
Insnare |

Hmm, I want to run an adventure module or series starting with Dark Outpost written by the creator of Metamorphosis Alpha and Gamma World.
The module takes place on a space station that has lost contact with the Fleet and the Fleet sends a recon team to figure out what happened and report back to them.
Santiago was an aborted AP written by EN and they have an excellent Player's guide which would show how to make sci fi characters in PF which is here on paizo for free.
Hmm, am I missing anything?

Insnare |

Great, I think I am up for running this bad boy.
Here is the deal. 20 pt buy, 1st level wealth as per the Santiago Rules. Your character is somehow affiliated with the Fleet, be they mercenaries, soldiers, scientists or whatever. If you want to create a race, follow the Santiago guidelines, just write me about the world it comes from and such.
If you have any questions, feel free to hit me up on PM or just post here.
DARK OUTPOST
A space station in geosynchronous orbit above a small class M planet lays in wait. This massive station, built by robots and crewed by automated machines, is the pride of the galactic fleet, and the hope of those that will colonize the planet below. But something has gone wrong.
Nearly a month ago, all communications from the outpost ceased. A patrol vessel was sent in to investigate, and it, too, was never again heard from. Since that time the Planet Kask outpost has been known as the Dark Outpost. Have you the courage to explore its mystery?

Black Dow |

Have been looking over the players guide and current inkling is to play a (as yet to be determined) "alien" race - cyborg or soldier as my primary character.
Alex S above called dibs on cyborg & engineer so won't step on his toes if he has a preference.
Thoughts on my "alien" race is more of a genetically modded humanoid rather than straight up ET... likely a legacy race who were adversely affected by their environment?
Possibly large size (eugenics??) + another tbd...
The Spawn Villain Overtkill is my inspiration (lookwise)

Warhawk7 |

Would you be okay if I were to copy a character I used for a different game that she didn't get into? Android magus (mindblade archetype). Mechanics-wise she's follows the rules. Flavor-wise her psychic weapon and spells are her exerting control over her nanites. She'd sorta be like a tecnomage from Babylon 5 (not the Paizo one) that uses 'electron incantations). That, or I'd make a new android magus and use the Santiago names for 'spells'. She'd still probably be a 'technomage' though.

Warhawk7 |

Actually, since spells in Santiago are not "Spells" but instead something more technological, I could just do a normal magus and use an energy sword. Or I could go myrmidarch and switch between the energy sword and a firearm.
EDIT: Although psychic spells do not have a spell-failure/interference chance....

Aannra...Blake |

GM the rules talk of Psionics will you let them in.
If yes I would like to re-task Annra Blake
An Alien Replicant Telepath Psion and her Psicystal [Second PC] Skafin for the Game.
They work as a team
Also would you consider a higher starting level as this is a one off, say level 3, a lot of classes don't really do that much till then.

Insnare |

AS, those ideas are fine.
BD, I like your thinking.
WH7, that would also be cool.
AB, psionics would be fine, the second character would be part of team 2. or a replacement if char 1 gets killed. This isn't a one off. There is a series of three so far and I have the first two and should be getting the third soon. if the characters survive, they will level up.

Black Dow |

Oh dude i just meant that id be okay with playing either a cyborg or an engineer. Im okay with one or the other and my 2nd character can just kind of be anything as far as im concerned.
so if you want a cyborg go get u some.
Insnare & Alexander here's the proto origin I've come up with for my character:
On Hildegard, the homeward colony of the Neu-Prussian enclave of humanity. The Junker ruling class have always endorsed both technical expertise and military might, despite the relatively small size of both their populace and resources.
Höllen Amboss (Neu Prussian: Hell’s Anvil) is one of the planet’s moons, a prison world where the Neu-Prussia’s Strafbartruppe (NP: Penal Forces) rule with an iron fist and forge both weapons and men, and sometimes something in-between…
The Mekanmensch (NP: Mechanical-men) are cyborg shock troops; a product of eugenic tampering of the prison stock coupled with prototypical weaponscience.
Created with an emphasis on functionality over ascetics the Mekanmensch are often found in the company of members of the Ingenieurkorps - Field Engineers who test weapons chemical, biological and mechanical as well acting as handlers of these hulking cyborgs.
Adrenaline; Bionic & (ascetic only) Gorilla
Logic - Adrenaline is chem based rage (internal reserves/pumped through body at extreme rates); Bionic speaks for itself. Gorilla reflects their eugenics to breed powerful humans who can house more implants and survive chemical/bio augmentation...
My primary character: Konrad Seiben (7) is one such cyborg… :)
Alex - IF your considering an Engineer character (or anyone else for that matter) - you could perhaps be a member (or former member) of the Ingenieurkorps??? Would allow for a joint background of sorts?
Any thoughts - feedback (I've tried to touch on some minor elements of the Santiago setting - I'm a huge fan of Dune/Space Master and 2000AD so have dropped elements of all three into my musings :)

