another pertinent question is- if i change the "type" of bombs, it doesn't change the damage, correct?
Alkahest Bombs do xd8 Acid damage to Corporeal Undead and Constructs, and xd4 to everything else.
If i take Explosive Bombs discovery, it just increases the blast range.
I do wonder what the damage would be if i chose Force Bombs at a later level...
So, my local group is starting up the Mummy's Mask AP and i'm contemplating running an Alchemist- using Crypt Breaker archetype.
The thing is, the Crypt Breaker archetype alters bombs- but has the "This ability otherwise functions as and replaces the standard alchemist bomb class feature." clause; so implies you can take bomb discoveries.
so, can someone confirm that i could take various bomb discoveries with this archetype?
GM Wageslave wrote:
And you didn't even have the sentient wax golem participate in battle, much like the hunter with his giant scorpion.At least Hats got to smash a golem before being 'ported to who knows where.
My Pack Rager Barbarian and Escape Route made maneuvering in that fight more manageable.
Thanks for running, it was a fun scenario.
Vanessa Hoskins wrote:
Oh poop- failed to note "any character" still, at my tables it seemed like newer players, so i don't think they had played that scenario.I'll see about contacting them, and try to correct that error if needed.
Both tables, i tried to emphasis the "no one's on guard, security is lax" for a possible stealth infiltration, but both tables opted for a frontal assault.
GM Wageslave wrote:
Glad you had as much fun as we did.
@Kwinten- sounds like a module i ran a couple weeks back.
Doom Comes to Dustpawn
Party sent to famed Blackros Musuem to investigate several missing relics. C'tev is not of the studious type [with 10 int], so while everyone does the investigations- C'tev quietly sits back and delivers reports and gets information from the Grand Lodge.
C'tev comes back from one such job, party calls C'tev to a wing to investigate a missing painting. "Do you have ranks in Craft (Alchemy), mr. Barbarian?"
YES, C'TEV HAS RANKS IN CRAFT (ALCHEMY)! C'TEV CAN HELP! *rolls Nat 1.* Screw it, uses Reroll with +3 GM stars. W00t 16 on the die, +6 to C:A, +3 = 25! C'tev knows the stark acridity of the manufactured acid differs from the effervescence of magical acid.
Party looks at C'tev. "Tastes different."
Party continues to do investigative stuff and has to go to Shadow Plane to meet up with "contact". We find contact, contact waves us off so "he does his job", the tiefling's invisible summon relays to her that another party is approaching from the alleys we currently occupy. Cue scattering.
Next destination- Soul Markets. C'tev lets talky people talk to Night Hags, but takes note- Night Hags have poisonous claws that do Health damage. Avoid that. Negotiations over, off to next location- the Shadow Plane's Museum copy.
C'tev get to fight after lady talks about revenge. But big stuffed lizards don't get smashed, while Ifrit shreds them. C'tev disappointed, but party glad C'tev contributed with Escape Route.
Then party finds sad sewer monster with droopy hats and vats of Acid. Ifrit takes off running back to Soul Market, C'tev follow to get a portable Alchemy lab. Ifrit buys most flamboyant hat imaginable and runs back.
Navi leads Heroes to fight BBG, BBG wastes hero's party but leaves hero alive to spite him.Navi sees Hero fall into a doom spiral and promises to help, Navi knows old Tree that can bring back friends but is very stingy.
Navi has BRILLIANT IDEA- con the big bad into fighting stingy ent, get ent to promise to help Hero in return.
Where does the scenario say that? It implies its polite/etiquette to bring a gift when visiting. Its said that he likes unique things. It says that that boon is an appropriate unique thing. I couldn't find anywhere where it says it replaces the the agreement with him. I was expecting it to add a large bonus on a skill check, but there's none in this section.
When asking about Vayn:
It might be efficient to bring a rare alcohol or other unique gift for him if you have access
to such.” Note that characters who have the Chronicle sheet
for Pathfinder Society Scenario #9-21: In the Grandmaster’s Name
may check a box next to the Sommelier’s Private Selection
boon in place of any of Corvius’s other “favors” to obtain his
assistance (see Vayn Estate below).
In both my tables, i mentioned that bringing a rare or lavish gift was a courtesy. First table decided to chip in, and buy something; second table had played Corpses in Karlsgrad and had a rare vintage of gnomish whiskey that he donated.
i find it, almost extreme that at high tier, they're expecting the PC's to fight a GARGANTUAN PRIMORDIAL SQUID. imagine a party of mostly martials, not being able to identify the orb returns to the docks. yay
I want hear some horror stories of people freeing Khanuur and the repercussions of doing so... in both my tables, even with a few Liberty's Edge PC's they opted for the 'lesser' of two evils.
