This is the discussion thread for two campaigns:

The Triune Alliance Roundtable


Play-by-Post Discussion

1 to 50 of 172 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male Human Psion 10/Atlanteologist 10

Discussion thread here, fellas!


Male Human Level 3 Investigator

Hello everyone, I'll have to set up an alias after the weekend. My character's main combat spell is supercharge weapon so probably going to be standing beside Iamb a bit with him to make sure it helps.


CG Mul Soldier (Icon) 1

I'll take all the help I can get, until we find my brothers....then, it's go time.

Exo-Guardians

Female Human Mercenary Soldier(Bombard) 1 // Hp: 10/11 |•| Sp: 0/8 |•| EAC: 13 |•| KAC: 15 |•| Fort/Ref/Will: +3/+3/+2 |•| Initiative: +3

1st Question: Under Technological items, in Page 218, the Detonator describes Explosives as having the same weight, price and effect as Grenades of the equuvalent level. The Bombard's Grenade Expert ability, in page 114, allows you to salvage materials to build a Grenade of a level equal to your own or less for free. Would it be too much of a stretch using said ability to build Explosives or Grenades with each use?

2nd Question: Barricade feat, found in page 155, allows you to use objects, furniture and garbage lying around to build or reinforce cover as a move action. Would it be possible to mimic the feat with a longer usage time? I mean creating cover and barricades outside of combat,
or perhaps inside of combat as a standard or full action.

Barricade Disclaimer:

I find Barricade quite interesting but also annoying.
On one hand it allows characters to tactically modify the battlemap , which seems grest for a game that a glance will rely a lot on ranged weapons and positioning.
On the other hand, making it a feat sucks big sweaty balls. In my opinion it should have been an action everyone could do, as building barricades and taking cover seems basic, with the feat either improving it or making the process faster.

3rd and Most important Question: After thoroughly looking through the Equipment section, I found that Paizo have forgotten the most important, best item of them all: Military Grade Duct Tape. Please read the disclaimer before proceeding to my question:

On Duct Tape and its uses, by Heavy:

I fully intend to use duct tape -if you allow its existence- as much as possible, trying to be creative in its usage.
Some examples:
•Duct Taping explosives and/or grenades to walls or objects for later triggering via detonator, detonation via shooting the explosive or scaring prospective enemies/thieves.
•Hiding important items in air ducts and backup weapons taped under tables/behind doors/on my armor's backplate (Yippy Kay Yey)
•Equipment Field Repair (This one is basically for flavour, but Glory would fix his stuff via ludicrous application of smacking it and taping loose or broke parts together)
•Stopping prisoners from escaping with Duct Tape, basically cocooning them before taping them to a nearby ceiling or wall.
•A piece of tape to stop sleepy eyes from closing when on watch duty? I don't know anymore, I only know the Scro win when I'm not ready.

Now the question: Would you allow such an item and how much would it cost a sufficient amount fo Duct Tape to basically never run out of it unless you consider it funny, dramatic or cool for it to happen?

I'm sure more questions will surface as we play and discover the system together, but those will suffice for now


Male Human Psion 10/Atlanteologist 10
Glory "Heavy" O'Heavey wrote:
1st Question: Under Technological items, in Page 218, the Detonator describes Explosives as having the same weight, price and effect as Grenades of the equuvalent level. The Bombard's Grenade Expert ability, in page 114, allows you to salvage materials to build a Grenade of a level equal to your own or less for free. Would it be too much of a stretch using said ability to build Explosives or Grenades with each use?

A1. Not really too much of a stretch. As long as you have access to an explosive, such as C-4.

Quote:

2nd Question: Barricade feat, found in page 155, allows you to use objects, furniture and garbage lying around to build or reinforce cover as a move action. Would it be possible to mimic the feat with a longer usage time? I mean creating cover and barricades outside of combat,

or perhaps inside of combat as a standard or full action.

** spoiler omitted **

A2. I asked this of the community, and they are split down the middle about this feat. Half says your better at it with the feat, while the other side says it's unneeded. The person that answered the question is on the other side. He said he just allows a skill check to build the barricade in his game.

I'm somewhat in between, so yeah. You can build partial or full cover with the feat in a standard or full action.

