Shepard Quest Mk VI, Technological Revolution

Luck.

Use it to do things like completely re-roll a crap roll (Using 12 dice should get you an average of 4 hits but you get only 1 so reroll), or - usually better - re-roll all unsuccessful die once and add them to your first round of successes (Using 12 dice for average of 4 hits, spend edge to re-roll the remaining 8 for another 2.66 hits for an average total of 6.66 :coolbeans:).
Negate Glitches or Critical Glitches.

Also 'burn' them to stay alive - like a Fate mechanic.
 
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Gah, our Influence Skill Group is horrible! Etiquette 1, Leadership 2! Negotiation 3!? Con 0?!? *head explodes*

We need some emoti-toys, stat!

Edit: Oh, here we go, CASIE. Just not listed by the skill.
 
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Hmm, some of these things may be miscalculated and/or not written correctly on our Character Sheet.

For example, we're listed as;
Biotic Power: 2 (4)

While the base looks fine, under 'Items' we've got Magi Implant for +4 Power and Magi Amp for +2 Power +1 Casting/Defence. Which would make it;
Biotic Power: 2 (8)

On a different note, we'll want to boost our Casting (specialize 'Continuous' or 'Self-targeting', whatever works) to take advantage of our continuous powers Agility and Stability as they are both badass on their own and far better than every other power we have, which are kind of crap tbh. As well as not hitting us with Drain (Stun damage, as opposed to Lethal, for the uninformed) for doing things we could be using tech for.
But then that's Magic for you.
 
Thought of something for a "late game" idea. Sorry if someone thought of or expanded on it earlier. "Non-Relay/non-Mass effect based FTL."

I mean the Relays and the Citadel are all part of the Reapers' trap right? Set up a scenario where this part of the galaxy/the entire galaxy uses the same type of FTL, one that is reliant on platforms that have stable galactic locations, that the Reapers know where they are. From there the Reapers can knock out communication, as well as the ability for the races of the cycle to effectively fight back.

So in theory, if we had even basic FTL not reliant on Relays, though I would prefer if it weren't reliant on Mass Effect fields in general, that does a lot to break the trap. Because at that point, even with the Relays down, ships could still get away, giving warning and maintaining the tech from the previous cycle.

It really doesn't even matter if it's slow as shit compared to Relay/Mass Effect FTL, because it could be used in many more locations and have a variable destination point. The Reapers would have to go over the galaxy multiple times with a fine toothed comb, and even then there is no guarantee they'd get anything.


As Yog said, just because the Relays are a trap doesn't make the technology inherently bad.

The relays are a trap in the sense that they are economically too valuable to not use. Going by slow-FTL dooms your civilization to travelling times that are just too slow.

Relays on the other hand let you skip thousands of ly in an instant and only take the best planets.

Now, the trap part comes when the Reapers turn the Relays off. Your entire civilization is now scattered across the galaxy, with reinforcements needing months or even years to arrive. The Reapers on the other hand, can apply their entire might at a single target, crush it, and move on to the next.

Basically, the Reapers have an overwhelming strategic speed advantage over everyone else without factoring in the loss of communication or economic collapse.


To beat that, we have several options:

1. Invent a FTL engine that is both cost effective, and suitably fast.

2. Create our own Relays or hack the existing ones back to our control.

3. Make each world/cluster capable of repelling the full might of the Reapers.


The Second is IMO the most doable. Revy is the kind of person that can subvert a Relay. And upgrading our tech means we can at least buy time as the Protheans did. They held out for quite a while, I think.


Personally, I hope that basic Mind Shielding will at least allow us to detect indoctrination. From that, we can start to counter it. And I have no issue with the STG getting that tech because ultimately, they are against the Reapers and can put it to use on a vast scale.

----------

That aside, could we see about hiring some suitably badass bodyguards? Having Wrex on our payroll would be incredibly fun.
 
We want to raise Will at some point.

It increases our Stun damage chart, which also might be our "Stages till Indoctrinated" and increases our ...Social Limit I think.
 