I ran this twice at PaizoCon, and both tables seemed to have fun. None got the "boon" weapon that was available if one play #38 No Plunder, No Pay on the character; but even then- i think it was a waste of a boon item, noting the length of time between the scenario's and tier difference. Needing a 7-11 chronicle, to play in a 5-9, for an item. poor planning.
The mechanic of "crew alertness" was interesting, and it deals with an aspect of the game people rarely deal with- getting ready for a fight.
Full table, playing up.
Talking to Corvius, only the Oread Fighter and Kitsune Arcane Trickster were offered his "deal" of a month of indentured servitude; the others [mostly mundane races and classes] were offered the 'favor to be owed later' but could take the indentured servitude as a bodyguards or enforcers. Talking to Khanuur, they didn't want to free the djinni; and most took the offer.
Approaching the Island, the party realized that the pirate ship out in the harbor wasn't on high alert, decided to take the ship. After doing so, they opted to swap crew with the other ship so they secured the ship for themselves.
Landing in the island, they scoped out the various game trials, learned that there were dogs on the island, and found the stash of stone discs.
At the manor house, the team opted not to scout the location. They only heard the ruckus of the crew in the other room, but they opted for a frontal attack. The trickster detected the trap, failed in disarming it the first time- thus triggering the alarm, but was able to deactivate it the second time. At this time, they learned that the crew was getting ready.
With the crew, dogs, and warpriest dispatched- they went for the captain and Phelgos. With only one melee in the party- the oread figher, the captain only had one person to use Parry/Rispote against. Phelgos was hit with Hideous Laughter near the start, and recovering he shanked the Arcane Trickster with his poisoned shiv- who then failed her fort save against the Blue Winnis poison.
At the docks, the team held off the Squid while the orb was used to free the Squid from his bounds. Everyone happy, sans the Rapier from participating in the aforementioned scenario.
Team of three, playing up with adjustment.
Talking to Corvius, only the Nagaji Bloodrager was offered the "deal" and the others offered the "favor". Talking to Khanuur, they opted not to free him.
This time, the party landed on shore, scouted out the harbor- found the save cave and did notice the ship wasn't on high alert- so they took the ship and imprisoned the crew. After discussing the sea cave, they opted not to use it. They also decided to approach the island at dawn.
This party did end up scouting the manor, and got some knowledge but didn't choose to try to infiltrate. They opted to storm into the front door- not noticing the trap.
Door to the captain's room was locked, but hey- Greater Chimes of Opening. Combat ensued, Phelgos rolled Sense Motive and saw a PC with the Treacherous Chains chronicle- and shanked the pirate boss... who failed her fort save against the Blue Winnis poison. It was written in the Four Player Adjustment, that Phelgos failed his daily assassination attempt against the captain- so he wouldn't have his poison and she would be sickened. Since they landed at dawn, he hadn't used his daily poisons. so... yea, timing. i was just surprised she failed her fort save.
Again, party found the orb, failed to identify it, noticed that Phelgos may have an idea, intimidated him to divulge, released the squid, and found the stone discs on the way back.
The highlight of the scenario, was Corvius asking the party to introduce themselves- so he could identify them as something other than homicidal archeologists. a Final season nod towards Murder Hobo's.
WHY and to what extent does he plan to use this new "discovery" ?
First- he'd have to undertake some druidic communions. such tasks take years, and such communities don't just let random wanderers join.
Second- such ingredients needed to craft into a potion are rare and expensive. Yes, I SAID POTION. No to exploiting Infused Extracts.
third- Nature Soul and a few other "mandatory" feats to make such a dedication worthwhile. "Extra Discovery-Druid Insight" as literally an "dead feat" for a milestone towards gaining insight.
Fourth- by creating a potion to awaken animals, it consumes a portion of the alchemists own magics that he infused into his bombs. Every time he creates such a potion, his bomb damage decreases as per the Polymorph/Natural weapon chart. unless he took an archetype that trades out Bombs, creating the Awakening potion diminishes that ability.
Lastly- knowledge of such a feat would become wide-spread and they may become a target of groups that want to abuse such a talent.
