I do like your plan to give fighters grit. I really hate the gun slinger. Half of their powers are things I would have let them do for free anyway, like shooting locks or scooting an object. The other half are terrible, like rolling 10 attacks for 1 gunshot or stunning people by shooting them in the face, further crapping on the idea that hp are abstract. I think you should take this farther and write up better things to use grit on.
Geistlinger wrote:
30cm might be right. What's that in English, about a foot? We have a store here that does 10 v 10 games of 40k with up around 20,000 points per side. If one side is willing to commit to it, they can pool points and get these two to three foot tall "minis" that sit on the table and wreck everything.
I used to work in one back in the late 90s. I do miss it. It was right in the middle of the bar district downtown. Most of our normal and respectable customers came in at night, after they got off work. People that showed up before 4 were often strange. We tended to call them, "the day people." Here are some examples: 1) 400 pound woman playing Illuminati or L5R CCG in the middle of the afternoon. She starts bleeding onto the felt chair through her sweat pants, dabs it up with some bathroom brown paper towels, and sits back down in it to keep playing (I wasn't there for that one). 2) A girl comes into the store looking for tarot cards (we sold them for some reason). Feeling comfortable, she starts telling me about astral projection and how she spends each night traveling the world with Loki. 3) Strange dumb kid comes into the store. I'm telling another customer about the new World of Darkness products and the new metaplot elements. He stands there (easily 18 years old) staring at us while I finish up. I look to him and say, "can I help you?" to which he replies, "are you talking about a game or real life?" A week later, I saw him at the metaphysics shop down the street asking the clerk while holding a second ed. monster manual, "could you tell me which ones of these monsters are real?" 4) A regular broke into the lockers with a crowbar and stole everyone's magic cards that they kept at the shop. He shows up the next week playing stolen decks, obviously. There was a crap storm over it. 5) I, personally, was told by 3 different larp groups that someone played me in their games. I was killed twice and turned into a thrall once. Very weird, but I was flattered. I could keep going, but you get the idea.
In RPG's, and to a lesser extent, in bad science fiction that I love, the characters can generally do whatever it is that they feel like they need to do. It is hard to come up with believable anarchy in science fiction, what with technology and all. So what are all they ways it can be done? Mad Max / Post Apocalypse: There is no society around to enforce order. Epic Points of Light: Each planet is its own jurisdiction. If you commit a crime on one planet, you can just leave. "I have the death penalty on 12 worlds." You can still deal with bounty hunters, but the governments of the different planets don't assist each other, even with lists of wanted people. Fatal Flaw in Security: If it were mirrors edge, you can always just run away on the roof tops and the police lose track of you. Too Respected: The PCs can use their Picard / Kirk powers to just ignore command and do what they want. As long as they are always successful, there is no penalty for ignoring the chain of command. What else? This is important because I'm trying to formulate how the PCs can get away with murder in my next science fiction game. Right now, I'm thinking it is #2, where the worlds are enemies, privateers are an issue, and no world prosecutes criminals for crimes they commit on other planets. There is still the technology issue: so stealth will be key and in Battlestar Galactica style, once a ship jumps it is nearly impossible to track.
Sometimes limiting magic has the opposite effect. Limiting anything can tend to do the opposite of what you would naturally think. For example, I run a low level world with the vast majority of NPCs being under 4th level. You would think that this makes the game less crazy, but truth is, once the PCs hit 6th, nothing can mess with them easily. When you limit magic to sorcerers and oracles, ban magic item creation, and limit what NPCs have magic - you would think it would make the game less magical, but it doesn't. What you end up with is the PC's sorcerer being the only guy around who can scry and teleport, and no NPC has a reasonable counter for it, so it gets used constantly.
Dogbladewarrior wrote:
lol well, if they are doing ninjitsu and parkor because they are trying to look sweet and have a good time running around, and their self defense is saying screw it and daring the fat body trying to fight them to jump the fence, they might be on to something (;
Maccabee wrote:
For a whole year? I just don't get the point. People I know who are serious usually can get blocking and striking, with hardened wrists and fists, and be able to move around balanced within 3 months. As far as questioning the school itself, I'd question it if there were students finishing their first year who couldn't hit back.
