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half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Chronicle sheets are done, and I will upload them as soon as I'm done with this post. I was unable to use the chronicle sheets that students prepared, because they did not use the proper date (I think it's important the date on the chronicle sheet and the date the scenario was reported as happening match) and the handling of faction reputation. For faction reputation, I've seen very few chronicle sheets that handle it properly. Everyone wants to put how much was gained in one of the two spots, and it actually doesn't. Its faction name reputation before scenario | reputation after scenario The chronicle sheets can be downloaded from the folder linked in my earlier post. ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Here is a link to the folder where you should put chronicles that you prepare. Let's try to get the chronicles done by the New Year, so that we can wrap up this table of GM school by then. Also, the game has been reported.
Let me know when you drop a chronicle sheet into the folder, so I can look over and sign it right away. ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() OK, we're almost done, so it's time to talk chronicle sheets. The way we do chronicle sheets for GM school is for each student to prepare a chronicle sheet for one other student. The teacher/mentor prepares chronicle sheets for everyone else. Here are instructions for preparing chronicle sheets. For right now, I just want students to extract the chronicle sheet page. Please come to some agreement as to which student is preparing each chronicle sheet. If you get ambitious and want to do more, you can follow the other instructions. Since I'm the GM as far as Paizo is concerned, I will need to be the one to initial and sign, so please leave those boxes blank. Here is the info you need:
I also need each participant to post their information for chronicle sheets. Please ask any questions you have as you work through this. ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() botting captain action to help Eleeta, since that was chosen action previous turns inspire: 1d20 + 6 ⇒ (3) + 6 = 9 Eleeta continues to shoot missiles at the pirate ship.
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half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Eleeta's usual excited grin turns rather feral as she sees how well her next shot of the turret's missile launcher is lined up. attack, no inspire: 1d20 + 3 ⇒ (20) + 3 = 23
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half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Actually, the piloting roll that acts as initiative is very restrictive. It can't be inspired, for instance. When Starfinder first came out, I though the captain could help, but then someone pointed out that the captain can give a 'bonus to the check required by a crew action' but the initiative piloting roll is not a check required by an action. ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Yeah, I think we've all agreed that the three phases doesn't quite work in PbP, and try to find a way to bring it down to two, so that it's at most two days per round. Every GM is going to find a slightly different way of working things out. Also, some people are much more comfortable with posting conditional actions than others. Give us as a community a few more years, and we'll have something really good worked out. :) ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Since no one has said anything, claiming one of the +1 from the ship Eleeta points the turret gun at the pirate ship, and fires!
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half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Morvruuul, why don't you for now take either engineering or science officer, whichever you think is better, and Eleeta and Blibdilpoolp can be gunners? We have 5 players, so one spot has to be left empty. ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() So for starship roles, it appears we have:
That leaves Blibdilpoolp and Eleeta. Eleeta is built to be good at engineering or science officer, but it looks like at the start we want both she and Blibdilpoolp to act as gunners. Eleeta can swap over to engineering if we need it. Also, don't forget to use the bonuses the ship gives to your rolls, if any. That can make a difference between a fight going well, and being frustrating and taking forever. (Actually, this is the scenario where they accidentally left the last few lines that include those bonuses out of the scenario stat block for our ship. It's been confirmed that this was an accidental error, and that we do get the +1 to any three checks per round.) ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Morvruul the Merchant wrote: Is it possible to put the previous quest campaign thread on inactive? Yep, that is the plan in a day or two, after everyone uses it to find their way here. :) ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Hi, everyone; we seem to have lost Rig, and I am taking over for Morodda/GM Poblano Pepper. I believe we are just waiting for one quick post to sum things up from GM MacShack, and then I'll start to take you guys through the remaining two quests, explaining my thinking and letting you guys see behind the GM screen. For this reason, I would ask you all to dot in here. ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() Eleeta looks at the remaining skeleton, and seems to for the first time realize that this is not all fun and games. She panics and uses her last emergency spell to fire more pellets of magic at the last undead. MM damage: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9 ![]()
half orc technomancer 1| SP 5/5, HP 11/11, RP 4/4 | EAC 13, KAC 14 | F+0, R+2, W+4 | Perc +2 | Init +6
![]() I just want to point out how well GM MacShack is doing at keeping this game moving at a good pace. He is responding promptly to what players do, and botting when characters have had 24 hours or a little more to respond. |