Planar Alchemical Catalyst

Jasque's page

Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 131 posts. 1 review. No lists. No wishlists. 1 Organized Play character.


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There is a recycling system expansion bay for starships that states:

Starfinder #6: Empire of Bones pg. 46 wrote:

Note: The following Expansion Bay is compatible only with a Supercolossal ship.

A recycling system enables a Supercolossal starship to be nearly self-sustaining, operating independently for decades or even centuries. A combination of smelters, biomass processors, manufacturing, and UPB converters allows the ship to convert almost all its waste into goods and materials.

It appears that items can be broken down into UPBs with "smelters, biomass processors, and manufacturing." I assume the "UPB converters" then convert the UPBs back into useful items.

The recycling system is the size of a cargo bay, and it can convert "almost all" the waste generated on a starship into UPBs.

So, the raw materials for UPBs seem to be almost everything you can imagine. As to who makes them? Probably any organization with the resources and desire to make them.

Technological devices don't appear to be the only way to make UPBs. The stat block for the Assembly Ooze states the following:

Alien Archive wrote:
Thought to have been created on the planet Bretheda as a biotechnological replacement for automation processes, assembly oozes are essentially cores of nanobots suspended within blobs of animated protoplasm. As the ooze absorbs raw materials, the nanobots work at the molecular level to turn that matter into a functioning technological device, the blueprints of which have been entered into the machines’ original programming.

The Assembly Ooze can only make "virtual UPBs," but it does appear that UPBs might be created by both biotechnological and normal automation processes.

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Ascalaphus wrote:
That's a neat find. It's also a bit better as a solution than haste (circuit) because nobody needs to spend a standard action first round to activate it.

Also, it never runs out, it's free, and it comes online automatically at level 5.

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I just figured out how to full attack while flying (without falling). Despite the post's title, it's not weird at all. It's surprisingly mundane.

A Hit-and-Run Soldier's 5th level ability, Nimble Fusillade, states the following:

CRB, Page 115 wrote:
When you make a full attack, you can also either take a guarded step or move up to half your speed. This movement can come before, between, or after your attacks, but it can’t be split up.

Correct me if I am wrong, but the additional movement from Nimble Fusillade should negate the need to spend a move/swift action to hover. The required guarded step might be slightly annoying, but it will usually be worth it to full attack without falling out of the sky.

I have not seen anything about this posted to the boards yet, so forgive me if this method is common knowledge. It is new to me. And it opens up a few possibilities. I was primarily looking for a way to keep a barathu PC in the air, because I can't stand their land speed of zero. I also think that a Hit-and-Run Dragonkin Soldier would be really powerful at level 5+.

Does this work? Has anybody seen a flying hit-and-run soldier at their table before?

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A Dwarf Vanguard makes sense. Especially since several people have mentioned the shield-wielding dwarf on page 9 of the CRB.

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You missed my point.

The word "Vanguard" =/= Entropy.

You are holding my post to a standard that the current class name does not meet.

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Gamerskum wrote:
Chaos =/= Entropy

Vanguard =/= Entropy

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My best attempt to rename Vanguard is "Chaos Warden." However, I think that sounds too negative for a class. It would be a cool name for an archetype though.

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As Xenocrat points out, the Technomancer has a different playstyle. I don't think the Witchwarper makes the Technomancer obsolete.

I think the Witchwarper looks like an awesome class, but I still prefer Technomancers. The Technomancer matches my playstyle better. I like all the skills, the utilities, and the flavor. I'm alright with the Witchwarper being a little better in combat--my Technomancer still has plenty of useful and fun tricks up his sleeves.

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I like the existing names. However, Quantumancer might be an improvement; it has a more sci-fi feel.

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I've only skimmed over the new classes so far, but they look awesome!

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You should start with a Dex of 16 and put max ranks into piloting, as the others have said. This should take care of the driver and gunner roles.

The machine gunner role probably requires proficiency with heavy weapons. That's very feat intensive for a technomancer. If that's important to your build, I would consider a 1 level dip in soldier.

The radio operator role probably doesn't need any attention. Everybody in Starfinder should know about basic communication devices. If you are looking for a WW2 feel, maybe put a few ranks into Engineering. Or, for a more Starfinder feel, put those ranks into Computers.

A Commander would need some social skills, just like a Starship Captain. That's going to be a little more difficult on a Technomancer, but you can still do it with the right theme.

