Okay, thank you all. We just finishes the session, where our alchemist were given his extra time from Pharasma to finish his business in the world of the living and set it to 1 year. So as I know my group, this should be enough to complete the AP (I don't expect mch downtime..) but IF they decide to surprise me it could lead to an interesting moment, where time runs out for him and he ultimately has to face his trial before Pharasma.
Yep, I know, just asing for experiences..
Russell Akred wrote:
The torch itself is an exceptional hot burning forge, the description says lots of starmetal smiths come there to do their work, so do smiths that work for Technic League. With plenty of decks of the main debris of the Divinity to explore and the taxes they grab from Torch Technic League does actually see no reason to change this status quo at all. Additionally Divinity should be full of habitat module size reactors and even bigger reactors up to the drive that creates wormholes.
It's not some liberties, that would be no big problem. It's more like it doesn't work at all. Look at the size of the cockpit (exterior model), with the info from the interior map you should get a rough idea, how big a creature is in comparison to that. and then look at the area where the escape pods and the cargo holds should be. It's not that it's bulkier, that would be totally acceptable (fuel storage), it's more the other way round. There is absolutely no space in these areas for these rooms. The difference is even more when you look at the Hippocampus from Dead Suns, which is a Ringworks Wanderer. The exterior model looks more like a fighter, with space for one, maybe two medium size creatures. Absolutely no way to fit a cargo hold and.. this is my biggest concern, a life boat? What? That should be roughly the same size like the whole ship. Where is the turret? Even if you disregard the info from the Dead Suns module, and look at just the example from the core rulebook, two cargo holds in that thing? Maybe if you consider a glove box a cargo hold.. It's not some liberties that I dislike, it's the huge differences that just can't be explained. (No, don't pull the "magic"-card here..)
I think I will change the whole Malakar thing, because I really don't like that arc of her wanting to be captain herself and the PCs just stumble upon her computer viruses. In Ruined Clouds I added two players to the group, a bad moment, on such a remote world, but hey, have to work with what I have. So Gevalarsk Nor sent them to support the group after analyzing the data he got from Hebiza Eskolar..back in Adventure 1. They got some basic info about the Empire of Bones and Admiral Serovox, and they have the objective to kill him. They also know, that on board the EoB there is another double agent, and that will be Malakar. So she will cover the PCs approach through the hangar and provide them with the viruses, and then leave the ship.
Did anyone try to recreate the Sunrise Maiden in a game like Space Engineers, Starmade or Starship Evo? Currently trying to build the ship in Starship Evo and I think, that it's not possible to match the outer design with the floor plan. The cockpit is totally different, from the outer perspective there is absolutely no space for the escape pod room, the laboratory thing on the left side or the cargo holds..
Wow.. What did I do wrong in space combat? Or is having 6 players that can man stations THAT strong? My players leveled the sunrise maiden to level 7 and they mopped the floor with the fearful symmetry. I boosted the shields of the Azlanti to 200 (50 in each sector), so it matches the players shield generators. Still the Symmetry did not even sctratch the hull of the maiden. Very far away from being able to send over a boarding party. Hell, my players came up with plans of boarding the Symmerty, but then the self destruct kicked in.. Which was the only "weapon" that was able to penetrate the Maiden's shields..
Regarding your first question: I play via roll20, so I have tokens for all creatures. But you could print them out, glue them onto a washer and glue an epoxy sticker on top of it, to give it a nice 3D-like effect.
Regarding your second question: I think that is correct. I think I handled it that way, that the first character had to roll a reflex throw (after he failed the spot check I secretly rolled for him)
Lord Fyre wrote:
Or running around in the tower, constantly having a bad feeling, and yelling at everyone to never tell him the odds?
Regarding the "Why should they walk" question: My group landed on Eox yesterday. I made Pact Port the only place where they can land their ship, then take a 2.5 hours monorail ride to Orphys. So hopefully when they come to the point where they embark to the outskirts, they find it too long to get back to their ship first. If they want to take a hover craft for the travel, I let them, but then the ambush will contain EMP-Mines to make them crash.
Regarding the fact that casters would use them as meat shields to hide behind, and hiding behind large creatures has rules-wise absolutely no effect, you could just stick with the cyber-modified Kellids, but make them significantly larger ones, just narratively (as it would have no effect anyhow), whether they really are especially large individuals or this is just an effect of the modification (like Captain America)
Nice idea, but actually I like the idea of putting them into prison a bit more. Reason is, they will continue to keep a very low profile. So the resistance will never contact them, and they would soon run out of options. Another reason is, one of them stayed behind in a tavern with casandalee (which Khonnir transfered into an android body, liked the idea more to have her as an npc rather a device in a backpack). The barkeeper of that tavern actually has contacts to the resistance (he quite insisted that the PCs would spend the night in his tavern, so that he could make contact with the resistance. The PC could then make a plan with the resistance to free the others.
