
CorvusBloodcrow |

Some thoughts on the magic station.
If you put the crew at greater risk of taking damage during starship combat, the crew's healer or medic gets to heal during combat. Also, if you are on a biomachanical starship, healers and medics could help heal the ship.
That doesn't eliminate the use of a magic station as an option, especially before any of the crew takes damage. I'm trying to imagine what a starship combat would be like with an all-magic-using crew. How would a mystic, a technomancer, and a witchwarper use a magic station differently? I'd love to see witchwarpers be able to use their quantum field in space to create some space hazard or obstacle to change up the map. Mystics and techonmancer should then also get their own class flavor abilities too. Other uses of a magic station could be available to any casting class.
I was thinking something similar in regards to the magic station/biomechanical starship. I am in the design process, and right now I'm focusing on frames (think ancestry) and mods (think ancestry feats). One of the feats I was designing (today, in fact) looked like this:
BIOMECHANICAL SHIP MOD 13
MOD STARSHIP STRUCTURAL
Your starship is a hybrid of technological and organic components. The starship gains the biological trait. You can choose whether the starship contains living or undead components.
If the starship contains living components, spells and effects with the vitality trait can have a partial healing effect on the starship. If such an effect targets the starships magic station, the starship heals a number of Hit Points equal to double the spells rank.
If the starship contains undead components, spells and effects with the void trait can have a partial effect on the starship. If such an effect targets the starships magic station, the starship heals a number of Hit Points equal to double the spells rank.
(Side note: in my design scheme, a starship can have only one mod with the structural trait)
I thought 13th might be a good level, but it feels a little high. I'll probably end up sticking it at 9th instead, to allow for more use over character lifespan and earlier access. I reduced the effectiveness of the healing to account for starship HP being different than character HP in my design scheme, which is similar to animal companion HP. Also, to avoid over-lengthening a starship combat.
I like the concept of spellcasting characters having agency through the magic station, by having them able to use a variety of spells in similar yet different ways. One reason for this is because I don't see a design scenario that involves changing the established text and listed effects of core spells to accommodate a starship combat subsystem. The subsystem should try to accommodate the core rules instead. But we can definitely create interesting uses for existing spells and effects to use cool things in a new way.