Drift Crisis Errata


General Discussion


1 person marked this as a favorite.

1. The new propel weapon property says "These weapons move affected targets the listed distance away from the origin point of the effect." None of the propel weapons in this book list any distance. As published they don't do anything. Need either a flat distance that applies to all weapons with this property or a list for the individual Thasteron blunderbuss (the only gun) and each mark of the Thasteron grenade.

2. The new Witchwarper options continue to be bad and make me sad. Need to be republished to be good and make me happy.

Dark Archive

This is how I interpret the rules for propel.
For the Thasteron blunderbuss, I'd use the listed range of 20, the origin point being the shooter's square.
For all the Thasteron grenades, I'd use the listed effect radius, from the origin point of wherever the grenade lands.

For example target 10 feet from a Thasteron blunderbuss gets pushed 10 feet, target 15 feet from a Thasteron blunderbuss gets pushed 5 feet.


1 person marked this as a favorite.

3. Partioned Personality Module says it's an Eyes slot augmentation, but everything in the description and how it works suggests it should be Brain slot.


1 person marked this as a favorite.

4. Nanogadget Loadout (Duster) - "Duster (Level 12): Can contain items totaling up to 2 bulk (maximum of 4 items with light bulk and 4 items with
negligible bulk)."

This seems potentially nonsensical? Unless it's saying you can also have a single 2 bulk item or two 1 bulk items - they just don't want a clown car of lighter bulk items shoved into it. "Is that 29 medkits in your duster, or are you just happy to see me?"


5. Lusinite Rose aeon stone - "Second, you can activate the aeon stone as a reaction when you attempt a Charisma check to convince a charmed creature to follow your suggestions. Third..."

Wait, hold on now. What happens when I activate it for the second purpose? Autosuccess? Roll twice? Numerical bonus? I feel good about activating it because of the placebo effect?


My reading on the Duster (Number 4 in Xenocrats comment) I could carry 2 items of bulk 1 (Think the negligible ones would still be available), 1 item at bulk 2 (See previous) , or 1 bulk 1 item, up to 4 light bulk and 4 negligible items, for a total of 9 items. Your capped at 4 light bulk items and 4 Neg items so you don't fill it with your 29 med kits, or huge amounts of neg items.


Wesrolter wrote:
My reading on the Duster (Number 4 in Xenocrats comment) I could carry 2 items of bulk 1 (Think the negligible ones would still be available), 1 item at bulk 2 (See previous) , or 1 bulk 1 item, up to 4 light bulk and 4 negligible items, for a total of 9 items. Your capped at 4 light bulk items and 4 Neg items so you don't fill it with your 29 med kits, or huge amounts of neg items.

That seems reasonable. Of course, one item of 2 bulk (or two items of 1 bulk), four items of L bulk, and four items of negligible bulk is still only 2 bulk, so maybe you can have 9-10 items.

It belatedly occurs to me that the cumulative level cap of 12 on the duster items would also be an issue beyond your total bulk calculation and limitations.


1 person marked this as a favorite.

6. CredenceCo augmentation manufacturer - there's no price adjustment listed for them, unlike all the other manufacturers. The benefit is not so trivial (and there are no offsetting penalties) that this was intended.


7. The Pocket Vaccum spell (3rd level) is a 20' radius spell that creates a rounds/level effect that, among other things causes those in the area to "begin suffocating." Under the suffocating rules, that means they immediatley go to 0 HP and unconscious on their turn before they can move out of the area or activate environmental protections or anything else. They're dead after three rounds if no one runs in to drag them out.

This is a broader problem with the CRB vacuum rules, but probably you didn't intend a 3rd level spell to be Massive Zone of Unstoppable Death (no save or SR!) for everyone without environmental protections or the no breath ability.

Also the spell refernces CRB 294 for the vacuum rules, but they're on 394.


Page 53 Drift Harness text says it permanently consumes a fully charged ultra-capacity battery but the chart says it only requires 50 charges per use.

As a side note with all the restrictions on it I really can't think of any real use the item has, any ideas?


If it’s 50 there and then 50 back it works.

Open and drop a null space chamber to transfer people to the drift.


