Ivan Christian
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    # Light of Xaryxis (Modded) ## Adventure Background As a struggling company currently based in M.Dia.co.rp Port. You lot are currently trying to find work delivering any and everything from anyone, given that your mortgage dues is approaching. You lot are currently on the Entertainment World: M.Dia.Co.rp, a place abundant with opportunities and cash for you to make your deliveries and well make a dent in your debt. En route to the Entertainment System to do your delvieries Current Debt for the Ship: 100,000 cr Current Money: 25,000 cr >is this including the revenue from Entertainment world + Ship sale + Casino Earnings? ## NPCs (within your ship) <b>Secretary Elaina Sartell (AI)</b>: Along with your spelljammer a warforged capable of temporarily driving the spelljammer. She is lawful good (for IC's reference) and is in charge of the ship logistics. She can technically do other things a secretary can do. A gaggle of crews: They are essentially your monkeys that you can order around to deal with menial tasks and the ones that deal with the day to day. They require to be fed and somewhat taken care of. <b>Earth Elemental Workers</b> x4 (Rescued from session Entertainment World) <b>Boblin the Goblin</b> (see below) Cargo: - ## Technical shit - LEVEL 5 (start) - 6 (end of S1) - 7 (end of S3) - 1 uncommon magic item, 2 common - 1 Spelljamming Helm - 1 Spelljammer - Ship AI: ELAINA (Not considered crew) - 3 crew members - Current Ship Debt: (To be determined) - Upkeep: 12 gp per day per crew - Medium ship - 7 days of space travel - 1/2 half a day fuel - Ship to ground 1 : 10. Example: 20 damage from ion cannon from - communications, engines, shields, sensors, and weapons (Power die storage) ## How to Spelljam - Take command to your Helm, then command the ship (as pilot) # Default would be ELAINA commanding the ship with no special movement or maneuvers. - ELAINA can be controlled by the pilot to do some maneuvers - In combat, you can only either use your ground action or ship action - Deployment actions are ship actions and you can only move the ship once per round. - Ship guns can be discussed ## TLDR on Ship Combat 1. Ship rolls initiative 2. (Optional) PC roll for initiative to determine order of action / y'all decide who goes first 3. The rest is normal combat rules. Refer to https://sw5e.com/rules/sotg/combat 4. Attack rolls: +6 to hit (+2 Wis, +1 S-foil +3 Prof on Swallow, +3 Wis +3 Prof on Spit) 5. Damage rolls: +5 on Swallow, +1 on Spit ### Movement - Straight movement : 400 ft (cargo ship) - turning movement : 250 ft --> You need a minimum of 250 ft for turning - # The Swallow (Medium, Courier, Tier 1) (69) --> What's this? Shield: 53 (6d8) (pending add 1d8+STR) Shield Regen: 8 Hull: 35 (6d8) (pending add 1d8+CON) AC: 12 Movement: 400 ft (straight line) Turning speed ( speed spent for 90 degree turns ): 250 ft Modification: Crew Quaters (suite), Hardpoint (non-suite) Cap of : 100,000 cr <u>Power Dice</u> = 7 Tier1 = d4 H&S Power Coupling = 1/system + 2 storage Ionization Reactor = 1d2-1 Power Die Recovery <u>Stats</u> STR: 17(+1+2) [ + 5] DEX: 13(+1) [+ 2] CON: 11 [+ 0] INT: 5 (Not Astronavigation anyway) [- 3] WIS: 11 (+1+2) [+ 2] CHA: 10 [+ 0] Save Prof: STR, DEX Prof Bonus: Data Check (INT) <u>Features</u> - Evasive Maneuvers > -When a crewmember at the helm rolls for initiative, they can immediately move the ship. This movement happens before the initiative order is determined. -The amount the ship moves is determined by rolling an Evasive Maneuvers die and multiplying it by 50 feet. The ship then gains that many feet that it can move or spend to turn. -Your ship’s Evasive Maneuvers die changes when it reaches certain tiers. (T1=d4; T2=d6; T3=d8; T4=d10; T5=d12) -This feature can be used a number of times equal to 2x your ship’s tier. All expended uses are regained when the ship is refitted. <u>Armaments</u> - Laser Cannon: Broadside Mounted, Requires CON 11 (else Disadv.) 1d10+STR mod Energy Power (range 1000/4000) Overheat 4 - Blaster Cannon: Broadside Mounted 1d8+STR mod Energy Power (range 600/2400) Hidden, Overheat 18, Rapid 9 HIDDEN > You have advantage on CHA (Swindle) checks made to conceal a hidden weapon. > RAPID > A weapon that has the rapid property can unload on a single target. The target must make a Dexterity saving throw (DC = 8 + your bonus to ranged ship attacks). On a failed save, the target takes normal weapon damage, plus an additional amount equal to the weapon’s damage dice. On a success, the target takes no damage. This produces an amount of heat or consumes an amount of ammunition as indicated by the rapid number. If the ranged ship attack would have disadvantage, the target instead has advantage. > OVERHEAT > A limited number of shots can be made with a weapon that has the overheat property. A character must then cool the weapon using an action or a bonus action (the character’s choice). A weapon will naturally cool over a period of ten minutes of non-use. | Equipment | Cost | | -------------------------- | -------- | | Deflection