Search found 34 matches

by Kaeam
Wed 29 Mar 2017, 23:18
Forum: General
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 8948

Re: Aliens - Semi-Intelligences

I am glad that you liked my suggestions, ConnorsRPG. I am more than happy to help if you need any assistance with the Star Wars conversion. :) Speaking of which, here is a talent that can be used to portray Force-sensitive races and characters: Force-sensitive: The character treats Force Use (aka My...
by Kaeam
Thu 09 Mar 2017, 22:09
Forum: General
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 8948

Re: Aliens - Semi-Intelligences

Thanks, Tomas! I am happy if someone finds the suggestions useful. :D
The next step would be coming up with a list of natural weapons, armours and abilities that people could use when creating their races.
by Kaeam
Wed 08 Mar 2017, 19:43
Forum: General
Topic: Ship modules and features
Replies: 8
Views: 4792

Re: Ship modules and features

Thanks for the input, JohnK.  :) The Medlab and Trauma Lab specifically mention that they take up space equivalent to one spaceship module, so it feels a bit silly to pay more if you put them on a spaceship. I guess that the extra cost comes from having to pay a professional to install the modules. ...
by Kaeam
Wed 08 Mar 2017, 09:49
Forum: General
Topic: Aliens - Semi-Intelligences
Replies: 20
Views: 8948

Re: Aliens - Semi-Intelligences

Kosta gave the following answer in your other thread few days ago: Hi! We haven't added specific rules for making semi-intelligent PCs. It's not one of the main themes of the game :) But we don't want to stop people from doing that so if you want to in your group I'd just suggest that you/the group...
by Kaeam
Tue 07 Mar 2017, 21:16
Forum: General
Topic: Ship modules and features
Replies: 8
Views: 4792

Ship modules and features

Hello, I have some questions about ship modules and features: Medlab, Trauma Lab, Ordinary Workshop, Advanced Workshop, and Library Database are listed under both gear (Chapter 6) and modules/features (Chapter 7). However, the costs listed in Chapter 6 are much lower than those found in Chapter 7: M...
by Kaeam
Sun 05 Mar 2017, 11:32
Forum: General
Topic: Critical Injuries
Replies: 6
Views: 3210

Re: Critical Injuries

Thanks for the answers, Tomas!
by Kaeam
Sun 26 Feb 2017, 21:53
Forum: General
Topic: Critical Injuries
Replies: 6
Views: 3210

Critical Injuries

Hello, I have some questions about critical injuries: Are the effects of critical injuries cumulative? For example, would a character have -4 to Manipulation after suffering both Broken Nose and Crushed Face or -2 to Ranged Combat and Melee Combat after suffering two Sprained Wrists? Does suffering ...
by Kaeam
Mon 05 Dec 2016, 18:37
Forum: General
Topic: Typos/Errors in the Coriolis Beta PDF
Replies: 82
Views: 43932

Re: Typos/Errors in the Coriolis Beta PDF

Neither PLAYING A SEMI-INTELLIGENCE?  on page 23 nor  SEMI-INTELLIGENCES AS PCS?  on page 318 seem to explain how you actually make a semi-intelligence PC.  Are you supposed to... A) ... use the stat blocks found in Chapter 14 as they are? or B) ... make your character normally but use the semi-inte...
by Kaeam
Mon 05 Dec 2016, 17:56
Forum: General
Topic: Typos/Errata in English Sample Chapters
Replies: 49
Views: 24719

Re: Typos/Errata in English Sample Chapters

GM's Screen 1 CRITICAL INJURIES Groin Hit I have only just realised I don't know what the result "1 point of damage per FORCE, DEXTERITY and MELEE COMBAT test" means and I can't find an explanation. I'm guessing that the original assailants DEXTERITY, FORCE and MELEE COMBAT are rolled aga...
by Kaeam
Tue 22 Nov 2016, 20:23
Forum: General
Topic: Typos/Errors in the Coriolis Beta PDF
Replies: 82
Views: 43932

Re: Typos/Errors in the Coriolis Beta PDF

Page 127 (TABLE 6.10 RANGED WEAPONS) :  Flamethrower had a feature called Cone in the gear chapter preview. While the feature wasn't described anywhere, it implied that flamethrower might have been able to hit several people in a cone. Currently flamethrower lacks any features that allow hitting mo...