Even in World War II, American soldiers targeted the men with the katanas first because they were a sign of rank.
Neal Stephenson, Cryptonomicon wrote:
“Ronald Reagan has a stack of three-by-five cards in his lap. He skids up a new one: "What advice do you, as the youngest American fighting man ever to win both the Navy Cross and the Silver Star, have for any young marines on their way to Guadalcanal?"
Shaftoe doesn't have to think very long. ...
"Just kill the one with the sword first."
"Ah," Reagan says, raising his waxed and penciled eyebrows, and cocking his pompadour in Shaftoe's direction. "Smarrrt--you target them because they're the officers, right?"
"No, f___head!" Shaftoe yells. "You kill 'em because they've got f___ing swords! You ever had anyone running at you waving a f___ing sword?”
Thank you for the quick and informative responses. This is in regard to a PFS Eldritch Trickster Rogue who just made 2nd level. With the Magical Trickster feat, available at 2nd level, it becomes possible to gain sneak attack damage with spell attacks that target AC, so my two cantrips will be spells of that kind and I'm planning on getting some items that allow a casting of such spells, such as a wand or scrolls.
Wands and scrolls require the cast a spell activity, which comes with the Bard dedication feat. Until reaching 4th level and the ability to cast 1st rank spells, getting a few scrolls can offer some extra options for the rogue. Thanks again.
When does a character with a spellcasting archetype gain the ability to use the cast a spell activation of items like scrolls, etc.?
In the Spellcasting Archetypes general rules it says, "A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can."
Does this kick in once you have taken the dedication feat or does it kick in when you take the Basic Spellcasting feat?
For example, the Bard Dedication feat says, "You gain the Cast a Spell activity." It does not mention activating scrolls with it.
The Basic Bard Spellcasting feat says, "You gain the basic spellcasting benefits." It seems possible that this is where the ability to activate scrolls begins.
Is the ability to activate scrolls part of the Dedication feat or does it wait for the Basic Spellcasting feat?
I'm not looking to join, but I'm in a number of SW PBP groups, so I posted this recruitment thread in the discussion thread of the various games, so you may get a nibble from one of them.
I was only able to get the SF2 rules 2 days ago. I've been spending most of my time since working up 4 new characters. I've got profiles for 3 of them, but could have the 4th ready soon.
I have a mystic healer, an android hacker operative, a human envoy, and a Pahtra soldier. I'll look over the rest of the team and decide who to play, but feel free to suggest what might fill out the team best.
I've been playing Pathfinder 1E since it was published with lots of PFS and PBP games and characters. I've been GM for several PF1 adventure paths, including Wrath of the Righteous and Reign of Winter (the later is still going in book 4). I've played SF1 since it was published and actually like it better than PF1. I have not had as many chances to play SF1 characters although I've got a 6th level in play right now and a number of low levels.
I have 4 PFS2 characters but I have not had much chance to play them. I am familiar with the rules however.
I've played many other systems over my long years of RPG experience, starting back in the 1970s when I learned DND 1 from future DND author Jeff Grubb.
I'm looking forward to getting my feet wet in SF2, although I've not downloaded the playtest version of SF2.
I'm going to make a few rolls here for character idea. It will be a Human Techno-Wizard with rich and filthy rich edges to provide enough cash to create some techno-wizard devices. Let me know if I should make rolls for creating each device or if I can assume success if devices created at time of character creation.
For the human edge, I'm thinking of taking the sidekick edge and making an android sidekick character.
Once I make these rolls, it may take me a few days to work on the techno-devices since those rules are rather complicated.
Techno-Wizard Hero's Journey rolls.
Narrative Hook:1d20 ⇒ 6
Connection to Alistair Dunscon's "True Federation."
Enchanted Items & Mystic Gadgets:1d20 ⇒ 14
This is the TK revolver, which is already provided by the Techno-Wizard starting gear, so I will re-roll this.
Enchanted Items & Mystic Gadgets:1d20 ⇒ 19
Choose result. I'll do that after I see the results of the other rolls.
Education:1d20 ⇒ 20
Choose result: three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
Filthy Rich Rolls
Body Armor:1d20 ⇒ 13
Adventurer’s suit has its Strength Minimum reduced by one die type, while still gaining +1 Armor.
