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. . .several of those choices would have me giving the players Evil Points, potentially threatening an alignment change. :p


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Yeah, put me in the "if its so weird and unknown that you can't make a skill check with your Culture skill, its so weird and unknown that having internet access won't help either" column. Which, I should note, I would only expect to happen in the *very* weirdest of cases. Going by genre, nine times out of ten? A newly encountered civilization is at least *somewhat* like a bunch of known civilizations.


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Yeah, if it were meant to take up a slot, it really should have specified so when talking about Custom Rig options. So, nope, no slot. Or, at least, it does not exclude the installation of other cyberware ( ie, the exocortex "counts" as a brain enhancement, but it can have any other brain enhancement added to it at no extra difficulty ).


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Hmmm, this is not really a rules call so much as a judgement call, but I would probably say that only attacks which involve an attack roll, benefit from the damage buff of Get Em. So it would work for spells, but only spells involving an attack, not area or auto-targeting spells.


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Ellias Aubec wrote:
On the other hand, drink some liquid nitrogen and you are dead. Even a mouthful.

Its not guaranteed death, people have survived doing that. You'd better high tail it to a hospital, though, as between the cold and the suddenly expanding quantity of gas, your innards are going to take a drubbing.


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Bit of a necro, but something I just thought of that vastly minimizes the influence of cortical stacks in this scenario: individual volition. Which is to say. . . the other requirement for revival from death is "the spirit must be willing". If the decedent doesn't want to come back, they don't come back ( barring high level, extremely evil necromancy, anyway ).

Thus, cortical stacks would be great at preventing unexpected premature death. However, the longer a person lives, the greater the chance that they just stop caring overly much about continuing to live, due to boredom or detachment from others or such. Wouldn't necessarily be a high chance on a year by year basis, but, absent an obvious compelling motivation to live forever? There'd be a certain non-trivial "failure rate" for cortical stack revivals, due to 'the decedent is fine with passing on'.

One likely social consequence of this: a newer, modified strain of the traditional idea of "living your life with an eye on eternity", with people using stacks to live. . . not forever, but until they believe they have perfected their own desired afterlife status. On the Good side of things, this might involve redeeming all acts of weakness, fulfilling all responsibilities, and paying forward all generosities, until even your own death is a noble act, delivering refined spiritual materia to the Upper Planes. On the Evil side of things. . . this may involve doing whatever it takes to ensure you have as much power as possible after death, thus ensuring your own ( relatively ) comfortable and successful status in the Lower Planes.


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BigNorseWolf wrote:
Now thinking that everyone should sell their soul to the church of pharasma for a credit just to make sure you don't accidentally trade it away with a click...

My new canon: the Church of Pharasma does exactly that, essentially, as part of the basic Pharasmin rites that nearly every sentient in existence participates in throughout civilization. Though its less of a purchase and more of a lien.

The effective result is that any claim by another party on an individual's soul is metaphysically dragged to supernatural court, as a contested spiritual claim. The judge, natch, is Pharasma. Thus, no deity or outsider can claim a person's soul without the agreement actually passing inspection by Pharasma. A legitimate bargain made in passable-faith with all the proper spiritual laws followed? Sure. Click-through soul contracts? Not so much.

( Well, or you can just grab someone's soul and take it, but that isn't a *legal* claim anymore, which opens you up to problems. Like the outer planar equivalent of bounty hunters come to kill your ass for breach of treaty, if you draw too much heat disproportionate to your own power. Mind, if your only "stealing" souls that would have probably gone to your plane anyway, nobody is likely to care overly. . . )


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Just because you are using a disarm/grapple weapon, doesn't mean you are *only* using a disarm/grapple weapon. Your hands don't vanish, and they don't necessarily spend all their time gripped on a pommel. I would say the bonus fully applies, via improved grip on your weapon and improved ability to provide "off-hand" assistance to your own maneuvers.


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Personally, I lean towards eliminating the distinction between "normal heat/cold" and "supernatural heat/cold", at least in terms of it referring to intensity. Heat and cold are heat and cold, with their damage determined purely by how hot/cold they are. A magical source should only matter insofar as you are dealing with something like an incorporeal entity. . . and just because the heat or cold is really intense, doesn't cause it to "magically" become magic.


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My interpretation of the Defensive Ability specification is that taking it gives you one such defense. It doesn't limit you to only taking it once, you just only get one pick from the menu for each purchase.


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Not really. I mean, liquid nitrogen won't do you any good, but its not going to compare at all with lava.