Quote:

3rd and Most important Question: After thoroughly looking through the Equipment section, I found that Paizo have forgotten the most important, best item of them all: Military Grade Duct Tape. Please read the disclaimer before proceeding to my question:

** spoiler omitted **...

I'm pretty sure said duct tape will be included in the Starfinder version of the Armory (if they ever get to writing it, things will be released more slowly for Starfinder than for Pathfinder). Right now it's item level 1, with the Military Grade Duct Tape being item level 3. Industrial grade duct tape (the one you get in hardware stores) is 25 credits. Military Grade Duct Tape is 50 credits.


Host Shirren Scholar Inactive

Iamb--Why did your brothers leave you behind anyway? Pure greed, or did you guys not get along from way back in childhood?


CG Mul Soldier (Icon) 1

Iamb has no idea (and I don't really either). It was out of character for them, as we mostly got along (although like all brothers we fought a great deal, too).

I'm kinda leaving the real reasons open for EltonJ, but Iamb thinks that his brothers left him to cut him out of his share of the ship and act.


Host Shirren Scholar Inactive

When I was making my Mystic I read your background and toyed with the idea of actually making my character your brother... deeply ashamed of what he had done, etc, etc. ... But then I thought you would probably just kill me on sight. :)


Male Human Level 3 Investigator

Two technomancers, two soldiers, a mechanic and a mystic... there's going to be some serious damage output. Seeing as Arthur will be a bit squishy if he gets taken out I'm going to make an operative to give the group a broader range of skills.


Lashunta Technomancer 1 | SP: 2/4 HP: 8/8 | EAC:13 KAC:14 | Resolve: 4

So, what gear do we actually need? Kind of struggling to get me head around the gear chapter.


Male Human Level 3 Investigator

My favourites so far for starting characters.
Personal Comms 7 Credits
Space Suit 25 Credits
Tool Kit 20 Credits
Fire Extinguisher 15 Credits
Hygiene Kit 3 Credits
Industrial Backpack 25 Credits
Flashlight 1 Credit

Beyond that I aim for basic armour, a melee weapon and a ranged weapon. Silver/Cold Iron/Adamantine Alloy ammunition is reasonably priced if you go with some kind of slug thrower weapon.


Host Shirren Scholar Inactive

I would say the essentials are

Comm Unit [7 credits] (souped up cell phone for the modern age)
Consumer Backpack [3 credits] (stuff storage) (better version for 25)
Cable Line [5 credits/10 feet] (rope)
Space Suit [25 credits]
Clothing [Everyday Clothing is 1 Credit, Environmental is 10]

If you have Engineering or Computer skills you will also need Tool Kits (Engineering Took Kit and Hacking Tool Kit respectively at 20 credits each) to use those abilities.

Also, of course, weapon and armor.
Best there for first level are
Armor: Second skin (+1 EAC +2 KAC and allows upgrades) [250 credits]
Or, if that's too pricey, the flight suit gets you +1 KAC for 95 credits.

Weapon--totally depends on what your class is allowed. For the classes that don't allow much the most basic choices are these:

melee: Cestus battleglove 100 credits
ranged: Needler pistol 105 credits

Some good optional things:

Hygiene Kit [3 credits]
Professional Clothing [5 credits]
Travel Clothing [10 credits]

If you want an augmentation, the Gill Sheath is only 95 credits and allows underwater breathing. Who knows if we'll need that, but kind of cool.

Anyway, I'll stop babbling, but those are some options.


Male Human Psion 10/Atlanteologist 10
Elai C'tara wrote:
So, what gear do we actually need? Kind of struggling to get me head around the gear chapter.

Also, check out this thread in the Advice section of Starfinder forums. Good advice for starting equipment.


Male Human Psion 10/Atlanteologist 10
Kevin O'Rourke 440 wrote:
Two technomancers, two soldiers, a mechanic and a mystic... there's going to be some serious damage output. Seeing as Arthur will be a bit squishy if he gets taken out I'm going to make an operative to give the group a broader range of skills.

Okay.

Scarab Sages

Male Thri-Kreen Mechanic (Spacefarer theme) 1

Poke! Hello! This one is profoundly excited for his first Starfinder game ever!!!

I'm just finishing up my last bits in Equipment, which is hard to find :P they need a SFRD real soon!


Male Human Psion 10/Atlanteologist 10
Stik-Tik wrote:

Poke! Hello! This one is profoundly excited for his first Starfinder game ever!!!

