Minor correction here: An athletics/acrobatics check is not needed to end the off-kilter condition, just taking a move action to steady yourself is all that's required provided there's something to grab onto.
Sliska Zafir wrote:
After reading this thread, I would go with the first option, you need to buy the 4th level item version of the seals, 680 CR each, or even higher if you go with fusion seals that are easier to move to higher level weapons at a later time.
In my opinion, the wording of this rule is one of the more confusing--everyone should be hitting the "FAQ" button on the first post in this thread to request attention from Paizo developers.
Hawk Kriegsman wrote:
Good observation that more realism often takes more time. I think the designers made the choice to be quick and cinematic for playability over realism. This is a game that usually doesn't care about facing and is played on a square grid (CRB pg.269), so cone effects tend to be a 90 degree spread. If they used hexes this would be a little better.
My interpretation of sprayflesh (CRB 220) rules is that you can continue to use it to treat deadly wounds if you have ranks in medicine and the patient has resolve points to spend--even if the patient would be at their daily limit. I believe the key play-balance factor here is the resolve points, which are used to limit many special abilities.
I've been thinking some of how I can toughen up encounters in my own campaign when the players are taking down the bosses too easily. My situation is 6 players going through a published adventure path. I do let them win the little fights easily, because there should be some that are easy, but the bosses need that danger of being a real threat.
I've heard suggestions of giving the enemies better equipment, but then when the players (usually) win, the party now has the loot that makes them more formidable. I've been relying on better grenades, so the bad guys benefit from good equipment that is expendable. When the players win, I might let them have 1 of the better grenades, saying "too bad most of them got used up in the combat."
We also mark minis on the board with colored tokens with 75%, 50% and 25% hit points indicated by yellow, orange and red. I subtly let the bad guys go a little into the negative HPs before they actually die, but I can't push it too far, or the players will notice that the enemy has taken quite a bit of damage after getting to "red". This lets me dish out a few of the more interesting attacks when the players would otherwise wipe out the opponents too soon. In role-play terms "He looks horribly bloody, but ironically, his great hatred for living things makes him cling to life just a little bit longer in hopes of taking some of you with him!"
As a new GM I've found that studying up a bit more in advance helps. I make a reference sheet of the main boss stat block plus additional info like spell ranges, save DCs and effects, damage rolls, duration and rule book page numbers for full details. Some small tweaks, like adding or boosting fire resistance (which reduces damage from laser, plasma and flame weapons) is often effective without being as drastic as changing the level of the main bad guy in an adventure path.
I was debating about adding a "Take 20 Allowed?" column on my reference sheet, but it seemed that you could argue that none of the medical tasks should have allow Take 20 (then why do only two of the tasks explicitly forbid it?) . On the other hand, I feel that Long-Term Stability and the treat Disease, Drugs or Poison, could be debated on the "adverse affect upon failure". Is it harmless in the sense that the patient doesn't gain the benefit of medical treatment and is no worse off than making the healing rolls on their own?
I suppose that brings up another question debated in the other thread about "Take 20 on Treat Deadly Wounds": Is the limit of 1 healing per day talking about successes, or attempts? Suppose you have 4 characters that have medical ranks and can attempt healing, it seems that one failing shouldn't prevent the others from applying their skill and trying to do better, until one of them succeeds or they all fail (for that day, for that particular patient). So is your character's failure on a Treat Disease roll harmful in that it blocks another character, with possibly much higher skill, from making an attempt?
I have another question on Take 20, I've assumed it allows you to add modifiers although the word "modifiers" is not mentioned like it is with Take 10.
I’ve seen the discussion on Can you take 20 on Treat Deadly Wounds? I am inclined to allow a Take 20 on Treat Deadly Wounds. Can you also Take 20 on the other medical tasks that don’t explicitly forbid it?
Also, would you require a Med Kit (or better, like Advanced Med Kit, Med Lab, etc.) before characters can apply Long-Term Stability?
The reason I’m asking these questions is to put together a Starfinder Medical Reference sheet for players (just in case anyone gets hurt while adventuring). See the “Starfinder Medical Reference Share” Google sheet in http://bit.ly/StarfinderShare
Any suggestions for improvement are welcome.
As I see it, if you have medical ranks, Sprayflesh let’s you get around the daily limit on healing as long as your wallet and patient’s Resolve points hold out.