In both cases, the amount of damage correlates roughly with the energy differential between the unfortunate human being and the lava or liquid nitrogen. Exposure causes damage because either an excessive amount of energy is flowing into the unfortunate ( lava ), or flowing out ( liquid nitrogen ). The bigger the flow, the more the damage, and the bigger the energy differential, the bigger the flow.

Why does this matter? Because the amount of energy stored in "hot" matter is a *lot* greater than the amount of lack-of-energy "stored" in "cold" matter. Lava has a temperature ranging from 700 to 1200 Celsius, meaning a minimum 600 degrees Celsius over the boiling point of water. Meanwhile, liquid nitrogen is only -196 Celsius, meaning its only 196 degrees Celsius colder than the freezing point of water. What's more, there is no upper limit on how hot things can get ( though eventually you don't have lava anymore, you have other things ). . . while the absolute coldest anything can get ever is -273 Celsius. . . which is *still* less than half the heat differential between boiling water and the coldest of lavas.

So, no, liquid nitrogen isn't anywhere near as bad as lava.

( There are some other additional complications, having to do with the heat of fusion/vaporzation, but they don't fundamentally change the situation. )


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Gadget "Scooty" Lightspanner wrote:

Ha, I've been blaming Drendel Drang too!

For my games, I'm assuming viewing Gap year data is inconsistent- usually reasonable-looking but random garbage.

So say they sent out some expeditions through the drift to the point where looking back they should see the area as it was at the start of the Gap...

The first expedition to try to map it got one, valid-looking data state.
The second expedition got a completely *different* data state.
The third expedition go nothing, literally blank and assumed computer error.
The fourth expedition got yet another data state, with no consistent points with 1 or 2.
They kept trying, looking for patterns or consistencies, until finally now, you just can't get grant money approved for it anymore.

I pretty much go with this one. You *can* go out to the right portion of the light cone and look at stuff. And you see stuff, usually. But what you see is inconsistent at best, non-sensical at worst, and that is setting aside the occasional time you get eaten by a Grue ( which might be unrelated! ).

Doesn't mean researchers don't still do it, though. People know that the Gap is not 100% perfect, and this presumably applies to astronomical observations too.


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*cough* The way I read it is, the abilities you can choose for a form, are the abilities listed under the "Special Abilities" section of Polymorph. If you want anything else, you need special GM permission.


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Absent other plausible options jumping out, I would tend to figure that after thousands of years, any random immortal probably has either ascended to outsider status or outright divinity. Assuming, natch, that they didn't otherwise get killed, or spent most of that time inactive.


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Garretmander wrote:
Pantshandshake wrote:
I hope its directly underneath that Ultimate Desserts book we talked about.
What stats would a sapient cheesecake have?

Charisma +8?

*ducks*


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What they said. Treating hull points as if they were hit points is simply false, the rules say otherwise explicitly. At best you could interpret a 10:1 conversion rate, but the most straightforward interpretation of the rules would have personal scale damage simply not doing much of anything to ships at all. Its not quite "invulnerable", but when you have to deal with Hardness 30 and hundreds of HP on every 5x5 cube of hull, personal damage rounds down to zero pretty effectively.

( Conversely, the rules *are* quite explicit on what happens if you shoot ship weapons at characters and other character-scale targets. First, it can't actually be done normally, and attempting to do creates a Hazard instead. However, if a character-scale target somehow does get hit, take whatever damage the ship weapon does and multiple it by 10. Don't stand two feet in front of your ship's main gun battery, and then dare the crew to pull the trigger. )


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Also, the Outer Planes aren't merely infinite, they are multiple different infinite planes. There is no meaningful textual support for the idea that the Drift is a cosmic armageddon. So it occasionally gobbles up a bubble of otherplanar real estate. You know what else does that? Every other plane in existence that shares a border with another plane.


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Aside from not actually being rules-legal. :p

Anyway, the assumption people seem to be using here is that "targeting lock" = "guaranteed hit". That is only somewhat true in the real world, there is absolutely no reason it needs to be true in space opera. It looks a lot more like "target lock, fire missile, enemy ship attempts to maneuver and deploy ECM to break lock, missile likely doesn't hit."


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I would largely only enforce any kind of "Space Sickness" disease on players who tried to insist they needed nothing in the way of creature comforts or relaxation ever. Particularly if this insistence happened to coincide with them spending every last credit and BP on the most munchkined of purchases.

If they otherwise have their ship geared out spartan, but still admit that they have a TV and some board games in the mess hall, and a basketball hoop they can set up in one of the cargo bays when its empty? Its fine.