Close Combat Weapons:1d20 ⇒ 15
Advanced technology makes this weapon extra effective against armor, giving it +2 AP.
Enchanted Items & Mystic Gadgets:1d20 ⇒ 14
Again, the TK Revolver. Will reroll
Enchanted Items & Mystic Gadgets:1d20 ⇒ 3
Ley Line Walker Medium Armor
Ranged weapon:1d20 ⇒ 12
JA-11 Energy Rifle
Enchanted Items & Mystic Gadgets Table choice:
Magic Optic System
I've used the Chrome extension happily for some time now. I particularly like the feature of being able to replace an avatar image. Lately, however, some images "don't stick." They replace the image but when the page loads again, it is back to the default image. Other aspects still work fine. And some avatars still load the replacement image.
I thought I might re-install and now I see a warning that the extension is in danger of extinction for not meeting some code requirements.
A re-install did not fix the problem. Is this a cache problem?
Will there be an update to bring the extension code up to requirements? I'd hate to see it go entirely.
It appears the original characters in this campaign were created using an earlier version of SW Rifts. I have RIFTS: The Tomorrow Legion Player's Guide published in 2019.
Are the established characters going to update their characters to the new version?
Or will those using the new version get some additional perks, such as more rolls of the Hero's Journey tables, as the original characters appear to have had more rolls than allowed in the new version?
There also appear to be differences in how powers are handled and power points allotted.
My third character option is a dragon hatchling. It has some psionic powers and some Magic powers, plus breath weapon, large size, high armor and toughness, high strength, powerful melee attacks, and it can fly. Magic powers: Healing, Stun, Summon Ally, invisibility, teleport. Psionic powers Speak Language, Empathy, Mind Link.
Hindrances: Clueless and Tongue-Tied
Edges: Rapid Recharge, Counterattack, Improved Counterattack, and First Strike.
Weak on skills but tough in a fight.
I think that is where I'm going to stop. I've considered a Ley Line Walker and a Techno-Wizard, but I'm happy with the mystic as a spell user and the Techno-Wizard seems too complex to try to work out and advance.
I'll make a decision about which I'd like to use and submit a detailed profile for review. I'm open to suggestions as to which to play. Each one has a different sort of appeal to me, so I could go with any one.
Dragon Hatchling Hero's Journey Roll
Psionics: 1d20 ⇒ 2
With deep concentration, meditation, or prayer, your hero regains her ISP at a faster rate than most. She gains the Rapid Recharge Edge, or improved Rapid Recharge if she already has that Edge.
I've roughed out a mystic character (female human, age about 30). Best attributes Spirit d10 and Vigor d10. Best skills: Notice d8, persuasion d8, Faith d10, Healing d8, Performance d8, psionics d8. Fighting and Shooting d6 mostly for self-defense, as she will not be a formidable fighter.
Hindrances: Code of Honor, Heroic, and Vow (part of Complications).
Edges (Hero's Journey rolls and Iconics Package) Scrounger, Arcane Background (Miracles), Arcane Background (Psionics), Master of Magic, Power Points, Major Psionics, Danger Sense.
Edge (From Hindrances and advances): Attractive, Charismatic, Beast Master, Beast Master 2 (Size 1), Beast Master 3 (Size 2), New Powers 1, New Powers 2
Beast Master companion is a snow leopard (Big Cat, size 2).
If I go with this character, I'll probably include a power or two for combat but make the bulk of her powers more support oriented. She would make a good face, with good persuasion and networking options.
I think I will work out a Dragon Hatchling next and then choose from the three, so let me know which might make the best addition.
The entry on Dragon Hatchling in the Rifts Sourcebook is for a Fire based dragon, but it suggests there are other types with potentially different attributes. Let me know if anyone has any sourcebooks that spell any of the others out. I can go with a fire dragon, but might see something I like better.