If you are homebrewing, ask your GM if he or she will let you use Supercharge Weapon on the tank's main gun. It would also be fun to use the Spellshot magic hack to cast spells through the tank's gun. You can use both those abilities on the machine gun without special homebrew rules.

A tank commander flinging magical nanites from the hatch and casting supercharge weapon on the gun/machine gun sounds amazing.

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Add me to the list of people who are fine with the new orcs and hobgoblins. They aren't my favorite races, but I don't have any problems with the way they look.

I actually do like the new fluff about orcs being a slave-race. The traditional Middle-Earth style races were growing a little stale for me.

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ThermalCat wrote:
I just received some of these ships. There are 12 for the price $5.18, but the quality is good and they are painted as shown, and about 1.5 to almost 2 inches in size. I also considered the others mentioned by Jasque, but I decided I didn't need a whole lot of them, so I bought the ones I liked better. A friend brings over a mini-projector which is suspended over the table for our maps, so we can scale the hexes to fit the ships.

I have those ships as well. They are really nice. My only complaint is that they are a little larger than I wanted.

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These are the ships that I use. They are the perfect size for a battle mat, and you get 72 ships for less than $5. There is a large amount of variety, too. I highly recommend them.

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Linkified

http://bit.ly/SFcombatSheet

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I think the Solar Weapon already did enough damage. The Soulfire fusion makes the class better. But the Solar Weapon manifestation still faces the same problem--the class is too MAD to focus on a high Dex score for defense. Generally, you should take the Heavy Armor Proficiency feat if you choose the Solar Weapon.

Don't get me wrong. I think the Soulfire fusion is great, and Solarians needed some love. I'm happy Paizo gave Solarians another use for their Chr bonus.

Where I feel Solarians have problems is in the skills department, especially in Starship combat. The Soulfire fusion will help Solarians who want to be Captains in starship combat because they can focus more heavily on Charisma. But I'm not a big fan of the Captain role. Starship combat revolves primarily around Dex and Int skills, and those are difficult for Solarians to focus on if they choose the Solar Weapon manifestation.

If Solarians could somehow add their Chr bonus to gunnery checks, that would be amazing. I think that would just about fix the class for me.

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Everybody knows that space horses ride in the space carts.

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I imagine there are a lot of understaffed and vacated lodges spread out across the Pact Worlds and the galaxy. There are also a lot of new, inexperienced recruits. The lack of people and resources allows for a lot of plot hooks.

The Scoured Stars Incident is a huge influence in my game. The only more impactful event is the Gap. I'm playing the Starfinder Society as desperate to rebuild itself and hold onto its remaining resources, while the other organizations in the Pact Worlds look to take advantage of the Starfinder Society's situation.

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My gaming group switched from Pathfinder to Starfinder. We don't plan to play PF2 for many years, if ever.

I'm a little disappointed that Paizo is putting so much attention into PF2 right now instead of following up on their new Starfinder game. I understand their reasons. Pathfinder is their flagship product. But as a Starfinder player, it is disappointing.

I'm definitely not interested in Starfinder 2.0 right now. There is still so much potential with the current edition. I don't see a reason to recreate the entire thing.

That being said, I wouldn't be sad to see the starship rules overhauled. I know I'm beating a dead horse at this point, but strength-based characters have a difficult time under the current starship rules.

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I think most ranged builds would prefer a basic melee weapon with the operative property. There will be exceptions, but a lot of builds don't get advanced melee weapons without using a feat. The operative property is good for ranged builds since it adds your Dex modifier to attack rolls.

The retractable spike is a good option. It's too bad they start at level 5.

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Dracomicron, thanks! You're right. I missed that completely. I've been playing it wrong this entire time. Fortunately, it hasn't made a difference in any combats yet.

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Dracomicron wrote:
Unless there's something special about the Polarity Gauntlets, I don't think that they actually use 10% of the battery per hit. Melee weapon charges last 1 minute, or 10 combat rounds. So you pay that charge cost and you can make quad attacks 10 times before you have to spend more charges. Melee weapons are really efficient that way.

I'm pretty sure you use the listed amount for each attack. For instance, powered (capacity 40, usage 4) means you use 4 charges per attack.

