| Something Something cast Sleep |
Then you start charging your supernova and play keep away for a couple turns.
Please explain how you play keep away after you spent your turn positioning yourself so the early set up even works. You just Burned your turn on
A) A Move Action: So you can proc the ideal Black Whole set up
B) A Standard Action: To use Black Hole.
Now the two goons you just moved moves, either both engage in melee, one plays cover fire while the other shoots, or both just move and shoot.
Any way you put it, you burned your turn to do effectively nothing to two units and now you're three turns away before you can even use the Supernova (which you likely won't use now that neither of the intended targets are in good positions to nuke.)
Not to mention this doesn't factor in to if you have another Melee team member or that you give the enemies two opportunities to save against your two abilities (again, assuming you actually get them in the proper position to even get it off).
At the end of the day, the two starting Revelations are super situational and require a moderate Cha mod if you want them to actually do anything of value.
That wouldn't be a bad thing if Solarian had more boons from Cha.
1st lv, you get Two bonus Skills (Skill Adept), two revelations with very situational abilities that require three turns to charge, the Stellar Mode (Which is either +1 attack and Dam or +1 Reflex depending), and a choice between a Solar Weapon or Armor (and you're likely going to go weapon considering a fair amount of the better revelations require a melee weapon, and the weapon is "not bad" to "Really Good" in terms of damage once you get crystals and get to the right levels). That's not a lot to work with.