The Ragi wrote:
Since some of the diseases in Dead Suns happen in areas where hospital class medical care is not readily available, it would be reasonable to encourage new players to have ranks in medicine or a mystic healer. If they don't have to money to have medical gear, some of the loot they find can include a box of medpatches (normally 50CR each, Core rules pg.220). Medpatches will allow characters untrained in medicine to assist in treating disease (+10). A successful treat disease (Core rules pg.143) gives the patient a +4 on their next save. Note that they will still suffer if they have a string of bad rolls...
Thanks for sharing your experiences with this encounter. I'm going to be running this encounter in the near future, so it's good to hear all the ways the players will make this go off the rails. I like to have a general idea of how to deal with it so they can go where they like without breaking the story too much.
Thanks SuperBidi and Cellion, I missed that rule. After one of them was hit by a shot, I let the PCs figure out that it came from the general direction of the statue. It turns out that starting in the southeast corner, they decided to run along the southern edge, to avoid the difficult terrain, which brought them to the shortest route over difficult terrain to the head. With the diminishing sniper stealth bonus as they got closer, they spotted the sniper at about 90 feet away. By staying off the plaza to minimize difficult terrain, they made quad moves toward the head end of the stargazer.
There were a few hangups with skyfisher lasso's along the way, which pummeled and slowed a few of them (large party at 6 players). I saw that it was a bit frustrating for the players not to see the skyfisher, but eventually one rolled a nat 20 to see it, and got a crit with a laser rifle, which set it to burning enough that the steam trail made it much easier to see. I had decided earlier that the dark circles in the skyfisher illustration were buoyant hydrogen sacs. I gave a +15 bonus to the others to find it once that happened. The burning crit also made the creature flee sooner (as per the morale guidance), so it could go off and smother the flame. I reasoned that it would want to land somewhere safe where it could roll up (stop drop and roll) and then take off again.
The party did something extra for the Hardscrabble Collective in book 1, so was rewarded with a pair of Falcon Boots. The PC wearing them walked vertically up to the windows and did enough mind thrust damage to Salask to make her retreat. I described that the ceiling over the stairs from the shoulder to the hand of the statue had fallen in (leaving that stretch open to the sky, and vulnerable to the skyfisher). He then dropped a rope from the shoulder and the party entered there, with hazards from skyfisher lasso attacks.
Salask took her healing serums and joined the cultists in the main hall. The Solarian in the party made the mistake of charging in to the main hall two rounds ahead of the rest of the party. She was knocked down to 0 HP in two rounds. Despite her healing serums and staying out of the way, she barely survived because lots of grenades were used in the ensuing firefight.
I think this is going to be a tough encounter. The scale of the Stargazer map is 10' per square, and Salask can hit the whole battle map without penalty (within the first 250' range increment) except for a little bit of the northwest corner. The plaza area itself will be difficult terrain--costing double movement. Sniping every other round until the party is within 70', and then shooting once every round at closer targets. Finding the sniper is hard, taking a move action to perform the Perception search task before the party can even know where to close in on the sniper let alone fire back. Since Salask is an expert sniper, it will be -20 to the perception check at 150+ feet away, and -10 to the check at 50 to 150 feet away to locate her (Natural 20 is your friend here).
To give reasonable challenge to the Skyfisher, I'm thinking its parachute shaped body will let it focus on an action and only fall about 10 feet. This creature also has a stealth of +11, and will go translucent for an additional +10 to stealth. Being translucent makes it staggered (only one move action OR one standard action), thus my parachute idea so it can attack without falling completely out of the sky. Since the filaments it attacks with are like spider webs, damage to those are not causing damage to the skyfisher's hit points. The PCs will have to attack the body itself, and with a total stealth of 1d20+21, the party will have to perform a visual search (move action Perception again) to find it before attacking. Also, once spotted, just because one PC sees it doesn't mean they all see it, I'll give a +5 to the Perception check for each PC that see's it and is helping the others find it. If anyone sets it on fire (for example a critical hit with a laser weapon) the smoke will give a +15 to spot it.
I'll report back after I run this part of the adventure.
On the first question (as a GM I'd allow) it's an auto hit if it's an ally that knows your tactics well and the shooter yells to the ally something to tip them off like "Don't resist!". Being a combat situation, I'd still require an attack roll because a natural 1 always fails.
If you haven't pre-arranged this tactic, then I'd say you have to hit the normal EAC.
