
Shoccaar Nemmac |

Yeah, we made a lot of mistakes with those AoOs at the beginning. The Reach was just unfathomably large at first. But if we make it out of this, we can retreat and sleep it off hopefully.

Shoccaar Nemmac |

If I'm reading the house rules correctly, I think my healing would bring Ajithu back to his feet and acting normally. Cellion, am I interpreting that right?

GM Cellion |

One of the goals of the rules is actually to make sure characters don't ping-pong between conscious and unconscious (something I've seen happen in higher level games), so the trauma-shock state causes you to remain unconscious for 1 minute even if your HP rises above 0. On the flip side you do get to support the party while KO'd, so you're not entirely out of the fight.
Your healing does help though, because at the end of that minute, if Ajithu's HP is 0, he would die outright.

![]() |

My only feedback on the house rule is that 10 rounds is an eternity. I doubt this battle has even been that long. Many combats last 5-6 rounds.
That said, we'll see how it plays out! Could prove fun!

Ajithu-Ko |
1 person marked this as a favorite. |

I'm not dead yet! I think I'll go on a walk. I feel happpeeeeeeee!

GM Cellion |

My only feedback on the house rule is that 10 rounds is an eternity. I doubt this battle has even been that long. Many combats last 5-6 rounds.
Yep, its intentionally long because the idea is to KO for the rest of the fight. It also gives more time to end a fight and get the victim healing so they don't die, in the event you don't have easy in-fight healing sources. That said, maybe something like 3 round would be better so that the conscious party members can try to stall to get a key member back up and in the fight? We'll see how it goes.

Shoccaar Nemmac |

Ah, that makes sense! I almost didn't heal Ajithu because I was worried that he would just be dropped again. 10 rounds is long enough it might be impossible for someone to die. 3 or 5 rounds would be long enough to probably take someone out for the rest of the fight but still add some pressure for the PC's to finish it up or heal during the fight.

GM Cellion |

One interesting Starfinder rules hiccup I've seen with the normal dying rules is how they work with fast healing. Observe:
- You don't go below 0HP when you take the final chunk of damage that would knock you unconscious.
- Fast healing heals you at the start of your turn
- If you ever go above 0HP due to being healed, you immediately regain consciousness and are no longer dying
- You don't lose or spend RP until the end of your turn if you're unconscious
Essentially, if you have fast healing, like from repairing nanites, each time you get knocked unconscious, you instantly get back up again and get your full turn to act. You're effectively immortal unless you take massive damage or foes gang up to coup de grace you. I saw it once in SFS on a joke character. It was wild.

![]() |

No worries on including me in AoE, Arc! PLEASE do it! I have Friendly Fire (allied dmg reduced by 28) AND Uncanny Agility!
Also, when I was traveling I seemed to have missed what got through its regeneration. Could someone remind me please?

Shoccaar Nemmac |

I think it was Arc's fire attack.

Shoccaar Nemmac |
1 person marked this as a favorite. |

...but thanks to Ajithu's distraction, she's able to slip free before they grapple her. (23 dmg after DR, you don't get grappled so you make it to your intended destination)

Shoccaar Nemmac |

In my search for F weapons to buy at the next supply depot, I realized I forgot to buy anything Nonlethal or area of effect in addition to my lack of fire damage. I'll be way more versatile if we survive this.

Ajithu-Ko |

So with "all sight blocked" I think we want to be moving back down below, not further up.

![]() |

Happy Reunion if you're on Akiton like me and Happy Fifthday if you're anywhere else in the Pact Worlds!
Hope you have a Reunion dinner that couldn't be beat!

GM Cellion |

Happy thanksgiving all!

![]() |

I have a suggestion, if our GM will indulge me...maybe instead of a NEW customized starship, the Sunrise Maiden makes a grand return? I don't think we necessarily established who in the party "got" it after the Dead Suns crisis...

GM Cellion |

Sounds good to me. Though you will want to upgrade it to tier 15!

Shoccaar Nemmac |

That would be fun!

![]() |

Thanks for waiting for me, everyone! I was stranded at work for the past two nights from the winter storm. Good thing I work in a hotel. I was able to binge-watch Dragon Age: Absolution!

![]() |
2 people marked this as a favorite. |

A Merry First Choices to all who celebrate it, and a great weekend to everyone else! This song...just gets more meaningful to me every year...

Shoccaar Nemmac |
3 people marked this as a favorite. |

Merry Christmas, y'all! It's been great playing with you all this year.

GM Cellion |

Alright, so while you guys are shopping, what's the verdict on the Sunrise Maiden? Do you want to customize it, or would you like me to just adapt another similar prebuilt ship as a pregen?

