GM Leinathan's "A Galaxy in Flux" (Inactive)

Game Master leinathan

When a human military plot to bioengineer psionic soldiers is revealed and the psychics are freed, forces across the galaxy are mobilized. The galaxy's political landscape is changed forever, and a small group of people, thrown together by chance, must navigate the new world.

Battlemap

Space Battle Map

Infiltrator Combat, round 3

1. Space Pirate Captain (11 NL)
2. Jin <--- You are up!
3. Cross <--- You are up!
4. Korvan
5. Space Pirates (#1 6 damage)
6. Maldor
7. MLE

Space Battle, round 2

1. Red Mining Shuttle (Zenvisk, glitched weapons)
2. Blue Mining Shuttle (Jin)
3. Pirate Frigate (Brown, glitched engines)
4. Argintum (Yellow) <--- You are up!
5. Green Mining Shuttle (Maldor, glitched life support, malfunctioning sensors, glitched engines) <--- You are up!
6. Pirate Truck (Gray)


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Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

Damn amaryst, that's dark.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

You're right about the EMP cannon. They are useless on ships with only one weapon mount. I'll give it a flak cannon instead - it seems a little more useful than the laser net, with slightly better damage dice. Plus I like the idea of the flak cannon more.

Thanks for the catch Jin.


Male NG Human Mystic (Healer) 2 | SP 12/12 HP 13/13 | RP 5/5 | EAC 12; KAC 13 | Fort +2; Ref +1; Will +7 | Init: +1 | Perc: +9, Sense Motive: +9 | [ooc]Spells: 1st-3/3; 2nd-0/0; 3rd-0/0; 4th-0/0; 5th-0/0; 6th-0/0[/ooc
Jin the Researcher wrote:
Damn amaryst, that's dark.

Bravo, Amaryst! You're character is spot on!! Keep her edgy ;-D


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

What's Cross' people-person paperwork name? Like the name he should probably be signing documents with?

Does it work like that, or does the guy at the DMV refer to him as Cross? Does his government ID say "Cross"?

For the rest of you - the temptation to be transparent with my plans for the upcoming adventure is strong, but I think it will become clear as Jin and Amaryst and Korvan and the psych-kids brainstorm a way to keep them safe. I can even fabricate a way to get Smyrna and Cross involved!

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

I bet his name is literally a capital "X" on paperwork :P


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Nice.

Hey, would a natural telepath know Emily (MLE - 1138) was 'scanning' her? Would the telepath be able to localize the source of the scan?

And how does the Lashunta telepathic communication work? Is it broadcast only, or can we eavesdrop on other people's thoughts, assuming they're in a shared language? And if the latter, could we detect such eavesdropping? Could we shield against it?

Would telepathic broadcasting be heard by everyone in range, or could it be restricted to just a subset of people in range?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Alright, that question:

Think of a "telepathy" ability like a phone call. If you do not have telepathy, you cannot initiate telepathic contact with a person that does not have telepathy. However, if somebody has initiated telepathic contact with you, you can speak back.

If you want to eavesdrop on thoughts (which are not specifically and purposefully communicated to you), you will have to cast detect thoughts or a similar spell - which lashuntas can do 1/day. All creatures know when they have to make a saving throw unless a spell indicates otherwise (for example, with Pathfinder's modify memory you can erase the memory of having a spell cast on them). If MLE were to cast detect thoughts on you, you would know, and I would think that as a lashunta you would know what it was.

However, MLE also has an ability she can use called "Empathy", which you cannot detect and cannot prevent.

As for "shielding against magic", well, that's the realm of character build. There are items and feats and things that give bonuses to saving throws against mind-affecting, for example. You could take Iron Will.

You could also take the Phrenic Dabbler archetype, which trades out your 4th-level bonus feat for an ability called Phrenic Defense which allows you to spend Resolve to re-roll failed saves against emotion, fear, pain and mind-affecting spells.

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

@Maldor a bit of a logic leap there don't ya think? Ya couldn't even see the guy.

Just saying ya might wanna delete that post and take things a little slower.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I have no stake in Jin's suggestion, but I would like to remind you to check out/remember our house-rules regarding health recovery. They can be found in the campaign info tab.


