GM Dennis - SFS #4-10 The Way In - Table 1 (Inactive)

Game Master Dennis Muldoon

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Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

If you were selected for this table, please post the following here:

PC Name:
PFS#-Char#:
Faction:
Level:
Perception Mod:
Anything weird I should know about your character:

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Name: Gunnz
PFS#: 100387-703
Faction: Dataphiles
Level: 7
Perception: +13

Extra speed when flying from skyjockey.
Can use all skills untrained.

Exo-Guardians

Male Ghibrani Witchwarper (Icon) / 8 SP 48 HP 44 RP 9 EAC 22 KAC 23 INIT +8 PER +2 FORT +3 REF +10 WILL +4

I will have Teleemo updated later today (Saturday).

Looking forward to this!

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

No rush. The scenario doesn't actually come out until Wednesday, and we won't actually launch this game until the following Monday, November 1st.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

PC Name: Oddman
PFS#-Char#: 291669-705
Faction: Second Seekers (Luwazi Elsebo)
Level: 7
Perception Mod: +14
Anything weird I should know about your character: Mechanically, nothing


Hiya Dennis! Congrats on your first SFS scenario!!!

I took a look at the sign-up sheet and see there is possibly one spot left open at this table? If so, may I sign up? I filled in my character's details at the bottom of the sheet.

Wayfinders

Male Kasatha Tempered Pilgrim Solarian/7 | SP: 56/56 | HP: 51/53 | RP: 5/6 | EAC:20 KAC:20 | Fort +6/Ref +7/Will +6 | Init +3 | Perception +6

Ok, after looking at our comp I will go with my lvl 6 Solarian, he played other metaplot scenarios and is a melee character. Between Mystic and Witchwarper I don't think we need another caster.

PC Name: Vecro
PFS#-Char#: 2359780-702
Faction: Wayfinders
Level: 6
Perception Mod: +5
Anything weird I should know about your character: Nothing really.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

PC Name: Kat5e
PFS#-Char#: 2362267-701
Faction: Aquisitives
Level: 5
Perception Mod: +11

I will have Kat's character sheet in her profile updated before we start. Thanks for having me along!

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺
bigboom wrote:

Hiya Dennis! Congrats on your first SFS scenario!!!

I took a look at the sign-up sheet and see there is possibly one spot left open at this table? If so, may I sign up? I filled in my character's details at the bottom of the sheet.

Sure, welcome! Farol, looks like bigboom has a melee soldier, if that affects your character choice (two melee characters is fine, of course).

Wayfinders

Male CN Kasatha Ace Pilot Soldier 7 | SP 0/56 HP 48/53 | RP 9/9 | EAC 23 KAC 24 | Fort +6; Ref +8; Will +8; +2 Spellbane | Init: +14 | Perc: +1, SM: +1 | Speed 40ft | Laser (20/20) (20/20) Pulse (20/20) Plasma Ribbon (20/20) | Active conditions: none

Awesome! Looking forward to it! I'll update my character sheet to level 7 prior to our game start date.

PC Name: Fuunk
PFS#-Char#: 194657-705
Faction: Wayfinders
Level: 7
Perception Mod: +1
Anything weird I should know about your character: It's nothing extraordinary but Fuunk has Step Up and Strike so will use that while in melee combat if the opportunity arises

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Ok, I forgot my manners at another table.

Hey Dennis! Thanks for having me at your table, much appreciated. And congratulations on your scenario! I just finished playing 2-00 so I am all in Dennis mood :D

@bigboom - hey man, I played at your 'recent' 1-00 game, I am glad to bump on you on this game.

@Aerondor - always a pleasure, I don't think I a lot of other of your players besides Shokil and Teja :)

@Ragi - good to see you again mate, I met Oddman when playing Protectorate Petition. If I recall correctly he was a melee mystic

@Quirk - heyah, another friendly face! Good to be playing with you again.

@Jones228 - It is a pleasure to meet you, I don't think we played together.

Ok, so looking at our comp we have: melee soldier, melee mystic, operative (probably not melee), exocortex mechanic, whichwarper. Yeah, so I will go back to Croaker as he is range. In any way he has some CHA skills if whichwarper needs some help :D

Second Seekers (Luwazi Elsebo)

1 person marked this as a favorite.
Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

A bit nore niche, he's a 'thrown weapons' mystic.

