GM Jhaeman's Dawn of Flame, Chapter Five: "Solar Strike"

Game Master Jhaeman

Maps & Handouts

The Sun Diver


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Stamina 54/54 HP 56/56| EAC 22 KAC 23| F: +6, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Ultracold Hailcannon +12 (+15) (UCB 2: 76/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

You're a saint, Zharis <3

4k isn't really enough for Xylian to do anything with, can't even upgrade the +2 dex to +4 dex, and I assume we won't have another shopping opportunity before the end of the AP, so Xylian is probably going to spend all his credits on ultra-cap batteries. Not that reloading has ever been an issue since Xylian doesn't full-attack, but it would be fewer batteries to track. Until they run and and he has to fall back on the 20 caps :P

Xylian can't use the jetpack in his power armor, but he can use it outside the power armor if no one else wants it.


Stamina 54/54 HP 56/56| EAC 22 KAC 23| F: +6, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Ultracold Hailcannon +12 (+15) (UCB 2: 76/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

I'll get a post up some time today! Busy weekend.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Xylian, remember that my stipend covers battery recharging stations, so I don't think you need to buy a whole bunch of new batteries. We can just recharge the ones you used before. :)

And yes, Theodore... if no one wants to challenge you to a roll-off, I am totally cool with you having it. Just pop your name next to it on the loot sheet.

And all the Longarm rounds are yours, Amhesha.

There are two jetpacks, Xylian, so you can have one and someone else can take one too.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

How necessary are Jetpacks in Starfinder? This'll be my first time, so I don't know how necessary those are.

More sniper rounds in the ever-increasing pile.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

No one has used one in this campaign so far, but jump jets were useful a few times, and I think they definitely could come in handy.


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CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Alright, assuming I'm allowed to use some of that money from your previous escapades, I'll probably get one. Failing that, Jetpack it is. I'll add the longarm rounds to the pile (her sheet) a bit later.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Sorry, you can't use any of the money... that's passed out to those who were here before, unless GM says otherwise of course. But you can totally have a jetpack and the longarms rounds.

Guessing the DCI will give us a stipend for the trip though... they have in the past... and we might be able to get some stuff with that if it wasn't covered by the money the GM gave you for character creation.


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Yep, I can verify those things (the money for the departing PCs is their's to take with them, but if you do undertake another expedition there'll be a group stipend assigned by the DCI's quartermaster).

Also, I know there were some questions about siccatite, and that'll be covered in the next little bit I've got planned (on that note, do make sure you all give some thought to how you'd like to upgrade the Sun Diver in terms of build point allotment).


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CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Jetpack and some of the batteries it is, then, assuming none of you want them. Will add to the character sheet soon.


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Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision
Zharis wrote:
And yes, Theodore... if no one wants to challenge you to a roll-off, I am totally cool with you having it. Just pop your name next to it on the loot sheet.

Much obliged. Please add Dermal Plating Mk II in return. No point keeping it when they don't stack.

Edit: I hate it when I get a good post written, hit submit, and get that "backtrack error" or whatever it is. And of course I hadn't copied. I think I remembered most of what I had, but that's a bit shorter than it would otherwise have been. Stupid internet.


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m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10

@Zaris, thank you so much for working as our accountant. As a GM, I always highly appreciate such players in my games, as I do not want to see a mess in purchases, but I am not ready to do it for the players either.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Is your dermal plating a body modification thing? If so, I don't think that it can be used again... only sold for scrap.


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m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10

> dermal plating

Probably because of the 4 hours of sleep today and the fact that I've been sleeping like this every other night for a week, I didn't understand what you were talking about at all, I'm sorry .))


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Oh, go back to sleep. I was talking to Theo. :)


Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision
Zharis wrote:
Is your dermal plating a body modification thing? If so, I don't think that it can be used again... only sold for scrap.

That’s a good question. It’s a cybernetic augmentation, but Defrex Hide specifically calls it out as being usable with the armor, taking up an upgrade slot. So…I don’t know? Nothing in the armor’s description says you can’t remove it like you would any other upgrade…but then again, nothing says you *can* remove it either.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Hmm... okay, it was being used as an armor upgrade rather than an augmentation, so if it was never implanted in someone, it probably *could* be used because it would be implanted for the first time? Hmm.


