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Akata

Odraude's page

Goblin Squad Member. Pathfinder Society Member. 6,570 posts. No reviews. 1 list. 1 wishlist. 2 Pathfinder Society characters.


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Marc Radle wrote:
memorax wrote:
thejeff wrote:


Probably selling as collectibles at this point.
Good point. Still just seems like a waste imo.
Having a PDF is fine, but for a great many folks (myself included) there is simply nothing like having the real thing.

Yeah, i'll admit, I kind of wish I did buy the hard covers. At least I'd still have access to them.


Tinkergoth wrote:
Odraude wrote:
Tinkergoth wrote:
Odraude, have you got a link for the new Supers companion for Savage Worlds. I want to make sure I'm up to date.

Here is it

You can get a great deal of mileage out of trappings and the Switchable modifier.

Hmmm. Might want to check that link mate, looks like instead of a url, there's a list of job requirements.

Anyway, possibly just as easy to ask this to check: Is it the book with the woman with flaming hands fighting a bunch of winged demon looking things above a city in the cover?

If so, that's the one I've got.

Stupud Copy Paste at 11 pm...

Yes. I've built test heroes with that system and it works really well. Less granular than HERO and M&M but it's a good system.


Tinkergoth wrote:
Odraude, have you got a link for the new Supers companion for Savage Worlds. I want to make sure I'm up to date.

Here is it

You can get a great deal of mileage out of trappings and the Switchable modifier.


memorax wrote:
Tinkergoth wrote:


Memorax: Regarding books going for $1000 on Amazon, that's usually a result of auto pricing algorithms going mental over something being out of print and in short supply. Often a bit of searching will find more reasonably priced copies (though still expensive).

That explains and thanks. Still even outside Amazon sellers are insane as well. Yes it's out of print. Yet in this day and age where PDF is a common format and a alternative to print. Selling something for more expensive when a PDF is cheaper. Is imo dumb. The classic Marvel TSR set sells for almost 80$. When one can go online and find all the rules at classicmarvelforever.com.

Tinkergoth wrote:


Been a long time since I've read Brave New World books, but I seem to recall despite the vagueness and secret nature of it, everything was pretty much explained to the GM in the guides section of each book. Not to mention the fact that a lot of the secrets that were left untold in the books were left that way because the line got cancelled partway through, and the primary dev/author actually revealed a bunch of the remaining mysteries on his site in 2004, probably because he realised it wasn't going to be picked up again. Most of the important secrets are now on the wikipedia page
It was not just BNW. It was common with Deadlands classic as well. Giving some small setting information but never all of it. It was only and I mean only with the Savage Worlds version did we get all the information. Even then not a fan of the character creation system. I get that it was meant to reduce the time needed to make a character. I just found that it was too limited to what other superhero rpgs offered imo. One could be a blaster and do nothing but blast stuff. One could be a brick character and nothing but. Even Heroes Unlimited offered more and that's saying something,

The new Super Hero Companion 2 definitely fixes that issue. It gives you a great deal of leeway with your collection of powers.

Also M&M will probably be the choice I end with. Although Base Raiders looks really interesting. I may look at it more...

Is there a difference between DCA and M&M? I notice they are done by green ronin publishing.


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Thanks for the ideas. It sounds like M&M might be the best fit. I've got the core rules. Any otherbooks from them I should get? I'm always down for a Rogue's Gallery type book.

For Power Level, that's a hard one to explain. I guess I'm looking for more on the level of Spiderman or older x men; dealing with city-wide problems and keeping things simple.


Waiting on the Neutral AP, where the PCs sit around and play hopscotch every day :)


Darth Vader still killed a bunch of Jedi kids and I believe he helped to hunt down and murder the remaining Jedi. Also I believe he had Luke's Uncle and Aunt killed by Stormtroopers.


Yeah was going to say, Hongol is the Mongolian country you visit in Jade Regent. I got all excited too ;)

Still, I'm looking forward to this.


I'm broke, so, no Ap for me. But I am certainly interested.


Hero is out of the question:
Short story, I used to be really into it and I bought a lot of the PDFs when Sixth came out. Supported it a lot with my gaming group in college and we had a lot of fun with the games. Used to post a lot over on the forums too (same name).I stopped playing for awhile due to life happening and when I tried going back into it last year, found out they changed their store and I lost access to all of my PDFs. All that money and support gone and I had no more products, except for my HERO FRED book. And when I sent them an email about it, there was nothing they could do. So I have no desire to give them any more of my money for products I've bought and used many times. Still very upset about the whole ordeal.