So, in other threads people are discussing how to fight dragons and how to overcome the massive DPR of their min/max'd PC's. That got me thinking... about how to be antithesis to what's the norm... Forget the "Big Bad Evil Guy" what about a Tiny Evil Villain? Something with Natural Invisibility, preferably.
My plan- the PC's are doing the usual stint of stopping a "bad man" from doing "bad things" while his true boss- this Tiny Evil Villain there, checking in on his lackey.
Curious to see if these interlopers will go on a quest to stop his machinations, he follows them. Why not? Tiny and Invisible; using Greater Image/Ventriloquism, et all to distract the PC's and "Undetectable Alignment/Vigilante levels" in case the PC's become suspicious and Clairvoyance/Clair-auidence and Scrying to keep track of the party when he has to be away.
I haven't designed a campaign for him... this is more of a theory crafting.
Make him a strictly consensual necromancer. He only animates dead bodies who have given written consent to their remains being animated prior to their death. He offers cash to their families in compensation. He views it as simply a more extreme form of organ donation.
Having him be a Corpse Trader from Kaer Maga would be flavorful for this build.Every time someone questions him about his practices, just pull out a contract. Profession (Barrister) for added emphasis.
Ran it a couple weeks before playing it at PaizoCon. fun scenario.
When I ran:
Playing up with a Envoy-2 in tow; Dwarf-Friend and Dwarf in party. Merakoi Mystic, Elf Operative, Dwarf ? and a Lashunta Envoy.
One PC [jokingly] wanted to abandon the mission with the mention of the dark-dwarves using Trox as slaves.
I gave the option to trade out weapons with the mention of the magma-core of the asteroid. A few of them did.
Enter the asteroid, they tried to hack the computers and failed, this calling the Cybernetic Zombie Trox x4 to their room. Thankfully the narrow walkways and PC's blocking the door prevented the Trox from overwhelming them early. They managed to take out two of them before they fled back to the gate.
After finding the necessary info about the solarian stone, they descended down to the Magma Pits. With a good Life Sciences, they decided to "enlist" the Lice to chew through the walls- which triggered the Trox's return. Short work were made of them, as now the necromantic aura wasn't active.
While the lice chewed through the stone, they activated the Solarian stone, which opened the doors.
Fight against the Forge-Spurned was difficult, as the party got seperated from each other when they used their Smoke Cloud abilities, and the Operative nearly got beat by one of them.
Afterwards, the party convinced the Collective to salvage what they could- especially the Solarian Stone, then blast the rock out of the cosmos.
At PaizoCon, i warned the GM and Party that i'd already run it, so they were in control. We played low tier with 4-player adjust; i brought in my 2-Mechanic.
Doubtful. There's no GM Discussion as this scenario hasn't been officially released yet. :p
The alluded to scenario is an high-teir (t7-11) early Season-0/1, so it's unlikely that the players have played in it and this one.
I just want to get a straight Yes/No answer, and i'll ask it at PaizoCon if no one has an answer here.
Greetings all, I'm running a scenario at PaizoCon, that alludes to an early Pathfinder session.
If the PC's haven't played in the earlier scenario, thus the enemy isn't equipped with the [boon weapon], do they still get access to the weapon on the chronicle sheet- or not?
Thanks. I want to clear this issue up before the convention.
#4-19 Night March of Kalkamedes- a fun scenario with some intuitive roleplay options and a nifty boon for those interested. it's a t1-5.
You could run the newer players through the BlackRose museum arc-
I have a question- I'm running #10-21 Slaver's End at PaizoCon, and all i want to know is- custom maps, or what flipmaps is the scenario using?
Getting the scenario a few days before PaizoCon doesn't leave me enough time to order any of the maps if any; and i won't have time to run to the store to buy the maps. [w00t running a 8am game Friday morning. :p]
in other Torch related discussions- i wonder if having a boon from a certain season 4 scenario on the character would have an impact or minor interaction during the "Passing the Torch" arc...
Ferious Thune wrote:
No to either.
My sorcerer didn't get high enough on his Knowledge Planes check to get anything significant about the Deva; and it wasn't until after we defeated him that the GM realized there was an absurdly high diplomacy to talk him down- my sorcerer with +7 Cha was mostly Bluff, and the Swashbuckler only had a +10 to her Diplomacy.
Also, didn't help that the Swashbuckler outright killed the deva with a crit when he hit his surrender threshold.
No one had Knowledge Religion to even identify the graveknight as such, so we had no idea to even bother destroying his armor- if we had survived.