I'm just finishing up my last bits in Equipment, which is hard to find :P they need a SFRD real soon!

That should be up this next month, and I'm excited about it (SFSRD.com should be up soon as well). I'm excited to know what Dreamscarred Press is going to do, as well.


Lashunta Technomancer 1 | SP: 2/4 HP: 8/8 | EAC:13 KAC:14 | Resolve: 4

Well, updated some gear. Space suit seems extraneous as even the cheapest of armour seems to duplicate it's effects (of course the space suit is 1/3 the cost of a flight suit).


Male Human Psion 10/Atlanteologist 10

I have a wiki up for the campaign.

Exo-Guardians

Female Human Mercenary Soldier(Bombard) 1 // Hp: 10/11 |•| Sp: 0/8 |•| EAC: 13 |•| KAC: 15 |•| Fort/Ref/Will: +3/+3/+2 |•| Initiative: +3

Sorry for the delay, I'm here locked and loaded!

May I say that I love you writing a Wiki? It is true, that level of dedication rocks, but what I truky wanted to kudos you is for starting the campaign with the classical "You meet in an inn" only the inn is a Spaceport Cantina and the brawl is Space Goblin Pirates. Simply golden.


Male Human Psion 10/Atlanteologist 10

I was going to have you kicked out for the ruckus.

Scarab Sages

Male Thri-Kreen Mechanic (Spacefarer theme) 1

You know, given the opportunity, I could alter my drone into something a bit more useful later. Turn it into a combat drone for example...

Although at this point it's still pretty useful. All I need is a gun :P

But other than that, shipbuilding seems like a great idea. I'm a mechanic, nearly essenal on every ship!

I'll be givin' her all she's got Captain!


CG Mul Soldier (Icon) 1

I will probably end up as a gunner since (I think) I'm the only full bab character here, although I make a passable backup mechanic should the need arise.

Exo-Guardians

Female Human Mercenary Soldier(Bombard) 1 // Hp: 10/11 |•| Sp: 0/8 |•| EAC: 13 |•| KAC: 15 |•| Fort/Ref/Will: +3/+3/+2 |•| Initiative: +3

Not the only one, Iamb, Heavy is also a soldier.

I can double as a mechanic too, specially as we level up and start boosting my Int and picking Skill Focus like there's no tomorrow. Same goes with Perception, Sense Motive and being a scout/guard of sorts... But in the end, what Heavy will mainly do is use Heavy Weapons and Grenades with passion and great effect.


Host Shirren Scholar Inactive

Starship:

Looks like we get 55 build points... does that sound right?

Here are our frame choices, based on crew size (page 295 of the book if you want to read more):


  • LIGHT FREIGHTER (Cost 10 | Minimum Crew 1; Maximum Crew 6)
    Mounts: forward arc (2 light), port arc (1 light), starboard arc
    (1 light) | Expansion Bays: 3 | Size: Small

  • EXPLORER (Cost 12 | Minimum Crew 1; Maximum Crew 6)
    Mounts forward arc (1 light), port arc (1 light), starboard arc
    (1 light), turret (1 light) | Expansion Bays 4 | Size: Medium

  • TRANSPORT (Cost 15 | Minimum Crew 1; Maximum Crew 6)
    Mounts forward arc (1 heavy, 1 light), aft arc (1 light), turret
    (2 light) | Expansion Bays 5 | Size: Medium

  • DESTROYER (Cost 30 | Minimum Crew 6; Maximum Crew 20)
    Mounts forward arc (2 heavy), port arc (1 light), starboard arc
    (1 light), aft arc (1 light), turret (1 light) | Expansion Bays 4 | Size: Large

Note that I have left off the Heavy Freighter because, while it is within our crew size, it is too expensive at base cost 40, because we still have to buy a core and thrusters (at minimum), and for a large ship, the minimum core costs 15 build points, and the minimum thrusters are 4, which would make the Heavy Freighter 59 points... just out of our range.

Computers and sensors and other optional amenities cost more, so I guess the first question is... do we want to get a smaller ship and soup it up more, or do we want to go larger with the bare minimum and soup it up as we go?


Lashunta Technomancer 1 | SP: 2/4 HP: 8/8 | EAC:13 KAC:14 | Resolve: 4

I must confess I've not studied the starship chapter yet, but I'd be inclined to go with something smaller.


