Driftbourne wrote:
I fully agree with that!
Driftbourne wrote:
At this point I was worried I messed up big time by posting a bunch of useless ideas ;-) Driftbourne wrote:
I´m glad my interpretation of the Nova Rush CSS was at least somewhat useful. Driftbourne wrote:
Yes, I noticed that too. My bold prediction is, in future adventures (especially one shots) we will mostly see CSS that are on the shorter / easier side (just because of page count limitations). But that is fine to me.Occasionally in longer APs there will appear longer / more complex ones.Driftbourne wrote:
That is possible. I think that is the beauty of the system. When someone creates a CSS it can be tuned towards their needs / playing style. Also while at first it was a little intimidating in giving this system a try for the first time, it turned out to be pretty easy.
Hello everybody, Driftbourne wrote: I did play a character in Battle for Nova Rush. Although it doesn't use the cinematic starship scene stat block from the GM Core, you can tell it was based on the concept. While I did not play Battle for Nova Rush, I read through it and the conclusion to me screamed to be expanded into a full cinematic starship scene. And since I wanted to try out the rules for creating cinematic starship scens (css anybody ;-) ) I used the conclusion as a (very rough) frame for one. Here is what I came up with so far (spoilers because of some references to scenes in the adventure itself): Battle for Nova Rush cinematic starship scene: Be warned, I *might* have gone overboard with A) the options the players have on the Nova Rush (but I like to give almost every character a chance to participate in a more or less meaningfull way) and B) the complexity by adding a form of the hazard from the adventure into the scene and some conditional actions. Since this is my first try on the system and I did not test the scene any feedback is welcome... ESCAPE OF NOVA RUSH STARSHIP SCENE 1 The PCs just have defeated Phaedra Firestorm on the bridge of the Nova Rush and now have to escape with the Nova Rush into a nearby nebula (and from there to the Drift) or defeat the Corpse Fleet Raiders and eventually the Split Blade. Victory Conditions:
Additional Objectives:
Starship Description Available Roles:
Starship Bonuses:
AC 16
Starship Actions: Plot an escape route [two-actions] (science officer) Attempt a DC 17 Piloting or Computers check to plot a relatively safe zigzag route towards the nebula. On a critical success the Nova Rush needs 5 Escape Points to reach the nebula, on a success the Nova Rush needs 6 Escape Points to reach the nebula, on a failure the Nova Rush needs 7 Escape Points to reach the nebula and on a critical failure the Nova Rush needs 8 Escape Points to reach the nebula.
Threat Corpse Fleet Raiders (2)
Initiative Piloting +8
Threat Routine (2 or 3 actions)
Threat Actions Ranged [three-action] Necromantic energy cannon +7 to create a spiritual sinkwell on the bridge of the
Additional Threats Threat: Split Blade
Initiative Piloting +7
Threat Routine (3 actions)
Threat Actions Ranged [two-actions] light flak cannon +7 ,Damage 1d6+2 piercing.
Ending the Encounter: The encounter ends if the Nova Rush is reduced to 0 HP, or the PCs achieve one or more of the victory conditions.
Hi there, thank´s for your answer. Baarogue wrote:
I know that the formula is not needed to craft an item, and "only" saves some time while crafting. It just seemed a little odd to me that there is a tiny limitation of what formulas you get for free with the feat.It is no big deal and I can totally live with that. I just wanted to make sure this limitation is intended. In addition if I really want to have a level 1 formula of a medical item that is not a serum, there is nothing in the rules that would prevent me from buying it. ;-)
Hello everybody, I have some questions about the Serum Crafting feat. SF2 Player Core pg. 227 wrote:
My question: Does the feat “only” grant formulas for common serums or also formulas for other common medical consumables (that are not serums)?Because according to SF2 Player Core pg. 241 wrote:
you need the feat to craft any kind of medical items. So it seems a little odd, that the feat does not grant formuals for other medical items. And a follow up question about crafting in connection with formulas: SF2 Player Core pg. 197 wrote:
and SF2 Player Core pg. 197 side bar wrote:
My question: Will a level 1 character, who is in possession of the formula for a level 2 serum, be allowed to craft this?For example a Shimmerstone Serum (Item 2)? By the rules I would say no.
Christopher#2411504 wrote: You missed the part where Dae has more Traits on his Solar Weapons then allowed. Hi, thank´s for your answer. I´m not sure if I get you right here, but I looked deeper into the rules for the Solar Weapon (Player Core pg 141). To me it looks like it is OK.
Or is this not what you meant? Nevertheless while looking deeper into the Solarian I found the reason for the differences in the attack bonus of Dae I mentioned in my last post.
In additon I noticed two other things on Dae: The bonus fire damage on the photon attuned solar weapon is listed as 1 in all versions.
