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By that, I mean outside of reprinting "pocket editions" or something, there will be no new main books for first edition?

Generally happy for the community with it being rather happy with the eventual jump to 2nd Edition, but for me, that is of no interest at the current time. Just wondering if I need to keep an eye open for another book or if I call the game "finished" at this point (will still be playing).


Can you provide some information of where "Electrogenesis" Revelation is from? Which book and possible page number


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Page 150 is the Weapon descriptive section, the fluff piece. The "Teleportive" ability the weapon has is on page 148 of Near Space.

The weapon stats are at the very bottom of page 148 and continue on 149.


Nope. Not sure why it is listed as a Level 1 but the section with it in references page 102 of the core book, which states the starting pair you get and how to unlock others.

Not seeing anything in Enhanced to say you can switch them out, the Stat block for levelling still has Black hole/Supernova as the pair you gain.

Maybe in another book there is a reference to replacing starting ones, but the only one I have seen from memory is from the Alternate Class feature, switching to the Electrical variant. Nothing in the Core, Enhanced or COM make reference to switching out.

I think there may have been the intention of alternate ones, but I can't remember seeing any reference to it


I would probably say they just need a week of downtime (If available) to switch it from "Class skill" to "Insight bonus" since Skill Synergy has no requirements.

Though Taja makes the best point, if they are going more than 4 levels in Mechanic, the Insight bonus would be ignored. Suppose, at that point, you could retrain again into something else.


As a GM, if it is purely for descriptive context, I can't see it being a problem. If it is to get around a restriction, I would say it is up to the GM.
For example, some solid block cuffs, keeping your hands by your waist. Since the mote floats by your head and to 'draw' your weapon, you need to grab the mote, it sounds like a simple game mechanic (To help the story) to put people on even footing during the prisoner transfer. So, for story principles, probably not here.
You have the Quick draw feat, and you want to do the Thor imagery, the mote flying to your hand as you start your swing (Swift + standard), I would allow that since it is cinematic and looks cool.


Don't most drones start with one Advanced Mod?
Artillery and scout doesn't. Hover has 2. Others have 1.

So your artillery and Scout wouldn't gain any damage until 4th level, Hover would be 2D8 at level 1-3 and all the others would be 1D8.


It was corrected in the Errata after first Printing, it is Cha.


I really am leaning towards Troll with this.

OK, so your simple seems to mean vague. What exactly is this "Epic ability" you think you have found? Explain it like I am a 5-year-old.


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As my group's GM, I generally stick to the level -4 bit, which is something I keep note of when designing encounters. If I decided to use some really low CR plebs just to be fodder/filler, then generally they wouldn't count unless there is a mass ton of them (GM discretion). A band of 6 PCs at level 10 generally shouldn't really consider a bunch of CR 5s as a threat (CR -4), but 15 or so of them might be by sheer numbers, which a GM could say they would be considered a threat (GM discretion).
If your GM is saying no simply to make the fight harder or to stop something they don't like, then that is a GM problem.


Cheers, my player will be pleased


So they get the basic Inhibitors as standard and a minor inhibitor. Through a Field of study, they get an inhibitor.

So what exactly does a Theorem which modifies "Inhibitors" work on? Is it just the one from their field of study?

For example, Hampering Inhibitor.
Any biohack inhibitor you successfully use against a foe decreases that foe’s speed by 50%, to a minimum of 5 feet, in addition to the normal inhibitor effect you choose. If the target has multiple movement types, all its speeds are decreased.

I read that as any of the three inhibitors, but my Biohacker player is a bit cautious about taking any of these styles of Theorems if they only effect the Field of Study inhibitor, since it is the only one named "Inhibitor" and not got some tag attacked.

I know I can simply house rule it, but I would rather have a definitive answer for my players' sake.


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Is this a satire post?
So, you can make your entropic shots through a pistol. Nothing gets added to the damage. So what is so "epic" about this?
So take level 10. Your Strike is 3d6. Small arms of similar level aren't too far behind. Both the Entropic shot and other Small arms deal half level damage with no other bonus damage. So slightly higher is far from "Epic".
Even as you level up, the damage is less then a long arm, so not seeing some "epic" damage there.
Not sure where power armour factors into this. Sure, you get a high strength but since The E shot is a ranged attack (Dex) and doesn't add Strength to the damage, it has no factor into the math.
Other effects, you can do an 10ft burst? A little longer ranged? Honestly, if those are your desires, then going small arms is not the right choice.

