If the new book was all about The Dominion of the Black, then I think it would be safe to say the end is nigh. in character
Oh man, I'd love some more detail on the Dominion of the Black. I'm not caught up with everything, but has there been an significant adventure material concerning them? I'm really only aware of one standalone adventure and one Society Scenario where you even dare head to Aucturn.
John Mangrum wrote:
I see now why there haven't been a lot of spoilers coming out about this book from subscribers. There's... there's a lot going on here. A lot a lot. A generously ample pile of "a lot" is what I'm saying. Very dense book. Gonna take time to digest.
Honestly my favorite part so far is not even all that directly tied to the Drift Crisis.
Vague Spoiler of Equipment:
New Fashion Options!
Probably. It's been shown that Covid-19 has mutated enough that while the earlier shots help, their efficacy is limited after a time. I know people who got the shots but still got Covid almost a year later (due to the variants springing up from it being able to circulate in unvaccinated hosts), though the shot helps reduce the effect it had. So the extra boosters essentially help refill the temp HP you get that the virus needs to burn through before it gets a good hold on you.
That's probably why they are making the exception. Got to get the Skeleton War rolling somehow...
So, with some new options coming out if the current set of books, I've ended up going back to read the Envoy's Magical Expertise and a few things seem a little unclearly worded. Given, I may be reading them a certain way because I want it to work a certain way. I've discussed some of this on the Discord, usually in opposition, so I wanted to check on here.
Found a few threads on the Alternative Class Feature, but not quite on what I wanted to see clarified.
1. Does having the Mystic's Spell Class Feature, even a limited one, mean you also get access to Bonus Spell Slots when you are able to cast Spells of that level? The Feature mentions after the progression of the reduced spells known and spells per day, that the feature otherwise functions just like the normal Mystic's Spells Class Feature, of which Bonus Spells are a subsection of the Feature.
2. Does your Charisma ability modifier replace all uses of the Wisdom ability modifier for the Spells feature? It's been brought up that only the highest level of spells available and DC are the only specifically mentioned applications.
3. Do the three level 0 spell per day castings you start with count as spell slots? From my reading, spells per day and spell slots are essentially the same thing. If an ability or piece of equipment were to have spending a spell slot as a trigger, could you use one of your level 0 castings to trigger it?
I might have other questions, but these three are the ones that stay at the forefront of, maybe depending on the reading and intent, Magical Expertise might actually be a bit better than we've been given it credit for (or at least it's getting better as new options to compliment it are introduced)
GM Numbat wrote:
A new ship to play with! What could possibly go wrong?
I honestly always feel a bit like an outsider because I'm one of the few people in any group who is actually excited about designing, testing and flying starships. Add in the fact we're learning a bit more about one of the starship manufacturers is a bonus as well.
David knott 242 wrote:
I imagine there will likely be a book dedicated to Biotech/Necrografts, much as Tech Revolution was dedicated to what we consider standard technology and Galactic Magic is dedicated to magical advances. Tech Revolution brought in the Nanocyte and Galactic Magic brings in the Precog. While Evolutionist does have cybernetic and magitech build options, those bases are mostly covered by the previous two books, so Biotech/Necrografts seem the likely area to focus on.
600 credits probably isn't cheap for every single person in the universe, to say nothing about being a level 6 item. If you assume the Profession check as a non-adventurer person's amount of weekly income, someone with a +10 modifier (higher than your average level 1 adventurer who is more commonly at risk of losing limbs) makes about 40-50 credits a week. That means three months or more worth of wages for a serum, assuming they don't need to spend any credits on, oh I don't know...housing, food, maintenance, communication, family care, personal expenses, emergencies, or other medical expenses just of the top of my head.
And that doesn't even touch on the serum limitation. Yes, surprisingly, magic still has limits.
First off "When using a regeneration serum, you choose one body part that was severed from your body or one organ that was ruined (such as by the wounding critical hit effect) and inject the serum via syringe to the corresponding region on your body." Note severed limb or ruined organ. This says nothing about a limb or organ that is attached but no longer functions due to neurological damage or other sources of disability. Sure you could just cut the limb off and regrow it, but chances are that won't deal with the actual problem that causes the limb/organ not to function correctly in the first place.
Second off "For 24 hours after injecting yourself with the serum, you require a day’s worth of food and fluids every hour (which you can ingest without any of the normal repercussions of such excessive consumption) or the serum’s effects stop without effect." Meaning, you need to eat nearly a month's worth of food inside a day and that's probably all you do for that day. Now the food isn't that big of a deal creditwise if you just want to have four blocks of field rations on hand (tasty!), but let's look back on that. Really read it. You need to eat for 24 solid hours on the hour. If you try to do that on your own, chances are you'd fall asleep unless you have something that lets you sleep for almost no time (some cybernetics can do that if you have thousands of credits to spare) or are a specific species that doesn't sleep. So chances are you likely need someone to monitor you (or go to a facility where you can have the serum medically administers and where you can be housed to maximize the chance it works) to make sure you eat or else the serum is wasted. 600 credits down the drain.
Of course, the big thing is that we are talking about adventurers for who 600 credits isn't that big a deal, not the average person, right? Funny thing about not being the average person, you don't always act the way the average person would act. Sometimes you make decisions that aren't strictly logical, for whatever reason be it pride, honoring an event, or simply because it doesn't feel right to do the normal logical thing. Maybe they've even gotten so used to the way they function now that changing it would mean they need to relearn and replace certain almost instinctual behaviors they've built for months or years.
I get that some people think that these problems can be simply solved, and maybe they can in some or even many cases. Some or many is not all. And if such people insist on realism, then that cuts both ways. Rejection rates for magic/biotech/cybernetic aid, paying higher than standard amounts for goods or services, supply limits, lack of skilled crafters to make the goods you want or even just not knowing the formula or schematics, all the dozens of different things that are currently a default "Yes, that is available/works/is known how to replicate" for simplicity, GONE for the sake of realism.
The realism to the day-to-day condition of the character is really awesome. I don't have any firsthand knowledge, but it seems both very believable but also amazingly inspiring to see a character who has such issues and still manages what they can.
Admittedly, the part that most caught me (and I can't believe it never occurred to me to try this in the playtest for Precog) was the fact that it brought up something in lore I deeply care about being explored. How Elves (and other long-lived species) deal with the Gap, since many of them were alive during it and essentially have a chunk of their personal memory missing. Memory loss is yet another issue that many people have to deal with and it can honestly be terrifying to realize that pieces of what make you who you are might be lost forever.
From my perspective at least, this new iconic is not only exploring the reality of dealing with certain physical limitations but certain mental limitations as well, and how one manages and pieces together the resources they still have to remain as functional as they can and contribute their best.