My vote is for a transport. We can fully crew it, it has the most expansion bays, and two turrets.


Male HP: 33(Temp 7/7)/33, AC 17, Saves Str +0, Dex +5, Con +2, Int +0, Will +0, Cha +5. Bardic Inspiration 3/3 Day. 1st Level Spells 4/4. 2nd 3/3. Inspiration 1/1

Explorer or Transport could be fun.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Okay. Others, feel free to object, but for now I will get the costs of some things for a medium ship so that we have more options.

Power Cores:

Pulse Gray | PCU: 100 | Cost: 10
Arcus Heavy | PCU: 130 | Cost: 13
Pulse Green | PCU: 150 | Cost: 15
Arcus Ultra | PCU: 150 | Cost: 15
Pulse Red | PCU: 175 | Cost: 17
Pulse Blue | PCU: 200 | Cost: 20
Arcus Maximum | PCU: 200 | Cost: 20
Pulse Orange | PCU: 250 | Cost: 25
Pulse Prismatic | PCU: 300 | Cost: 30

On Power Cores, I think the main thing is the PCUs... Cores generate PCUs and everything else sucks them... so PCU here is what you are getting, and PCUs in other lists (as below) are what it is costing (so what you add has to be within the power ability of the ship in addition to the build point cost.

Thrusters:

M4 | Speed: 4 | Ease of Piloting: +2 | PCU: 40 | Cost: 2
M6 | Speed: 6 | Ease of Piloting: +1 | PCU: 50 | Cost: 3
M8 | Speed: 8 | Ease of Piloting: +0 | PCU: 60 | Cost: 4
M10 | Speed: 10 | Ease of Piloting: +0 | PCU: 70 | Cost: 5
M12 | Speed: 12 | Ease of Piloting: –1 | PCU: 80 | Cost: 6

Those are necessary things. I'll add another post with optional things.


"Too much sanity may be madness — and maddest of all: to see life as it is, and not as it should be!" -- Cervantes

Crew Quarters:

Common | Cost: 0
Good | Cost: 2
Luxurious | Cost: 5

Armor:

Mk 1 armor +1 — | Cost: 3
Mk 2 armor +2 — | Cost: 6
Mk 3 armor +3 — | Cost: 9
Mk 4 armor +4 — | Cost: 15

I just listed the ones that don't give us negatives to anything else, but if this is super important to anyone, I can pull more.

Computer:

Basic computer +0 0 0 | Cost: 0
Mk 1 | Bonus per node: +1 | Nodes: 1 | PCU: 10 | Cost: 1
Mk 1 | Bonus per node: +1 | Nodes: 2 | PCU: 10 | Cost: 2
Mk 1 | Bonus per node: +1 | Nodes: 3 | PCU: 10 | Cost: 3
Mk 1 | Bonus per node: +1 | Nodes: 4 | PCU: 10 | Cost: 4
Mk 2 | Bonus per node: +2 | Nodes: 1 | PCU: 15 | Cost: 4
Mk 2 | Bonus per node: +2 | Nodes: 2 | PCU: 15 | Cost: 8
Mk 2 | Bonus per node: +2 | Nodes: 3 | PCU: 15 | Cost: 12
Mk 2 | Bonus per node: +2 | Nodes: 4 | PCU: 15 | Cost: 16
Mk 3 | Bonus per node: +3 | Nodes: 1 | PCU: 20 | Cost: 9
Mk 3 | Bonus per node: +3 | Nodes: 2 | PCU: 20 | Cost: 18
Mk 4 | Bonus per node: +4 | Nodes: 1 | PCU: 25 | Cost: 16

We get a computer for free, but buying one is basically buying battle capability. Nodes=number of combat checks per round. I only listed things that were below 20 cost. Again, if we are really into space battles, we can look at a larger list.

Defensive Countermeasures:

Mk 1 defenses +1 | PCU: 1 | Cost: 2
Mk 2 defenses +2 | PCU: 1 | Cost: 3
Mk 3 defenses +3 | PCU: 2 | Cost: 4
Mk 4 defenses +4 | PCU: 3 | Cost: 6
Mk 5 defenses +5 | PCU: 4 | Cost: 8

Drift Engines (to reach distant destinations):

Signal Basic 1 | Minimum PCU requirement: 75 | Cost: 6
Signal Booster 2 | Minimum PCU requirement: 100 | Cost: 15

I'll put up another post for a few other things.


