The Drift... new info!


General Discussion

51 to 100 of 131 << first < prev | 1 | 2 | 3 | next > last >>

3 people marked this as a favorite.

Question: when a piece of Limbo is torn away, are the Proteans angry that a piece of is gone or are they happy that it's going someplace new?


Starfinder Charter Superscriber
Luthorne wrote:
Magicdealer wrote:
Except that you're guaranteed to at LEAST tear up a bit of the universe every time you start it up.

But the universe is tearing itself up constantly, so why is this additional tearing - presumably quite minor in comparison to the constant devouring by the Maestrom - worth worrying about? Can we prove it's actually doing any harm, that it's tipping the balance? That would require experimentation. I mean, it might be, but they've had the tech this long, and the planes haven't unraveled...so I'm betting a lot of people just accept it.

Edited.

Not having known that bit of setting lore, I wasn't really fond of the whole Drift concept, but that really makes it sit much better in my mind.

Thanks.


Shadrayl of the Mountain wrote:
Luthorne wrote:
Magicdealer wrote:
Except that you're guaranteed to at LEAST tear up a bit of the universe every time you start it up.

But the universe is tearing itself up constantly, so why is this additional tearing - presumably quite minor in comparison to the constant devouring by the Maestrom - worth worrying about? Can we prove it's actually doing any harm, that it's tipping the balance? That would require experimentation. I mean, it might be, but they've had the tech this long, and the planes haven't unraveled...so I'm betting a lot of people just accept it.

Edited.

Not having known that bit of setting lore, I wasn't really fond of the whole Drift concept, but that really makes it sit much better in my mind.

Thanks.

So by my best understanding of pathfinder's planar workings, while a plane may be theoretically infinite, the materials within those planes should still be finite. The land around a castle in hell may be able to fit an infinite number of castles, but the first castle and it's occupants are still unique. Consequently, the specific constructions and organisms within a plane can be diminished by being removed (i.e. being sucked into a different plane). So having part of your plane sucked up would probably still be pretty annoying to a god, and downright enraging to the beings involved. I think that's how it works.


Starfinder Charter Superscriber

I noticed that, while the chance of encounters was mentioned, it was not very detailed, so I'm at least going to use the idea that large chunks coming off is more the exception than the rule in my campaigns.


The point may be to feed the drift so that it grows. Maybe at this time the drift isn't big enough to reach another galaxy, but as it absorbs material from other planes it expands. Triune's objective may be to reach another galaxy.

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
John Napier 698 wrote:
TL probably means Tech Level, which is an abstract representation of the ship's technical sophistication. The modifiers are likely bonuses provided by the software the vessel's computer is running. DT and CT, I don't know. Turn 0 means that the ship can turn in the same hex, turn 1 means that the ship must travel one hex before the turn is completed. Think of the Starfighters from Babylon 5. Hope this helps.

TL stands for Target Lock, as mentioned a few posts before you. It was in the GAMA demo apparantly (I must have missed that part, as I was watching that video while playing Star Trek Online).


So... Triune gifted all races Drift technology?

Why are the beacons centralized around the Pact Worlds?

Do other races have other FTL?


I hope there's still a way to worship Brigh, Casandalee and Epoch individually. I'm also looking forward to see previews for the actual deities of Starfinder.


Ventnor wrote:
Magicdealer wrote:
Except that you're guaranteed to at LEAST tear up a bit of the universe every time you start it up.

That's why there are several mystics near drift beacons whose full-time job is to repair the frayed threads of space and time caused by interstellar traffic.

Or at least, I imagine there could be.

That's an interesting concept, but I think that deities would be fighting over those frays. On one hand maybe the expansion of the drift is on purpose to gain a larger plane/ worshippers, where I can see other deities wanting to keep their "space" intact, perhaps they won't care for awhile until they see how much the drift has grown and their planes shrunk.


8 people marked this as a favorite.
Ventnor wrote:
Question: when a piece of Limbo is torn away, are the Proteans angry that a piece of is gone or are they happy that it's going someplace new?

Yes.


I'm wondering if there are Outsiders who are working to use pieces of the Drift to expand their own planes.


1 person marked this as a favorite.

I like the ship art from that article, weird for a first thought considering how much new information was dumped but visual things stand out :)

I hope Tier is something more than just a new way of saying CR. but a general look at the stats and tier makes me think it would be the same as CR 1/3.