We want to raise Will at some point.

It increases our Stun damage chart, which also might be our "Stages till Indoctrinated" and increases our ...Social Limit I think.
Don't bring up Limits! We're 4e, not 5! *clings desperately to possible delusion*
That's not what it actually says. The Magi Implant increases our "Max Base Biotic Power" by 4 not our Power itself. Basically the Magi is what takes us from the default Max Base of 6 up to 10.
... Derp. Herpa-derp. *sidles out of frame*

Well that explains both the 'mistake' and our max limit of 10 rather than 6. Very well done, whichever QM that was!
Man I should be asleep by now. Although to be vaguely fair in Shadowrun you don't get gear that increases a Base stat and/or thus your Augmented stat.
 
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The character sheet lists our Base Max for Biotic Power as 10. So I'm guessing our maximum limit is actually 10 but there are no options to increase that limit.

Speaking of which @Hoyr can we actually increase our Biotic Power through training?
We've already taken the option to increase that limit. It's also high enough we shouldn't need to increase it any time soon.

Use the edit function instead of posting multiple times, please. Or just take the time to get all of your thoughts typed out instead of spreading them across 3 posts.

Also, while I don't have the rules handy, doesn't having a pool of 7 and 6 for offense/defense make us a pretty decent biotic?

1. Invent a FTL engine that is both cost effective, and suitably fast.
Arc Reactor + Multi-core Drive + Repulsors (+ QEC to cover all the bases) lets us move away from the relay network. I vaguely remember ideas for something to negate the charge that FTL builds up without discharging into a planet, but I don't remember what it was.
It's not as fast as relays, but would allow us to traverse the galaxy (at 15 LY/day*, it takes a couple decades) and make use of star systems far removed from the relay network.

* Canon speed of Citadel vessels. Reapers have an estimated speed of 30 LY/day (about one decade), and apparently humans had vessels that go 50 LY/ day in 2165 (??? apparently this is in ME: Revelations?) (about 6 years).
 
Use the edit function instead of posting multiple times, please. Or just take the time to get all of your thoughts typed out instead of spreading them across 3 posts.
Normally I follow that religiously, except I've seen it done a hell of a lot of times here on SV with little hue and cry so figured a double was fine. Then, I 'realised' I'd found an issue (but was later proven wrong) and figured it best to post again for a bumped Notification.
Although maybe if I'd edited a @tag into it?
Also, while I don't have the rules handy, doesn't having a pool of 7 and 6 for offense/defense make us a pretty decent biotic?
Depends on group min-maxing, what it's used for and what you face. Someone who was Biotic-specced rather than Inventor like us would have about 17/18 dice though, presuming Magi awesomeness (which I think is public?). Otherwise, no hard numbers for other Amps but lower by one or two.

Of course someone like Benezia would probably have mid-20's and higher.
Currently playing 5e, so far haven't run into a time where I would have needed to spend edge to break the limit.
Granted my aversion mostly comes from the "Rolling more dice and/or dice for base statistical values is more fun/cool/tactical!!" school of thought that it and 40K seem to have slid into. :facepalm:

Such as rolling to see how many actual Initiative Passes you get, which seems stupid. If it's that random, why not roll to see how much of your strength stat you get to actually use this time!
Or 40K-style 'You can move X. Unless you want to run or charge, in which case you move anywhere from 33% to 200% X'. :jackiechan:
 
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I had the feeling that we aren't min maxing QEC tech as much as we could possibly. Then I realised that the fact that there was QEC in ME2 without dragging the Illusive Man's space station a fixed distance and direction relative the the Normandy II means that there must be some on limit compared to the literal, anything that happens to this particle also happens to this other one. And thus I don't actually understand it as well as I thought I did.
Can someone say exactly what is happening and what forces at what magnitudes are replicated between two entangled particles?
 
6-8 Dicepool is "alright." Some GMs let you "buy" successes on your roll at a rate of 1 success for 4 dice. So anything less than 4-7 is one success, which is just kinda "you get the job done in the most broad sense of the term."