So Solarians get 3d4 damage at level 10, give them a similar level Crystal to the pistol, that becomes 5d4, which is higher damage then 3d6, they also get to add full level to the damage and that is without going into the Plasma sheath. So Solarian is still above damage on the innate pistol.

You want "special" effects? Evolutionist has that. Damage can be fairly good at 2d8 + level (Level and half if KAC) so higher then a Vanguard and at an earlier level, they can generate blasts or lines, which cover a larger area then the vanguards 10ft burst.


Merciful fusion does make "Non lethal" a really easy option. My group has a couple bounty hunters and they use the fusion to take em in alive.
I have had the Wound crit show up, I ruled the bleed killed the guy. (Random mook to be questioned, ruled for humour and they already had others for questioning)


Any cuffs which limits arms movement should in theory work. They manifest their weapon by "grabbing" their mote, which floats near their head. So any cuffs which prevent them from raising their hands above their chest should do it, but the other suggestions of hand coverings would be a more secure method of doing it


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BNW is right, a Solarian Crystal doesn't alter the AC a weapon it targets. BNW is quoting page 170 of the core book.
Unarmed strike targets KAC, so making it electric with a crystal wouldn't change that since it states a crystal does not alter the AC. Since none of the Crystals gives the Force descriptor, a Solar Shield will still target KAC, even if it deals electric/fire/cold.


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Yeah, I did read that bit of the rules. So in order for a race to have what they naturally should have, I need to equivalent of a home brew bit, a modification allowed by the GM. Which would mean in any Society play the character wouldn't be legal. Not really a fan of having to home brew stuff to add what a species should have, worse as I previously mentioned, when the NPCs get their fly speed from the get go.
I am aware there are different rules for PC/NPCs but something as simple as a racial ability shouldn't be one. Would you really be happy if you Merfolk/Undine/(insert other aquatic) species didn't have any swim ability until say level 9? Something which should be available from teens onwards at the latest?


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The bits you want to look at are Starship combat rules, specifically Pilot actions and stunts while also checking out vehicle combat rules.

A quick example

Back Off
The starship moves up to half its speed in the direction of the aft edge without changing facing. It can’t take any turns during this movement. To perform this stunt, you must succeed at a Piloting check (DC = 10 + 1-1/2 × your starship’s tier). On a failed check, your starship moves backward only 1 hex. If you fail this check by 5 or more, your starship does not move at all and takes a –4 penalty to its AC and TL until the start of the next round.

So Give the DC a 25. A normal pilot would suffer the penalty with a check of 20 or less, an Ace Pilot would suffer the penalty at 15 or less


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Since the question is in the Rules section, and not Homebrew, then the answer is No, it is just a descriptive and since the Phase ammunition is currently only for Sniper or Longarms, then the combination is a moot point, since the pistol can't have the ammunition.
If you want assintance with homebrewing a variant on the pistols rules and the ammunition, then I would say it would be best to post that in the Homebrew section.

All the "Teleportive" weapon property does is set the ranged modifier penality to a -1, rather then a -2, the same way far shot does. It does not provide any other special ability as written in the core books.


Nah, Novians are just cute little side effects. The sun gets sick and starts dying, so they spit out the infected mass as baby Novians and then they are healthy again. So no real dead stars from their birthing.

Though I do like the image of a Tiny Star mote having a even smaller mini black hole mote friend who spits out mini frost Novians to attack enemies...


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I've looked into the 2e character gen and one thing really stood out to me. Why is a species which naturally has wings, it's a big part of their culture/race life style only able to actively fly at level 13?
Strix. Big winged species... I can jump better.
Level 5 I can partially fly... Half speed and have to land, so 10ft? since my base speed is 25?
Level 9, I can fly for 10 minutes once per day...
Level 13, 2(3) feats later, I can finally fly...
Stuff like that really puts me off. I have to invest multiple feats to gain the proper use of a natural appendage? Yet the enemy ones can fly at a level 2 creature? yet for my Strix, it would take 11 more levels and a couple feats.
It makes me feel their attempt to make "Ancestry" something special has basically crippled elements. They feel so bland. My Dwarf gets a knife, Darkvision and a I can get a +1 save as a reaction... Oh only against magic.
The species feels very underwhelming where as Starfinder with most, you get some toys to play with and aren't dependant on using levels and feats to gain basic anatomy usage. It has wings? OK, it has a fly speed.


