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I’m here, so with that mix already, and my educated guess that our Pilot will be an Operative, that leaves three obvious choices for me:
Envoy-Captain/Leader
Technomancer
Mystic
Because I’m not interested in all of those other classes that got added on.
Before I sort this out…
Ok, what’s the scenario? Are we a special ops team? Independent contractors handling someone’s dirty work? Etc?
These questions will influence my choice. Any knowledge about the race of the Mystery Pilot?

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Here's what I have for stats so far. Melee Solarian with good Cha skills.
Boy I am feeling that racial int penalty on this low skill number class. My mechanic has more skill points than he knows what to do with.
Female suli diplomat solarian 3
N Medium outsider (native)
Init +1; Perception +4
Senses Low-light vision
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Defense SP 21 HP 25 RP 4
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EAC 18; KAC 19
Fort +3; Ref +2; Will +3
Resist acid 5, cold 5, electricity 5, fire 5
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Offense
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Speed 20/30 ft.
Melee solar weapon (soulfire least electron crystal) +6 (1d6+9 S +1d2 E; stun)
Offensive Abilities black hole, solar manifestation (solar weapon), supernova
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Statistics
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Str 16 (+3); Dex 13 (+1); Con 10 (+0); Int 8 (-1); Wis 10 (+0); Cha 16 (+3)
Skills Acrobatics +2, Athletics +4, Bluff +7, Culture +5, Diplomacy +10, Intimidate +7, Mysticism +4, Perception +4, Sense Motive +4; (theme knowledge (diplomat))
Feats Heavy Armor Proficiency, Step Up
Languages Aquan, Common, Ignan
Other Abilities attunement surge, combat meditation, sidereal influence, stellar mode, stellar rush
Skilled Mediator Sulis raised by widely traveled jann parents or similar plane-hopping ancestors learn to traverse myriad societies with ease. A suli with this trait gains a +2 racial bonus to Culture and Diplomacy checks. They also gain an additional starting language from Aquan, Auran, Ignan, and Terran. This replaces elemental assault.
Combat Gear kalo encounter suit I, soulfire least electron crystal
Other Gear personal comm unit, reconfigurable clothing (formal clothing, hot climate environmental clothing, radiation environmental clothing, uniform clothing, zero gravity environmental clothing), credstick (3 credits)

Burlap 'LongTail' |

Game could either be run as private contractors doing missions for the fleet, or if the players prefer, as a military unit of some sort.
Ok, what’s the scenario? Are we a special ops team? Independent contractors handling someone’s dirty work? Etc?
I'm flexible on this BUT I think private contractors doing missions for the fleet gives us more RP breathing room and mission types, which is a good thing, IMO.

Burlap 'LongTail' |

Certainly. But it seems like Rando was asking for our preferences to define the actual scenario, so I gave my opinion.
I guess my default assumption (regarding the Gods) is we use the ones listed in the Starfinder Core book, unless our GM is going to throw in a twist - straight from the original Battlestar Galactica - and offer up the Lords of Kobol. :)

Djack Nymball |

Hola! I'll most likely be human... but, I don't have to be a pilot, if you'd rather that.
In my previous games with Rando, I had 2 pilots.
1. Pilot (mechanic/data jockey), call sign "Joyride", risk taker
2. Pilot (operative), more of an ensign shuttle pilot type... with diplomacy/cultural skills, risk averse
It was thought I'd recreate some form of either of those.
But, I'm not tied to pilot if someone else wants it.

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Howdy!
Right, I too like the “independent contractors” route.
Djack, yes, if I was going the Envoy route, I would be thinking of the Face/Leadership job. I’m happy to have the Solarian do that! As I stated in the Recruitment thread, I’m definitely not jonesing for that job, someone else is welcome to it.
Yeah, the core Starfinder deities seems easiest.