Beginning characters want a dice pool of 10-13 in things they plan on using often/specializing in.
 
6-8 Dicepool is "alright." Some GMs let you "buy" successes on your roll at a rate of 1 success for 4 dice. So anything less than 4-7 is one success, which is just kinda "you get the job done in the most broad sense of the term."

Beginning characters want a dice pool of 10-13 in things they plan on using often/specializing in.
Non-Shadowrunners might not understand the context of 'beginning,' though.

There it means 'peak-to-near-peak of possible without multiple spirit-journeys and artifact Foci'.

Edit:
Anyone handy with Paint/Photoshop want to make a banner for the quest to put in the
Community Advertising Program?
 
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Well according to Revy's detailed character sheet, which I have little clue how to read having zero knowledge of Shadowruns, provides +2 Biotic Power and +1 Biotic Skills.

Right now Revy has:
  • Total Biotic Power = 4
  • Total Biotic Skill (Casting) = 3
  • Total Biotic Skill (Defense) = 2
Which without our amp would drop to:
  • Total Biotic Power = 2
  • Total Biotic Skill (Casting) = 2
  • Total Biotic Skill (Defense) = 1

So losing our amp would definitely reduce our ability, although without being able to understand the numbers I have no idea how significant of a reduction it is, but we'd still be capable of using biotics.

Problem with that is, canonically in mass effect (and i don't Recall it being changed for the quest) humans, and most races, don't have enough Power to do anything meaningful, regardless of skill, without an amp. For humans at least it's a case of "more ezo=more power. More ezo Also = higher risk of terminal complications at very young ages". And those risk percentages climb quickly. That said, this is based on memory of several different fragments of data.

Edit: though, of course, different amps do give bonuses over and above the basic "amplifies power to a useable level"
 
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Normally I follow that religiously, except I've seen it done a hell of a lot of times here on SV with little hue and cry so figured a double was fine. Then, I 'realised' I'd found an issue (but was later proven wrong) and figured it best to post again for a bumped Notification.

Although maybe if I'd edited a @tag into it?
Editing in @ tags doesn't notify the person you're trying to get the attention of. Posting again to use one for an issue you noticed is fine. But when you have a post about Edge followed by one talking about our weak (unaugmented) social skills, at least one of those isn't really necessary.

Depends on group min-maxing, what it's used for and what you face. Someone who was Biotic-specced rather than Inventor like us would have about 17/18 dice though, presuming Magi awesomeness (which I think is public?). Otherwise, no hard numbers for other Amps but lower by one or two.

Of course someone like Benezia would probably have mid-20's and higher.
Clarification: 6/7 dice makes us a decent tertiary biotic (I think? Primary is inventing, secondary is standard combat, tertiary is biotics?). We have a pool of like 16-20 dice in our actual specialty (depending on what exactly we're doing).
 
Clarification: 6/7 dice makes us a decent tertiary biotic (I think? Primary is inventing, secondary is standard combat, tertiary is biotics?). We have a pool of like 16-20 dice in our actual specialty (depending on what exactly we're doing).
Tertiary? Ah, maybe. ~6 dice will give us an extra +2 to aim/dodge and toughness when we cast our boosts.

Our combat skills are kinda low to be secondary tbh, we seem more like Primary Hard/Soft Science, Computers, Knowledge and Escalation without any Secondary or lower focus.

Plus a Biotic Secondary would be better for combat, seeing as how Biotic Agility will boost every single combat skill, and Biotic Stability will give just as much toughness as armour/shields or Biotic Barrier but without a time/durability limit.

Edit: And I'm to sleep! Back without exhaustion errors in 10-12 hrs.
 
Tertiary? Ah, maybe. ~6 dice will give us an extra +2 to aim/dodge and toughness when we cast our boosts.

Our combat skills are kinda low to be secondary tbh, we seem more like Primary Hard/Soft Science, Computers, Knowledge and Escalation without any Secondary or lower focus.