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Yeah, I think that's what I'd say too--if it's only been used as an armor upgrade, it can be removed like any other.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Alright, had to edit the spreadsheet a little to split the jetpack and high cap batteries up into two groups, but that should be all the purchases. Hadn't gotten around to it due to real life and worrying someone else would want them. That should be all I need?


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Okay, I moved the claimed things over to the Using tab.


m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10

Is there any chance to borrow 3,250 credits from the party? 800 each. I want to get a new weapon, change 1d8 to 2d8. We all will benefit from this, I think .) I'll return it when we get back from the sun - from the next sale of things.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Tulgram, Zharis will loan you 3,250 credits directly. That way you don't have to ask anyone else.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Also, if anyone understands the ship system and wants to get into the whole upgrading thing... feel free. I can edit it if needed, but one of the players that left recently was the one deciding how to upgrade the ship, and I don't know all that much about the process.


m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10

Zharis, thank you! It will be difficult to find advanced melee weapon with an injector in the adventure. A rare combination.

Aals, I can't help with the ship - despite the fact that I've played and GMed SF a lot, I've always avoided the topic of building starships like fire.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Yeah. This is quite literally my first SF game, so don't look at me.


I can confess I haven't done much/any starship building either, but as far as I can tell it's a pretty straightforward point-buy system where each option/upgrade costs a certain number of points (sometimes modified by the size of the ship or its tier). The Sun Diver is now Tier 9 and has 264 build points total. You've spent 203 already, so you've get 61 to work with. I'm reluctant to make suggestions (either out of character as the GM or in character as Lu) because I don't want to sway your decision making--especially if I unintentionally make bad suggestions :)

I'm not sure if we can edit the starship sheet--I can get in touch with Jin's player if we need log-in info or something.

Regarding the stasis pods, each stasis pod (fitting one individual) will take 2 build points. The AP has the reference to them being experimental tech smuggled recently out of Azlanti space, and I'm guessing that might be a reference to events in a previous AP, Against the Aeon Throne (I'm not sure because I'm allergic to spoilers). For our story purposes, assume the DCI is still studying how they work--which is why a few dozen mercs can't be coming along on the trip.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

I tested it yesterday. I logged in and was able to edit it, but doesn't look like I can save it... keeps giving me errors, so I will copy it over to a new version under my own account. ... I just really don't know what I am doing.

I'll try reading up though, since it looks like it's on me. Just might take a while, depending on work.


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Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision

I’ll take a look at it. The Discord-based Starfinder I played before had a couple of guys who pretty much monopolized anything starship related, I could barely get a word in edgewise. But it does seem like something I’d like.


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Stamina 54/54 HP 56/56| EAC 22 KAC 23| F: +6, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Ultracold Hailcannon +12 (+15) (UCB 2: 76/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

I should have time to look at the ship in the next couple days, I think continuing to focus on upgrading the weapons as we've been doing is the way to go.


Busy couple of days--will update Gameplay within 24 hours.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

New Ship (so far):

https://hephaistos.azurewebsites.net/starship/1084763972

Didn't add anything, because Theodore and Xylian said they would take a look, and would love suggestions or input, but I did jump us up to Tier 9 and add the points that GM Jhaeman gave us.

_____

Also put a couple of shortcut things into this slideshow if anyone wants to refer to it or add to it:

https://docs.google.com/presentation/d/1STIdsj_Kizkezw3jf_mySXbQb8XzLOaMP-C kAKmWiT4/edit?usp=sharing

... that second part on slide 2 is an example of the crew details (which factor into how the ship runs. I couldn't see the BAB on a couple of your sheets and I don't think any of you have the "ranks" broken out for your skills, so I guessed on part of it. If the first part of slide one has mistakes for your character, let me know.

