
GM Xavier Kahlvet |

Sorry if my wording here is strange; I pre-wrote this when I thought I needed to do recruitment.
Expectations as a GM of the players
Posting I would like 2+ posts per person per day, but I expect at least one post per day. Exceptions exist, of course, such as if you let me know that you are going to be unable to post in advance.
Botting You know your character; I don’t. I would like a “Bot Me” spoiler in your profile so that I may play your character as you would play it.
Expectations as Players of the GM
Experience: I am trying to get back into Starfinder after a bit of a hiatus, so I’m not as familiar with the campaign setting and specific mechanics as I would like to be, so I’m sorry in advance if I get things wrong and need to be corrected every now and then.
My Goal My personal goal as a GM is not to “win”—I want to be correct. I want to run the adventure correctly rather than stubbornly hold to my guns because I want to kill you all. Also, I strive to convey the story of an adventure clearly while also giving the PCs challenges that will make them work for a victory but not to throw deadly encounter after deadly encounter and hoping you survive—I want you to win, but I’m not going to just hand it to you.
Posting I post regularly (borderline excessively) so I tend to respond quickly. That said, sometimes things come up and I won’t be able to post; I try my hardest to at least let people know if/when that occurs.
Modifications I have been known to modify combats and NPC statistics to tailor to the strength (and weakness) of the party so that later on you’re. Or just curb-stomping everything—but because I’m not as familiar with Starfinder as I am Pathfinder, I’m probably not going to do it as much. That said, I still put the narrative as a priority over challenge, so I won’t send something at the party that makes no sense to the narrative, or change an NPC to make more sense to the narrative. Overall, any modifications I would make to the AP are solely for the benefit of the enjoyment—even if it means sending the party against stronger things.
XP I will be using a milestone method of leveling—when I say you level up then you level up. I don’t want to deal with tracking XP.
Character Creation
Once again, this is campaign mode, so we are not bound to the conventional restrictions of SFS
Level All PCs start at level 7
Equipment You have 23,000 credits for equipment. You may purchase items of level 8 or lower, but you may also purchase a single level 9 item.
Ability Scores The standard 10 point-buy, along with the ability boosts received at 5th level.
Starships? Starship combat does exist—build characters accordingly.
What’s allowed? As a general rule of thumb I say that anything that’s SFS legal is fine by me, anything that isn’t is basically a “it depends.” If I say that something isn’t allowed in my game then I will say so.
Signal of Screams Character Options The following is character choices that were introduced in Signal of Screams that I will allow (apologies for the weird spacing—copy-pasting from a PDF can get weird):
Theme Knowledge (1st) You’re skilled at identifying patterns, finding clues, and piecing
together puzzles about the paranormal. No two investigators
do so in the same way. Choose Diplomacy, Life Science,
Mysticism, Physical Science, or Survival. The chosen skill is a
class skill for you, and it’s your field for other theme features.
If the chosen skill is a class skill from the class you take at 1st
level, you instead gain a +1 bonus to checks with it. In addition,
at character creation, you gain an ability adjustment of +1 to the
ability score associated with your chosen skill.
You choose a specific paranormal mystery case that you and
the GM create. Reduce the DCs of checks to recall knowledge
about and gather information related to your case by 5. You can
similarly reduce the DCs of checks to recall knowledge about
notable personalities, practices, and events in the paranormal
realm and your field. After solving a case, you can take on
another after 1 day of studying evidence for a new case. You
can abandon a case without solving it to take on a new one.
If you do so, you take a –2 penalty to skill checks for 1 week.