Burlap 'LongTail' |

I'm happy with Burlap being a Gunner (not the Pilot) and the commando-style, lightly-armored, ground-pounder.
I do have Piloting but that is mainly because it is the key skill for being a good Gunner. To go with the commando idea, Burlap has dabbled in several skills to get the team out of trouble when things go very wrong:
* enough Medical to slap a pressure bandage on a wound
* enough Piloting to get us into and out of a hot LZ, and
* enough Engineering to get a broken system up and running
Basically, Burlap is a 'backup' to the real engineer, pilot, and doctor in case one of those vital people gets slagged.

rando1000 |

Some clarification, based on recent posts:
1. Yes, initially I'd thought private contractors doing missions for the Fleet (and more specifically, the Council of Absalom) would give you the most freedom. I left the military option open, but it seems (as I expected) most of you would prefer to be independent and have your own vessel, so we'll go with that.
2. Deities - Yes, we're kind of flipping the standard Pathfinder/Starfinder universe on it's ear (starting as interstellar descendants, so to speak) but definitely standard Starfinder and Golarion deities would fit the setting best. We won't REACH Golarion (except maybe at the very end of the campaign) but it's the origin of your cultures.

rando1000 |

As far as worlds for background, there WERE several colony worlds; here are a few examples I thought of
Trochios: a dry world, mostly savannah, desert, and tundra.
Choretria: a world with an irregular orbit; long periods of winter and summer, with powerful storms between.
Aracnios: an icy world with large mineral deposits; most colonial shipyards are based here.
Drakon: most Earth-like, Drakon was the seat of government, home to the original Council of Absalom.
Feel free to make up others if none of those suit your needs.

rando1000 |

Is Castrovel a thing?
As legend only, though you might hope to find it, once you've located the system. It's possible one of the colonies is "New Castrovel", or the like.
Keep in mind the campaign is about the journey of the fleet in hopes of finding your legendary homeworlds; those worlds will not likely play a part in the actual story, beyond the searching and striving. Not until the very end, at least.

Burlap 'LongTail' |

WOOT! Looking forward to this!
.
.
It seems like the team is shaping up to be:
Crisischild – Suli Solarian (Diplomat) | Shipboard: ?
Critzible – Vesk Mechanic (Roboticist) | Shipboard: Engineer
Djack – Human ? ? | Shipboard: Pilot?
Stormraven – Ysoki Soldier (Mercenary) | Shipboard: Gunner
Zahir – Elf Technomancer | Shipboard: ?

rando1000 |

Okay, solidifying then.
Ship Roles:
Alzura Frostflare (Crisischild) - Captain
Vesk Mechanic (Critzible) - Engineer
Human Operative (Djack Nymball) - Pilot
Stormraven (Burlap 'LongTail') - Gunner
Elven Technomancer (Zahir ibn Mahmoud ibn Jothan) - Science Officer
I'll throw in an NPC healer as well.
Does anyone have a flare for or take pleasure in ship design? I've had games where players want to design their own, and games where they just want me to pick something. Up to you guys, though I'd recommend a medium vessel of some sort.

Burlap 'LongTail' |

I left the military option open, but it seems (as I expected) most of you would prefer to be independent and have your own vessel, so we'll go with that.
Sounds great to me! To be clear, I'm fine if we start out on one of the bigger vessels and don't know each other from the very start. We could all get assigned to a mission together and things just come together from there... including getting a ship of our own. Also, (selfishly) I wouldn't mind a turn as a Gunner on a big ship in a major engagement. Firing linked railguns or something into a Cyleerin frigate sounds like a lot of fun. :)
Are you looking for the ‘external’ look of the ship, a floorplan, or both? I’m not a ship designer or an artist but I’m happy to look into the build rules and use an app or three to draw up a floorplan and/or steal something cool off the interwebs.
EDIT: Should the ship be Drift-capable or not? There are two standard Medium frames. The Explorer is Drift-capable but the Oma has to be refitted to take a Drift engine.

rando1000 |

Are you looking for the ‘external’ look of the ship, a floorplan, or both? I’m not a ship designer or an artist but I’m happy to look into the build rules and use an app or three to draw up a floorplan and/or steal something cool off the interwebs.
Primarily I was referring to stats, but designing (or downloading) a floorplan and/or image would be a bonus.
EDIT: Should the ship be Drift-capable or not? There are two standard Medium frames. The Explorer is Drift-capable but the Oma has to be refitted to take a Drift engine.
Yes, should be drift-capable. The fleet will be making micro-jumps on their journey, so ships must either be capable of making jumps or, in the case of fighters and shuttles, capable of berthing aboard a larger vessel.

