| mdt |
Yeah, sorry aobut that, I had some riches in line, but some of them came from Sammark's wife (she had some nice rewards for bringing him back safe), and some from another mission from your gnollish friend.
EDIT : ENTERPRISE!
| Connor of McIntyre |
Just waiting to see if Alys had anything to say...
| Connor of McIntyre |
I wonder if Alys knows Selvan isn't around anymore to sew her bits back together.
Eh. A good Bluff never hurt. Connor did 'armor up', however.
Based on the new players' abilities, we'll have to do healing as secondary skill sets again. Connor's got Body Adjustment (1d12 self-healing), two of the others have picked up Natural Healing. Between Connor's power stones and the others' potions and tattoos, we'll be covered for emergency self-healing, just not bring-back-another-from-the-dead healing.
So when it comes to healing, use the power stones first, and save the tattoos for someone else to tap if you go down.
| Alys |
Alys is just having some fun. She's CG so she has no intentions of actually being the authoritative drill dergeant or leaving anyone to rot there for that matter. She's not even trying to intimidate anyone, just messing around.
| Connor of McIntyre |
Then there's the whole roleplayer aspect, which is completely voluntary and subject to Real Life interruptions, etc.
What we have is a bunch of characters with military backgrounds. Sort of like seven 2nd Lieutenants all acting together (the sergeants run away screaming). Or six 2LTs and one SGT who all got cashiered. Two have seniority (Alys and Connor). Doesn't mean a hill of beans until they actually get promoted.
Let's roll down the CHA/Diplomacy/Bluff/Intimidate line again:
Alys CHA 10
Connor CHA 10, Diplomacy: +1
Roderick CHA 11, Diplomacy +12, Bluff +4
Adraniel CHA 13
Elara (needs to work on her crunch on her Profile page)
Kyzin CHA 16, Diplomacy 4, Bluff 4, Intimidate 7
Rory CHA 16, Diplomacy +9
So pretty much "the new guys" have as much Charisma as could asked for, compared to the 1st Generation. Interesting to see how it sorts out.
| Roderick MacDuncan |
I've a +8 Bluff for lying with an optional +1d6 from inspiration for all skills, so my numbers are a bit misleading. I should be a pretty good face all around.
Edit: Also, hey folks! Good to be here. Looking forward to the game. Replies will be a bit abrupt for a bit until I get back to a laptop. Tablet's are not conducive to long posts.
| Connor of McIntyre |
Nobody take it personally with the introductions. At least you're not getting beat up by Kalvant or having your head dunked in a pail of...water by Alsatia. :) The sooner everybody says "Yes", the sooner we can move on to the warehouse shopping trip.
| Adraniel |
I'm a bit confused, I was pm'd that I was selected but then waiting on others to respond. Are we still waiting or was I passed on? No worries if that's the case thanks.
| mdt |
I'm a bit confused, I was pm'd that I was selected but then waiting on others to respond. Are we still waiting or was I passed on? No worries if that's the case thanks.
LOL, sorry for the confusion!
I said hold off until I make the announcement in the thread, which I did Saturday. :) Been waiting on you to respond. :) I even put in a post for you to read in the gameplay thread. :)
| Connor of McIntyre |
Crystalline Focus Crystal Soulbolt. It's fairly costly (11,200 gp (+1)), so it'll be a while, Level 8 or so.
| Connor of McIntyre |
Do we have Adraniel? Or should one of Connor's constructs carry him?
| mdt |
He was selected, I've sent a PM, since he doesn't seem to have seen the responses above in the discussion thread. If he doesn't respond, I'll assume he changed his mind. For now, he came along, I'll retcon things if I need to.
| Adraniel |
Sorry guys, was waiting on a PM to tell me to post. I will catch up.
| Alys |
Psionic items are kind of limited.
I believe you said we can choose magic items as psionic, if we can find a fitting power with which they can be crafted, right mdt?
Can anyone think of powers that enhance ability scores, á la bull's strength, cat's grace etc?
| Elara Korechilde |
On the subject of magic items, two things.
First, what adventurers are we if we can't make use of items which tend to explode largely and fatally?
Secondly, all magic items being banned may require a few changes to my equipment, assuming we can't just re-fluff as Psionic as per what Alys said. There ARE no psionic equivalents of cloaks of resistance, of ability boosters, of magical weaponry and armor. The latter particularly hurts.
| Connor of McIntyre |
Animal Affinity covers all stat-boosting spells. Connor was hoping Reaghar was picking up this power for crafting purposes.
mdt has freely allowed psionic-equivalent for magic items.
Fortify covers Cloaks of Resistance. Psionic Weapons and Armor are just as advantageous as magical weapons and armor, with the flavor text saying that they mentally "sing" instead of lighting like a torch (that almost no one uses).
| mdt |
Uhm, there are psionic weapons and armor, right in the psionic book. :)
Magic items can be refluffed as psionic if there's a valid psionic power.
Stat items can be handled by Psychofeedback for physical stats. I can't remember what we found for mental, but I remember it came up earlier.
Moment of Prescience handles cloaks of resistance.
