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   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.
  
 
   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).
  
   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.
 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.  
 
   Is this a satire post?
 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.
  
   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  
 
   BNW is right, a Solarian Crystal doesn't alter the AC a weapon it targets. BNW is quoting page 170 of the core book.
  
 
   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.
  
 
   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
 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  
 
   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.
 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...  
 
   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?
  
 
   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.
  
 
   So a player is looking to make a Sniper Alternate for the Operative.
 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.
  
   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.
  
 
   Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches.
  
   I think it might be considered a small disadvantage, more targets for an AoE but I was thinking more on Travel.
  
 
   Also a touch confused on this.
 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
 Page 96, bottom right corner  
 
   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  
   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 
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