Vaëlorin |

Ok, here is me! Vaëlorin, the Elven Technomancer.
Query: when you say "ship design" what do you mean? Picking some cool outer look, and maybe floorplan, for our ship. Or, do you mean, someone to take build points, and decide what systems, etc? If the latter, "NOT IT!" I haven't played SF in several years, and I'd end up statting out some hunk of junk!
I'm worried about doing that with my Technomancer too!
I figure (hope) you guy shave damage covered, and I will focus on more non damage-y things from my class. Sure, sure, I'll carry the mandatory raygun, or whatever, but that's not my focus.

Vaëlorin |

Ahhh, Rando scooped me by 45 seconds or so!
Sounds like we've got folks working on the ship stuff!
I'll focus on making a decent Technomancer!
Please be sure and give me a decent Science Lab, and Scanners!

Vaëlorin |
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Ok, I wrote up some about New Castrovel, and about Vaëlorin. I can edit that, to accommodate however we fit into the Fleet.

Vaëlorin |

Vaëlorin wrote:I wouldn't worry too much. My games don't tend to require anything one would call Optimizing.
I'm worried about doing that with my Technomancer too!
Well, in Starfinder, they really made sure that so many of the bonuses are all the same type, so they don't stack, and you feel like a dork if you end up wasting feats, abilities, etc. by overlapping bonuses.

rando1000 |

Well, in Starfinder, they really made sure that so many of the bonuses are all the same type, so they don't stack, and you feel like a dork if you end up wasting feats, abilities, etc. by overlapping bonuses.
I am generally pretty chill about letting people swap stuff out if it's not working as they expected. But it never hurts to be careful.

Burlap 'LongTail' |

Primarily I was referring to stats, but designing (or downloading) a floorplan and/or image would be a bonus.
On it. I'm doing the stats at the moment, in between work stuff, and then I can gin up a floorplan and find some nice art perhaps.
Please be sure and give me a decent Science Lab, and Scanners!
*fist bump* I got you.
I'm trying to build a Porche with a VW exterior. So I'm balancing it for high maneuverability, good speed, more power than we need, a bit of tankiness, a great computer system, good scanners, decent weapons, the expansion bays each character needs, and a few comforts we will all enjoy.

Vaëlorin |

Sure, sure, but the Science Officer’s role is so critical in combat and exploring! So sayeth the elven sages! Second only to the ship’s cook, by halfling reckoning.

Burlap 'LongTail' |

In my SF experience, weapons are the most important part of the ship, everything else is kinda secondary. Probably Weapons > Maneuverability > everything else. Starship combat can get pretty scary pretty fast, so it's best to take things out as quickly as possible.
I hear you, chief. I'm trying to stuff in the most effective weapons with good range I can within the constraints. But at Tier 3 (our level) there is only so much I can do. I was even dabbling with upgrading our standard weapon mounts to accept heavy ship weapons. I want this kitty to have some claws! lol

Vaëlorin |

Vaëlorin wrote:I wouldn't worry too much. My games don't tend to require anything one would call Optimizing.
I'm worried about doing that with my Technomancer too!
This answer makes me happy.
I will take you at your word and create a character with more flavor than crunch. He’ll be able to knock out the Science Officer role, but with this in mind, I think I can take some of the “suboptimal” Hacks, and be a more flavorful PC.

rando1000 |

Will it crimp anyone's style if I up the damage on small arms and longarms by 1 die (eg 2d4 instead of 1d4)? 1d4 for a laser pistol always seemed a little weak to me; didn't have any problems starting everyone with a 3d4 pistol at level 3 in my last game, but I don't want anyone to feel screwed by this (particularly the technomancer and the solarian).