Warhawk7 |

Okay, I'll go with an android mindblade magus for my first character. She's a 'techno-knight' or sorts, possibly part of a larger order that is affiliated with the Fleet. Her 'psychic' weapon of choice will be a nanite-formed purple-bladed energy sword. Her psychic spells could be called Algorithms even.
Unfortunately, since many psychic spells require an emotion component, I have to drop a feat into the android's Empathy feat. No biggie though.
Perhaps androids were created by this 'techno-knight' order as the perfect evolution of living technology.
As for my second character... Hrm. Maybe I'll go Elven Ranger that uses an energy bow. She'd use the Seeker (from Santiago) and Hooded Champion archetypes. She'd essentially be a mercenary looking for a job.
-----------------------------
EDIT: What do you mean by 1st level wealth as per Santiago? Do you mean credits instead of gold? If using the starting wealth for each class, is it average, max, or dice roll?
EDIT 2: Also, what languages are available for selection?
EDIT 3: Are we using standard Skills or Pathfinder Unchained Background Skills? (Background Skills are the only thing I like from Unchained)
EDIT 4: One last question. How many Traits, and can we use Drawbacks for an extra?

Insnare |
1 person marked this as a favorite. |

BD, having a little fun with Google translate, I see. Neu Preußen... Amboß der Hölle, strafbar is an adjective meaning penalizeable.. Richtertruppe would be better. Strafftruppe was or is the name for Soldiers who have committed a crime and have to do work.
Your background idea is fine by me. We aren`t playing the Santiago AP but you can use the stuff anyway.
WH7, fine with me.
Average wealth in credits.
Human language would be terran and any number of alien language would also be available.
I don`t have Unchained so just regular skills as adapted for space.
You can take 2 traits. A drawback is fine if you want to have 3.

Warhawk7 |

I don't have unchained either, which is why I posted the link to the background skills. It's no biggie though.
By the way, if you head to The Official Santiago Website Resources page there is a PDF with new ranged weapons for Santiago. You need to register with ENWorld.com in order to download it though.
It has new weapons, new ammunition, and even renames for appropriate weapon special abilities.

Alexander Sabadosa |
Alexander Sabadosa wrote:Oh dude i just meant that id be okay with playing either a cyborg or an engineer. Im okay with one or the other and my 2nd character can just kind of be anything as far as im concerned.
so if you want a cyborg go get u some.
Insnare & Alexander here's the proto origin I've come up with for my character:
Alex - IF your considering an Engineer character (or anyone else for that matter) - you could perhaps be a member (or former member) of the Ingenieurkorps??? Would allow for a joint background of sorts?
Any thoughts - feedback (I've tried to touch on some minor elements of the...
Im down, im gonna need a little time to come up with something though, ive been swamped this past week with school assignments and work, End of the month is a rough time.

Warhawk7 |

Let's compile a list of languages for character creation, shall we?
- Terran - Human/Common
- Trade Talk - Also know as "travellers Cant" a basic space ways bartering Language of signs, sounds actions.
- 'Slave'er' - A Tongue, spoken by the slaves, food stock and slavers with in the Blood clan's Space Habitats.
- 'Tecknia' - Spoken and communicated buy constructs, robots and there technicians, highly complex and condensed Language. programming
- Droguth - Spoken by the race commonly known as 'dwarves'. Also known as Dwarven.
- Gork - Guttural languagespoken by 'goblinoid' races throughout the galaxy.
- Eldirin - Whimsical language spoken by the race commonly known as 'Elves'. Also known as Elven.

The Dragon |

Okay. That sets the stage for a high-dex dual-pistol warrior really well.
I'm thinking slayer, it'd also let me try out that new extra sneak attack feat.
Edit: Where does Alien Replicant come from? It's really powerful. +4 int -2 wis +2 str/dex/con, +1 to saves and 40ft speed? That's amazing.
Is there a race section to the santiago players guide that I'm missing? I'll definitely be investigating that, that's for sure.

