| Viktoria Ceres |
The tricorn is very nice, it has been a unique experience. Wouldn't really mind doing it again. And thank you for your approval, it warms! : )
But I thought I'd offer it up if someone 'new' wants to try it : )
| Viktoria Ceres |
My computer with the stuff I needed to make Victoria exploded a while ago (well, the hard-drive. And more like spluttered out really :P).
Do anyone still have the link to the site where it was on sale =)?
(Also, perhaps we could have those shiny arrays to stimulate our character ideas :D)
| Ambassador_Annara_Utoxier-Lee |
Ill throw my hat in for the Captains roll
Would like him to have some Scout background,
And if Posible the Pre-cog Psi stuff.
Again Noble from House Utoxiter Lee.
| Ophelia Holt |
Sorry for being so quiet, but I had a family emergency, and this is first time I've been home since Friday.
I'm still catching up, but what was said about Hold being R&D and construction is fine with me. Maybe aboard a large engineering vessel for constructing outposts and doing research? We'll see how the timeline goes.
As for a new character, I'm thinking something rouge-ish. Maybe Han Solo-esque, and leaning towards Lysandrian. But I'll put some thought into it once I get fully caught up.
| Ynja Eva Ragnavold |
I made this PC before, I think I can alter him a little and get the pilot captain
Gmhe got scout ship twice
I have the traveler ship book, in there is a navy scout ship, crew 3 we could make it a little bigger and have an explore class scout ship.
| mdt |
I think Holt had made a scout ship earlier, just have to go back and find it.
Aannarra, not to be too indelicate, but you do have to drop out of games occassionally due to RL stuff. No problem with that, but the tri-corner hat should probably go to someone that doesn't have RL stuff that might interfere. While the decisions are always hashed out OOC, the captain has to do the 'move us along we reached consensus' posts. Again, nothing wrong with RL issues, just wondering if it might be easier, for both you and the others, if that wasn't something to add to your plate.
I'll get another set of stats posted to the recruitment thread shortly.
| Viktoria Ceres |
@Ophelia - Sorry to hear that : / I hope stuff works out as best as they can!
Don't worry about us
_________________________________
Hmm. The first array can sorta be cheesed to work (human racial + level advancement to make one 7 into a 10, and put the other in Edu and pray one passes school :P). Or simply accept some weak spots : )
As for a character, I'm thinking of either a 'real' techie this time or a 'Vathan' :P
| Vathan |
MDT
Saw the stats rolled in the Recruitment thread. Do you want us to put character generation posts here or there? Should we use the character gen rules in the Campaign Info tab? Have you updated them with respect to Marines, Scouts, Tech, etc? How do you want to handle Psionics for people without the books (like me)?
cheers
| NPC - MDT's Voice |
I'll update with new avail tonight. Rolls in recruitment. Will put up psi stuff tonight.
-Posted with Wayfinder
| Viktoria Ceres |
Performed some resurrection work on the old laptop, have the pdfs again : )
| mdt |
Yay!
Unfortunately, I don't have the psionics with me. i thought I did, I forgot to pack the book. It'll have to wait until Thursday. :( Unless someone finds them posted on the internet somewhere.
| Viktoria Ceres |
I could cough up the pdf to Vathan if he wants. Or simply post the stuff here. Hmm, sec
| Viktoria Ceres |
| 1 person marked this as a favorite. |
A comprehensive examination will take two weeks time, cost Cr5000, and at the end of which the character will be provided with a comprehensive measure of their psionic potential. It should be noted that psionic potential severely declines as one gets older. The earlier someone is tested and trained, the more potential they are likely to have. Some charity is available for the truly indigent who apply (Referee’s decision, then have the character make a Charisma check (DC18) to be given a free examination). Characters being examined by the Institute due to selecting the PSI Training feat have this fee waived. The Examination: The character determines his psionic potential by rolling 3d6, subtracting -1 for every 4 years of age (or fraction thereof) he is over the age of 18. For example, a 54 year old character being tested would roll 3d6-9 to determine his psionic potential (54 - 18 = 36 / 4 = +9).