Male NG Human Mystic (Healer) 2 | SP 12/12 HP 13/13 | RP 5/5 | EAC 12; KAC 13 | Fort +2; Ref +1; Will +7 | Init: +1 | Perc: +9, Sense Motive: +9 | [ooc]Spells: 1st-3/3; 2nd-0/0; 3rd-0/0; 4th-0/0; 5th-0/0; 6th-0/0[/ooc

@Jin - Maldor heard you talking and heard that you couldn't anything more for Rollo. He walked into the room and saw what a mess the guy was. No logic flaw there. And since we're likely to have an eight hour rest before going further, I thought a bit of role-play would be warranted. Otherwise, how would he show off his skills?

@leinathan - I saw the house rules. I don't like them, but they're your rules. You've pretty much hamstringed Maldor's build. So why not burn it in role-playing?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

You don't like them? That's no good!

Here, let me explain, and then I can let you guys weigh in. I am not adverse to changing rules if they are not making people happy.

#1 - Difficulty recovering adds to grittiness, I think. Being low on Hit Points, especially past level 1 when your Health Pool increasingly outstrips your ability to recover health, adds decisionmaking: Are we healthy enough to make this encounter?

#2 - It adds an additional level of decision-making to entering even the first encounter of the day: will the wounds we receive from this fight be worth the result of the encounter?

#3 - It further differentiates Stamina and Hit points. If you can heal stamina in 10 minutes with 1 Resolve, but it takes 3 days to heal Health, they feel very different.

I am sorry to introduce houserules which make you feel less relevant. From my perspective, a magical healer is even more relevant in a world where healing Hit Points is harder.

Do you guys care to discuss?


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

OK. Great. I just wanted to be sure on the ground rules with our first big intraparty telepathic encounter coming up.

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)
Maldor Brock wrote:
@Jin - Maldor heard you talking and heard that you couldn't anything more for Rollo. He walked into the room and saw what a mess the guy was. No logic flaw there. And since we're likely to have an eight hour rest before going further, I thought a bit of role-play would be warranted. Otherwise, how would he show off his skills?

It was less the "there's an injured man i should heal him" and more the "a dude has bandages on, obviously he must have been a part of the attack on the institute" thing i was talking about, i mean, just because he was doesn't change the fact that you could have put yourself in real hot water there if he wasn't.


Male NG Human Mystic (Healer) 2 | SP 12/12 HP 13/13 | RP 5/5 | EAC 12; KAC 13 | Fort +2; Ref +1; Will +7 | Init: +1 | Perc: +9, Sense Motive: +9 | [ooc]Spells: 1st-3/3; 2nd-0/0; 3rd-0/0; 4th-0/0; 5th-0/0; 6th-0/0[/ooc
leinathan wrote:
"When you are subjected to magical healing or medical attention, you heal 1 hit point per dice of healing that you would otherwise have attained, plus half the normal bonuses. The mystic's cure ability heals 1 hit point per level of the mystic."

A Healer's sole job in the party is to keep others alive. His special abilities and spells are focused on healing. Your house rule basically nullifies his primary abilities. Here are specific examples:

Mystic Cure: 1d8+4 (5-12 HP) vs 3 HP healed. That's between 166% to 400% reduction.

Healing Channel: 2d8 (2-16 HP) vs 2 HP healed. This is always the worst possible case, and 800% less than best case.

Healing Touch: 5 HP vs 1 HP. 500% reduction.

I get you wanting to make us think, and I am willing to go along with the house rules because I absolutely LOVE this group and the creativeness of everyone!! But I'm not going to change the character and take more offensive, non-healing spells and skills just because he's practically worthless. I'll just role-play him as best I can =)


Male CG Kellid Human Barbarian (Savage Technologist) 7 / Gunslinger (Techslinger) 3 | HP: -14/98 | AC: 23/25 (21/23) Rage/22 (20) RA; 16/18 (14/16) Rage/14 RA Tch, 18 FF) | CMB: +13 (+15), CMD: 27 (31) | Fort +12, Reflex +10 (+12), Will +9 (+11) | Initiative: +5 | Perception: +16, Sense Motive: +14 | Speed 40ft | Active conditions: DEAD | Rage 17/24 | Grit 3/3 |

Perhaps there can be a middle ground found that satisfies the GM's desire for grittiness and Maldor's desire to not be hamstrung as a character concept.