Attention to Detail (6th) Halve the time it takes you to gather information (minimum 30
minutes), search an area, or perform research to take 20 when
recalling knowledge or identifying a creature, a magic item, or
technology. In addition, once per day, if you fail a Perception or
Sense Motive check or a check in your field, you can reroll the
check and use the higher result.
Gnawing Hunch (12th) You’ve learned to trust your hunches. If a clue can be found by
taking 20 on a Perception check or a skill check in your field,
the GM must tell you such a clue exists, but not what it is.
Once you know a clue exists, you just have to find it.
Truth-Seeker (18th) Organizing evidence about your case and
researching it refreshes you and sets you back
on your path. Twice per day, you can take 10
minutes to consider and record your findings or
look for new insights into them. If you do so, you regain 1 Resolve Point and can recall knowledge. If you
instead take 1 hour, you regain 1 Resolve Point and can gather
information. Neither of these tasks count as resting to regain
Stamina Points.
Prerequisites: Cha 13.
Benefit: As a reaction when you are attacked while adjacent
to an ally, if that ally is willing to take a –2 penalty to her
Armor Class until the beginning of her next turn, you gain a +2
circumstance bonus to your AC against that attack.
through grasping claws without pause.
Prerequisites: Dex 13, Mobility.
Benefit: When you run as a full action, you don’t have to
move in a straight line, you can run across difficult terrain, and
you don’t gain the flat-footed condition.
everyone know.
Benefit: Before initiative is rolled during an encounter, you
can scream as part of combat banter (Core Rulebook 249) even if
you’re surprised. If you do, allies who are surprised but can hear
you don’t gain the flat-footed condition, while allies who aren’t
surprised gain a +1 insight bonus to initiative checks. You gain
the appropriate benefit depending on whether you are surprised
or not. However, your scream is loud, possibly drawing the
attention of foes that can hear you and alerting others within
earshot. You’re also shaken until the end of your next turn.
Prerequisites: Wis 13, character level 3rd.
Benefit: You gain a +2 bonus to saving throws against fear
effects. In addition, when you have the frightened condition,
you can choose to fight rather than flee. When you have the
panicked condition, you don’t drop what you’re holding.
Prerequisites: Dex 13, Wis 13, Mobility.
Benefit: When you use the total defense action, you can also
withdraw as a move action. If you do so, you can move only up
to your speed.
Three other orders of business:
1) I’m getting your guys’ input on whether we should allow options from the Character Operations Manuel Playtest. If so, then know that you’ll need to have the playtest document with you for reference (since the playtest is almost over), and if the Character Operations Manuel releases in the process of the AP (which it very well may) then you’ll have to rebuild your character to be up-to-date with the officially released content. If not, then we don’t and I won’t modify some of the adventure with my personal creation of vanguard, biohacker, and witchwarper class grafts.
2) You guys need to decide whether or not you all would know each other in-game as an adventuring group (including sharing a starship).
3) This is a horror game, and while the genre is meant to disturb and unease, there is a fine line between appropriately disturbed and uncomfortably disturbed. I am asking right now: if there is anything horror-related that you as a player are not comfortable with having in the game then please say so. It is my job as GM to make sure that everyone is having fun, so clear boundaries need to be placed on what you do and do not want out of a horror game. I’m not asking “why,” I’m asking “what”; I’m not asking you to tell me why you don’t want to experience said thing—everyone has their own personal fears and disturbances and they should not be judged by what sickens them—but I will make sure to accommodate the boundaries you guys set so that none of them are crossed.
With that, good luck and happy gaming!

