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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?


Can an SRO communicate telepathically?


Can an SRO communicate telepathically?


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Wesrolter wrote:

The problem with that is it sorta contradicts the mechanics. If your to near space is 80 hours (After the roll) you basically only ever need to travel to the target for 80 hours. I could stop after 40 hours and play house with some devils in their own bubble for 5 days then continue to travel for another 40 hours and pop out of the Drift in near space.

I understand mechanics and 'reality' don't always match.

That’s where Drift beacons enter the picture. Created and maintained by Triune’s church, Drift beacons somehow manage to exist simultaneously on both the Material Plane and in the Drift. As a result, navigators can use the beacons’ positions and advanced mathematics to locate the correct spot to exit the Drift.

If you can navigate to the spot, you should also in theory be able to get a rough estimate.

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).


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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.


Third party book:
"Gravity Age: Cybernetic Emporium" has a modification for that called Open Source Cyber Augmentation Resolution (O.S.C.A.R.) described as a "standardized socket" for changing and upgrading cybernetic prosthetics.


If Drift navigation time varies by transit,
when do you know how long it will take?

Do you not know until you emerge?
Is it calculated once in the drift?
Is it known before you enter the drift?
Can you calculate it for a future departure so you can get proper supplies?

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:
Tony Wilkinson wrote:
So Ysoki operative with "Pull the Pin". Captured and hand cuffed. The spits out grenade.....
I'm not sure why people assume that full cheek pouches aren't obvious. 19 grenades in the side of your face isn't 19 well-concealed grenades.

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.