Near TPK in Murder on the Throaty Mermaid-
Party consisted of- 5 Tribal Shaman, 4 Inquisitor [me], 3 Wizard, 3 Rogue; playing up.
Three of us were on deck of the ship, when the Sea Elves attacked. The Tribal Shaman summoned 6 leshies on his turn- as we got a high enough perception to notice them boarding. The rogue was below deck and used the deck hatch to get on deck.
TPK came when the Rogue was brought down by a crit, the wizard decided to jump overboard- while still netted, and my inquisitor got poisoned and couldn't shake it off [Str dmg and nausea with each failed save], and the shaman forgot his leshies had been buffed with Augmented Summons.
My Inquisitor not being able to make her saves against the poison dropped down deck, from the same deck hatch the rogue popped in from, bringing an unconscious sea elf with [it was beaten to submission by the leshies] and riled the crew to help us on deck.
With that help, and the ship's cleric reviving the fallen rogue, the tables finally turned.
Typically, if any character has more than one "Pet" albeit a familiar, animal companion, mount, or undead army- you're only allowed to bring one on the mission.
Summons are temporary, but be aware- unless you know exactly what you're doing and how strong your summoned creatures are- bringing in too many of them will really irk the GM and other players as you clutter the battlefield.
recently my group had a Tribal Shaman summon several Leshy's and he even forgot that he had Augmented Summons and his leshy's could have been doing more damage.
So, a few weeks back, i was part of a very unoptimized team that ran through a nefarious season 4 t7-11 scenario- and we were TPK'd at the final fight.
A swashbuckler, enchantment-focuses sorcerer, a multi-classed tank build, and an out of tier brawler in Refuge of Time. ya...
The GM awarded 1 XP for the players that opted to keep their characters, siting that we defeated two encounters; but no Prestige as we didn't complete mission.
So, i just want to get things clear- Is the GM in the right to award our PC's the 1 XP? This XP would have leveled up my character, so i want to keep my records straight.
Second- This scenario had a story-specific item, so i know we didn't get that, but do we get access to any of the other loot listed on the chronicle sheet?
Well, my middle school volunteering gig is winding down, as the students prepare for the "standardized" end of the year testings.
I've ran them through the Beginner Box, ran them through the introduction to Strange Aeons for halloween, i gave them lvl 7 pregens and threw them against some dragons for the holidays. I tried to get them to build characters themselves, but they just seem to want to play more than learn how to play... so I began running them through Silverhex Chronicles.
with one last session looming, I've decided their final encounter- THEMSELVES. it will be a mirror match.
Here's to hoping the teacher next year calls for my assistance and we do an afterschool session, rather than half-hour lunches.
The Guild Guide is the guide that introduces players to society play- AND IT'S FREE.
All players, GM's included, should have a copy of the Guild Guide when they come to play. it has information on the various factions and their goals, how Day job checks work and how much you get, what happens to treat diseases and permanent effects [like curses], and other pertinent information.
Hope that helps and welcome to the societies of gracious murderhobo's.
If you go Skill Focus (Disguise) to Eldritch Heritage (Shapechanger bloodline)- you can increase the damage die of your claws.
Have you talked to your GM about maybe combining the Experimenter/Mutated Defender archetypes?
For S&G's, have you seen the Fortune-Spurned template?
*casually alludes to the "Rabbit/Duck Hunting" schtick, while gesturing with a NERF! dart gun*
Greetings all, with the advent of 2nd edition on the Horizon, i decided to plunk some ill-used con'boons on some of my last PFS characters.
The thing is... i've already played in a few of the scenarios I know of that have either Lycanthropes or Shapechangers-
Murder on the Throaty Mermaid- wererat stowaway; Horn of Aroden- lycanthrope bandit leader; & Midnight Mauler- afflicted pathfinder; Dead Man's Debt- werebat; Oathbreaker's Die- Doppleganger
There may have been others that i never realized had what i'm hunting.
So, i'm looking for more scenarios that have lycanthropes or shapechangers; if it's mentioned in the blurb than all the better [i can't be blamed for specifically hunting scenarios ;P]. Otherwise, any scenario or module will due. The character is only lvl 2 current, so has time.
Likewise, he needs to seek the aide of a Witch or Druid to help cleanse the lycanthropy. so, that's a secondary mission.
Thanks much, this is my 20th PFS character and mostly my last.
Thankfully, i am not a type to follow those with SAD-boners. I tend to build more towards flavor than min/max'ing. i don't like dumping stats, only if it makes sense for the character through backstory.