Some time I'll be a player (I'm GMing right now); since it's alien technology (more alien than most), I totally want to play up it's weird properties. As a player I'd be willing to go out of my way a bit to use one of these.
I thought they explained it as the weapon feeds on the ammo/energy converting it to what it needs to continue surviving. But I wouldn't mind feeding my weapon the blood of my fallen enemies. Which sounds dark. But it's like those guys that would cut themselves on their blade to sate it's bloodlust in those stories animes and movies.
Ooh blood! I hadn't thought of that, but considering these were originally swarm technology that wouldn't be far fetched. I like the idea of a pact worlds version of these using very dense food bars that are equivalent to battery packs in cost, capacity, size and weight, but maybe a little harder to come by on the availability. If you have captured an authentic sting pistol of Swarm origin, I can see a GM requiring you to fuel it with blood or something else somewhat difficult or unpleasant to use.
I've been GMing and was just looking for a few unusual things to throw into the adventure now and then. Perhaps a Defiant fusion (CRB pg 193) on one of these, I could then describe it--"Little legs grasp your hand back as you hold it and a segmented whip tail wraps around your wrist. The smooth chitinous body snuggles into your palm, slightly warmer than room temperature. Through the translucent plate by your knuckles, you can see its stomach is fully charged."
There are some big IFs that have to fall in your favor for Charm Person to work. A lot of it is situational, so it can only happen if the GM wants to let it happen.
I see the language as the primary barrier, because in addition to the Charm Person, you probably need to follow it up with a Big Bluff to fast talk the target into believing that maybe their associates are not true friends, and that's why you have to attack the non-charmed Azlanti co-workers.
Maybe you have a Mindlink Circlet Mk3, the only model that will let you telepathically communicate with someone who doesn't have a language in common with you. If your party can delay violence for a round, long enough to (telepathically) Bluff that "You are in great danger, those you are with are about to turn on you. In order to protect you we must attack them."
Maybe the GM rules that the target Azlanti doesn't really like his fellow co-workers. (These are the guys that hazed him cruelly in boot-camp.) If instead they are truly close friends, then an attack on them could easily be considered as if the target was attacked directly.
Maybe the Azlanti you choose to charm doesn't have the stereotypical "Every other race is inferior to us" attitude. Again the GM would have to enable this to let the plot twist in an interesting direction. Fate brings you into contact with one of the very few Azlanti that has sympathy for another race.
Maybe you and your party have some time to pull off some theatrics, a disguise to make the witchwarper look like another Azlanti, a way to communicate and a good story/bluff to give a good reason why a combat against the target's companions is about to happen.
That's a bunch of big Maybe's that have to go your way. In this unlikely of a situation it will take some effort on your party's part and a huge amount of luck to pull off. If the target of the Charm Person is a key NPC it's worth trying. You don't go to this level of effort to try and make the combat easier and ultimately kill off the charmed character at the end of the battle. Charm Person is a Finesse-and-avoid-combat spell rather than a combat spell.
So the new Armory book has these creepy Sting Pistols on page 16, with ant, yellow jacket, wasp and hornet varieties. There are some pictures on page 19. These are derived from swarm technology and I imagine they look and feel like holding the body of a two pound insect in your hand. These are listed as having a capacity of 20 or 40 charges like battery operated weapons. There is no special ammo listed in the ammo table (pg.25) and the weapon category description on page 54 doesn't specify anything on ammo either.
The ant sting pistol uses up 5 of its 20 charges per shot, so only 4 shots before you need to reload. The higher level models use fewer charges per shot and/or take a higher capacity cartridge.
So my question is, would you say these can use standard battery packs? Or would you be more colorful and say that you buy special nectar pouches? Same price as a battery, or maybe the advantage is that these are cheaper to "feed"--a 5 credit fruit smoothie instead of a 60 credit battery?
Isn't Uplifted Bear the same thing as a Pathfinder Druid? Our entire last campaign in Pathfinder, I swear we never once saw our druid in human form...
I find Nor a very interesting NPC. The way I've presented him to my players he could be mistaken for Lawful Good. But in the back of my GM mind, I know he could kill and destroy if necessary to advance the needs of Eox and the Pact Worlds. And what would he do if he had to choose, and just how far could the PCs trust him?