If a character has previously taken this exam, they do not roll again. Instead simply use the previous potential. If the character has aged a year or more since the last examination, the effects of age still apply and may reduce their potential if enough time has passed.
TRAINING
Once it has been determined that a character has a psionic potential of 1 or more, he must be trained in the use of that potential immediately or it will continue to degrade with age. The only way to avoid the loss in potential with age is to be trained. The Institute of course offers such training for a fee of Cr100,000. The training takes 4 months of intensive study and training, during which time the character will be unable to attend to anything other than his basic needs. Characters attending the Institute by selecting the Psi Training feat have this fee waived. Extremely gifted individuals (Psi score of 12 or higher) may apply for a scholarship if they cannot otherwise afford the training. In such cases, the Institute will take 95% of the character’s assets and possessions and waive the remainder of the fee. Once trained, the character may now record their psionic potential as their actual PSI score, and need no longer worry about the effects of further aging on their psionic ability.
PSIONIC STRENGTH (PSI)
PSI represents the total psionic power a character is able to call upon before become too mentally exhausted to continue using their psionic abilities. Psionic feats, called talents, require a specific cost in Psi to empower its effects. When a talent is used, the cost is applied against the character’s current PSI score. If the cost of using the talent would reduce the character’s current PSI rating to less than 0, that talent cannot be used at that time. If the use of a talent ever reduces the character to exactly 0 PSI points, the character will immediately fall comatose for the next 2d6 hours. The character can make a Will save (DC15) to cut this time in half. It will be impossible to wake the character during this comatose state. After the given number of hours, the character will awaken from the coma on his own, with the effect of having had the equivalent of a full night of rest and recovery. Recovery: A character will recover 1 PSI point per hour of standard activity (i.e. no combat or use of other psionics). A full night of rest will fully restore any expended PSI points. Note: PSI is not an ability score. A character’s PSI score cannot be improved except through the use of psienhancing drugs.
THE fIVE POSSIBLE SPHERES
There are five possible spheres of influence that a psionicist may be capable of manipulating though it is very unlikely that anyone would be capable of activity in all spheres. When the character receives training at a Psionics Institute, it will be determined which spheres the character has an affinity for. A character will always have an affinity for at least one sphere, but which one is not necessarily up to them. The character may list which of the spheres they would prefer to have an ability in, from most preferred to least preferred. If the character is a natural talent and already has one sphere of influence noted, the character will skip that sphere and list the remaining spheres as previously described. Starting with the character’s first choice on the list and consulting the Sphere Affinity table. the character must rolls 1d20 against the DC listed for the appropriate sphere. If the roll is successful, the character may develop talents within that sphere. Continuing down the character’s list, each sphere is similarly checked to see if the character may also develop talents within these spheres. A cumulative modifier of -2 is add to each roll after the checking the first sphere on the character’s list; -2 for the second roll, -4 for the third roll, and so on. If the last sphere on the character’s list is reached and no other spheres have yet to be gained, then this will be the one and only sphere the character has an affinity with. Otherwise, check for affinity normally.
EffECTS Of TRAINING
Psionics is very much a mystical art rather than a precise science. Thus training at the Institute can merely acquaint the character with basic concepts and theories of control over his newfound gifts. As little as the training really is, it provides enough knowledge to allow the character to begin actually developing his abilities. SPHERES Of
INfLUENCE
The talents available to a psionicist are divided into five different spheres of influence: Telepathy, Clairvoyance, Awareness, Telekinesis, and Teleportation. A psionicist develops his capability within a given sphere, but the number of different spheres of influence a psionicist may control limited to those acquired during training at the Institute. SPHERE DEVELOPMENT Once a character has an affinity with a sphere of influence and has been trained, he may list and develop it as if it were a normal cross-class skill, except that the character’s skill rank in the sphere may never exceed his Psi score. For example a character with a Psi score of 8 could not develop any sphere higher than a skill rank of 8, regardless of his actual level. The skill rank of a character within a sphere of influence determines which of the Talent feats the character is eligible to learn. If a Talent feat has a skill rank requirement of 7 and the character only had a skill rank of 6 within that talent’s sphere of influence, the character could not yet select that talent. Note that a character with the Natural Talent feat will always have an effective skill rank of 2 higher than their actual skill rank within their natural sphere of influence.