__________

Question: Are these special storyline stasis pods, or is it this?
https://aonsrd.com/Starship_OtherSystems.aspx?ItemName=Psiostasis%20Pods&am p;Family=None

If it is that, putting them in consumes an expansion bay, so we would have to trade out one of our 3 expansion bays which right now are

1. Cargo Hold
2. Science Lab
3. Tech Workshop


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

I believe they're this: https://www.aonsrd.com/Starship_ExpBays.aspx?ItemName=Drift%20Stasis%20Unit &Family=None

Which, I believe, still consumes an expansion bay.


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They’re neither—just the 2 BP each.

And folks, be careful Googling—spoilers abound on the Internet


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@Zharis: I forgot to say thanks for doing all that work!


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A pic of the android Ilor is now on the slides. (it's interesting that for Starfinder, the pawn set has artwork for a lot of NPCs that doesn't appear in the printed adventures).

The datapad Nib has brought from Beran authorises requisitions from DCI stores as follows. The group has a credit line of 30,000 credits with an item level limit of 10; in addition, there are 300 UPBs for the ship’s mk 3 culinary synthesizer and 11 bulk of siccatite for repairs. Finally, the same camera-equipped hover drone as before is allocated.


Good RP everyone!

A good goal might be to aim to finish up the ship upgrades and requisitions over the coming week, and then we can blast off for the next part of the story after that.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Are the thermal regulators something that's likely needed? I've got Fire Resistance 7 from Exocortex and Frost Infusion on Amhesha's Horizon Striker, so the rest should be good.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

What you have is super good, and totally your call, but our whole party got environmentally protective clothing and thermal regulators several chapters ago, and it has been useful.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

We got a stipend provided for the trip, right? Or am I mistaken Character sheet currently only has 15c because I'm horribly bad about that. (And yeah, I get it's my call, but it's my first time with SF so I want to go in without immediately dying to heatstroke)


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Yes, we got a 30,000 credit stipend. If we buy party stuff that will skim off the top, but most of that is covered... like the environmental clothing, if you need a rad badge, and we usually buy some healing potions for Tulgram to shoot us with. :)

If you have any specific requests, or suggestions though, like some relatively inexpensive thing that will help everyone, say the word.

This time, for instance, I am thinking about investing in gas masks because of the gas that our saboteur was supposed to set off on the ship. In case they can set it off remotely, or in case it is a typical play for them.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Mhm. Specifically the Environmental Clothing, Thermal Regulator, and the Rad Badge to skim off the top. if that's okay?. I didn't know what typical gear loadout for SF, and I just copied the best armor I could afford, along with the farthest distance rifle to stay out of harms way.


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Stamina 54/54 HP 56/56| EAC 22 KAC 23| F: +6, R: +12, W: +4 | Init: +6 | Perc: +15 (L-L Vision; Darkvision 60' | Speed 25/30ft | Resolve 8/8 | Ultracold Hailcannon +12 (+15) (UCB 2: 76/100 Usage: 4 (12)) (4d8+9 C & P) | Weapon Special Abilites: Overcharge - 3x cost +2d6 Damage | Conditions: *Large; Brightlight 50' Radius; Light 100' Cone* |Special Abilites: Scrappy 1/Day ; Memory Module 1/Day; Empathic Imprint 1/Day; Miracle Worker 1/Day

We're still limited by our Small frame, so there's a few things we still have the 'best' we can get. Left the chain guns and flak throwers, changed the spore launcher to a nuke launcher... literally just because. We already have the best thrusters we can use. Got the best power core we can fit and upgraded the computer so we have three +3 bonuses to combat checks each round. Added a consciousness uplink drive so Xylian can pilot and shoot; I think Xylian has the highest attack and piloting mod, so best to get him on the guns I think. I know there's more interesting things that could be added, but we mostly use the Sundiver as a taxi, so maybe save the cooler stuffs for a ship-focused game... HERE should be a working link for the ship. I'm open to suggestions if there's other things people want =)

Also, remember everyone gets an extra 2k credits from the degenerate gambling den!


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Thanks Xylian. :)

Cool... if the ship is done, I think it is just shopping, and then we are off.

Why don't we give everyone 5,000 credits from the DCI, plus the 2,000 credits from Xylian's deal... so 7,000 each.

