Charlie Overtorch's page

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Peat wrote:

RAW is certainly unclear. Best support you could say to not trigger is it says "you move" which could be different than "your character moves or is moved"

I agree that RAW is definitely unclear. Whether or not "you move" includes cases where someone else moves you does not seem to be settled for me.

I don't think the rules settle it and I think a FAQ answer would be ideal.

That said, to add some of my own speculation as to designer intent. The Starfinder cheat sheet says only 3 actions provoke. Given that forced movement does not involve me taking any actions, that seems like some evidence that it does not provoke.


Tali Wah wrote:

Since partial cover exists, why isnt it partial cover in this example?

Partial Cover
If more than half of you is visible, your bonuses from cover are
reduced to +2 to AC and +1 to Reflex saving throws.

I read partial cover as a type of cover, since it still provides a "bonus from cover". Since (if I recall correctly) the example doesn't mention the bonus amount, it could be (and I agree that it definitely looks like) partial cover.


theheadkase wrote:


I would have liked it to be something like each time you are attacked it drains a charge.

My initial reading suggested that this was in the case. Can you point me to what I got wrong?


Andy Glass wrote:
This certainly seems a divergence from the Pathfinder rules (see the Concealment section of http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html)

Thanks for the clarification, I wonder if this was an intentional change to make concealment easier to get.


4 people marked this as FAQ candidate.

Both cover and concealment require picking a corner of the attacker's square. However, it appears that the target picks in the case of concealment ("To determine whether you have concealment from a creature's ranged attack, choose a corner of the enemy's square") whereas the attacker picks in the case of cover ("To determine whether your target has cover from your attack, choose a corner of your square").

Am I reading this correctly and is this a rules difference from Pathfinder?


Does anyone have any clarity on this?

I am hoping to start a campaign soon using a lot of legacy monsters.


As I understand it, there are two options when converting Pathfinder legacy monsters to Starfinder in terms of attacks.

1) Increase their damage (add their CR to their damage), no iterative attacks, only SF full attack option
(The example Harpy becomes: morningstar +8 (1d8+5))

2) Leave them as is with the complete PF attack profile
(The example Harpy remains: morningstar +8/+3 (1d8+1), 2 talons +3 (1d6))

Then there is the additional section for single attacks, where it says something like 'if a monster is not going/able to make full attacks in the encounter then you can add +3 or +4 to its attack bonus'. Is this decision independent from the above decision or does it only apply to one of the two options (It seems like maybe it only applies to option 2, but I am not sure)?

That is, if I am converting a harpy and it is not going to be able to make full attacks, are both of the following options possible for the single attack case? (these are options 1 and 2 from above with +3 added)

morningstar +11 (1d8+5)

morningstar +11 (1d8+1)


That makes everything a lot clearer to me, I missed the importance of the 'if you can' clause. I will have to remember to read every card more closely in the future.

It is interesting for a game that feels so natural and intuitive that there keep being new things I learn about the rules nearly every time that I play. Luckily there looks to be no shortage of content, as I look forward to playing all the PACG I can for a very long time.


After reading the second power for Rise of the Runelords Sajan I am now uncertain about my understanding of the Golden Rule (I was looking to see if there were any cards that were exceptions to the 'one card of each type per character per step' restriction). How I think it applies in the Unstable Accelerant case would appear to make his second power useless.

So now I am not quite sure how either case works.


That is good to know, I hadn't thought about the fact that the card plays are all still optional.

Not sure if this is the right place to ask, but since we are discussing 'Unstable Accelerant' I was wondering how/if it chained.

I believe the answer is 'no, it does not chain', but that depends on using the Golden Rule, which I generally have trouble applying.

For example: If two players are at the same location with 'Unstable Accelerant' and Player 1 plays a blessing on a check to acquire, then Player 2 must play a blessing on that check. Now my understanding is, if Player 1 has a second blessing, they cannot play it even if Player 2 played a blessing.

This is because while 'Unstable Accelerant' tells them to play it, the rulebook says they cannot. The rulebook wins according to the Golden Rule, 'cannot' trumps 'can'. Is that right? Or does Unstable Accelerant's 'can' trump the rulebook's 'cannot' because the rulebook is not a card and as far as I can tell, cannot vs. can in the Golden Rule only applies to cards?

I hope my example is at least clear, even if my reasoning is not.


Thank you for the clarification about the rules distinction between 'always' and 'never'. That said, I must admit to a bit of confusion at this point.

Is the effect of 'Unstable Accelerant' not an exception to 'Playing cards from your hand is always optional'?


Is the card 'Unstable Accelerant' an exception to the last line of the OP?