Host Shirren Scholar Inactive

Things you can put in Expansion Bays:

Arcane laboratory | PCU: 1 | Cost: 1
Cargo hold | PCU: 0 | Cost: 0
Escape pods | PCU: 2 | Cost: 1
Guest quarters | PCU: 1 | Cost: 1
Hangar bay | PCU: 30 | Cost: 10
Life boats | PCU: 5 | Cost: 3
Medical bay | PCU: 4 | Cost: 8
Passenger seating | PCU: 0 | Cost: 0
Power core housing | PCU: 0 | Cost: 10
Recreation suite (gym) | PCU: 0 | Cost: 1
Recreation suite (trivid den) | PCU: 1 | Cost: 1
Recreation suite (HAC) | PCU: 3 | Cost: 1
Science lab | PCU: 2 | Cost: 1
Sealed environment chamber | PCU: 2 | Cost: 1
Shuttle bay | PCU: 10 | Cost: 4
Smuggler compartment | PCU: 4 | Cost: 2
Synthesis bay | PCU: 2 | Cost: 1
Tech workshop | PCU: 3 | Cost: 1

Security Systems:

Anti-hacking systems | Cost: 3
Antipersonnel weapon (heavy) | Cost: 5 + item level of weapon
Antipersonnel weapon (longarm) | Cost: Item level of weapon
Biometric locks | Cost: 5
Computer countermeasures | Cost: Tier of computer
Self-destruct system | Cost: 15

Sensors:

Cut-rate short-range –2 | Cost: 1
Budget short-range Short +0 | Cost: 2
Basic short-range Short +2 | Cost: 3
Advanced short-range Short +4 | Cost: 4
Budget medium-range Medium +0 | Cost: 3
Basic medium-range Medium +2 | Cost: 5
Advanced medium-range Medium +4 | Cost: 8
Budget long-range Long +0 | Cost: 6
Basic long-range Long +2 | Cost: 10
Advanced long-range Long +4 | Cost: 14

Then there are like a zillion weapons and shields on page 302, if we get that far. :)


Male Human Psion 10/Atlanteologist 10

Remember, in this setting, we aren't using the Drift. We are folding space to get from place to place. So the drift engine costs represents how big of a fold bubble you can create.


Host Shirren Scholar Inactive

Thanks for the clarification, GM.

Also, lowest shields and weapons cost 2 each, so if we want those things, we need to leave a little left over from our current options. Personally, I want Luxurious Crew Quarters. I don't know about you guys... :)

____________________________

Here's my stab at a ship:

Transport [Cost 15]
Arcus Ultra Power Core | PCU: 150 [Cost 15]
M4 Thrusters | Speed: 4 [PCU 40 / Cost 2]

=32/55, so 23 left

Luxurious Crew Quarters [Cost 5]
Basic Computer [Cost 0]
Drift Engine: Signal Basic 1 | Minimum PCU requirement: 75 [Cost 6]
Biometric locks [Cost 5]
Budget short-range sensors [Cost 2]

=18
=50/55, so 5 left

Expansion Bays:
Escape pods | PCU: 2 [Cost 1]
Passenger seating
Shuttle bay | PCU: 10 [Cost 4]
2 Cargo holds

Hmm. Probably not optimized, but a stab anyway. We could go lower on the Core, but this way it lets us easily expand later without having to upgrade. We could also skimp on Crew Quarters, but the whole combat thing will cost a lot if we try to go there. I think it is better to rabbit for now. Biometric locks can be traded, but I didn't want any Joe to walk onto the ship at a space station... ??

Thoughts? Alternate builds?


I'll take a look at the starship stuff and see what my suggestions will be in a bit here.


