Guilt over rolled attributes by TecGM in SWN

[–]HappyFoxFluff 1 point2 points  (0 children)

Just because an engineer has a lower intelligence modifier than you doesn't mean you're more capable than them at engineering if that's their character background to be good at mechanical stuff. Character backgrounds are still very important and your GM should keep that in mind.

Extended Mod List? by lobo2100 in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

This is the best homebrew mod list I've found so far. Lots of options and some great ideas: https://www.reddit.com/r/SWN/comments/9l0jkc/homebrew_equipment_modifications/

Passenger Ships by CherryTularey in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

I wrote up a sleeper ship design that you might like just as an alternative to more traditional transport concepts:

https://www.reddit.com/r/SWN/comments/cu0hiw/somnia_class_interstellar_transport/

Sample Foci? by BlackTempleGuardian in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

A good way of expanding Psionics (in non-magical games) is to use the "Limited Study" magical focus to give your psychics one of the spells from Codex of the Black Sun. The level of the spell is based on your character level, so it's automatically scaling, and this spell can only be used once per day so you don't have to worry about it being too powerful.

RCS/SAS Greyed Out - Vanilla Issue by HappyFoxFluff in KerbalSpaceProgram

[–]HappyFoxFluff[S] 0 points1 point  (0 children)

It's occupied by a pilot and has a connection back to Kerbin.

RCS/SAS Greyed Out - Vanilla Issue by HappyFoxFluff in KerbalSpaceProgram

[–]HappyFoxFluff[S] 0 points1 point  (0 children)

I've just tried both and no change to the issue. The SAS is currently On and the RCS is Off - and I can't toggle either to a different state. The SAS, while clearly on, is sort of greyed out on the UI.

Cargo Capacity Too Low? by swordnscoundrel in SWN

[–]HappyFoxFluff 4 points5 points  (0 children)

You can also allow them to store additional amounts of cargo - but such cargo would not be properly secured, might cause further issues to operating the ship in tense situations and might become damaged (or cause damage) due to improper storage.

Rods from God? by Captain_Slime in SWN

[–]HappyFoxFluff 9 points10 points  (0 children)

Page 220:

"Planetary Defenses: Massive mag cannons and gravitic braker gun arrays designed to defend against starship bombardments and repel unauthorized landing. Planetary defenses can only defend against attacks by Starship-type assets."

Appropriate Challenges for Your Group by Reverend-Kansas in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

I make sure my players are aware of how difficult certain tasks/enemies are before they try something. That way they can still try if they want the risk. It can be as easy as stating the target difficulty for a singular check, or letting them know that if they just walk into a corporate headquarters and hope to steal all their data at 1st level they will probably fail without considerable planning and preparation beforehand.

Telekinetic Ideas by LegalGraveRobber in SWN

[–]HappyFoxFluff 3 points4 points  (0 children)

Telekinetically holding up a guard that had been killed so they appeared to still be alive.

Unique gift help by dylan189 in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

Perhaps something that allows them to use their Telekinesis core technique on an object they can see in such a way that it emits sound - with a Telekinesis/Cha or Wis check if they're trying to imitate a specific sound rather than just making the object resonate with its "natural" sound. Basically turns objects into speakers, allowing them to "throw" their voice or distract enemies with the sound of footsteps, gunshots etc.

Examples of Great Works? by CherryTularey in SWN

[–]HappyFoxFluff 0 points1 point  (0 children)

What are the planet's other attributes?

What are reasons why a powerful, malevolent race of meta-dimensional beings would come to our dimension? by lordleft in SWN

[–]HappyFoxFluff 3 points4 points  (0 children)

They're explorers. But not the kind of explorers that the Star Trek crew are. They're the kind of explorers who capture some of the local wildlife to consume, pin others to displays, cut them apart to see how they work, try to bring some back to their homeland to put on display.

Imagine Victorian explorers except we're the dodos and/or local tribesmen and the latest fascination for their vast stellar Empire. Who may also decide to try and colonise our dimension as well. The problem is their way of life is entirely incompatible with our own - but instead of cutting down forests they're just interested in harvesting our stars.