Plus a Biotic Secondary would be better for combat, seeing as how Biotic Agility will boost every single combat skill, and Biotic Stability will give just as much toughness as armour/shields or Biotic Barrier but without a time/durability limit.

Edit: And I'm to sleep! Back without exhaustion errors in 10-12 hrs.
Combat secondary is a result of our inventions being largely things that make you better at combat. It is, however, a distant second to our primary focus.
 
Revy's probably closer to being a secondary Rigger/Decker than a combat.

'That means "I have drones!" and "The mind is the greatest hacking tool to ever exist."
 
Lots of responces: May have been ninja on a thing or three:

The problem of course is that Eezo is expensive as hell, half of a normal ship's price, and to double the speed we'd need to double the amount of Eezo. So for a 46 billion credit drive we could get a Frigate going 120LY/day. Which while expensive is within PI's power.

Actually it costs more than that... way more. Doubling the eezo can double the endurance, top speed is non-linear from canon and I'm going to stand by that. 5LY/0.14c* cores (all core are reported in there "normal" speed so average speed over max relative speed of light) cost 1/5000th of a 15LY/0.14c core... think about that. I had to cut the price that much just to make civilian ships reasonable what with the SR-1 15ly/0.14 core costing 60 billion if it was normal sized instead of double. Speeding up? Well as a benefit of Advanced ME Theory I'm willing to let your ships do .28c relative (I feel this is the best way to do it) combined with repulsors that gets you 60ly on a 15ly/0.28c** core x2 for repulsors changing the velocity graph and 0.28 from repulsors pushing the limits and advanced me theory letting you go higher. Sounds reasonable I think.

A 16Ly/0.14 core from the formulas I'm using?*** For the SR-1, 140.62 Billion for a 16Ly/0.14c (which nicely explains why the SR-1 with its double size core didn't set any new speed records. A 30ly/0.14c? 21.2 Quadrillion.

*Feel free to argue this but I think it's pretty good.

**Still need to figure out a price here... hmm x2 or less, probably less...

***Open for debate but this the current idea: Cost=[Price for size at 15ly/0.14c]*5000^(([Top Speed]-15)/10)

1) Does training the power armor skill raise the skill for all types of power armor or will Revy need to re-train the skill for different types of power armor?

The skill is for all types of Powered Armor, you have a specialization in the Legionary that provides a bonus but it could be retrained. Note that it's for Piloting the armor, using the guns is some things else.

2) Seeing as the PI frigate we are working towards building can kite a dreadnought what can we expect from a PI designed dreadnought?

That's a complicated question... what am I comparing it to? And am I just up-scaling the frigate or adding other thing? The main weapon should devastate a pre-PI dreadnought delivering pin point nuclear-level fire at around a light second. It could probably defeat a standard reaper* one one one.

*Though you may never actually see a "standard" reaper in this quest.

3) Hypothetically if we decided to go the independent route and decided to move to the Terminus systems would we be able to research transhumanism tech?

Assuming you didn't piss anyone off and get yourselves killed sure, it the quest breaking stuff that will always be banned*. Also see @Yog's Answer.

*Copy pasting Revy in any form for the most part.

4) Would the Lazarus project be legal in SA controlled space?

Can't think of why it wouldn't be.

I think there were some problems with this, but I don't remember which ones. Ah, no, I remembered. Focusing and scattering effects. Very strong PME would focus any incoming light that enters it very strongly (basically, you observe the reverse of TIR). Unless the light is scattered inside the shield somehow, it'll then be able to pass through it. Basically, you have to fiddle with geometry of the field strongly, so you don't have the borders of the field parallel to each other at any point. It is quite doable, yes, but it would require creating a "rough" shield, instead of "smooth" one.

The main problem is the 90 degree angle of intersection issue, all forms of TIR have it and the solution is geomentry. Remember it's the ratio of field strength that cause TIR in ME fields. In NME TIR the transition from the field covering the ship to the "Normal" pocket is enough to lens all light radiating from the ship into the exact angles need to go though the TIR hole of an ME field of the same strength that's is parallel... the outer layer would be the same or weaker so the TIR effect would only just mean that the energy is just radiating tangent. You need to fiddle with the shield geometry in either case.