At first level the players really don't have a chance to judge his true character, Nor is such a refined diplomat and quite powerful. Suppose Nor gets "Bad news," and the glow in his eye sockets flashes a bit redder and brighter while the water-vapor condenses out of the air around him for a moment--was he really angered by this news, or was it all just for show? The players will have to stay in touch with Nor, observe him carefully, read between the lines, investigate him and go up a few levels and then, and only then, will they have enough experience to know what he truly stands for and is fully capable of.
He's a great ally, but can you trust him? I plan to keep him around for a while as a recurring NPC, and keep his true allegiances a little bit ambiguous for as long as possible.
There's an image of Duravor Kreel in the Dead Suns Pawn Collection. The collection also has images for the different gang members and some others that didn't get images in the book itself.
I just had the first two of the Dead Suns books and I tried an image search on the internet for "starfinder duravor kreel" and came up empty. After I made my own image of Duravor I discovered that there was a Dead Suns Pawn collection and promptly purchased it (good investment by the way). It was then that I realized that there was indeed a Duravor Kreel image already in existence.
Also, I'm not sure what you mean by separating this thread out by book, since this thread is only for the first book in the series. There are other threads for the other books in the series.
I was asking if there was a consolidated resource that boiled down the multiple pages of the forum into a more concise resource. Keeping the books grouping (as the forum already does) and also putting the material in chronological order by encounter area (as the forum doesn't--the discussion jumps around within a book as people think of topics, but it hasn't been kept arranged by encounter area as the players will encounter it).
I hoped for a set of companion wiki pages for the Adventure Path that could be updated and refined. The forum is still valuable as the original source of ideas, but it's more like a stream of consciousness. What goes into the wiki page would be a bit subjective, based on the judgement of the contributors, but at least all the gems that have earned a number of "favorite" ratings should be included. And then it would be easier to search, for example, all the good ideas for roleplaying Gevalarsk Nor could be collected together, including the nice resources contributed around this character such as the initial invitation to the Eoxian embassy and follow up communications.
Likewise, if you wanted all the ideas related to playing out the Garaggakal encounter, those ideas would natrually be all together near the end of the Incident at Absalom Station page. All the key points could be gathered into a concise bullet list so a GM can easily review it the night before leading their players through this encounter, including tips on keeping the challenge from being too hard or too easy. Ideally it would be nice to link back to the forum periodically so you could delve into the full discussion as desired.
An appendix at the end would collect all the contributed material such as artwork, ship and npc sheets, audio or video contributions, GM tally and cheat sheets, communications and handouts like the Astral Extractions meeting presentation.
Paris Crenshaw wrote:
I'm greatly enjoying the ship sheets you put together. I have a correction to suggest. The Sunrise Maiden's turret has a light particle beam. The damage listed should be 3d6 instead of 2d4.
When my players pointed it out to me (they noticed right after their first combat with it), all I could say was "I was wondering why you didn't turn off BOTH safety switches!" ;-)
C.Scott Franklin wrote:
Thanks for sharing your chart. It inspired me to customize and create my own version. It's "Wilderness Trek Sheet share" in this Google drive folder
It incorporates a few of my house rules, like Lashunta Tempweave being free of the -4 penalty to heat dangers (CRB pg.402).
One caveat, the Into the Unknown starship combat sheets use the original core rulebook DC checks (15 + 2 x your ship's tier), but the Starfinder rules FAQ has updated the values to (15 + 1.5 x your ship's tier) for most checks. I've made some revised handouts in Google sheets, so that you can enter PC and enemy ship tiers and have the values calculated for you.
That's a great idea! I have a group about to start Dead Suns and this sounds quite helpful. Thanks for sharing your work.
I'm happy if people can make use of it. For me, anything that helps me spend less time flipping through the rules during the game is good--I don't remember all the details off the top of my head. Our group is picking up a player, so keeping things moving is important.
I'm lucky to have a good group of players that help me out with rules. I'm going to start having them track their own diseases so they have a better idea of what's going on, and they'll enjoy doing this part. We're all very new to Starfinder.
I find the disease tracks complex to track. I created some disease track reference sheets.
If you see any errors or have suggestions, feel free to reply here or share back your corrected copy.
Google docs Affliction tracks
You can give a printed sheet to the players if you want them to do their own tracking. For keeping track I recommend taking a slice of sticky note with the characters name and sticking it in the column representing their state. For diseases that need 2 saves, I put the characters name in the bottom of the column. When they save, they move to the top of the column, or to the bottom of the next improved column if they are already at the top of a column. If they fail a save, move their name to the bottom of the next worse column.