CRB wrote:
Usage: This listing shows how much ammunition is consumed with each attack you make with the weapon: The number of rounds from a magazine, the number of battery charges from a charged weapon, and so on.
SirShua wrote:
Is it clear that each attack after the first only adds listed damage? Or is that damage added again after each attack?

The exact wording is:

Polarize wrote:
A weapon with the polarize special property briefly builds up a polarized charge in a target. When striking a target multiple times with a weapon with the polarize special property in the same round, damage from each such strike after the first is increased by the listed amount. This resets at the beginning of your next turn.

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pithica42 wrote:
I think the only one that worries me is the polarity gauntlets. The polarize effect paired with Quad Attack might get out of hand. Especially if you add in the punishing fusion.

Wow, those do a lot of damage if you manage to hit more than once. They also use a lot of battery power. Most polarity gauntlets (except 2 models) use 10% of the battery per hit. You'll really go through the batteries using quad attack with those. And their batteries are more expensive than the basic operative weapons.

They are a great option to nova, but they use more resources to do so. Operatives also have to take 2 feats to make good use of them.

Isaac Zephyr wrote:
Polarize only adds itself once

I think you meant that Polarize only adds itself once to attacks before the operative gets Triple Attack at level 8. And even at that point, the operative has to land all 3 attacks to use Polarize more than once.

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After a very quick look at the advanced operative weapons, a lot of their damage looks lower. It seems they have other benefits, such as special properties and critical hit effects.

It would be interesting to see a side-by-side breakdown of the damage for basic vs. advanced operative weapons.

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One of the many new options in Armory is the bayonet bracket. I love this option, and I believe my players will feel the same when we all sit down tomorrow. While the bracket can accommodate many different weapons, there is no weapon with the name "bayonet." The closest weapon I can find, from a mechanical standpoint, is the sword cane.

(NOTE: Bludgeoning and slashing weapons take a -2 to attack rolls when used as a bayonet.)

The sword cane is a great option for a bayonet from a rules perspective. But from a fluff/RP view, I find it odd to attach a sword cane to a gun--especially to a small arm. And since the sword cane is such a good option, I see a lot of builds using this weapon as a bayonet. The setting is going to be full of people with cane swords attached to their laser pistols.

By the rules, the sword cane will retain its length and its top/head. That's just going to look awkward. I have no problem refluffing it as an actual bayonet in my home game. I do wonder though, why wasn't a bayonet included in Armory? This seems like an obvious oversight.

Would your character strap a sword cane to his gun? Or would you take a -2 to your attack rolls to use a more traditional (and, IMO, respectable) knife as your bayonet?

Also, why are knives slashing weapons instead of S/P? A knife with a piercing attack would make a perfect bayonet.

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That website will let you edit the monster's stat block. You can write in the correct number where it says "NaN".

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EDIT: Ninja'd

NaN means "Not a Number"

It means that whatever app/program you are using had an error. It tried to calculate a number, but it could not do so. Probably because something other than a number was used as an input.

Were you using SFRPG Tools? You may have to manually calculate that part of the monster's stats.

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Use it to make your cape/cloak/robe heroically blow in the wind, even inside.

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Pantshandshake wrote:

Dude. No. Nobody cheats at the damn table. Tell your GM its his/her/their call, but you're either taking the operative player aside and talking about it, or talking about it at the table in public. Whichever way it goes, the operative needs to stop cheating or leave the game.

I agree 100%. Cheating diminishes the game for everyone, including the cheater. There is no reason to cheat. I could *almost* understand cheating if it was a life or death situation for your PC, but even then cheating is completely unacceptable.

A large part of the game is feeling like your heroes earn their victories. As a GM, I enjoy giving the players difficult combats that cause them to doubt their chance of survival. They really have to think about their strategies, and every dice roll is full of anxiety. The table cheers when somebody rolls a high number, and the table groans when they see a low dice. But the PCs always manage to find a way to overcome their obstacles, and everyone at the table gets to feel accomplished.

Even 1 player cheating takes that feeling of accomplishment away from everybody else.

I would not allow anybody to cheat at my table. Somebody should talk to the cheating player, and that player should roll out in the open so that others can see. Their character is going to fail sometimes. That's going to be frustrating. But the frustration makes the victories so much sweeter.

Isaac Zephyr wrote:

GMs are there to tell the story, and I accept that they will bend rules to tell a good one for the players. That's what I meant, as I don't know if our GM would do that in order to increase the challenge. Not as a counter-player attitude.