If you can do something with the drive core field inside the shields, ti can be even more complicated!

For all intents and purposes a NME>Normal Space<NME set up and a Normal Space>PME<Normal Space set up are the same for TIR it's the fact that the first design has a forth layer that makes things complicated NME>Normal Space<NME>Normal Space

Well, ok, yeah, Rachni telepathy / space magic. Fair point. I personally hope it's somewhat ME related instead of being blatant magic. I try not to think of it too much.

Well that's one of the things that was part of my idea if ME field strength propagated faster than local C (wonder what happens on the edge?) if unified fields worked to adjust to new mass above local C I was considering having QEC have something to do with Entangled particles in an ME field causing the two fields to act as one field as it were (Limited to those being the only particles in those . Obviously that Invokes the FTL thing you wisely cautioned against.

As far as I can tell the QEC works by using the entanglement as a FTL carrier for some other effect that can carry information. What other effect? Hell if I know.

This could allow setting up no FTL zones around important targets if the effect can be projected far enough.

Ah but that's the rub, space is Very very very big. So that maybe impossible.

In which we sell products without telling anyone what they do?

And yet some how they still do what the customer wants.

Nah it'd be something like basically inventing a new tech tree and then making all you tech run on it and not telling anyone while hiding it under old tech tree stuff that you say is the important bits.

Like if you made a geared clock that didn't work right and then enchanted it so it did but it didn't look like there was any magic.

Wish you hadn't told us this, this is very likely to make us do stupid things down the line.

Sorry :(, but you have to admit it'll be entertaining! :D

I've got a cheat, that is, if you are generous with the QEC tech. Have drones with cameras floating many kilometers in front of the ship. Have those drones supply the video feed in realtime via QEC (FTL comm bouy would also work but would likely be difficult to make the geometry work).
As those drones spot the laser, raise the shields.
The only weakness of doing this with QECs assuming that the QECs in question are small and energy efficient enough to be a negligible concern, is that you may as well use TIR shielding and let the drones tell you when to drop it.

Other issue is that you can't see lasers unless they're hitting something and in space the thing they're hitting is usually you. Thus problem.

Isn't it kind of like the idea I gave a few pages back? Jealous.

It is? Well its an interesting idea one way or another.


Okay so Biotics rules questions!

First of were using SR 4th ed... I hear 3rd is better, but it's what I was pointed to and what I have right now. I'm not a super expert in the system and I often have to make stuff up so YMMV.

As for how that relates to casting without an Amp/Focus at all, in Shadowrun it's no problem but with the different universe/power rules I wouldn't be surprised if it came with massive penalties and/or maximum rolled - ie roll Power+Skill-5, maximum successes 3.

So Based on the ME1 game there are actually two parts to the Biotic Amp thingy, the Implant and the amp (those names are quite mixed up in canon so yay!). The amp is an external thing you can remove and is there to provide bonuses (Effect, Cooldown, Duration) it plugs into the implant. The implant is the stuff inside your body it's usually permanent.

For those of you that SR here's the simple version:
Amp=Focus (And can be of a mixed type/effect)
Implant=Initiation Grade (aka bonus to maximum Biotic/magic Power, spirit quests aren't really a thing for biotics so this is the measure of how attuned you are to the potential of biotics sorta)

Generally you need both to Biotic properly, amps usually have the power cell in them so not having it makes it hard to use the implant, but you don't need it in theory. Of course you can cheat some how.
Revy can cheat by using her ANI as an amp stand in, no bonuses but it works, she still needs the implant.
People who have nothing better to do with their lives can learn how to use biotics without either, it's really hard and take lots of time though (These would be traits on top of the Biotic trait).
Asari are cheating cheaters that cheat. They don't need either and can up their maximum Biotic Power as they age and add on bonuses from amps and implants.
Krogan can use biotic overchargers for large dice bonuses in exchange for extra drain, regeneration and a secondary conductive nervous systems are awesome. (This is a quest thing not a canon thing as far as I know)
Vorcha might be able to do some of that, but no one cares enough about the space rats to check.