I've got attributes, skills, hindrances, and edges for a MARS character. I won't post the details yet, but the character was created using the Rogue Scholar package and is heavy on Smarts skills, languages, and related edges such as investigator, Linguist, and some helpful results on the Hero's Journey rolls. Likely male, middle-aged, traveled extensively, studied at what advanced universities and libraries still existent in different countries, fought in some wars in other dimensions, where he picked up the Internal Life Support upgrade while dealing with a world that was hard to breath in. Also has Thief edge and modest thievery skill.
Has d8 fighting and shooting skills plus some combat edges to help him hold his own once he gets some decent weapons and armor.
I'm still working on other ideas.
Someone mentioned persuasion. I have a Mystic in development who would make a good face, so I'll work that up next.
While I'm at it, I'm going to reroll the Hero's Journey result for my mystic since it resulted in Danger Sense edge which mystics already get as part of the iconic package.
1d20 ⇒ 5 off Experience & Wisdom table.
With a nose for opportunities, horse-trading, and five-fingered discounts, your hero is the go-to person for getting what’s needed in a crunch. He has the Scrounger Edge.
I might be interested in playing a Rakashan, from SWADE (p. 16 of my edition). Could I perhaps replace the Bloodthirsty hinderance listed with Curiosity? I don't want to play a bloodthirsty character, but cats are associated with curiosity and it is a major hindrance.
I assume a MARS character would add 4 advances to the standard 9.
Packages
1 Body-Fixer/Cyber-Doc
2 City Rat
3 Headhunter Techno-warrior
4 Merc Soldier
5 Operator
6 Personal Concept Option
7 Power Armor Ace
8 Psi-Operator
9 Robot Vehicle Ace
10 Rogue Scholar
11 Vagabond
12 Wilderness Scout
Package:1d12 ⇒ 10
Package: Rogue Scholar
Dedicated to uncovering the mysteries and truths of the past, Rogue Scholars risk worse than censure at the hands of the Coalition and others who refuse to see things beyond their view. For Rogue Scientist concepts, simply select the appropriate skills.
Begin with +6 skill points.
Begin with the Scholar Edge taken twice, and two Smarts-based skills paired with Scholar at d8.
Begin with Research d6 and the Investigator Edge.
Begin with standard Starting Gear and an extra 4d10 × 1000 credits in gear or valuables.
Fortune & Glory:1d20 ⇒ 6
Smart and Learned: Your hero adds one die type to Smarts and two die types to any three Smarts-linked skills.
Fortune & Glory:1d20 ⇒ 19
Charmingly Fluent: Begin with the Linguist Edge. Gain +1 Persuasion with native speakers of a language foreign to your hero, and Reactions begin two steps higher.
3 rolls from any hero's journey table
1 Body Armor
2 Close Combat Weapons
3 Cybernetics
4 Education
5 Experience and Wisdom
6 Ranged Weapons
7 Training
8 Underworld & Black Ops
1st:1d8 ⇒ 8
Underworld & Black Ops
1d20 ⇒ 7
She’s traveled far and wide, and she always seems to know someone, somewhere, she can call on for information or aid. Your hero has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.
2nd:1d7 ⇒ 3
Cybernetics
1d20 ⇒ 12
There’s a good chance your cyborg was meant for amphibious operations with his Internal Life Support Upgrade, see page 113.
3rd:1d6 ⇒ 4
Experience & Wisdom
1d20 ⇒ 13
He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.
Narrative Hook
1d20 ⇒ 18
A Battle Beyond the Rifts. The Rifts act as portals to dimensions beyond the stars and, sometimes, beyond reason. Somehow you wound up on one of countless worlds or planes of existence, or you’re a native of that other world, and you were pulled into this new world where you struggle to find your way, with the Legion’s help.
I'll explores various options based on these rolls and post as I get concepts. I'll also want to see what other characters are playing to be sure I'm adding a character that does not duplicate another too closely.
Question on Dragon Hatchling
The Iconic section says they start knowing only Dragonese/Elven.
The general rules on Language say characters are assumed to know American.
Does a Dragon Hatchling need to take the Language skill to know American?
Dragon Hatchling Narrative Hook:1d20 ⇒ 15
Nearly Done For. You nearly died, or the jig was almost up when the tide turned and someone from the Tomorrow Legion rescued you, which leaves you in their debt.