Pathfinder Starfinder Roleplaying Game Subscriber
Xenocrat wrote:

5. Lusinite Rose aeon stone - "Second, you can activate the aeon stone as a reaction when you attempt a Charisma check to convince a charmed creature to follow your suggestions. Third..."

Wait, hold on now. What happens when I activate it for the second purpose? Autosuccess? Roll twice? Numerical bonus? I feel good about activating it because of the placebo effect?

My reading on this was that it provided the same bonus as the first use, so in the middle of combat, one could attempt a social skill check as if you were out of combat for purposes of the target's bonuses to their check to resist.


Pathfinder Starfinder Roleplaying Game Subscriber

Then there's the fact that DC says that the Drift has been taking chunks out of the Material Plane, when every other source says the Material Plane was the only one not getting bites ripped out of it (part of why the Drift Rock asteroid is so interesting at the start of Dead Suns), the write up on the Azlanti Empire and what's happening to it say that one of the admirals ordered the self-destruct systems triggered when their ships are supposed to have auto-destruct systems, and others.

Dark Archive

2 people marked this as a favorite.
E-div_drone wrote:
Then there's the fact that DC says that the Drift has been taking chunks out of the Material Plane, when every other source says the Material Plane was the only one not getting bites ripped out of it (part of why the Drift Rock asteroid is so interesting at the start of Dead Suns),

The Core rule book on page 290 just says "Every time a Drift engine is used, a tiny portion of a random plane is torn from its home and added to the Drift," I don't see any exclusion of the Material Plane.


sunderedhero wrote:

Page 53 Drift Harness text says it permanently consumes a fully charged ultra-capacity battery but the chart says it only requires 50 charges per use.

As a side note with all the restrictions on it I really can't think of any real use the item has, any ideas?

Perhaps thats for abilities like a technomancer grabbing the thing and running it like uncle fester, he needs 50 charges worth of juice to do that?


E-div_drone wrote:
Xenocrat wrote:

5. Lusinite Rose aeon stone - "Second, you can activate the aeon stone as a reaction when you attempt a Charisma check to convince a charmed creature to follow your suggestions. Third..."

Wait, hold on now. What happens when I activate it for the second purpose? Autosuccess? Roll twice? Numerical bonus? I feel good about activating it because of the placebo effect?

My reading on this was that it provided the same bonus as the first use, so in the middle of combat, one could attempt a social skill check as if you were out of combat for purposes of the target's bonuses to their check to resist.

This isn’t a thing. As a basic charm rule you can try to force someone to do something they wouldn’t do with an opposed Charisma check. Combat doesn’t matter and it’s an ability not skill check. So when doing this normal thing you can take a reaction. And then…crickets.


Xenocrat wrote:

1. The new propel weapon property says "These weapons move affected targets the listed distance away from the origin point of the effect." None of the propel weapons in this book list any distance. As published they don't do anything. Need either a flat distance that applies to all weapons with this property or a list for the individual Thasteron blunderbuss (the only gun) and each mark of the Thasteron grenade.

I see there's a SFS note to make this work.

Quote:
Weapons with the propel trait are missing the distance for the trait. Items lower than level 10 have a distance of 5 feet, items between levels 10-17 have a distance of 10 feet, and items of 18th level or higher have a distance of 15 feet.

Wayfinders

Xenocrat wrote:
Xenocrat wrote:

1. The new propel weapon property says "These weapons move affected targets the listed distance away from the origin point of the effect." None of the propel weapons in this book list any distance. As published they don't do anything. Need either a flat distance that applies to all weapons with this property or a list for the individual Thasteron blunderbuss (the only gun) and each mark of the Thasteron grenade.

I see there's a SFS note to make this work.

Quote:
Weapons with the propel trait are missing the distance for the trait. Items lower than level 10 have a distance of 5 feet, items between levels 10-17 have a distance of 10 feet, and items of 18th level or higher have a distance of 15 feet.

do you have a link to that note?


Additional resources, Drift Crisis.

The Exchange

https://paizo.com/starfindersociety/characteroptions#sfs-drift-crisis

Community / Forums / Starfinder / Starfinder General Discussion / Drift Crisis Errata All Messageboards

Want to post a reply? Sign in.
Recent threads in Starfinder General Discussion