It says "...each other character who can play a boon of the same type does so", which seems to violate 'Playing cards from your hand is always optional'.

About Wantru-R-GOD

LOYALTY OFFICER

Gender: Male
Service Firm: HPD & Mind Control (News Services)

Action Skills

Management

Bootlicking 8
Chutzpah 5
Con Games 4
Hygiene 8
Interrogation 4
Intimidation 8
Moxie 1
Oratory 1

Stealth

Concealment 6
Disguise 6
High Alert 6
Security Systems 6
Shadowing 6
Sleight of Hand 6
Sneaking 6
Surveillance 6

Violence

Agility 6
Demolition 6
Energy Weapons 10
Field Weapons 6
Fine Manipulation 6
Hand Weapons 6
Projectile Weapons 6
Thrown Weapons 6
Unarmed Combat 6
Vehicular Combat 6

Knowledge Skills

Hardware Software Wetware
Bot Ops & Maintenance 4
Chemical Engineering 1
Electronic Engineering 1
Habitat Engineering 4
Mechanical Engineering 4
Nuclear Engineering 4
Vehicle Ops & Maintenance 8
Weapons & Armor Maintenance 8

Software

Bot Programming 4
C-Bay 4
Data Analysis 4
Data Search 1
Financial Systems 8
Hacking 4
Operating Systems 4
Vehicle Programming 4

Wetware

Biosciences 10
Bioweapons 10
Cloning 10
Medical 10
Outdoor Life 10
Pharmatherapy 10
Psychotherapy 10
Suggestion 10

Spoiler:

Mutant Power:

Secret Society: Anti-Mutant (Rank 2)
Secret Skills: Mutant Power Studies 6, Pop Culture Trivia 14, Propaganda 10

Beliefs: Eliminate mutant powers. Re-establish
pure-strain humans as the dominant force
in society. An evil, monolithic conspiracy of
mutants seeks to destroy true humans and
impose a mutant dictatorship. If mutants are
not destroyed, three-armed green-tendriled
monstrosities will take over! With their fantastic
mental powers, they may be warping your mind
and playing with your emotions even now! Kill
any mutant, anywhere, any time. Just because
a mutant has registered with The Computer is
no reason to spare his life. Any deviation from
the human norm is suspect. Anyone who even
looks at you cross-eyed is probably trying to
control your mind. Mutants are evil! Mutants
are foul! Kill all mutants!

Friends: Humanists
Enemies: Psion

Recognition signal: The first member
makes the ‘antennae’ symbol (wiggles two
fi ngers above his head). The second member
responds with a slooow cutting motion across
the throat.

Advancement: For executing mutants or
uncovering evidence of mutation.

Special rules: He should only denounce or execute a citizen with a mutant power if he has actual, incontrovertible proof the mutant power exists.
See Chapter 30, ‘Treason and correction,’ for
a discussion of evidence standards.

Anti-Mutant is generally loyal to The
Computer, and is in fact heavily infiltrated
by Internal Security. The society does have
access to wealthy patrons, and The Computer
(through its Internal Security agents) may
support society missions in keeping with its
own objectives. Expensive and exotic, but
generally legal, equipment is often available
through the society.

The society also maintains detailed records
on all mutations and on those who are
suspected of having mutations. However,
much of this is inaccurate and derives from
Old Reckoning comic books. The rival secret
society Psion makes forays into Anti-Mutant
strongholds to destroy actual data about mutant
powers.

Personal Goals: Though you yourself are a mutant, you see your powers as a blessing because they allow you to detect other mutants and thus destroy them. You suspect that at least one member of your team might be a mutant, and your plan is to quickly figure out who your enemies are, so that you can start destroying them as soon as you get the chance. Of course proving one of your team mates is a mutant without revealing that you are a mutant is challenging, so if you can manage to do this you may have to start finding sneaky ways to wipe em out.

You support The Computer and will do what you can to see to the success of any mission the Computer sends you on.

As part of your job in News Services you specialize in spreading anti-mutant propoganda, and you will do so whenever possible.

Equipment

Personal
Cancer-Lite Cigarettes (R)
Cold Fun (Single-serving cup) (IR)
Cold Fun Quart (R)
Comb, red (R)
Vita-Yum Meal Substitute Bar (plain)
(R)

Assigned
Laser Pistol
RED Reflec armor
Series 1300 PDC

Treasonous
Algae Chips Trippple Cheese (Y)
Asperquaint (Tireless Servant) tablet
(Y)
Bandages, self-stick, box of 25 (Y)
Stopwatch (O)
Yo-yo, lasts for hours! (G)

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