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Discussion Thread

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I saw the sign-up thread, do we have another Urog?
Not to mention also an operative. 2 operative Urogs, that'd be cool.
Edit: nope you're an android, but where did you get electrocation ability?

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I don't have electrocation. It auto-filled, but I thought I had deleted it. Just normal darkvision and low-light vision here.

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Still need to level-up Rilynn after the last adventure. Probably taking the lvl 2 Technomancer. Will complete by late tomorrow.

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Hi Rilynn! Good to play with you again.
Starship combat:
Acrobatics chief mate: +11
Computers Science officer: +7
Engineer: +7
Gunner: +5
Pilot: +9

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So I have this weapon: Plasma Claw, Electocellular: 280 Credits. Damage 1d4 E & F; Range 20 ft, Capacity 20 charges, Usage 2 Bulk L, Special living.
And this Feat: Divine Blessing Sarenrae: Sarenrae: The first time you deal fire damage each round, you can convert half the fire damage into holy energy damage. Fire resistance or immunity does not apply to the holy energy portion of the damage.
If I happen to do 1 damage with my weapon, does this mean I can use my feet to convert all of my 1 damage to holy damage?

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So I have this weapon: Plasma Claw, Electocellular: 280 Credits. Damage 1d4 E & F; Range 20 ft, Capacity 20 charges, Usage 2 Bulk L, Special living.
And this Feat: Divine Blessing Sarenrae: Sarenrae: The first time you deal fire damage each round, you can convert half the fire damage into holy energy damage. Fire resistance or immunity does not apply to the holy energy portion of the damage.
If I happen to do 1 damage with my weapon, does this mean I can use my feet to convert all of my 1 damage to holy damage?
I believe RAW is round down, minimum of 1, so yes.

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Jax Kraven 2 wrote:I believe RAW is round down, minimum of 1, so yes.So I have this weapon: Plasma Claw, Electocellular: 280 Credits. Damage 1d4 E & F; Range 20 ft, Capacity 20 charges, Usage 2 Bulk L, Special living.
And this Feat: Divine Blessing Sarenrae: Sarenrae: The first time you deal fire damage each round, you can convert half the fire damage into holy energy damage. Fire resistance or immunity does not apply to the holy energy portion of the damage.
If I happen to do 1 damage with my weapon, does this mean I can use my feet to convert all of my 1 damage to holy damage?
True, but I didn't know if electric damage took priority over fire and thus I couldn't convert it or if I choose electric or fire if I dealt 1 damage and then I could convert it to holy.

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Level up complete. Lashunta lvl 2, Magical Hack: Energize Spell. Lightning Reflexes feat. Invested in better armor, Lashunta tempweave basic.

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Raise my hand for Engineer +14. Patching shields is my specialty.

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Sounds like we're using the Drake.
And here's our crew:
Captain: ?
Chief mate: Jax? (+10)
Science officer: ?
Engineer: Rilynn (+14)
Gunner: Twila-5? (+5)
Pilot: Liftt (+15)
I'm nominating Jax for Chief Mate because, while that's the best option for both our characters, Twila-5's got a better bonus for the gunner.
Of course, Twila-5 can be halfway decent at anything except Captain, so she'll go where she's needed. What do Skip Intro, Benny, and Jax want to do?
------------
Also, who wants which of the scenario supplies? Twila-5 wouldn't mind using a battery and holding a serum of healing, but if anyone's running low she won't fight for them.
>>two mk 1 flash grenades, three standard batteries, two mk 1 serums of healing, and a spell ampoule of share language

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I'll take a battery - I can use it with Energize Spell hack. I can grab the spell ampoule too.

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Skip's only beneficial skills for starship combat are Diplomacy +7 and Gunnery +3. I can take Captain. If everyone else is busy I can act as a backup gunner but I assume everyone else has a higher Gunnery skill.
I would only be interested in a serum of healing - but Skip isn't a front line fighter so I will see if anyone else wants one first.

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I'll take chief mate as long as we have a science officer.
Science officer comes from the core rulebook, chief mate does not, so in theory science officer is a more important role than chief mate as it came first in Starship combat.

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Are we actually using the run action in this, because with move speed 30, it would take at least 9 rounds, given the rules as written. With move speed 20 that is 13 rounds. You said we are trying to run over 250 feet of this, but if we are under encounter mode instead of combat mode it might have different rules.
Run
You can run as a full action. When you run, you can move up to four times your speed in a straight line. You gain the flat-footed condition, and you can’t run if you must cross difficult terrain or can’t see where you’re going. Running provokes attacks of opportunity (see below). You can run for a number of rounds equal to your Constitution score. See Overland Movement for information on long-distance running.
Difficult Terrain
Difficult terrain, such as heavy undergrowth, piles of junk, or steep stairs, hampers movement. Each move into a square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can’t run or charge across difficult terrain. If you occupy multiple squares with different kinds of terrain, you can move only as fast as the most difficult terrain will allow. Flying and incorporeal creatures are not hampered by most difficult terrain, though a dense tree canopy or web of chains might count as difficult terrain for flying creatures.

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So that means it will take Skip 17 rounds at this rate! Poor guy can't catch a break.

