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Hello everybody,

while the charactersheets for 4 of the companions in Afterlight have been revealed some time ago I just noticed that the background of Sterling is "Steward".

Is this a Background created for Afterlight, or will it be in Guilt of the Graveworld?
Everything else should be in AoN right now and I can´t find it there.

It seems to grant the "No Cause for Alarm" feat, "Steward lore" and a boost in STR and either ???DEX/CON/CHA???.

And as a side note, the damage of the "Jaws" attack for the Ysoki Tycho in the charactersheet is listed with 1D6. Accoring to the player core it should be 1D4.


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Driftbourne wrote:


It's a mix of complex hazards, vector points, and uses creatures building rules for balance and leveling. Very easy to make every SCC feel different. But it's very much a GM tool and not a pick from a list of options system that SF1e Starships were. So I don't think some people see how powerful it is. I think once more people see it in use in adventures, opinions will change.

I think how complex a CSS can reasonably get will come down to how hard it is to track everything going on in it.

I fully agree with that!


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Driftbourne wrote:


I read up to "While I did not play Battle for Nova Rush, I read through it, and the conclusion to me screamed"

And I was saying to myself, here we go again...

At this point I was worried I messed up big time by posting a bunch of useless ideas ;-)

Driftbourne wrote:


So I was happy to see, once I read the rest of your comment, that was not the case here.

I´m glad my interpretation of the Nova Rush CSS was at least somewhat useful.

Driftbourne wrote:


It looks like your stat block is as long as the text of the actual adventure. I was surprised by how much was going on in Battle for Nova Rush, for only being 6 pages long. Your stat block reinforces that.

Yes, I noticed that too.

My bold prediction is, in future adventures (especially one shots) we will mostly see CSS that are on the shorter / easier side (just because of page count limitations). But that is fine to me.Occasionally in longer APs there will appear longer / more complex ones.

Driftbourne wrote:


If Paizo had used CSS statblocks in Battle for Nova Rush, my guess is they would have broken it up more, maybe only using CSS for the ending and victory points and hazards for dealing with the inside threats.

That is possible. I think that is the beauty of the system. When someone creates a CSS it can be tuned towards their needs / playing style.

Also while at first it was a little intimidating in giving this system a try for the first time, it turned out to be pretty easy.


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Hello everybody,

Driftbourne wrote:
I did play a character in Battle for Nova Rush. Although it doesn't use the cinematic starship scene stat block from the GM Core, you can tell it was based on the concept.

While I did not play Battle for Nova Rush, I read through it and the conclusion to me screamed to be expanded into a full cinematic starship scene.

And since I wanted to try out the rules for creating cinematic starship scens (css anybody ;-) ) I used the conclusion as a (very rough) frame for one.

Here is what I came up with so far (spoilers because of some references to scenes in the adventure itself):

Battle for Nova Rush cinematic starship scene:

Be warned, I *might* have gone overboard with A) the options the players have on the Nova Rush (but I like to give almost every character a chance to participate in a more or less meaningfull way) and B) the complexity by adding a form of the hazard from the adventure into the scene and some conditional actions.
Since this is my first try on the system and I did not test the scene any feedback is welcome...

ESCAPE OF NOVA RUSH STARSHIP SCENE 1

The PCs just have defeated Phaedra Firestorm on the bridge of the Nova Rush and now have to escape with the Nova Rush into a nearby nebula (and from there to the Drift) or defeat the Corpse Fleet Raiders and eventually the Split Blade.

Victory Conditions:
Escape to a nearby nebula by earning 5-8 Escape Points during the encounter or destroy the Corpse Fleet Raiders and eventually the Split Blade by reducing their Hit Points to 0.

Additional Objectives:
If the Nova Rush escaped to the nebula, the PCs then have to ready the Nova Rush for Drift entry and to plot a course to Absalom Station (or wherever they want to go).

Starship Description

Available Roles:
Captain, engineer, 1 (or 2 if the missile launcher in B2. Bridgeway was repaired) gunner(s), magic officer, pilot, and science officer

Starship Bonuses:
+1 to all Piloting and Computers checks since Captain Concierge tries his best to support the PCs.

