
leinathan |

The black car is farther behind. It's staying about a block away at all times.
EDIT: Campaign Info Tab updated. "Ship Features" spoiler changed to "group resources", which includes a properly-formatted starship statblock for your as-yet-unnamed craft, as well as a list of your group credits.
Everyone please add 600 credits to your character sheets.

'Cross' |

Done.
Cross would have nabbed the loner if he was lagging behind but the car needs more watching and he does not want to utterly give himself away just yet.

'Cross' |

I had a feeling that 'lone humanoid' might be our new buggy friend. Once you guys have that sorted, let Cross know and we can deal with the feds. He is not interested in letting them go free without at least being roughed up.

'Cross' |

Organ Farms: Facilities where cloned organs are grown for private individuals. Usually part of an expensive insurance policy. Also refers to idiots destined to die young and leave numerous high quality and harvestable organs for whichever private morgue collects the bodies. I.E. they might as well be a body at an organ farm.

leinathan |

I’ve been toying with the SF ship building system a bit. And I thought “hey, since I’m toying around and making these anyways, Leinathan might be interested”
If you want, would ya like me to design some ships for the witchwyrds, SolGov, and so forth?
Sure! Any statblocks that you figure are at least somewhat widely usable, feel free to throw them my way.
Unique and interesting single starships that you'll duel with, I'll want to make my own damn self, but if you're doing it already, you know, basic cruisers and frigates and pirates and transport ships and other basic stuff would be really cool to have!

'Cross' |

Fun fact, the currently most common surnames in the world are Lee, Zhang, and Wang. I was picking a few at random though, figuring that as the world's demographics changed, the list of generic names a stereotypical government goon squad would pick from would change too.

leinathan |

Hey! I want to add a little Lore bit and ask if you're okay with me adding a little sub-rule to casting. I won't unless everyone's okay with it. I've been reading other materials and getting inspired about things to include in this game!
- - -
Typically, channeling psychic energy takes a massive toll on a subject's brain. This wasn't well-understood during the early days of the Institute, and many of the MLE and corollary programs either died or went insane due to the damage done to their brains. Maldor and MLE's complement of "spells per day" is the result of years of rigorous testing and training that they've undergone that allows them to channel psychic energy without directly damaging their brains.
However, if a psychic's focus (read: spells) is expended but they still find themselves in a dangerous or desperate situation, then they can resort to something referred to as "Torching" in order to continue casting. "Torching" is channeling psychic energy without the benefit of the psychic buffer preventing brain damage.
Each round that a character "Torches", they can cast any of their spells or psychic SLAs without expending uses/day. However, each round they also roll a d10.
On a roll of 1-3, they permanently lose one point of Constitution. On a roll of 4-6, they permanently lose one point of Wisdom. On a roll of 7-10 they are lucky enough to avoid permanent damage. If a character drops to 3 Constitution while Torching, they immediately die. If a character drops to 3 Wisdom while Torching, they immediately become incurably insane, restoring all lost Wisdom. An insane psychic has no limit on their ability to channel psychic energy, and frequently go on rampages eliminating everything in their way with brute-force power.
- - -
Stolen shamelessly from another game, I think this rule is not really likely to be used, but adds some cool dangerous flavor to casting that I really like. What do you guys think?

Zenvisk |

As this would likely not directly affect my character, I feel that my opinion should count for less than those who it directly does. However, I agree with Hazrond, as permanent seems a little bit harsh to me.

leinathan |

The problem I have with that is that as soon as you take lesser restoration, the penalty is totally pointless because you can remove damage for free.
Even if you make it drain instead (which I would prefer) then again, the penalty is voided as soon as you can cast 4th-level spells and it essentially gives you infinite spells.
Also, Jin and Maldor are up.

Zenvisk |

Maybe have it to where the damage cannot be healed by spells, but instead can only heal over time. Perhaps healing could go at something along the lines of one point of damage (total, not both scores) per week, but if the individual 'Torches' during that week, all time resets.
This makes it not quite as bad as permanent ability score damage, but still have a permanent effect at all levels.

MLE-1138 |

Thematically I love it! I think there would need to be some way to cure the damage though, even if it was very strict or complicated. Like needing therapy/surgery, or not using any psychic powers for a certain length of time. Or even just requiring a resolve point to heal 1 overnight, etc.
Other than that, the only real problem I see is targeting the casting attribute of Mystics. Once Wis drops under 11 it's going to be tough to get down to 3. So, maybe Charisma instead of Wisdom?