So losing our amp would definitely reduce our ability, although without being able to understand the numbers I have no idea how significant of a reduction it is, but we'd still be capable of using biotics.

Yep still can still use... biotics, Umm... lets put it this way I used a formula for the power of throw (Biotic Power+Biotic Casting)*100N. So It's being able to hit at 700N to 400N. So that's tier three on a power by ME1 standards to to low to qualify for normal combat, still enough to knock some one a meter or four,

Note that the are ME game physics Newtons... I have no clue how sane they are to RL Newtons.

As for other things "Hits" means number of 5's and 6's rolled on the dice set for the skill. So dice are worth about 1/3 of a hit each (until edge comes in then its complicated)

You can also get different types of Focus' for skills, which let you add dice to the applicable roll without actually raising the skill itself.
Hoyr seems to be using Amp designs as a combination Foci for different things - a general Casting Focus ie Attack, a general Counterspelling Focus ie Defence, and a Power Foci - the Holy Grail of Foci, which adds dice to every Magic-related roll.

Amps are pretty much a hybrid super focus. In ME canon they effect power/effect, cooldown and duration of effects. Plus other things I may have forgotten.

Different styles of amp will do different things, the MAGI is pretty much a power type. In quest some people my have amp optimized for specific uses.

@Hoyr, is Essence in this quest?

No, the only thing I care about is if you try to install cyberware/bioware that literally takes up the same space.

The character sheet lists our Base Max for Biotic Power as 10. So I'm guessing our maximum limit is actually 10 but there are no options to increase that limit.

Speaking of which @Hoyr can we actually increase our Biotic Power through training?

The limit is indeed 10 its the natural max of 6 plus the bonus for your Implant (aka initiation grade) of +4 it treated as a bonus to the natural maximum. Augmented Maximum is 15 so amps/biotic armor/etc can't pump you over a 15.

And yes you can train its like any other skill/attribute really.

Plus a Biotic Secondary would be better for combat, seeing as how Biotic Agility will boost every single combat skill, and Biotic Stability will give just as much toughness as armour/shields or Biotic Barrier but without a time/durability limit.

While I don't note it in the sheet (those are my quick notes for the powers) some biotic powers are mutually exclusive. Biotic Agility and Biotic Stability are a great example as the involve doing the exact opposite with your power. One is making your self lighter the other heavier in simple terms.

Or maybe that's not what you meant...


Hey no more posts? I'm done and can post? YAY!
 
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Assuming you didn't piss anyone off and get yourselves killed sure, it the quest breaking stuff that will always be banned*. Also see @Yog's Answer.

*Copy pasting Revy in any form for the most part.

Okay assuming we go the transhumanism/posthumanism route by moving to the Terminus systems what kind of tech would we be able to research? Also what would be the System Alliences reaction to Revy doing transhuman/posthumansism research, espeically if she used something like extremis on herself?
 
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The main problem is the 90 degree angle of intersection issue, all forms of TIR have it and the solution is geomentry. Remember it's the ratio of field strength that cause TIR in ME fields. In NME TIR the transition from the field covering the ship to the "Normal" pocket is enough to lens all light radiating from the ship into the exact angles need to go though the TIR hole of an ME field of the same strength that's is parallel... the outer layer would be the same or weaker so the TIR effect would only just mean that the energy is just radiating tangent. You need to fiddle with the shield geometry in either case.

If you can do something with the drive core field inside the shields, ti can be even more complicated!