I don't think I've seen V&V before. I may have to check that out. I've heard good things about M&M, so I was a bit curious about that as well.


So I'm planning on running a superhero campaign online. I have a variety of systems to choose from, but I'm not sure which ones to use. So, I'm hoping to see what advice the forums have. Here are the systems I own:

Savage Worlds with the Super Powers Companion (the newest one): Looks interesting and solid, and I've heard good things about it. I've played a Savage Worlds game, but never ran one, and never a super heroes one. Still, could be interesting.

Mutants and Masterminds: Never played this one either, but again, looks fun. I got the Core as a gift, but I don't own the other books. Also it doesn't look like they've published more in it for a while, and I don't want to commit and find out that they are doing a fourth edition. Still, the quintessential super hero game.

Marvel Superheroes (Cortex): I've actually played this one and while I love the plot points and doom pool, I do wish the the mechanics had more I could bite into. Definitely an option.

If you guys have any other options I could check out that I haven't heard about, feel free to drop them on me. I'm willing to play anything except HERO 6th (personal reasons).

Thanks again.


I feel like the kicking puppy comment is a joke.


With the additional information, it sounds interesting. I was afraid of it undoing what I was hoping to run for my friends. This seems interesting and I can dig it. Not sure about a back-to-back Cheliax-fest, although I wonder if HV will go outside of Cheliax


I'm unsure how to feel about this. Without more information, I can't really decide. Although I would be disappointed if it undoes what happens in Hell's Rebels. Idk, I don't really like playing the bad guys. It really brings the worst out of players. I'll tentatively pay attention.


BigDTBone wrote:
Odraude wrote:
Uninhabited is one thing, but is that area still owned by a country?
No, both Sudan and Egypt specifically don't claim it.

Ah okay. Was curious.


Uninhabited is one thing, but is that area still owned by a country?


2 people marked this as a favorite.

Dyubuk in Occult Adventures eh? I see Paizo's been watching their horror movies. Loved the Unborn.


Well, the devil related stuff is probably because of Hell's Rebels AP coming out


As I note, I don't hate Varisia. But with only two APs and four modules a year, I want to see more of Golarion and beyond fleshed out in adventures.


Zaister wrote:
Once the new AP comes around, six other APs and three years will have passed since that product line last visited Varisia. I am absolutely OK with returning there (unless that means a Kaer Maga AP).

I'd honestly prefer APs to visit areas we haven't explored too much in each iteration. There are so many nations in the Inner Sea alone, let alone the rest of Golarion (and its Solar System), and we only get two APs a year. So I feel disappointed when we go back to a nation that we've already adventured in. I'd love to see more adventures in Andoran, Arcadia, Garund... see more unique nations and cultures you don't usually adventure in. So far I've enjoyed the last couple of APs, though Giantslayer hasn't quite captured my imagination yet. I just have this nagging feeling that Varisia is going to take the limelight again.


I have a feeling it's going to be Varisia again. Idk if I can handle another foray there, though it has admittedly been awhile.


To help steer the conversation a bit. I'm actually really happy to hear that southern Garund is getting a city Gazetteer . I've been pretty excited to see what is in store down there.


Cthulhudrew wrote:

Just in case it got missed by anyone just chiming in on the topic of what should/could/might be presented in the book as regards Arcadia, there was this little post at the top of the previous page:

Adam Daigle wrote:
Odraude wrote:
Seconded for a native Arcadian city. We have enough Inner Sea cities. We need a glimpse into the life of the Arcadians, not the colonists.
I happen to agree.

Assuming Adam is one of the developers of this book, then, I'd say that's a good indication of the direction they are choosing to go with Arcadia.

Yeah I know. I just wanted to explain why some of us want a legit Arcadia city a bit more than Alba's "no white people" comment, which certainly doesn't represent my views on the subject.


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Fourshadow wrote:

I think some of us may have forgotten where the Hispanic culture's real roots are?! That would be Spain and Portugal, which are in Europe... Without them, you have no Hispanic culture.