Armor | 3450 cr | | Ionization reactor | 5100 cr | | Hub & spoke power coupling | 5600 cr | | Blaster cannon | 4000 cr | | Laser Cannon | 4000 cr | | Directional Shield | 4300 cr | | **Size Multiplier** | x2 | | Total Cost | 53100 cr | | Modification | Type | Cost | Desc | | --------------------------- | ----------- | -------- | --- | | Crew Quarters | Suite | 0 cr | | | Central Computer, Makeshift | Universal | 0 cr | Ship gains the ability to take one action of its own on it’s turn: it can take any action granted by a modification. The AI has a proficiency bonus of +2. Additionally, your ship can move itself based on a pre-selected destination, avoiding obstacles, outside of combat conditions. | | Hardpoint | Weapon | 3000 cr | | | Hardpoint | Weapon | 3000 cr | | | Feedback Shield | Engineering | 3500 cr | Shield can reflect damage to attackers. As a reaction to the ship being hit with a pri or sec weapon, a crewmember can use their reaction to deal damage to the attacking ship. The damage depends on your ship’s size: 1d8 for a Medium ship. The damage is of the same type dealt by the original attack. | | Flight Computer | Operation | 3500 cr | Once per round, this system allows a crewmember at the helm to take the Fly or Evade action as a bonus action, or a crewmember to take the Regenerate Shield action as a bonus action, on their turn, rather than as an action. | | S-Foils | Weapon | 3000 cr | Bonus action to switch modes. Locked: Ship’s speed increases by 50 feet and your pri weapons suffer a -2 penalty to attack rolls. Unlocked: Your ship’s primary weapons gain a +1 bonus to attack rolls. | | Broadside Mounting | Weapon | 3000 cr | Grants an additional limited firing arc to each hardpoint | |Comms Package, MKI| Operation|3500cr (spon)|Crewmembers can now communicate in real time with any planets, space stations, and starships in the same sector as you as long as they are similarly equipped. Your ship is also proficiently equipped for Intelligence (Data) checks. |Reactor, Mk II| Universal|4000 (Spon)|You further improve your ship’s reactor. Your ship’s Strength score increases by 1 (additional +1 from MkI) |Sensor Array, Mk II| Universal|4000 (Spon)|You further improve your ship’s Sensor Array. Your ship’s Wisdom score increases by 1.(additional +1 from MkI) | **Size Multiplier** | | x2 | | | Total Cost | | 45000 cr | | 99,700 cr used 300 cr left Misney Sponsored Upgrades: - Comms Package MKI # The Spit (Small, Superiority Fighter, Tier 1) *(This Ship was looted from Session 1)* AC: 14 (lightweight 10+dex) Hull & Shield Die: 4d6 Hull Points: 18 Shield Points: 15 (22 base) (quick-charge) Shield Regen Rate: 9 (6 base) Speed: 400/50 ft. STR: 13 [+ 1] DEX: 18 [+ 4] CON: 10 [+ 0] INT: 12 [+ 1] WIS: 16 [+ 3] CHA: 8 [- 1] Save Profs: Str, Dex <u>Power Dice</u> = 4 Tier1 = d4 H&S Power Coupling = 1/system + 2 storage Ionization Reactor = 1d2-1 Power Die Recovery <u>Features</u> [Pinpoint Strike] - <b>Conditions</b>: <u>Ship occupies the same square occupied by a target ship</u> AND the crewmember at the helm makes an <u>attack roll</u> - As a <u>Reaction</u>, roll a Pinpoint Strike die before rolling the attack and add it to the attack roll. (For saving throws, subtract die from the target’s save result.) - On a hit or a failed save, the attack deals normal damage that bypasses any shields and directly hits the hull of the target ship. - This feature can only be used once per round. - d4 at 1st tier, d6 at 2nd tier, d8 at 3rd tier, d10 at 4th tier, d12 at 5th tier. - This feature can be used a number of times equal to your ship’s tier. All expended uses are regained when the ship recharges.' <u>Armaments</u> - Light Laser Cannon (Forward Facing): 1d8+STR Energy Power (range 800/3200) Overheat 16 <u>Equipment & Mods</u> ```csvpreview Equipment, Cost Lightweight armor, 3100 Hub & spoke power coupling, 5600 Ionization reactor, 5100 Light laser cannon, 4100 Total Cost, Size Multiplier x1, 17900 ``` ```csvpreview Modifications, Type, Cost Forward Facing Hardpoint, Weapon,3000 Combat Thrusters (MK I),Universal, 4000, Your ship’s turning speed decreases by 50 feet. Combat Thrusters (MK II),Universal, 4000 Thrusters (MK I),Universal, 4000, Your ship’s Dexterity score increases by 1 Thrusters (MK II),Universal, 4000 Flight Computer, Operation, 3500 (spon), Once per round a crewmember may take the Fly or Evade or Regenerate Shield action as a bonus action rather than as an action. Total Cost, Size Multiplier x1, 19000 ``` Misney Sponsored Upgrades: - All thrusters to MK I - Flight Computer ### Initiative 1. Neko 2. BLights 3. Oortz 4. Lia 5. Xander 6. Sane ``` Boblin the Goblin Small humanoid (goblinoid), neutral Armor Class 12 Hit Points 7 (2d6) Speed 30 ft. STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 8 (-1) CHA 8 (-1) Skills Stealth +6 Senses Darkvision 60 Ft., passive Perception 9 Languages Common, Goblin Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Blaster. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. ```

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