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This sounds like a GM problem, not a rules problem.


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Yeah, I would say the circumstantial evidence is very strong, that the Gap did *not* erase Gap-era records of pre-Gap events. Hell, it might not have even erased everything that was originated in the Gap, if the topic had nothing to do with history and events ( ie, a mathematical treatise on probability theory written a thousand years before the Gap ended, might only have the names redacted, not the math ).


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Don't forget the potential downside, though. If you attach another device to a computer, it means hacking the computer lets you hack the device. Not a big deal for a flashlight, potentially a very big deal with you set the computer to control something bigger and more substantial. Especially if you use a basic comm-unit ( ie, a Tier 1 computer ) as your control unit.


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Possible way to balance *some* shield ideas: using a shield costs your swift action. You can't just have a shield hanging off your arm and expect to get benefit, you actually have to use it to defend yourself. This means no full attacks, and no attacks of opportunity ( among other things ). It also would neatly avoid the "a shield in each hand" problem.

Even then, I suspect anything more than +1 AC ( or +2 with substantial other limits ) would be broken.


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So, in my recent session of Starfinder, I discovered an interesting problem. Now, by default a Mechanic drone only gets one action per turn, and can use this to either move or attack. Their Mechanic can give them one of their actions, letting them do both, but this costs the Mechanic either their move or their attack.

The problem arose because the adventure involved my PCs breaking into a prison, and then fleeing as quickly as possible once the alarm went off. At which point my Mechanic player discovered that she could either run for 60 feet of movement, and have her drone follow only 30 feet, or let her drone run 60 feet and only move 30 feet herself. This proved a bit of an issue when the scenario required maximum movement from all parties!

Now, I can kind of see how this arose. The drone needs some kind of action limit to keep from being broken, and if most fights occur in a fixed location, tactical mobility isn't really a problem ( either the Mechanic or the drone or both will want to find as fixed a location as possible ). I don't really feel that "running encounters" involving chases or escapes are *that* rare and unthinkable, however. And in situations like that, it is a rather harsh penalty on the drone Mechanic that no one else suffers, being reduced to an effective full round movement of 45 rather than 60. That there currently exist no good rules for PCs carrying drones ( or anything and anyone that isn't equipment ) doesn't help.

So, possible solutions? The one I am currently contemplating is a mild house ruling of the drone action mechanics. Simply put, the baseline for drone actions would be "Can take a single attack action or a *full move* action", with a Mechanic taking control upgrading to the normal result ( move + attack or full attack ). That way, a Mechanic doesn't need to donate actions for their drone to hightail it.


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If I were feeling like being especially mean, I'd treat prolonged life onboard a spaceship without proper recreational opportunities as a Mental Disease. Call it "Space Sickness" or "Stir Crazy". I'd probably replace the comatose and dead states with states of periodic and constant confusion, which on a spaceship would be even worse.


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Put me in the "Yes, you could sunder a grenade, no, it would not explode" column. Unless its explicitly called out as an especially unstable and dubious grenade, I suppose ( ie, goblin make ).

Anyway, where else is a PC *supposed* to keep their grenades? Storing them in belt pouches or such isn't any more secure than armor clamps. Does your GM have the bizarre idea that PCs are supposed to stop and dig through their backpack every time they want to use something other than the gun in their hands?


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The Artificer wrote:
That's interesting, does that mean I could permanently polymorph an undead minion into a true construct?

No, because only Baleful Polymorph can achieve a permanent result, and it does not change character type ( exception: high level ones can transform the victim into a Small, helpless, Animal, if they fail enough saves ). They've pretty well designed Baleful Polymorph so it is *only* an offensive weapon. You gain no meaningful advantage from being BPed, and whatever trivial cosmetic advantage might be possible is well outweighed by the rather huge penalties to everything imposed.


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Ravingdork wrote:
Lord Fyre wrote:

I do have a question about GMing Starship Combat.

Do you aware XP based on the Actual CR of the opposing ship(s)?
Or, do you use the effect CR of the encounter (Starfinder Core p. 326)?

I haven't looked at awarding XP too closely in Starfinder yet, but if it's anything like Pathfinder, you give XP based on the component creatures (or ships in this case), not the total effective challenge. The total effective challenge is just meant to help you decide if it is an appropriate encounter for the PCs, not for awarding XP.

They should be the same thing, or near enough to it. Last I did the math, the XP tables in Starfinder are such that the total XP of the component individuals in an encounter, will equal the total XP of a single critter of the encounter's total CR.