While I really liked Forgotten Realms, the whole Maztica story/culture did not interest me at all. I prefer the way native tribes have been done in Varisia (the Shoanti), Realm of the Mammoth Lords, Mwangi Expanse, etc.
I am looking forward to how this will turn out. Personally, I hope to have interaction with the Inner Sea, but that is not for me to decide. I am not one of the developers! Thanks for all your efforts, Paizo and others.

I didn't forget considering I am Hispanic, though you've forgotten the cultural roots for the taino and west African slaves that my people, Puerto Ricans, have. Both of which aren't in Europe. Furthermore, since it's a gaming world, there really isn't anyone stopping us from putting Hispanic culture in there without the slavery and rape and conquering. We aren't trying to recreate earth history, but making a high fantasy America. So we can chat a little. He'll I have an entire thread about that posted above.


Ed Reppert wrote:
Odraude wrote:
I want the first foray into Arcadia to be a fresh and unique one that finally give me and fans of Native American myths what we've been craving for for a while; a high fantasy Pre-Columbian American world.
To a large extent, I agree with this. It would be a great thing IMO to see a country on Golarion with similarities to the Atzec, Mayan, Incan, Toltec, or whatever Empires. Or the Iroquois Confederacy, or the Navajo, or the Anasazi. Or, as you say, the Cahokia or the Taino. Or the Caribs for whom the region is named. But I think we also have to keep in mind that Golarion is not Earth. Nor should it be.

While true, looking at the Inner Sea already shows that Golarion is very inspired by Earth's Europe and North Africa. And there's no denying it. The reason we don't really acknowledge it is to us, Europe is the default of fantasy setting. Castles, knights, kings and vikings, etc are all fine... but you throw a samurai or medicine man and suddenly, people lose their mind. They don't have to be exact duplicates of their Earth counterparts, like the Inner Sea, but they can have that inspiration while putting a high fantasy twist or one's own ideas.

And like was said earlier, since Golarion isn't Earth we aren't really beholden to having Avistan colonies in Arcadia ala New World.


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I think I can say it a bit better and way less racist than Alba.

My personal thought is that we have a great wealth of European-themed kingdoms and cultures in Golarion already. From Cheliax to Andoran to Taldor and Varisia and beyond, we are pretty well set with that style of gaming. And the same goes for most fantasy games out there. Dragon Age TTRPG, Lord of the Rings TTRPG, Dnd 5e.... all of them use similarly European inspired culture that we've pretty much come to expect from the standard fantasy fare. Even with some little twists here and there, it's still a bit old hat. Sure, we could add the colony aspect, but we'd still be detailing an English (or Spanish) inspired colony that also deals with the natives. It's really been done, even in Golarion (see Sargava).

What I want is a city of the natives. A city of people from Arcadia, inspired by the Pre-Columbian peoples that Arcadia takes its inspiration from, with the old Golarion twist. There are many reasons I really want this. One, it's something that isn't explored in other RPGs. There's Maztica and... that's really the only big name one I can find. And even that was removed from Forgotten Realms during 4e DnD. This would be breaking some rarely tread ground and bring on a glimpse of a setting that'd be unique and fresh. Something great to bring players and GMs alike into the cornucopia of cultural idiosyncrasies, traditions, and folklore that are from my and many other people of the Americas. Seeing a city inspired by the Aztec or Cahokia or the Taino tribes of the Caribbean mixed with magic and fantasy would be a dream come true for me. Hell, I even have a topic about it here if you desire.

Most importantly, though, going to detail with a single Native city would help to open up the ability to play Arcadians in PFS play and show GMs you can play all types of characters, both in official games and home games. I've been to plenty a game where I could not play my own ethnicity or any non-European (or hell, any non-Anglo-Saxon in some cases) because according to GM's, my people don't fit in their world. I've received the same reaction that people get when wanting to play a troll or drow with wings. It's an ugly reaction that I've unfortunately had to deal with. And the response is always the same. "There aren't Hispanic people in this setting because it's a European setting." Frankly, it sucks. But seeing this book out with a legitimate native city would help open things up for people. Maybe not myself, since I'm an adult and am too busy being all cynical and post-ironic ;)..., but for kids that were like me and always told that they can't play African characters or Hispanic characters. This gives them that opportunity to see that in action and see a world where they can feel like they fit in in this hobby.

