Well around my naps this weekend, I played around with my mystic Idea.
Rodimus Prime ( What the heck that was the name I spouted last night - Cackle)
Android
Mystic
Themeless
God Worshiped: Triune in all three aspects
Mystic connection: Shaper
Shaper Connection skill #1: Engineering
Shaper Connection skill #2: Life Science
So playing around I managed to make him able to still be the ship engineer so we would not loose that. He should be almost as good As Rod Sparkie. (within a point or two)
Since the scaling cantrips isnât in yet as far as I know, he also went Longarms.
If we want me to finish getting Rodimus ready, I just need a ballpark starting money to equip him. Not sure if I would be using the default since you have been letting us sell at a higher rate than the system allows.
Regarding that poison and to add insult to injury so to speakâŚZabraxas has a Vanguard discipline called Curative Restoration which allows him to treat one successful save vs disease or POISON as two successes. I only had to make one save to get rid of the poison altogetherâŚONE FRIGGINâ SAVE!
2 characters have roughly the average ( -5% and 7%)
2 characters have more than average (13 and 18%)
1 character is below average (-16%)
1 character is waaaaay below average (-25%)
Also, I am embarrassed that it was the GM who had to remind ME about Zabraxas having immunity to being flat-footed. That was 40 damage right there I was gonna let myself take because I couldnât remember a key feature of my character. Well guess who has two wings and a checklist now of things to look over Saturday evening prior to a session so I can remember all my shitâŚthis dragonkin.
Technically we couldnât blow up the entire planet - but we could bombard a 500 ft radius from high orbit. The particular weapon I was looking at would do 70 damage, roughly every 5 minutes. So, given about 45 minutes we could destroy something the size of a football stadium made with concrete.
Also, I read something interesting space based weapons can function and fire at up to 10 of their range increments, at -2 per increment. Which means even short ranged weapons can fire at a range of 50 hexes, and our coil guns can be hitting at 200 hexes. I think we are going to need a larger map.
@Rando moving to rank 10 am I able to completely rebuild the ship or only make minor changes? Also, are we able to increase the engagement range, or are we still going to be locked into a 20x20(estimate) grid for the beginning of engagements? And finally - If I put the orbital weapon on the ship will we get to try to use it or will there be a plot shield on the building?
Minor changes. Thereâs no story reason for getting a new ship; itâs just, âding level 10 so the party must have a level 10 ship!â
Every pre-written space encounter Iâve seen so far has mentioned starting the players a fixed distance from their opponents in the 10-20 hex range. Itâs almost always assumed that the party is in a medium-ish ship - SR-1 Normandy, a Serenity, or a Millenium Falcon - and that they are facing similar bad guys or swarms of smaller ships. I assume that the game/authors assume these engagement distances based on that. I havenât come across an encounter that involves capital ships, space stations, or ginormous space creatures. Yet. I assume the encounter distances would be larger for those?
And of course thereâs a plot shield⌠unless of course yâall are changing your minds about wanting to finish/skip this adventure.
no worries, i had a couple different paths for minor changes, and expected that would be the case. Below is the new ledger for the ship. I expect the module writes it that way for ease, if you arenât playing on a VTT then facing off at sensor range may require a larger table. So based on that we will make use of that and try to stay up close and personal
Ship
PCU
build points
13
1
Tier 10
270
Frame
Transport
-15
Power Core
Pulse Orange
250
-25
thrusters
m12 (Horacalcum (+1thurst, +1 Piloting)
-80
-8
Shields
Medium 200
-50
-22
drift engine
Signal Basic
-6
computer
mk3 Duonode
-20
-18
sensors
Basic Long Range
-6
crew quarters
Good
-2
armor
MK 7
-36
defenses
MK 7
-7
-14
fwd Arc hvy
Rail Ballista
-35
-22
fwd Arc
Light HackSaw Arm
-10
-8
aft Arc
gyro laser
-10
-3
turret
Coil
-10
-10
Linked
turret
Coil
-10
-15
Expansions
cargo
0
0
Synthesis Bay
-2
-1
Escape Pods
-2
-1
guest quarters
-1
-1
cargo
Adamantine Alloy Weapon mount for the Rail Ballista
-3
Tier 10 VI
-27
Holographic projector MK 2
-6
Power Sap
-9
Robotic Arm Mk5
-11
The Changes are in italic and underlined. I re-added our VI with an upgrade, and gave her a holographic projection. Vash hasnât decided if he wants her projection to be a Squox, or a scantly clad space goblin woman, he is leaning toward the latter. Additionally I downgraded the sensors a little since we dont really use them, and gave the ship a robotic arm. I also removed the ramming prow, and gave us a new melee range weapon, which with the powersap component seems like it could be fun to use, since we will mostly be in melee range anyway.
and regarding changing our minds, my vote still stands to move fwd with speed (warp 11 mr zulu). Combat for Vash feels really flat and when i tried to spice things up i found out how much grenades suck. I am still exploring options for him, but for an operative the only option is trick attack.
Iâm not gonna lie, Zabraxas is really interested in trying out that there Light HackSaw ArmâŚ
And regarding the pace of the campaign and fast forwardingâŚdespite not minding this AP so far I am changing my vote from Keep on keeping on to Neutral. If the overwhelming consensus becomes that of fast forwarding to Devastation Ark than I will be fine with that as well.
Well Iâm ambivalent on warp speed to Devastation ark since the only thing to change for me would be if I bring Rodimus in as level 10 or 13. I personally donât mind the story arc myself. But I am not tied to moving through everything if people are really not enjoying it. They have been a bit cookie cutter in that at each transmitter location we are ambushed by mostly the same group makeup ( though the sniper on the last one was a little different).
Well on the plus side that gives Vash 32.5 hours starting now to move from 30 hexes down to the 20 hexes mentioned earlier since we donât play until tomorrowâŚ