( At least, for reasonable character counts. If the opposition consists of swarms of low level opponents, it definitely breaks down. )


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I would be inclined to say the remnants are worth the 10% scrap value. . . but I don't think I'd let the players actually *sell* it for that much. After all, whoever receives it is only going to be able to get 10% out of it, they aren't going to pay full price. So, you probably can't sell it for much. . . but you could salvage it for 10% worth of parts to be used for your own crafting purposes.


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JiCi wrote:
Starfinder Core Rulebook, p.292 wrote:
Starship weapons and regular PC-level weapons work on different scales and aren’t meant to interact with each other. If characters choose to shoot at a starship with their laser rifles (or cast a spell on it) while it is on the ground, the GM should treat the starship as an object (a particularly massive one, at that). At the GM’s discretion, if starship weapons are ever brought to bear against buildings or people, they deal Hit Point damage equal to 10 × their listed amount of damage. However, starship weapons are never precise enough to target a single individual (or even small group) and can, if the GM decides, be simulated as deadly hazards instead of weapon attacks.

From my perspective...

1) Starships can target buildings at 10 times the damage. I mean, if a starship is invading a planet, its weapons will destroy any building it chooses to target.

2) Starships cannot target specific individuals with direct-fire weapons, and should be treated as deadly hazards as stated. The only problem is that "startship weapon fire" isn't listed as a "hazard"... which should be added.

3) Starships can target specific individuals with tracking weapons, and deal 10 times the damage upon hit.

4) The missing rule is about shooting creatures, not people. "People", for most of us, refers to any Small to Large character. "Creatures" refers to anything that can hunt you and eat you :P

So... the rules need a clarification about a threshold which indicates if the creature can be shoot by starships at the normal damage or the 10 times damage.

Where, exactly, do you find any evidence to suggest that tracking weapons can ignore the great big, flashing neon sign "You cannot target individual people" rule?


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Ravingdork wrote:
I for one love the permanent (D) duration on the later level baleful polymorphs. Great for roleplaying.

Not even all that later, you can get a permanent debuff even from just the level 3 version.


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Acid would make more sense, to me, at least as the proper energy type for an "aging/entropy" attack.


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So, I got my PDF copy of Alien Archive 2. So far it looks fun.

One thing stood out to me, though: the Uplifted Bears. As a playable race, they. . . kind of get everything. Extra senses, skill bonus, enhanced movement, natural weapons, limited telepathy, and a few things I'm probably forgetting. Sure, they have a few minor downsides, but it feels like they are less a jack of all trades and more a master of all trades. Thoughts?


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https://overwatch.gamepedia.com/Ana

Also, sorry, its Ana *Amari*, I misremembered.


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I mean, you *can* decree that various humanoid enemies use natural weapons or cybernetic attacks or magic or whatnot. There's no requirement that playable-races *must* use tangible guns. Its just, if you do so, the GM is obligated to provide appropriate rewards in other forms. "The enemies are all cyborgs with laser-arms" is not an excuse for not providing an appropriate number of credits per encounter.


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Note that R2D2 or Andromeda would not be drone sidekicks, they would be PCs/NPCs in their own right.


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Why would the power level of PCs ( or anyone ) *not* be literal? What, exactly, would it even be otherwise? Them not *actually* being that skilled or capable, everyone just pretending they are?


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Its a much better use of injector weapons that trying to cosplay as Ana Farahi. :p


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So, how many jellybeans are in the jar I'm holding in my hand?

*holds up a hand that has no jar in it whatsoever*

"0" and "N/A" are two very different things.


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The rules as such forbid such, because its a class feature that does not specify how it can be used in ship combat. I suppose there could be a mechanic trick or whatnot introduced in the future that lets your drone do supplemental skill checks of certain kinds.


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On consideration, I think that even if you *do* worship a "deity group" of some kind, you probably still should be limited to one "type" for things like Divine Blessing. If the group of deities are closely enough linked to be worshiped as one, they should be closely enough linked to have one specific Divine Blessing or one specific type of Divine Champion.


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I would argue the bigger problem is assuming that a Custom Rig *is* an engineering kit. It functions as one, yes, and it can be made from one, yes. That doesn't mean a Custom Rig still *is* one, once its become a Custom Rig.

My own ruling would be, no, you absolutely cannot do any of the above, because once you've used up that engineering kit to make a Custom Rig, its not an engineering kit anymore. Doing so with some weird mazecored contraption just means you wasted a ton of extra money on components to build your Custom Rig.