Now, I'm not actually against any Avistani colonies in Arcadia. In my own Caribbean-inspired setting, I have some islands that are inspired by the Spanish, Dutch, French, and British colonies of the Age of Sail period. Of course, I understand the baggage that having that entails and some people really don't want to deal with that. Few people wants to play Jim Crow the RPG, or White Guilt: The Masquerade (I've met one that would though...yeesh). That said, I want the first foray into Arcadia to be a fresh and unique one that finally give me and fans of Native American myths what we've been craving for for a while; a high fantasy Pre-Columbian American world.


Berselius wrote:
Quote:
I think this has frost giants in it. I like frost giants.
Me too, I wish we'd get stats for a female frost giant jarl who is a powerful arctic druid with the arctic terrain domain. Enter SHE WHO MUST BE OBEYED! ;) :D

Well, if you insist... ;)


You're probably right. It's sad but I feel like as a hobby, we've regressed in being creative with different genres. Back I'm the eighties and nineties you had all kinds of game from post apocalyptic to space opera. Nowadays it seems like people just want the next Tolkien clone.

To be fair though, I only notice it when I'm on the Paizo or rpg.net forums. When I visit other forms like the fate or savage worlds forums, you see a wider audience more willing to try new things.


Set wrote:
Simeon wrote:
What could be cool is a group of Arcadians who worship Tezcatlipoca and the leaders are the Weretiger-Kin skinwalkers. Or maybe an Azlanti outpost that was founded in Arcadia and surived the Earthfall.

Tezcatlipoca 'the Smoking Mirror' (which makes me think of volcanoes and obsidian) is a really interesting god, much more so, IMO, than Quetzalcoutl, who got his own monster in the Bestiary.

I'm my setting, I actually have him as his God of magic and wealth aspect. To

So nobles and naguals revere him or at lis least give tribute to the God. I even have a civilization in the harsh desert that disdain Quetzalcoatl because the sun plays a negative role in their society.


For those that have missed it

Arcadian city detailed here


1 person marked this as a favorite.
James Jacobs wrote:
Dragon78 wrote:
Will there be maps for the region around each town/city or just the town/city itself?
No maps of the regions, but maps of the cities yes. And if I can get my act together... a more accurate map of the planet...

Seeing that I'm the guy that started the Arcadia thread two years ago, I'm very excited for this glimpse into non Inner Sea areas. I've always been sad that we rarely see RPGs delve into non-Anglo settings and it hurts even more when I cannot play my own ethnicity because I don't exist in most settings. I'm glad to finally get a taste of Arcadia before we get a lot more in the future.

I really should update my Arcadia thread now...


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Seconded for a native Arcadian city. We have enough Inner Sea cities. We need a glimpse into the life of the Arcadians, not the colonists.


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FINALLY! ARCADIA! WOOT!


Doing a bump as I'm still curious about varying the difficulty of blackjack.


Definitely want to reiterate, how would we do harder locks with the blackjack method? Lower target number? Maybe multiple checks? I'm curious how to represent more difficult locks.


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Kick them both out and let me and my girlfriend join you. We have no baggage and I can make delicious foods for you :)


Claxon wrote:
Puna'chong wrote:

It takes longer to shuffle the deck than to play a game of Blackjack. Like Odraude said, any role-playing challenge will usually feature one, maybe two characters, and often will take a few minutes at least. The snark of "do you make your players play lawn darts?" is also pretty insulting. You're in the homebrew section. And you know, if I worked with my players and we decided to make a game that combined lawn darts and rolling for ranged weapon attacks, that's well within our rights.

I'm not making anyone do anything. I asked my players if they'd want to try out a system I made, they said "Sure!" enthusiastically, because I've made things like this in the past that have turned out to be fun additions. We played it, they enjoyed it, and we're keeping it. Being the member of the Paizo community that I am, I decided to share it in case someone (like Odraude) would want to use the system or could glean inspiration from it.

Thanks for checking in though.

You're perception of insult and snark is not what I intended. I made those statements to illustrate a point. The point that you are removing the point of character investment (or at least heavily trivializing it). I'm not telling you to not make up house rules to make the game more fun, but I was telling you my opinion of your game, which was that I would hate it because my character investment means next to nothing.

Now, if you wanted to modify your system....

I would suggest that for every 5 of the skill modifier you give the player an additional hand to play against the dealer hand, and requiring only one hand to beat or meet the dealer hand to succeed. This makes skill investment more meaningful. I would also add that for every 5 in the skill you can add or remove 1 point to any hand. Such that, at a 20 you could add or remove 4 to any hand you have.

