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Hey all, I'm recruiting for a run of 1-06. This is not a first come first served. Recruitment will close November 7th. I may end it sooner. Please post with your character so that I can check out your character. If your character info is not in your profile, you are unlikely to be selected. Warning: Evil NPCs will be run as evil.
So, the heightened effect of this spell institutes a cooldown. Does that cooldown affect all castings? Even the 4th rank version? For example.. A Hezrou is blocked in by a PC casting a wall of stone. It uses 5th rank Translocate to get to the other side of the wall. A PC then casts a wall of force that blocks it in to its new location. Can the Hezrou use 4th rank Translocate to get to the other side? Or is it immune to all castings of Translocate?
For clarity I am not talking about resistances. I am speaking of Tempest-Sun Redirection and Tempest-Sun Shielding Can those reductions to damage stack? Also how does each interact with multiple types of damage being dealt with a single attack? Let's use a situation where 25 slashing and 25 fire damage would be dealt by a single spell effect.
Another thread got me to reading through the Starship Operations Manual and it occurred to me, why not have some of the weapons or the Training Interface Modules (TIMs) as purchasable boons in SFS? They could be starship boons wherein one could only 'slot' one. AcP-wise they would be similar to the uncommon spells/items one can purchase in 2e. Plus, it is not like starship boons would be a new thing. As they would essentially be additions to ships they have to cost something. Since BP don't have a specified credit value, why not AcP? Thoughts?
It is curious to me that people dislike starship combat because of how boring it is and many of the same people play characters who do the same thing over and over in regular combat. I mean really?... Do you not see the inconsistency? Secondly, it seems that regardless of the tier I play in, I have to explain or give guidance to my fellow players on how to do starship combat. Starship combat takes so long because many of you refuse to learn it (assuming because you don't like it). Starship combat may be less than exciting, but many of you make it unenjoyable. For the sake of your fellow players, will you just learn it so that you can speed through it? Starship combat exists and likely is not leaving. Please deal with it like adults so that we all don't have to suffer through every time it comes up.
So...how would the copaxi Gravity Adjustment ability interact with a Gravitational Harness? Gravity Adjustment:
Copaxis retain some of their ancient connection to the gravitational forces of the universe. A copaxi can adjust their personal gravity as a standard action. This adjustment remains in effect until the copaxi spends another standard action to return to their environment’s natural gravity. Entering an environment with a different gravity also cancels the copaxi’s ongoing adjustment. A copaxi can treat high or low gravity as standard gravity or treat standard gravity as high or low gravity. These adjustments only affect the copaxi and anything the copaxi is carrying; they do not affect thrown weapons. The copaxi cannot adjust to or from extreme or zero gravity. Gravitational Harness: Slim neutronium-core gravitational crystals attached to your spine using intense alchemical processes allow you to manipulate gravity once per day. With a mk 1 gravitational harness, you can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a standard action or reaction. If you use a reaction, you can’t take a standard action on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or while overburdened. A mk 2 gravitational harness functions as the mk 1 model, except as follows. The effect lasts for a total of 10 rounds, though you need not use them consecutively. The augmentation can increase or decrease your gravity by up to two steps or negate gravity for you in an area of standard or light gravity. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 30 feet. A mk 3 gravitation harness functions as the mk 2 model, except as follows. The effect lasts for a total of 10 minutes. You need not use the minutes consecutively, but you must use them in 1-minute increments. While you have the augmentation active in zero gravity or while negating gravity for yourself, your fly speed is 60 feet.
IMPORTANT NOTE!!
If it is full and you would like to be added to the waitlist, you may post here. I will be posting when the game is full to inform people. Welcome! This game will start on March 11th, 2019
IMPORTANT NOTE!!
If it is full and you would like to be added to the waitlist, you may post here. I will be posting when the game is full to inform people. Welcome! This game will start on March 11th, 2019
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