Okay, here is my suggestion for our ship:

Light Freighter
Maneuverability: Small (+1 piloting, turn 1)
HP: 40 (increment: 10); DT: -; CT: 8
Mounts: Forward Arc: 2 light, Port Arc: 1 light; Starboard Arc: 1 light
Expansion Bays: 3
Minimum Crew: 1; Maximum Crew: 6
Cost: -10

Power Core: Pulse White (Size: T,S; PCU: 140; BP: -14)
Thrusters: S6 (Size: S; Speed: 6; Piloting Modifier: +1; PCU: 30; Cost: -3)
Armor: Mk 1 (+1 AC; BP: -2)
Computer: Basic (Bonus: 0; Nodes: 0; PCU 0; BP: 0)
Crew Quarters: Common (BP: 0)
Defensive Countermeasures: None
Drift Engines: Signal Basic (Engine Rating: 1; Min PCU: 75; BP: -4)
Security: Anti-Hacking Systems (BP: -3)
Self Destruct: None
Sensors: Basic, Short-Range (+2 Modifier; BP: -3)
Shields: Basic Shields 20 (Total SP: 30; Regen: 1/min; PCU: 15; BP: -3)
Weapons:
*Front Arc: Light Plasma Cannon (Range: Short; 2d12 Damage; PCU: 10; BP: -12)

Expansion Bays: Open

Points Spent: 54
PCU: 130

Balancing BP with PCU is an interesting trade-off.

Design Thoughts/Notes:
I know I was initially for having a medium-sized ship, but having looked at the section on building starships, I think small is the way to go. the thrusters are faster, some things (like armor) are cheaper, and the freighter still has max crew 6, so we are still good there.

I went with Anti-hacking systems to prevent someone from hacking our ship during space combat. I have only one weapon currently, but it's a pretty good short ranged weapon. It's definitely a close-range combatant.

Exo-Guardians

Female Human Mercenary Soldier(Bombard) 1 // Hp: 10/11 |•| Sp: 0/8 |•| EAC: 13 |•| KAC: 15 |•| Fort/Ref/Will: +3/+3/+2 |•| Initiative: +3

Well, I think it will be hard to come to a final agreement regarding the Ship and its building. Hard, but not impossible, mind you.

That said I will hereby post my opinion and choices, trying to take inspiration from what you guys have too proposed, so Elton can easily check it... but I have an idea:
We either vote stuff part by part or we sort of make some choices but in the end let's call it preferences and let Elton have the final word.
The former give us fully freedom of choice but the latter means we don't have to fully agree and the DM has some room for improvisation and surprising us.

(LONG) Glory's Choices & Opinions:

================Frame================
As much as I'd love yelling "DESTROYEEEEEER" and call it a day it has a 30 PB cost and that limits the rest of our choices. That out of the window, the Destroyer indeed is big enough that we won't have to worry about swapping ships in the long run when we became space pirates, interplanetary heroes or whatever we end being.

In any case I'd vote for the Transport:
TRANSPORT (Cost 15 | Minimum Crew 1; Maximum Crew 6)
Mounts forward arc (1 heavy, 1 light), aft arc (1 light), turret
(2 light) | Expansion Bays 5 | Size: Medium

It costs a mere 15 PB, has enough Weapon Mounts to make me happy (Especially the turret which will prove useful in space battles) and has 5 Expansion Bays.

Cost Build-Up: 15 BP

================Power Cores================
We'll need PCUs to power up computers, shields, thrusters and weapons but at the same time I think 100 will suffice

I then vote the following:

Pulse Grey| PCU: 100 | Cost: 10

Cost Build-Up: 25 BP

================Thrusters & Drift Drive================
Here we have a dilemma: We want to be slow but easy to navigate or fast and dangerous? I obviously vote for the latter so my vote is:

M8 | Speed: 10 | Ease of Piloting: +0 | PCU: 60 | Cost: 4

This baby is pretty fast but without a Piloting Penalty. We could always go with an M6 but I'd rather be fast and rely on our super pilot!

As for the Drift Drive we go for the most simple.
Signal Basic 1 | Minimum PCU requirement: 75 | Cost: 6

Cost Build-Up: 35 BP
PCU Used: 60/100 PCU

================Common Quarters================
I believe we all agree that if you are going to travel through deep space you might as well do it with hella class:

Luxurious | Cost: 5

Cost Build-Up: 40 BP
PCU Used: 60/100 PCU

================Armor & Countermeasures================
As much as I'd love to build ourselves a motherf%#%ing dreadnought we simply can't afford defenses and have enough BP to do other stuff so I'd vote to pray to the deity of your choosing instead of picking Armor & Countermeasures.

Cost Build-Up: 40 BP
PCU Used: 60/100 PCU

================Computer================
Our computer is important to checks when in space battles. With my little knowledge of said battles I think in the worst case scenario we'd need to Pilot, Repair and Shoot at the same time in the same round.