I would propose that it heal 2-3 points per die and remain with the half bonus so for Mystic Cure, Mal would heal either 4 or 5 points. Healing Channel would heal 4 or 6.

As for the Healing Touch I would leave it as is, or if you feel the need to reduce it, drop it to 3 points. It is a once per day ability and takes 10 minutes to use. Certainly not something that would come into play mid combat.

Just some thoughts...

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

I gotta agree with Maldor about this, this nerf is just WAY too harsh. Like, maybe just give it half effect instead? (so like, a d6 becomes 3 HP)

I'm also a bit miffed about this myself because while to a lesser extent compared to Mal i am still nerfed pretty hard when my Doctor character who's main focus is medicine (because really, being a scientist doesn't have much bearing on things at the moment) can only heal like, a single hit point a day. That is REDICULOUSLY underpowered.

The other issue is that unless you go out of your way to give us that choice, VERY few times will we be able to "decide" to avoid a fight cause the way most fights end up happening is effectively an ambush in these games.

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

You know, i got the impression that Maldor and MLE were still like, late teenagers (like 18 or 19). I didn't realize that they were like 23. O_O


Male Human - Cored Ghost Operative 2 | hp 13/13, sp 1/14, res 5/5 | KAC 16, EAC 15, Fort +1, Ref +7, Will +4 | Perception +7 (low-light, darkvision 60ft), Sense Motive +0, Init +5
leinathan wrote:

What's Cross' people-person paperwork name? Like the name he should probably be signing documents with?

Does it work like that, or does the guy at the DMV refer to him as Cross? Does his government ID say "Cross"?

For the rest of you - the temptation to be transparent with my plans for the upcoming adventure is strong, but I think it will become clear as Jin and Amaryst and Korvan and the psych-kids brainstorm a way to keep them safe. I can even fabricate a way to get Smyrna and Cross involved!

I actually had not thought about that, I'd say when he was emancipated from Hashima Heavy Industries he had the chance to legally change his name to Cross. I'm sure there is a long social security type number that any pigs would use to identify him.


Female Human hp 13/13, sp 12/12 | KAC 12, EAC 11, Fort +0, Ref +0, Will +7 | Perception +10, Sense Motive +10, Init +0, (resolve 5/5) | Spells: 1st 3/3

Emily is only 19; Mal's just a little older.

As for healing mechanics, I'm fine either way. I've played with much harsher systems before so I don't really mind limited healing, but not if it's going to hurt others' enjoyment of the game.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I certainly understand your point, but you can use your healing spells to heal Stamina points to full effect :) So during combat, you can still heal people that have taken damage using your full dice amounts.

I will think about changing the house-rule and get back to you later.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Alright, I thought about it (for a jaw-shattering 20 minutes!) Since the rules are unpopular, I will be alleviating them. However, they won't be completely eliminated - I want to see how gameplay plays out over a little while with the rules.

It is simply thus: If you are healing Hit Points, your healing is halved.

Also, Jin: As for your doctor character, remember that your healing is per person, per day, it doesn't use any resources. I feel that is the real benefit of mundane healing.

Although, I am brainstorming. I plan to give each of you a unique ability soon. The idea is to give you an ability that your character should logically have but that isn't present in the Starfinder rules yet, and to differentiate you more from one another.


Male NG Human Mystic (Healer) 2 | SP 12/12 HP 13/13 | RP 5/5 | EAC 12; KAC 13 | Fort +2; Ref +1; Will +7 | Init: +1 | Perc: +9, Sense Motive: +9 | [ooc]Spells: 1st-3/3; 2nd-0/0; 3rd-0/0; 4th-0/0; 5th-0/0; 6th-0/0[/ooc

Check. Thanks!

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)
leinathan wrote:
Although, I am brainstorming. I plan to give each of you a unique ability soon. The idea is to give you an ability that your character should logically have but that isn't present in the Starfinder rules yet, and to differentiate you more from one another.

For Jin could it maybe be something a bit more geared to his science-y side? Maybe something to do with crafting or developing weapons and gear? (I always sorta wanted to turn him into the party's Mordin Solus/Rocket Raccoon, an innovator/inventor type).

