Eric Clingenpeel wrote: How have others adjusted the charter stats when adding Plaustov? ... They landed on New Harmony with the same equipment and resources as the PCs but immediately had to face CR6+ wildlife. They've been hanging on by their toenails, being held together by their charismatic leader. But when she disappeared, unrest prevented them from expanding and some hexes had to be abandoned. My group became interested in their neighbors and the planet, as a whole, way earlier then the AP assumes, so I had to improvise some world building.
BigNorseWolf wrote:
I cited rules and you are talking about bananas. The rules don't indicate ANYWHERE that you need line-of-effect for spells that don't have an attack roll, nor do they indicate anywhere that bananas are required. Also: https://www.yummly.com/recipes/banana-split-without-ice-cream LOL BTW, one of the times I ran 4-11, the technomancer had spell shot and he used a laser to drop explosive blast on the other side of the barrier, lol.
Line of Effect wrote: If a weapon, spell, ability, or item requires an attack roll and has a range measured in feet, it normally requires that you (or whoever or whatever is using the ability) have a line of effect to the target to be effective There are plenty of spells that don't require an attack roll or have something in their description that would require line of effect. In fact where the spell descriptions are discussed in the CRB, it states: CRB pg 332 wrote: Some spells have one or more targets. You cast these spells on creatures or objects, as defined in the spell’s description. You must be able to see or touch the target (unless the spell has an attack roll; see Spells with Attack Rolls below), and you must specifically choose that target. You do not have to select your target until you have finished casting the spell. and Quote: Some spells create or summon things rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. So I think the spells listed in question 3 of the OP can all be cast through a see-through barrier.
Not all the APs have "free" players guides. Those that publish one are just reprinting info from the first book of the AP. Since you said you bought the book, check out page 6 of the first volume of Devastation Arc. There isnt much of a guide as the AP assumes players are progressing from an earlier AP.
Not sure I've seen a description of whether they revert when they die per rules. Maybe I didn't read the reptoid article thoroughly. There isnt anything that I have seen in the reptoid alien description, or the "change shape" universal alien rule that indicates they would revert. I see the line in Change Shape that says "Unless otherwise stated, it can remain in an alternate form indefinitely." , and think house-ruling that they revert on death is fine. But in my campaign, the players were so suspicious, they wanted to do blood tests on all the NPC when they first boarded the Steward ship on Omicron station. So in my head canon, even blood tests and genetics get the disguise bonuses for change shape. Otherwise they would have easily found out before they should have been revealed. Which worked for me, as even though a suspicious Vorsen had suspected for years, if he would have been able to do a simple genetic test on skin or hair samples, he would have confirmed the conspiracy years ago. It worked until it didn't.
So mostly this is a notice to future GMs to limit the amount of actual evidence early in the Reptoid discovery portion of the AP and do a better job then me of playing up the leads to Roselight to find true evidence.
I am having trouble with convincing the players that they don't have enough evidence to prove that there is a reptoid conspiracy on Roselight when they have a med bay full of reptoid bodies, (and a live one from event 3) who all have been posing as Stewards, lol. I feel like what I should have done from the start was say that the reptoids should shift back to reptoid form when compromised, so that the amount of evidence could be reduced.
The way it is worded, it will apply to all racial traits listed within the AP. Which is only Barathu racial traits. In fact when you look at the traits listed in the book it says: "Unlike most other species, barathu modification continues throughout their lives; a barathu character who spends a week using the retrain downtime activity can retrain their racial traits..."
Nefreet wrote: How would you adjudicate it, if there are no rules for it? Thats the point. The ARE rules for it in Starship Operation Manual. If there were no rules, you could think about making something up, but since there are rules, you could just use the existing rules. But those rules are not on the Additional Resources list.
So, no options in Starship Operation Manual are available for society play according to the Additional Resources. So what is the legality of the Pilot trying to ram the enemy ship in starship combat though? From day 1 of SFS starship combat players have wanted to ram an opposing ship. For a long time, I could just say, well there aren't any rules to resolve that, so let's just stick to the rules as written for SFS games. But now there are rules, so what is the legality of just allowing the ramming rules from SOM? Still not allowed?
