Ziggy's
Once during the adventure, the party can either:
gain a +2 bonus to all your starship attack rolls in a single round, and those attacks does not consume ammunition in the case of a weapon with the limited fire property.
OR you can instead use it to declare one successful starship attack a critical hit, even if it wasn't on a nat 20
Fitch's
Once this adventure your party can either:
* reroll one check to recall knowledge about any creature they encounter within the Scoured Stars, or
* give everyone in the party a +2 to all your initiative checks for an encounter (+4 if you've ID'd at least one of your enemies in this fight)
Historia-7's
ONCE during the scenario, you can use this to either:
* For one Computers check during starship combat roll two dice, take the better, then add another +4 to it, or
* attempt a Computers check as if you were trained in it (gettign to roll twice, take, better, add +4 to it), or
* when you fail a Computers check, you may re-roll it twice, take the better roll and add a +4 bonus to it
Radaszam's
Each of you can at one point this adventure requisition a weapon with an item level up to your PC’s level+1 for the duration of one mission. (each of you can use this at a different time, doesn't all need to be the same mission, though can be). The weapon comes with a fully charged battery or magazine, and must be requisitioned prior to an encounter actually starting.
In addition, you can each request and receive a single consumable item whose item level is equal to your own.
Arvin's
Once during the adventure you may either:
* have the whole party get the benefits of Aid Another (+2 bonus) to all skill checks and attack rolls for 1 round, or
* when your table uses an Aid token, gain two benefits instead of one (have to be two different benefits)
Naiaj's
Once during this adventure, you can either:
* give a +4 bonus to all of the party's Engineering and Piloting checks for a single round of starship combat, or
* Instead force the crew of an enemy ship to take a –2 penalty to all of their Engineering and Piloting checks made during the round.
Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
Stamina rest for the team gets a vote from me. If we do the Starship combat, can we switch our Pegasus for a Drake? With a Starship combat, we might not have to spend our personal resolve and hit points - if we're confident of our ship skills. Valas votes for ship combat.
CG Male Human Corporate Agent Operative (Spy) 3 |SP 18/18 HP 22/22 RP 4/4| Spd 30; EAC 14 KAC 15 ; Fort +1 Reflex +6 Will +5 | Perc +7 (Darkvision) SM +7 | Condition: None
Elian will take a Stamina break. He'll also swap the battery in his ladder for a fresh one, and charge the half-spent one as much as he can while they're on the ship.
N Male Ysoki Corporate "Professional" Envoy 2 | SP 12/12 HP 14/14 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None.
If we want to rescue more starfinders, Cal timidly suggests avoiding combat (and possibly also magic-ey stuff), so probably the Cracked Mirror, or maaaybe God's Home.
Cal also thinks that the Captain's chair is nicely upholstered and is willing to sit there if the war-wearied are in more need of a change of pace.
CG Male Human Corporate Agent Operative (Spy) 3 |SP 18/18 HP 22/22 RP 4/4| Spd 30; EAC 14 KAC 15 ; Fort +1 Reflex +6 Will +5 | Perc +7 (Darkvision) SM +7 | Condition: None
N Male Ysoki Corporate "Professional" Envoy 2 | SP 12/12 HP 14/14 | RP 3/4 | EAC 15; KAC 16 | Fort +0; Ref +5; Will +3 | Init: +2 | Perc: +4, SM: +4 | Speed 30ft | Active conditions: None.
Traditionally, we have left it up to the pilot as to whether their skill would be best used to hit-and-run with the faster Pegasus at range, or if they want to slug it out more with the Drake
Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
Sweet! Thank you! If you need more speed out of the Drake, let me know. As long as our shields are at full strength, Valas can divert power to the engines to give the Drake a speed boost.
Since the Drake has lots of weapons, it may be beneficial to have extra gunners. Maybe Cal and/or Dirk can switch to a gunner at the start of any ship combat round. Valas also has no problem switching to a gunner, unless we need to boost our shields (or speed).
Male LG Bloodseeker Tromlin Solarian (Electrical Attunement, Stewards Officer) 5 | SP 40/40 HP 49/49; resist electricity 5 (in solar armor only), piercing 5 | RP 7/7 | EAC 23; KAC 23 (22/22 without solar armor) | Fort +5; Ref +6; Will +4 | Init: +4 | Perc: +4 (low-light), SM: +4 | Speed 30 ft. | Attunement energy 0/3 | 1 Reroll | Active conditions: None
We can change every round, though there has to always be a Pilot. Dirk and Aster are good candidates to use guns unless we need something specific from them.
Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
We seem to be doing better at the Starship battle. I think we should try another starship battle for the next set of missions. GM, would our ship be repaired of hull point damage between missions?
So as the HQ Announcment says, we're about to move into the final section of the scenario. In broad strokes the encounter paths are tactical combat or starship combat. Please chime in whihc you'd prefer (I see one vote already for Starship).
If picking the Starship path, you will be starting with a freshly repaired and ammo-loaded ship.
A special note during this Part of the special: during starship encounters during this Part, in addition to the other Aid token options you can use the Aid Token to have the Alwyn fir their damaged weapons at any jinsul ship. They would fire during the gunnery phase, with a +5 bonus and 4d8 damage if a hit.
CG Male Human Corporate Agent Operative (Spy) 3 |SP 18/18 HP 22/22 RP 4/4| Spd 30; EAC 14 KAC 15 ; Fort +1 Reflex +6 Will +5 | Perc +7 (Darkvision) SM +7 | Condition: None
I was going to say we should do that, but perhaps not.
Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
If we boost the Aid Token, we don't get to use it, correct? We can't use it and then boost it for another table? If we don't think we need it, Valas is willing to spend a resolve point to boost it for another table. If we can both use it and then boost it, even better! We're doing ok right now. I don't think the Aid Token can heal shields or hull points. There might be a table who could use it more than us.
CG Male Human Corporate Agent Operative (Spy) 3 |SP 18/18 HP 22/22 RP 4/4| Spd 30; EAC 14 KAC 15 ; Fort +1 Reflex +6 Will +5 | Perc +7 (Darkvision) SM +7 | Condition: None
The reason I said I don't think we need it is because I rolled well on attack and really high on my damage roll.
Hull wasn't secret because from Aster's scan you learned them (for those craft at least). For any vessels that have shields, those would remain a mystery until scanned (and then could perhaps change over time).
That said, with Elain's shot and others (since all shots simultaneous in Starship combat) the jinsul fighter does indeed explode and that encounter is complete. Now once more into the breach however...
New map posted, and you have a fresh new ship with all 5 missiles loaded. You can still use the Aid token in a similar fashion to the above, or could also use it to instead force one of the jinsul fighters to temporary disengage and not fire for two rounds (the round the Aid token is used, and the following round).
Or you could try to boost it and pass it on. But that is an either/or: if you use it yourselves its still passed on but in its unboosted state.
Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
GM, after diverting power to the shields, we should have 6 points back in the forward shields, right? I just want to make sure I know how much trouble we're in here...
A cherry red Drake with flame decals on the side forms up on your six, hailing you.
"This is the SEV Flaming Red", a voice with a Veskarium accent says. "We're beginning our attack run along your vector. Let's give 'em the business - yeeehaaaaaaw!"
Table 5 is passing you Aid Token #2, which we've boosted with Remote Assistance. Go get 'em!!
Remote Assistance: A Starfinder crew provides starship assistance from afar. Each PC receives a +2 bonus to all checks required by crew actions for 1 round.
Boosted Effect: One member of the crew also gains an additional action, just as though the ship’s captain had successfully used the orders action.
GM, after diverting power to the shields, we should have 6 points back in the forward shields, right? I just want to make sure I know how much trouble we're in here...
Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
Thank you!
If we use the Aid Token, can our pilot use the extra action to move a second time in one round? If so, this might help us get behind that capital ship!
The Pilot can’t take the same action twice, but normal flying and Maneuvering/Stunting/etc are distinct action options. And the ‘Orders’ ability does call out Pilots as a possible target for the ability
There is a call for an Aid Token from a table facing a potential TPK.
As this table has both of them, please consider passing one. If you let me know if it is boosted or not, I can do the honours if GM Zoomba is not online.
You're very welcome, and I very much enjoyed running it for you all! As I said in the Main thread, the low tiers can be the most grindy in mutli-table specials like this (on top of 1-2 in Starfidner sometimes being more grindy anyway), but I think you all did a great job and rose to the challenge!
Chronciles are up HERE. Please let me know if there are any issues, or if you have any trouble accessing them.
I hope you all had a good time, and I hope to see you again around the boards!
Male N Drow | Operative (Hacker) 3 |Sta: 21/21 |Hp: 22/22|Rp: 5/5| EAC 16 KAC 17 | F +4 | R +7 | W +3 | Init +5 | Perception +10| SM + 8
Thank you again! If we choose the Rescued Starfinder boon, do we get a total of 2160 credits for the character, or is that in addition to the 1000 credits a character normally starts with?