Hystarr's page

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Been having good success with my Shirren Technomancer. I am 2nd level now and dipped into Soldier for weapon/armor proficiencies as well as blitz training. I took improved initiative and with Dex I have +10 to initiative. Grabbed a Venom Spur and interesting enough Supercharge Weapon applies to any weapon so Supercharge that Spur. Will be moving towards speed suspension, cardiac modification, and dragon gland to my build. Will add Fleet feat and be working towards pushing 90+ move rate. Thinking more along the lines of Street Samurai/Battlemage kind of build. So far so good.

I am a worshiper of Oras - Agent of Change and am an Augmented. My beliefs as a CN former hired assassin is that I can exert change most effectively through helping the weaker to be able to move on to make room for the stronger and more able sentients. Sometimes a culling needs to be done.


baggageboy wrote:
I think the real point is that you could have a computer loaded will all sorts of utility spells and use them as needed even if you aren't a spell caster yourself, and the cost would be reasonable still.

Pay the difference in cost of the spell being cast, so refer to the cost of an NPC to cast level x spell and deduct that from cost to recharge level x spell chip and pay the difference to do it myself?


Ok, level 1 spell spell chip with Jolting Surge on it is used by my Level 1 Technomancer. Now the spell chip is empty....can my player character cast his own level 0 or 1 spell into the chip ignoring the cost to recharge it since he himself is doing it?


*bump*


Ok, while reading the computers section it seems that your computer could have unlimited number of modules in them. As I understand this I could have a Tier 1 computer with 100 Tier 5 components assuming that you could afford them and the only downfall would be that the DC to hack into your computer is at DC17. Am I correct in this assumption?

Secondly let's look at a spell chip for a level 1 Technomancer spell costs 154 credits (140 * 1.1). Now you place this into a T1 computer and this chip can be "recharged" at 90% of a new spell chip. If you are a Technomancer can you recharge your own spell chips at no cost other than your spell usage for that day? I read about item creation, however this would not apply to recharging the spell ship as crafting would imply making new chips.... Anyone able to break down the options here for me?


Unlikely you could hack a launched nuke regardless as you would have no way to access any of their contained systems unless you were physically in contact with the nuke and opened access panel to get to the electronics inside. There might be a communication circuit that the launching ship could utilize to send a tight beam signal to to detonate/abort, but not having the frequency that it would transmitted on would not be helpful. Even if you did know the frequency you would then need to get the override code and fool the nuke into thinking it was sent from the launching ship (handshake). Not saying that it could not be done, but in the few minutes or less it would take to reach effective range it becomes very improbable that it could happen. Better choice would be an EMP that had enough power to bypass it's hardened circuits and not overload your own ships hardening capability.


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