Well.. turned out they did not intervene, even after one more scene, where tech league henchmen arrested a guy because they had suspicion, that he carried technology (he clearly did not). So my party did not get arrested. But after the session I realised, two of them are aligned good. Hmm.. Should not do anything to the "lawful" axis, the rightful regime punched through their laws.. but the good axis of that two characters might get a little bump. But a question: They just visited the palace, staying in the visitor area, but entered the garden and got attacked by that alien vine. They killed it, of course. But how would the palace guards react? Or Kevoth-Kul, who imported and cultivated that plant from a far away land (maybe that was quite expensive..)
Oh I have a bad feeling that I will imprison my player characters today, when we continue the AP. Last session they finished VotBC and had a nice amount of money for shopping, and loaded up some nice tech stuff. And now they come to a city, where showing tech is strictly prohibited.
I would make that whole dinner thing kind of bizarre, like pseudo royal, but let's face it, they are bandits.. I think the Steel Hawks have been the leaders before the lords of rust came, so they would definitely want that position back. Redtooths could demand a greater territory or a higher position in the chain of command. Or even demand to share the leadership of scrapwall between the two gangs. Let the gangs offer things that include the PCs, like redtooths promise the steel hawks, that the pcs would serve them for 6 months as elite guards and train their troops
Time to do some necromancy on this thread.. I think I found a quite nice way to edit this. The statement however stays.. It's a lot of work. I think I spent 2.5 hour on this file: It's german, but basically the first text unity says to the players (the invitation to the godmind). I recorded the speech from google cloud text to speech (german Wavenet-C, pitch change: 0, speed change: 0.85) and imported that into audacity. Then first step was duplicating the track, changing the pitch of the duplicated to -6%. Then (after mixing the tracks to one track) the rest was just changing pitch and tempo in some parts of the track, creating that up and down in pitch and tempo. For some parts I copied out single words or sentences, played them lagging behind with changed pitch and tempo again. It's very much experimenting here, what sounds good. Also experiment with the volume of the additional tracks.
Here you see an image of the tracks (in the second stage, so the speech track is already mixed together)
Why too powerful? You sacrifice the ability to move, also you can't get a second attack. If you want to get a higher bonus, you even have to sacrifice a full round to aiming. A fuull round + the move in the next turn to get the full +6. Seems not too powerful to me. In Star Wars you also have scopes and stuff, nevertheless there is an aim move action, which grants you a bonus die, which is also stackable. The fusion? Which fusion is that? Wait, you need a fusion to aim a weapon? "You don't hit, please take your time to aim" - "I don't know how to do that, I can only shoot from the hip, because my rifle does not contain a fancy magic..". Sounds stupid to me..there should be an aim action ;)
DA - Digital Arts
I thought about a houserule for aiming: Move action
Thoughts?
What's the problem about Void Death? As far as i read it, it only causes a problem when an infected character dies. But it does not make you die any faster. 2d4 hours after you died (in most cases by a natural death by age, because a lot of gaming groups don't let their characters die in combat, only as a punishment for acting stupid..) a void zombie rises from the body. Anything I missed? The Akatas infected every party member, but I don't see why this should cause any problem at all, until anyone dies. And even then, because they know they are infected, ther is plenty of time to airlock the infected dead character.
With a little help from another thread I let him find a crystal ball, which when he studied it, pulled the group into the plane of maelstrom, on a floating island with a tower.
I tried implementing the new death mechanic in our game yesterday. Our sorceress was hit by an arrow and went to -2 hp. She went to 0 instead and got "Dying 1". The save DC i set to 10 + Monster CR, which came out at 15 (CR 5, party is level 3).
Hm, seems to be too unclear now to implement it in my running pathfinder games. Actually I like the new system really much, because it really prevents situations like "Help me, I'm dying here" - "Let me heal you a bit" - "Thanks, I charge the dragon again" - "Oh, I'm dying again, heal me" - "bzzzt" - "Yay, I'm healthy, I charge the dragon!", ...
So if I get this right, if you get to or below 0 hp, you gain "Dying 1" and get unconscious. Next round: You have to make a FORT Save. You make it: Lose Dying condition, but still unconscious.
So what now, if you are at Dying 3 and get healed? You have positive hp, but still unconscious and at Dying 3. What if you make the save then? Are you up and ok, losind the dying condition? Or does it only bring you up to "Dying 2"? (which would make much more sense to me)
I make the tokens myself, but I don't print them out, I run the game on roll20. But before we moved online, I started to print a few of them, works very nicely also.
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