The stuff Amhesha and maybe Theodore need is very cheap, and I'll keep the other group purchases within that 5,000 limit to round out the 30,000.


Male N Male Uplifted Bear Soldier (Blitz) 8 | SP 59/80 |HP 62/62 | RP 7/8 | EAC 25 / KAC 27 / CMAC 35 | Fort +8 / Ref +6 / Will +5 | Initiative +12 | Acrobatics +9/ Athletics +5| Intimidate +9 / Life Science +11 / Medicine +9 / Perception +5 / Piloting +15 / Stealth +2 / Survival +8| DR/5 | Low-light vision

Dang, that's a lot of cash. I promptly blew it all (and some I had leftover from creation) on synaptic accelerators (Mk 2 for Strength, Mk1 for Dexterity). I now have a strength of 22.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

Sounds good. We're counting on you to keep us alive. :)

Do you need a thermal regulator and environmental clothing as well? Rad badge?


m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10

So. We all got 7 thousand each. I'm paying back 3250 of the debt to Zharis right away and I have 3750 left. Good.

I suggest that each of you buy a certain number of healing serums and give them to Tulgram. Let everyone buy as much as they can afford based on their other purchases. I'll put it in a common pot and will heal you in extreme situations.


m N duergar Biohacker 9 | sp 47/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Haste 10/10

@Amhesha, @Theodore
By the way, I highly recommend to have options to inflict cold damage. Tulgram can cause "cold burning", but it works precisely in conjunction with separately inflicted cold damage. We won like this a couple of times - the enemy just burned out from the cold, receiving his 2d6 damage each round.

- Inhibitor [9 rounds]: You impair a creature’s ability to regulate body temperature. If the target takes fire damage, it must succeed at a Fortitude save or gain the burning condition, taking 1d6 fire damage per turn. If the target takes cold damage, it must succeed at a Fortitude save or gain a special version of the burning condition that deals 1d6 cold damage per turn, which can be ended automatically by taking fire damage; the target can’t roll on the ground to gain a new saving throw, but instead it can wrap itself in insulating material and shiver as a full action to attempt a new saving throw with a +4 bonus. The damage per turn increases by 1d6 for every 6 biohacker levels you have.


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Amhesha already does (Advanced Horizon Striker w/ Frost Infusion), and I'll probably add a more standard cold-damage longarm with the 7000 credits for far better damage at close range. What Mk of HEaling Serum should we get?

(The urge to go for that absurd range was too much)


CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Alright: Integrated Frost Projector, along with the Frost Infusion Horizon Striker. That should be enough cold damage. I would have gone with Hailcannon, but I don't have Weapon Specialization for Heavy Weapons. Had to purchase a few batteries for this as well, so I can only by a few Mk I serums.


Maps | Loot | Ship | CG Female Pahtra Mediator Envoy 9 (Noble Scion) | SP 0/63 |HP 47/58 | RP 9/9 | EAC 24 / KAC 25 / CMAC 33 | Fort +4 / Ref +9 / Will +6 (+2 charm/compulsion) | Initiative +3 | Bluff +18 (+1d6+2) / Diplomacy +17 (+1d6+2) | Perception +11 | Low-light vision / Darkvision 60 feet | Token Spell 3/3 | Telepathic Message 3/3 | Disguise Self 1/1 | Invisibility 1/1 | Tongues 1/1 | Cold and Fire Resistance 5

I'll get some healing serums with the group money too.

Tulgram, please please next time you level put *something* into mysticism. We always fail those rolls, and you would have a good shot if you invested something in it.


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CN Female Pahtra Soldier (Farshot) 1 / Mechanic 7 | SP 57/57 |HP 53/53 | RP 9/10 | EAC 23 / KAC 24 | Fort +8 / Ref +9 / Will +7 (+2 charm/compulsion) | Initiative +4 Perception +11 | Low-light vision, Darkvision 60', Fire Resist 7

Yeah, I tried adding as many points as I could since I saw none of you had a good Skill modifier, but that isn't nearly enough.

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