What small pool of people SFS has!

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Ok Croaker is in the middle fo being updated to lvl 6. I need to select spells and buy gear for him.

In the meantime, Croaker has a boon that allows him to get Crypt Warden tier 7 for one scenario. How do we feel about going off-rails by selecting a different starship?

While we are on the subject, how do people feel about using a vehicle in this scenario? I seem to have some spare credits and am considering buying War Wagon I understand that not everywhere we might be able to use it (if at all).

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

@Farol, I looked into it because Vecro seemed familiar. Turns out we played zone 78 together awhile back.

Based on the description of the module from the blog post, I'm not sure that war wagon might fit where we are headed. Don't let me discourage you though, it looks fun.

I hope my lowly level 5 doesn't bring the APL down to much. If it comes to it, I wouldn't have an objection to playing up. I leave it to you more seasoned players.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

According to the signup sheet, we have (2) 5's, (2) 6's, and (2) 7's, so are at exactly APL 6 (and solidly playing down).

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17
Kat5e wrote:

@Farol, I looked into it because Vecro seemed familiar. Turns out we played zone 78 together awhile back.

Based on the description of the module from the blog post, I'm not sure that war wagon might fit where we are headed. Don't let me discourage you though, it looks fun...

Ahh Darn it! I missed it. So yeah, good to see you again! That was a fun run :D

If the only use of war wagon will be to move from ship to the gates located 30 ft away I could live with that as well :D I have time till Monday to decided :D

Anyways a question about Crypt Warden ship still stands ;)

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz prefers fast ships:-) She is a Pegasus girl all the way.

That said, as a player I'm happy to give the Crypt Warden a go. I do note the last time I played with it, I think we found it a little under powered compared to what we were facing. Slow and poor turning makes keeping those front facing weapons in the right arc somewhat difficult.

Exo-Guardians

Male Ghibrani Witchwarper (Icon) / 8 SP 48 HP 44 RP 9 EAC 22 KAC 23 INIT +8 PER +2 FORT +3 REF +10 WILL +4

I'll be updating Teleemo at some point this week (didn't quite get to him this weekend, I actually PAINTED some miniatures!).

Teleemo is a Ghibrani Witchwarper. I can't tell you how long it took me to earn the capstone boon to be able to play this race!

I had him for Paizocon earlier this year. Since then, I haven't really played him. However, I have finished four AP volumes, which places him at 6th level.

What I am beginning to see is that he is absolutely LOADED with credits. Probably going to go with the best armor he can afford, a personal upgrade, and maybe a couple of odds and ends.

Otherwise he'll be throwing lots of spells around when we're in a scrap.

In starship combat, Teleemo's best bet is probably putting him at Captain. His diplomacy will be high, and there isn't much else he can do. He could be a gunner (probably +6 to hit). He also might be able to be a magic officer, though honestly his mysticism won't be that good.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

PC Name: Croaker
PFS#-Char#: 2359780-703
Faction: Acquisitives
Level: 6
Perception Mod: +12
Anything weird I should know about your character: Nothing really.

Gunnz wrote:

Gunnz prefers fast ships:-) She is a Pegasus girl all the way.

That said, as a player I'm happy to give the Crypt Warden a go. I do note the last time I played with it, I think we found it a little under powered compared to what we were facing. Slow and poor turning makes keeping those front facing weapons in the right arc somewhat difficult.

Ok, thanks for sharing this. I actually have not seen that it has 6 speed (ugh!). So far that is the only input that I got if I will hear nothing else I will assume that the answer is no.

Wayfinders

Male CN Kasatha Ace Pilot Soldier 7 | SP 0/56 HP 48/53 | RP 9/9 | EAC 23 KAC 24 | Fort +6; Ref +8; Will +8; +2 Spellbane | Init: +14 | Perc: +1, SM: +1 | Speed 40ft | Laser (20/20) (20/20) Pulse (20/20) Plasma Ribbon (20/20) | Active conditions: none

I'm good with any ship - I've never tried the Crypt Warden.

However, I think with the Crypt Warden, the pilot may have to make extensive use of the manuever action and the engineer will have to devote a good amount of the divert action towards the engines.