I don't mind taking Prophetic Armor, but don't really see the necessity of Noble Scion- though my initiative will suck without it or Improved Initiative.
I don't think taking Heavy Armor will be a thing for the character. The Hermit's Recluse's Stride evasiveness, the possibility of Amateur Swashbuckler/Dodging Panache, lends best to a light armor build.
If i do manage to cure my character's lycanthropy, i'd see it as my character's acceptance of his "curse" and Natural Weapons or Beast Shape seems appropriate for the character.
So, the question still begs- should i attempt to go for a Natural Weapon style, or would Beast Shape be more effective?
Secret Wizard wrote:
question- why do you consider the "clear path" for optimization strength and heavy armor?people have been saying the "optimum" build for oracle is Noble Scion (War) & Prophetic Armor- why must i do what other people have done?
I'd like the character to be playable without being a complete waste of table space, if i go more flavor/RP build. I can just RP this character, and keep the build.
I'm mostly looking for other ideas on what this character could potentially do.
I need to take Extra Revelation for a Wolf Companion at some point, and i do want Improved Spell Sharing... so that leaves 7th and 9th feats open for possible build directions.
would still like input on this build.
I don't think natural weapons would be a worthwhile investment at the level i can get them- not to mention, i'm not familiar with primary attacks vs natural attacks at all.
Moonlight Beam dealing 1d6+5 and possibility of blinding is pathetic at the level i can get it.
So i'm stuck with Form of the Beast or Gift of Tooth and Claw.
i think it is more important to get Improved Spell Sharing as early as i can- so, 5th lvl after my Wolf gets the ability point boost.
Still considering feats for my Wolf, as the Totem Guide archetype, i'm considering more a "spiritual mentor" then aggressor- so i don't plan on taking any combat feats like power attack or the ilk.
Buy a REALLY BIG d20, and roll that only to confirm critical hits.
Encourage the players to build a character with flavor, rather than min/max'ing. an 18/10/16/7/7/7 Barbarian is a fine build for PFS sessions, but not so much with an ongoing campaign where roleplaying can get out of a situation just as easily as a great-axe to the forehead.
As much as i'd like to stay out of combat, and try to focus more on casting- you all are pushing me to get in the frontlines.
If i go with Amateur Swashbuckler/Dodging Panache, i was thinking about going with Eldritch Heritage and grabbing the Shapechanger bloodline and using that in tandem with the Gift of Claw and Horn revelation.
downside is, i'd need Skill Focus (Disguise) to be able to get Eldritch Heritage.
Granted, i don't know how viable natural attacks are at that level. but it does hurt that two of my Revelations are taken by my archetype. The main benefit would be the free Extend duration on my CL+1 Personal spells.
Dipping into Inspired Blade would hinder my wolf's growth. maybe as a late level investment.
The Amateur Swashbuckler is an interesting idea, though- with relatively low Str/Dex, the chances of a successful parry are low.
Again- no one's said which of the Aasimar subraces are legal in PFS. if there's one that's thematic with an Ashavan Werewolf, then that would be interesting.
I'm still considering directions for this build. I'm am not against being Melee-capable, but would prefer to stay out of combat and with my "guardian" Totem Guide Wolf.
Philippe Lam wrote:
PFS allows unlimited free rebuilds until you play as lvl 2 character. I can "rebuild" the character with the Noble Scion feat- but i'm debating if it's worth it for the initiative boost.
i know Irrepressible only applies to Charm/Compulsion spells and effects- but it doesn't apply to Fear spells or staving off Negative Channels.
Two Things: Noble Scion feat must be taken at first level. which means that i won't get my wolf companion until third, if i take Extra Revelation and get both Primal Companion & Prophetic Armor- and that kind of kills the RP.Second, I plan on taking the Totem Guide companion archetype for RP and flavor reasons and going with the Tandem Trip/Paired Opportunist build, that's already eating into my limited feats- not to mention, if this character lives to high levels, tripping becomes moot as some enemies become too big to trip or can't be tripped entirely. For this build, i was thinking the wolf is going to be more bodyguard than aggressor.
I understand those are great abilities with great synergy with the class, but sometimes it's not meant for every instance of a player building a character.
An Angel-Blooded Oracle with +2 STR and +2 CHA and a wolf is a natural beat-down machine *and* caster.
What "Blooded" ART's are legal for Aasimars?