What's the issue you are trying to fix? For me, the game world changes into something I do not like with 4th level spells, with the ability to transmute gold into magic items, or with reliable access to spells for typical NPCs. For me, your fix isn't enough. I want castle walls that stand, and that don't need to be lined with lead. The problems with high level spells basically come from wondering why the game world looks like it does. Why are their castles when every king has a wizard that can blow them up? Why do we have armies when it would be cheaper just to make my best knights carry rings of invisibility and wands of fireball? Normally people who have an issue with high level spells have issue with some specific thing that is being done with them, like making a bunch of wishes or something - that, or the GM is refusing to give his NPCs access to the stuff and wondering why the PCs are walking all over them.
Dogbladewarrior wrote:
It could be. With the exception of one TKD school that mixes Yudo, TKD and Hapkido, I've had zero luck with finding traditional martial artists that can spar for crap (and those guys never actually use the hapkido). I get all of my sparing in with MMA people (who are always game to fight anyone) and I've not seen any kung fu or ninjas who can stand up with them. Personally, I do use some wing chung, kali and silat in my sparing, but it wasn't until after I learned kick boxing / tkd and boxing well enough to spar, and then sparred for a long time, that my reflexes improved enough to use what I spent 4 years fretting over. I do not believe that anyone from a school that fails to spar with strangers will develop the reflexes it takes to do these moves, and without learning some boxing or kick boxing, you will never survive long enough to try anything.
Raymond Lambert wrote:
Thanks. I think you might have me confused with someone else - I didn't do any Book of 9 Swords stuff. Wish I could claim I did. It will only be a couple of weeks until I put a PDF of this up for sale. I'm running a game with this system right now which is covering my play test. The only big hurtle is rewriting the suit design, which I think I just hit the nail on the head of. I don't want to make a separate supplement for this. In previous games, designing power suits / kill bots with these rules has been the main fun people playing engineers have, sense starship engineering is mostly a glossed over story element - and people who liked the old system, really liked it.
Maccabee wrote: If you're FIRST class in ninjitsu is already rolling out punches, I'd question the school itself. If the school and technique is actually called NINJITSU, thats an even bigger clue. I took Taijutsu for 4 years as a teenager and the entirety of the first year was learning to fall, roll, stretch correctly, and blocking. If no one can punch, what do you practice blocking? There isn't much point in practicing defense if there isn't a credible attack to test it on.
wraithstrike wrote:
Sure, under the condition that you not dump a stat under 10 and I get to pick your feats.
Dogbladewarrior wrote:
Eh, things still happen that change my world. I'm back in jujitsu right now. Even though I'm not interested in competing, something happened a while back that opened my eyes. Normally, I agree with ninjitsu self defense in that anytime someone tries to grapple you, in a self defense situation, you can still your thumb in their eye. Normally I simulate this sparring by driving my thumb into their cheek or something. It is usually pretty easy since their hands are busy. I was sparing a guy who had me in a single leg up against the cage wall. I hit so hard that my typical down elbow to his neck felt feeble. Then he through me on the ground, onto my side, and got a side mount so complete with my back curled against the cage that I couldn't get my hands to his head and actually had to wrestle, resulting in a complete ass-kicking. I'm not saying that you are wrong. I mean, two moves I practice more than anything - muay thai leg kicks and body hooks, I never ever use in sparing, but I still show them / train them because they are objectively good. Maybe some of the ninjitsu is good. I've just not seen anyone who can perform it in the prescribed way. In my world, it is still countered accidentally by normal movement.
