Lassiviren

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3,721 posts (4,263 including aliases). 1 review. No lists. No wishlists. 12 aliases.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Finally starting to see the light at the end of the tunnel. I'll try to post something tonight if I don't pass out from the almost-all-nighter last night.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

For those interested, I've linked a little introduction story staring Mary and Emma Jane that SV and I worked out. I would post the text here, but it comes out a bit long for that at 3 pages.

Long Lost Cousins


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Uret Jet wrote:


Comprehensive Setting Document for the Meridian Parallel

So, I somehow missed this crucial URL at the top of the character gen information. No wonder everyone seemed to have more information than me! I was going off the spoilers you put in the Starfinder thread plus the two maps!

Very informative.

Question, and maybe I missed it, but it seems like according to the document, Ullnswhere is finally starting to turn the corner. Is it basically only because it has started to spread that we're poking our noses into it?


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Female Human 30/30 HP; AC 18/13/16; Init +5; Fort +5, Refl +3, Will +8; Per +3

Dex check to kiss my butt goodbye?


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Shmick, Hickle and Malavine failed the save, taking the brunt of the damage as the negative spirit of the Forgotten Pharaoh passes across the desert plains in all directions, to be forgotten once more in the desert winds.

The team manages to gather a substantial bounty from the dead cultists and the pharaoh's human host. They are uncertain if the Cult of the Forgotten Pharaoh has been completely destroyed, but that is a question for another day. For today, they are triumphant.

After a brief detour in the desert returning one grateful Thraie former princess now queen to her home (which garners even more rewards), the victorious heroes successfully bear the Mask of the Forgotten Pharaoh back to Wati, and present it to Sebti, leader of the church of Pharasma, for safe keeping.

The next morning, the heroes awaken refreshed and ready to travel. The adventures of the last few months under their belts, they wonder what lies ahead. In the common room of the Tooth and Hookah, Zelda is the first to voice it.

"Well, what's next?"

THE END


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Zelda Marie Lupescu wrote:
I'm really sorry for being one of those absent players.

Things come up; I certainly understand. But I think it might be time to put it to bed and start something new at some point. Anyway, we still probably have a month or two of gametime with what I've got left, let's just try and end it with a bang!


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Female Human 30/30 HP; AC 18/13/16; Init +5; Fort +5, Refl +3, Will +8; Per +3
Brother Attero Dominatus wrote:

It felt like he had been holding that lantern for a month.

Similarly, Janeesa's bum was starting to feel like she'd been sitting on it for the length of a cross-country train trip, rather than just a few seconds. What an odd set of physics this cavern has.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Zelda Marie Lupescu wrote:
Thanks, there's just so much going wrong since November and I see no way to fix any of it, and now more is going wrong next month.

If you want to unload a little, PM me. Undoubtedly I'm powerless to do anything about it, but it can be nice to just unload now and then. If not, no big, just putting the offer out there. Either way, best of luck. Life can get rough, we got to watch out for each other.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

The creature fires three more arrows: one at Zelda, one at Liath, one at Malavine.

Zelda:
1d20 + 19 ⇒ (20) + 19 = 39
Confirm: 1d20 + 19 ⇒ (6) + 19 = 25
1d8 + 4 - 1d6 ⇒ (4) + 4 - (3) = 5
1d8 + 4 - 1d6 ⇒ (5) + 4 - (6) = 3

Zelda only takes 8 HP because the negative energy actually heals her.

Liath:
1d20 + 14 ⇒ (17) + 14 = 31
1d8 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11

Malavine:
1d20 + 9 ⇒ (11) + 9 = 20
1d8 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13

The 1d6 part of the damage is negative energy. If the creature hit you, make a Fort Save.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Oh, that beats the HELL out of his CMD. Since removing his crossbow wouldn't have been much use at close range, I'll count that toward the sword he was about to draw.

since this really doesn't affect Zelda much, I'm going to roll the bad guys now.