Check out the Thermal Capacitor and Filtered Rebreather armor upgrades, as they may interest the characters. If you want to allow your characters to use these, you may have to go off-script a little to give them an opportunity to acquire these at the beginning. Turhalu Point's decommissioned military base may still have a handful of staff, and some additional equipment that could be purchased with the right diplomatic rolls or additional credits.
I ran this recently for our group. Here’s how I played it:
I ruled the max speed they could travel was 50% of their normal movement (zero-G paragraph at the top of CRB pg.402). The corridors were oddly shaped, 5ft wide and 15ft tall, which meant they were always within reach of a wall to grab onto. (You could even turn that sideways, and call it a 15ft wide hall with a 5ft ceiling.)
I had the players do the acrobatics or athletics check, whichever is better, at DC 20 to gracefully stop when they get to their destination, typically the wall they were aiming for. I considered this first check to be part of the movement so it didn’t use up one of their actions. If they fail, which will happen a lot, they take on the off-kilter condition, (flat-footed and -2 to attacks, except for Ysoki can ignore these penalties, see Moxie on CRB pg.54). To end the off-kilter condition, I made them roll the DC 20 athletics/acrobatics check, which expends a move action. Going by Off-Kilter (CRB pg.276), a character can’t take a move action, so I required them to end the off-kilter condition before they could move by expending a move action to make another DC 20 athletics/acrobatics check.
Unless the surface is especially “bouncy,” like a trampoline, I ruled that their collisions were inelastic, so they stopped when they ran into something. This was more for playability than realism. If they failed their roll to land or grab-on gracefully at their desired destination, they were off-kilter, but were stopped within easy reach of the wall to try another check. If you are ysoki and don’t plan to move anytime soon, you don’t need to waste a move action to steady yourself, unless it bothers you that you are not instantly ready to move if needed.
We game with miniatures on a map. We found that additional flat markers, like coins, were handy to mark current and last position, so if characters are drifting over a long distance it was easy to figure out their next position by continuing the line they were on. You can use a permanent marker to write character initials on the coins to tell them apart if needed.
If you like making house rules, you could allow them to move while off-kilter, but I suggest having the player make an acrobatics/athletics roll at DC 25 (or higher, like 30, if pushing off from a slippery or hazardous surface, or if they are trying to push off without stopping first). If they fail this roll, they don’t to go in the direction they want. Failed checks could result in a random d8 direction roll, with any directions into the wall meaning they just stop where they are, still off-kilter. I believe the rules picked 50% of your normal movement to represent careful movement without risk of injury. At some point, building up too much speed should make it harder to control their movement, increasing DC to move, and could start to incur a risk of injury if they fail their roll and the random direction roll sends them into the wall (sort of like the damage you take when falling), perhaps a 1d6 damage for every 10 points by which they fail their roll.
That's a bunch of neat house rules you made there.
Thanks, just trying to extrapolate from the existing rules to cover more cases.
Public fast charge stations in the rules cost 50% of an original battery's price for a full charge, replenishing 10 charges per minute. CRB p.234 also mentions free options that replenish 1 charge per minute (in better hotel rooms, upgraded starships). Also, mechanics get 10 minutes of fiddling with their drone during 10 minute rests, and armor upgrades take 10 minutes to install/deinstall. So I'd think the general cost and time for refurbishing things like filtered rebreathers would be similar.
There's something to be said for not drifting too far from the rules as written. I'm GMing Dead Suns for a group of mostly engineering type players. They are about to encounter the Castrovel jungle heat portion in book 2, so I know they will be asking about how to deal with these things. If they try to buy equipment intelligently, then I wanted to have some options available. I try to anticipate what they will look for, but they may do something totally different, as players often do. Just trying to think of these things in advance so I'm not muddling through it during gameplay.
I also don't mind discarding my house rules if Paizo makes some new rules in this area.
Thanks Ascalphus for pointing out the Thermal Capacitor, I had overlooked that in my research. I agree with your interpretation of the rules.
This upgrade does not mention any power requirements. Would this upgrade provide its benefit even if the suit's native environmental protections were switched off? That is, if the suit has run out of battery power, would this upgrade still provide protection? As a GM I'm inclined to say a Thermal Capacitor needs the armor's environmental protection to be enabled to provide any benefit. I think there needs to be some power for electronics to regulate it's operation (same with Sonic Dampener).
