[SFS_Aerondor] 04-07 A Haven for Scoured Machines (tier 7-10) (Inactive)

Game Master Aerondor

Map
Chronicles


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Lantern Lodge

Silent tide map

I will be using rpg chronicles So please add your information into there.

Slot any boons and do your day jobs in this thread.

If you could also note if you have chronicles (on this character) for:
04-01 (season opener, so doubtful) or 03-22 (The vast experiment: Dancing at the edge) then please indicate it here.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

It appears Sefel is back in range for this scenario, so I've signed him up on RPG chronicles!

Acquisitives

Female Halfing Icon Operative(Ghost) - 11 | EAC:28 KAC:29 | P:21 I:10 | SP:92/110 HP:69/69 RP:11/11 | F:9 R:14 W:9 | AQ | 124312-707

Rani is also signed up. She was involved in the whole VE series then 4-03.

Lantern Lodge

Silent tide map

I see Big Jim is also in the chronicles entry, and we have Daata joining. So room for two others, but we are legal already.

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

Jim has 3-22 TVE Dancing at the Edge.

***

Ally - Master Hireling (Buddy the Goblin, PS/LS/Myst)
Faction - Acq Champion (improved)
Personal - Nil
Promotional - Service award
Social Boons - Known Quantity (x4 Day job)1/1
Starship Boons - Abundant Ammunition

Day Job (Video Personality) 1d20 + 21 ⇒ (10) + 21 = 31 x 4 = 124cr

Second Seekers (Jadnura)

Desha "DD" Doash | Female Human Bounty Hunter Mystic (Steward Officer) 8 SP 56/56 HP 52/52 RP 8/8 | KAC 24 EAC 24 | Saves F+4 R+6 W+10 | Initiative +4; Perception +18 (+20 visual); Darkvision 60ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | OS: TBD | Status: N/A |
Found Gear:
AC

Desha has neither scenario

***

Ally - First Seeker's Intuition
Faction - Second Seeker's (Ehu Hadif) Champion
Social - Savior of the Scoured Stars
Starship - Drift Maven

Day Job (Bounty Hunter) 1d20 + 19 ⇒ (8) + 19 = 27

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Ugh, it's not letting me sign up on RPG Chronicles again, even though I'm logged in.

Ally - Assistance from Zo! OR Elite Hireling Access (Set 2)
Faction - Dataphiles Champion
Personal - Khizar Admittance
Promotional - Promotional Reroll (V-L polo shirt)
Social - Faction's Friend
Starship - Drift Maven

Day Job (electrician): 1d20 + 16 ⇒ (3) + 16 = 19

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

No Dayjob

Boons:
-Slotless: Qabarat University Admittance
-Social: Scoured Stars Memorial
-Ally: Gun Runner

Lantern Lodge

Silent tide map

Feel free to check into the gameplay for pre-flight briefings.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Is there room for a level 7 envoy?

Lantern Lodge

Silent tide map

Oh yes. That would max out the team nicely.

Post away in gameplay.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Day Job: Actor: 1d20 + 20 ⇒ (11) + 20 = 31

Faction: Acquisitives, Improved
Ally: Dream Whispers (1/session add +2 to missed attack or saving throw)
Social: Pharmaceutical (Using this to purchase 2 tier 2 Antiemetics and 2 tier 2 antitoxins at a 20% discount)
Starship: (How do people feel about replacing one of the weapons on our ship with a nuclear weapon? It would work well with Abundant Ammuntion) Weapons of a Lost Civilization OR Personalized Hull

Lantern Lodge

Silent tide map

Slotting boons is a good idea round about now.

Acquisitives

Female Halfing Icon Operative(Ghost) - 11 | EAC:28 KAC:29 | P:21 I:10 | SP:92/110 HP:69/69 RP:11/11 | F:9 R:14 W:9 | AQ | 124312-707

circus performer: 1d20 + 19 + 4 + 5 + 2d4 ⇒ (8) + 19 + 4 + 5 + (2, 2) = 40

Promotional Boon: Acqusitives Pin
Social Boon: Budding Media Personality
Ally Boon: Dream Whispers
Starship Boon: Field Upgrades

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Since robots are probably immune to radiation, I'll go with the personalized hull. And I'm realizing that Moxie will probably need to be the gunner when it comes to space combat. Of course with the Pegasus having guns on all sides it might be nice to have two gunners.