I like the idea of adding a benefit at "X amount of ranks" though I think having the extra hands would begin to slow down the mini game a bit. Also I think five might be too long of a wait for setting the investment pay off. Three or four seems like a good fit. Hell I'd even go with every two levels, you get a boon to your skill, if only because I like interesting mechanics to make skill challenges more fun. Increasing the range is the obvious go-to, since it is simple and requires little math. I could see the disabler gaining points based on Disable Device ranks that allow a redraw or add/subtract points to the total.

Only thing I do wonder is how one differentiates the DCs of the traps if you are using skill ranks instead of rolls with this method? Would harder traps and locks have lower values to match with blackjack?


Rynjin wrote:
Odraude wrote:
Ty Marston wrote:
Claxon wrote:

I understand wanting to make it more engaging...but as a player, if I'm investing ranks in disable device and I get up to a +20 and then you tell me that I can't disable a trap that is a DC 30 (take 10) because I'm unlucky with the cards...

I'm going to start calling b%$+&~$$.

The whole point of my investing skill points is to guarantee success. I know you want to make it more "fun", but as a player all it would do it piss me off if I don't get to instantly succeed when my skill is so high that I can't fail.

You don't make your players throw lawn darts to make ranged attacks do you?

You don't make them pull out foam weapons and attack you for melee attacks do you?

Players want their investments of skill points, BAB, etc to mean something. You're game eliminates the point of investing.

Agreed. Plus, if I'm not the player with disable device, I don't really want to sit back and watch someone else play card games every time there's a trap or lock.
Honestly the same argument is there for role-playing. If you don't have diplomacy or intimidate or bluff, you don't want to stand and watch the bard making nice with the npc. Besides, blackjack is a quick game. If it takes you over a minute to do it, then the problem isn't with the system.

Except even if you don't have social skills, you can still PARTICIPATE in social encounters, if not meaningfully influence them.

In my experience, I've rarely, if ever, have seen anyone try and use diplomacy skills without having the ranks in the skill.

Besides, this minigame wouldn't be hard to adopt an aiding aspect to. Multiple people could have their hand at this. An aiding roll could increase the range of the number the main disabler needs to be successful at it. There are definite ways to use this mini game and keep people engaged. And hell, there's still the tension of seeing that next card flip that would keep the group enthralled.


One thing to reward the ranks in disable device. How about instead of rolling, if they have X amount of ranks in disable device, it increases the range of cards automatically. Maybe every three or four ranks it increases the range? It would reward the investment in the skill.


Ty Marston wrote:
Claxon wrote:

I understand wanting to make it more engaging...but as a player, if I'm investing ranks in disable device and I get up to a +20 and then you tell me that I can't disable a trap that is a DC 30 (take 10) because I'm unlucky with the cards...

I'm going to start calling b%$+&~$$.

The whole point of my investing skill points is to guarantee success. I know you want to make it more "fun", but as a player all it would do it piss me off if I don't get to instantly succeed when my skill is so high that I can't fail.

You don't make your players throw lawn darts to make ranged attacks do you?

You don't make them pull out foam weapons and attack you for melee attacks do you?

Players want their investments of skill points, BAB, etc to mean something. You're game eliminates the point of investing.

Agreed. Plus, if I'm not the player with disable device, I don't really want to sit back and watch someone else play card games every time there's a trap or lock.

Honestly the same argument is there for role-playing. If you don't have diplomacy or intimate or bluff, you don't want to stand and watch the bard making nice with the npc. Besides, blackjack is a quick game. If it takes you over a minute to do it, then the problem isn't with the system.


This is.... a really good idea. I may have to use this, especially for hacking. I'm going to be running a hacking science fiction game so this would make hacking more engaging. Hell, I could see this with a lot of "tinkering" skill checks.

How would you handle lockpicking during combat rounds? A limit to cards drawn per round perhaps?


http://www.techtimes.com/articles/49360/20150428/nasa-may-have-accidentally -discovered-faster-than-light-travel.htm

So this came on my feed today.


kestral287 wrote:
Odraude wrote:
That's fair. Makes sense. What about sensors to scan nearby systems and objects? I'm planning on running a hexcrawl in space so I'm wondering how to explain scanners to find new worlds from afar (maybe a light year or two away).

We do that now.

