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![]() From the Description As Written (DaW?), it sounds like it is a naturally intuitive weapon for the Technomancer, and is closely analogous to a natural weapon, or an unarmed strike. I concur with this logic, but it does not end there. That said, it is a separate weapon, potentially with reach. It is manifestly a light, one-handed weapon...and could easily be properly configured as an Operative weapon. Thinking as a Technomancer, I'd be tempted to carry a small bag of engineered, sharp pieces of metal with me to create an Optimized Junksword. Are engineered components required? |not|. But is the Engineered Sword better? |yes|. Thoughts? Gronnigan Conroy wrote:
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![]() The idea of using drone technomancy to improve oneself with an exocortex seems like a very natural bent for some types of technomancers. Is it just as simple mechanically as it seems? Obviously, you aren't getting a physically separate drone chassis in this case...you ARE the drone chassis. Let me know your thoughts. ![]()
![]() This feat allows one to become either photon or graviton attuned. While attuned, as a standard action, one may use EITHER the Black Hole or the Supernova revelation, chosen during feat selection. The feat can be taken twice. While this feat cannot be taken by a Solarian, if the character ever gains a level in Solarian, this feat instead yields a 2nd level stellar revelation of the same attunement originally chosen. I see this feat as slightly lesser to Technomantic Dabbler or Connection Inkling.
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![]() Friday Night Firefight laid it out with automatic fire like so:
This attack is best used to cover a wide range of targets or to make sure a single target is dead, dead, dead. A weapon on full auto is a bucking bronco; hard to hold on a target more than a few meters away. Using a scope or taking aim is also impossible. Therefore, range is critical in the full auto technique. The full auto option is based on the rate of fire (ROF) of the weapon. If attacking more than one target, you must divide the ROF of the weapon by the total number of targets (round down), then roll for each target individually.
For every point of success over the required to Hit roll, one round hits the target, up to the maximum ROF for the weapon. ![]()
![]() Gleaner-fu is dangerous, and its knowledge is closely guarded. Re-read the bits about those forces wielding it from the shadows, and let your mind chew on that a while. Plus a gleaner working to unleash a new minor god into the mix is not something to mess with lightly. His/her enemies are going to be just as mighty...and you might be one of them. Secrets of the dead become open books. It's like getting access to someone's hard drive while the computer's motherboard is being replaced. By the time you're resurrected, someone else knows you better than you'd like. In a political world, were Kings have power and the ace can find you, secrets are power, and things will get freaky fast. ![]()
![]() From "The Expanse" (S2/3), you can definitely get a feel for a "Scientist" class/archetype in Praxideke Meng (Botanist). He has deep Life/Physical Science knowledges and effective Engineering skills (he installs an efficient plant-based atmospheric filter system to extend the lifespan of the ship's overtaxed filters). That said, a Soldier/Operative character takes care in training Prax in weapons, for a rescue attempt. I think it's a worthy class or architype. I'd pair it with Technomancer, but it would be interesting to see Operatives, Mystics (Druid Scientists?), or even Envoys in this role. Mechanic? Definitely...a hard scientist/engineer. Level 2: Rational Mental Viewpoint, some form of minor magic resistance. +2 to Will, something else? Worth pursuing? ![]()
![]() Just brainstorming here, because I'll need to take some serious liberties with the term "tidally locked". Let's change it to "a solar directed polar orientation", a la Uranus (a planet "on its side"). Granted, even that would only allow for a migrating habitable-band, as the planet's North would procede as it revolved around its primary, and not stay pointed at the Sun. (sigh) No, this type of planet would normally happen at or about the orbit of a Mercury-class planet. Or as the moon of a large Giant. The only things that could mess with gravitational physics at this level would be multi-Deity interactions. Or a game-design that didn't actually involve astrophysicists for sanity-checking. ![]()
![]() Firing an object into a catching device or at a 45-degree angle would work as long as:
So, you could:
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![]() There are several possibilities around a given world, but these are the likely patterns. Highport/Downport - A highport is an orbital station designated as an official port. It will be armed, and have gunships. Docking fees there will be. Also, refueling facilities, lodging, trading/legal facilities, bars, and low-G repair facilities. Often, highports will be the only ports offered to non-resident starships, and access to the surface or even downports will be limited. Personal travel and cargo transport will be solely to a designated set of downports by licensed shuttle fleets. Occasionally, other technologies will be in use to move cargo. This is done for security reasons, as well as economic ones. Cityports - On planets allowing surface landings (at least for residents) there will typically be a cargo field near each city, generally (but not always) on the low-value real estate. Some form of heavy transport will be available to move matériel into the urban center. Most starship services are available in a cityport, usually including heavy repair yards and starship construction. Some will even have older, rocket-based heavy-lift launch facilities. In such cities, the wealthy will tend to build homes around central, shared landing strips, thus allowing them to also compare/gloat/seethe over each other's craft. Also, very convenient for travel between cities. The ratio of homes-to-landing zone varies widely according to local laws and real estate prices. Military Starports will generally be separate high- and downports from civilian ports, with dedicated transports. Sparsely populated worlds and outposts will generally only have downports. These downports will vary in quality from advanced military bases to a marked patch of rock with a transponder. Most commonly, an outpost downport will have refueling facilities and a basic repair yard. The welcoming committee will generally vary in temperament and armament. Best of luck, Starfinder! ![]()
![]() OK, I've basically compared and contrasted both versions of the same character:
Findings:
If play-style is heavily combat intensive against foes that require a few more points of AC and damage, it may be a good play. But going pure Technomancer for cutting-edge combat spells may be better. In balanced play the Op03-Tm03 build seems to be a good, flexible...and fun.. build. ![]()
![]() Hi! (Casting Raise Dead on thus thread) The philosophy I'm embracing is to leverage a couple of dips but go long on a desired end-class. The Plan:
Intended Result:
Conclusion:
Thoughts? Obvious blunders? Thanks! DochSavage |