Spell Sovereign

Shess's page

135 posts. Alias of Saashaa.


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A disembodied slow clap came from across the open space and an elven man seemingly materialized. To say that the man was fancily dressed would be a gross understatement. All of his clothing, which was matched to perfection with the assortment of purples and golds, looked to cost the entirety of a small country. His neck length hair was brilliantly black and was tied back expertly, save some bangs that accentuated his lean, angular features in a way that was something that would be described to greatly embellish a story.

"Well done," he finally said, his voice that of a honeyed tenor. "Such rabble's only purpose is to be taken out like the filth that it is." His words floated along the once battlefield like a choir singing a prelude. "You have chosen our crew well, madam." He pauses and then adds, gesturing to the unconscious Craven, "Do not worry about that one. He serves a specific purpose of which he quite excells at."


These fools! You cannot delude a logical mind. You cannot 'worthy' a pirate. Ugh! These fops are proving me right! Why must my muddied blood force such brainless hardships for me?


Shess maneuvers his drone into a combat ready position on the ship before disembarking. He hangs near the back of the group and stands quietly during discussions.

Bot Stealth: 1d20 + 7 ⇒ (14) + 7 = 21 +10 more once it is in position due to its camouflage ability


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I had no intention of taking over piloting, I imagined Shess would calculate a route with that check.


Not sure what a navigating roll is but.. 1d20 ⇒ 15
+11 if it is computers or engineering
+9 if it is physical science
+8 if it is pilot


Shess lingers until after the others have left shoving several things in his bacpack and walking out with detonator in his hand and an amused look on his face.


If no one else grabs it I will, if only to study it.

lvl 1 items:
- second skin
- infrared sensors
- azimuth laser pistol
- detonator
lvl 2 items:
- starship engineering kit
- hacking specialty kit
lvl 3 item:
- Mk 1 Synaptic Accelerators (going to Int)


Shess' younger voice comes over the comms, "There's an angry pretty lady on the comms for you my lord "


LvL 2!!


Shess takes the opportunity of Barak's potential distraction to sneak back to the ship.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22


They are after Shess'
The droid crumples into scrap.

Shess takes a 5' away and then full moves toward the ship.


Both Shess and the drone will full defense.


My bad, I missed that.

Shess focuses almost completely on his joystick contraption, except to occasionally look out for imminent danger.

Takes full defense. Adds +4 to ACs, thus, EAC 17, KAC 17

The small drone on the other hand turns itself and its mounted pistol toward the elemental closest to Shess and fires a shot.

Shot vs EAC: 1d20 + 3 ⇒ (5) + 3 = 8
elec dmg: 1d6 ⇒ 5


Shess will accompany Uzur with his drone. He will also follow about 50ft back.


Shess snickers at Uzur's comment.


The young engineer emerges from the engine room accompanied by a small, 8-legged drone. This clearly spider inspired drone has a single 'eye' and a small pistol fixed as a turret on its back.

While looking at and manipulating his dual joystick datapad, he speaks, "There were some readings that some things called 'elementals' are present on this rock." As he manipulates his hand-held device the drone seems to twich and move.


Starfinder GM wrote:
Lord Borak the Despoiler wrote:

GM: Can I shift one point from Disguise to Pilot so that we can cover our glaring flaw right now? =3

Or...we did have one more person declare interest. A 5th party member would let us have a dedicated pilot. Maybe an Operative? Jus' sayin'. =)

I gave ample time for everyone to go over their characters, strengths and weaknesses. You don't get to adjust your character every encounter, if you fail at something play at failing. Not going to be good at everything.

As for another character, well I can lead a horse to water...but can't make them post in discussion.

There are 4 of us, we can make due. Though, this first little bit may be rough...and we might want to avoid starship combat for now. (i.e. "RUN AWAY!!)


Uzur wrote:
Just trying to get my head around spaceship combat: So I got the higher piloting roll, so we go second in the movement phase - I still have the option of trying to pull a stunt to improve our situation further, but and then our gunnery phase, right?

Yes, you are correct. Also during this second phase, the science officer (no one right now) would act as well.

During the third phase, gunnery phase, all ships/creatures roll up their actions and damage is resolved at the same time. (So if someone destroys someone else during the gunnery phase, the someone else's damage still goes through.)


Also between the duonode (+1/+1) and the ship itself; piloting gets a total of a +2, and Gunnery gets +1


Computers check is meh so I will do Engineering this round.

Divert energy to engines (DC 14 (10 + 2 x ship tier))
Engineering: 1d20 + 9 ⇒ (14) + 9 = 23

Success, therefore our ship speed increases by 2 for this round

Shess looks at the view screen and hears the comms chatter. He plugs in a long able to his special datapad and quickly rushes over to the power core. Fiddling between the controls on the pad and dials and levers at the core, Shess diverts power from the kitchen to the engines.

