Garretmander wrote: Archives of nethys should have a pretty solid collection of all the rules, including every generic alien and NPC published in starfinder's history (as well as all the rules for starfinder ever published.) That is a wonderful resource and I use it often but it doesn’t appear to include the adventures which have a wide variety of generic and specific characters at many different CR levels.
Dragonchess Player wrote: There is nothing in the RAW that prevents SROs from wearing a mindlink circlet or installing a Limited Telepathy Graft. But an unmodified/unequipped SRO would not be able to be contacted by or communicate with a telepath?
Wesrolter wrote:
Under this mechanic the characters won't know how long it takes until they arrive. The players may know the roll but the characters will travel for 40 hours, stop and play with demons, then continue on their journey that takes another 40 hours. If you wanted to introduce more randomness, you could make a modified roll to see what the remainder of the journey takes.The reason you cannot get an estimated time would be that the direction remains constant (toward a beacon or location relative to a beacon or beacons) but the distance is expanding and contracting randomly thus changing your travel time in ways that cannot be accurately calculated beyond the maximum travel time based on the ship's engine and destination's beacon status (near space, vast, or Absalon).
Wesrolter wrote: 1. Calculating exactly how long your journey will be beforehand might be the kind of thing that requires its own skill check. If you roll well enough, you'll have an accurate estimate of travel time before you depart, but if you roll poorly, no estimate at all or a bad one. With the description of the drift in the pact world book being constantly, randomly expanding and contracting distances, I don't think any skill check could accurately estimate the travel time. You could literally arrive a mile from your destination/exit point and spend a week chasing it as it expands away from you only to arrive when the expansion slows enough for you to catch it.
Wesrolter wrote: ...from Pact Worlds. ARRRG. I didn't even think to look in Pact Worlds.... Ok reading about the ever changing nature of the drift, it would appear to me that you enter the drift, set course for the drift beacon of choice and travel till you get there. How long it takes to get there varies because the drift is constantly changing. You won't know how long it take until you arrive at your destination drift beacon and emerge to find how close you are to your actual destination.Better drift engines put you in better proximity to your destination beacon or location in the drift and spit you out in better proximity to your desired destination.
If Drift navigation time varies by transit,
Do you not know until you emerge?
I have seen some justify the changing transit times by pointing out the perpetual movement of the planets and solar system changes the travel times but that would imply that two ships, leaving at the same time, from the same place, with the same destination, and the same engines would take the same transit time.... perhaps even traversing the same portion of the drift side by side?
HammerJack wrote:
I am actually curious how much a Ysoki can put in their pouch(s) before it becomes apparent.
Bogerdan wrote: So my question is do this items in the cheek pouch get wet with saliva? Hamsters do not have saliva glands in their cheek pouches. Things might get a little damp on the way in and out, but would be dry while inside. It is also interesting to note.... Rats don't actually have cheek pouches, they just have cheeks that stretch. They are just putting things in their mouth. Since the description in Starfinder states they are cheek pouches, that would mean Ysoki are closer to humanoid hamsters than humanoid rats. |