Lantern Lodge

Silent tide map

There is no space combat as such in this scenario. But it's still useful to know who is in which seat, and which ship you have.

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Daata is easily the science officer.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Darn, I was hoping for a starship battle.

Lantern Lodge

Silent tide map

No Starship tag on this one sorry.

Quick check of levels shows us:
Big Jim -> 9
Daata -> 7
Deesha -> 8
Moxie -> 7
Rani -> 8
Sefel -> 7

So we are definitely low tier. You good with OOT rewards Big Jim?

Acquisitives

'Big Jim' | sp 91 | hp 67 | rp 10| EAC 27 KAC 28| fort +10 |ref +10, will +9 init +10 | Perc 13 (LL&DV)/ Vesk Mechanic Icon 9/Sol 1 Buster hp 90 | EAC 20 KAC 23| fort +5 ref +6, will +2 | Perc 0 - Cnstrct /Buddy Elite Hireling - Life Science, Mysticism, Physical Science +18 (Goblin)

Fine by me :)

Lantern Lodge

Silent tide map

Daata - any luck with rpgchronicles?

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

I fill it in and the button at the bottom just doesn't let me click it.

Lantern Lodge

Silent tide map

And you are definitely logged in to the site? Might be worth clearing out your cache?

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Okay I think I got it.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Hey everyone. I'll be away in the wilderness this weekend, Starting Friday evening and through Sunday evening (Pacific time). Thursday night is likely the last time I can post beforehand, but I should be able to catch up Sunday night!

Lantern Lodge

Silent tide map

I've not seen double tap before. On the surface it doesn't look like it stacks with Get'em though.

Get'em is a move action that gives a bonus and double tap says

double tap wrote:

This attack cannot benefit from the boost, guided, or variant boost AR weapon special properties, or any other ability or effect that is a move action and alters the effect of your attack or damage.

You hit either way, but assuming my understanding is correct the nice bonus damage wouldn't stack with the bonus damage from IC.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Yep, you are right about that. Its written so that very, very few things will increase its damage or accuracy. I think I actually understood that when I took the ability; deciding that it was still worth it because it ends up being a better trade off than using Deadly Aim and I really wanted something to bump up my feeble small arms damage. (And yes, yes, I know the best way to get more damage out of Small Arms is to throw them in a trash compactor and pick up a Long Arm instead, but I just don't want to for this character!) Its just been a little while since I've read through the feat and I forgot what didn't work with it.


VC - Sydney, Australia

I'm thinking that Rani just dropped the second one, so I'll eat an explosion then move in.

Moxie are you goint to keep get'em up on pink?

Just planning my actions :) I'm weighing up another round of defensive as I get in place then unleashing full attack mode.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Yeah, I was putting Get Em on Pink because it seemed like Blue was going to go down last round. I'm going to do the same again this round.


VC - Sydney, Australia

A bit of the old Inspiring boost would be warmly welcomed at some point soon - 68SP down so far :p

Lantern Lodge

Silent tide map

Yeah, Big Jim has taken a real hammering this scenario. Going to multiclass into Vanguard?


VC - Sydney, Australia

Well, Big Jim seems the closest thing we had to a tank in this party, and seems like a good idea to keep the enemy off the squishies :)

The single dip into Soldier has really paid off in shoring up some of the Mechanic weaknesses.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Yes, Jim I can use Inspiring Boost on you next turn to give you a little more staying power. Its not much but its often enough to keep a person up for one more round. I'm thinking that I'm going to also burn a resolve to use Get 'Em on all targets next round.


VC - Sydney, Australia

I'll take it - give me a bit more ability to play punching bag whilst the party chews these things up...

Lantern Lodge

Silent tide map

@Shifty, you are a VC. With Deesha not posting since before the first combat, what is the best way to deal? Just no chronicle at all, so Mjolbeard89 can play the scenario again?


VC - Sydney, Australia

Yeah as they did less than a third of the scenario I'd just go with no chronicle and they can play it some other time.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Given the position of Daata, is there any way for Sefel to get around for a more clear shot? Does he fit around the tank to the left?

