Hoary Muntjac

DMMWolf's page

9 posts. No reviews. No lists. No wishlists.


RSS


1 person marked this as a favorite.
Bloodrealm wrote:
Also Space Kobolds

THIS!!!! Screw it I'm Going to Stat them if Paizo Doesn't!!!

Beware the Dread Space Pirate Meepo!


As I run it; you have entered the emanation, everyone make a save.
Those who fail move one step on the Physical Poison tree, those who do stay where you are (Healthy... for now).
Rinse, Repeat until the player is no longer exposed to the radiation. Either by leaving the area or activating the environmental seals for an armor of sufficient level.

At Fortitude Modifier +0


  • Low Radiation; 40% Chance to Resist every round
  • Medium Radiation; 20%
  • High Radiation; 5% (+10 to total for rolling Nat 20)
  • Severe Radiation; 5% (+10 to total for rolling Nat 20)

Each +1 to Fortitude improves the chance by 5%

resisting High radiation without a Nat 20 starts at +3 (10% chance to resist)
resisting Severe radiation without a Nat 20 starts at +11 (10% chance to resist)


Exactly Why I put my wish for clearer Radiation Rules.


Starfinder Core Rulebook wrote:

P. 403 - 404

"Radiation is an emanation poison, meaning that a victim only needs to enter an area suffused with radiation to be affected by
it. ... A creature that leaves an area suffused with radiation is
essentially cured of the poison effect."

So if you are inside the area of Radiation You are already poisoned by it, no save to resist. Though depending on its strength some armors can negate.


Hithesius wrote:
... And then there's the question of how frequently you save against continued radiation exposure if you succeeded on your initial save....

That is answered actually. You keep making the check every round Until you leave the area of exposure.

@Ravening Dork You are correct. But that is part of my point. I've already had some one talk about buying a bunch of armor suits in quantity specifically for the purpose of insulating his Ship. Not everyone who comes onto your ship is wearing armor, and thus protected from radiation because of it. So to protect them, the ship needs to be built in such a way to GIVE them extra protection.. oh wait you cant.

As Hithesius Said

Quote:
There are a number of unanswered questions here


Xenocrat wrote:
You can shield your ship from radiation. That's why the effects on the crew are only light from a tactical nuke going off a few dozen feet away.

With the vague distances involved I doubt very much any Nukes are a few dozen feet away at point of detonation. And it is less a Nuke going off that I am referencing, though my comments do bear on that. As written, a WORLD with an ambient low radiation rating, radiates the ship for Low radiation. I get the same rads standing outside nude as I do on the ship, the effects don't get mitigated by better armor. A ship with an Armor 0 gets just as much radiation wash as a ship with Armor 15.

The Human Diversion wrote:

Reminds me of a certain miniseries ...

ADAMA
Radiation levels within norms -- the hull plating kept out most of the hard stuff.

Great Show, (miniseries 2003, Show 2004-2009), but in a way backs up my point. Add a Blurb that every point of Armor adds a +1 bonus to the saves of the crew against incoming Radiation Poisoning (NOT Sickness).

Armor < 13 Would be Dense enough to Completely resist Low Radiation

Currently Armor Maxes out at 15

Make it so the Hull plating CAN keep most of the hard stuff out.

Or a more heavy Duty way to handle it, every 5 points of Armor Reduces incoming Radiation by One step. Nothing stops Severe Radiation from getting through to some extent, and almost nothing stops Heavy Radiation From Getting through.

On the flip side of this, Please someone pop the Erata in and put Rad Ratings for the
Antimatter mega-missile launcher
Nuclear mega-missile launcher

And depending on how you come up with how it operates
Solar Torpedo Launcher


Bob65000 wrote:

A news and rumors sheet put out every few months as a free down load. This would only have to be a few paragraphs for each one and could be a page or two. With maybe some advertisements at the end.

This would help me come up with some plot ideas. In a world where I can do almost anything, I have trouble focusing one thing at a time.

More art work.

This would be amazing. Reminds me of living Greyhawk. It would also serve to advance the story of the universe a bit. If they were to tie it in to convention gaming and modules They could keep the universe ever evolving. It would give them points where they can write Fluff about different conflicts that occur. Conflicts could be decided by how many play groups at a convention helped one side or another. Official NPCs could be developed and their fate left up for debate as they are not referenced AFTER the conflict, that is up for individual game masters to decide. Can't you see all the different Fluff now?

Using the existing material;

Heroes of the Vesk-Pact War
A guide to Notable figures, Groups and Ships

Galactic Buisness Almanac:
Corporations, Conglomerates and Buisness Combines
of the Pact Worlds and Beyond

After a few years of Publishing a little GNN Blog

Galactic Buisness Almanac Volume 2:
More Corporations, Conglomerates and Buisness Combines
of the Pact Worlds and Beyond

The Vesk-Pact Alliance
A guide to Notable figures, Groups and Ships


@Xenocrat Fair enough, and I only used Lead because it was something people would understand not that it Had to be lead.

However, if a standard suit of body armor is enough to block low radiation Then I would say low radiation in SF terms is on par with an area of manageable Fallout. Explain why we cannot shield our Starships against it. I have already had someone talk of buying Level one Skinsuit armor in mass to shove into the walls of a ship as anti Radiation Insulation..... And for the life of me I can't see why they don't have a point.


What I want is clarifications, revisions, and expansion on the base rules.
The system is still new and has more than its fair share of bumps that are already causing bruises.
I am sure every gaming group in here who is running Starfinder right now,
Has made more than its average number of homebrew rules already.


  • There needs to be either Rules for vehicle design just as there is Starship design, or Alot more vehicle options.

  • A hard look at the Fusion System

  • A Reorganization and better clarification on Radiation
    Currently (For those Having Trouble Finding all the relevant Data);
    Radiation Entry p. 403-404
    Constitution Poison Track (Radiation Poisoning); p. 415-416
    Physical Disease Track (Radiation Sickness); p. 414-415
    Armor's Environmental Protection against Radiation; p. 198

    And Someone explain to me how the heck in real life we can NBC (Nuclear[ie radiation] Biological, Chemical) Seal an IFV or Tank so it can travel through an area or intense radiation, But an advanced Mago-Technical Society CANT do that for their STARSHIPS. I mean 2xSize Catagory BP to lead line your ship against low radiation, 4 vs medium, 16 vs heavy Bam done.

  • Explanations for the Drawbacks and Bonuses of using Passive or Active Sensors.
    (ie actually putting into the Rules that using active Sensors lights you up like a time square Christmas tree on everyone else's sensors in range)

  • A rewrite of the Ripper starship weapon effect and re-stat of the Chain Cannon;
    (Chain Cannon; Range:Short Damage:3d4 BP15 PCU15 Special: Ripper [A ripper weapon doubles its Damage Dice against an opponent with no shields blocking the attack])

  • Heck a whole book dedicated to rule clarification and expanded Ship building
    --Adding more frame options
    --More Expansion slot Options
    --Rules and Ship systems for Stealthier ships (which in turn needs clearer rules for using Scanners)