AC 16
Fort +7
Ref +4
Shields 3 (regains 2 per round)
HP 26

Starship Actions:

Plot an escape route [two-actions] (science officer) Attempt a DC 17 Piloting or Computers check to plot a relatively safe zigzag route towards the nebula. On a critical success the Nova Rush needs 5 Escape Points to reach the nebula, on a success the Nova Rush needs 6 Escape Points to reach the nebula, on a failure the Nova Rush needs 7 Escape Points to reach the nebula and on a critical failure the Nova Rush needs 8 Escape Points to reach the nebula.
This action can only be taken once and needs to be taken before the first Race towards the nebula action is taken.
Race towards the nebula [two-actions] (pilot) Attempt a DC 17 Piloting check to get closer to the nebula without becoming an easy target for the Raiders. This DC is lowered by 1 if the Reactor in A8. Reactor Access was repaired.
On a critical success, gain 2 Escape Points, on a success gain 1 Escape Point, on a failure lose 1 Escape Point, on a critical failure lose 1 Escape Point and the Nova Rush becomes off-guard towards all attackers until the end of your next turn.
Combat maneuvers [two-actions] (pilot) Attempt a DC 17 Piloting check to maneuver in a way to get an advantage against the threats in the area. This DC is lowered by 1 if the Reactor in A8. Reactor Access was repaired.
On a success, choose one of the following: gain a +1 status bonus to AC against the next attack against the Nova Rush, or gain a +1 status bonus on the next ranged Strike a gunner attempts.
On a critical success, select both of the benefits.
On a failure there is no effect. On a critical failure the GM decides to either give a -1 status modifier to the Nova Rush´s AC for the next attack made against it or to give the next ranged strike a gunner on the Nova Rush attempts a -1 status modifier.
Inspire crew [two-actions] (captain) Attempt a DC 17 Diplomacy or Intimidation check to inspire the crew of the Nova Rush to push themselves.
Treat a critical success as a success, but choose two allies.
On a success choose one ally that gains a +1 status bonus to their next check attempted as part of the scene.
On a critical failure the next crew member to attempt a check as part of the scene takes a –1 status penalty to their check.
Spoof orders to the Split Blade [two-actions] (engineer or captain) You attempt to spoof orders to the Split Blade to make “Darling” Dalyx use a reckless maneuver to get you an advantage. Make a Computers or Deception (trained) DC 17 check. Critical success, like success but choose both options, on a success choose one of the following: One of the Raiders becomes off-guard towards the next ranged Strike a gunner attempts or gain a +1 status bonus on the next Piloting check for the next Race towards the nebula action. On a failure “Darling” Dalyx becomes suspicious and can do the Expose spoofed orders action from now on. On a critical failure “Darling” Dalyx realize the orders a spoofed and Captain Firestrom is dead (or at least no longer in charge) and with his next action will take the Escape action.
Patch Job [two-actions] (engineer) Attempt a DC 17 Crafting check or a DC 18 Athletics check to try to patch some damage the Nova Rush has taken.
On a critical success the Nova Rush regains 2d8 Hit Points and loses any persistent damage conditions. On a
success the Nova Rush regains 1d8 Hit Points. On a failure there is no effect, on a critical failure deal 1D8 damage to the Nova Rush.
Disperse Sinkwell [two-actions] (magic officer or science officer) To disable the sinkwell make a DC 16 Arcana, Occultism, or Religion (trained) check to safely disperse the void energy, or a DC 18 Athletics or Thievery (trained) check to sabotage the sinkwell.
Three total successes are required to disperse the sinkwell.
Ready entry to the Drift and plot course [two-actions] (science officer or engineer) Make a DC 10 Piloting or Computers check to ready the Nova Rush for Drift entry. This DC is lowered by 1 if the Reactor in A8. Reactor Access was repaired.
This action can only be taken if the Nova Rush successfully escaped to the nebula.
Ranged [two-actions] (gunner, martial weapon) light missile launcher, Damage 1d8+4 piercing (only available if the missile launcher in B2. Bridgeway was repaired)
Ranged [two-actions] (gunner, simple weapon) light flak cannon, Damage 1d6+3 slashing