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Is Desha able to get botted or she just put of the fight at this point? Asking for a friend.

Lantern Lodge

Silent tide map

I've been botting her from time to time. If someone else wants to roll or act for her when she is bold that's fine, but as at this stage I don't think she'll be getting a chronicle so she isn't really there. But she is not contributing to the encounter level either, as with five of you you'd still be facing the same encounter.

Long and short, sometimes I'll bot, but if anyone else wants to, feel free.


VC - Sydney, Australia

Every bit helps, I don't think we are the optimal party for this scenario - I think the writer anticipated some proper tanks, not a Mechanic playing dance dance revolution :p

Lantern Lodge

Silent tide map

There have been a couple of big hefty hitters, but then again, you have had couple of chances to rest up as well, which makes a big difference.

Do mystics spells auto level in SF? I've never played one. Desha has mystic cure I in her list, but does that mean she can use Mystic Cure III as well (or is that only in reverse, or not at all?)


VC - Sydney, Australia

It means she can only cast I as they are Variable Level spells - you can cast it at the level you know, and every level underneath that.

Variable Level Spells:
A variable-level spell is a spell that has different effects depending on the level of the spell slot you use to cast it. The spell description of a variable-level spell lists the spell level as a range (“1–6” for example) and notes how the spell’s effects change when cast at different spell levels.

When you learn a spell that can be cast at variable spell levels, you gain the ability to cast it at the spell level you know and at every level below that. For example, let’s say a PC is a 9th-level mystic who has mystic cure (which is a variable-level spell that can be cast at spell levels ranging from 1st–6th) as a 2nd-level spell known. When the PC chooses to cast mystic cure, he can cast it as a 1st-level or 2nd-level spell. His caster level is still 9th, regardless of the spell level at which he casts the spell. The PC can’t cast mystic cure as a 0-level spell (since mystic cure doesn’t have a 0-level version) or as a 3rd-level spell (since he doesn’t know mystic cure as a 3rd-level spell). The effect of mystic cure when the PC casts it is detailed in the spell’s description and depends on the spell level at which he chose to cast it.

If you know a variable-level spell and later select it again as a higher-level spell known, you can immediately select a new spell known to replace the lower-level version of the variable-level spell. For example, when a PC becomes a 10th-level mystic, he selects mystic cure as a 4th-level spell known. He also immediately selects a new 2nd-level spell known to replace the 2nd-level version of mystic cure. He can now cast mystic cure as a 1st-, 2nd-, 3rd-, or 4th-level spell.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

The nice thing about mystic cure though is that you can "donate" extra hit points beyond what you heal, so even a level one mystic cure can be pretty useful.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none
Sefel Lamunesh wrote:
Given the position of Daata, is there any way for Sefel to get around for a more clear shot? Does he fit around the tank to the left?

this might've been missed

Lantern Lodge

Silent tide map

Not for a clear shot at the robot at the moment, or for that matter the pink starfinder. Your large companion sadly provides cover.

That said, I'd be okay with you working your way through the thick mass of cables (count as difficult terrain) to the clear spots south of the floor or ceiling power cells.

A quick count of squares shows you could do that as a full round action, no chance to fire this round though. I do note that would leave you within reach of the robot however.

Dataphiles

Male damaya lashunta scholar technomancer 10 | SP 50 HP 54 | RP 7/9 | EAC 27; KAC 29 | F+3 R+7 W+9; +2 vs spells/magical effects | Init: +8 | Limited Telepathy 30’ | Perc: +12, SM: +2, Darkvision 60' | Speed 30ft | Detect Thoughts 1/1 | Tip of the Tongue 1/1 | Spell Cache 1/1 | Spells: 1st 4/6; 2nd 0/5; 3rd 2/4; 4th 3/3 | tactical autobeam rifle 34/40 | Active conditions: none

Thank you! That's what I needed.

Lantern Lodge

Silent tide map

bump - see extra I added above.


VC - Sydney, Australia

Assume we should be done in a week? Looks like the last combat (super hope so, it's mean!)

Lantern Lodge

Silent tide map

Yeah, should be done. This last combat has dragged a bit.

Acquisitives

|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)

Its a tough fight! I am hoping that there isn't another, even tougher fight after this one because I feel like we're giving this one everything we've got!

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