PSIONIC TALENTS
The things a psionicist can do with his or her mind are called talents. A talent is similar to a magical spell in other d20 games. Indeed, to folks of lower technology levels, psionics may appear to be evidence of real magic. However, a psionic talent has no necessary ‘components’ of any sort. A psionicist merely need to think of doing something and will it to be done, immediately. Each talent must be selected as if it were a normal feat, and the character must have a skill rank in the appropriate sphere of influence at least equal to or greater than the rank of the talent itself before it may be selected. The character must also be able to satisfy any other prerequisites that may be listed for a talent.
USING TALENTS
RANGE
Each psionic talent has a cost associated with the range at which it is used, in addition to the base cost listed for the talent itself. Consult the chart above to determine these costs.
TALENT fORMAT
Each talent follows the same format as described below.
TALENT NAME
Sphere: A character must have at least a skill rank of 1 or higher within the listed sphere of influece for that talent. Prerequisites: Some talents require the possession of other lesser but related talents before they may be taken. Rank: Each talent lists the minimum skill rank that a psionicist must have in order to use that talent. For example, a psionicist trained in the Telepathy sphere with a skill rank of 7 could not use the Probe (Rank 9) or the Assault (Rank 10) talents. Cost: To use a talent, the psionicist must temporarily expend their Psionic Strength (PSI) to empower it. If a psionicist does not have sufficient PSI remaining to empower a talent, he may not use it at that time. Duration: Some talents are immediate in effect, other may last for seconds, minutes, or even hours. Each talent details the amount of time the talent will be remain in effect.
A descriptive text will follow the statistics of each talent.
TELEPATHY SPHERE
Telepathy is the ability to communicate directly with other minds. In its most basic form, telepathy allows a character to detect or project feelings and emotions only. In its more advanced forms, telepathy allows for direct transfer of mental images and thoughts, or even a psychic assault against another mind.
SHIELD
Sphere: Telepathy
Rank: 1
Cost: 0
Duration: Always in effect
Benefit: All Psionicists trained in the telepathy sphere are taught how to erect a mental shield, protecting them against unwanted outside telepathic interference. This shield is in force at all times and requires no effort or expenditure of Psi Strength to maintain it. The shield will stop any type of telepathic talent short of an Assault, when directed against the psionicist. Of course, the psionicist may lower this shield at any time to allow another telepath access to his or her thoughts, if so desired.
LIfE DETECTION
Sphere: Telepathy
Rank: 1
Cost: 2
Duration: Up to 60 seconds
Benefit: The Psionicist can detect the presence of other minds. This ability enables a character to sense the presence of other minds, the number of minds present, the general type of minds (animal, human, Vargr, etc.) and their approximate location.
TELEMPATHY
Sphere: Telepathy
Prerequisites: Life Detection
Rank: 2
Cost: 2
Duration: Up to 60 seconds
Benefit: The Psionicist can sense and communicate emotions and basic feelings. Telempathy allows the character to read the emotions and feelings of both animals and members of their own race. The character may also send emotions such as love, hate, fear, trust, and others to influence other animals and members of their own race.
READ SURfACE THOUGHTS Sphere: Telepathy
Prerequisites: Telempathy
Rank: 4
Cost: 3
Duration: Up to 60 seconds
Benefit: The Psionicist can read the thoughts of other (sentient) individuals. They may read and comprehend the active, current thoughts of a subject who will (if not herself psionically talented) remain unaware of the action. If the subject is psionically talented, their thoughts cannot be read due to their natural shields, and they will immediately be aware of the attempt.
SEND THOUGHTS Sphere: Telepathy Prerequisites: Read Surface Thoughts Rank: 5 Cost: 3 Duration: Up to 120 seconds Benefit: The Psionicist may send thought messages to anyone, though psionically talented individuals may choose to shield out such thoughts if desired.