Threat

Corpse Fleet Raiders (2)
Two pale fighters of the Corpse Fleet attacking the Nova Rush for (yet) unknown reasons. Maybe Phaedra Firestorm with taking over the Nova Rush got (unknowingly) into possession of an object that former Captain Vidia Vane discovered on her archaeological missions and now is somewhere on board of the Nova Rush. And said object is of some importance to the Corpse Fleet.
Maybe this somehow lets the GM transition this adventure into Guilt of the Graveworld…

Initiative Piloting +8
Skills Piloting +8
AC 16
Fort +5
Ref +8
Shields 3 (regains 2 per round)
HP 20

Threat Routine (2 or 3 actions)
Both Raiders will use the three-action necromantic energy cannon attack to create a spiritual sinkwell on the bridge of the Nova Rush until one of them is successful. They totally ignore the Split Blade (unless the Split Blade took a successful Taunt action against one of them), because what they want is on the Nova Rush.
From then on, they will use one action to try to outmaneuver the Nova Rush and then a second action to use the one-action necromantic energy cannon attack on the Nova Rush to trigger the reaction of the spiritual sinkwell.
As long as the spiritual sinkwell is active each round, the damage taken on the first hit from the Raiders with the one-action necromantic energy cannon will also trigger the Soul-Draining Wave Reaction of the spiritual sinkwell.
Whenever the spiritual sinkwell is dispersed by the PCs the GM is free to decide to use the three-action necromantic energy cannon attack on the Nova Rush to create a new sinkwell as they see fit.

Threat Actions

Ranged [three-action] Necromantic energy cannon +7 to create a spiritual sinkwell on the bridge of the
Nova Rush (centered on the crossing of the grid at B5), Damage 1d6+3 spirit damage to creatures within 10 feet from its center (DC 18 basic Fortitude), this attack does not damage the Nova Rush itself.
Soul-Draining Wave [reaction] (spirit, void) Trigger The first time each round a Raider hits the Nova Rush with a one-action necromantic energy cannon attack. The Soul-Draining Wave sprouts several tentacle-like void lashes and makes two void lash Strikes against targets it hasn’t yet grabbed, then Grabs each creature it did hit, with no multiple attack penalty. It automatically pulls grabbed creatures 5 feet toward its center, then deals 1d6+3 spirit damage (DC 18 basic Fortitude) to creatures within 10 feet of its center. Creatures that critically fail are drained 1. Ranged [one-action] void lash +9 (range 40 feet), Damage 1d6+3 void plus Grab (+9 Athletics)
A PC that is grabbed can no longer perform any of the starship actions. The PC first needs to successfully use an Escape action (Player Core pg. 408) to do any of the starship actions again.
Outmaneuver [one-action] Attempt a Piloting check against the Reflex DC of the Nova Rush (DC 14). On a success, the Raider outmaneuvers the Nova Rush, giving it the off-guard condition until the end of the round. On a critical failure they them self become off-guard to the Nova Rush and the Split Blade until their next turn.
Ranged [one-action] Necromantic energy cannon +7, Damage 1d6+3 piercing (this does damage the Nova Rush and not the crew / creatures inside the Nova Rush).

Additional Threats

Threat:

Split Blade
An old junker. Former ship of Captain Phaedra Firestorm. Now under the command of “Darling” Dalyx.

Initiative Piloting +7
Skills Piloting +7, Diplomacy +6
AC 15
Fort +4
Ref +7
Shields 2 (regains 1 per round)
HP 15

Threat Routine (3 actions)
The Split Blade uses the two-action attack to attack one of the Corpse Fleet Raiders. If it is successful it then uses its Taunt action against that Raider. If the Expose Spoofed Orders action is available to the Split Blade it will still first use the two-action attack against a Raider but then uses the Expose Spoofed Orders action.

Threat Actions

Ranged [two-actions] light flak cannon +7 ,Damage 1d6+2 piercing.
Expose Spoofed Orders [one-action] Critical success immediately take the Escape Action (no matter how many actions are left), on a success on the next activation use the Escape action, failure no effect, on a critical failure “Darling” Dalyx stops questioning the orders and this action is no longer available (until the Nova Rush fails the Spoof orders to the Split Balde action again).
Taunt [one-action] After the Split Blade hit one of the Raiders with an attack, make a DC 17 Diplomacy check to taunt one of the Corpse Fleet Raiders. On a critical success the Raider uses its one-action necromantic energy cannon attack on the Split Blade on its next activation (and performs no other actions) and gets a -1 status modifier to the attack roll. On a success the Raider uses its one-action necromantic energy cannon attack on the Split Blade on its next activation (and performs no other actions). On a failure nothing happens and on a critical failure the Raider is immune to further Taunt actions by the Split Blade and ignores it for rest of the encounter.
Escape [two-actions] By taking this action the Split Blade automatically escapes the scene. No roll needed.