The Dragon |

Here she is.
Alien Replicant TelepathI used race builder from pathfinder
It's RP build is 10, so same as human
You've built something way more powerful than a human.
Is the race builder even allowed? If it is, it certainly changes the game a lot. No reason to do the standard races when you can create something way more powerful with the race builder, and have it 'justify' it with an arbitrary point value.

Aannraa Sal Da Qill |

I can see if your having a problem with this as a player, your think I am going to power game my way throw this, but that is not what I will be doing, I wanted to make an Alien race, that was fun but would be balanced. To be clear its race build cost is RP8 less than human because I have built in a load of drawbacks, to limit it.
Race Alien Replicant]
Replicants are a hybrid of organic being and construct.
Replicants bodies are artificial base made of DNA mimicking Bio-Material that superficially makes them identical to a life-form they are based on. In this way they can mimic that life-forms flexibility, shape, bone organ form and density etc. The how ever have a Bio-Mechanical Brain much like a true constrict but with added organic elements, and so they have a soul and can die. Outside of their brain Replicants mirror those the core copied life forms so well that only by examining their DnA make-up in a lab that one could guess that their a replicant. So it can be difficult to differentiate a replicant from its copied race however they have under only Imprinted personality's because of their short life span and a reliable way to spot a Replicant by physiological testing where a Replicant nature can come to light. I repliacnt finds it hard to understand others and only has a short time to gain such knowledge so they to be eccentric in their behaviour, often getting fixed on aspects of being normal or having a normal life. They can also be fatalist and extreme risk takers, knowing full well they have a short time to live and experience what others do in a longer life time.
A few Replicants are made not knowing their true nature, it can be a shock to them to find out just who they really are.
Replicants tend to be solitary, but self-aware ones can band to-giver into groups.
Weakness: As a Replicant however she is extremely Naive and short Lived.
Cost: Replicants are extremely expensive to manufacture some times costing as much as 100,000.00Cr
Replicants: are defined by their class levels–they do not have racial Hit Dice.
All Replicants have the following racial traits.
Constructed Race: (2 RP)
For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), Replicants count as both humanoids and constructs. Replicants gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, and are immune to disease and sleep effects
Replicants, breathe, eat, and sleep.
Short lifespan (-2RP)
Relicants are Born fully grown from Vats or labs, but they do not live long, They have a default limited life span of 5 years. This Often drives Replicants to live extraordinary risky lives with a fatalistic view of its actions. This limit can only be reset with a Wish or miracle level spell or power.
They take a -4 On any will saves related to a reckless or dangers courses of action.
Ability Score Racial Traits: (4RP)
Advanced Replicant, nimble in both body and mind, But their constructed personality's show a marked lack of development.
+4 Int -2 Wis +2 Str/Dex/Con
Naive: (-1 RP)
Replicants being so short lived have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Normal Speed (0 RP)
The race has a base speed of 30 feet.
Fast (1 RP)
Replicates are built for speed
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Light Sensitivity (–1 RP)
Prerequisites: Darkvision.
Weakness: Members of this race are dazzled as long as they remain in an area of bright light. When dazzled a Replicates true nature can be identified by the odd reflection of light their eyes.
Languages: (0 RP)
Replicants begin play speaking Common.
A Replicants with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Energy Resistance (1 RP) (Cold resistance 5)
Replicants are grown and often kept in Cold storage,
Replicants have a built in ability to deal with cold because of this.
Weapon Imprinting (2 RP) [Advanced Alien guns]
Prerequisites: None.
Benefit: Choose up to type of weapon, or one weapon group. Replicants are imprinted with proficient in such weapons. For the purposes of weapon familiarity, all Advanced Alien guns are considered one weapon.
Now that is a basic Idea BUT if its felt by players and GM that the built is out of place I will change with in a moment. I am not that overly attached to my PC at this stage. Building one that fits is more important. :)
So that beings said, lets start with the Rules Alien race template
Aliens
Th ere are hundreds of thousands of alien races
spread across the galaxy. Many were absorbed into
the Democracy long ago, but some races still remain
independent—or, worse, hostile to humanity.
Th e number of alien variations is almost
infi nite—if you can imagine it, it exists somewhere
in the galaxy. From Canphorites to Lodinites, from
the blue devils of Hades to the fi refl ies of Medina.
Many of these alien species are unsuitable for use as
player characters, but that still leaves thousands of
aliens to choose from.
You decide what your alien’s species looks like,
how it acts, and what unusual features is possesses.
You might be unique, or one of a small number of
members of your species, or your species might be
widespread. You could be fi ercely religious, entirely
untrustworthy, or driven to follow the laws of your
people. It’s a given that your race has developed
interstellar travel and has had exposure to Man and
his Democracy; your species may actually be part
of the Democracy, or you may hail from a frontier
world out near the Rim or close to the Core, far from
the Democracy’s control.
The Tazza +2Int
• +2 to One Ability Score: Aliens get a +2 bonus
to one ability score of their choice at creation to
represent their varied nature.
• Base Size: Medium
• Base Speed: 30 feet
• Vision: Normal
• Racial Qualities: As an alien, your physical
makeup is vastly different from other aliens.
Choose two racial qualities from those available
below.
1: Psychic
Your race has a minor latent psionic ability.
Benefi t: Choose one of the following fi elds of
study: Energy Transference (fi re only), Holography,
Psychology, or Research. You gain a 0 level and a
1st level procedure from that field that you can use
naturally once per day each.
2:Long Lived
Your race lives for much longer than most.
Benefi t: You gain a +2 racial bonus to
Constitution checks to become stable and you
automatically succeed on a natural roll of 19 or 20.
• Languages: Terran, choice of one other
• Average Height: Varies
• Average Weight: Varies
There ya are new Alien race, The Tazza