PROBE Sphere: Telepathy Prerequisites: Read Surface Thoughts Rank: 9 Cost: 12 Duration: Up to 10 minutes Benefit: The Psionicist may question a subject using Probe and easily determine deliberate untruths that may be told (or thought). Probe cannot be used on a shielded mind.
ASSAULT Sphere: Telepathy Prerequisites: Send Thoughts Rank: 10 Cost: 14 Duration: 2 seconds Benefit: An assault against an unshielded mind will reduce the target to 0 Stamina, rendering them immediately unconscious and will additionally inflict 2d6+6 points of Lifeblood damage. Against a shielded mind, the attack must make an opposed PSI check. If the target has the higher PSI check roll, there is no effect from the assault. CLAIRVOYANCE SPHERE Clairvoyance is the ability to sense events occuring or ‘see’ items located out of the direct view of the character. Early ability with this sphere is restricted to vague and basic ‘views’ at very limited range, and grows in range and capability with the increased development.
SENSE Sphere: Clairvoyance Rank: 2 Cost: 2 Duration: Up to 30 seconds Benefit: A character will become aware of the most basic characteristics of a location when using this talent, such as ‘a room containing four dogs’ or ‘an open plain with a single tree’. Generally the most interesting or important features will be sensed.
CLAIRVOYANCE Sphere: Clairvoyance Prerequisites: Sense Rank: 5 Cost: 3 Duration: Up to 30 seconds Benefit: The character can view the activity and features of a specific distant location.
CLAIRAUDIENCE Sphere: Clairvoyance Prerequisites: Sense Rank: 5 Cost: 3 Duration: Up to 30 seconds Benefit: The character hears the any sounds and noises occurring at a specific distant location. COMBINED
CLAIRAUDIENCE AND CLAIRVOYANCE Sphere: Clairvoyance Prerequisites: Clairaudience and Clairvoyance Rank: 9 Cost: 3 Duration: Up to 30 seconds Benefit: Imparts the benefits of both talents. AWARENESS SPHERE Awareness deals with the sense and control of one’s own body.
SUSPENDED ANIMATION Sphere: Awareness Rank: 2 Cost: 5
Duration: Up to 7 days Benefit: The character can enter a state of suspended animation similar to cryosleep, but without the dangers, and remain suspended without need of food and water for up to 7 days. An external stimulus is required to awaken the sleeper, such as an alarm clock, or a friend).
PSIONICALLY ENHANCED STRENGTH Sphere: Awareness Prerequisites: Suspended Animation Rank: 4 Cost: Varies Duration: 60 minutes (peak effectiveness) Benefit: For each PSI point spent using this talent, the Psionicist may temporarily add 1 point to his or her strength score. This effect will last for 60 minutes, after which it will begin to quickly return to normal at a rate of 1 point per minute.
PSIONICALLY ENHANCED CONSTITUTION Sphere: Awareness Prerequisites: Suspended Animation Rank: 5 Cost: Varies Duration: 60 minutes (peak effectiveness) Benefit: For each PSI point spent using this talent, the Psionicist may temporarily add 1 point to his or her constitution score and 1 point to Lifeblood score. This effect will last for 60 minutes, after which it will begin to quickly return to normal at a rate of 1 point per minute.
REGENERATION Sphere: Awareness Prerequisites: Psionically Enhance Strength and Psionically Enhance Constitution Rank: 9 Cost: Varies Duration: Immediate Benefit: For each PSI point spent using this talent, the Psionicist may recover 1 point of Lifeblood damage and 10 points of Stamina damage. Healing occurs immediately. This talent includes the ability to growing new limbs and organs to replace lost ones, and may also be used to heal old injuries suffered before the character was trained. This talent cannot counteract the effects of aging. TELEKINESIS SPHERE Telekinesis is the ability to manipulate objects without physically touching them. There is but one talent associated with this sphere; Telekinesis. How large and object and how long it can be manipulated is based on the PSI rating and skill rank of the character.
TELEKINESIS Sphere: Telekinesis Rank: Varies Cost: Varies
Duration: up to 60 seconds Benefit: A character can manipulate (use) any item or object as if he or she were physically touching it, but is not subject to any physical danger, pain, stimuli, or other consequences that would normally befall anyone in contact with the object.