Really curious about the Shields and damage, was that covered in the demo? will 3 shields soak 3 damage from each hit, negate 3 points of damage before being depleted or just negate 3 hits before going down? Why list total shields if they are used individually on their arcs, can you double forward your deflectors? Interesting that the Gyrolaser only deals 1D8, do you think gunners can add a static modifier to that?

I would guess DT and CT are some kind of defensive scale since they are on the HP line. I first thought they were about thrust but all the movement stuff looks to be up on the speed line. Maybe they are damage thresholds and critical thresholds? Being such a small ship it is subject to critical hits once it has taken 4 points of damage but it also doesnt have a "damaged" state, it would just go straight to being slag whereas larger ships might become "damaged" once they are down to 50 or 25 percent of their HP and suffer a debuff of some kind?

Also, what are Mk2 Armor and Mk1 Defenses about? Can you upgrade those to boost the AC and TL on a hull perhaps?


Hypothosis: Angle Shields an Engineer starship combat action. Alows shield points to be moved to cover different arcs.

I'm resonably confident that tier is the starship equivelent of challenge rating, after all they need to call it something different as I suspect that a starship would be rather more challenging for a half orc with a broadsword.

Scarab Sages

The Gold Sovereign wrote:
I hope there's still a way to worship Brigh, Casandalee and Epoch individually. I'm also looking forward to see previews for the actual deities of Starfinder.

I'm sure you can worship them as aspects of Triune


Curious to see that Triune's make up includes some entities with very different backgrounds...


Starfinder Charter Superscriber
Torbyne wrote:

I like the ship art from that article, weird for a first thought considering how much new information was dumped but visual things stand out :)

I hope Tier is something more than just a new way of saying CR. but a general look at the stats and tier makes me think it would be the same as CR 1/3.

Really curious about the Shields and damage, was that covered in the demo? will 3 shields soak 3 damage from each hit, negate 3 points of damage before being depleted or just negate 3 hits before going down? Why list total shields if they are used individually on their arcs, can you double forward your deflectors? Interesting that the Gyrolaser only deals 1D8, do you think gunners can add a static modifier to that?

I would guess DT and CT are some kind of defensive scale since they are on the HP line. I first thought they were about thrust but all the movement stuff looks to be up on the speed line. Maybe they are damage thresholds and critical thresholds? Being such a small ship it is subject to critical hits once it has taken 4 points of damage but it also doesnt have a "damaged" state, it would just go straight to being slag whereas larger ships might become "damaged" once they are down to 50 or 25 percent of their HP and suffer a debuff of some kind?

Also, what are Mk2 Armor and Mk1 Defenses about? Can you upgrade those to boost the AC and TL on a hull perhaps?

In the GAMA demo, shields were like temporary HP for that arc - once you take that much damage, they're gone. But the engineer could take action to restore shield points.

CT is critical threshold, like you say. I assume that you're probably right on DT being damage threshold, but we don't have any details yet.

Edit: Also, based on the demo, the damage of the weapons is all you will deal for damage.

Paizo Employee Chief Technical Officer

5 people marked this as a favorite.
Magicdealer wrote:

I dunno... It just seems kind of evil to, you know, use an engine that slices up existence... Like, that next shred might be part of someone's liver, or a unique piece of art, or part of an engine that's keeping a star from exploding.

It's like driving a car that fires a bullet in a random direction every time you get on the highway.

But that's all SEP: Somebody Else's Problem.

Spoiler:
At least, until it isn't...


Damanta wrote:
John Napier 698 wrote:
TL probably means Tech Level, which is an abstract representation of the ship's technical sophistication. The modifiers are likely bonuses provided by the software the vessel's computer is running. DT and CT, I don't know. Turn 0 means that the ship can turn in the same hex, turn 1 means that the ship must travel one hex before the turn is completed. Think of the Starfighters from Babylon 5. Hope this helps.
TL stands for Target Lock, as mentioned a few posts before you. It was in the GAMA demo apparantly (I must have missed that part, as I was watching that video while playing Star Trek Online).

It stands for a lot of things, if they wanted to make their meaning clear, they should have used more than two letters! For us people used to playing Traveller, TL stands for tech level.