We're not very good at it yet, mind, but if 21st century Earth tech can find planets much further than a light year away (incidentally? A light year is really, really close by), then I'm sure that Awesome Future Tech has some good telescopes or telescope-like devices.

Now, any information they have? Is a year old, if FTL communications aren't a thing. You can have a lot of fun with that one.

Yeah that's fair. The way I see it, for the hexmap, the players will know what is in each hex already, but only the generalities. For them to find cool and updated stuff, they'd have to enter the star system.


That's fair. Makes sense. What about sensors to scan nearby systems and objects? I'm planning on running a hexcrawl in space so I'm wondering how to explain scanners to find new worlds from afar (maybe a light year or two away).


What would consider to be a good techno babble reason to have ftl drives without the ftl communication?


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Prince with a Thousand Enemies wrote:
Odraude wrote:
If the OP is insterested, here's my Arcadia thread here for some good ideas for Arcadia. This includes a lot of commentary from the devs about some of the things they are keeping in mind. I also have my own setting that takes place in a Caribbean-inspired Renaissance fantasy world, flavored by the Taino and Carib tribes, the European colonies, and modern-day Latin and Caribbean cultures. I designed it specifically so that everyone could play any human ethnicity they desired, especially Hispanic and Native Americans. I've been on hiatus on it for a couple of months due to work and school, but I'm available for ideas and talking if you're down.

I just started reading your Arcadia thread and find it very interesting (e.g., your link to the story about Abubakari II of the Mali Empire of West Africa). On Earth I have heard the Olmec heads interpreted popularly as evidence for a prehistoric African presence in what became México, and on Golarion it seems like the Shory would be a likely candidate for another intercultural encounter (after Azlant and before Cheliax / Andoran / Taldor).

I'll post more here or there as I work my way through the thread.

Also, I'm interested in your own setting Odraude. Please do tell us more here, or link to wherever you've already shared it.

Once things quiet down on my end. Work + School leave little time to really do much outside of those two.


Alright I think with a lot of the information, I feel set on how I want to use FTL travel. I certainly don't want to make it instantaneous, since I want there to be a focus on exploration. Thanks again for the information and especially that website. It really has opened up my eyes to the implications of FTL. I'll probably go for the Alcubierre Drive, with some natural wormholes that the players can discover. I'll figure out the other complications (like gravity wells) but thanks again.


Given my love of generic systems, I really want to see Pathfinder expanded to more than just fantasy. With the technology guide and Iron Gods, I think it's set the stage for the possibility of a space Pathfinder one day.


Aelryinth wrote:
LazarX wrote:
Aelryinth wrote:

Meh. If you can handle tachyons and gravity, you can handle FTL communication.

Nobody knows how fast gravity is.

You don't speak of gravity as being "fast". Gravity is the bending of spacetime around mass.

mmm. I'm referring to something like this: If earth suddenly pops out of existence, and you're a light year away, how long before you could tell it wasn't there by observing the change in gravity?

That's the speed of gravity. If it's instantly possible to tell, then we have a speed of gravity. If it's not...time to measure!

The CRystal Singer is a story built around a single SF item - the ansiple (a McGuffin name for any device allowing instantaneous communication across vast distances). McAffrey is going more into psionics then magic for the attunement process (who knew perfect pitch could be so valuable?), but this 'impossible' thing is what keeps space viable in that story. The ansiple in this story are the crystals the singers cut.

I'm aware of the dangers of energy build up from relativistic speeds and stuff. But a Bergenholm drive harvesting vibrational speed gets around that since inertia is not a factor. You also put in a limiting factor, so the vibrational force is less and less as it enters other energy fields.
Note that there is no acceleration buildup of energy in this method, because your atoms are already vibrating at massive speed...you're just aiming it in one direction. So, you're shifting the direction, not the speed, and there's no energy accumulated that isn't already there. So, instantaneous redirection of velocity is actually possible!...you just can't do it when you're close to big things very easily.

As for power requirements, it's harvesting the vibrational speed of atoms, and simply aligning their natural velocities, so there's no need for extra energy input. It's tapping the energy that makes up what a person IS, i.e. the dance of electrons.

ON the website listed above (seriously, check it out, it's...

I think I missed the website you linked. Can yuo link it again please?


I actually don't quite know the science behind FTL drives wrecking planets. So I'm curious. What makes an inertialess drive so good at planet cracking? Also, why can't one use FTL near a planet? I've seen that used as a limitation before but never actually understood why.

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