Weight Rank Cost Duration 1 gram 1 2 60 10 grams 2 3 60 100 grams 3 5 60 1 kilogram 5 8 60 10 kilograms 8 12 60 100 kilograms 10 14 60 1000 kilograms 14 16 60 10,000 kilograms 18 18 60 TELEPORATION SPHERE Teleportation is the ability to instantaneously move from one point to another, without regard to intervening matter. Like telekinesis, there is only one talent within this sphere; Teleportation. How much weight one may move and how far are based on the PSI rating of the character and his skill rank with this sphere.
TELEPORTATION Sphere: Teleportation Rank: Varies Cost: Varies Duration: Instantaneous Benefit: If the Psionicist can see the destination at a distance, is already familiar with the destination, or can have the mental image of the destination implanted into her mind by a telepath, she may use this talent to move immediately to the destination location.
PSI DRUGS
Chemical means are available to enhance a character’s psionic strength on a temporary basis. Booster: The basic psi-drug, available in a small onedose pill. It will temporarily increase the user’s PSI score by 5 if the user is at full psionic strength, otherwise it will only increase the PSI score by 3. The effects will last one hour. Additional doses taken during that hour will have no effect. Double: A more potent form of Booster, available in the same small one-dose pill. Double will increase the user’s Psi score temporarily by +8 (+5 if not currently at full psionic strength). The effects will last one hourAdditional doses taken during that hour will have no effect. Special: The rarest of psi-drugs, special is only available in liquid form and must be taken by injection. Once taken the user’s PSI score will gradually increase to 18 at the rate of one point per hour. It will remain at 18 (if unused) for four hours, and then slowly begin to wear off, again at a rate of one point per hour. There is a danger when using Special, of permanently losing one point from the user’s PSI score (Con save vs. DC5 to avoid this effect)
PITfALLS
The abuse of psi-drugs can lead to the loss of psionic ability and physical debilitation. If a character takes 3 doses of any psi-drug within three days, there is a chance (Con save vs. DC6 to avoid) of an overdose within six hours of the last dose taken. If an overdose occurs, the character becomes seriously ill, lapses into unconsciousness, and takes 3d6 Lifeblood damage from the effects. If the character recovers, they will have permanently lost 1 from their PSI score (Con save vs. DC16 to avoid the loss).
| Viktoria Ceres |
The powers at the end is sorta garbled together, I didn't bother to fix those up.
There are some tables that are missing. I'll get the info in them up shortly : )
| Viktoria Ceres |
First table: Age & PSI ability
18 and less: 3d6
19-22: 3d6-1
23-26: 3d6-2
ect
Second table: Sphere Affinity
Sphere DC
Telepathy 4
Clairvoyance 7
Telekinesis 7
Awareness 9
Teleportation 15
Third table Range & Fourth table are about the range of psionics and how to teleport. A bit wordy, but if they are really needed I can get them too (somehow)
| Vathan |
Since you rolled stats, are you going to roll the 3 or 4d6?
How do we purchase the training during character creation? Loan?
Need to reread the natural talent vs psychic talent feat. Do I read the spheres are random? And built like skills without the class skill bonus?
How does character creation account for the 4 months of the training vs a 4 year term?
Cheers
| mdt |
If you have the feat, they generally waive the training cost.
I'll roll the stat, if you're going psi.
Generally, you randomly get spheres. However, I believe I modified it with Annarra last time.
You put the spheres in the order of preference. For your first (and most desired sphere), you get it. After that, you make a D20 check for each subsequent sphere, from most desired to least desired, and take a cumulative -2 on the check. Any that you pass the DC for, you get. That's how Annarra ended up with Teleport, even though it wasn't one she really wanted.
Each psi roll is unique to the person. So, for Vathan..
Psi: 4d6 ⇒ (6, 4, 1, 5) = 16 Psi Score 15
The four months are just part of your background, assume they were part of college. Note, psi has to be Mylthani or Telthani. Lisandra has no psi training corp. Mylthani don't roll for spheres, they get Telepathy only.