Kinda sucks tho that in Starfinder crafting really isn't as viable since it costs the same and you are capped at crafting stuff the same level as you (when you can buy things as far as 2 levels higher from shops).

Edit: Nevermind my ramblings, i'd delete it but i don't like deleting things cause it seems shifty to do.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Noted, Jin!


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I guess my last ooc post was to a stale page. I'd missed the beginning of the healing discussion.

I'm happy to play with any healing rules that we agree on. I've no strong preference.

Based on my limited experience (1 pbp fight), low level combat in Starfinder will mostly result in sandpapering down stamina points. If we need hit point healing, things will be looking bleak.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

This scene is looking a lot like a Dickens novel.

:-)


Female Human Mechanic 1| HP 8/10 Stamina 6/6| EAC 13 KAC 14| Fort 2; Ref 4; Will 0 (all saves +2 vs. magic)| Init 2; Senses Perception +4| 5/5 Resolve

Excited to see what the character-abilities are!


Male Human - Cored Ghost Operative 2 | hp 13/13, sp 1/14, res 5/5 | KAC 16, EAC 15, Fort +1, Ref +7, Will +4 | Perception +7 (low-light, darkvision 60ft), Sense Motive +0, Init +5

I didn't make anything like a decent survival roll. Can you describe the immediate area around the crash and which direction it looked like the kid came in from? A bit of logic might help.

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

Is it bad that I'm already mentally planning retrofits for the shuttle before we've even gotten it? (I adore starfinder's ship design rules)


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

No, it's not bad.

leinathan, what are the limits of Lashunta or other known race's TPK type powers? Any healers? The typical lashunta's telepathy and 5 lb TK an absoulte limit or are there extraordinary individuals with more power?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Take a look at the Phrenic Adept class archetype. That's the kind of thing that lashunta and shirren would be able to take, which means that high-level lashunta Phrenic Adepts could do things like... crush people's heads with psychic magic.

There may be extraordinary, unique individuals out there with healing abilities, but it's the kind of thing that would be worthy of generations-remembered legend.

In the future, more people with spellcasting classes may emerge, with greater frequency among already-telepathic races.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hey, just a little heads-up before you guys try something that you should know better doing: There's a couple "quests" you need to do before you get off-world.

Before Mal and Emily can leave the planet, you need to do one of two things for them:

1. Get them government IDs and then off-world visas.
2. Smuggle them into an orbital shuttle secretly.

I also assume that you want to go check out that safehouse first, which is fine. Are the 5 of you ready to move on to tomorrow so that we can do that?

- - -

We also gotta figure out a way to get Cross and Smyrna involved with the rest of the group... I have an idea or two, mostly circumstantial. If any of you has any genius ideas though, that'd be great!

There's a few things that are necessary to happen, but otherwise I do want to deliver a relatively organic adventure, so I'm sorry for this weird meta-ness.

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

My idea for Mal and Em was to get them onto Amaryst's ship, since there would be no government check to get into the equivalent of your own car.

As for Cross and Smyrna, maybe the kid can lead them to the safehouse and that's how our groups meet?

(Sidenote: Is it bad that my desire to collect NPCs is already kicking in? It's like in Fallout 4 how you can send all your companions to a single settlement lol.)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Amaryst's ship is not on Earth though, which means you do have to take a shuttle to the dock where it is.

Drift-capable ships cannot dock on planetside docks, for safety reasons.

No, I don't think that's bad.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Zaboom!:
The volume comment is just some flavor I cooked up. I have the impression leinathan's human TPKA's are meant to be more powerful than natural ones, at least the majority of naturals. Also I imagine Emily habitually trying hard to broadcast loudly to satisfy the experimenter's desire for more power. So it seems likely that she would be loud. I imagine she'll quickly adjust.

I hope that's OK.


Male Human - Cored Ghost Operative 2 | hp 13/13, sp 1/14, res 5/5 | KAC 16, EAC 15, Fort +1, Ref +7, Will +4 | Perception +7 (low-light, darkvision 60ft), Sense Motive +0, Init +5

Threatening children is rapidly becoming a theme with Cross.