All around the ship the sound of the engines grows much louder than it has ever been thus far. The light hum has turned into a low roar.


Am I doing engineering or computers?


Shess spends his time apart from the group taking up residence in the room closest to the engine room or workshop.


Shess will straighten to attention and fall silent.


Quips aside, I am very excited to work with this group. Should any feel that my character's comments go to far please let me know and I will dial it back.


"It seems a plan has been decided."

"A ship? I expect a schematic for maintenance purposes." Shess then bows formally, "I will see to it personally that Borak's lavatory is in working order so that the refuse that sprays out whenever he opens his mouth doesn't need to get all over the ship."


Sounds good to me as well


Shess pulls out an odd contraption that has the look of a bulky datapad wearing a tool belt. It also features some cables and a double joystick of sorts. After pulling it out he looks down at the screen and then up to Lord Borak.

" 'Nay' Lord Borak!" he begins overflowing with sarcasm, "It is not the planning that 'tires my head'. It is the inane prattle of your foppish self. It is your seemingly tireless repetition of the Praetor's plan, as if it is new and somehow now your idea. It is the mind-numbing ignorance of a half-baked plan." Shess takes a long, steady breath before continuing. "Half-baked you ask?" Shess begins again sarcastically, "I refer to the glaring weakness of a lack of vital information. Information that seems to have been overlooked. When facing an enemy such as the Pact Worlds one must not only consider its weaknesses but also its strengths. What are its strengths? Do you know? Have you done any research?" his questions obviously directed at Lord Borak.

He then gestures to Uzur, "I wouldn't expect this walking, talking weapon to engage in such intellectual practices. He knows his place. And now, Lord Borak, I realize mine. For clearly you don't engage in intellectual practices either. Fear not, I will 'sacrifice' myself and do the thinking so that 'your excellence' doesn't have to strain himself. But-" Shess clears his throat, "i digress into your assumed intelligence. The strength to which I referred is that which defends the Pact Worlds. Which is both Eox and the Veskarium. Each force is individually formidable, together they are quite dangerous and would easily squelch any meager force of bandits we could raise. 'Nay' Lord Borak, we must cripple the legs that hold the Pact Worlds. We should begin by establishing our initial base of operations on Akiton in the city of Maro. Akiton is on the verge of economic collapse. It is the shame of the Pact Worlds and, as such, ignored. It will provide us the invisibility we need to begin the poisoning of the Pact."

"From there we can enlist whatever fodder is possible to proceed and annoy the Pact enough that they send force to deal with it. From that we will figure out their problem solving techniques and also the line which causes them to intercede. After that information we have the bounds of which we can deal without attracting too much attention and can then whittle away at their pact agreement itself."


The young man crosses his arms and the bored expression turns impatient.


With access to full movement, you can maneuver the ship to arcs plenty (unless you are piloting a clunker [maneuver turn 2+]). Plus, the difficulty of the check is only 10 + 2 x Tier (making anyone that has a 16+ dex, full ranks in piloting, and piloting as a class skill very easy to achieve). With attack bonuses being lower than that of PF, a higher AC is more significant. I think all of these point to Evade being the mechanically strongest pilot action.

That you have never had a pilot use that action is very surprising to me. I mean no disrespect either with my disagreement. Far be it for me, as a player, to be overly enthusiastic about nerfing options. Just thought I'd share my SF experience.


The young, clearly half-Azlanti, stays silent waiting with a bored expression.


Lord Borak the Despoiler wrote:

I, ah, have made a study of starship combat, and though I've never actually been in one, I think I have a few ideas.

Ideally, the fighter-class should be the first gunner, since they have the best to-hit.
I can play the captain, as I have Intimidate very high, and I can Demand, to give any one PC a +4 on whatever the hell they're doing.

In theory, this could counter-balance the penalty for Fire at Will (where a Gunner can fire -two- weapons.)

So, an individual can use their ranks in piloting in place of their BAB when firing a gun. I suggest everyone invest ranks in piloting just for this cause so that we can have multiple gunners if the opportunity presents itself. (Admittedly I did not at lvl 1 but will at lvl 2)

For positions, I can be either or both the engineer and science officer.

Also, as a house rule to make ship combat more interesting my group declared that the Evade action allows for only half of ship speed instead of full ship speed. We decided this because, if not, Evade would be the action every pilot always chooses, thus making tactics boring.


The young engineer chuckles again silently to himself.


The younger man, dressed in what looks like a flight suit made for a mechanic, bends down and puts his face in a hand. His body then begins to shake rhythmically for several moments. After the shaking stops he rights himself to stand straight looking no different save a slightly red face and a smile on his lips.


A younger man with a pack steps up but remains silent.


They dont go together. Just a tangential thought that got thrust in the wrong spot.


