If you are in a role that could potentially act in multiple phases, such as Captain, please note which phase you are acting in to help me resolve things in the correct order.

I will post the enemy initiative at the beginning of the round so the Pilot knows who moves first.

If this isn't working, or you have suggestions on how to improve it, please speak up.

I know on slides the tokens are small. Yours has a white background, the enemy has a transparent background.


1 person marked this as a favorite.
VC Australia - WA

Confession time - I haven't run Starship Combat in PbP for some time and just realised that all my lovely prep is on my Roll20 table.

You are all experienced players though, so before I go digging for resources - does anyone need role sheets or the Drake stats?

Who is going to be keeping track of damage and repair for your group?

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Do we have a Statblock for the Drake handy? Or should I find one and link it?

EDIT: Ah Ninja'd! Drake Statblock please!

Acquisitives

1 person marked this as a favorite.
Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

DRAKE TIER 2
STARFINDER SOCIETY DRAKE TIER 2

Medium transport

Speed 8; Maneuverability average (turn 2); Drift 1

AC 12; TL 12 (it's AC 14 and TL 14 as I have 2 ranks)
HP 70; DT —; CT 14
Shields light 40 (forward 10, port 10, starboard 10, aft 10)

Attack (Forward) gyrolaser (1d8)

Attack (Turret) coilgun (4d4), high explosive missile launcher
(4d8)

Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;

Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 2 armor, mk 2 defenses; Expansion Bays cargo hold, escape pods

Modifiers +1 to any three checks per round;

Complement 4–7

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Found one, main thing is the Modifiers:

+1 to any three checks per round

I have no problems with giving 2 to the Gunners and 1 to someone else, my Piloting Skill is quite high, so I shouldn't need one.

Thoughts?

Wayfinders

Female |SP: 4/7, HP: 12/12, RP: 4/4|EAC 13, KAC 14|Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle|Init +6|Perception +7|Speed: 30 ft. Land (crawl at half this speed), 30ft. swim|Senses: Darkvision (60ft)| Biohacker 1
Jyskos Arabath wrote:

I agree! Is Zamba really a +0 at the Charisma things?

Yeah, what Starship boons does everyone have? (If any)

I'd prefer the Drake myself.

Yea, she is. Starship combat is NOT somewhere she is super helpful at the moment, cause physical science and life science aren't helpful skills. ><

I'm willing to track ships stats as needed, though it may be better for the science officer too if they are going to be moving shields and such.

Acquisitives

Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Ah that sucks!

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Zamba, can be a gunner with a +4 modifier or she can use athletics to be the chief mate. We have 3 forward arc and turret weapons, so I suggest we have 3 gunners.

Wayfinders

Female |SP: 4/7, HP: 12/12, RP: 4/4|EAC 13, KAC 14|Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle|Init +6|Perception +7|Speed: 30 ft. Land (crawl at half this speed), 30ft. swim|Senses: Darkvision (60ft)| Biohacker 1
Istilnar wrote:
Zamba, can be a gunner with a +4 modifier or she can use athletics to be the chief mate. We have 3 forward arc and turret weapons, so I suggest we have 3 gunners.

Not sure where you're getting a +4... I have no ranks in piloting and no BAB, so it would just be my Dex of +2. That being said, I might have a better chance of hitting them than hitting the DC 15 to encourage.

Second Seekers (Ehu Hadif)

Male CN Brakim Death Touched Mystic 5 | SP 9/45 HP 31/36 | RP 6/7 | EAC 17; KAC 18 | Fort +4; Ref +4; Will +9 | Init: +3 | Darkvision 60', Per +14, SM +11 | Speed 30 ft. | Active Conditions: Fatigued.

Sorry, I assumed your +2 to piloting was your skill bonus. However, even with a +2 bonus to your gunnery roll you can still roll high and hit. It's always better to fire as many weapons as we can since it increases the chance we get a hit.

Wayfinders

Female |SP: 4/7, HP: 12/12, RP: 4/4|EAC 13, KAC 14|Fort +3, Ref +2, Will +3, +4 vs. critical hit effects Defensive Abilities hardened mantle|Init +6|Perception +7|Speed: 30 ft. Land (crawl at half this speed), 30ft. swim|Senses: Darkvision (60ft)| Biohacker 1

Fair enough - so I'll switch over next round. As for what is listed, I should have marked it untrained. I just went straight off my character sheet, forgetting others might take a look at it too. ><


VC Australia - WA

Sorry folk, I haven't abandoned you. I have had various attacks of life the last couple of days and found myself just too mentally and emotionally exhausted to deal when I reached my designated catch up time last night. I have to run around today before being chained to my desk for Gen Con but hopefully will be back and posting at a good rate very soon.

Acquisitives

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Male Drow Operative (Spy) 2 |SP: 2/12, HP: 16/16, RP: 5/5|EAC: 16, KAC: 17|Fort: +1, Ref: +7, Will: +3, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +9|Perception: +7|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Trick Attack: Bluff +15 vs CR, Success: +1d4 and Flat-Footed to the Attack|Active Conditions: Dazzled|

Take your time, we'll be here for you!

Cognates

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Agender (They/Them) Ghoran (Oakling) Vanguard (Reaction) 1 |SP: 8/10, HP: 13/13, RP: 4/4|EAC: 14, KAC: 15|Fort: +5, Ref: +5, Will: +0, +2 racial bonus against mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects, unless the effect specifies that it is effective against plants.| Init: +3|Perception: +0|Speed: 30ft Land|SLA: (At Will) - Detect Magic, Psychokinetic Hand|Active Conditions: None|

I totally understand! It's been a very long few days for myself as well. Take the time you need and please take care of yourself!

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