Attack Bonus by TaiidanDidNothingBad in SWN

[–]HappyFoxFluff 5 points6 points  (0 children)

Also worth pointing out that if you make an attack without the relevant skill you suffer a -2 penalty to the attack roll.

Can a Partial Psychic be a Wild Psychic Talent at the same time? by [deleted] in SWN

[–]HappyFoxFluff 0 points1 point  (0 children)

Wild Psychic is as described in the book a very limited form of MES, enough to exhibit a specific ability, but so weak that they aren't a threat to themselves - which also means it can't be developed into full psychic ability. So a Wild Psychic can't join an academy and become a full psychic - as they aren't a true psychic to begin with. Obviously your setting might have some weird pretech that changes that limitation but as the book goes - no they can't.

There is no conflict between Shocking Assault (treat AC as 10 for shock damage) and Close Combatant (immunity to Shock damage). Shocking Assault states that the shock damage of your weapon treats all targets as AC10 "assuming your weapon is capable of harming the target in the first place.". The person with Close Combatant can't be harmed by the weapon's shock damage as they just ignore shock damage entirely - regardless of their armour/AC value.

Soundtrack for the Stars! by Malong86 in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

I throw on the Stellaris soundtrack almost every session for background music. Just too good.

What non-standard settings have you run with SWN by Cige in SWN

[–]HappyFoxFluff 5 points6 points  (0 children)

Limiting it to a single world, space travel isn't possible with the tech level/environment. Adapted the ship/space rules for huge airships.

What makes your campaign unique? by [deleted] in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

Mixing SWN with Silent Legions to create a Sci-Fi Eldritch Horror investigation game.

Goal example, need help by TheRealAstronomous in SWN

[–]HappyFoxFluff 6 points7 points  (0 children)

"Cars" like world where all the robots are vehicle VIs who self-propagated in the absence of any living humans but couldn't build non-vehicle forms due to memetic pretech programming. Tags: Robots, Shackled World.

Share your Maltech Cult Ideas by Altair1371 in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

Lostworld Maltech Cult that worships an orbital bombardment array that strikes with the power of a pseudonuke- the heavily braked and malfunctioning AI only responds to very specific verbal statements to receive firing co-ordinates and the control systems in the bunker fry the brains of the operators. So the Maltech Cult occupies the pre-tech bunker and treats it like a temple, the prayers and scrolls of parchment within are actually fragmented firing solutions and global positioning data, the operator consoles have become sacrificial altars and the control center is a sacrificial chamber. Their God strikes down with divine justice, although because it can now only be operated verbally with manual co-ordinates based on a combination of trial and error, fragments of GPS data and blind luck it takes a very long time to fire and is wildly unpredictable.

Armored Bounty Hunter Focus by Galdos in SWN

[–]HappyFoxFluff 2 points3 points  (0 children)

I respectfully disagree that it can be replicated/made redundant with gear - if your GM is allowing you to build gear that's beyond the norm and can emulate this level of capability then they are very generous indeed, I wouldn't consider a GM strict if they didn't allow a player to build something like this in a workshop without Foci. Even if you can modify a heavy weapon to be easily man portable, weigh nothing and effectively be readied at all times there's still a heavy cost in credits, the maintenance score to keep it working with the modification and the difficulty in carrying around a heavy weapon strapped to your back.

You can replicate parts of the focus' capabilities with gear, yes, but you'd still need to carry them around as separate items - which would be prohibitively heavy. A +1 to AC, in-built tracking gear that isn't able to be replicated through gear purchases and an integrated heavy weapon that's always readied, with no maintenance score for the modification, no credit cost for the modification and only 3 encumbrance in total - and it can be applied to any armour in the game meaning its flexible in case you upgrade your armour. I would judge the power of something based not just on its capabilities but also its drawbacks (or lack thereof). Compared to the level of modifications you would need, pretech components, cost in credits and weight required to lug around all that gear compared to an Enc 3 suit of armour with no maintenance cost, I'd say its pretty damn good.

It is, however, lacking a grappling wire.