Dogbladewarrior wrote:
I've got a game I play with people who tell me about how straightening your arm for a boxing punch is wrong. I tell them that I am going to throw a straight punch with whichever arm they pick, as many times as they like, and to win, all they have to do is grab my wrist or finger. They don't have to pop my elbow or fight my strength or even turn my hand over. All they have to do is grab my wrist while I'm punching. I'm 270 pounds and I do not box. I do some boxing style punches as a part of my martial arts, but I spend very little time developing them and I know lots and lots and lots of people who are faster than me. I like to present this challenge to people who are themselves known for their strength and speed. I have not once, ever, had someone able to grab my wrist. They might get their fingers around it, a little, but they can't hang on. It is all of their effort and skill to not be punched in the face. Once they have a punch coming at them from me, who is not at all interested in helping them perform the technique, they fail. I agree that their are some problems with boxing. It is still a sport and the gloves make it so that you never have to worry about the shape of your fist. I believe the best punching is boxing style, but trained along with karate style fist hardening, by punching trees / walls, strengthening your wrists, and doing pushups on your fists. Kyokushin Karates is a LOT like this, though I disagree with their tradition of not going to the face. Putting gloves on to protect the other person so that you can train attacking the head is important to be a complete martial artist, in my opinion. Anyway, all the talk of ninja grabbing your arm and breaking it because you straightened your arm doing a punch is something that they can only do during half speed sticky hands training among people who are trying to let it happen. It isn't real. If it ever did happen, it is just a fluke.
I think the problem with the fighter is a system problem, not a class problem. 1) Wonderous items like flying swords and cloaks of invisibility are too expensive. They need their costs halved or quartered. 2) AoO's for attempting combat maneuvers without the feat should only occur when the attempt fails. Opening up the ability to trip and throw makes combat much more interesting. 3) The movement / action rules are too detailed. They are like a straight jacket made out of non-sense. They could do with a lot less detail and a lot more openness.
TriOmegaZero wrote:
I think I heard this line of thinking from Zuko, right before his dad shot his face full of fire. Keep that in mind (;
Tristram wrote: You don't need to have Excel, Google Docs has an option to create charts in their word documents. I'm using it for my Tome of Battle adaptation to Pathfinder rules. I suggest just foing a mockup of some basic stuff, then tweak the table until it covers what you want. After that it just flow along nicely. Thanks for the tip!
thejeff wrote:
Yup. I think it would be good for the country if the government / corporate overlords had more to worry about than peaceful protests. Unarmed citizens are basically surfs and as the government gets more and more efficient with better and better chemicals and robots, they will have less to fear by taking away our liberties.
LazarX wrote:
My point is that most of the recent conversations on WBL here seem pointless. I don't see how it matters if my sorcerer gets +1 to his saves or +3 from magic when the game allows me, in my ignorance, to pick magic missile and lightning bolt instead of enlarge and haste. WBL is such a small part of this game, it is hardly worth the words spent writing about it.
thejeff wrote:
Yes. I do not care if people own explosives.
LazarX wrote:
I read a five comic series a few years ago where Luther spent a ton of wealth and resources, while he was already down and out, placing nuclear bombs at sacred spots all over the earth - as leverage against Ras Al Ghul - should he happen to ever be reborn. Lex Luther isn't someone who leaves a lot to chance.
I wish that the gun lobby would be more honest about what it thinks guns are for. I wish people purchased guns specifically for the use they are interested. Hunting
The government has done a good job of disarming us to a point where it would be hard to fight back against the military if they decided to use them against us. The entire point of gun control in my opinion, is to make it harder and harder for citizens to fight back against if we ever need to. Just like I believe that the tea party has been tricked into supporting causes that are not in their self interest (libertarian billionaires don't give a crap about you), liberal gun control advocates are being lured by politicians who want to erode our ability to maintain our freedom. If all you thought guns were for were self defense and hunting, we don't really need very strong weapons. Hell, shotguns and pistols should cover it. Everything else that they want to ban, they want to ban because they are more effective against military personnel.