One of the two fallen men, unsavory types dressed in all dark colors, looks pained as Liath removes the rapier he had just drawn from his hand, and takes a second move action to draw a dagger.

The other one, locked in combat with Kephry, has drawn his rapier and attacks:

1d20 + 11 ⇒ (10) + 11 = 21
1d6 + 1 ⇒ (2) + 1 = 3

The two on the edge of the rooftop fire their heavy crossbows, one at Hickle and one at Kephry.

Hickle:
1d20 + 11 ⇒ (4) + 11 = 15
1d10 + 1 ⇒ (7) + 1 = 8

Kephry:
1d20 + 7 ⇒ (16) + 7 = 23
1d10 + 1 ⇒ (2) + 1 = 3


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Quinn has a little trouble, but eventually manages to make it down (I rolled off-line).

The "well" has layers of natural striation, making some natural "trails" along the perimeter. Alternately, you could simply try to climb down to each ledge in series, though at this point, the ice is a bit slicker and the DC would be higher.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

"Seems like a viable plan," Quinn commented. "Can we get a map of the areas already searched? That will help narrow down our search. Maybe we can pinpoint the ambassador's comm if we get close enough."


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

To help move things along...

Captain Quinn suggests maybe it's time to bite the bullet and head through the security checkpoint. Would everyone like to go, or just Esh and Isis? On the one hand, some of you could remain armed here in the lobby in case you're needed. On the other hand, being so far away if you become needed could be a problem.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Eshenvral Kothiavus wrote:
It's really annoying being usurped when Esh is supposed to be the team's hacker, but I'd rather us not have to fight security due to a tripped alarm.

I plan to word it so that Esh AND Isis both have a part in the process; I hate it when the dice screw a character's main area of focus. It strains verisimilitude.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

It SHOULDN'T work. There's no good reason the guy behind the counter should allow this.

HOWEVER, be it because this guy has been recently burned by love himself, he's lackadaisical about his work, or he wants to burn his employer on purposes, the man shrugs and says "Okay, I get it. Ummm...there's an empty procurements office over there," he says, pointing to a door off the lobby. "Head over and I'll buzz you in."

The "office," off the main lobby and sheltered enough that security wouldn't immediately note your entry and start shooting, is more like a janitor's closet, really. It's a cramped 6x6 room with stacks of cleaning supplies. At first you think you've been had, but then you notice a 12' tablet sitting on the shelf; you're greeted with a basic login screen.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Mesk's life is an open book. In fact, he WROTE a book about it. You can learn almost anything about him you want to know. He's a genius, a businessman, he created Alset from the ground up based on innovations of Aballonian space technology, and has been making money ever since. Recently he's been in the news for some rather eccentric statements about how insanely great he is, how stupid/cowardly/insert insult here anyone who goes against him is.

Thomdock is a Dwarf raised in a wealthy family who took part in the Silent War (early Pact-worlds against the Vesk), of which Morgrym is also a veteran. Thomdock and Morgrym knew each other in passing.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Aside from a few tricky situations regarding navigation due to solar storms and whatnot, you reach Aballon without incident. A huge space station, dubbed simply "01" orbits the gray world, and though it is still putting out a beacon, no ships seem to be going there.

A robotically-tinged voice says "Aballon Space Control. Please hold for identity scanning." A few seconds later, much quicker than at Absalom, the same voice says "Please state destination."

You've been instructed that Ellyon Mesk's business, Alset Enterprises, is located at the industrial city of Automatrix. This was the missing Ambassador's point of contact.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Captain Olivia Quinn wrote:
Sorry I was gone, have a lot going on IRL this last month... As for what my roll would have been had I not missed the scene, part of what my profession being Courtesan is seduction and such, so wouldn't that apply?

Remind me in such situations and I'll lower your DC based on that. So what might be a DC 15 Diplo check for Isis to carouse would be a DC 12 check for Quinn.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

I've just made the final post for this section of the adventure, though you can ask questions or role play as you like.