GM Xavier Kahlvet |

Important question for the more knowledgeable Starfinder people: I know that there’s a clause in Pathfinder where if a character succeeds at a save then they know that they had to make a save—did that get carried over into Starfinder?

GM Xavier Kahlvet |

Gotta put my foot down about something: No SROs. They aren't a good fit for the campaign.
You'll thank me later.

GM Xavier Kahlvet |

Alright, got the maps and inventory tracking done. Everybody check and make sure that you can edit them just fine.

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I am good with anything and everything horror related. :) Also if you are good to go with the playtest classes I would be interested in trying one of them, though from what I have seen the book doesn't sound like it will be released until late this year.

GM Xavier Kahlvet |

...though from what I have seen the book doesn't sound like it will be released until late this year.
That's fair, but you know how long some PbPs can take,

GM Xavier Kahlvet |

If I say that something isn’t allowed in my game then I will say so.
Wow...that was really redundant of me (remember to proofread, kids!) I meant to say that if I don't allow a non-SFS-legal character option (including equipment), then I will say so.

Boron' |

Hello all, and thank you GM Xavier Kahlvet for running this!
Hoping to enjoy these months together, and help you enjoy them as well.
I will be playing Borín, of clan Saltheart, who is known as Boron.
A male Dwarf (from the Diaspora) asteroid miner, and labor union organizer.
He is a Mechanic (Exocortex) level 7 (and follower of Pharasma).
To first answer questions from above:
1) I will not be playing a Playtest Character, but I of course have nothing against others doing so, so up to you all
2) re. do we know one another: I will post some info' about Boron, to see if anyone is interested in having shared backstory (if you are okay with that, GM) ; on a non-RP side, I would like to ask our GM if I can post my skills and such (like equipment I might buy, i.e. Library Chips) to see if we can split things up and organize a bit (i.e. not having 6 Culture Library Chips and 0 Life Science). But no problem at all if you'd rather we just make our own characters, and then meet and see what to do then.
re. (including sharing a starship) does that mean maybe building our own vs. picking one up that is given in the AP? (or simply already having one from the AP?)
3) re. horror: I've played a lot of White Wolf (Vampire) so I imagine I'll be okay with most everything.
I am not offended by sexual elements, but dislike them for myself since I am uncomfortable RPing them, so for myself I'd rather avoid horror sex (!).
re. "if a character succeeds at a save then they know that they had to make a save", like Luke Parry, I've not seen anything about this in Starfinder either.
However, Starfinder is very clear that "A cast spell always has obvious effects that are noticeable by nearby creatures; it is not possible to clandestinely cast a spell." (beginning of the chapter on Magic) and then (page 262) that "Spell-like abilities are magical abilities that function very much like spells do", so I'd imagine SLAs cannot be clandestine either (but that is not specified).
However (page 262 again) "Extraordinary abilities are nonmagical."
So, just on a personal note, I'd maybe think that it'd be easy to have no idea you succeed on a save vs. an (Ex) but that you'd probably know when you succeed on a save vs. Spells & SLAs?
re. maps and inventory tracking I can edit them just fine.

Matthais777 |

Howdy everybody! I haven't decided what I'm playing yet... I may consider filling out a needed role depending on wants and needs of the group. As for the questions put forth by our awesome GM.
1.)I don't know about a playtest character, haven't even looked them over yet, though Biohacker certain sounds like a fun idea and something that could be fun with a horror type setting. I certainly have no objection if someone else wants to.
The idea I've been percolating in the back of my head is a human character named "Jacob", who's of the old "Abducted and rolled with it" type. He's stoic, but you don't survive on the fringes of space without a healthy dose of fear of things that might kill ya.
2.)Building shared characters can be a lot of fun. I'd be happy to work with someone to build up a history, and I'd be happy to share space ship.
3.)Horror: Pretty much nothing is off limits to me. If anything, I'm usually the guy other people have to tell to back off a little. Anything that would make ME uncomfortable will probably get us kicked off the boards. >.>
Rules question: Boron i think has the right of it, Spells and SLA are detectable on casting, extrodinary abilities are not necessarily, as for detecting saves, I think that falls solidly on "What is the ability trying to accomplish?" RAI territory.

GM Xavier Kahlvet |

re. horror: I've played a lot of White Wolf (Vampire) so I imagine I'll be okay with most everything.
I am not offended by sexual elements, but dislike them for myself since I am uncomfortable RPing them, so for myself I'd rather avoid horror sex (!).
Noted. Do you mean that to say that you don't want sexual elements at all, or that you don't want to have to be forced to RP such elements? I ask because such elements (of which there could be a decent amount) occur from NPCs and isn't directed at PCs.
That said, I personally get really uncomfortable RPing anything like that beyond innuendo or the occasional erotic moan, so you don't have too much to worry about in that department.
Boron' |

I am not offended at all by sexual elements, and not bothered by them.
It's only when it's for me to RP them I don't like it very much, so having to RP horror-sex with my character would not be my favorite!
Again, I don't want to spoil anyone else's fun, and do not mind it happening, so not a problem per se, at all, just that I'd rather not have to RP, or as little as possible for myself.
___________________________________________________________________________ ___________
To share some RP & OOC info', for common background & to show what I might bring to the group:
Boron is a Dwarf from the Diaspora, who spent most of his life mining the asteroid (for a Star-Citadel based company).
He's a bit gruff, used to hard living and working hard, with the "boys" (and bearded ladies?).
Being experienced, he is a foreman, and is active in organizing labor unions to protect the miners.
Burly and muscular (22 STR), he's a melee kind of guy (using his mining pick as a weapon, in melee & as a thrown weapon, & with overcharge) with heavy armor (his Mining Jack, and Energy Shield).
Boosted movement to 40 feet.
Exocortex Mechanic, so Computers, Engineering, Medicine, & Physical Science are his best skills (with Library Chips for Engineering & Physical Science).
Not too bad at hacking (remote, wireless, an AI that can do a 2nd computer check alongside Boron's... and some things to bypass countermeasures).
Has a fire-extinguisher & basic medkit.
And his cigars & a lighter...
...hey, you can fight for better health coverage yet still smoke!