Aannraa Sal Da Qill |

Haha well that would be true if it WAS a true Construct but its not its a lesser version, An Organic Replicant, it dos not get any of the Construct and has a con score. eats and sleeps, Just a plus to saves and that's it.
It also has lined weaknesses,
But that is all Moot now as I have moved to make an Alien Race with this new rules system,
See above post on Alien race outline.
:)

Aannraa Sal Da Qill |

Ok remade Tazza Alien race with the new rules, race back ground, there, there a kind of space Drow, Also know as the Blood clans as they deal in Geneticly engineering slaves. The Females are Psionic and smart the males Large and dumb.
The Tazza live on a vast world of blistering heat, light and darkness, Their three suns bath the plant with scorching heat, life evolved underground only coming up in the odd times of twilight. When the three suns glare is less in the long planetary year. Its a slow spin Planet. That means meany Earth years of half darkness and then blinding light. The Tazza where a migrant race, moving around their vast world to keep in the temperate twilight, over the years the leaned to go underground building there cites there. Males are strong and large while Female while still tall are thin and intelligent. Most Females are also Psionic setting them as the controlling sex in their culture. With Clan Queens overseeing a bureaucracy run by females. Females will also have more than one husband, with the males competing for the right to become a mate. All children are testing and trained for a place with in the Clan based culture. Their base aliment is LG/LN/LE. Some clans are know to be slavers. Once the developed space travel and meet other races they set themselves up and a salver trading race. Breading and training some of the finest, slave Doctors, Artist, Gladiators, Courtesans in known space, they do not tend to live on planets, choosing instead to live in Space Habitats that move in space by means of mass psioports systems.
• +2 to One Ability Score: [+2Int Female/+2Str Males]
Aliens get a +2 bonus
to one ability score of their choice at creation to
represent their varied nature.
• Base Size: Medium
• Base Speed: 30 feet
• Vision: Normal
• Racial Qualities: As an alien, your physical
makeup is vastly different from other aliens.
Choose two racial qualities from those available
below.
1: Psychic if Female
Your race has a minor latent psionic ability.
Benefi t: Choose one of the following fi elds of
study: Energy Transference (fi re only), Holography,
Psychology, or Research. You gain a 0 level and a
1st level procedure from that field that you can use
naturally once per day each.
1:Large if Male.
2:Long Lived
Your race lives for much longer than most.
Benefit: You gain a +2 racial bonus to
Constitution checks to become stable and you
automatically succeed on a natural roll of 19 or 20.
• Languages: Terran, techna
• Average Height: 6'6" Female, Large 12'6 Male
• Average Weight: Very Light
Extra:
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Light Blindness (–2 RP)
Prerequisites: Darkvision or see in darkness trait.
Weakness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.