We'll give it a break for the rest of the year to give me some time to compile my final chapter, and, if everyone's still interested, we'll jump in sometime in early January.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

After the damage dealt by Shmick and Malavine, NEBTA-KHUFRE shouts "No! My reign will not be thwarted by the likes of you!"

At that, he turns to smoke, and rapidly drifts up a light shaft (built into the architecture to allow light to shine into the room at certain times). The last Mummy falls dead.

You have thwarted the villain for now, but NEBTA-KHUFRE still has the Mask of the Forgotten Pharaoh, and where-ever he has fled, he will undoubtedly try again.

There are treasures in this room, objets d'art totaling 2,000 gp resale value, a Wand of Inflict Light Wounds (22 charges), a Scroll with the spell Fly, and a peculiar weapon, a khopesh carved out of some pinkish crystal, properties unknown.

LEVEL UP.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Zelda Marie Lupescu wrote:
I clarify this because I used to think that if a priest channeled to heal, it would also hurt undead in the area and played it that way for years!

Good point. I often houserule it that way anyway, but on here I've been more RAW than normal.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

NEBTA-KHUFRE is hit but Zelda's shot!

NEBTA-KHUFRE concentration check 1:
1d20 + 13 ⇒ (5) + 13 = 18

NEBTA-KHUFRE concentration check 2:
1d20 + 13 ⇒ (7) + 13 = 20

Unfortunately, he fails the first one, and is unable to cast this round, his spell being lost!

The 2nd Mummy now moves forward at his command.

The 1st Mummy attacks Kephry yet again.

1d20 + 14 ⇒ (17) + 14 = 31
1d8 + 10 ⇒ (7) + 10 = 17

Additionally, I need a Fort Save from Kephry.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

"For the demand action, the DC of the Intimidate check equals 15 + 1-1/2 times your starship's tier."

FAQ


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

1d20 + 8 ⇒ (18) + 8 = 26

Quinn successfully Taunt's the Sanctum's Gunners, giving them a -2 to hit for
1d4 ⇒ 3 turns.

Sharlavaka and the other gunner may now act in the Gunnery Phase.

Based on Quinns orders, the new gunner (who may soon be retcon replaced with a new PC, so I shall refrain from RP-ing him) fires the starboard gyrolaser.

1d20 + 6 ⇒ (17) + 6 = 23
1d8 ⇒ 6

23 is a solid hit, damaging the forward shields of the fighter 3 hexes Northeast.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Zelda Marie Lupescu wrote:

Zelda activates flaming and fires...

FML

Actually, since she's still grappling Kephry, 12 hits (barely).

Shmick and Zelda both hit, angering the beast and causing it damage. Hickle's bolt strikes, but is rebuffed by the creature's natural armor.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
SerpentViolet wrote:
Or, since Isis is at a ridiculous +10 to hit with ship armaments, she can while piloting take the action "Snap Shot" for a starship weapon attack at -2 for +8 if she's the only gunner in the round.

Bad idea. You'll only get to fire one weapon.

Huh. Guess I'll get to take the next space fight off if you're doing both.

This WILL NOT turn into the Isis show. The other crew members are not superfluous to the vessel. Making an NPC take second billing is fine. Asking other players not to play their characters so Isis can do everything is not acceptable.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
SerpentViolet wrote:
Uret Jet wrote:
Seems viable.

Greetings, Uret Jet! Has Rando brought you up to speed? I'm curious how he's gonna work in a new PC. Have you glanced at back posts? Can I answer any questions?

Isis-149/Serpent Violet

That's Esh's player, not a new PC.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Kephry wrote:
I apologize profusely, prep for GenCon and GenCon itself occupied all my brain space. I'm back though! No more distractions for the time being

Guess you weren't counting on Paizo completely screwing the pooch when it comes to this website, were you?


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

The drift certainly is weird, but it has been noted that there are specific locations within the drift. having read various threads, my take on the drift is that the chunks of reality torn and exiled there are protected by a bubble of their natural atmosphere, so it becomes a sort of menagerie of floating adventure possibilities. Of course, most of the drift is a weird sort of void, so searching for adventure there is not particularly effective, but once one is able to determine something IS there, one can certainly investigate it.