Shield type upgrades list a capacity and usage just before the text of their descriptions, this makes sense since they are high energy devices. Other upgrades like the Targeting Computer don't list any energy usage, but my intuition tells me that there needs to be power in the armor's batteries to run this, even though it doesn't draw any significant charge (and it operates independently of whether or not the Environmental Protection is enabled).
Other upgrades such as Tensile Strength Reinforcement and Deflective Reinforcement strike me as not needing power from the suit's battery. As a GM I think I'd rule these are still fully effective even if the suit's batteries are dead.
The Filtered Rebreather, a 4600 credit level 6 upgrade, provides 6 weeks of fresh air--and then what? Because of the duration stated, it implies to me it isn't using the suit's batteries, but after 6 weeks it needs maintenance to clean and refurbish it. As a GM I think I'd rule the maintenance takes 10 minutes and costs 10% of the original price, unless you've been using it in a corrosive atmosphere, in which case it costs 50% of the original purchase price for the maintenance.
Since some of the other upgrades appear to need power and some don't, the Thermal Capacitor's energy requirements seem ambiguous.
I know this is an old post, but it seemed to be most relevant to what I was searching.
I suspect there is a typo in the rules
CRB page 198 wrote:
Armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F).
I think this should have read
Proposed correction wrote:
Armor’s environmental protections reasonably protect you against both cold (temperatures above –20° F) and heat (air temperatures below 140° F).
Also, there should be armor upgrades that give extended thermal and cryo protections (added to separate upgrade slots) that add varying levels of heat resistance. Maybe up to the super-deluxe Mk 4 level 20 armor that lets you scuba dive in lava for short periods for only 5 million credits. (I envision the really high end stuff only plays into the story line if a government research lab will lend it to the PC for some sufficiently important mission.)
Nimor Starseeker wrote:
Great idea. One thing I feel is worth adding somewhere about the off-kilter condition is that Ysoki are basically immune to it as long as they are happy hanging out where they are. They will still need to make the successful Acrobatics/Athletics check to end the condition before they can move, but if they don't plan on moving, off-kilter is not giving them the flat-footed effect or penalties to attack.
Why not let Mystics cast spells to enhance ship functions? Magic Torpedo anyone? I wouldn't make it an always-hit spell like Magic Missile, but it should help tracking rolls. Nothing huge, but things here and there that buff other roles, could fit with certain campaigns. Leomund's tiny escape pod, or Bit of Luck could be useful. Nothing that crosses the boundary between character and ship scale, like a +1 to damage is too powerful at the ship weapons level, but a finesse action like a bit of illusion to act as an aid-another to the Captain's Taunt action might be interesting.
Most PCs will have a space suit or vacuum-proof armor, which should in most cases be a great way to contain a contagious disease. The key factor is recognizing someone is diseased, so a perception or medicine check will be needed. A lifesciences, mysticism or relevant field (culture) can also provide the players a chance to know that creature/plant/NPC may possibly carry certain diseases or use a venom.
Having an undiagnosed touch contagious disease could really cramp a healer that needs to make touch based healing. But the rules seem to allow characters in armor to heal each other just fine, so they just need to keep their gloves on when healing, even though they may be in the habit of taking them off and making skin to skin contact.
Our group is enjoying the mini-game aspect of starship combat, but I wanted to open another option to the PC's if they are desperate to escape (or a GM that see's a ship combat dragging out way too long when it's not relevant to the main story).
I don't want to prevent escape into the drift, just discourage it. I want it to be risky enough that it's mainly PCs that will use this tactic, and I definitely don't want it to become a commonplace response to coming under attack. And yes, turning off the engines does make you a sitting duck, same as if the engines have the "wrecked" condition, affecting all piloting actions.
I realize I'm in the area of house rules here, but possibly a science officer check is needed to find a "Drift resonance area", or some other weak space between the drift plane and the prime material plane (metagame-speak for "the GM is still in charge of whether this tactic is an available option, and how difficult/costly it will be to attempt").
Thanks for the clarifications HammerJack and Xenocrat.
So, on the first round a tracking weapon is fired (in arc), the standard Gunnery check applies:
CRB page 320 wrote:
But in subsequent rounds this could be modified to:Tracking Weapon Check (In-Flight Rounds) = 1d20
+ the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill
+ the gunner’s Dexterity modifier
+ range penalty
The rules say that computer bonuses and bonuses from fellow crew members are not included in subsequent gunnery checks, but it doesn't disallow the Gunner skill and Dex modifier, so I've left those in.