I'm working on ideas for other characters before I decide which to play. It is how I get a feel for the options and the game world. I'll make the Hero's Journey rolls here under a spoiler to save space.
Ley Line Walker:
One rolls from the following list:
1 Enchanted Items & Mystic Gadgets,
2 Education,
3 Experience & Wisdom,
4 Magic & Mysticism.
They also get one roll on any table of their choice, except for Psionics.
5 Training
I'm going to roll random to determine which tables to roll from.
Table:1d5 ⇒ 2 Education
Education:1d20 ⇒ 17
Born with a natural inquisitiveness, your hero has a gift for research and finding things out. He has the Research skill at d8.
Table:1d4 ⇒ 1 Enchanted Items & Mystic Gadgets
EI&MG:1d20 ⇒ 15
One of the nastier weapons of the Techno-Wizards, the Draining Blade is just the thing for evening the odds against a superior physical combatant, see page 98.
Narrative Hook:1d20 ⇒ 18
A Battle Beyond the Rifts. The Rifts act as portals to dimensions beyond the stars and, sometimes, beyond reason. Somehow you wound up on one of countless worlds or planes of existence, or you’re a native of that other world, and you were pulled into this new world where you struggle to find your way, with the Legion’s help.
Mystic:
1 Enchanted Items & Mystic Gadgets,
3 Experience & Wisdom,
4 Magic & Mysticism.
5 Education
6 Training
1d6 ⇒ 2
Experience & Wisdom
1d20 ⇒ 8
She always gets a strange tingling in the back of her neck when things are about to go all pear-shaped. She’s seen enough trouble to know when it’s coming. Your character has the Danger Sense Edge.
1d5 ⇒ 3
Education
1d20 ⇒ 18
Either her parents did everything they could to educate her, she attended one of the few schools left in the world, or she might even have found and lived in an ancient library. However managed, she has three additional skill points to spend at character creation, but they may only be spent on Smarts-based skills.
Narrative Hook:1d20 ⇒ 9
The Juicer Uprising. In 105 PA, the promise of a cure for a Juicer’s short lifespan (the Phoenix Treatment) came out of Newtown. The rumor led to a bloody uprising and short war between the resulting Juicer Army of Liberation, Newtown’s forces, and the Coalition. Adventurers discovered an alien plot behind the unrest, but Newtown was destroyed. Maybe you fought in the conflict or were part of uncovering the plot and subsequent battle against the alien threat.
Techno-Wizard:
1 Education
2 Enchanted Items & Mystic Gadgets
3 Magic & Mysticism
4 Training
5 Experience & Wisdom
1d3 ⇒ 3
Magic & Mysticism
1d20 ⇒ 1
There are times to put it all on the line, no matter the cost. Your character is always prepared to do just that, thanks to having the Soul Drain Edge. Techno-Wizards may reroll this result.
1d4 ⇒ 3
Training
1d20 ⇒ 2
After serving in a military, paramilitary, militia, or security force for some time, your hero has some solid combat training. She gains +3 Skill Points which may be spent on Athletics, Fighting, or Shooting in any combination.
Narrative Hook:1d20 ⇒ 17
Authority Issues. You crossed the wrong people, putting you in trouble with the authorities. Perhaps it was a Coalition outpost, or maybe Federation agents. Whether on the run, or arrested and waiting for punishment, you got some help from the Legion.
Considering a character to submit for this game. I'm a player in several of ZenFox's campaigns and have played a number of other SW characters.
I just got the Source book for Rifts today and have just looked over the options. Leaning toward Dragon Hatchling, Ley Line Walker, Mystic, or Techno-Wizard. If you get a lot of magic user submissions, I could switch to a MARS concept.
I tend to make characters who are more finesse than power, but with magic, both are possible.
I'll be out of town from Friday through Sunday. Let us know how character sheet information will be provided. I've got my character mostly mapped out.
I tried a version of my halfling cleric as an oracle, but didn't like the options as well. I'm going to use the Cloistered Cleric doctrine, so that means not well armored, compared to clerics in 1E.
I'm working out the crunch for my Brennari Solarian, now that we have the stat determination method.
Note: I'm currently set to take the Electrical Attunement Mode alternate class feature, but if lots of other people are doing that also, I can go with the normal stellar mode, so we have a good balance.