1 person marked this as a favorite.
Tom Kalbfus wrote:
Damanta wrote:
John Napier 698 wrote:
TL probably means Tech Level, which is an abstract representation of the ship's technical sophistication. The modifiers are likely bonuses provided by the software the vessel's computer is running. DT and CT, I don't know. Turn 0 means that the ship can turn in the same hex, turn 1 means that the ship must travel one hex before the turn is completed. Think of the Starfighters from Babylon 5. Hope this helps.
TL stands for Target Lock, as mentioned a few posts before you. It was in the GAMA demo apparantly (I must have missed that part, as I was watching that video while playing Star Trek Online).
It stands for a lot of things, if they wanted to make their meaning clear, they should have used more than two letters! For us people used to playing Traveller, TL stands for tech level.

Granted TL has different meanings in different media in the same genre but there are context clues in the stat block as to what things mean; all things are grouped by similar type.

Classification (and in thise stat block the TIER seems to stand in for Tech Level as a rough representation of how capable the ship is)
IDARAN VOIDRUNNER TIER 1/3
Tiny racer

Movement information
Speed 12; Maneuverability perfect (turn 0)

Defensive information
AC 15; TL 14
HP 20; DT—; CT 4
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)

Offensive information
Attack (Forward) gyrolaser (1d8)

Equipment
Power Core Micron Heavy (70 PCU); Drift Engine none;
Systems basic computer, basic mid-range sensors, mk 2 armor, mk 1 defenses; Expansion Bays none

Modifiers +2 Computers, +1 Piloting; Complement 1

CREW
Pilot Computers +7 (1 rank), gunnery +5, Piloting +11 (1 rank)

It seems reasonable that when viewed in the book it is being printed in that all abbreviations will be spelled out and in context before you come across the shorthand versions seen in the write ups. Doing things like this seems to be kind of common in previews and not just Paizo ones.


Pathfinder Starfinder Roleplaying Game Subscriber

TL being Target Lock would make sense in the defensive block if it's the DC for acquiring a lock on it. (Duh on me if this was obvious to everyone else...)

Critical Threshold does make sense and was indeed in the playtest video, as was shield function. DT I don't recall, but Damage Threshold also makes sense. It could represent the hull strength of larger vessels, sort of like a DR rating. But then what good is "mk 2 armor" if it provides none?

I also wonder if the "Modifiers" are the ship's innate skill ratings, perhaps for an auto-pilot or some such.

For the "CREW" stats, could that mean that the pilot gets a +7 to computers if they have at least one rank in it already, and +11 to Piloting if they have one rank in it? That makes sense to me given the maneuverability rating and the ship's write-up. And the Pilot gets +5 to their gunnery skill with no prereq's...


I wonder why you need something like that? If you have a targeting computer, shouldn't that just give you a bonus to hit, just like a magic sword with a bonus? I would think the ability to get a target lock would depend on the size of the object your targeting, the distance to the target, and the maneuverability of the target. How does that stack with your basic attack bonus? Is gunnery like a weapon you use, say one of you character's attacks is gunnery, so he uses the ships guns like a weapon, the ship provides a bonus added to your gunnery attack bonus that your character has, you roll the 20 sided dice to see if it equals your opponent ship's AC to achieve a hit. I don't know what a target lock does. One does not need a target lock with one fires a crossbow.

Liberty's Edge

Tom Kalbfus wrote:
I would think the ability to get a target lock would depend on the size of the object your targeting, the distance to the target, and the maneuverability of the target.

Plus a few other things, like the ECCM you have installed and cool "stealth material" sensor-deflecting panels you put on your ship last week. All of which except "distance to target" are inherent to the ship and theoretically could be part of what makes up your TL stat.

Tom Kalbfus wrote:
How does that stack with your basic attack bonus? Is gunnery like a weapon you use, say one of you character's attacks is gunnery, so he uses the ships guns like a weapon, the ship provides a bonus added to your gunnery attack bonus that your character has, you roll the 20 sided dice to see if it equals your opponent ship's AC to achieve a hit. I don't know what a target lock does. One does not need a target lock with one fires a crossbow.

TL might not have anything to do with your BAB - after all, the issue with getting a lock is not aiming but getting sufficient resolution with your sensors. It might be that it's a skill check by whoever is running the sensor array rather than an attack roll by the gunner.


Tom Kalbfus wrote:
I wonder why you need something like that? If you have a targeting computer, shouldn't that just give you a bonus to hit, just like a magic sword with a bonus? I would think the ability to get a target lock would depend on the size of the object your targeting, the distance to the target, and the maneuverability of the target. How does that stack with your basic attack bonus? Is gunnery like a weapon you use, say one of you character's attacks is gunnery, so he uses the ships guns like a weapon, the ship provides a bonus added to your gunnery attack bonus that your character has, you roll the 20 sided dice to see if it equals your opponent ship's AC to achieve a hit. I don't know what a target lock does. One does not need a target lock with one fires a crossbow.