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Well the Visual Data Processor it 'upgrades' is an always active ability and with nothing stating otherwise with the Bypass Processor, I would say its a constant effect.


So basically, can any race which has 3+ arms use a two handed weapon and a shield in the third arm?


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Milo has a point. If you are increasing the number of checks to 4, are you dropping the DCs to compensate? If the DC is 25 and I have a skill of 14, that gives me a 50% chance to succeed, if I have to do that test 4 times, then my chance of succeeding in all 4 is drastically lower.
I have done sections myself where it needed 4 checks, but that was for the big challenge, if every test such as hacking a door is split into 4 different checks, then chances are I will fail.
You mention Medicine checks, what about ones which have benefits for beating the DC by 5 or more? Do I need to do that on all 4 of the checks or is there just one specific?
Also as a balance thing, peoples abilities where they get to do a re-roll or double roll say once per day are going to be a lot less useful. So how would you make those abilities worth considering?


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So a player is looking to make a Sniper Alternate for the Operative.
In order to get the High Group Sniper you need the Debilitating Sniper exploit. There is no way around that is there?

I ask because with the Sniper alt you can Trick attack with a sniper rifle and Debilitating Strike, which basically an improvement on the Debilitating Sniper so it feels like a wasted exploit.

RAW, I don't see a way around it. So if anyone knows of a way, my player would appreciate it.

Side question, would people think it would be fair to allow this player (Non Society game) to skip the Debilitating Sniper exploit to get the High Group Sniper?


When Drift travel caused the thasteron market to crash, some mining conglomerates sought new uses for thasteron that would sustain some of the diminishing demand. One of the more successful ideas was the Vellsencraft Ltd. thasteron-fueled augmentations, spurring the thasteron-punk subculture that embraces the antiquated aesthetic. This modification is limited to arm, hand, leg, foot, and spinal column cybernetics. The augmentations appear to be made of copper, brass, wood, and leather, featuring tiny fueling ports and gas vents, and the faint exhaust gives you a –2 penalty to Disguise and Stealth checks except in environments where the smell would be innocuous, at the GM’s discretion. Vellsencraft augmentations cost 20% less than usual, but they consume 100 credits’ worth of thasphalt (page 50) to keep functioning.

The concept of a Steam punk image for stuff is rather interesting but the limitation of it costing Thasphalt doesn't say how frequently I would need to feed each item their 100 creds fuel. If we are speaking of daily, then the costs can rapidly outweigh the benefits (Till later levels).

So could the limbs still work as basic if I don't feed it or would an X legs user be resigned to using his boring spare legs during travel?

Generally assuming its 100 per graft (Understandable), would it be a standard, move or full action to feed said graft?


The second form is a character choice and requires special situations (Which isn't hard to get) while a Nanocyte gets the Manifold array which gives a second item, Sheath or Cloud, without sacrificing a class ability.
As a core, Solar Manifestation is 1 item, a Gear array is 1 item. Yes there are class ways to generate a second, difference being the Nanocyte doesn't sacrifice an ability for the second.


Well I don't really have an issue with the Gear array as is since it is something which does improve every level if you let it, as in the gear upgrades and the number of gear you could generate also upgrades every few levels.
The cloud basically just gets bigger as it upgrades unless I spend a resource. It's improvements as you level are rather mild compared to a damage increase every few levels assuming you keep 1 weapon at a decent level.
Sheath array is a small boost to a couple skills and Reflex. Again, with a resource spend to pain some HP.
Personally I think its funny that a jump of +1 to 3 things is perfectly fine but generating an extra dice of damage over the course of a few levels isn't.
Expecting the Gear array to give you more then 1 bit of gear at a time (Without Manifold) would be like expecting a Standard Solarian to have both Pistol and sword or the Evolutionist to have both weapon forms (Melee/ranged). If my main focus is using gear array, I get 1 free weapon at relevant level, just like a Solarian (Numbers may vary).


