Arken Peakcore's page

No posts. Organized Play character for Jim H.




A few quick observations from playing the Doomsday playtest part #1:

- The rule book is NOT well or intuitively organized. I noticed this a bit in character creation, but I had the time to find stuff. During the game, everyone was spending time flipping all through the book looking for rules. In part that was because we didn't know the rules but we all felt that things weren't where anyone would reasonably expect them to be.

- Cantrips (e.g. telekinetic projectile) seem overpowered. That's pretty good damage and can be used many times.

- The poison seemed awful tough -- that's what nearly killed our players several times. Perhaps this was just because SO many things in there had poison.

5/5

What stuff in Armory is legal for society play and when?

Said another way -- how many of the 5,000 weapons can be used?

Jim

5/5

I apologize if I'm missing it, but is there a clear ruling on what from the Pact Worlds book is allowed in society play?

It must be here somewhere, but I'm not finding it.

Jim


1 person marked this as FAQ candidate.

Does mending act as a healing spell on mechanics' drones?

I've heard it discussed 3 ways:
1) Yes, they're constructs and perhaps it's even designed for them

2) No, they exceed the bulk limitations of mending

3) Sometimes -- it might work on small, spy drones, but not on larger drones

I tend to like option #1, but I'd like to know if there's a clear answer, especially for organized play.

Option #3 sounds terrible since it would likely drive everyone to smaller drones.


Critical Damage (page 321) says to roll randomly to determine which system is hit (life, sensors, weapons, engines, power core). But what happens if your target simply does not HAVE the system you roll (say Life support on an Eoxian or weapons on something unarmed)? In that case, is the critical hit just 'lost' or do you reroll until you get something that exists?

Similarly, if you hit weapons, you roll randomly to determine which arc is affected. But, what happens if you roll, say, aft arc and they have no weapons that can shoot in the aft arc? Is your critical hit then, essentially, lost to no effect or would you roll another arc?

5/5

One question on filling out the chronicle sheet, more for consistency than anything else.

Regarding the Reputation section of the chronicle sheet (the bottom), the Guild Guide says:
"Each player should also list the factions for which her character earned Reputation during the adventure (V) and her current Reputation with those factions (W)."
<and>
"repeat this process for the character’s Reputation and update the field for the appropriate faction (X)."

So initial (pre-adventure) reputation for a faction goes on the left side of the slash.
Should the right side of the slash be the reputation earned for that faction during the adventure or should it be the final reputation (initial + earned) for that faction (akin to the Initial and Current Prestige fields on the PFS chronicle)?


Wanted to clarify/validate a couple things regarding starship shields in combat.

In particular:
1) Balance (Helm Phase) says, "You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 15 +2 × your starship’s tier), you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the
SP from all the remaining shields and evenly distribute them to all
four quadrants, putting any excess SP in the forward quadrant."

So, say your ship has 50 shield points with a default load out of 15, 10, 10, 15.
Does that mean that you could move up to 10 points (all must retain at least 10% of the 50) from your aft shield to your front shield, giving you 25,10,10,5?
Alternately (if evenly distributing), you'd get 14, 12, 12, 12?

2) Divert (Engineering Phase) says, "... Evenly distribute the restored Shield Points to all 4 quadrants (putting any excess points in the forward quadrant."
That seems pretty clear, but what happens if you have two damaged shields and two full?
A) Are those shield points then split among all 4, with all the ones going to the damaged shields being lost? <or>
B) Are the shield points then only split among the 2 shields that aren't full?


Critical Damage (page 321) says to roll randomly to determine which system is hit (life, sensors, weapons, engines, power core). But what happens if your target simply does not HAVE the system you roll (say Life support on an Eoxian or weapons on something unarmed)? In that case, is the critical hit just 'lost' or do you reroll until you get something that exists?

Similarly, if you hit weapons, you roll randomly to determine which arc is affected. But, what happens if you roll, say, aft arc and they have no weapons that can shoot in the aft arc? Is your critical hit then, essentially, lost to no effect or would you roll another arc?


Pg 303 and 320 briefly discuss tracking weapons, but it's pretty brief. A few questions:

1) If you fire a tracking weapon and it hasn't yet impacted the target, can you fire another missile/torpedo from that launcher or is that launcher (and/or its sensor) "tied up" with the first missile/torpedo? If you CAN fire another missile, does that mean you could theoretically have 5 missiles (for weapons with lim fire 5) from the same launcher all trying to chase the target until/unless they lose TL?

2) Additionally, is there a max 'range' on tracking weapons (like, say, 3 rounds) or will they keep following a target the entire length of the solar system as long as they never lose TL?


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Wanted to clarify/validate a couple things regarding starship shields in combat.

In particular:
1) Balance (Helm Phase) says, "You can balance the shields, redirecting power from one quadrant to protect another. With a successful Computers check (DC = 15 +2 × your starship’s tier), you can shift Shield Points (SP) from the shield in one quadrant to the shield in another quadrant, including to depleted shields (after rebalancing, every shield must have at least 10% of the total current SP). Alternatively, you can add up the
SP from all the remaining shields and evenly distribute them to all
four quadrants, putting any excess SP in the forward quadrant."

So, say your ship has 50 shield points with a default load out of 15, 10, 10, 15.
Does that mean that you could move up to 10 points (all must retain at least 10% of the 50) from your aft shield to your front shield, giving you 25,10,10,5?
Alternately (if evenly distributing), you'd get 14, 12, 12, 12?

2) Divert (Engineering Phase) says, "... Evenly distribute the restored Shield Points to all 4 quadrants (putting any excess points in the forward quadrant."
That seems pretty clear, but what happens if you have two damaged shields and two full?
A) Are those shield points then split among all 4, with all the ones going to the damaged shields being lost? <or>
B) Are the shield points then only split among the 2 shields that aren't full?


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