Would you agree with that?
I'm thinking that I'd like the missile to carry along some of the initial skill/Dex of the gunner so as to have a chance to hit targets farther out than 1 multiple of the speed rating. The range penalty should also be decreasing if the missile is faster than the target. The missiles normally have a range of "long" (20 hexes), but most have a speed of 10. If they lose the Gunner's skill and dex bonuses, then they really become a medium range weapon with a big chance of failing on range increments beyond the first--and that seems to run counter to the "Long" range designation.
If I'm GMing a starship combat, should I allow a ship to escape into the Drift? Suppose the crew wants to chance leaving the thrusters off for a minute in order to prepare to enter the Drift. I'd assume very sensitive navigation equipment needs to synchronize with the currents in the drift and calculate travel without the added interference of thruster induced motion and vibration. Would you allow it?
If it's possible, I'd need to know about how many rounds of starship combat need to be survived to pass the 1 minute threshold of drift entry preparations. I found one other thread about the Length of a Starship Combat Turn, in fact this tactic was mentioned as a possible reason for needing to know the length of a starship combat round, but as far as I could tell, there was no conclusive answer.
As a GM, I'd like to say yes, it can be done; and you need to keep the thrusters off for 2 rounds (putting a starship combat round at 30 seconds, although the rules specify rounds are not an exact amount of time, CRB 317). If it's a PC ship, then all players should be filling roles to hold the ship together or maximize the shields facing the enemy (or praying to Triune). What do others think, is 2 rounds too long, too short, or should it be somewhat random (2d2 rounds?) in keeping with the inexactness indicated by the rules?
Do missiles need to be facing their target when launched? It seems to me their target would not have to be in the same arc they are launched from, but some of their movement for the round would be used up moving and turning to face and follow their target. Are there any rules on this?
Also, is there a limit to the number of rounds a missile can chase the target before running out of fuel, assuming they keep making their targeting roll?
The Ragi wrote:
That's great! I had forgotten that scene, even though I've seen the movie--I'll have to see if that movie is on Netflix or something.
Thanks! I didn't know of that upgrade.
If the GM insists that some or all of the healing checks can't be done to a patient in armor, I just noticed that a Mobile Hotelier, CRB page 231, has room for 2 occupants at the base price of 50 CR. This would considerably raise the time and effort of treating a patient in vacuum, but it has the same environmental protection as armor, so a patient and doctor can get inside, strip off armor and do their healing unencumbered. Larger sizes can be had by paying more, so aid another becomes possible to help on the healing checks. You'd just better have the foresight to keep this item with the other medical supplies.
Can Medical skills (CRB page 143) such as First Aid, Long-Term Care, Long-Term Stability, Treat Deadly Wounds, Treat Disease/Drugs/Poison be applied to a character wearing armor? (By a Medic or doctor also in armor.)
Why? Maybe you are taking a break from combat and regaining some HP, but you are in a situation where you need to keep your suits/armor on because a room with normal air-pressure/temperature is not available.
I'm inclined to say you can. I like the idea of simpler rules for ease of gameplay, and the rules don't specify you have to wear a revealing hospital gown to receive treatment. So I'd also allow players to make use of the Medical Gear on CRB page 220 normally in a vacuum and/or on an armored patient. Has anyone played this differently?
Thanks for the nice work! Now I think every AP should have item cards.
You can do as the Sith do, there is always a Master and an Apprentice. If one of your players is inclined to GM, and you can function well without having to do everything yourself (you're less than a top-level control freak), you could perhaps recruit a player to be an assistant GM, reducing the number of players by 1 and making it easier to handle combats by dividing up GM duties.
The appeal to the assistant GM may be a chance for a different type of role-play, to really put flair into the evil creatures/NPCs (a nice change from being a PC, which typically requires some level of cooperation to succeed, usually by a combination of good or lawfulness). What really works well is if what you find to be GM drudgery is appealing to your assistant. Maybe they would enjoy running the tactics of a squad of (higher level than expected) space goblins, whereas you would like to focus on role-playing the desperate plight of the hostages or the overbearing commands from headquarters that don't have sympathy for why the party is being held up by a few space goblins. Or vice-versa. You can multi-task better if one of you enjoys keeping all the damage and spell effects straight while the other does a quick lookup of a rules question or final planning of when to best apply the special attacks your higher CR creatures tend to have.