Laithoron wrote: Hmm, guess I could add worlds populated with chiefly 0th level people except the PCs to the list of things I'd never run. The very idea is abhorrent to my sense of an internally consistent world. ;) Do worlds where a large percentage of the population is as skilled in combat as any 30 of its 18 year old armed men put together, or where they still bother with sailing ships and castle walls when every village has a flying invisible guy who can shoot 60' r blast fireballs?
Kryzben, don't be fooled by wing chung. I think it is good and I do use it a little, but I had to do a lot of sparring to get to a point where I could find a place for it. They basically tell you, same as ninjutsu likes to, that boxing isn't good. So you will never see a western boxing punch in class and it turns out western boxing naturally counters a lot of wing chung. Worse still, almost everyone you will ever spar or fight, who is dangerous, will box. Wing chung is cool, but it only works if you personally go through great effort to make it work. Otherwise it's just setting you up for a right hook to the chin.
baal, that list is awesome. Good job. Don't listen to the naysayers - they are just confused that you posted something that doesn't have to do with 4 CR = APL +1 encounters per day with figures on a dry erase map. Clearly you are playing the game wrong (; - End up with a person or valuable in your possession that is obviously not yours, fragile, and unable to help itself. - Gain a cursed magic item you can't separate from or put down (find a way to get rid of it) - Appear to be under the effect of a strange spell or potion.
A Man In Black wrote:
It would be nothing to make it harder for people without a license to drive. Cellphones are cheep. The government could mandate that all cars have a transmitter built in that works off of the cell phone grid. If the car is in range of a cell tower, it will not start without holding up your state ID card which includes an RFID chip - a chip they want us saddled with anyway. If the car is out of range of a cellphone tower, then the car starts but the cell phone logs the RFID chip number and transmits it later when the car comes back into range, or when the black sedan drives through with a recorder auditing all your disks. If a car was driven without a valid RFID chip or the cellphone is tampered with, the owner of the car gets a big fat fine. Implement this by 2016 - everyone has 4 years to save 100 dollars to get the thing installed in their cars.
Considering how small the bonuses are from magic items, and how little they change by just doubling your wealth, are they even really an issue when compared to the giant problem of character builds? A sorcerer with enlarge person and sleep is way nicer to have around than one who rides in on tenser's floating disk shooting magic missiles. A fighter with a long bow and a bunch of shooting feats is way nicer to have around than a swashbuckler with paired dagger and rapier who rides in on a horse. Does it really matter if my magic items give +2 Strike, +2 Damage, +2 AC, +2 Saves or +4 to everything? It's just 10%. It is nothing compared to the decision to have a decent Charisma on your fighter or choosing to give him mounted archer instead of deadly aim.
Tristram wrote:
Yeah, I have but don't know how to use Excel.
Bill Lumberg wrote:
Oh yeah, good points. I love having more reasons to pile contempt onto a move I already don't think is any good (; Seriously though, almost every kick you throw wide you can throw better by bringing it straight and narrow. I practice the muay thai outer leg kick while standing a couple inches from a wall. Not much point if your legs are 3 feet apart with one cocked out sideways. The video was hysterical. The comment, "Its cheaper than a movie and always something weird going on, plus there are girls," seriously reminds me of a place I used to train.
TriOmegaZero wrote:
That's why you try to make your single hit so good you wouldn't need another one. Full body weight superman punch to the adam's apple every time!
Irontruth wrote:
Thanks, yeah, it would be nice to cram everything besides purchasing options onto the first 2 or 3 pages. Ideally, I want everything including the primary and secondary weapon and have all the points spent. Then, if they have points left because they underpurchased other things, they could then go on to the additional options.
Tristram wrote:
Close. The only thing missing is that you buy the slot. Each chassis gets X mounting points. Things you pick with mounting points have a credit cost. Right now you pick the frame's size, followed by the leg style, purchase armor, engine and booster. Calculate how much energy you have left. Purchase hard points and equipment.