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Whatever controlled substance draws the most trouble upon someone's head for being caught using. Use one of the stealthy injector sniper weapons, zap somebody up with a cocktail of space meth and space steroids, then report them anonymously to their employers and the space police. *eg*


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Ravingdork wrote:

I'm not so sure about that. It seems pretty clear that your gear comes with you. If it didn't, you'd end up naked with every casting.

If the spell failed for some reason, you'd likely just end up where you started, along with your comm unit.

It is a bit ambiguous I suppose, but it's already weaker than dimension door in many respects, so I don't see the purpose in imposing such a limitation (especially since it isn't unbalanced to allow).

This issue is not your gear coming with you, its the device you use as a gate coming with you.


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Mind, if I were house ruling object damage to something vaguely sane, that would be the first thing I'd change. Larger, thicker objects have higher *hardness* for the purposes of being attacked, rather than ( typically ludicrously ) higher HP. Essentially, if you want to attack a brick wall in front of you, it has a certain hardness. If you want to attack the brick-wall-constructed giant castle? It has only somewhat higher hit points, but considerably higher hardness, making most attacks completely irrelevant for attacking the castle as a whole. OTOH, an attack that does get through the hardness, doesn't need to ablate some absurd 10K hit point total, because its not damaging each 5x5 cube of brickwork. Its damaging the castle as a full collective entity.


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I would generally suggest that all "divine" feats and such must be from the same deity. Only exception would be if the GM establishes any broad "deific alliances" or whatnot ( similar to the Triad in Forgotten Realms ). This doesn't mean you don't worship multiple deities as appropriate, but you can't have the kind of close relationship that brings specific blessings to multiple unrelated gods.


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Vexies wrote:
Tender Tendrils wrote:

Increasing the amount players can sell items for is self-defeating as it then obliges you to decrease the amount of loot the party finds if you want to maintain game balance. It might garner some player goodwill the first time they sell something but it the long run you are giving them less fun in terms of loot.

It is already a struggle to equip custom NPCs with weapons and armour appropriate to their CR without exceeding the wealth per encounter guidelines as it is

Keep in mind that gear included as loot from NPCs is figured as 10% of value rather than its full value for the purposes of WBL.

Only for the stuff that is weaker than the PCs' gear, or otherwise unlikely to be used as anything but vendor trash. Which, admittedly, *should* be the majority of enemy gear. . . but you still need to be cautious. At the very least, all batteries, grenades, and serums should probably count full.

Also, consider the possibility your players may find unconventional usages for vendor trash. Level 1 laser rifles and armor should count as vendor trash right quick. . . but imagine your PCs just kind of stockpile them in a storeroom, and don't get around to selling them ( since selling them isn't worth much ). Any future adventure involving endangered NPCs, like the proverbial "defenseless village attacked by bandits", has to account for the possibility of "The PCs arm the defenseless victims with a small war's worth of guns". Sure, they might be only level 1 laser rifles and light armor, but converting two dozen helpless victims into two dozen armed militia can make a huge difference.


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Also, you don't necessarily have access to SpaceMart whenever you find you need some particular type of gear. A crate of UPBs and a skilled engineer or mystic means you are only ever a couple hours and a workbench away from whatever specific stuff you need. Need to explore a ruin full of light-fearing critters? Want to retrieve a crashed fighter under 500 feet of water? Undead pirates showing up to raid an isolated outpost tomorrow? All solvable problems.


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Magyar5 wrote:
Xoshak4545 wrote:
??? all grenades (and all explode weapons in general) are save for half damage .....multiple grenades as full attack is a good idea though

You are correct. Explode weapons do offer a save for half damage. I misread the Explode property. Thanks for pointing it out. Still, 60d6 averages about 200 damage per roll. That's a LOT of damage even should the opponent save.

Too bad it's very cost prohibitive and that crafting in this game system is non-existent so you can't hope for a discount even should you make them.

It being cost prohibitive does not make crafting non-existent. Crafting is entirely existent, with a whole bunch of rules covering it. Those rules just rule out using crafting to acquire discounts.


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"Aware of Location
When you are aware of a creature’s location, you know exactly where the creature is located, but you still can’t observe the creature with a precise sense such as vision. Generally, this occurs because you have blindsense, or because the creature is hidden but you have succeeded at a Perception check to pinpoint the creature with an imprecise sense. You must at least be aware of a creature’s location in order to directly attack it, though it is considered to have total concealment from you. It is, however, subject to area effects affecting that location."

Seems like this covers the situation exactly. "Because my friend told me where the enemy is" seems a perfectly valid example of 'Aware of Location'. Thus, you can target them, but they benefit from full cover.

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