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

@therealthom Leinathan really wants to move onto the next day so I think we can trust him for us to be able to go in the morning.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

:) I'm just trying to keep momentum going in events, that's all. It seemed like you were done handling whatever decisions were being made.

That assumption is fine, thom.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I'm fine either way. Amaryst is just feeling a little paranoid, and wants to get moving.


Female Human Mechanic 1| HP 8/10 Stamina 6/6| EAC 13 KAC 14| Fort 2; Ref 4; Will 0 (all saves +2 vs. magic)| Init 2; Senses Perception +4| 5/5 Resolve

Sorry about the last 48 hours, I got caught up in work stuff. Put more reminders on my phone to check paizo!


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
"Smyrna Stephanides " wrote:

... Smyrna always had soft-spot for kids and arsonists, and this seemed to check off both boxes. ...

Best single sentence so far.


Female Human Mechanic 1| HP 8/10 Stamina 6/6| EAC 13 KAC 14| Fort 2; Ref 4; Will 0 (all saves +2 vs. magic)| Init 2; Senses Perception +4| 5/5 Resolve

Hahah it felt really right, thanks :)


Female Human Mechanic 1| HP 8/10 Stamina 6/6| EAC 13 KAC 14| Fort 2; Ref 4; Will 0 (all saves +2 vs. magic)| Init 2; Senses Perception +4| 5/5 Resolve

K-Van phonetically pronounced 'Kay Vaughn'

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

Dangit i got busy for a day and forgot about the game and now im 15 posts behind, SORRY >_<


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

It happens.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

15 posts is a good number to come back to, I think. Don't worry about it.

My most active game got nearly 40 posts yesterday :)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hey Amaryst, I'm checkin' out your profile and I'm wondering if you could re-format your statblock? It's a little hard to read. Maybe I need to do an audit.

First of all, what two skills do you choose with your lashunta racial ability to get +2 to two skills? Secondly, what skills do you have ranks in?

Secondly, I believe your KAC should be 15 and your EAC should be 13 - +3 armor to KAC, +1 armor to EAC and +2 Dex to each, as per ceremonial plate armor. Do you have an additional bonus?


Ace Pilot Lashunta Soldier// Init +2 Percept +1 SenseMotive -1 // F 2 R 2 W 1 // KAC 15 EAC 13 // Stamina 0/14 HP 15 Resolve 4/4 Group Loot
leinathan wrote:

Hey Amaryst, I'm checkin' out your profile and I'm wondering if you could re-format your statblock? It's a little hard to read. Maybe I need to do an audit.

First of all, what two skills do you choose with your lashunta racial ability to get +2 to two skills? Secondly, what skills do you have ranks in?

Secondly, I believe your KAC should be 15 and your EAC should be 13 - +3 armor to KAC, +1 armor to EAC and +2 Dex to each, as per ceremonial plate armor. Do you have an additional bonus?

Checking me is always a good thing. I make so many mistakes during PC creation, mostly 'cause I'm juggling the build back and forth and don't always update everything on each iteration.

At the bottom of my profile is a spoiler for Stat Calcs. Inside it shows the full blown calculations for everything. Racial skills -- Perception and Piloting. Skill points in Culture, Engineering, Intimidate, Medicine, Piloting.\

Your AC calcs are correct, and agree with my calculations inside the spoiler. Looks like I forgot to update the PC header.

I will double check the other header entries.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Thanks Amaryst!

Sorry for not posting yesterday!

I've decided on a couple of our stand-in languages.

- Vesk will be Danish

- Castrovelian (Lashunta) will be Romanian

- Witchwyrd will be Arabic

- Kasatha will be Greek

When a language comes up, I'll decide on a corresponding language for it. If you're the first one to use a language in-game, congrats, you get to decide what to use for it!

If we do speaking in Chinese, it's probably best if we use Pinyin instead of the characters.

I'll update the campaign info tab with descriptions and links now.

Dark Archive

CN Male Witchwyrd Biotechnician Data Jockey Mechanic 2 | HP 13/13, SP 10/10 | KAC 14, EAC 13, Fort +2, Ref +5, Will +0 | Perception +8 (Darkvision 60ft.), Sense Motive +0, Init +2, (Resolve 5/5)

>Temptation to make Draconic into Japanese rising.

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