Burlap 'LongTail' |
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OK, here’s my first go at the ship’s stats:
Hunchback (Tier 3) <- just my working name for her
Medium Explorer
Speed 10, Maneuverability Good (turn 1) ; Drift 1
AC 12, TL 13
HP 55 ; DT: n/a ; CT 11
Shields None (to be discussed below)
Attack (Forward): Light Particle Beam (3d6 DAM, 10 hexes) <- we could put this in any direction
Attack (Turret): Coilgun (4d4 DAM, 20 hexes)
Power Core: Arcus Ultra (150 PC)
Drift Engine: Signal Basic
Systems: basic long-range sensors, Mk 2 Armor, Mk 3 Defences, Mk 2 trinode computer (tier 1), crew quarters (good)
Expansion Bays: science lab (general), tech workshop, guest quarters (good), cargo hold
Modifiers: +2 Computers, +1 Piloting, +2 to any three checks per round (trinode computer)
Build Points: 95 of 95
Power Core Units: Max 150
Power Core Spend: 92 (essentials only)
Power Core Spend: 113 (everything on)
Crew of 5: Captain, Engineer, Gunner, Pilot, Science Officer
OK, so we have a speed of 10, can maneuver well, and have good long-range sensors. She is only lightly armored and has no shields. My thinking is she has the capability to spot the enemy a long way off and ID them (courtesy of our Science Officer, the +2 for the sensors, and the additional +2 by the trinode computer). So, we can run or approach based on what we see. In either case, I opted for long range light weapons with good average damage so we can ‘plink’ baddies from a long way away… whether we are coming or going. I merely slotted the Particle Beam facing forward as a placeholder. If our plan is to run from any fight, we could have it facing aft. :)
The problem with any of the builds is not power (our Core is really good) but Build Points. Just swapping out a light weapon mount for a heavy weapon mount is 4 BP or 6 PB for a turret. And the weapons are quite a bit heavier (more BP), so I reluctantly had to stay with light weapons. There are ways to economize if we want a bit more armor, actually get a shield (which are comparatively cheap in terms of BP), or something else.
Some options:
* I could downgrade the Power Core to 100. That means we could run essentials but some stuff would have to be shut off in a fight (including life support). Alternatively, I could downgrade the Core and run it ‘hot’ which presents a radiation hazard… Reavers from Firefly, anyone?
* We could lose one or more of the Expansions Bays. That would get us back 1 BP per bay and a tiny bit of Power – with the exception of the Cargo Bay which costs us nothing.
* I could drop the engine size a bit and lower her speed to 8, which would get us 1 extra BP as well… but I think we want a good escape velocity since we are on the run.
* If we think we won’t need three of us getting +2s in any given combat round, we could lower the computer to a duonode (2 +2’s per round) which nets us 4 BP immediately… or keep it a trinode but go to Mk 1 which gives us only a +1 to each roll… that rakes in like 9 BP.
I included none of the counter-intrusion stuff (bio-locks, a lockout or firewall on our computer, etc.) Each of those things cost at least 1 BP and since we are part of a fleet most of the time, I figured they weren’t critical. Also, when we level up, our craft will too so we will get more points to spend on upgrades… so I’m trying to view the ship as a work in progress.
I’ll need to read it again but I’m not sure if our Pilot can fly and shoot the forward gun at the same time. If he can’t and we have only two people with Piloting (for gunnery) then the solution may be to make our two guns a matching pair (required) and pay the cost to link the guns together. Then when I spin the turret to the front, I can fire both weapons from my station.
Anyhow, I’m happy to keep playing with the build until we get the right balance of defense, offense, and cool. I’ll love to hear some feedback and consensus on what we want or don’t want before I iterate the ship again.