Your psi stat determines how powerful you are, and how many psi abilities you can use in a row without resting.
Your sphere rating (which is like a skill) determines how well trained you are with the given sphere.
So, if you have rank 5 in Telepathy and psi 15, you're a well trained and powerful telepath. If you have psi 15 and rank 1 teleport, you're a powerful teleporter with no training in it, who can teleport just themselves (and not their clothes) far distances.
| Viktoria Ceres |
@Spheres - Under the header 'The Five Spheres' it says how one acquires them. Which works exactly as mdt described :P
| Ophelia Holt |
@Ophelia - Sorry to hear that : / I hope stuff works out as best as they can!
Don't worry about us
Thanks for the well wishes! Things are ok, and I appreciate the concern.
I think Holt had made a scout ship earlier, just have to go back and find it.
I made a 2-man scout / research vessel. I can repost the stats if need be.
- - - - -
Can I resubmit Vathan's question of what kind of roles/situations we should be encountering often?
| mdt |
Well, it's kind of up to you. If you're going for exploration (which seems to be what you're leaning toward) then you'll be doing similar to what you've already been doing, exploring warp points, looking for lost colonies, trying to find the core worlds, trying not to find the aliens.
If you want a more military thing, then it'd be going up against the Fateful.
If you prefer a private company thing, then it could be a combination.
| Viktoria Ceres |
It sounds as if we have a psychic (Vathan), a pilot (Annara) and Han Solo (Ophelia). I think I may go in the direction of a science officer then : )
@Type: I vote for Exploration : )
| Viktoria Ceres |
Or, if we are going for military, a short-ish 'mini campaign' : )
| Ophelia Holt |
Exploration sounds like fun. : )
I should be able to get some time this weekend to put my character together and get my backstory concept down.
| Vathan |
UNIVERSITY
Admission DC (22-13) 9: 1d20 + 1 ⇒ (8) + 1 = 9 barely
OTC Enrollment (Navy) DC 12: 1d20 + 1 ⇒ (20) + 1 = 21 yep
Graduation (22-13) 9: 1d20 + 1 ⇒ (20) + 1 = 21 yeah!
Honors DC (28-13) 15: 1d20 + 1 ⇒ (5) + 1 = 6 he, partied
Benefits
3,000 XP
Graduate in 3 years
+1,000 XP for OTC
Commission
Total = 4,000 XP
NAVY 1
Assignment: 1d20 ⇒ 17 Siege
Survive DC 6: 1d20 + 1 ⇒ (19) + 1 = 20 whew, +4,000 XP
Promotion DC 12+2=14: 1d20 + 1 ⇒ (5) + 1 = 6 still O1
Decoration DC 16: 1d20 ⇒ 6 nope
XP Bonus DC 6: 1d20 ⇒ 11 yep
XP Bonus: 1d4 ⇒ 1 +1,000 XP
Total = 9,000 XP
Age = 18 + 4 months (PSI) +3 years (University) +4 years (Navy) = 25 years old
PSI TRAINING at 18
Telepathy DC 4: 1d20 ⇒ 12 yep, Jedi
Telekinesis DC 7: 1d20 - 2 ⇒ (11) - 2 = 9 yep, Jedi
Teleportation DC 15: 1d20 - 4 ⇒ (4) - 4 = 0 no Nightcrawler
Awareness DC 9: 1d20 - 6 ⇒ (4) - 6 = -2 no regen
Clairvoyance DC 7: 1d20 - 8 ⇒ (19) - 8 = 11 meh
MUSTERING OUT
Cash: 1d6 ⇒ 4 +10k Cr
Material: 1d6 ⇒ 3 +1 EDU
| mdt |
Making a posting in all games I'm running and playing in.
For those who have noticed that the last 3-4 weeks I've been spotty and somewhat irritable, I apologize. There's a lot of work things going on, and also some RL things going on. As of this morning, the surgeons confirmed my wife needs a fairly serious operation, which is now scheduled for the end of the month.
