Drat, another double-post. [hider=Specifics]Whoops, I forgot to talk about your ship, [@Flamelord]. Expand on why fanaticism is a malus, please. [Quote=NanoFreakV2]I'd also give a short description of why that's the case and how it affects the performance of the ship/crew.[/quote] It's fairly self-explanatory why psychic powers are a benefit - now you can read minds and do damage with the collective will of the Unity. It's less obvious how fanaticism is a malus - does the crew suffer from purity paranoia, where they ignore competent advice and heed bad advice, just because of the advice-giver's presence in the Unity? Fanaticism is a very "squishy" malus, in that it's dependent on how you roleplay it. If it leads to poor decisions (like, say, holding onto a grudge for a thousand years), then you should give a concrete example. That way it'll be easier to think of concrete examples of fanaticism going wrong in the story, and thus making the story more dynamic and interesting, and thus making the game more fun. Alternately, one of the advantages of pulling from [i]Sins[/i] is that there's a ready-made structure for disunion. Maybe a few Advent loyalists/rebels are on your ship, trying to poison/correct the Unity. Or maybe there's some Silent Ones who are angry at the world, and see the new universe as a chance to make the Advent anew. Just some random ideas.[/hider]