I like it but, hear me out, what better legitimizing tool than needing rescue?


Soo... 3 things

1)

Praetor Akorian wrote:

" All right team. There is your ship. What do you think? "

This is just to get you to and around the pact worlds. Other opportunities for transport will present themselves.

2) All aspects of ships do get upgraded

3) If we are infiltrating, keeping the same ship throughout would likely be ill advised.


These are sample Tier 1 ships

Medium explorer
Speed 6; Maneuverability good (turn 1); Drift 1
AC 14; TL 12
HP 55; DT —; CT 11
Shields basic 20 (forward 5, port 5, starboard 5, aft 5) Attack (Forward) light laser cannon (2d4)
Attack (Turret) high explosive missile launcher (4d8)
Power Core Pulse Gray (100 PCU); Drift Engine Signal Basic;
Systems basic computer, budget mid-range sensors, crew quarters (common), mk 3 armor, mk 1 defenses; Expansion Bays cargo holds (3), physical science lab
Modifiers +2 Piloting; Complement

Small light freighter
Speed 8; Maneuverability good (turn 1); Drift 1
AC14;TL13
HP40;DT—;CT8
Shields basic 10 (forward 3, port 2, starboard 2, aft 3) Attack (Forward) linked gyrolasers (2d8)
Attack (Port) light torpedo launcher (2d8)
Attack (Starboard) light torpedo launcher (2d8)
Power Core Pulse Brown (90 PCU); Drift Engine Signal Basic;
Systems budget mid-range sensors, crew quarters (basic), mk 2 armor, mk 1 defenses, mk 1 mononode computer; Expansion Bays cargo holds (2), escape pods
, +1 Piloting; Complement 6


Medium transport
Speed 8; Maneuverability average (turn 2); Drift 1
AC 12; TL 12
HP 70; DT —; CT 14
Shields light 50 (forward 15, port 10, starboard 10, aft 15) Attack (Forward) coilgun (4d4)
Attack (Aft) gyrolaser (1d8)
Attack (Turret) high explosive missile launcher (4d8)
Power Core Arcus Heavy (130 PCU); Drift Engine Signal Basic;
Systems budget medium-range sensors, crew quarters (good), mk 1 trinode computer, mk 2 armor, mk 2 defenses; Expansion Bays cargo hold, escape pods
; Complement 4–7

These are Pathfinder Tier 2 ships

Medium explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 12; TL 12
HP 55; DT —; CT 11
Shields basic 40 (forward 10, port 10, starboard 10, aft 10) Attack (Forward) light laser cannon (2d4)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) coilgun (4d4)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems basic medium-range sensors, crew quarters (good), mk 1 duonode computer, mk 2 armor, mk 2 defenses; Expansion Bays cargo hold, escape pods, science lab,
tech workshop
, +2 Computers, +1 Piloting; Complement 4–7


Dot, place holder


I'm very excited to observe this next rendition.


If most stays the same with at most a soft reset, I'd be likely interested in continuing.

I appreciate the kind words in Shess' direction. It is hard to gauge how well one is doing being a villlan.


I am not in favor of restarting, but understand the point of view.


"HAHAHAhaha.....!! Perfect! Perfect! Hahahaha...!!" Shess' laughter booms once more throughout the Great Labyrinth. The laughter is soon muffled as the shadowy silhouette enters the holes of the cube.

5 AP infuse vestige


Oh, also I believe you were doing the multi diety combat wrong. Basically all dice are rolled at the same time. Then the total attack number is subtracted from the defense number.


If we start over then I am out. This is not out of any indignation, but ease for me. That being said, Shess will have achieved his goal of a semblance of another war of the gods.


My thoughts on the dagger were that you would sense the connection through domain and likely connect the creation of something to what you are sensing now. Though, whether you sense specifically a dagger seems a stretch, but something about Zakaz has that feel.


I was going to write a long drawn out response but will just say nope. As per the point of this game I require coordination with me before combat with Shess. Zakaz and Azrael as my witness, I have always discussed terms of victory for either side. This conversation will likely produce a collaborative story.

EDIT: Shess too the blood to his lair


So, because it seemed to be missed, the place where Zakaz was tortured was a "little" place below the shard. Not Shess' lair. And, when searched there will be many terrible tools but no blood will be in the room...teehee

Also, though I appreciate Tissari's enthusiasm, I would love to coordinate with you to continue this epic. As I coordinated with Zakaz before combat between us.

I accept my role as a villan as I have from the beginning and hold no illusions against my inevitable demise. But I see no reason why it must be quick. I chose subtle quiet villany to enhance the story. I'm not trying to be the person to just knock over sand castles.


"Yes Zakaz," echoes in Zakaz's mind, "these are those who would destroy your Cull. Those who would challenge and encroach on your domain of life."

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