New items coming out of home games.


Homebrew

Scarab Sages

So I’m running a home game, and I don’t know about you, but I always try to add some fun stuff to mine. So, I always strive to come up with new, balanced stuff to put in my game.

I was going to list a few of the things I’ve come up with, and I encourage others to do the same.

1) Jury-rigged blaster: The Jury-rigged blaster is a ‘level 0’ small arm Weapon. It was found in my campaign scrapped together from people who were slowly loosing their minds. It has the bulk, range, and ammo capacity of a laser pistol, but it has an integrated battery (so it can only be recharged by plugging the whole thing into a recharge station with an adapter) can not accept any fusions, and has no crit effect. However, for every blaster, roll a d100 to determine the damage it does.
1-30 Fire
31-60 cold
61-90 electricity
91-100 plasma (1/2 Fire, 1/2 elec)

2) How-to build guide:
A how-to-build Guide is a digital file that can be loaded onto any data pad. Each guide is keyed to a specific item, a piece of armor or weapon, etc. each guide costs 1/20th the cost of the item, and it lets you build an item as if your ranks in engineering were 1 higher. You need a minimum of 1 tank in engineering to use them, and using a guide doubles the time for crafting an item.

What about others?


I'm definitely thinking a language translator implant. It would be effectively a comprehend languages, permanent item. The character would start to understand in the middle of the third sentence of a new language. It would take up an ear slot. Not sure of the credit cost yet.

Scarab Sages

Goth Guru wrote:
I'm definitely thinking a language translator implant. It would be effectively a comprehend languages, permanent item. The character would start to understand in the middle of the third sentence of a new language. It would take up an ear slot. Not sure of the credit cost yet.

I like that. Might be a bit powerful.

In the SFS field guide there is a translator that lets you speak a language badly after about 10 min. of listening to a language. It can get across general ideas but not complex concepts.


Starfinder Superscriber

Be warned, the Babel Fish, by effectively removing all barriers to communication between different races and cultures, has caused more and bloodier wars than anything else in the history of creation.

I don't think it's too powerful in the level 2-5 item range. But that's just my opinion.

I haven't gotten to run/play yet, but I've been playing around with a ship upgrade idea.

Decompression Chambers
This upgrade to the ships hull provides several large negative (empty) spaces surrounded by thin membranes. The membranes are created by nano-machines that are capable of self-repairing and removing the air inside their respective bubbles. This provides extra space for explosions to expand into, slightly reducing the effects of damage to the ship. This has the effect of increasing the critical threshold (CT) of the ship.

I'd have the costs be identical to armor (without the special column), but only go up to Mk10, and cost 1 PCU per level. I'm not sure about the costs, though, and how that balances out.


pithica42 wrote:
Decompression Chambers

I think this is a very poorly balanced idea.

Depending on the class of ship reducing the crit threshold by even a few points is huge. Doing so for the armor cost and only 1 PCU per level is extremely cheap. For example a fighter can spend 3 BP and increase it's crit threshold to 10, since it only has 35 HP it will only take 3 crits before being disabled instead of 4.

I also feel your description and name are poorly done. Decompression implies there is pressure, in space. The nanites would not need to remove the air, since the ship is surrounded by vacuum of space you only need something as high tech as a hole. In fact why have nanites at all, just use a force field. But the biggest flaw is the idea that void spaces in a ships hull are going to make much difference when you have all that space surrounding the ship. An external explosion would probably do most of it's damage from radiant energy and fragmentation rather than blast effect since any shock wave is likely to travel faster than any gas produced by the explosion and in a vacuum there would be nothing but that gas to transmit the shock. An internal explosion would likely be a secondary explosion caused by and energy weapon or projectile and be much less forceful, The weapon producing it would also leave a big gaping hole that sucked the air out of that area.


Starfinder Superscriber

I was thinking more of protecting the people/equipment inside if a missile or other explosive ordinance enters the chamber and explodes. It would give an explosion inside the space ship somewhere to go that doesn't involve everyone inside turning into a fine red mist or all the atmosphere venting into space at once.

Assuming you can get past all the distance and Newtonian physics problems of space combat, I believe one of the most effective types of ordinance for ship to ship combat would be one that creates a very small hole in the hull and then explodes inside the ship. That's how a lot of anti-tank/anti-armor ordinance works today. Since the hull is designed to keep everything inside, and by necessity be very good at it, all that explosive force is going to have nowhere to go but into the much less hardy people/equipment inside. Or it's going to blow out a wall to let the force vent into space. I used decompression because the explosion itself is causing a compression wave and the negative space inside the ship gives it somewhere to go (and thus, decompressing).