therealthom |

I agree with Zaboom! that it is a thematically awesome idea. I also agree with Art, that my PC won't be directly affected, and my opinion should count for less. That said ...
...
Each round that a character "Torches", they can cast any of their spells or psychic SLAs without expending uses/day. However, each round they also roll a d10.
On a roll of 1-3, they permanently lose one point of Constitution. On a roll of 4-6, they permanently lose one point of Wisdom. On a roll of 7-10 they are lucky enough to avoid permanent damage. If a character drops to 3 Constitution while Torching, they immediately die. If a character drops to 3 Wisdom while Torching, they immediately become incurably insane, restoring all lost Wisdom. An insane psychic has no limit on their ability to channel psychic energy, and frequently go on rampages eliminating everything in their way with brute-force power.
There's a 60% chance to suffer ability damage, 30% Con, 30% Wis. Would it be wisdom loss for technomancers too? Intelligence is their casting stat. (I'll just say Wisdom for the rest of the discussion, but I could mean casting stat.)
It's a long way to 3 Con. It's also a longer way to 3 Wis. So risk or death or insanity is pretty low. Just out of curiousity, would casting stat = 3 immediately make the PC an NPC and transfer control to the DM, or will the player retain control?
Oooo. If a character's Wisdom drops to say 9 -- how would they be able to keep casting to get even lower? They're below the minimum score required to cast.
Anyway, the real issue seems to be ability damage mechanics. I'd like to see either damage or risk of damage scale with spell level or the ratio of spell level to maximum spell level the character can cast. Torching your higher level spells should be riskier than torching spells that you can cast easily.
Maybe there could be a 50-50 chance of damage being permanent or temporary. Some damage could be healed by spells then. Permanent damage woud have a chance of being healed over time. Maybe the caster could have a roll once a month to see if they heal "permenent" damage.

leinathan |

OK, I am thinking that I want to move the mental ability damage to CHARISMA (which is the casting stat for neither casting class, removing that whole, "how do you Torch down to 3" thing).
I want to throw out the idea of, "you heal 1 point of Torching for every week that you spend not using your psionic powers at all".This allows you to heal Torched damage in long stretches between adventures, but not really otherwise.
The idea is that a Torched character becomes an NPC, because they kind of become unplayable if they're insane and also have infinite spells.
I'm glad that, on the whole, the idea is cool to you guys!

Maldor Brock |

Sorry for coming late to the discussion - once a day posting time =\
Love the theme of torching. I also think there needs to be a way to recover - think of running. You can run too fast or too long and suffer consequences, but you will likely recover from it over time. Likewise, using psychic energy builds up an endurance over time. In all of the literature and movies I've read/watched, "torching" could have physical or mental consequences. Perhaps change to "Take 1d6 HP of damage (bypassing Stamina)" or "Take 1d4 points of damage to your spell-casting ability (Int, Wis, Cha)" that can not be magically/mystically healed, but will recover over time. Unless you reach a certain point, which could kill you o render you a blubbering idiot.
My 2 coppers =)

'Cross' |

If someone makes sure Red Thug is out of the picture this round, I can sprint to my cycle and chase down the fleeing thug.

Maldor Brock |

Well, everyone, today I leave for a two-week trip to Morocco! Because of the out-of-the-way places our trip will be going, I will most likely be completely off-grid until May 12th. Please bot Maldor as your combat medic - he's motivated by protecting Em and K-Van primarily, and the rest of his new crew afterwards. His go-to spells in combat are Wisp Ally or Telekinetic Projectile. Of course, all of his healing abilities and spells are in play. Thanks, and look forward to catching up with you all!

therealthom |

Amaryst has a healing serum already,purchased before the race. So we've got 1 already.
Zen's place is a good idea.
And you're right about taking a night shuttle. A's tired; she'd like a rest, but schedule is important. We should at least make sure that she can board before committing the entire team. (Not that I expect leinathan to make that a sticking point, but it would be sub-optimal if you all went to the station, then had to come back down to rescue her. )

'Cross' |

Actually not my most pacifist character. That honor goes to a Cavalier I was playing in Curse of the Crimson Throne. He was a small business owner with a terrifying dog who tried diplomacy on just about every single encounter and ended up recruiting like 75% of the NPCs into a sort of militia.

leinathan |

Unless otherwise specified, all armors protect you from a range of hazards to ensure that you can survive for at least a few days if you must make emergency repairs to the hull of a Starship, explore an alien world, or endure exposure to an environmental breach in a space station.
A suit of armor’s environmental protections last for a number of days equal to its item level. Activating or deactivating these environmental protections takes a standard action if you are wearing the suit (assuming the armor was properly donned). If you have access to a suit that is unattended or worn by a helpless creature, you can turn on its environmental protection as a full action, but turning it off requires a Computers check to hack the system, treating the suit as a computer with a tier equal to half the suit’s item level (the base DC to hack a computer is equal to 13 + 4 per tier).
The duration of a suit’s environmental protections does not need to be expended all at once, but it must be expended in 1-hour increments. Recharging this duration requires access to a functioning starship or an environment recharging station (publicly available in most technologically advanced or average settlements) and takes 1 minute per day recharged. Most of the recharging stations that replenish devices, such as batteries and power cells, also recharge suits is typically free of price. All other functions on a suit of armor with no duration remaining still work normally.