It's a defensive stat, not an offensive one. That's why it is listed next to armour class. Basically it's a flavour name for Missile AC.

It may be calculated based on the ships "mk 1 defenses" which is why it is lower than AC (mk 2 armour).


GeekDad wrote:

CREW

Pilot Computers +7 (1 rank), gunnery +5, Piloting +11 (1 rank)

All this means is the pilot has a Computers Skill modifier of +7 with 1 Rank, a +5 to hit with the ship's weapons, and a Piloting Skill modifier of +11 with 1 rank. Just like the Star Wars Saga Edition write ups for vehicles. The only difference is in Saga, there were no skill ranks; you were trained or you weren't. They probably have a list of maneuvers pilots can do that includes advanced maneuvers that require a certain number of skill ranks in the Piloting Skill.

From the GTM demo, it seems like your normal weapons go after the ship's AC, and I think they said the Target Lock was for shooting Missiles.

Finally, as for a targeting computer, the ship from the GTM demo had a "floating" +3 bonus that could go anywhere; so you could use your ship's AI to help you shoot. You could also use it to help you pilot, or even repair damage. I wouldn't be surprised to see different ships that have different bonuses, though. Seems like this ship has static bonuses to Computers (+2), and Piloting (+1); unless the Complement 1 means you can only use one bonus per round, but Complement normally means how many people can fit on a ship, and starfighters usually only seat 1 person.


Starfinder Charter Superscriber

The demo TL is definitely target lock, as I mentioned before. It's the defense you use against misses and torpedoes, etc. Also, it makes sense, as the two AC model is also seen in the character combat.


1 person marked this as a favorite.

DT might be something like Pathfinder DR, considering where it is.


Starfinder Charter Superscriber
avr wrote:
DT might be something like Pathfinder DR, considering where it is.

Could be. It would make sense of this ship not having it, since it's so small. I personally think that the guesses of Damage Threshold are right, but we just don't have enough info to really know, currently.

Unrelated thought: Does anyone else think that it looks like ships will be kind of ridiculously fast? They mention that Drift drives really aren't much faster than traditional thrusters within a system. And you can go from planet to planet in 1d6 days with Drift... so, that's something like 10s of millions of km per hour! (Assuming a similar size to our Solar System)

Liberty's Edge

I see Target Lock (TL) as similar to Touch AC

Damage Threshold (DT) as DR (thicker hulls just absorb small hits)

Critical Threshold (CT) might indicate a hit strong enough to damage critical systems of the ship, with lots of fun consequences until the systems can be repaired

mk 1 and mk 2 are likely mark 1 and mark 2. Armor goes to AC and Defenses go to TL : things like automatic countermeasures to evade a guided missile

Modifiers likely affect the mentioned skills. Complement would be how many people can be on the starship in addition to the pilot.

CREW would be the stats for the current crew on the starship. The number of ranks might play a role in the rules, for example for opposed rolls (like the DEX modifier does for Initiative in PFRPG)

PCU are what is missing in the description of a starship : its autonomy, ie how much it can fly on its energy reserves. It fits nicely with its location next to the drift engine


One thing Starfinder should have which Pathfinder doesn't is missiles that don't "instantaneously" travel to their targets. So I figure if you have a starship with missiles and you want to fire a missile at an enemy ship, you roll for target lock. Once target lock is achieved, the missile starts homing in on the enemy ship. The Enemy ship meanwhile sees the missile coming, they have time to do something about it, so one thing they can attempt to do is shoot it and destroy it before it gets to them, the second thing they can do is by maneuvering attempt to break the missile's target lock. Now in Pathfinder, this doesn't happen, if someone fires an arrow at you, it either hits or missiles, the target doesn't get a chance to react to the incoming arrow, he can react to the man pulling back on the bow string and getting ready to fire, but once the arrow is let loose, there is no time to react to it or evade it. With missiles in space, you can!


Tom Kalbfus wrote:
One thing Starfinder should have which Pathfinder doesn't is missiles that don't "instantaneously" travel to their targets. So I figure if you have a starship with missiles and you want to fire a missile at an enemy ship, you roll for target lock. Once target lock is achieved, the missile starts homing in on the enemy ship. The Enemy ship meanwhile sees the missile coming, they have time to do something about it, so one thing they can attempt to do is shoot it and destroy it before it gets to them, the second thing they can do is by maneuvering attempt to break the missile's target lock. Now in Pathfinder, this doesn't happen, if someone fires an arrow at you, it either hits or missiles, the target doesn't get a chance to react to the incoming arrow, he can react to the man pulling back on the bow string and getting ready to fire, but once the arrow is let loose, there is no time to react to it or evade it. With missiles in space, you can!