Keep in mind some of this may be confirmed or denied by later publications, but I ain't gonna wait around for years before I use an idea in a campaign.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Oh, I almost forgot. Level up!


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

You are left with a feeling of vague dissatisfaction that your party did not discover whatever artifact covered the face of the effigy, as well as a foreboding you can't quite identify, almost as if there will be further ramifications to the missing mask in a later...chapter of your lives.

END Part 1

Level up!


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Piloting Phase:
Piloting check: 1d20 + 11 ⇒ (3) + 11 = 14
Opponent piloting check: 1d20 + 10 ⇒ (4) + 10 = 14

Considering the regular gain in distance, Vera opts to continue surging the vehicle straight forward, taking you out to a total separating distance of 18 hexes.

One of the three pilots peels off as expected and heads back toward the station. The other two are going to give it one more round to try to get a lucky hit on you, but escape looks pretty likely at this point.

Esh may now take his action before the (final) gunnery phase.
Since the gunners have been doing pretty well on their own, why don't you take Quinn's +2 bonus. Don't forget to take one of the computer's node bonuses as well.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Hell yeah! that's the cyber-elf we know and...well, best not overstate it.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Captain Olivia Quinn wrote:
Shakes Irina's hand, saying "Welcome aboard The Revenge of Vera Gemini."

Just FYI, you're in a bar called The Forge, not on your ship, so Gemini's voice is probably manifesting over a comm or something...


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

As a side note, remember that all Players will get equal say in the ship's design. I am particularly interested in how Captain Quinn has envisioned the vessel.


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Zanbabe wrote:


ANYONE in the med bay... how are we coming on that emergency vaccine? We're all going to die like dogs up here.

"Dammit, I'm a GP, not a mechano-virologist!" Lisa comments back, frustrated.

Attempts basic antiviral techniques on her own blood sample:
1d6 ⇒ 6


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HWalsh wrote:
The whole advantage of the human element is the ability to do things that are narrative. The GM does decide. The rules are just guidelines.

This is true, but there is a point where the rules being "just guidelines" becomes an excuse for the GM to be overly (and unfairly) arbitrary.

For me, the level of rules Pathfinder/Starfinder has at least gives a relatively reliable framework so that there doesn't need to be as much GM fiat, yet still give the GM enough control to create that flexible narrative you're talking about.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

A little voice inside Malavine tells her it would be best to move on to one of the other rooms without disturbing those one. She's about to comply when she realizes the thought came from outside her own head...


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Zelda Marie Lupescu wrote:


Yea, not sure what they were thinking with that conversion... but I'm okay with it too if you don't want to just use the PF version and add the HP.

I'll spend some time to look both over just to be sure, but whichever you prefer would probably be fine.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2
Zelda Marie Lupescu wrote:
Ah okay cool, cause if I go with my primary concept, she has her own light freighter ideally... kinda like Han Solo and she's kind of a Robin Hood space pirate.

Very do-able. In fact, that would be a prime reason for the resistance (or whatever I'm calling them) to recruit you. Of course, even if it's austensibly "your" ship by fluff, the other players should get input on its construction as well, since the BP are owned by the group.


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Ikiry0 wrote:


I could see Glamered being VERY illegal for exactly that reason.

Kind of like this:

Undetectable Firearms Act

Won't stop anyone having a plastic gun, but it adds to your sentence if you're found with one. Which means you're going to really hesitate to use it in most cases.

Wouldn't be in effect in all places, but I can certainly see some places having a similar law regarding glamered.


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Does this seem overpowered, underpowered, or reasonable? Any conflicts people can see with existing rules?

Martial Artist Archetype
Alternate Class Features
The martial artist grants alternate class features at 2nd, 4th, and 6th levels.

Flurry of Blows (2nd Level): The Martial Artist automatically gains Improved Unarmed Strike and Multiweapon Fighting as Feats. If the character already has either Feat, the Full Attack penalty is reduced by an additional point when fighting unarmed.