Ending the Encounter:

The encounter ends if the Nova Rush is reduced to 0 HP, or the PCs achieve one or more of the victory conditions.
If the Nova Rush is at 0 HP not all is lost. The ship is not completely destroyed, but heavily damaged. The PCs have no control over ship and just drift through space. Life support and other vital systems on the ship shut down and will take quite a while to repair. The Raiders fall back and the Corpse Fleet sends in a boarding shuttle. The GM can then go back to the map and let the PCs fight the boarding crew of the Corpse Fleet.


Hi there,

thank´s for your answer.

Baarogue wrote:


It grants only formulas for four serums, which are a specific, traited medical item

But that doesn't mean you can't Craft other medical items. As it says in the Craft skill entry, PC1 p.197, all you need to Craft an item is for it to be your level or lower, the item must be common or you must otherwise have access to it, tools/workshop access, and materials. Formulas aren't on that list. As it says in the sidebar on the same page, formulas lower your setup time and grant access to Craft uncommon or rarer items. Getting four formulas of level 2 or lower saves you the cost of buying them, but that's really just for convenience at the moment. The full details for formulas are on PC1 p.237

I know that the formula is not needed to craft an item, and "only" saves some time while crafting.

It just seemed a little odd to me that there is a tiny limitation of what formulas you get for free with the feat.
It is no big deal and I can totally live with that. I just wanted to make sure this limitation is intended.

In addition if I really want to have a level 1 formula of a medical item that is not a serum, there is nothing in the rules that would prevent me from buying it. ;-)


Hello everybody,

I have some questions about the Serum Crafting feat.

SF2 Player Core pg. 227 wrote:

Serum Crafting

You can craft serums and other medical items with the consumable trait. … you gain formulas for four common serums of 2nd level or lower.

My question:

Does the feat “only” grant formulas for common serums or also formulas for other common medical consumables (that are not serums)?

Because according to

SF2 Player Core pg. 241 wrote:

Medical Items

… Rules for creating medical items are found in the Craft activity on page 197, and you must have the Serum Crafting skill feat (page 227) to Craft medical items.

you need the feat to craft any kind of medical items.

So it seems a little odd, that the feat does not grant formuals for other medical items.

And a follow up question about crafting in connection with formulas:

SF2 Player Core pg. 197 wrote:

Crafting

To craft an item, you must meet the following requirements:
  • - The Item is your level or lower….
  • - The item must be common, or you must otherwise have access to it.

and

SF2 Player Core pg. 197 side bar wrote:

Formulas

… Second, you can Craft uncommon and rarer items if you´re able to acquire their formulas. …

My question:

Will a level 1 character, who is in possession of the formula for a level 2 serum, be allowed to craft this?

For example a Shimmerstone Serum (Item 2)?

By the rules I would say no.
But on the one hand again it seems a little odd not beeing able to craft an item you have the exact formula on how to do it.
Also on the oher hand, one could argue that said formula is to complex for a level 1 character to understand.


Christopher#2411504 wrote:
You missed the part where Dae has more Traits on his Solar Weapons then allowed.

Hi, thank´s for your answer.

I´m not sure if I get you right here, but I looked deeper into the rules for the Solar Weapon (Player Core pg 141).

To me it looks like it is OK.
All versions of Dae "only" took the range trait which counts as 2 of the 2 allowed traits a Solarian could select for his Solar Weapons.

Or is this not what you meant?

Nevertheless while looking deeper into the Solarian I found the reason for the differences in the attack bonus of Dae I mentioned in my last post.
The potency crystals solve this. But nowhere on the PDFs it is mentioned that they are already calculated into the attack bonus.