A part of the main complexity issue, which doesn't take up a lot of print, but I perceive as conceptually difficult for people to get, is the idea that the size of a weapon and where it is mounted both have to be specified. So a gun a small suit holds and the shoulder gun of a larger suit might be equal in size, but that doesn't make them the same. You would think that things like this would go without saying but for whatever reason, players really start trying to power game AND carry out the rule of cool at the same time when they see powerarmor construction, so I have to be very clear - and more clarity means more words means more noise means more pages means less is read. I really feel the Paizo writers. They do a good job.
Tristram wrote:
That's pretty much how it is. I feel like it is swamped in unnecessary bad ideas. Plus, the steps are too detailed. I think I've got it brain stormed out how I'm going to combine all the various construction steps and I'm probably going to cut out one of the suit sizes, which doesn't make a lot of sense (where does the pilot go in 10' armor? His knees are in the hip joint).
Hitdice wrote:
I'm being sarcastic mostly. I've never shot one.
Tristram wrote:
I know what you mean. I couldn't handle even the computer hacking rules in Spycraft. I don't know that I'd play these design rules if I wasn't the one who wrote them. A part of why they are so complex is because I wanted to include every possibility when I made them, so you can have a 7' tall one with both feet joining to a single wheel or one that looks like a 15' tall man with the pilot totally in the chest. You can design them to fly like a plane or stalk around like a tank. You can give them big guns and small guns or armor or better dodging or blah blah blah... But story wise, they are basically used for 3 things: police actions against cyborgs, assaulting spaceships and space stations, and defending space ships and space stations. It occurs to me that the system could probably be a lot less involved. More than that, the new book I'm finishing I hope to sell is sitting at about 190 pages, and I told myself I'd get it under 150. While that looks impossible now, I do have about 30 pages of power armor construction rules tacked in it that I'm not sure I need.
ciretose wrote:
A lot of people really hate the idea of the nanny state. If you are not my biological father, your are invited to stay out of my business - and my business is buying guns and having a good time with them.
If you were playing an RPG set in something like Fallout, Robotech or Starwars, and you had the option of designing your own Iron Man / Warmonger style suit of armor to wear: How many pages of material would you be willing to read to do it? My old gaming system has 30 pages, 8x11 font 8. It is quite a task if you aren't highly motivated to have a new hobby building power suits for RPGs.
Deadmanwalking wrote:
Eh, I suppose. I'm not a psychologist. I heard about it from Niel Borts.
About Myr'iadMyr’iad
Skills:
Acrobatics +12 (1 Rank, +4 Dex, +3 CS, +3 SF, +1 OE) Athletics +5 (1 Rank, +0 Str, +3 CS, +1 OE) Bluff +4 (1 Rank, -1 Cha, +3 CS, +1 OE) Computers +7 (1 Rank, +2 Int, +3 CS, +1 OE) Culture +7 (1 Rank, +2 Int, +3 CS, +1 OE) Engineering +7 (1 Rank, +2 Int, +3 CS, +1 OE) Medicine +7 (1 Rank, +2 Int, +3 CS, +1 OE) Perception +5 (1 Rank, +0 Wis, +3 CS, +1 OE) Piloting +10 (1 Rank, +4 Dex, +3 CS, +1 OE, +1 AP) Sense Motive -1 (0 Rank, 0 Wis, +1 OE, -2 Racial) Sleight of Hand +9 (1 Rank, +4 Dex, +3 CS, +1 OE) Stealth +12 (1 Rank, +4 Dex, +3 CS, +3 SF, +1 OE) Survival +5 (1 Rank, +0 Wis, +3 CS, +1 OE) Languages Common SQ Ace Pilot (Theme Knowledge), Operative’s Edge +1, Specialization (Ghost), Trick Attack Gear: Tactical Baton, Survival Knife*, Azimuth Laser Pistol, Second Skin Armor, Personal Comm Unit, Traveling Clothing, Industrial Backpack (Mini Computer (Datapad Tier 1), Trapsmith Tool Kit, Hygiene Kit, Mass Produced Tent, Everyday Clothing, R2E (5)), Medpatch, Flashlight, Serum of Healing MK1 (4) Android Upgrade Slot: Quick-Release Sheath on left arm (Survival Knife) Credits - 230
Ace Pilot Theme:
Theme Knowledge (1st): You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Need For Speed (12th): Speeding in a vehicle gives you a heady rush, and you can easily handle operating vehicles at high velocities that might send lesser pilots spinning out of control. Reduce any penalties to Piloting checks you make when on a vehicle by 1. When you take the double maneuver action during a vehicle chase (see page 283), reduce the penalty for each action by 1. Whenever a Piloting check has a penalty for failing by 5 or more, you take that penalty only if you fail by 10 or more. Master Pilot (18th): Your piloting accomplishments invigorate you, giving you renewed purpose and zeal. Up to twice per day, when you defeat a significant foe in starship combat as a pilot or succeed in a vehicle chase (meaning that you’ve either escaped a pursuer or caught or defeated your opponent), you recover 1 Resolve Point. Operative:
Operative’s Edge (Ex): Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.