Please note, i'm not shooting down these ideas. i'd like to explore other options and consider them, rather than just being handed a "This is how to play an Oracle" guide and running with what every other Oracle has.
I understand the appeal of a decent strength score, but i do want to keep this a casting-oriented class. I'll have my Wolf to do most of the heavy hitting, and with Spell Sharing- i don't need myself in the front lines.
Dropping my Int to 10 isn't a bad idea, though the boon i've applied to the character gives him a -2 to all Int/Cha skills until i get the affliction removed.
The Reclusive Curse increases the caster level MY Personal Spells, and later a free Extend- so Improved Spell Sharing is definitely on the list- but probably not until my Wolf gets an Intelligence bonus.
I could shift stats around
would definitely get a better bonus to my AC when/if i take the Prophetic Armor revelation.
@Taja- good catch. i haven't played an Oracle before, so i'm still getting the Curse/Revelation thing sorted.
Getting rid of the Lycanthropy curse removes my speech restrictions, but then i also loose out on my bonus to handle animal to my wolf.
Secret Wizard wrote:
This one is for the endgame, but Improved Eldritch Heritage (Maestro) can make you fully ignore the penalties of the Lycanthropy curse.
So, three feats the negate a minor penalty of the build? eh... that "Daze Monster" spell like ability could be nice, but that's a heavy feat tax...also, as Taja pointed out- i have to take the Reclusive Curse instead of the Lycanthropy. I'll still be plagued by Lycanthropy through the boon, and that is cause of my hermit status.
Greetings all, I've been contemplating a Lunar Oracle build for PFS- Primary casting with Animal companion support.
He just hit level 2, so i have to commit to a build direction before his next game.
Backstory: Palix is an worshiper of Ashava, and was afflicted by lycanthropy during one of his pilgrimages. During his convalescence, he was befriended by a lone wolf and he took it as a sign that this is a test. But he is still hesitant to expose himself to society, so he is somewhat reclusive.
Palix, Aasimar Oracle
10 Str/14 Dex/14 Con/13 Int/12 Wis/17 Cha
1> Extra Revelation: Primal Companion (wolf), Recluse's Stride*
since Cleric spell list doesn't have good druid companion buffs, i do plan on taking Improved Spell Sharing to try to buff up my companion.
So, right now- i'm still pondering a direction to take this build. I'm half tempted to give the animal companion the Totem Guide archetype to more fit the theme of this build.
Suggestions and advice welcome; i don't care for "This is the build i did!" posts or advice that aren't in line with the theme i'm trying to go with build.
Playing Refuge in Time with a sorely unprepared party- GM didn't give us the "do you want to buy anything before you head out?" speech. Needless to say, being a Season 4 scenario, it was not an easy experience. Still a bit fun though.
Fun bit came when the big bad rolled a Natural 1 on his Quickened-True Strike/Disintegrate against our party Tank after everyone had died due to our unpreparedness, and being mobbed by summoned fiendish dire tigers.
well, it is a move action to drop your trousers and undo your breeches, so one would assume that provokes. unless your goblin runs around completely nekkid... then, EWWWWWWWWWWW
as a gm, i'd say urinating on someone is a Dirty Trick as "Range touch vs Opponent's Sense Motive" with Critical Effect: Sicken
But real question is- are goblins housebroken or completely incontinent?
Playing The Commencement in lieu letting our coordinator and regular GM a chance to play, and anticipation of some new players coming... We have one new player show up to try the game.
To begin, immediately goes to the Acquisitive faction leader to get the Junk Race out of the way.
He tries to sabotage Ratrod's racer- fails his stealth roll, and doesn't get a chance to sabotage the ship.
The GM fails to read the part where they're escorted from the raceway. so, after a few rounds of trying to get allies and buffing our ship- the same player tries to sabotage another racer's ship and wants to plant a sample of Ratrod's fur. Fails his stealth roll again; this time ejected from the race way.
Player 2 tries to sabotage Ratrod's racer- and fails his stealth roll.
The GM reading, goes "oh... well... that's a way to deal with race." and collects the racer cards. "Yea, you're all ejected from the race way and <NPC> is disqualified. You've failed."
First time, anyone can remember failing the Race objective before we even begin the race.
Let's not mention the debacle that involved dressing up a corpse and attempting to falsify a death certificate for Historia 7.
Guess that happens with a Myrakoi Soldier/Mystic, two Elf Operatives, and an Android soldier do gopher-errands for faction leaders. Oh, and Zigg did get a copy of SSHL.