![]() |

I don't have any experience with ship design but would love to have Arc update the Sunrise Maiden. It would be a nice touch. :)

GM Cellion |

Medium explorer
Speed 12; Maneuverability good (turn 1); Drift 1
AC 18; TL 14 [AC 27; TL 23 w/ Jelico pilot]
HP 75; DT n/a; CT 15
Ablative Armor 40 THP (F/P/S/A: 10/10/10/10)
Shields Heavy 360 (forward 90, port 90, starboard 90, aft 90)
Attack (Forward) heavy nuclear missile launcher (10d8) [L-20, Speed 8, irradiate medium, Limited Fire 5]
Attack (Turret) heavy laser cannon (4d8) [M-10]
Power Core(s) Pulse Orange (250 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (good), mk 8 armor, mk 5 defences, mk 2 tetranode computer (tier 3); Security anti-hacking systems mk 1 (DC +1); Expansion Bays cargo hold (2), escape pods, recreation suite (hac)
Modifiers +2 any four checks per round, +4 Computers to scan;

![]() |

I don't have any experience with ship design but would love to have Arc update the Sunrise Maiden. It would be a nice touch. :)
The only issue is...I have no experience in starship upgrading and statistical stuff! I just know how to pew pew...

GM Cellion |

However you like, following the normal starship building rules. You can keep similar attributes (for example the same ship chassis, and replace the existing weapons with more powerful versions) but ultimately it's up to you so long as you're within the BP limits and the ship has adequate power. The BP limit for tier 15 is 500, which is a heck of a lot to play with.
You can discuss in the discord if you want to work out what ship features you'd like to focus on.

Shoccaar Nemmac |
1 person marked this as a favorite. |

Alright, I took a stab at it. I built it from scratch, in the theme of the Sunrise Maiden (starting with the same frame and design choices, then upgrading from there).
I've only spent 300 of the 500, and have the basics all set. So I'm thinking of just upgrading shields, armor, and such. Plus some more bonus things, like better scanners and drift engines. Our weapons are pretty solid already, though we could upgrade our backup guns.

GM Cellion |

Thanks Shocca!

Shoccaar Nemmac |
1 person marked this as a favorite. |

Alright, I managed to spend all of the BP, difficult as that was. We have max thrusters, maxed shields, with close to max armor and two of the maxed weapons. We even got a special water room for our air-allergic friend.
Key Points:
M12 thrusters
Mk 14 armor
Mk 3 tetranode computer
Luxurious quarters
Mk 14 defenses
Escape Pods
Sealed Environment Chamber
Cargo Hold
Superior Shields 600
Heavy Turret (upgrade)
Light Turret
Heavy Turret (upgrade)
Light Aft
Persistent particle beam - Turret
Heavy antimatter missile launcher - Turret
Light plasma cannon - Port
Light plasma cannon - Starboard
Light plasma torpedo launcher - Aft
Light plasma torpedo launcher - Front

![]() |

I agree! Thank you, Shocca!
...I should probably think about buying some stuff. Not going to have much of an opportunity to do that soon, I imagine.

Ajithu-Ko |

How expensive was the water-room? (just hoping it wasn't a lot of BP for one character's preference, especially since it's not really required)

Shoccaar Nemmac |

Only 1 BP! There wasn't too much we need those rooms for anyway, since we're mostly just using the ship as a taxi and fighter.

Ajithu-Ko |

Fair enough, thank you! Ajithu promises to share it with whomever can hold their breath long enough :D

Ajithu-Ko |

Hope she recoveries quickly!

![]() |

Since this trap seems pretty intense, I thought I'd strategize regarding our situation.
Are we going to need to come back out the way we came in? If so, should I just head back toward the exit? It seems like maybe I need to get there because we have some unexplored rooms to the east?
I'm regretting not having flying--

GM Cellion |

Yeah, the trap has some spicy damage. And as you point out, there's definitely unexplored rooms to the east. If you have a way to back out all the way to the wide platform on the west end of the room, you'd be out of range of the phase beams. Alternatively, if you have some way to quickly get all the way down to the ground level + inside the maintenance shack, you'd break line of sight as well.
Once the party manages to stabilize the reactor, someone with Engineering skill would need to fly over (or balance over) to the control panel at the eastern end of the bridge to disable the trap fully.

Shoccaar Nemmac |

Yeah... I'd say retreat since Shocca will need to turn off the trap anyways.

![]() |

I think Shocca's idea by squishing them together more is best, but she needs to tell the rest of the group that idea for Arcalinte to agree with her, since she specifically said she's keeping her thoughts to herself.

GM Cellion |

Works OK for me? Give it another try. Maybe google was down for a bit.