The nannites are there to remove the air and self restore the negative space inside the ship.

There are extant external armor mods for space ships called Whipple Shields that are designed to use layered armor over negative space to spread out the impact of a micrometeorite and protect the more internal hull(s) from a breach. There's no reason it couldn't also protect from projectile/fragmentary ordinance external to the ship in the same way. If it were armor outside the ship, the nannites would just be there to repair the armor itself. But really, I expect that's how the existing armor mkX works minus the nannites/PCU cost.

I admit wholly though that the stats are only half-thought out, at best. I just think a lack of that kind of ordinance protection in the ships as described is an oversight. Your critique of the price and its effect on smaller ships is entirely warranted. If I were to use it, I might adjust it to only small or larger ships and increase the BP cost by 1 per tier. But I'm mostly just thinking out loud here. I don't know enough to argue for it, really, as I've only just read the rules, I haven't even played/run the game, yet. I don't recall if any of the existing ordinance even works that way or not. That's just what I'd build if I were a AbadarCorp Weapons Lead Weapons Design Engineer.


The most common tank rounds do not explode inside the target, they are kinetic penetrators shaped charge penetrators. The kinetic converts it's speed into energy when it hits, melting a hole in the armor. most damage is from the molten metal and pieces of penetraror bouncing arround inside starting fires and hitting equipment. Shaped charge use an explosive to create a jet of molten metal that does essentially the same thing.

The layered armor you mention would probably be standard design. It does not work because of the vacuum. A micro meteor is basically a kinetic penetrator. By having a gap you have a place for the molten metal to splash without taking further damage. The gap also means that the meteor has lost some of it's initial energy and now must overcome the hardness of the second layer, rather than just a thicker plate. Modern armored vehicles have a spall plate that serves the first function of the layered design and rumored to have multiple layers without the gap in main armor.


More likely you have self welding plates that slide into new gaps and seal themselves into place to prevent decompression.

The implant is only good for spoken language. Bee people are notoriously dance communicators. Their buzzing really just says,"Look at my dancing!" or "Don't make me sting you!" In any case, if an envoy could have only one piece of equipment, they might go for the language translator implant.


Sandcasters - These compressed-air charges eject ablative and prismatic material that provide DR (Ablative) versus Laser fire. Each use provides an initial DR of 100, each hit from a laser reduces the DR by the amount of damage the shot inflicts. These devices are carried in chambers built into the hull, and are individually triggered.

Yes, this is a rip-off from the Traveller RPG. :)

Scarab Sages

John Napier 698 wrote:

Sandcasters - These compressed-air charges eject ablative and prismatic material that provide DR (Ablative) versus Laser fire. Each use provides an initial DR of 100, each hit from a laser reduces the DR by the amount of damage the shot inflicts. These devices are carried in chambers built into the hull, and are individually triggered.

Yes, this is a rip-off from the Traveller RPG. :)

Minor nit picky note, DR only applies to physical damage (swords and starknives). Lasers deal fire damage (energy). So it would just reduce laser damage.

Also, I would suggest making it work like stoneskin, where it absorbs the first 10 points of damage from a laser weapon per attack. That way, particularly powerful laser weapons could still get some damage to go through (like the artillery lasers)


Sand Caster
class light
range short, first increment only
Damage --
PCU 5
BP 5
Special Increases Damage Threshold by 10 vs laser weapons in the fired arc. May be fired at another ship in which case you select any arc to protect. This effect persists until the protected ship moves from the target hex.
Limited Fire 5

Note: this is not DR, as per DT if the shot does over 10 damage the full damage is applied, after reduction for shields.


A Rick's portal gun takes ten years to develop. After that a Rick can create one in an afternoon. Note that a non Rick will usually open a portal to a random dimension. The power source seems to be a tiny aberration. Feed it a protein powder like a goldfish and it will regenerate it's 30 charges daily. With practice, an engineer can get the hang of it. 10-level uses and you can usually go site to site.

Rick Rules
1: Every game universe has a Rick and Morty.
2: They may be dead. Undead Ricks are possible, but rare.
3: While a clone cannot coexist with the original, any number of parallel versions can form a conga line without any noticeable harm.
4: Paradoxes may empower chaotic beings such as Discord. Twilight Sparkle seems to be worried about something.
5:The writers of Rick and Morty can correct these rules, steal them, or just cameo them as they see fit.

Community / Forums / Starfinder / Homebrew / New items coming out of home games. All Messageboards

Want to post a reply? Sign in.