I will continue to be here, but, especially toward the end of May, I'm likely to be very very spotty and cranky. Sorry in advance. Please bear with me.
If things get to the point where I need to place things on hold, I'll let you know, but I don't think it'll get there (assuming nothing bad happens).
| Viktoria Ceres |
Indeed.
Surgery can be harsh (but useful!). I hope things goes as smoothly as possible : )
| Ophelia Holt |
Yep, no worries on our part, you do what you need to!
Related to the character generation stuff, what 'level' are we starting at? Or are we just rolling with whatever exp comes out of our prior histories?
| Ynja Eva Ragnavold |
Replacing his 1st level with noble.
Assignment: 1d20 ⇒ 5 Government Post
Survive DC4 : 1d20 ⇒ 13 yes
Promotion DC22 1d20 ⇒ 10 Nope
XP Bonus: DC10 1d20 ⇒ 13 Yep
Stuff
Benefits 1d6 ⇒ 5 TAS membership [Trust fund 10,000Cr year]
Cash 1d6 + 1 ⇒ (4) + 1 = 5 100,000Cr
XP Bonus: 1d6 ⇒ 1 x1000xp
So hes a rich Barron with no Exp after level one now.
Then he joins the Scouts as posted. Rolls made etc.
He's a Scout, he dos not use his noble rank and hates it when other do. In that Scouts there are no ranks, hes proud to be a scout more than anything.
As he has low Stats at 7 I am going to see if I can use Cyber tech to bust them, he's money will go into that.
GM he got scout-ship twice on rolls, could we have it that this IS a government/Utaoxita lee inc joint venture tip. He used his pull with his sister Aannra [who is older and the Barrenness] to get this mission a new built ship Holt class Scout ship.
| Ynja Eva Ragnavold |
GM how many Terms of background can we have.
I have 5 terms is that OK,
also Cyber/Bio-ware, is that now more possible as we have TL10 as a norm,
Do nobles get access to Higher tech?
| mdt |
Yes, with the Mylthani's help, the medical and technology branches of the two worlds is now at TL10. In fact, there are pundits who are thinking that within another decade, the Mylthani's contributions will push the limits of what the rest of the tech base can support.
Nobles have access to TL11 Medical and Computer technology thanks to the Mylthani. Not that the Mylthani are partial to anyone, it's just the nobles have the money to pay for the very very expensive to create items.
Cyber/Bioware that replaces existing things is 1 pt per major piece. However, a major piece can accept other modifications without additional will/con cost. For example, if you have a cybernetic left arm, adding a concealed weapon or computer to that arm doesn't increase it's will/con cost, just it's monetary cost. A full body replacement cybernetic body would take 8 points and millions of credits, but allow parts to be switched in and out.
Fowki's jaw/chest appliance would be 1 will/con point. However, he could add a bite attack for $20,000 and no additional will/con cost.
Replacement eyes (bio or cyber) cost one will/con point, but, can have multiple eye mods (Darkvision, night vision, visual accuity (+8 to perception checks)) for just monetary cost.
Fowki's default chest/jaw replacement would cost $20,000. Basically minimal cost due to how it happened.
| Ynja Eva Ragnavold |
Rolling Scout ship
GM Fowki Rolled Scout ship x2 can I cash one in for $, I really want to try out the cyber body idea, That would then explain a Cha of 7,
Im also thinking that he rejected his Nobility when he joined the Scouts
there are no ranks in the scouts and he really thinks that is something to stand for.
His back story is hes the Half brother to Annra, Her father has a mistress and he was the result, after his father 1st tried to hid him, after attack on him during the war, the family pulled ranks and offered him a place, a noble rank but he rejected it and went into the scouts.
Joining 1st to get a fix for his injareys [why cant I spell that word?] and get away form the family and then joining an experimental body Bio-Cybernetics project for deep space exploration.
My idea is he has a replacement cybernetic body but its made to replicate human norms, but is made to survive deep space for a whole.
Thinking same stats with Built in Comms, low light vision, Translator etc. Kind of hardened human norm, not mad tech, aim being to help scouts survive.
Just seems cool way to test the system