GM Xavier Kahlvet |

Duly noted.
Re: shared characters: The reason I ask is because the adventure assumes that you all are part of the same crew (it actually works most organically with a group of PCs that already did the Against the Aeon Throne AP), but it has some stuff written in for if this is the first time the PCs actually meet each other.
The reason why this matters boils down to this: if you all do already know each other then you all get to build (say it with me now: build) a Tier 7 starship that you all have from the start; if this is the first time the PCs have met, then you guys get to build a Tier 8 starship that you won’t be able to get in-game until near the end of Book 1.

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Okay, I'm back, and I think I've decided on my character.
Jacob Andrews is unassuming. That's what clients pay him to be. When corporations or celebrities are worried about bad things happening, there are two ways to react. Some hire heavy thugs who exist to be as intimidating as possible. Some go a more subtle route, hiring men and women who's job is to not be noticed if nothing happens, and to be effective machines if something does happens.
Jacob is a spacer, born during drift travel and never stayed to long in any one place, just going where the work is good. Dangers fade most of the time, or stars fall, and even if you do the job perfectly, they never last forever.
Boron, if your alright with mixing my backstory with yours a bit, I think it would be appropriate for perhaps Jacob to be hired by the union to make sure that any "Union Busting" attempts fail. Jacob is an operative with the detective focus and I plan on making his sense motive kinda silly, so that he's really good at picking dangers out of a crowd... (No way having a guy who's aware and alert of what's going on around him in a horror campaign could go badly for his sanity AT ALL. :) )

Boron' |

Fine by me to have met and worked alongside Jacob.
I think it could be fun to be a group that works together from the get go, so I'd vote for that. And can change things accordingly.
But am fine if you guys prefer to meet IG.

GM Xavier Kahlvet |

Yeah...I don’t think it would be wise to have two operatives...

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Whoops! I missed that you where considering a Operative Luke Parry, if you want, my idea works well enough if I switch to soldier, maybe multiclass mystic or biohacker for healing since we seem to not have a healer yet? Or would you be willing to go with a diffrent idea? I'm fine either way. :)

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So, at present, the party consists of:
Luke Parry - Operative(Detective) - Paranormal Investigator (Ranged)
Tyranius - Witchwarper
Boron' - Mechanic(Exocortex) - Deathtouched (Melee)
Jacob - Operative(Detective)
...are we a 4-player party, or will there be more?
----
I must admit, I am faintly amused at the idea of 'Jacob and Xagyg' being partners in an investigative business - with a strong X-files vibe (Jacob being practical, and Xagyg being the conspiracy theorist, who frequently 'goes down the rabbit hole') :-D

GM Xavier Kahlvet |

4-person party.
Weeeellll...when you mention it like X-Files...
Nevertheless, I am always an advocate of a diverse party.

Boron' |
1 person marked this as a favorite. |

So, we go for being a team of private X-File-ish investigators?
That's fine by me.
If so, then I'd change Boron's RP to being an ex-miner, who still carries his old tools around (Mining Jack armor & Mining Pick weapon), and who handles the tech/engineering part of our investigations (the tinkerer) - and his labor-union aspect would then be for our team, wanting to have us get some kind of dental plan.
"Yeah, "I Want to Believe" too, but I don't have time, someone's gotta repair the vid-cam first... again", grumpily says Boron, sighing.

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Okay, that sounds super fun actually. I play a pretty good straight man in those kinda teams to. :) And yeah, Operatives being very "Jack of all trades" types means that so long as we don't focus all on one thing, we should be good, especially since I'm still planning on focusing Jack more onto combat heal and protection.
Damn it Xagyg, How many times have I told you, "Big Resurrection" isn't a thing, and unless you want to pay the creds for a serum, your gonna have to put up with the stitches!