The major advantage of this ship, I think, is the high AC and TL.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Chief mate could be of help allowing to divert to two systems ;)

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat's starship strengths are gunnery +9 or computers +13 for science/engineering

Wayfinders

Male CN Kasatha Ace Pilot Soldier 7 | SP 0/56 HP 48/53 | RP 9/9 | EAC 23 KAC 24 | Fort +6; Ref +8; Will +8; +2 Spellbane | Init: +14 | Perc: +1, SM: +1 | Speed 40ft | Laser (20/20) (20/20) Pulse (20/20) Plasma Ribbon (20/20) | Active conditions: none
Spike 'Croaker' wrote:
Chief mate could be of help allowing to divert to two systems ;)

That's true!!

Fuunk's potential starship positions:
Gunner +13
Pilot +17
Chief mate +18

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Happy to give the crypt warden a go. Just expect a *lot* of grumbles from Gunnz and references to space-whales etc.

Gunnz is a pretty good pilot, so pulling some of the tighter turns shouldn't be too bad for her. And for everyone else, that may mean less use of sick bags. Nobody voluntarily flies with Gunnz more than once.

Exo-Guardians

Male Ghibrani Witchwarper (Icon) / 8 SP 48 HP 44 RP 9 EAC 22 KAC 23 INIT +8 PER +2 FORT +3 REF +10 WILL +4

PC Name: Teleemo
PFS#-Char#: 278101-710
Faction: Exo-guardians
Level: 6
Perception Mod: +2
Anything weird I should know about your character:

He's a singing waiter based on Absalom Station when he's not running around the rest of the galaxy for the Starfinder Society.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

When you get a moment, please fill in your info on the Slides deck (also linked at the top of this page).

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Ok, Croaker purchases are done:

Ysoki Refractor Suit
Personal Upgrade Mk2
War Wagon Vehilce (if we end up using it only to take us from landing site to the nearest building I would be still fine with it :D).

Boons:

Social Contractor’s Respect (Social Boon; Limited Use): Nova Rifle, Yellow Star

Ally Professional Hireling Access (Life Scince, Physical Science, Mysticism) +10

Starship Loaned Ship: Crypt Warden

Faction Acquisitives Champion, Improved

Slides filled, post made ;)

Wayfinders

Male CN Kasatha Ace Pilot Soldier 7 | SP 0/56 HP 48/53 | RP 9/9 | EAC 23 KAC 24 | Fort +6; Ref +8; Will +8; +2 Spellbane | Init: +14 | Perc: +1, SM: +1 | Speed 40ft | Laser (20/20) (20/20) Pulse (20/20) Plasma Ribbon (20/20) | Active conditions: none

I think Gunnz is the better pilot, so I'm putting Fuunk down as a gunner. If there are better gunners, however, I can move Fuunk to chief mate.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Thanks! Gunnz is very happy.

In terms of ships, Gunnz always votes for Pegasus. Even if it is not necessarily the best for the job.

(and early on the Drake was a dog - so Pegasus was pretty much the best). But if we are looking at a pitched space battle, the extra grunt of the drake maybe helpful. Don't mind Gunnz complaining about other ships, just remind her that she should be happy she gets to drive.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

For now I put Croaker as second Gunner, he could also be a Magic Officer or a Captain, but I will let the others claim their roles, and he can sort of fill

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman is either a tertiary gunner with gunnery +7 or a magic officer with mysticism +14.

No good options, I'm afraid.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0
Kat5e wrote:
Kat's starship strengths are gunnery +9 or computers +13 for science/engineering

Kat will start as science for a scan, then bounce to engineering for ship maintenance. (Or whatever is required for the round)

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

I saw a vote for Pegasus, so put that into the slide deck. If you'd rather take the corpse fleet vessel via a boon, you can do that. Part of your mission is to scan, so bear that in mind when deciding.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Scan screams Pegasus or Azarta. This season they are really trying to get us to use their new ship.

Gunnz would still vote Pegasus - that EMP cannon is just too situational.

Boons btw: I'll take finest engines for a speed boost.
Normally I also hijack a computer node permanently for a bonus to init, everyone okay with that?

Our base speed is 10+2(engines)+1 (sky jockey).

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

The sweet,sweet sounds of SMC start echoing around the ship as Gunnz puts on her "space-combat" mix. As the crew settles into place, she reaches under the dash of the pilots console and rummages around for a moment or two, before subtly removing what looks like a fuse.

"Discovered where the "don't red line the engines" fuse sat a few expeditions ago." she explains to anyone who wanted to listen.