Again, depends on the missiles. For example, torpedoes in Star Trek travel at FTL speeds, so some scanners might give the detection signal after the impact has occurred.


Star Trek has FTL sensors and has used them many times. Usually they can see an incoming photon torpedo and have time to do something about it, namely fire phasers, or attempt to outrun or evade it.


Starfinder Charter Superscriber

In the demo, they got to fire a point-defense weapon against an incoming torpedo. Seems a good enough simulation to me.


Depends on what scale they are using fir the hex grid.


1 person marked this as a favorite.

Drifting rips off pieces of planes into the drift. Some of those pieces might start to grow...

Yeah, the qlippoth might be mad at first, but when they discover what chunks of the abyss do when cut off from a stream of souls, they might change their minds. My games will definitely feature qlippoth "gardeners" as a standard drift encounter.


All ships in Starfinder that can enter Drift Space have FTL sensors, since there is fighting in Drift space and pieces of planes of existence are in Drift Space. There is no going faster than the speed of light outside of Drift Space, FTL sensors are the same as STL sensors that are used in Drift Space. This leads to another interesting question. What about FTL communications?


What makes you think you travel faster than light in the Drift? Unless there is something I have missed the Drift is a kind of hyperspace. Which means it is a kind of short cut - connecting places by a shorter distances than in real space, not allowing faster travel.

Anyway, the speed of light could be completly different in the Drift. It could be different in Starfinder realspace for that matter.

Liberty's Edge

Tom Kalbfus wrote:
All ships in Starfinder that can enter Drift Space have FTL sensors, since there is fighting in Drift space and pieces of planes of existence are in Drift Space. There is no going faster than the speed of light outside of Drift Space, FTL sensors are the same as STL sensors that are used in Drift Space. This leads to another interesting question. What about FTL communications?

I think FTL travel with no FTL comms is a great adventure seed generator. Suddenly you need the pony Express to deliver messages, and colony worlds can get cut off from the larger culture pretty easily.


Yeah, i was thinking of the drift like the plane of shadow, distance on it is only loosely associated with correlating points on the Material Plane so its not so much as traveling faster than light, just traveling on a shorter path than light. Sort of like a wormhole but you still have to take some time to get through the hole rather than instantly popping out the other side. That being said, i could see FTL sensors just being devices that have a scrying effect on the Drift plane. Keep in mind that the Drift is not the only method of FTL in the setting, early on we identified a few species capable of natural FTL and at least two former star empires that seemed capable of FTL. There is (or was) a world sized ship in the Golarion system as well which may or may not be capable of FTL by its own means. So there might be a lot of limits to what kind of things FTL sensors can detect. It might be better to just use some kind of Clairvoyance system to detect inbound FTL things instead of actively sweeping for them.

Grand Lodge

Pathfinder Roleplaying Game Superscriber

I see it as similar to Minecraft... if you pass through a nether gate and travel through the nether for awhile, every nether block you pass equals eight blocks in the regular Minecraft world. So your speed relative to the nether is no different than normal, but relative to the Primecraft Material Plane(tm) you are traveling eight-times speed.

A drift engine allows you to open that gate...


There is the Elemental Plane of Time, which few know about.


How did the kasatha reach Golarion's system without Drift tech? Or did Triune also contact kasath because of Casandalee's memories of the kasatha once inhabiting Golarion?


It the Tome of Horrors is listed the Time Elemental Among the abilities of the Time Elemental is the ability to cast Time Jaunt, "This ability transports the time elemental and up to four other creatures within a 30-foot radius. Unwilling creatures can attempt a Will save (DC 19 for common, DC 24 for noble, or DC 26 for royal) to avoid being carried away. This ability is otherwise similar to a spell of the same name." Besides being able to transport creatures in time, they can also teleport without error through the Elemental Plane of Time, and there is a spell of the same name available to Chronomancers. Chronomancers could be around in the Starfinder setting as could Time Elementals.