Sometimes GMs can fudge rolls to enhance the story. Not everybody agrees that GMs should fudge their rolls. Generally, though, the GM is not cheating. They are reducing the randomness to tell a story.

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From what I am reading, there seem to be 4 viable combat builds for Solarians:


  • Soldier 1 / Solarian X
  • Solarian (Weapon) + Heavy Armor Proficiency
  • Solarian (Armor) + Reach Weapon + Stellar Rush
  • Solarian (Armor) + Longarm Proficiency + Versatile Specialization

There are probably other ways to build a viable Solarian, but they all require system mastery.

It's very easy to build an unoptimized Solarian. For instance, the class seems designed for a solar weapon and light armor, but that combination doesn't work well in practice.

If the above isn't difficult enough, the melee Solarian almost requires a 14/14/14 point spread to be relevant at anything other than the captain role in starship combat. If you don't want to be the captain and you don't like a 14/14/14 point spread, you just about have to take your first level in soldier (blitz) so that you can start with a lower charisma.

Basically, there seem to be ways to build effective Solarians, but there are far more ways to build ineffective Solarians. New players and players without much system mastery are at a real risk of building a character that doesn't perform as well as they might like.

I know that was the experience at our table. The player who chose a Solarian was unhappy with his PC after the first level. The character was too MAD, and the 1st level revelations took too long to activate. I would really like to see a well built Solarian, but I don't expect anybody at my table to play that class again.

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I call dibs on the rocket stormcaller. Now, if I can just find the trigger on this thing...

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I agree that the language needs clarification. It's really not that clear, and I can see GMs interpreting the rule differently. I've marked this for a FAQ.

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I agree with BretI. I also had to read that section several times. You only gain one magic hack once you gain the magic hack class feature, and you do not gain the class feature until level 5.

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It would be cool to see bows that shoot laser arrows, cryo arrows, and other energy types. This seems to fit into a science-fantasy theme. But as Wingblaze said, bows don't have many options right now. Here's hoping that we get some extra options in the next book.

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I am considering a house rule that makes Detect Radiation into a level 0 spell.

After reading comments in other threads, the spell just makes a lot more sense as a lvl 0 spell. It's duplicating the same effect as a real life Geiger counter, which is an invention from the early 20th century.

I don't see this as creating any balance issues, but I am curious what others think. If Detect Magic can be a level 0 spell, then Detect Radiation shouldn't cause any problems as a level 0 spell.

What do you think?

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Thanks for pointing out the rule on multiclassing. I missed that somehow.

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The class you take at 1st level will decide your key ability score.

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If computers are allowed, they would be limited to no more than 10 bulk and they would be of average quality.

An average quality computer, I believe, would not include any modules, upgrades, or countermeasures. That means no AI, no data modules, and no miniaturization. Additionally, Tier 3 is the highest tier computer that fits the bulk requirements.

That sounds pretty fair to me. It's the modules and upgrades that allow the most abuse.

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CrystalSeas wrote:
See this previous thread

So, basically, "drift-tear" (or whatever we're calling it) is the moral equivalent of pollution. That's not evil in game terms, but there might be individuals and groups that are opposed to it.

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Dox of the ParaDox twins wrote:
Is everyone forgetting that a new shirt can run as much as a new laser pistol

How do you figure that? An entire set of everyday clothing costs 1 credit. The cheapest laser pistol costs 350 credits.

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whew wrote:
Can an unconscious character hear the inspiring boost to be affected by it?

I would also say no. The perception rules state that you can't notice anything if you aren't conscious.

Perception (Notice) wrote:

You can use Perception to notice things happening around you. This is the most basic task of the Perception skill. It can be used for a variety of reasons determined by the GM. You might attempt a Perception check to see if you can act in a surprise round, to spot something important out of the corner of your eye, or to realize there are hidden creatures nearby (though you can’t notice a creature that is invisible unless it makes itself known). A Perception check to notice usually does not involve taking an action, though you must be conscious [emphasis added] and have the use of at least some of your senses to do so. The GM determines the DC. You cannot take 20 on a Perception check to notice things.

The DCs for Perception checks to notice things are determined by the GM based on the circumstances and may be adjusted to reflect other conditions. See the search task below for a chart with some example circumstances and their typical DCs.