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I mentioned this problem in Gameplay a couple days ago. My guess is the way these modules are usually setup, we have to survive a set number of rounds, like 4, regardless of how far we are actually able to move.

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Not complaining that I got hit - I was overdue. But I am very surprised that we're made to go through this. Shockingly bad module writing from our typically-creative friends.

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Maybe they were thinking about how it would work F2F. This series of checks could probably be done in 5-10 minutes if we were F2F, but in PbP it's a slog.

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It wouldn't be so bad if I didn't fail every single one!

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This reminds me of my one trip to GenCon when it was still in Milwaukee. I attended a session called, Be Killed by Terry Brooks, or something like that. Anyway, everyone in the room eventually got to sit at a gaming table where Terry Brooks was the GM, and he would ad lib a story where every PC dies and new players would step forward to fill the spot at the table. I remember I lasted about a minute before he got tired of the story he was telling and killed off the whole party at once. I get to say I gamed with Terry Brooks, however brief.

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Scenarios like this should come with a warning. Don't bring your 20 move speed creature though it doesn't have to say bring your fastest creature. Seriously I have 3 20 move speed creatures out of 35, and 3 40 move speed creatures out of 35 after taking into account armor speed reduction and I ended up picking my 20 move speed creature. Well okay, only about 20 to 25 creatures are within tier range, but still.

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You guys must be in a different time zone. Every day I wake up to 6+ new posts!

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We've all conspired against you. ;)

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Happy to go pilot here. +15
How thick is the atmosphere?
Just browsing the new rules on AON. Looks like it is good we took the Drake! Speed doesn't matter this far down.
How do you change how far up/down the atmosphere you are? Or is that outside of tactical starship battles?

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Athletics chief mate: 10
Computers Science officer: 6
Engineer: 6
Gunner: 3
Pilot: 7
My suggested role is chief mate, but we have no science officer which I believe is more important.

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I'm going to have to read up on those rules too. :)

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At the end of each helm phase, roll 1d4. On a 1 or a 2, the katura moves up through the planet’s atmosphere layers. On a 3 or a 4, the katura moves down. The PCs move automatically up or down to meet it. If the Katura is already in the lowest or highest atmosphere level, don’t roll; it moves either up or down as appropriate. The highest and second-highest atmosphere levels of the planet are beset by floating rocks; this hazard uses the same effect as the ice storms hazard (Starship Operations Manual 52). The storms are light at the second-highest atmosphere level, and moderate at the highest.

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Twila-5's preferred starship roles, in descending order:
Gunner: +5
Engineer: +7
Computers Science officer: +7
Acrobatics Chief Mate: +11
Backwards preference-to-ability relationship, I know. If anyone has a higher modifier at any of these roles, she'll defer to them.

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Skip can be:
Captain +8 diplomacy
Magic officer +6
Gunner +3
If we don't have a science officer, Skip can use Scrying instead of the scan action. In that case we would still need someone working on the shields though.

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Did anyone roll for piloting initiative?
I was wondering about that. Most PbP GMs I've played with have rolled everyone's initiative themselves in one post. The one time my GM didn't, combat felt more chaotic. It was definitely harder for me to track.

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Jeez. Imagine if Star Wars ever worried about Atmospheric Friction!

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Been waiting on your return fire onto the creature.

Shifty |

Nothing I have seen says they can't, turreted weapons just count as being in every arc.
The advantage to turrets is that they offer great flexibility and you can employ more weapons systems and gunners more frequently, but the disadvantages are that they cost more BP to install and they are suuuuuper vulnerable to criticals.

Jones228 |

Ok, great, thanks Shifty.
I guess I was confused about "weapon mounts" - I wasn't sure if the turret was considered a mount, or each weapon on the turret was a seperate mounted weapons. That's what I get for checking Reddit for rules after a quick google. I found this in the rules for starship building:
Tiny and Small starships can have only two weapon mounts per arc (and per turret). Medium and Large starships can have only three weapon mounts per arc (and per turret). Huge and larger starships can have only four weapon mounts per arc (and per turret).
So it looks like you're correct, each weapon it's it own thing. I second guessed myself because they were both listed under turret on the Drake stats.
I'm gonna roll a 4 anyway....
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I'm going to have Skip act as a secondary gunner. Magic officer seems very underwhelming and not very applicable here. He may not be the best gunner but any damage he can do is a bonus, and more helpful than +2 initiative when we're moving 2 hexes at a time.
Yeah, not really seeing where Engineer does anything useful until we need shields repaired. If there's another gun free I can move to that.

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I see a bunch of posting ahead. Not wanting to hold things up again, should I post ahead too?

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Sorry, in the middle of a nasty covid bout. Double vaxed and boosted.

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Ouch. That sucks like a Dyson. Hope you recover completely very soon!

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Thanks all. I can tell you now from experience this version of Omicron is as bad as Delta.
Seems like we're wrapping up. Thanks again for the game, GM! Looking forward to the next one.

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Chronicle looks good. Thanks, GM phaeton_nz for running this for us. Gotta be honest, Twila-5's not the only one who wants to keep tracking down that jerk and make him feel ashamed for the garbage he's pulled. I'm invested too!

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Oh, if he's going to a warm place with good beaches ... a couple of my PCs would be going too, one of which played 4-02.