Mythic Sci-Fi

The Sad State of Things
XIV's ship rundown

Assessor’s notes: Yeah sure, make the mechanic write up the report. Yall know I ain’t too good with words, but here goes…

Long story short, this ship is borked. It needs a pretty thorough overhaul (which I can do, if’n yall get some dough in my pocket). I estimated the ship out at 58-ish meters in length. We got plenty of room for additional crew or cargo, as long as they stay out of the engine room and the workshop I sent up in the aft. That’s my territory.

Aight, nuts and bolts… Engines fire well, it’ll fly for now. But these Hall effect thrusters are somewhat dated. I wouldn’t mind replacing the inner magnetic coils and rebooting the magnetic circuit, but that will also take some cash. Ideally I want to upgrade to some of those newfangled electrodeless plasma thrusters, then we wouldn’t have to worry about any eventual grid erosion… But that’s a project I’ll hold onto in my back pocket.

Weaponry is basically nonexistant. I’m not sure who got ahold of this vessel, but it’s obviously military in origin, which means I don’t want to know HOW we got it, neither. Not something I want to become a problem of mine. We have a lot of hardpoints, little doohickeys where we can strap down some heavy weapons, but as far as what’s currently installed, just some broken ass lasers. I can’t tell if they need to be replaced or recalibrated. I know the focusing crystals are pretty easy to knock awry, but I won’t know until I start poking around in there.

Now as far as I can tell, alls we need is a name for the ship and a few fresh coats of blue paint. Too bad we only got $280 in the safe, eh? My guess is we’ll be spending all that on the xenon gas that powers the engine… Damn spendy stuff. But maybe once we bump it into the thous’, eh?

Crew of The _______

Military Line-Runner (Below Average Condition)
Weapons attached to hardpoints: Broken Military Grade Laser
60m length
Ion Engines

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.