However, it is a trope that unconscious people can hear their friends and enemies. So, there may be an argument for a house rule on unconscious characters.

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I believe it takes 2 hands according to the rules. But that's a rule I don't expect to be widely enforced.

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This is a repost, but I believe it's obvious when a spell is being cast due to the two rules below.

Spell-Like Abilities (SP) wrote:
Spell-like abilities are magical abilities that function very much like spells do (see Casting Spells). The main difference is that you gained the ability through a different means than normal spellcasters gain spells. A spell-like ability has a casting time of a standard action unless noted otherwise in the ability or spell description. Usually, a spell-like ability either can be used a specific number of times per day, can be used at will, or can affect a creature constantly. If a spell requires an expenditure of credits or Resolve Points as part of its casting, a creature that can cast the spell as a spell-like ability does not need to pay such costs. Creatures with spell-like abilities that can be made permanent still must pay any costs and take the listed amount of time to do so. In all other ways, a spell-like ability functions just like a spell. [emphasis added]

And

Casting Spells wrote:
When your character casts a spell, she is harnessing the latent magical energy that permeates the universe to achieve specific, measured effects. Whether you’re playing a mystic or a technomancer, or a character who has gained the ability to manipulate magical energies through some other more unusual means, casting a spell follows one basic process, as described below. A cast spell always has obvious effects that are noticeable by nearby creatures; it is not possible to clandestinely cast a spell. For information about casting a spell as a spell-like ability, see Spell-Like Abilities. [emphasis added]

The section on spell-like abilities does not contradict the rule stating that spells have an obvious effect. So, I'd say that rule still applies.

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Quote:
In all other ways, a spell-Like ability functions just like a spell.

I believe the above statement means that following rule applies to spell-like abilities.

Casting Spells wrote:
When your character casts a spell, she is harnessing the latent magical energy that permeates the universe to achieve specific, measured effects. Whether you’re playing a mystic or a technomancer, or a character who has gained the ability to manipulate magical energies through some other more unusual means, casting a spell follows one basic process, as described below. A cast spell always has obvious effects that are noticeable by nearby creatures; it is not possible to clandestinely cast a spell. For information about casting a spell as a spell-like ability, see Spell-Like Abilities. [emphasis added]

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Lashunta are definitely good. I agree with Ecliptic12, though, that astrazoans make even better spies. But that might just be because I'm a huge fan of astrazoans.

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Does anybody else avoid races with a Dex penalty?

Dex is so important in Starfinder that I ignore races with -2 Dex when I'm theorycrafting. I could handle the hit to Dex if it weren't for starship combat. On starships you really need Int or Dex. (Being the captain is fine, but I believe most characters should be able to fill a backup role.) The point-buy system certainly helps in this regard, but there are just so many other races to choose from that it's easy to disregard all the -2 Dex races.

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The races are pretty well balanced, in my opinion. That said, below are my top 3.


  • SRO - great for any class; arguably the best racial traits
  • Shobhad - great for melee; imo they are better than dragonkin due to the penalty to INT instead of DEX
  • Astrazoan - their change form ability is underrated. Astrazoans might not make it into any optimization guides, but creative players can make great use of Change Form. Future books might change things, but Change Form is currently stronger than any similar magic, and it can only be pierced by a pretty high perception check and maybe True Seeing.

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Like Big Lemon said, I don't worry about WBL as much as I did in PF. As long as everyone's major equipment (weapon, armor) is within a level or so of the PC's level, and everybody has a bit of gear and spending money, all is fine. I don't worry much about providing too much wealth either because it's more difficult to buy overpowered equipment in SF.

My players have responded by not looting every piece of equipment from corpses. In PF they would sell every short sword and buckler they found. In SF, they might pick up the batteries and leave the guns and armor behind. Which, in my opinion, is both more fun and more realistic.

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What are some good uses for the mystic spell/ability mind link? Mind link is a class feature of mystics, so I feel like the uses should be obvious. But I can't think of many.

It can be useful if you encounter a creature that you can't communicate with if that creature is willing to allow you to cast a spell on it. That's really niche.

What am I missing? Are there other uses? Has anybody used mind link in their games?

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The CRB also has this to say about technological items:

Quote:
Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for Vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk.

Bear traps, tungsten drill bits, and magnets are all potentially valid with GM approval.

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