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3 yrs ago
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<Snipped quote by Lord Wraith>

What


“FTFY” is lingo that means “fixed that for you”.
When he quoted you, he edited the quote to correct “USS” to “ISS”.
@Lewascan2 yeah I'm cool with it.

I'll get an IC up in a lil' bit.

Gotta let @Lord Wraith write that USS Discovery app first.


Sweet! Though, oh, by the way, the image for the USS George Hammond seems to be broken. Not sure if that's just on my end, but I figured you'd want to know.

looks good so far, let me know when you're happy to class it as fijished


Alrighty! I think I've managed to flesh out everything that needs it, so I'm going to call this finished.


I've refined this a bit, so timeline-wise, this is actually the second Malevolence that was being constructed at Pammant Docks in 21 BBY. It would have normally been destroyed by the intervention of an unknown Jedi Knight (the player character of one star wars game), but in this universe, that Jedi is thwarted and slain by the Sith that now commands this ship, Darth Sinnali. Because of Grievous losing the first Malevolence and Sinnali's intervention, she is instead assigned to command the ship. Grievous ostensibly has the greatest authority (and does even in regard to the Droid Army as a whole), but the true commander of this vessel in particular is Sinnali, who is there to act as a competent Force adept that can thwart Jedi sabotage/shenanigans and -more importantly in some ways- reign in Grevious's temper and counterbalance any irrationality his frothing hatred for Jedi might elicit.


But what do you guys think? And do you think we should keep track of individual spells or just say the characters have proficiency with different types of magic and Character Level just denotes how good they are at it? From a narrative standpoint, there could still be arcane runes and scripts for spells and incantations, but when writing the battle scenes out, we could just describe the magical effect being created rather than keeping track of individual spell names and such.


I don't know about everyone else, but for my own part, I was planning to keep track of individual spells. Not going as far as incantations for them, granted, but certainly keeping track of each individual spell Malcer is capable of and making specific mention ICly when he is researching a new spell before it gets used in a later battle or other scenario. And when it comes to proficiency, I'm planning to move Malcer's capacity in the various "Circles" of magic (1-9 and such) according to 5e access to those tiers. So, at level 3, he'll start breaking out the second tier magic, and at 5th level, 3rd tier and so on. When it actually comes to using the spells in practice, however, I'll probably only describe the effect occurring.
Oh man, I can't stop laughing as I envision that opening scene. It will open right at their arrival to the cave, and then flash back to the antique store and over a few rounds of posts we can work our way back to the moment in the cave.


The characters watch in dead silence, as the child's screams slowly get more distant, echoing back into the cave.

Malcer: "Should... we be concerned?"
Hmmm... To give them a little bit of that "starter boost" you mentioned, I'm thinking maybe we rework the initial origin idea some. Hmmm... Maybe the day before our characters go to Six Flags, they are checking out a mysterious old antique shop and are drawn to the items that become their Soul Conduits. The old shopkeeper is like "interesting that you should choose these items in particular..." That night, they each have a dream of their Soul Conduits' previous owners first learning about their own abilities, though they initially forget this shortly after waking.


Lmao, the mysterious shopkeeper and their store of sus items is a trope I forgot I liked so much. Really brings me back. I definitely like the "dream training" as a way to explain their initial leg up, given they got a crash course.

<Snipped quote by Lewascan2>
Later that day, they are at Six Flags and go on the roller coaster and get Isekai'd like previous discussed. While they are flying through the tunnel of lights, they each notice their Soul Conduit materialize next to them in transit. They crash down onto the beach outside a small fishing village and suddenly recall the dreams they all had the previous night, which gives them a slight bit of knowledge about their new abilities.

In this new origin idea, they start out with no idea how the items got to Earth, but they suspect the shopkeeper must have known more than he let on. Perhaps some of them believe the items marked them for death. With no idea where they are (beyond the information learned from the dreams), they head into the village and try to formulate some kind of plan what to do. Similar to the Wizard of Oz plot, perhaps there is some great wise sage a few towns over who is said to discern peoples' destinies. Perhaps they decide to head there first to see if they can learn more about their situation.

What do you think?


As for their initial arrival destination, either this or the original work just fine. I like both!
<Snipped quote by Lewascan2>

You could say at the beginning, the book has mostly blank pages and then the invisible ink gradually reveals itself as he levels up. Or maybe the book just magically grows new pages as he unlocks new spells from the grimoire or learns them from out in the world and copies the script. Also, feel free to spread your wings a little with magical abilities, since we're ending up with a little more freeform approach, I'm not gonna force anyone into the confines of any one class. For my evil wizard guy I was considering, I may fuse elements of Warlock into him as well and give his grimoire a living eye on the cover or something. We'll see.


One way I also imagined it manifesting is that he's got all this blank space to fill up and does so himself. Like, consider that the first (highly expansive) part of the book is dedicated to education and walks you through everything you need to know one chapter at a time, and then when he learns stuff, it's up to him to actually successfully craft the spells and add them to his capabilities in the ever-growing spells section that takes up the rest of the book (and probably just grows new pages when needed). Depending on how intuitive this is, I assume the PCs all get a "starter boost", so he probably has a few spells he already knows right out the gate maybe, but going forward, most of the work is on his shoulders to actually be dedicated to the path of the Wizard. And yeah, with that go ahead, I think I'm definitely going to spread out his abilities to have him use necromancy for healing whenever he isn't poking the secrets to conventional healing magic. :)
So long as you're prepared for the complications that'll bring storywise I'm all for it


Sweet, lol. But yeah, I’m expecting the Malevolence’s appearance in Republic Space to be something of a brown pants moment for both sides of equation. Depending on where in the timeline this universe is (pre or post Malevolence), things could be more or less simple. Probably the biggest thing that can help quell potential hostilities is the fact that letting the Replicators go free os hardly in the Separatists’ favor either, and if this is post-Malevolence, people will know that ship shouldn’t exist still, so that will be a good way to sell that, yeah, this isn’t business as usual.

But overall, yes, I expect complications will be inherent and probably funny. I especially look forward to the Jedi reaction to a Sith that isn't pathologically obsessed with killing them... not that the Sith will probably receive the same courtesy without some level heads acting as first contact. To say nothing of Grevious's presence and his entire cargo bay of issues. XD
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