In additon I noticed two other things on Dae:

The bonus fire damage on the photon attuned solar weapon is listed as 1 in all versions.
This should scale with the level of Dae since the formula is 1/2 Level rounded up. So on Level 3 it should be 2, on Level 5 it should be 3 and on Level 7 it should be 4.

And finally the Level 7 version lists the damage of the photon attuned solar weapon with 2D8+4 this sholud be 2D8+6 since the weapon specialisation at Level 7 adds +2 damage (for the graviton attuned solar weapon and both versions of the solar flare this is calculated correctly).


Hello again,

I finally finished leveling them all up to the Level 3/5/7 versions and I noticed some other things.
Again it is very possible that I missed something that explains the following:

Chk Chk

The Level 7 PDF version lists Performance at +1. In my calculations it only is +0.

Dae

The Level 1 PDF lists Deception at +3. In my calculations it only is +2.
The Level 1 PDF lists Stealth at +4. In my calculations it is +5.

The Level 3 PDF lists Stealth at +6. In my calculations it is +7.

The Level 5 PDF lists Stealth at +9. In my calculations it is +10.
The Level 5 PDF lists an attack bonus of +14 in melee for the solar weapon. In my calculations it only is +13.
The Level 5 PDF lists an attack bonus of +13 in ranged for the solar weapon. In my calculations it only is +12.

The Level 7 PDF lists Stealth at +11. In my calculations it is +12.
The Level 7 PDF lists an attack bonus of +16 in melee for the solar weapon. In my calculations it only is +15.
The Level 7 PDF lists an attack bonus of +15 in ranged for the solar weapon. In my calculations it only is +14.

Iseph

The Level 7 PDF lists Society as trained and Crafting as not trained. This should be the other way around because the Level 5 version added Crafting as trained (the playtest Level 5 also added Crafting).

Navasi

The Skill gained from the increase in INT at Level 5 seems to be Survival, because this is listed as trained in the Level 7 version.

The Level 7 PDF lists AC at 24. In my calculations it only is 23.

Obozaya

The Level 3 and 5 PDF lists a speed of 20”. In my calculations it only is 15”.

The Level 7 PDF lists a speed of 25”. In my calculations it only is 20”.
The Level 7 PDF lists Diplomacy at +1. In my calculations it only is +0.
The Level 7 PDF lists an attack bonus of +14 for the doshko and the machine gun. In my calculations it is +15 for each.

Zemir

The Level 5 PDF adds Lightning Bolt as Rank 3 (Signature)Spell. This should be Void Whisper which is the Spell granted by the Paradox.

The Level 6 PDF adds Void Whispers, which then should be Lightning Bolt.

Also Zemir´s 4th attribute boost at Level 5 could be INT. Because it only will be a partial boost this will not grant another Skill and Language (This will only happen if INT goes up to +5).

So that´s it.
Again: Please let me know if I missed anything or if I got something wrong!


Pyrius_42 wrote:
Just compare a cubic foot of lead to a cubic foot of aluminum. Same weight (obviously ;-) ) but differnt size.

of course the other way around...


Hi,

Perpdepog wrote:


There is a slight increase in bulk when you start going to higher-capacity batteries, so not quiiiiiiiite the same? I think it just goes from -- to L though, so not really much of a difference unless you're carrying loads of batteries around with you.

I agree.

I noticed this too, but to be honest in my opinion bulk does not equal size in this case. Just compare a cubic foot of lead to a cubic foot of aluminum. Same weight (obviously ;-) ) but differnt size.


Hi there,

PAZ42 wrote:


If the answer is "no" to question 1 and "yes" to question 2, it seems odd that weapons that use batteries improve their capacity, but projectile weapons do not.

my answer would indeed be no to 1 and yes to 2.

Since energy weapons can "hold" batteries up to their grade (pg 254 player core).

My explanation for energy weapons somewhat scaling in "magazin" size while projectile weapons don´t would be that higher graded batteries have a higer energy density which allows to store more energy in the same size of a battery.
And shrinking projectiles might render them useless.

Also I admit to a certain degree, that some projectile weapons might be able to simply hold larger magazines. But these do not exist (yet ?).
But if there were differten sizes of magazines you would need an additional entry for every projectile weapon with the largest possible magazine size (just imagine a semi-auto pistol holding a 100 shot drum magazine if no limits would exist).
So not scaling magazines might be the easiest way to go.