"This makes flying *so* much more fun!"

And with that she kicks the Pegasus into full drive!

init, node, pegasus bonus: 1d20 + 20 + 3 + 1 ⇒ (16) + 20 + 3 + 1 = 40

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Ok, so in that case, my Spaceship boon will not be Crypt Warden but:

Mystical Guidance Systems Upgrade allows to use wisdom + mysticism ranks instead of dex + piloting ranks when shooting. I will mount it to the turret.

So Fuunk if you could shoot other weapons (most of them have higher dmg) that would be awesome, we can then swap with Oddman every other round, I think then we shoot with +11 (both).

Exo-Guardians

Male Ghibrani Witchwarper (Icon) / 8 SP 48 HP 44 RP 9 EAC 22 KAC 23 INIT +8 PER +2 FORT +3 REF +10 WILL +4

FYI, Teleemo will plan to act ahead of the gunnery phase, and will likely encourage whatever gunner is firing the biggest gun.

I'll keep an eye on things and post in gameplay later today.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Right so speed for this turn is
10(base) +2 (finest engines) +1 (sky jockey) +burn rp for 50% increase (either 5 or 6). 18 or 19

Only way to go faster in this game is if the engineer pulls a stunt of their own to add another 2 (or 3 if it interacts with the pilot's full power in a nice manner)

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Sorry for the delay yesterday, folks. I got my Covid booster this weekend, and it really knocked me out. I should be back to more regular posting going forward.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

No worries. Mine took me out for a bit too.

To help keep things moving, when I do the helm phase, I'll also try to remember to put an initiative roll for the next round in a spoiler. Looking at the bonuses, it looks like most of the time we should be winning initiative and thus having them move first anyway.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Yeah, that's a good idea. If/when I roll lower than your minimum roll (pretty easy for me to do) I can just go ahead and move, too.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)
Zig wrote:
These enemies are tough, but you can trust Ixthia to buy you the time they said they would. Make sure you’re ready before you try to storm the bridge

Now that's not an ominous warning or anything..

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

I decided to wait for this evening to move you on, just so everyone who wants to has a chance to interact with Ziggy.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺
Gunnz wrote:
Zig wrote:
These enemies are tough, but you can trust Ixthia to buy you the time they said they would. Make sure you’re ready before you try to storm the bridge
Now that's not an ominous warning or anything..

Mwahaha...ahem...I mean, just a friendly reminder that you're allowed one 10-minute break during this mission :P

Wayfinders

Male CN Kasatha Ace Pilot Soldier 7 | SP 0/56 HP 48/53 | RP 9/9 | EAC 23 KAC 24 | Fort +6; Ref +8; Will +8; +2 Spellbane | Init: +14 | Perc: +1, SM: +1 | Speed 40ft | Laser (20/20) (20/20) Pulse (20/20) Plasma Ribbon (20/20) | Active conditions: none

Wow, Ziggy had disappeared and was captured? Shows how far behind I am with the SFS overarching plotline. Ziggy retired to a peaceful beachfront property on some planetoid somewhere for all I knew! hehe...

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

3-22 I think where that happened. It's been part of the season four meta plot.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17
Fuunk wrote:
Wow, Ziggy had disappeared and was captured? Shows how far behind I am with the SFS overarching plotline. Ziggy retired to a peaceful beachfront property on some planetoid somewhere for all I knew! hehe...

You should totally RP that:

"Ehh Ziggy, what are you doing here? Have you been gone? For couple of months!? No!!!"

:P

Wayfinders

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Male CN Kasatha Ace Pilot Soldier 7 | SP 0/56 HP 48/53 | RP 9/9 | EAC 23 KAC 24 | Fort +6; Ref +8; Will +8; +2 Spellbane | Init: +14 | Perc: +1, SM: +1 | Speed 40ft | Laser (20/20) (20/20) Pulse (20/20) Plasma Ribbon (20/20) | Active conditions: none

Haha! OMG that's an awesome idea! Wish I had thought of it earlier....

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; (immune to confusion)Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Do we want to try and take down the big guy real fast and just endure the pain of the mook robots, or be a bit more systematic and finish off the little ones quickly and then concentrate on the big one? I suspect that splitting our targets here may not be in our best interest.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

The little guys didn't seem to HP dense, but I am always a fan of taking off the head!

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