GM Xavier Kahlvet |

Again, I don’t know Starfinder as well as I do Pathfinder, so I’m going off my rather limited knowledge (that said, SF’s Stamina system does justify not having a dedicated healer in the party).
That said, I would like to see character stats within the next week so we can kick things off.
Additionally, it sounds like you’re going to go with the “you know each other prior to the AP” option, so I would start discussing how you guys want to build your Tier 7 starship (that’s 180 BP to build with; and remember you only really have to make sure that your power isn’t over the PCU limit for when the ship is in battle stations).

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After revisiting the concept a couple of times, I think I'm gonna make Jacob a Biohacker, the medical abilities just fit better with the concept I have in my head of a combat medic/bodyguard.
As for the ship, do we wanna go big enough for a crew and go destroyer class? or do we wanna just ride with us and just do a transport ship. We got a fair amount of points to work with.

GM Xavier Kahlvet |

Unfortunately for you, a Destroyer-class starship requires a six-man crew! So you have to go with a ship that can accommodate everyone in starship combat.
You can thus only choose a Shuttle (6 BP), a Light Freighter (10 BP), an Explorer (12 BP), or a Transport (15 BP) if you don’t want someone sitting out on Starship combat (and that’s not fun for that person).

Boron' |

Yay biohacker!
I haven't had time to look into building a starship yet (been filling out my character sheet) , but my feeling would be to keep a good amount of BPs for speed & maneuverability, and go for a smaller craft but with more added things.

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Well, with a four man table, we should look at Pilot, with two dedicated gunners, and an engineer, as our load-out (acting as a third gunner, as appropriate).
My suggestion is as follows:
Transport - 180 BP
Transport (15BP)
Signal Basic Drift Engine (6BP)
M10 Thrusters (15BP, 70PCU)
Superior Shields 600 (40BP, 160PCU)
Power Core (Nova Ultra) (30BP) - 300 PCU
Mk 2 Tetranode Computer (16BP, 15 PCU)
Budget Long Range Sensors (6BP)
Good Crew Quarters (2BP)
Maser (Forward Arc) (22BP, 35 PCU)
Light Particle Cannon (Turret) (10BP, 10PCU)
Tactical Nuclear Missile Launcher (5BP, 10PCU)
Hydroponic Garden (5BP) 2 Expansions
Medical Bay (8BP, 4PCU**) 1 Expansion - only used out of combat
180BP, 300PCU (used)
That should cover us :-)
If we later get to upgrade, we might increase our Drift Engine, our Long Range Sensors, and our Crew Quarters, as well as adding a Brig, and Guest Quarters (or simply adding an extra power core).

GM Xavier Kahlvet |

Puts GM hat back on But I'm the GM, so I'm admittedly biased. :)

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Mounting a weapon in every arc actually isn't that important, though...
It (usually) doesn't increase the number of weapons that you can actually fire in a given round, assuming only one opposing combatant (which seems to be the case in the majority of starship combats). Given we only have 4 PCs, we probably won't have more than two gunners, most of the time, anyway.
Going with the Transport allows us to put two (long range) guns in the turret (as opposed to 1, if we go smaller), which means that two gunners get to fire every round, regardless of what arc the enemy is in... and if we manage to 'front arc' the target, one of them can switch out to the big gun there.
Of course, having 600 points of shields also helps ;-)

Boron' |

I would really much prefer the Explorer too, mainly for Maneuverability good (+1 Piloting, turn 1): being able to do Turn 1, or Turn 0 w. a pilot maneuver, is what I feel is the most important (w. speed) in space combat, to be able to getting good positioning.
I would most probably prefer M12 Thrusters because I'd prefer +2 speed for -1 piloting (to be able to go to 14 speed w. Divert and better circle around the enemy for a better angle, or move away faster...). And we end up w. +0 piloting w. an Explorer so no negative at least.
But that's a choice to make, vote on. Not adamant for this, though I'd like it!
Boron would be best as Engineer/Science Officer I imagine:
+15 Engineering & +15 Computers or +17 for both if I can use my rig to perform those actions (should be able to, right?, there is some sort of physical/wireless interaction...?).
+5 piloting is probably way low
+6 gunnery is not great either
I think I have only one trick for Space Combat (1/day) as Miracle Worker.
Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase.
Personal note It says 'repair', so I'd say it is not patching etc., but a 'real' repair of 10 HP for the Explorer or 15 HP for the other one we do not want to take
(joking xD).

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Fair enough.
It does reduce our damage quotient significantly, though, because we can only have one turret weapon, and no heavy weapons...?