HammerJack wrote:
1 square equivalent for every full 10 foot of height. This is equal to the every-other diagonal movement rule. Dont overthink it, lol.
In my head cannon there are networks of Mystics with telepathic bond class feature who can instantly communicate over vast distances. This used by military/government and corporations that can afford to keep many level 11 Mystics happy. This would be good for basic info and orders, but obviously not for data. So much more potable than an Unlimited Comm unit. Then for lower level communications any time a ship is in touch with an infosphere, it becomes a node for drift info packets. That's how the info travels at drift speeds. There might even be a market for ships with high drift ratings for information courier service. Advertisers might pay to get the latest news and tri-vid soap operas out to near-space quicker then their competition.
Mike Bramnik wrote:
I think the rules are deliberately ambiguous about how long a starship round is, but its definitely not the same amount of time as a ground combat round. My assumption is that all of the Nuke's 1d4 rounds of radiation poison fits entirely within a starship combat round. Even if the rounds overlap, the second missile is a new source of radiation and would require a new save for its radiation. You can have two sources of poison effect a creature in the same round, and the creature would have to make separate saves for each source. I agree with you, I think using the Alien Archive NPC rules, and assuming the enemy NPCs are the same CR as the ship is probably a good rule of thumb. Probably ok to assume a CR 7 NPC is immune to med radiation. Its much worse in my opinion when NPCs use nukes and grasers vs the PCs because we typically don't have level appropriate armor. (Yes I'm looking at you Jinsul Irradiator starship, lol)
Mike Bramnik wrote:
Page 304 CRB. Irradiate property. Every nuke missile that hits subjects the crew to 1d4 rounds of radiation poison. So with a typical load of 5 nukes, you could be doing 5d4 rounds of radiation poison damage in a starship combat. There is a very real chance that an NPC will fail enough to drop unconscious or die.
If your vision for this character is to be a tank, then by all means boost your AC early and often. At lower levels, though, it will be hard to get an AC high enough to be relevant. At level 3 it isn't unlikely to face enemy with +14 attack, and maybe +16 at level 4. So if you have 24 AC at lvl 3 you still will get hit half of the time. Look into buying things to give you DR and elemental resistances.
Ever since my Ysoki mech driver used his scenario-provided Esowath Explorer to, almost literally, steam roll a bunch of eco-terrorists on Castroval, he has purchased several vehicles of his own. All of which have Artificial personalities and the appropriate hardware to allow them autonomous control. All of the society ships have cargo bays which can accommodate vehicles of up to large size with no problem. By the rules 2 cargo bays can hold huge vehicles, but that would likely be a GM decision.
Here is a question about the troop subtype introduced in AP 21. It seems the intention was to have a large group of NPCs function in a coordinated fashion, like a military unit. But the subtype is missing ranged damage. Am I just missing something? I will be adding troop ranged damage for my home game, but was hoping there was something more official. Has anyone used these rules yet?
Not sure how you would define a super power in Starfinder, but two multi-planet / multi-system nations are the Marixah Republic and the Gideron Authority. Source is Starfinder Society scenario 1-24. Even in the source, the nations are described as small, but they both claim a solar system and planets outside their main system. That sounds to be similar size to Pact Worlds.
Came up at a society table recently:
Root access is for the IT professionals. Basic access is for the normal users. Do you want the secretary to be able to control the temperature? Probably yes, unless he is from some ice planet. So basic controls would not require root access. Do you want the same guy to be able to shut off all the air and suffocate his coworkers? Probably not. So this would require root access.
Luckily in book 2 you will find being large is less of a problem as most encounters are in wide open spaces. As far as staying out of your teammates way, look into getting alternative gravity like falcon boots. If you are standing on the ceiling, there is a better chance of you being able to get out of the way.
The foe / creature / opponent discussion is a wierd one because of the vagueness of the definition. Is an SRO a foe? What if it was a non sentient robot? What if it was piloted by remote control? What if a creature was riding within the robot? All four conditions would look exactly the same to someone fighting it, but some feats dont apply if the robot is being used like a vehicle? |