And finally the Level 7 version lists the damage of the photon attuned solar weapon with 2D8+4 this sholud be 2D8+6 since the weapon specialisation at Level 7 adds +2 damage (for the graviton attuned solar weapon and both versions of the solar flare this is calculated correctly).
Hello again, I finally finished leveling them all up to the Level 3/5/7 versions and I noticed some other things.
Chk Chk The Level 7 PDF version lists Performance at +1. In my calculations it only is +0. Dae The Level 1 PDF lists Deception at +3. In my calculations it only is +2.
The Level 3 PDF lists Stealth at +6. In my calculations it is +7. The Level 5 PDF lists Stealth at +9. In my calculations it is +10.
The Level 7 PDF lists Stealth at +11. In my calculations it is +12.
Iseph The Level 7 PDF lists Society as trained and Crafting as not trained. This should be the other way around because the Level 5 version added Crafting as trained (the playtest Level 5 also added Crafting). Navasi The Skill gained from the increase in INT at Level 5 seems to be Survival, because this is listed as trained in the Level 7 version. The Level 7 PDF lists AC at 24. In my calculations it only is 23. Obozaya The Level 3 and 5 PDF lists a speed of 20”. In my calculations it only is 15”. The Level 7 PDF lists a speed of 25”. In my calculations it only is 20”.
Zemir The Level 5 PDF adds Lightning Bolt as Rank 3 (Signature)Spell. This should be Void Whisper which is the Spell granted by the Paradox. The Level 6 PDF adds Void Whispers, which then should be Lightning Bolt. Also Zemir´s 4th attribute boost at Level 5 could be INT. Because it only will be a partial boost this will not grant another Skill and Language (This will only happen if INT goes up to +5). So that´s it.
Hi, Perpdepog wrote:
I agree. I noticed this too, but to be honest in my opinion bulk does not equal size in this case. Just compare a cubic foot of lead to a cubic foot of aluminum. Same weight (obviously ;-) ) but differnt size.
Hi there, PAZ42 wrote:
my answer would indeed be no to 1 and yes to 2. Since energy weapons can "hold" batteries up to their grade (pg 254 player core).My explanation for energy weapons somewhat scaling in "magazin" size while projectile weapons don´t would be that higher graded batteries have a higer energy density which allows to store more energy in the same size of a battery.
Also I admit to a certain degree, that some projectile weapons might be able to simply hold larger magazines. But these do not exist (yet ?).
Hello everybody, I figured some things out which might solve some of the points in my original posting. Pyrius_42 wrote:
After looking through this "issue" on Dae, Iseph and Navasi it might be possible, the 4th attribute boost went to an Attribute already at +4, so it would only be a partial boost and these are not shown on the character sheet. On Zemir this would be INT, who then still would be missing an additional Skill and a LanguagePyrius_42 wrote:
This one was on me. I did miss Operatives are experts with simple guns (which the semi-auto is).
Hello everybody, in order to get a hang on character creation I tried to rebuild the Iconics. Also the way I do this provides me with some sort of list view which helps me later to put them into fantasy ground VTT :-) While doing this I noticed some oddities. Maybe I missed something here and there or there are some mistakes in the PDF versions of the Iconics. Here is an overview of what I found. Please let me know if I missed some rules that explain these or if you think these are mistakes. Chk Chk The PDF version seems to miss a language.
The playtest version of Chk Chk also listed Shadow Tongue. So Shadow Tongue is probably the missing language. Also the Level 7 PDF adds a second commercial repair toolkit.
Dae The Level 5 PDF version only grants 3 Attribute boosts.
Iseph The Level 1 and 3 version of the PDF does not list a "Level" for the Zero knife. Most likely it will be "commercial" (which is listed in the Level 5 and 7 versions). The Level 1 PDF version is listing the attack bonus for the Semi-auto pistol with +9/+4/-1.
The Level 3 version in the PDF does not add the skill increase.
The Level 5 PDF version only grants 3 Attribute boosts.
Also the Level 7 version of the PDF does not add a general feat.
Navasi The Level 1 version has a medpatch listed in the descriptions of the Equipment (page 2) but the medpatch does not appear in the overview of the equipment (page 1).
Also all Versions seem to be missing a Skill.
The Level 3,5 and 7 versions are missing the Comm unit in the overview of the equipment (page 1) that is listed in the Level 1 version and also appears in the description of Equipment (page 2) of the Level 1,3,5 and 7 versions. The Level 5 PDF version only grants 3 Attribute boosts.
Obozaya The Level 5 version of the PDF adds Widen Area and Intimidating Taunt as class feats.
Zemir The Level 5 PDF version only grants 3 Attribute boosts.
So that´s it. Please let me know if I missed anything or if I got something wrong! |