Boron' |

Yes, it's a choice.
We'll see what the others think about this.
The only thing Boron will insist on:
Boron tacks a Smoking Area sign on the door to Engineering. Below, he scribbles If bothered, activate armor-seals & rebreathers, then he lights a cigar.

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Alright, here is an alternative (Explorer) build:
EDIT: I found the 'upgrading weapon slots' additional rules, and have edited this accordingly. With this rebuild, I am totally behind running with the 'Explorer' Chassis :-)
----------------------------------------------
Explorer (12BP)
Signal Booster Drift Engine (15BP)
M12 Thrusters (16BP, 80PCU)
Superior Shields 600 (40BP, 160PCU)
Power Core (Nova Ultra) (30BP) - 300 PCU
Mk 1 Tetranode Computer (4BP, 10 PCU)
Luxurious Crew Quarters (5BP)
Upgraded Weapon Mount (Turret, Light to Heavy) (6BP)
Maser (Turret) (22BP, 35 PCU)
Extra Light Weapon Mount (Turret) (5BP)
Upgraded Weapon Mount (Turret, Light to Heavy) (6BP)
Twin Laser (Turret) (12BP, 15 PCU)
Extra Light Weapon Mount (Turret) (5BP) - not used right now, but there for when we 'upgrade' the ship further.
Hydroponics Bay (5BP)
180BP (used); 300PCU (used)

Boron' |

Thanks for all this work!
I've never read Making a Starship, yet... but will look into what you did (not to check, but to learn!).
ON ANOTHER NOTE
the mechanic's Overcharge ability states:
This attack uses three times as many charges from the battery or power cell as normal
For a melee attack, where your weapon uses "X" charges per minute (10 rounds) am I correct in understanding that I use up 3x"X" charges to Overcharge during one consecutive minute (possibly attacking 10 times)?

GM Xavier Kahlvet |
1 person marked this as a favorite. |

For a melee attack, where your weapon uses "X" charges per minute (10 rounds) am I correct in understanding that I use up 3x"X" charges to Overcharge during one consecutive minute (possibly attacking 10 times)?
Seems correct from how I read it.

GM Xavier Kahlvet |

@Xagyg: I know you’re not finished with your character quite yet, but I ask that you include an image with your character—it helps me out in the long run.

Boron' |

Okay, my character sheet is finished.
Borín of clan Saltheart, a.k.a. "Boron" was born and mainly raised on asteroid-mining ships in the Diaspora, run by his family. Though he did spend time on a Star Citadel ship. His whole life has been about mining, and this is how he has been exposed to strange radiation that has brought problems to his health, and opened him to the Negative Plane. These problems slowly turned him into a devoted follower of Pharasma.
The fact that this change within him made him curious to paranormal activity, and the urge to reduce further exposure to radiation, made "Boron" look for work as a ship-engineer in order to travel, explore, and find answers....
I'll adapt things to what kind of group we are.

Volcklon Kolsub |

Here is Volcklon, my Witchwarper. Had to do the character sheet the difficult way since Herolab hasn't incorporated the Playtest material.
Volcklon is huge, standing over seven feet tall, weighs well over 300 pounds and appears to be several centuries old though that is difficult to tell as most of his four armed body is covered in cloth and armor. A conical and spiny help covers his face as a small ball of flame flickers from it's sharp points.
Several years ago he hired this loyal band of crew to take him where he wishes to travel on his quest for answers that only he can seek.

Boron' |

Several years ago he hired this loyal band of crew to take him where he wishes to travel on his quest for answers that only he can seek.
May I ask what that means? I really do not want to be working for another PC.

Volcklon Kolsub |

Not necessarily working for him that is just generally the way he feels. In his mind he has bartered and haggled his way into the crew and truly believes that you take him where he wishes to go, though in reality he is along for the ride.

GM Xavier Kahlvet |

Alrighty then. Unless anyone has objections to Xagyg's layout for the starship, then all I need is a name for the starship and we can start!

Boron' |

Thanks, Volcklon Kolsub! No problem at all for me then (just wanted to make sure - that it wasn't some employer I had to obey etc.).
re. the starship, I haven't had time to check out all the cool work Inspector Xagyg did (thanks again!) but no objections (I hope to check it all this week-end).

GM Xavier Kahlvet |

Actually, with the info I have on hand, I can actually get this show on the road! Give me a bit.