Fireside chat #2
All Development skills
We reviewed the overall definition of Development skills, that you can only lose Time and Mind spent and never materials. These were primarily items on Page 30 in the current Players Guide. We then moved on to specific skills.
Medical
Players Guide: Pages 37 - First Aid, 41 - Biogenetics, 46 - Basic Medical, 49 - Proficient Medical, 52 Master Medical, Lores and Diseases - 81
First Aid - While reviewed before, we touched on the importance of this as the major medical skill DURING a combat and shepherding your last use for Stabilization.
Biogenetics - Much as First Aid above. Useful in critical bleed out and escape issues.
Basic Medical - Discussed the most as the most critical and useful Medical skill after a fight and the importance of Skilled Medical Assistant for recovering Mind, supporting role play, allowing for a pair to constantly heal back to back AND having extra security.
Proficient Medical - Discussed briefly for healing limbs and more importantly for use in Disease Remission. A completely functional medical character could stop here.
Master Medical - Concentrated primarily on Medical Checkup with some discussion of First Aid prep as useful when planning for major actions.
Lores and Diseases - A brief mention of Diseases and The New Clear Shores along with useful Lores for medical characters, especially Medical.
Crafting (Artisan, Culinary)
Players Guide: Pages 43-52 - Artisan, Culinary,
We concentrated first on the fact that all crafting and culinary is 20 minutes, minus devices that accelerate specific situations. We moved onto the importance of making repairs after combats and some high level discussions of the needs for Proficient and Master levels for certain prints as well as the importance of Skilled Assistant for both. (See Basic Medical above). A brief discussion of Generic Brews and their use in treating Radiation Rot also occurred.
Other Development (Agriculture, Foraging)
Players Guide: Pages 43-52 - Agriculture, Foraging
This discussion covered Foraging at all levels, the nature of Forage cards and how they are dispersed. Agriculture covered the need for a Farming Zone, items that can be sourced and the fact that Farming Zones will move a lot at New Clear Shores due to shifting Radiation.
Econ/Travel
Players Guide: Pages 43-52 -Travel
This discussion was VERY brief and covered only a high level overview for future reference.
Next Chat
Our next Fireside Chat, led by Eric Smith, will be 5/22/2025 in DRVA’s General Voice Chat on Discord at 7:30. Our players who attended the last chat picked the next topics.
Topics chosen for next time are:
Faith (Pages 18-19)
Darwins
Temple of Evolution (Major Antagonist for DRVA)
Telling Visionists
Hedons
Benedictions (High level overview)
Aberrant Skills
Please join us with your questions on these topics!