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  #1  
Old 05-24-2012, 08:45 AM
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Mechanics questions

I have a few questions about items in the game.
Will omni-tools be items in the game? If yes do we need one of them in order to use tech mines? How much do they weight? Can omni-tools be used as a melee weapon? Will they replace any of the items following list or other items from saga edition?
Credit chip
Com link
portable computer
Flash light
Video recorder
tool kit
security kit
medpack
sensor pack

In game does the environment suit (or other sealed armors) protect characters from any of the following.

areas without breathable air
Vacuums
radiation
extreme heat or cold
airborne toxins

Last edited by lock426; 05-24-2012 at 08:58 AM.
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Old 05-24-2012, 04:16 PM
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I am new to the SW game system. I am curious to know if the Armor Check Penalty only applies if you are not proficient with the armor. My reading from the book seems to point towards this, though I am not really sure as other D20 systems always apply it.

Also;
What penalties to firing are the armors going to give?
When you posted the Armor stats, you spoke of Shields and DR instead of affecting Reflex Defense. Does this mean that the +3 and +6 to Reflex defense mentioned in your earlier post is retracted?
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Last edited by BarbarianThor; 05-24-2012 at 04:24 PM.
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Old 05-24-2012, 05:57 PM
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Everyone is assumed to have a basic omni-tool that is functionally weightless Tech mines materialize out of the ether, made with your omni-tool in between fights, and are light enough not to worry about. All omni-tools function as credit chips, com links, datapads with 10 Intelligence but the ability to run programs, and flashlights. If you want any other functionality from your omni-tool you need to purchase the "upgrade" for it which has the same price as the respective item in SAGA (for all it matters to you). I'm not going to stack the weight on you though.

Sealed armor will protect you from vacuum and airborne toxins, but radiation and temperature can still affect you.

Armor check penalty only applies if you are nonproficient. Armors don't make firing any harder in this rules iteration, they just make dodging harder if you're pretty dexterous. All the armor does is what I said: the old system with the +3 and +6 reflex defense is gone.
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Old 05-25-2012, 03:05 AM
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Should we pick languages that our characters know or will that not be an issue?
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Old 05-25-2012, 06:21 AM
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Because of the translators languages will not be an issue; I could have your translators malfunction, but as far as I'm aware that would be unprecedented in Mass Effect. Besides, each species would have several major languages to choose from (with the probable exception of the quarians), so that would be a serious pain to keep track of.
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Old 05-26-2012, 04:35 PM
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One more question. Do we still get 3/4 Character Level to our Reflex Defense? At least, I believe it was three-fourths...
Should be the last question as my Sheet is just about done.
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Old 05-26-2012, 05:47 PM
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You get full level to Reflex Defense; the old changes to the armor rules are gone. The new armor rule changes say that armor doesn't influence Reflex Defense anymore.
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Old 05-27-2012, 12:37 AM
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Earlier you had mentioned that we could start with any items we needed, Does that also apply too starting credits or should we determine that in another way?
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Old 05-27-2012, 04:53 AM
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I figured it meant that we're not going to get much use out of credits for a long time so we don't need them to start with
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Old 05-27-2012, 11:28 AM
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The idea is that by the time a character is level three he has enough money to afford any of the basic gear he's going to be using. If I start adding in upgrades and alternate models of the weapons then we can start keeping track of credits, but until then it doesn't really matter.
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Old 05-29-2012, 12:31 PM
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Is the tech specialist bonus feat for the engineer class the tech specialist feat from the starships of the galaxy book?
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Old 05-29-2012, 11:19 PM
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No, it's from the Saga Edition Web Enhancement 1 feature about the Tech Specialist talent tree for Scoundrels. The feat allows you to modify gear and vehicles for small benefits.
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Old 05-30-2012, 01:55 AM
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Quote:
Originally Posted by GrandCommander13 View Post
No, it's from the Saga Edition Web Enhancement 1 feature about the Tech Specialist talent tree for Scoundrels. The feat allows you to modify gear and vehicles for small benefits.
I read through it and I'd like to get it for my character eventually. Since we are not using credits how should I determine how long the upgrades should take?
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Old 05-30-2012, 08:32 AM
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We'll price things as the equivalents in Saga Edition. We'll get to using credits eventually, I'm sure, but even at level three in Saga Edition you're rapidly approaching the point where credits don't matter much.
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Old 06-18-2012, 02:22 AM
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Dice force opening the door:
1d20+2 (1)+2 Total = 3
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