And that's why I propose a 2 Node Computer with +1 bonus;

Mk 1 | Bonus per node: +1 | Nodes: 2 | PCU: 10 | Cost: 2

Cost Build-Up: 42 BP
PCU Used: 70/100 PCU

================Expansion Bays================
Here is where I'll go crazy. I'm picture the Ship as a transport converted by its former owner into a smuggler ship with cargo and passenger capacity but without forgetting safety or entertainment!

And that's why I'll propose the following:
Cargo hold | PCU: 0 | Cost: 0
Guest Quarters | PCU: 1 | Cost: 1
Escape pods | PCU: 2 | Cost: 1
Passenger Seatings | PCU: 0 | Cost: 0
Recreation suite (HAC) | PCU: 3 | Cost: 1

Cost Build-Up: 45 BP
PCU Used: 76/100 PCU

================Security Systems================
In truth I don't think we should pick anything of these now due to the low BP we rely on. We can rely on Iamb and Heavy for antipersonnel measures and pray Arthur and Stik can counterhack any hackers.

Cost Build-Up: 45 BP
PCU Used: 76/100 PCU

================Sensors================
We go cheap but getting a +2 here:

Basic short-range Short | +2 | Cost: 3

Cost Build-Up: 48 BP
PCU Used: 76/100 PCU

================Shields================
We could aim for some protection in this department, mainly with the second most basic and cheapest shield possible:

Basic Shield 20 | SP 20 | Regen 1/min | PCU 10 | Cost: 3

This way we have some shielding but still have some spare BPs and PCUs for weapons.

Cost Build-Up: 51 BP
PCU Used: 85/100 PCU

================Weapons================
My favourite part for a reason. We have mounts for the forward arc, aft arc and turret with both the forward arc and turret being able to house two weapons each.

This is what I'd propose for them:
2xLight Laser Cannon | Range Short | Damage 2d4 | PCU 5 | BP 2

With that BP and PCU cost we can put one in the front arc and another in the turret.

Cost Build-Up: 55 BP
PCU Used: 95/100 PCU

For a Too Long ; Didn't Read version read the following: I have proposed a Transport with a basic Power Core and Fast Thrusters, with Luxury Quarters and Expansion Bays that allow for passengers and cargo to be hauled through space. Nice sensors, a nice duo-node computer and two laser cannons for security.

I picture the ship as an old commercial, drift capable, Transport whose former owner transformed into a smuggling private ship capable of carrying cargo or people, with forward and turret eapons to defend itself from pirates. Something Like this but a bit more worn due to use. The crew quarters, though, they are pretty neat.

Scarab Sages

Male Thri-Kreen Mechanic (Spacefarer theme) 1

Ugh, just leave me out of the shipbulding, I'd rather be left with just repairing it...


Male Human Psion 10/Atlanteologist 10

One thing they don't list as essential is an artificial gravity generator. Typically, you need one in order to simulate a planet's gravity. Now, you can go without one, just that the ships will look like the ships from the show the Expanse.

Exo-Guardians

Female Human Mercenary Soldier(Bombard) 1 // Hp: 10/11 |•| Sp: 0/8 |•| EAC: 13 |•| KAC: 15 |•| Fort/Ref/Will: +3/+3/+2 |•| Initiative: +3

Well, we should totally get one of those grav generators. If only becaude mines and boobytraps floating might not be as fun as it sounds.

I also wanted to ask Elton for the gobbo's Junk Laser stats because I double checked and the party has:
-One Chkchka threw to Stik.
-One Heavy pocketed (plus a battery if they had them)
-One that Stik has looted and given to the drone.

We also have 1000 creds in four credsticks. Credsticks that Chk has so for now and until we all agree to be a party, as far as I'm concerned they belong to che.

Scarab Sages

Male Thri-Kreen Mechanic (Spacefarer theme) 1

The stats for a junk-blaster is in the first contact book(it's a free PDF) they do 1d6F, have a range of 20ft, and explode on a roll of 1 in 1d4-1 rounds.

They are the dogslicers of Lazer pistols.


Lashunta Technomancer 1 | SP: 2/4 HP: 8/8 | EAC:13 KAC:14 | Resolve: 4

I think there's too many cooks on the ship builders already, I'll stay out of it and trust to the experts.