EDIT : LOL, Ninja'd. And yes, Animal Affinity was the one we came up with earlier. Multiple ways to get at the refluffing. It's usually the magic items that specifically are spell activation items that don't translate.
| Adraniel |
ok, so magice weapon fine, cloak of resistance fine, need to look at psionic stuff for eyes of the eagle, ring of protection, and Aegis of Recovery is probably just out then right?
| Connor of McIntyre |
barkskin and cure moderate wounds should be covered by Thicken Skin and Body Adjustment. Not barred at all.
| Adraniel |
Ring of Protection is deflection, but I get it we don't need to find an item just a psionic power that can do the same as the spell.
| Connor of McIntyre |
According to the reference, psicrystals gain Telepathic Speech "with any creature that has a language and is within 30 feet of the psicrystal" at Level 5. Putting Hero on a psicrystal staff ups his level temporarily by 2, but nothing important happens until Level 9.
So yes, Hero's comments are now "heard" by everyone. Oh joy. ;)
| Adraniel |
yeah been a good pace. I post from work so keeping up this time of day is easy for me, there were 10 post though while at lunch. Do you guys run this fast or is this just due to new blood. I'm good with this pace if you guys are.
| Connor of McIntyre |
So it looks like our new mission is piloting and crewing an old scag of a skyship from Atalantius to Anrive. I hope everyone's thinking about:
1.) Crewing the ship (Knowledge: Geography, Profession: Sailor, Knowledge: Engineering). Alys, Rory, and Connor are the only ones with experience, and Connor can make 7 Medium astral constructs for 8 hours a day, but he's going to need some points left over for crafting, battles, etc. With our few numbers I'm seeing 12-hour shifts.
Rory, feel free to chime in, same for Alys, but I'm calculating:
Day shift - Rory, our navigator, somebody with good skills
Night shift - Connor, any low-light people (Elara, etc)
Swing shift (6 day, 6 night, just in case) - Alys, Hero the psicrystal crawling around (who doesn't sleep)
2.) Food/water (Connor's got Sustenance, it's one of my pet peeves from RPG'ing with an "evil GM". Always get the ring of sustenance and handy haversack first. But not everyone has the mindpower on their list, and some don't have the points to manifest it (Alys, Rory).) Worst-case, we stop by a floating island and do some Survival checks for fishing?
3.) Navigation (a sextant costs 500 gp?). Who's got the highest Knowledge: Geography skill? Connor's got a map maker's kit from the APG.
4.) Downtime. For the crafters this is easy, as long as Roderick remembers his Alchemist's lab, portable from the APG (75 gp, 20 lbs.). This is usually when I start getting a bag of holding Type I, just because I start worrying about things like "aperture" and "burst limit". But I'll get the Psionic Bag of Holding Type I next time. Once we work out shifts the crafters should have 12 hours on, 12 hours off, with 8 hours to sleep and 4 hours to craft on the skyship.
5.) The mission. Smuggling magic items anywhere around the floating islands is a death sentence, you know. Not just from the Customs agents but ordinary people who don't like to be handed live hand grenades with the pin taken out. That's the way 99% of Atalantians would see magic, and only ne'er-do-wells will even touch a magical item. So magic smuggling is high-dollar, small item, and high danger.
At least we don't have to worry about "Man overboard" because everybody can fly. Unlike our previous team. Inclement weather could be a problem, though.
| Elara Korechilde |
| Connor of McIntyre |
Please see Panel 5 for what I'll be doing.
Yeah, that. At least it's an OOTS reference. :)
Connor's going to roleplay "how to steal powers from others for crafting", at which point he is flabbergasted by Roderick's class (does his psionic powers even count if they're not in a potion?), finds out Rory is another tattoos-only person, and Adraniel and Elara are useless to him (as a manifester wanting more powers). Kyzin is the only person to "share" powers with Connor. This matters, because it's the difference between making power stones (that have to be on your list), and tattoos (which do not).
Connor (power stones, universal (wondrous) items, cognizance crystals), Roderick (potions), and Kyzin (tattoos) are our crafters, yay. So our ship's captain, our gunner, and our two built-in armorers can do the additional ship's work. :)
| Adraniel |
Yep skill wise I'm a tracker and scout/infiltrator. Very little to offer on the ship besides as a lookout and defense of the boat.
| mdt |
Roderick's formulae's count for crafting as long as he can make them into a potion. He can then pour the potion onto the item to provide the psionic power for crafting. If he get's infusion (which lets him hand out things to others) he can do it with powers that are personal and can't normally be made into potions.
| Alys |
| TarkXT |
Simply saying you don't have applicable skills on the ship doesn't exclude you from doing things on the boat as pretty much everyone whose been in the navy ever will tell you.
There's always a need for basic maintenance of the ship. Rope splicing and repair, basic cleaning, cooking for the crew, whatever problems a sky ship has as opposed to a normal ship. Engine maintenance.
So that's kind of why I'm waiting MDT to give us an idea on all of what's actually needed before draining PP out of people when we have live ones skittering about pretending they don't have hands or backs.
| mdt |
Ship Crew Requirements :
1 Captain
1 Navigator
3 Yardsmen (sail jockeys)
1 cook
3 deck hands
1 engineer
Captain needs to have Profession Sailor
Navigator needs Kn(Geography) (Note, often rolled up into another job, like Captain or cook or engineer or deck hand)
Yardsmen need Profession Sailor
Deck hands need hands and to follow orders, basic knot tying
Yardsmen need Profession Sailor
Cook Needs to know how to cook (Profession cook, or Survival) Often rolled up into Deck Hand.
Engineer needs Profession Engineer and/or Kn(Engineering)
Note that 3 people can, when not in a storm or a fight, keep the ship on course. One sail jockey, one deck hand, one on the rudder. Skeleton crew of 6 can keep it running but they'll be exhausted (8 hours on, 8 hours off, 8 hours on, 8 hours off).