Specialization (Ghost): Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill). Trick Attack (Ex): You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization; see page 94) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack. Ghost:
You can move from place to place without being noticed.
• Associated Skills (1st): Acrobatics and Stealth. When you use Stealth to make a trick attack, you gain a +4 bonus to the skill check. • Specialization Exploit (5th): Cloaking field. • Phase Shift Escape (Ex) (11th): At 11th level, you can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as force fields or the barrier created by wall of force. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest. -------------------- Android Racial Traits:
• Size and Type: Androids are Medium humanoids with the android subtype. • Constructed: For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum. • Exceptional Vision: Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. • Flat Affect: Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2. • Upgrade Slot: Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor. -------------------- Background:
The android known as Myriad awoke in a damaged vessel drifting in the Diaspora approximately one year ago. Their chasi was damaged and they could not remember anything and the remains of several sentients were scattered across the vessel which had been exposed to the deadly vacuum of space. As they tried to discern what to do and how to proceed from this strange moment, there began several voices 'speaking' to them on what they should do and how they could survive. These voices, or ghosts, appeared to be the remnant personalities of other android souls that had once occupied the chasi in which this one was currently residing. Over a period of several months, with the assistance of their ghosts, the android who began to calm themselves Myriad, repaired the damaged vessel enough to limp it out of The Diaspora and towards Absalom Station, which was the closest celestial body to their position around Mataras. The ghosts taught Myriad how to pilot ships, something for which they discovered they have a natural talent. The numerous ghosts imparted into Myriad their numerous talents and skillset; taught them to fight, to hide, shared their collective knowledge of the solar system and all the sentients that lived within. The travel to Absalom Station was long and tiresome, filled with adventures of all sorts for the young Myriad. Eventually after a short year from their awakening, Myriad's damaged vessel docked with Absalom Station, leaving the young android to deal with the hustle and bustle of a spaceport and no real direction of where to go and whom to seek out. They found the lack of direction absolutely terrifying, until one of the ghosts, a voice they had not yet heard before said two words, then went silent once more; 'Starfinder Society'. Description:
Height 6’ 3” Weight 130 lbs Skin Fair Eyes Bright Blue Hair Brown Tall and lithe, this androgynous looking android appears to be an older model of chasi due to the extreme lengths gone to make it appear as human. There is an obvious lack of visible circuitry which has become more prevalent on the younger androids; however, there is an occasional silvery glow the appears briefly beneath the skin, following the familiar pathways. Their hair is cut short in a slightly feminine style. SFS Character Information:
PFS#: 13693-702 Faction: Acquisitives XP:1 Fame: 2/2 Scenarios: • Fugitive on the Red Planet [1 XP, 2 Fame, 719 Credits] Chronicle Sheet - Boons: AbadarCorp Aquaintance Boons:
Ally: Faction: Acquisitives Champion Personal: Promotional: Social: AbadarCorp Acquaintance Starship: Slotless: |