Exo-Guardians

Female Human Mercenary Soldier(Bombard) 1 // Hp: 10/11 |•| Sp: 0/8 |•| EAC: 13 |•| KAC: 15 |•| Fort/Ref/Will: +3/+3/+2 |•| Initiative: +3

Literally backup weapons... or improvised grenades. I like them.

@Re Ship Building: I agree, and I apologize for jumping the trigger so eagerly... I had this image of a smuggler ship on my mind and had to spend two hours trying to build it. I like the shipbuilding rules but I start to think that in PbP it will prove easier to have the GM do the starting ship and simply have the party upgrade and modify it as they level up.


Host Shirren Scholar Inactive

I didn't see artificial gravity generators when I was going through. I'll have to look again.

I actually like Vrog/Iamb's idea of going with the smaller ship for now... small stuff down cost less, and we can probably get more for our money. Just not sure about down the line... but honestly, few games around here seem to last that long, so not sure how big of an issue that needs to be.

I'll try to come up with a small ship build incorporating different ideas if I have time in a bit. Just starting through all my games now, but if there isn't too much to update I will do it soon.


Host Shirren Scholar Inactive

Found the artificial gravity thing for building ships: "The frame of a starship includes all life support and artificial gravity systems necessary to keep the crew (and any passengers) alive and comfortable." (Page 294)


Male Human Psion 10/Atlanteologist 10
Starfinder, page 294 wrote:
The frame of a starship includes all life support and artificial gravity systems necessary to keep the crew (and any passengers)alive and comfortable.

You're right.

Scarab Sages

Male Thri-Kreen Mechanic (Spacefarer theme) 1

Hmm... Honestly I like the idea of an explorer, then getting something bigger later on, possibly have a hangar for land vehicles.

Although the ship from Firefly would be fun as well :P

Also, I'd like some of those credits... Gonna see if I can buy myself a weapon.

Exo-Guardians

Female Human Mercenary Soldier(Bombard) 1 // Hp: 10/11 |•| Sp: 0/8 |•| EAC: 13 |•| KAC: 15 |•| Fort/Ref/Will: +3/+3/+2 |•| Initiative: +3

The ship from Firefly with a splash of the Milennium Falcom was my main inspiration.


Host Shirren Scholar Inactive

Here's the small-ship build I'm proposing:

10 BP - Light Freighter Frame (small ship size)
07 BP - Arcus Light Power Core (provides 75 PCU)
03 BP - S6 Thrusters (Speed 6, Piloting +1, 30 PCU to run)
-- BP - No additional armor (being Small already gives us +1)
04 BP - Mk 1 tetranode Computer (four nodes, 10 PCU to run)
02 BP - Good Crew Quarters
-- BP - No Defensive Countermeasures
04 BP - Basic Drift (Space Folding) Engine
00 BP - 3/3 Cargo Holds in our Expansion Bays
03 BP - Anti-hacking systems
06 BP - Budget Long Range Sensors
02 BP - Basic Shields (10 Shield Points, 5 PCU to run)
08 BP - 1/3 Light EMP cannon (short range, 10 PCU to run)
02 BP - 2/3 Light Laser cannon (short range, 5 PCU to run)
04 BP - 3/3 Light torpedo launcher (long range, 5 PCU to run)

55/55 BP - 65/75 PCU

I think that covers most ship needs and hopefully is a balance of what different people were going for... not perfect, but could be a good starter ship if we agree on it. Thoughts?


Host Shirren Scholar Inactive

@Stik-Tik: Can't have a hangar or shuttle on a smaller ship I was reading, so can't be totally like Firefly.

@Heavy: Serenity didn't have any weapons, but I added several to the build for you, Heavy.

@Everyone: 166 credits to each person from the cred-sticks. I'm keeping the 4 left over as party treasure--unless someone else would like to hold the money?


Male Human Psion 10/Atlanteologist 10

Nope, larger frames, like the destroyer; can have shuttle bays. They can also have fighter bays. Although the carrier is best suited for that.


The biggest problem I've found when looking through the ship system is that Drift Engines require ALOT of PCU. The basic module requires at least 75. that means if we have one, we likely need a power core with at least 100 PCU, hence why I selected options first, then paid for a power core that could power everything I picked.

1 to 50 of 172 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Triune Alliance Roundtable All Messageboards

Want to post a reply? Sign in.