For all intents and purposes a NME>Normal Space<NME set up and a Normal Space>PME<Normal Space set up are the same for TIR it's the fact that the first design has a forth layer that makes things complicated NME>Normal Space<NME>Normal Space
The first version prevents the beam from entering in the first place, while the second one traps it. There's no substantial difference, though, yes. In any case, a competent settup would include multiple layers of NME-PME-NME combinations.
Well that's one of the things that was part of my idea if ME field strength propagated faster than local C (wonder what happens on the edge?) if unified fields worked to adjust to new mass above local C I was considering having QEC have something to do with Entangled particles in an ME field causing the two fields to act as one field as it were (Limited to those being the only particles in those . Obviously that Invokes the FTL thing you wisely cautioned against.
I'll be honest here - I'm very unlikely to be able to write down the math that comes at the level where you get variable C over time and coordinate responding to the amount of energy that propagates at said C and how it affects the whole thing. I might try, but I'll probably fail. But it should be quite interesting indeed. Probably worth at least one scientific paper.
As far as I can tell the QEC works by using the entanglement as a FTL carrier for some other effect that can carry information. What other effect? Hell if I know.
Mass maybe? If subjecting quantumly engantgled particle to ME field doesn't break the entangelemnt (and it doesn't, as we see those systems in FTL), then signal could potentially be modulated through changing the mass of particles, and measuring said mass. Something like that maybe? Or it might be that ME field affecting one partcile would affect the other particle and be detectable near it via the c-shift. Thus, c-shift could be measured (without measuring the particle itself), and information could be coded that way.
 
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combined with repulsors that gets you 60ly on a 15ly/0.28c**
Sorry I'm not sure I understand the format you presented the numbers in, 60 ly is the effective distance ...we could travel in a day? 15 ly is what the core would conventionally be capable of at 0.14c's max velocity and 0.28c is the effective max velocity. Correct?
Can we now outpace non repulsor equipped Reapers?

God, if we don't win this quest the galaxies inhabitants have no chance in the future.
Sorry :(, but you have to admit it'll be entertaining! :D
You don't need to apologise, the ones to blame are our future selves.
Other issues is that you can't see lasers unless they're hitting something and in space the thing their hitting is usually you. Thus problem.
The one flaw in an otherwise perfect plan.
You could use a VI to predict when the enemy firess?
 
On a different note, we'll want to boost our Casting (specialize 'Continuous' or 'Self-targeting', whatever works) to take advantage of our continuous powers Agility and Stability as they are both badass on their own and far better than every other power we have, which are kind of crap tbh. As well as not hitting us with Drain (Stun damage, as opposed to Lethal, for the uninformed) for doing things we could be using tech for.
But then that's Magic for you.
Honestly I think we're better off going Combat Rigger as our secondary focus; all this biotic stuff is mostly going to be a distraction outside of extra barriers. Hm, maybe a dip into Sentinel for Tech Armor might be worthwhile, but otherwise I think we're better off focusing on drones for actual combat. We have obscene amounts of money; we may as well use it right?

Okay so Biotics rules questions!

First of were using SR 4th ed... I hear 3rd is better, but it's what I was pointed to and what I have right now. I'm not a super expert in the system and I often have to make stuff up so YMMV.
3rd ed has what I consider a better fundamental dice mechanic, in that you have variable target numbers and thresholds. The magic rules are pretty good; the decking rules are quirky and interesting; combat is generally good. Unfortunately there are also heaps of problems, all requiring house rules or rules tweaks to fix, such that I'm not sure it's actually possible to run a game off of the actual SR3 rules as written in the books. There was an attempt as creating a "Shadowrun 3 Revised" that spawned its own forum and went on for years before it eventually ran out of steam once we realized we were basically writing a whole new game system.

My advice is to just let SR3 stay dead; if we try to bring it back here, with this crowd, we'll eventually devolve into trying to writing a whole new game system and never finish the actual Quest. :D
Other issue is that you can't see lasers unless they're hitting something and in space the thing they're hitting is usually you. Thus problem.
Only thing I can think of is that we scatter around small bits of dust everywhere, and use the "speckle" that results when an incoming laser vaporizes it as an indicator of an incoming attack.
 
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I have a favor to ask: So I just realized that it was me who wrote the omake for the original Pydna, but from the discussion I've heard it sounds like a lot of changes have been made.

Has anyone redone the specs and can I have a link? I'm thinking of trying my hand at a 3D model.
 
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