As long as the sessions are on the weekends and not more than 4 or 5 hours, I can manage to play each week. My wife and I like to go on weekend trips now and then so we'd need some time for that. I do think the chance of keeping this going long term is low just because in any group of 7 people, it is likely one or more are going to have a change in RL that will force them to drop out.
PBP is slower but more likely to last longer. I've had a couple of PF AP campaigns that have been going for years now.
I've worked out some ideas for my character.
Female Halfling Cleric
Archeologist background since it seems that will be useful if we are looking for ancient sites.
Deity: Chaldira, a common deity worshiped by halflings who has trickery as a domain, granting training in thievery. That, along with a halfing ancestry feat will give the character some ability to pick locks and disarm traps.
At 2nd level, I will probably add an archetype such as rogue or monk or investigator, depending on how best to support the goals of the party. So she will not be a classic cleric but will have the healing spells to help keep the party alive and enough support spells to be useful in combat. She won't be a front line fighter as some clerics can be.
I have played PF 1E since its inception and have played PBP for about ten years. I've been a moderator and a player. I've played other systems as well, but I'm finally getting around to learning the 2nd edition of PF since opportunities to RP in 1E are fading as 2E takes prominence.
I'm near retirement and can devote time to multiple PBP games, so this is a good opportunity for me to learn another class in 2E. I've currently got a rogue, an inventor, and a fighter. I tend to enjoy playing clerics and oracles, so I'll work up one of those to enter into this recruitment. Should take me a week as I am still working nearly full time.
Let us know if you have any restrictions on any character creation features.
My proposed character for this campaign
Name: Sparks Goforth
Race: Brenneri
Gender: Male (he/him)
Theme: Solar Disciple
Class: Solarian using alternate class feature Electrical Attunement
Manifestation: Solar Armor
Archetype: Divine Champion and Exalted Champion
Diety: Sarenrae
Story:
Sparks father is a Brenneri diplomat assigned to represent Absalom Station and the Pact Worlds more generally to the star system(s) associated with the Star Academy. His mother is a priestess of Saranrae. Sparks grew up with children of some of the Academy faculty or students. While taking a physical sciences class, he became fascinated with electricity, which he learned was central to the plasma found in all stars and responsible for unpredictable electric and magnetic surges. His mother's influence also taught him many fine virtues of Saranrae, like compassion and forgiveness, but also a zeal to oppose evil forces that enslave or destroy lives.
So it was natural that as he came of age and had completed his basic pre-college education, he was drawn to the Star Academy. He applied for and was accepted for training in Solarian disciplines and he thrived on the program, becoming a solarian with a strong sense of purpose, to go forth, explore, learn, and spread the love and light of Saranrae.
As his father is an ambassador of Absalom Station, Sparks has been there on family trips, so when the Star Academy offers a chance to go there for continuing studies, Sparks is eager to sign up.
PC role: I see Sparks as growing into a role as a healer although he will, of course, be a reasonably capable fighter when faced with evil foes. By taking the Divine and Exalted Champion archetypes, he will get few new revelations, but will eventually gain spells and healing abilities. He will probably also invest in skills like Diplomacy, Sense Motive and Medicine, as well as Physical Science to cover his knowledge of electricity and plasmas.
His charisma ability will be as high as possible, of course. Depending on how the ability scores are generated, Sparks will probably be low strength, high dexterity, moderate constitution and Wisdom, and average intelligence. He will not be a heavy hitter in combat, using ranged weapons whenever possible, relying on his solar armor protect himself.
Otters are my favorite animal, so I would love to run a Brenneri. Sparks personality will be appropriately playful.
As for me (player), I've been playing Pathfinder and Starfinder since they were first published, and many other RPGs going back to 1st edition D&D, GURPS, and Savage Worlds. I've been a GM on Paizo and have been posting regularly for years. I am near retirement, so I should be good to continue playing as long as the campaign is maintained and my heart keeps on beating.
I have been a player in the first book, but I will refrain from acting on advance knowledge and let others make decisions about what to do next whenever I know what the choices entail.
Alright, so I think there is enough interest for me to post the recruitment thread. I'll get on that tonight or tomorrow and will link it here once it's up.
