Dax Thura Posted March 5 Author Clone Share Posted March 5 (edited) HERE is the Sunrise Maiden under the standard rules. And here is what I suggest for the narrative rules. Note that there are 4 special abilities rather than the 3 that the rules suggest. Peff, what do you think? Sunrise Maiden Anjaval Vagabond - Tier 9 Average DC: 23 Hard DC: 28 HP: 5 Skill Modifiers: Any 3 +2 Special Abilities: - Manufacturer Perk: Sanjaval manufactures a wide variety of interchangeable service modules that can be easily swapped out as needed. Refitting a starship with a modular Sanjaval expansion bay takes half the usual time (minimum 1 day). - Virtual Intelligence: This supercomputer attempts the Provide Aid crew action for a PC of the crew’s choosing each round, using a bonus equal to your ship’s tier + 3 for the check. - Inubrix Thrusters: +1 circumstance bonus to Piloting checks to avoid hazards. Once per combat damage dealt to the starship by hazards is reduced to zero. - Expansion Bay: Medical Bay. Edited March 5 by Dax Thura (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peff Posted March 5 Clone Share Posted March 5 There isn't a ton of guidance on converting ships in the book unfortunately. I think VI probably covers the computer part (and the fact that we do actually have a VI on the Maiden). My BIGGEST gripe is how the Upgrades work since you only get one every 3 tiers. I'd probably keep the medbay instead of the recreation suite since we've had issues with healing in the past. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted March 6 Author Clone Share Posted March 6 I understand your gripe. I guess that, since this system is more general, it drops some of the specifics. Keeping the med-bay over the recreation suite is good. How's this? Sunrise Maiden Anjaval Vagabond - Tier 9 Average DC: 23 Hard DC: 28 HP: 5 Skill Modifiers: Any 3 +2 Special Abilities: - Manufacturer Perk: Sanjaval manufactures a wide variety of interchangeable service modules that can be easily swapped out as needed. Refitting a starship with a modular Sanjaval expansion bay takes half the usual time (minimum 1 day). - Virtual Intelligence: This supercomputer attempts the Provide Aid crew action for a PC of the crew’s choosing each round, using a bonus equal to your ship’s tier + 3 for the check. - Inubrix Thrusters: +1 circumstance bonus to Piloting checks to avoid hazards. Once per combat damage dealt to the starship by hazards is reduced to zero. - Expansion Bay: Medical Bay. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Deronas Posted March 24 Clone Share Posted March 24 Just to inform that my son (Kaeon) has got a broken wrist. So hospital... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted March 30 Clone Share Posted March 30 @Dax Thura why didn't my spell work? does this enemy have SR? I'm not sure why else it would fail. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted March 30 Author Clone Share Posted March 30 @Eagleheart with your roll, you know what's in the spoiler plus get two questions. If you're asking about their immunities, they have undead immunities which include mind-affecting, which Mind Thrust is. I'll also give you that they are incorporeal and have blindsight (life) as well as darkvision. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peff Posted April 1 Clone Share Posted April 1 @Dax ThuraIts fine with my turn. Part of the point of playing Dmerilo is "oh no, consequences!" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Deronas Posted April 3 Clone Share Posted April 3 Well neither Kaeon nor Menelas can hurt these creatures. I don't know how to make magical damage in sfs except with spells. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 3 Author Clone Share Posted April 3 A weapon fusion makes a weapon magical. Energy weapons can hurt them as well. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peff Posted April 3 Clone Share Posted April 3 and to answer the question about Frenzy, yup. Should have been 4 more damage. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Deronas Posted April 7 Clone Share Posted April 7 Well I think we should install a weapon fusion as soon as possible on Kaeon's and Menelas weapons. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rangerarcher Posted April 10 Clone Share Posted April 10 I don’t know what to do for my round. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted April 11 Clone Share Posted April 11 Just had a thought. Do Heal/Cure spells hurt undead in this game like they do in PF? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dax Thura Posted April 12 Author Clone Share Posted April 12 No. Unless the spell specifically says so. Mystic Cure specifically targets one living creature, if that is what you were thinking of. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Eagleheart Posted April 17 Clone Share Posted April 17 I'll just pass turn. I can't really contribute to this fight. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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