[YFF/SFS/DMK] 6-06 Tomorrow's Seekers (Inactive)

Game Master Kludde

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RPG Chronicles
High Tier


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Cross-post from Castamir:

Ok, that went quick. We have two tables for 7-05, and still one more spot available!

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Table A: please go here
Shifty
Scottybobotti
‘Eκάτη
George 09-23
Joe Jungers (Dr. A-Prof)
Inspector Xagyg

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Table B: please go here
Dash Riprock (Halgur)
Jek
Twila-5 (Warah)
Kaath (Solarian)
Ilmakis

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Still one more seat! Feel free to claim it here, then proceed directly to the table!

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The two games share a common discussion thread, so please go there here if you want to switch seats, as long as you have found a seat by the time the music stops. Fortunately for you, the current music is an Astrowerk song, and they tend to run long...
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Second Seekers (Luwazi Elsebo)

Female N android death touched operative 6 | SP 48/48 HP 40/40 | RP 8/8 | EAC 21; KAC 21 | Fort +7*^; Ref +10`; Will +6* | Init: +7 | Perc: +13 | low-light vision; darkvision | Speed 40ft; 30 ft Fly | ALP: 20 | SAP: 20 | TRP: 26 | CF: 10/10 | HC: 1/1 | Active conditions: none

For Table B of 7-05: The Day the River Died

I have the following boon:

Weapons of a Lost Civilization (Starship Boon): (Chronicle 9) When you slot this boon, select one light weapon onboard your starship and replace that weapon with a tactical nuclear missile launcher (Starfinder Core Rulebook 302). Alternatively, select one heavy weapon onboard your starship and replace that weapon with a heavy nuclear missile launcher (Starfinder Core Rulebook 303). This new weapon must go in the same arc as the replaced weapon, and only one weapon can be replaced on a starship by a boon with this name. The modifications are somewhat jury-rigged, and as a result, all gunnery checks using this weapon take a –1 penalty. Anytime you fire this weapon during the course of a scenario, check a box for the corresponding weapon. Once all boxes for a weapon are checked, you can no longer gain the benefits of this starship weapon (though you can still benefit from the first part of this boon).
Tactical Nuclear Missile Launcher: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Heavy Nuclear Missile Launcher: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 18/35 HP 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 4/5, 2nd 3/3| Active conditions: None.

If we use that we need to be careful not to poison the river between with radiation. On the other hand even a warning shot with something that powerful should scare off most pirates.

Truns out Jek has the same boon so we have enough firepower to take over a good part of the Diaspora and retire there. However, Jek's preference would be to use that kind of firepower to find and take back the original shirren home world from the swarm.

Pockets, one of my other characters recently tried to intimidate/bluff someone threatening them with an orbital bombardment, I so need to get Pockets this boon to back up that bluff.

Wayfinders

Female Human Envoy 1 / Operative 4 (Theme: Icon) SP 30/30 HP 34/34 RP 4/4 | EAC 19 KAC 19 | F +1 R +10 (has evasion) W +6 | Init +5 Perc +10

I'll be unable to post on Monday, so 'bot Stell as needed.

Second Seekers (Luwazi Elsebo)

Female N android death touched operative 6 | SP 48/48 HP 40/40 | RP 8/8 | EAC 21; KAC 21 | Fort +7*^; Ref +10`; Will +6* | Init: +7 | Perc: +13 | low-light vision; darkvision | Speed 40ft; 30 ft Fly | ALP: 20 | SAP: 20 | TRP: 26 | CF: 10/10 | HC: 1/1 | Active conditions: none

@Kaath: Here are some links that tell you what each position on a starship does and which skills they require.

Captain, engineer, gunner, & pilot, science officer, etc.

Chief Mate, Magic Officer, etc.

Based on your stats, Chief Mate is probably your best option.

Second Seekers (Jadnura)

Male Kasatha Spacefarer Solarian 4 | Init +1 | Peception +6 | Sp 27/27, HP 25/25, RP 0/1 | EAC 15, KAC 16 | Fort +5, Ref +2, Will +5 | Reroll 1/1 |

Thanks!

Kaath is not the best in any category, so did not want to take a preferred role from anyone else. I highlighted the two roles I saw as 'claimed' in yellow on the tracker. Chief Mate would be fine, unless

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 18/35 HP 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 4/5, 2nd 3/3| Active conditions: None.

Here's our ship stats if needed

Starfinder Society Pegasus Tier 6
Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 14; TL 16
HP 65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)

Attack (Forward) twin laser (5d8; range 20)
Attack (Port) light laser cannon (2d4; range 5)
Attack (Starboard) light plasma torpedo launcher (3d8; range 20; speed 14; limit 5)
Attack (Turret) light particle cannon (3d6; range 10)

Power Core Pulse Blue (200 PCU)
Drift Engine Signal Basic
Systems advanced medium-range sensors, crew quarters (good), mk 3 duonode computer, mk 4 armor, mk 6 defenses
Expansion Bays cargo hold, escape pods, science lab, tech workshop

Modifiers +3 to any two checks per round, +4 Computers, +1 Piloting
Complement 4–7

Manifold Host

agender Spanthinae (Tiny mantis swarm) N Evolutionist 5 | SP35/35 HP 33/33 | RP 7/7 | EAC 20; KAC 20 | Fort +5; Ref +9; Will +2 | Init: +5 | Speed 30ft, Fly 20ft | Perception +5 (Darkvision/Vibration Sense 30ft), SM +1

Here's the ship for Table A

Starfinder Society Drake Tier 6
Medium explorer
Speed 8; Maneuverability average (turn 2); Drift 1
AC 15; TL 14
HP 55; DT —; CT 17
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)

Attack (Forward) particle beam (8d6; range 20), Coil Gun (4d4; range 20)
Attack (Port) Coil Gun (4d4; range 20)
Attack (Aft) Coil Gun (4d4; range 20)
Attack (Turret) heavy plasma torpedo launcher (5d10; speed 12)

Power Core Pulse Blue (200 PCU)
Drift Engine Signal Basic
Systems advanced medium-range sensors, crew quarters (good), mk 2 trinode computer, mk 5 armor, mk 5 defenses
Expansion Bays cargo hold, escape pods, science lab, tech workshop

Modifiers +2 to any threechecks per round, +4 Computers
Complement 4–7

Acquisitives

female humanoid Operative 1 (race appears human, She/Her) SP 6/6 HP 10/10 RP 5/5 EAC 14 KAC 15 Init +5 Perc +5 (darkvision 60 ft) F +1 R +6 W +2

I'm probably not going to be able to post today, so 'bot Stell if needed. She will probably encourage whoever may need it.

Dataphiles

M Half-orc | Soldier 3/Operative 2 | SP 38/38 HP 39/39| RP7/7| EAC 17 KAC 17 | F +4 R +7 W +6| Init +8 |Per +5

It can really be hard to write Dash's accent sometimes. Just try to imagine Vinnie Jones's voice whenever Dash is speaking.


VC - Sydney, Australia

Vinnie Jones is awesome. Love his CPR video.


Sorry, it's been a very busy 5 days.
I will return to the game during the day. Bot me if needed.

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