Has this recruitment been created yet? It's been 7 weeks.
I'm just now caught up on work, sleep, and posts in games I'm in. Sorry to be late. Is there still time to introduce a character? If so what might be the most helpful?
Just so you know, I've been GM for a ROW PBP campaign. It started back in 2016 and is just now getting to the 4th book. We only have one player who was in the group that started, with a number of players who dropped out or entered and left. It's a long-term commitment for both GM and players.
I might be interested in trying to run a 2E witch character, if you don't mind a player with meta knowledge of the AP. I would refrain from acting on or sharing knowledge my PC does not have.
I could go with any of the three I've developed. Since there is some question of the availability of civilization as a source of raw materials, I'll go with one of the Catfolk.
Mechanically, the rogue and swashbuckler are very similar, the main difference being sneak attacks (rogue) and panache based moves (swashbuckler).
Since I'm still learning PF 2E, I will go with the rogue, since I'm more familiar with the 1E rogue than the swashbuckler. Establishing opportunities to use sneak attacks seems easier than establishing panache.
An inventor might have a bit of a hard time finding machine parts while on the expedition. If you're really set on it we can try to make it work, though.
I think as long as the inventor as appropriate tools, she can do everything allowed in the class abilities. Supplies are only needed if crafting something from raw materials.
You might take an idea from the Starfinder Technomancer class which has spells that can convert random junk into items. In the case of the inventor, she doesn't cast a spell, but she could probably convert a similar bulk value of old weapons, armor, and adventuring gear into something.
Large items might require a workshop, blacksmith's shop, etc.
Will we be in an area that is devoid of civilization or just wilder than most areas further south?
I proposed two characters:
A female human inventor. I've worked out the main crunch but still debating the options around the inventor innovations. I'll post something once I've decided. It is a character inspired by Agatha Heterodyne of the Girl Genius graphic narratives.
The other is a female Catfolk either swashbuckler or Rogue.
I don't have a strong preference. Let me know ideas for good party balance.
I just started several scenarios in the Pathfinder Society and Starfinder Society Outpost VII event, so I'm going to be busy and may be a little slow to respond here. I frankly had forgotten about these submissions.
I think the only other character I'll propose is a female human inventor. I've worked out the main crunch but still debating the options around the inventor innovations. I'll post something once I've decided. It is a character inspired by Agatha Heterodyne of the Girl Genius graphic narratives.
I thought I'd develop a thaumaturgist, but it turned out to be different than I thought it would be.
I just realized I get to add an additional 4 boosts to ability scores in addition to the boosts from ancestry, background, and class. That will change things a bit. I'll adjust the character's posted so far to include that.
I worked up another character who is essentially the same as the Catfolk Swashbuckler posted above but with the rogue class instead. They seem about equally good at fighting, with the swashbuckler getting a little more damage than the rogue sneak attack but with the rogue having more skills and skill feats.
I'm planning on working up an inventor and a Thaumaturge. The inventor class has features similar to Steampunk which is my favorite form of cosplay. The Thaumaturge can feature the Harrow deck, which I like, and also has connections to religion and mysteries, also something I've studied.
Let me know if you would have any objections to either or if you think either might not be as effective given the adventures to come.
Link fixed.
I've not run a 2E character so let me know if anything looks amiss.
It looks like you took the Hunting Catfolk heritage for the scent and Track bonuses, but the top of your sheet doesn't make that clear.
As for your Reflex save, there's +3 from your Dexterity, +1 from being level 1, and +2 from expert proficiency. Is there an extra +2 I'm missing here? A feat or ancestry feature?
The Hunting Catfolk is listed at the top of the 2nd page. I'm relying on the pdf to calculate the bonuses listed. The Trained save applied to the Fort save gives level +2. The expert level for the other two saves gives level +4.
I'm probably going to do a second version of the catfolk character but using the rogue class just to see which I like better. I may do another if I have time between now and the end of the month. I like creating characters.
A.
1. He/Him/His
2. 2
3. My work schedule potentially changes every five weeks, so Monday through Thursday it will vary; sometimes morning to early afternoon, sometimes afternoon to evening, sometimes just an hour or two on two of those days but any time on the other two. Friday through Sundays are open for posting any time.