In the core rulebook for Pathfinder is a magic item, the Elemental gem, there are four varieties, one for each elemental plane, but what if there was a fifth variety, this one summons a Time Elemental as per spell Summon nature's ally Caster level is 11, so the Time Elemental is summoned for 11 rounds, and is under the command of the one who crushed the Gem for that amount of time. It could be commanded to cast Time Jaunt on something of 30-foot radius to take it anywhere in the Galaxy or beyond at any time, barring the Gap of course.


Tom Kalbfus wrote:

It the Tome of Horrors is listed the Time Elemental Among the abilities of the Time Elemental is the ability to cast Time Jaunt, "This ability transports the time elemental and up to four other creatures within a 30-foot radius. Unwilling creatures can attempt a Will save (DC 19 for common, DC 24 for noble, or DC 26 for royal) to avoid being carried away. This ability is otherwise similar to a spell of the same name." Besides being able to transport creatures in time, they can also teleport without error through the Elemental Plane of Time, and there is a spell of the same name available to Chronomancers. Chronomancers could be around in the Starfinder setting as could Time Elementals.

In the core rulebook for Pathfinder is a magic item, the Elemental gem, there are four varieties, one for each elemental plane, but what if there was a fifth variety, this one summons a Time Elemental as per spell Summon nature's ally Caster level is 11, so the Time Elemental is summoned for 11 rounds, and is under the command of the one who crushed the Gem for that amount of time. It could be commanded to cast Time Jaunt on something of 30-foot radius to take it anywhere in the Galaxy or beyond at any time, barring the Gap of course.

TOH is 3rd party so Time Elementals are not a thing in Pathfinder lore.


Pathfinder Starfinder Roleplaying Game Subscriber
IonutRO wrote:
TOH is 3rd party so Time Elementals are not a thing in Pathfinder lore.

Actually, time elements are a thing in Pathfinder lore; they're mentioned in Occult Adventures here:

Occult Adventures wrote:
Such meddling with the affairs of time risks drawing the ire of the Lords of Karma, unleashing retributive time elementals or inevitables, or attracting the bloodthirsty otherworldly predators known as the hounds of Tindalos.

Of course, there's certainly nothing saying that Paizo's time elementals have the same powers as the ones from Tome of Horrors.


IonutRO wrote:
How did the kasatha reach Golarion's system without Drift tech? Or did Triune also contact kasath because of Casandalee's memories of the kasatha once inhabiting Golarion?

Triune's presence must have been detected at multiple places all at once, after all there are drift beacons at points scattered across the galaxy which bound all of those points as "near space" in the Drift. Also the Vesk seem to have independently discovered the Drift before they found the Pact Worlds system and used that to invade. So it is likely that the Kasatha also discovered Triune "organically" and could have had their own Drift drives. It is also possible that the Kasatha arrived on the scene by other means, after all we already know there are other methods of FTL in the setting not to mention high level magic that can teleport or gate around smaller groups. Lastly, the Kasatha seemed to be an Iron Age equivalent at a point ~30,000 years prior to the Pathfinder era, considering that Starfinder seems to be at least 1,000 years even further on from that, it is believable that the Kasatha could have developed their own technology based FTL mechanism before switching over to the much faster(?) Drift technology.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I thought I read somewhere that the Kasatha arrived in a slower than light generation ship that is still in orbit around Golarion's sun.


Luthorne wrote:
Actually, time elements are a thing in Pathfinder lore; they're mentioned in Occult Adventures here

Huh, cool.

David knott 242 wrote:

I thought I read somewhere that the Kasatha arrived in a slower than light generation ship that is still in orbit around Golarion's sun.

Wow, that must've taken many generations.


Didnt they originate in another Galaxy? Granted Kasatha, just like Humans, could have appeared on multiple "homeworlds" across the universe...


The Raven Black wrote:

Critical Threshold (CT) might indicate a hit strong enough to damage critical systems of the ship, with lots of fun consequences until the systems can be repaired

CT is used when damage is done to a ship. Every time you reach a multiple of the "Critical Threshold", you score a critical effect on the ship. In the GTM demo video, they did 20 points of damage to a goblin raider's starboard side. 2 points took down the shields. 18 points of damage to the hull. CT of 4 = 4 critical effects.

Grand Lodge

Pathfinder Roleplaying Game Superscriber

There's IS a generation ship orbiting the sun... so that Kasayha thing may be true. They mentioned it when the solar system map was up during the banquet.

51 to 100 of 131 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Starfinder / Starfinder General Discussion / The Drift... new info! All Messageboards

Want to post a reply? Sign in.