Fists of Fury (EX) (4th Level): The Martial Artist's unarmed strikes are no longer counted as archaic weapons.

Powerful Strike (EX) (6th Level): The Martial Artist's damage die increases from d6 to d8.


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The Sesquipedalian Thaumaturge wrote:
...but it seems as though to a significant extent Starfinder operates along the same medieval logic as Pathfinder, without taking into account how different a sci-fi society would be.

Keep in mind, though, that this society did not develop on the same path as ours. In fact, we don't actually know HOW it developed, because of the Gap. Who knows what history happened during the time between ancient and now? There could easily be a social reason for less gun control, and we're just not privy to it.


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spacetimc wrote:
As a GM, I would absolutely allow PCs to blast out of Mos Eisley, but consequences may range from mid-air collision with a pleasure yacht to the traffic cops showing up. Blasting the hell off the Planet of The Prehistoric Creatures could entail collision with kaid's flying lizards to harried Crewman Jones forgetting to close an outer airlock.

Yeah, I might make up some sort of mishap table in such a case and just leave the numbers as is unless specified that they're ignoring it. Give, even without preflights, a ship in good shape in a low traffic world should be able to safely make orbit most of the time, IMO. Even if that's not realistic (which I have no idea not being a real pilot), it's well enough established in space fantasy as a genre.


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JacobCaster wrote:
While the engines might be power efficient they might not provide enough thrust for rapid takeoff required for real rockets who don't have antigravity and magic. The economics of flight changes to favor space efficient over atmospheric and likely a lack of launch specialized engines.

I guess I can see that but it still seems more like a justification than a reason. It seems off to me for a science fantasy setting to be making stuff that takes many times longer to reach orbit than even modern real technology, let alone a ship like the Millennium Falcon or an X-Wing fighter. Personally, I'm going to have to houserule that; It just doesn't jive with the genre for me personally. YMMV, of course.


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I can think of a lot of ways the PCs might be caught off guard without wearing their armor. Saying they "can't happen" is inaccurate. They SHOULDN'T happen on a regular basis, because Players get pissed when separated from their precious equipment for long, but it would be very easy to place the characters in a situation where armor is inappropriate, and then having those situations exposed to environment.

Example: The PCs are in a gambling den where all equipment is forbidden to limit cheating. Space pirates attack, and the protective dome is damaged, exposing the room to vacuum.

Example: The PCs are aboard a luxury liner with their equipment in storage lockers (a requirement for transit) when the ship is pulled into atmosphere. It's ripped in half in the process of a crash landing and the PCs must survive a hostile alien environment with only their wits and what they can cobble together long enough to find the equipment locker and retrieve their gear.

See? Not hard at all. Like I said, you can't use hooks like that often, because people will get upset and shout "but mah gear!" but you can pull it off once or twice in a campaign, and that in itself adds more of the sci-fi experience.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Guys, let me (get ahold of and ) learn the rules before I try to build custom battle-mechs, pls!


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

I'm going to rule Kephry's attack a flank, given the tight space, so...

After Zelda's valiant attempt, Kephry walks up and finishes the creature with a glancing blow to the head.


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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

BAM! Grant clocks the Mi-Go with a punch it won't soon forget! He feels a bit of trepidation flying through the air 30' above the pavement, genuine fear as he arcs toward the concrete below, but Grant lands over 100' from the hospital. But his legs do not buckle, and he lands solidly on the street, not far from the Hot Topic store Chelsea left 10 minutes earlier.

Initiative:
Grant:
1d20 + 0 ⇒ (4) + 0 = 4
Alexander:
1d20 + 2 ⇒ (10) + 2 = 12
Lucretcia:
1d20 + 2 ⇒ (6) + 2 = 8
Chelsea:
1d20 + 5 ⇒ (11) + 5 = 16
Aliens:
1d20 + 5 ⇒ (20) + 5 = 25
NPCs:
1d20 ⇒ 17

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