4. The only thing I've ever found objectionable is a player who wants to get in a dig at another player but does it through the PCs, passive aggressive behavior aimed at another player.
5. 2 to 3 (a person who gets his head cut off is not a problem, but describing details of the gore for shock value is).
6. 4 (no need for descriptive details but two characters flirting and eventually getting it on, generally offscreen as it were, is fine.)
B. (assuming 0 is no interest and 5 is strong interest)
1. 3
2. 5
3. 3
4. 4
5. 1
6. 3 Not TPK but death as a possibility is exciting.
7. 0
8. 2 (to the extent that it helps the character be effective, but not for its own sake.)
9. 3 (I'm a big fan of Doctor Who, which combines the two extremes well)
10. 4 (again, Doctor Who does a good job of having an arc woven into a series of episodes, leading to a climactic outcome)
11. 4 (sandboxes can lead to dithering in PBP)
C. (So far I've only worked out one character, so I'll answer for that one, but I will likely create several characters if I have time, just to learn the 2E system better. I'll post those answers as I work them out.)
1. I'm playing a female catfolk swashbuckler, so the race's innate curiosity combined with a chaotic alignment and a low wisdom leads her to get in trouble and have to keep moving to avoid legal troubles.
2.
3. Lots. Catfolk are reputed to have large communities where social life is rich, so I expect she came from a large family, not necessarily lots of siblings but lots of cousins, friends, etc.
4. Catfolk culture encourages bravery and defending nature and people against threats. Catfolk tell tales of brave adventurers who explore and do heroic things, which would have inspired her to experience such a life herself.
5. She and her friends discovered a ruin in the wilderness. She alone returned to explore, getting into a fight with a dangerous denizen, and finding treasure. This gave her a reputation as an explorer and it resulted in adults teaching her skills that would prove important.
One could assume the magic is designed to know the target distance and TP the round partway there. If you shot at closer than 60 feet away, it would cut out about 30 feet. If less than 30 feet, it would cut out 15 feet, which would not have any effect on the accuracy.
By the way, both Archive of Nethys and The Hidden Truth have details of the weapon but they both say the source is Near Space p. 150, which has nothing about the weapon. Page 150 is the start of the NPC section. One NPC (magical duelist, p. 178) is listed as using the pistol, but that entry doesn't have any stats for the weapon.
I couldn't find any other reference in a search of the PDF or a scan of the index.
I asked about this earlier but did not get a response, as to whether this was a repeatable scenario. I looked and could not find anything that indicates it is repeatable. Since I've played it already once, I think I am ineligible to play it again. Sorry.
So far we have an operative and an envoy. I am waiting to see what the other PC will be before committing to a character. It looks like we'll need at least someone who can fight. Kessela has some good skills in computers and engineering. I have two characters with somewhat better skills in those areas and other sciences, but it will be better to have some fighting abilities, so I'll post soon with either Ebon or Xoni.
I'll post in the other threads when I know which character to run. I'd like an idea of what other characters are running if possible before I decide which to play. I'm open to suggestions. The possible PCs are in my earlier post.
I have a variety of SFS characters, all first level, most with no games played yet. I've played The First Mandate before, but I believe it is a scenario that can be played more than once by the same player, so long as a different PC is used each time.
Characters I could run:
Pogo and Howland: Male Ysoki Ace Pilot Mechanic and drone.
Lulz1515: Android Outlaw Operative 1
Shantidas: Male damaya lashunta scholar technomancer 1
Ebon Doone: Male Vesk Bounty Hunter Solarian 1
Xoni Scarlex: Female Kasatha mercenary soldier 1
Xoni has played in one other PBP SFS scenario. All the others have not yet played a scenario and I'd be willing to play any of these depending on the needs of the party.
GM Qstor: I played Grace "Kat" Shannon in your d20 Modern campaign recently.
We have Verizon Fios. It has On Demand. I just double-checked and the On Demand episodes are not free to me. So I have no way to see any of the new episodes. If you want to go halfsies on a Disney+ subscription, I might be interested if I can come over and watch episodes at your place.