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Put a post in with any text, "submit" it, and then delete it for your first time posting in this (the gameplay) thread. Before you submit post, take note near the bottom a section that says "How to format your text""Show" for the simple coding on these forums. If you have any out-of-character or out-of-game questions please post them in the discussion thread. LET'S DO THIS! WOO!
Hey all, I'm recruiting for a run of 1-06. This is not a first come first served. Recruitment will close November 7th. I may end it sooner. Please post with your character so that I can check out your character. If your character info is not in your profile, you are unlikely to be selected. Warning: Evil NPCs will be run as evil.
So, the heightened effect of this spell institutes a cooldown. Does that cooldown affect all castings? Even the 4th rank version? For example.. A Hezrou is blocked in by a PC casting a wall of stone. It uses 5th rank Translocate to get to the other side of the wall. A PC then casts a wall of force that blocks it in to its new location. Can the Hezrou use 4th rank Translocate to get to the other side? Or is it immune to all castings of Translocate?
For clarity I am not talking about resistances. I am speaking of Tempest-Sun Redirection and Tempest-Sun Shielding Can those reductions to damage stack? Also how does each interact with multiple types of damage being dealt with a single attack? Let's use a situation where 25 slashing and 25 fire damage would be dealt by a single spell effect.
Another thread got me to reading through the Starship Operations Manual and it occurred to me, why not have some of the weapons or the Training Interface Modules (TIMs) as purchasable boons in SFS? They could be starship boons wherein one could only 'slot' one. AcP-wise they would be similar to the uncommon spells/items one can purchase in 2e. Plus, it is not like starship boons would be a new thing. As they would essentially be additions to ships they have to cost something. Since BP don't have a specified credit value, why not AcP? Thoughts?
It is curious to me that people dislike starship combat because of how boring it is and many of the same people play characters who do the same thing over and over in regular combat. I mean really?... Do you not see the inconsistency? Secondly, it seems that regardless of the tier I play in, I have to explain or give guidance to my fellow players on how to do starship combat. Starship combat takes so long because many of you refuse to learn it (assuming because you don't like it). Starship combat may be less than exciting, but many of you make it unenjoyable. For the sake of your fellow players, will you just learn it so that you can speed through it? Starship combat exists and likely is not leaving. Please deal with it like adults so that we all don't have to suffer through every time it comes up.
So...how would the copaxi Gravity Adjustment ability interact with a Gravitational Harness? Gravity Adjustment:
Copaxis retain some of their ancient connection to the gravitational forces of the universe. A copaxi can adjust their personal gravity as a standard action. This adjustment remains in effect until the copaxi spends another standard action to return to their environment’s natural gravity. Entering an environment with a different gravity also cancels the copaxi’s ongoing adjustment. A copaxi can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments only affect the copaxi and anything the copaxi is carrying; they do not affect thrown weapons. The copaxi cannot adjust to or from extreme or zero gravity. Gravitational Harness: Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day. With a mk 1 gravitational harness, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a standard action or reaction. If you use a reaction, you can’t take a standard action on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or while overburdened. A mk 2 gravitational harness functions as the mk 1 model, except as follows. The effect lasts for a total of 10 rounds, though you need not use them consecutively. The augmentation can increase or decrease your gravity by up to two steps or negate gravity for you in an area of standard or light gravity. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 30 feet. A mk 3 gravitation harness functions as the mk 2 model, except as follows. The effect lasts for a total of 10 minutes. You need not use the minutes consecutively, but you must use them in 1-minute increments. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 60 feet.
About Igna''Current Adventure: 10 charges used on one of the extra batteries SFS #101218-714
Reputation:
Reputation with Acquisitives: 0
Reputation with Dataphiles: 0 Reputation with Exoguardians: 0 Reputation with Second Seekers (Luwazi Elsebo): 2 Reputation with Second Seekers (Jadnura): 0 Reputation with Wayfinders: 0 Chronicles:
#2 - 1-05 - The First Mandate
#1 - 1-01 The Commencement Boons:
Boons Slotted this Adventure
Ally: Faction: Second Seekers (Luwazi Elsebo) Personal: Legacy Heritage-Existing Halfling (increase one ability score 14 or lower by 2) Promotional: Promotional Record Keeper (SFS Player Character Folio) 1/session to either: • reduce the Resolve Point cost of resting to regain Stamina by 1 (down to 0 RP), or • reduce the DC of 1 starship combat check (including gunnery) by 4 Social: Faction’s Friend (get some Rep' if failed mission) (from 1-01) Starship: Slotless: • Marked Field Agent (the SFS hand augment) (from 1-01) • Star Sugar Heartlove!!! (from 1-01) All My Other (non-slotted) Boons
Igna
Init +4 - Perception +2 - SM+0 Defense
SP 7 - HP 9 - RP 5
Offense
Statistics (* key ability)
Feats: Light & Heavy Armor - Basic & Advanced melee weapons - Small & Longarms - Heavy & Sniper weapons - Grenades - Fleet Skills:
˚ = ACP -0 (factored in) - c = class skill - * = trained
+10˚ *Acrobatics (c) (+2 racial counted) +6˚ *Athletics (c) (+2 racial counted) +3 Bluff -- Computer -- Culture +4 *Diplomacy +3 Disguise -- Engineering (c) +3 Intimidate (c) -- Life Science --Medicine (c) -- Mysticism +2 Perception (+2 racial counted) -- Physical Science +3 Piloting (c) -- Profession (c) +0 Sense Motive -- Sleight of Hand +10 * Stealth (c) (+2 racial counted) penalty -5 while moving & -10 while sniping +0 Survival (c) Languages: Common - Halfling AUGMENTATIONS
Society Subdermal Graft:
Left Hand
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active. EQUIPEMENT
Agitator:
An agitator is a portable generator of microwave radiation that rapidly heats up targets to create internal bubbles of steam or makes targets burst into flames. Ember agitators rely on individual generators, taking the form of a bulky cylinder in the middle of the gun that hums ominously as the weapon fires.