I think the Con over Cha is also fitting with the Halfling alternate array, if the game itself is happy to give them +2 Str and Con, then I can't see an issue with a Dex/Con combo


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I would go with yes. There is nothing in the spell which would put the Reflex only on 1 aspect, just reflex for half. So both damage elements would allow a reflex for half damage


One thing to note if you are after the movement speed, Power armour limits your speed to the Armours listed speed, so your 50 ft (Bear+Blitz) would be reduced to 30 ft in most Power Armours.
I do think Heavy armour with Nimble Juggernaught is a good way to go


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Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches.
So I would say 10 grenades since its up to. With no physical size mentioned for the cubic foot side, I would go with the 1 bulk.
I can see the call for 19 grenades with the item bulk bit
Every 10 items that have light bulk count as 1 bulk, and fractions don’t count—so 10 items with light bulk have a total of 1 bulk, and 19 such items also have a total of 1 bulk. Items that have negligible bulk count toward your bulk limit only if the GM determines that you are carrying an unreasonable number of them.
So would be a GM call. What I am curious though, if you fit a multi pack of grenades of various types, how does the Ysoki know the difference? Do Frag grenades taste different to Dye grenades?


I think it might be considered a small disadvantage, more targets for an AoE but I was thinking more on Travel.
During the chase rules, its an abstract area so it's fine there. There are abilities which allow Characters to share a space with someone else, my Halfling Mechanic does it.
Don't think it would break the game much unless the PCs are built to abuse it... though not sure exactly how and to be honest since it would be a house rule, GM call, it can be changed


Yeah but a 3ft halfling takes up a 5 ft square, so does the 7ft Vesk then you have your 15 ft tall lanky Sarcecians who take a 10ft square
A car isn't 10 ft across, yet it fits 3 medium sized creatures in the back with a bit of a squeeze


I would personally say 2 rather then 4. When it comes to sizes, it tends to double the numbers, so 2 small count as a medium, 1 large is 2 medium.
Looked at a couple spells where the size of the creature matters, like Teleport. Nul Space chamber does the same math for small to medium


I would lean towards per day. Usually when I see the 'rounds/minutes per level, though not consecutive style' of writing, they tend to be a per day abilities.


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Also a touch confused on this.
You are a group of 5, 3 of which are 'forever DMs'... Like Leon said, what's wrong with the other two?
If you are a group of 5 who actually know each other, how do 3 people be the DM?

The Attitude sorta sucks. Loreguard was very helpful I find (As a 'Forever DM' myself) and your attitude of 'We will never DM again' is going to be your problem. What is so wrong with DMing?

You could each take a turn doing one of the Skitter modules and get your 5 comfortable with the system and maybe give one of the other two a chance after that with one of the others Loreguard mentioned.


If you are asking about Wheel Scythes then it tells you there, the vehicle type doesn't change it.

For the purpose of calculating the weapon’s attack, damage, and saving throw modifiers, use the operator’s Strength bonus or +3, whichever is higher.

If you mean the basic 'Collision' attack, then The Artificer is right, there is no strength modifier added to it.


Computer: A mech houses a personal comm unit and a tier 1
computer that primarily coordinates the mech’s movements and
systems. The computer’s tier increases by 1 at mech tier 4 and
every 4 tiers thereafter. The superior computer upgrade (page
108) can enhance the computer’s performance.

Page 96, bottom right corner


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All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement.

So in heavy it would only be 10ft. Not sure of the exact reaction with Power armour but I would lean towards the limited 5ft


We talking for a specific build/class restrictions or is anything game?


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Pretty sure you can't directly target the pilots since there is no line of effect


B. You spend your standard action so the beastie can get a Standard action


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I think I have the opposite issue. As a GM I think of some uses for remote hack and my groups Mechanic just doesn't think to use it.


Isn't the smallest Mech Huge?


I think it is likely a typo. Just missed adding Strength. Since the Greater would deal more damage on average, I really do think its just a mistake. Have added my flag to the FAQ though


Don't know how Foundry works but would setting it as a small arms mess up the Specialisation damage?


Well both the Efreeti and Salamanders wear armour, so environmental protection?


Just to point out, if your using a Nanocyte to conjure a pistol, as its your character focus, wouldn't you just take Split Manifestation Knack?

When using your gear array to form an operative weapon or small arm, you can manifest a second copy of that weapon. This counts as only one array for determining the number of arrays you have active.

Page 14 for anyone who wants to read it in the book


Fair enough, was remembering the modifier wrong. I think it was Far shot I was getting the set to, rather then reduce.

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