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<blockquote data-quote="Delemental" data-source="post: 245339" data-attributes="member: 5203"><p>In my original concept, I'd decided that only the senior officers knew about the ship's soul. But I could easily put in some sort of scene when the players reach the bridge with this sort of discussion. Or perhaps a vision of the command crew, trapped on the bridge, frantically trying to reach "Markus" (that's the pilot's name) as the bridge fills with poisonous gases. I could even have the bridge be the only place on board where there are any bodies, the skeletal remains left there in Markus' recognition of the naval tradition of the captain going down with the ship. A search of the computer files would reveal that there was no one named Markus on the crew, and digging deeper into personal logs would reveal clues about the ship's nature.</p><p></p><p></p><p></p><p>I think I'll definitely have some "crazed" bots on board, perhaps tied in with some of the visions (party gets an image of a haywire bot with a cutting torch coming down the corridor, cutting through passengers as it heads straight for them. Then, as the vision fades, the same bot is coming at them again, but this time for real). As far as alien invaders or what not, I'll let my players draw their own early conclusions. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p>Clockworkjoe also mentioned the idea of taking Wisdom damage. I may just incorporate this in some of the "bad" visions (player makes Will save or takes one point temporary Wisdom damage). Maybe even culminating in the final scenes when they find the secret chamber where the pilot's neural net lies, and multiple Will saves are required because of the sheer amount of raw emotion radiating from the system this close (adding an element of risk to an otherwise routine Disable Device check).</p><p></p><p>As far as pacing, which nameless mentioned, I was planning on having the visions manifest slowly, and grow in intensity. Start with one player getting a pleasant scene of people partying. Then next time, one player gets a good vision while someone else sees a scene of carnage in the same room. Increase it slowly until everyone in the party is seeing the visions simultaneously (and hopefully reacting to them). I agree that belabouring the "strange noises and shadows around every corner" would get boring quickly; my players have seen enough movies of this type to insert this kind of stuff into their own minds.</p></blockquote><p></p>
[QUOTE="Delemental, post: 245339, member: 5203"] In my original concept, I'd decided that only the senior officers knew about the ship's soul. But I could easily put in some sort of scene when the players reach the bridge with this sort of discussion. Or perhaps a vision of the command crew, trapped on the bridge, frantically trying to reach "Markus" (that's the pilot's name) as the bridge fills with poisonous gases. I could even have the bridge be the only place on board where there are any bodies, the skeletal remains left there in Markus' recognition of the naval tradition of the captain going down with the ship. A search of the computer files would reveal that there was no one named Markus on the crew, and digging deeper into personal logs would reveal clues about the ship's nature. [B][/B] I think I'll definitely have some "crazed" bots on board, perhaps tied in with some of the visions (party gets an image of a haywire bot with a cutting torch coming down the corridor, cutting through passengers as it heads straight for them. Then, as the vision fades, the same bot is coming at them again, but this time for real). As far as alien invaders or what not, I'll let my players draw their own early conclusions. :D Clockworkjoe also mentioned the idea of taking Wisdom damage. I may just incorporate this in some of the "bad" visions (player makes Will save or takes one point temporary Wisdom damage). Maybe even culminating in the final scenes when they find the secret chamber where the pilot's neural net lies, and multiple Will saves are required because of the sheer amount of raw emotion radiating from the system this close (adding an element of risk to an otherwise routine Disable Device check). As far as pacing, which nameless mentioned, I was planning on having the visions manifest slowly, and grow in intensity. Start with one player getting a pleasant scene of people partying. Then next time, one player gets a good vision while someone else sees a scene of carnage in the same room. Increase it slowly until everyone in the party is seeing the visions simultaneously (and hopefully reacting to them). I agree that belabouring the "strange noises and shadows around every corner" would get boring quickly; my players have seen enough movies of this type to insert this kind of stuff into their own minds. [/QUOTE]
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