Flame Weapons deal fire damage without using lasers or plasma. • NIL Grenade Launcher (Level 1 - Price 280) Damage by grenade - Range 60 ft. - No Critical - Capacity 6 grenades - Usage 1 Bulk 2 - Analog Grenade Launcher:
NIL (an acronym for “neutronic individual launcher”) grenade launchers can be fitted with any sort of grenade as ammunition. Grenades are loaded individually, rather than in magazines. You can load different types of grenades into a NIL grenade launcher, and you can select which grenade to fire as part of the action used to make an attack. • Grenades: Smoke Grenade:
Level 1 - Price 40 - No Damage - Range 20 ft. - No Critical
Bulk L - Explode (smoke cloud 1 minute; 20 ft.) A smoke grenade deals no damage; instead, it releases a cloud of dense smoke. Each character who inhales smoke must succeed at a Fortitude saving throw each round (DC = 15 + 1 per previous check) or spend that round choking and coughing; he can do nothing else. A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection from a suit of armor prevents this effect altogether.) Regardless of the armor a character wears, smoke obscures vision, granting concealment to anyone within it. Grenade Expert (Ex):
You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works). Homemade Grenade • Tactical Baton (Level 1 - Price 90)
Armor:
Second Skin (Level 1 - Price 250 - Light)
EAC Bonus +1 - KAC Bonus +2 - Max. Dex Bonus +5 Armor Check Penalty 0 - No Speed Adjustment - Upgrade Slots 1 - Bulk L This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor. • boots can anchor feet to solid surface in zero-gravity, allowing to orient & return to normal footing • environmental field (24/1 hour increments - standard to turn on) cf. p. 297/298 CRB self-contained breathing, protects vs. vacuum ; smoke ; thick, thin & toxic atmospheres (including airborne poisons & disease) ; functions underwater & similar liquid environments. Allows to breathe in corrosive atmosphere. Protects vs. low levels of radiation & +4 to saves vs. higher levels. Protects vs. cold (below –20° F) & heat (over 140° F) • comm unit (80 charges, use 1/hour) device combining minor portable computer & cellular communication device, allowing wireless communication with other comm units in both audio- and text-based formats at planetary range. Also includes calculator, flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). IN CASE OF EMERGENCY:
On Belt:
Carrying: 4 Bulk 9 L (5 Bulk = Encumbered) Wealth: 393 Cr. Appearance:
A small and frail lass, even for a Halfling, with green eyes and red hair. Background:
Igna was raised on Absalom Station, and has joined the Stewards. Space Combat:
Captain
+3 Bluff +3 Diplomacy +3 Intimidate Engineer
Gunner
Pilot
Science Officer
Bot the Hobbit Lass:
Ranged
• [dice=Ember Agitator vs. EAC]1d20+5[/dice] (60 ft. range) [dice=Fire]1d8[/dice] if move action to boost add [dice=Fire]1d4[/dice] • [dice=Grenade Launcher vs. AC 5]1d20+5[/dice] (60 ft. range) Melee [dice=Baton vs. KAC]1d20+5[/dice] [dice=Bludgeoning]1d4[/dice] Space [dice=Captain]1d20+3[/dice] [dice=Gunner]1d20+5[/dice] [dice=Pilot]1d20+4[/dice] ___________________________________________________________________________ ___________
Spoiler:
Igna is a petite lass, even for a Halfling, barely 2 1/2 feet tall (around 75 cm) and probably not weighing more than 20 some pounds (10 kilos).
Bright green eyes, red hair, and a cheerful smile, she is quite cheerful and charismatic. She is dressed in a flexible body stocking that fits tightly against her slender body, and she has a baton attached to her belt, alongside a couple batteries, and some serums of healing. Slung over her right shoulder is an agitator - a portable generator of microwave radiation with a bulky cylinder generator in the middle -, over her left shoulder is a grenade launcher. She smiles as she brings two fingers up to her temple, in a brief salute:
___________________________________________________________________________ ___________ EQUIPMENT TRACKING
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