Hello everybody,

I figured some things out which might solve some of the points in my original posting.

Pyrius_42 wrote:


The Level 5 PDF version only grants 3 Attribute boosts.

After looking through this "issue" on Dae, Iseph and Navasi it might be possible, the 4th attribute boost went to an Attribute already at +4, so it would only be a partial boost and these are not shown on the character sheet.

On Zemir this would be INT, who then still would be missing an additional Skill and a Language

Pyrius_42 wrote:


Iseph
The Level 1 PDF version is listing the attack bonus for the Semi-auto pistol with +9/+4/-1.
Whatever I do, in my calculations I end up with to +7/+2/-3.
All higher Levels seem to calculate the attack bonus higher than I do, so I´m almost certain I am missing something here!

This one was on me. I did miss Operatives are experts with simple guns (which the semi-auto is).


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Hello everybody,

in order to get a hang on character creation I tried to rebuild the Iconics. Also the way I do this provides me with some sort of list view which helps me later to put them into fantasy ground VTT :-)

While doing this I noticed some oddities. Maybe I missed something here and there or there are some mistakes in the PDF versions of the Iconics.

Here is an overview of what I found. Please let me know if I missed some rules that explain these or if you think these are mistakes.

Chk Chk

The PDF version seems to miss a language.
Chk Chk should have Common, Shirren, + 1 regional language and a number of additional languages equal to the INT modifier (which is 1 for Chk Chk).
The PDF "only" lists Common, Shirren and Vercite.

The playtest version of Chk Chk also listed Shadow Tongue.

So Shadow Tongue is probably the missing language.

Also the Level 7 PDF adds a second commercial repair toolkit.
This probably should be an upgrade of the existing commercial repair toolkit to a tactical repair toolkit instead.

Dae

The Level 5 PDF version only grants 3 Attribute boosts.
So here seems to be missing an Attribute boost (probably not to INT, because this would also grant a new Skill and a Language which then would be missing too).

Iseph

The Level 1 and 3 version of the PDF does not list a "Level" for the Zero knife. Most likely it will be "commercial" (which is listed in the Level 5 and 7 versions).

The Level 1 PDF version is listing the attack bonus for the Semi-auto pistol with +9/+4/-1.
Whatever I do, in my calculations I end up with to +7/+2/-3.
All higher Levels seem to calculate the attack bonus higher than I do, so I´m almost certain I am missing something here!

The Level 3 version in the PDF does not add the skill increase.
This probably should be Expert in Piloting (the Level 5 version of the PDF lists Piloting and Acrobatics at Expert and the Level 7 Piloting at Master so I would go with Piloting at Level 3 over Acrobatics which would also be a possibility at that point).

The Level 5 PDF version only grants 3 Attribute boosts.
So here seems to be missing an Attribute boost.

Also the Level 7 version of the PDF does not add a general feat.
So any available general feat at this point would be possible.

Navasi

The Level 1 version has a medpatch listed in the descriptions of the Equipment (page 2) but the medpatch does not appear in the overview of the equipment (page 1).
In the Level 3/5/7 versions the medpatch in no longer listed anywhere.

Also all Versions seem to be missing a Skill.
Based on the Playtest version this might be Society.
The PDF adds Society at Level 5 through the INT attribute boost. So at Level 5 another Skill should be chosen through the INT boost.

The Level 3,5 and 7 versions are missing the Comm unit in the overview of the equipment (page 1) that is listed in the Level 1 version and also appears in the description of Equipment (page 2) of the Level 1,3,5 and 7 versions.

The Level 5 PDF version only grants 3 Attribute boosts.
So here seems to be missing an Attribute boost.

Obozaya

The Level 5 version of the PDF adds Widen Area and Intimidating Taunt as class feats.
It probably will only be Widen Area since Intimidating Taunt is a Level 6 feat and only 1 class feat can be added at Level 5.

Zemir

The Level 5 PDF version only grants 3 Attribute boosts.
So here seems to be missing an Attribute boost (probably not to INT, because this would also grant a new Skill and a Language which then would be missing too).

So that´s it. Please let me know if I missed anything or if I got something wrong!