Boston Theoretical PbP

Game Master Tarren Dei

Transdimensional superheroes.
Starfinder+ for modern day superpowers.


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You have powers. Maybe you were built in a lab or created in a gene splicer. Maybe you were born on another planet. Maybe you're just a very exceptional human being. The year is 2219 and you're not an ordinary human.

Whatever it is that makes you super, Boston Theoretical wants to talk to you. As far as you can tell, Boston Theoretical doesn't exist. If you hadn't just received an old-fashioned handwritten letter in the mail asking you to fly to Boston "at your earliest convenience" for an opportunity of "world-changing significance," you would never have heard of them.

Also in the envelope was an airplane ticket (first-class with flexible dates) and a map to Boston Theoretical. The letter said to "pack light."

I'm looking to start a fast-paced play-by-post that sends some superheroes built using Starfinder rules on some transdimensional adventures. Boston Theoretical wouldn't feel out of place in the worlds of Planetary or Global Frequency or Stormwatch. There are some very dangerous people in the world and they are becoming more dangerous all the time. Luckily, this is also a world with superheroes. You're one of them.

Characters would be built using Starfinder rules; 3rd level to start. Any race, any class, any theme. You are a superhero, and your character concept should include an explanation of how you came to be one. My preference would be for the majority of the heroes to be humans, or at least, from Earth, as that's where the game is starting.

My preference is always for a fast-paced game.

Any interest?


How about people that never played Starfinder? Would you be open to it?


The Archlich wrote:
How about people that never played Starfinder? Would you be open to it?

Have you played Pathfinder?

I'd be open to it.
PbP games are easier to get into rules wise.
You'd need to figure out character creation fast enough to get into the game, but after that, it's easy to learn new rules as you go.

(https://glasstopgames.com/sfrpg/rules/character-creation.html)


Oh yeah, very used to Pathfinder. If you’re willing to take novice, I’ll get into reading and whatnot. I’ll check if my hero lab has SFS.


How would you be handling superpowers? Also, would you be willing to allow conversions of Pathfinder classes?


How common are Superheroes in this world?


Vrog Skyreaver wrote:
How would you be handling superpowers? Also, would you be willing to allow conversions of Pathfinder classes?

I'm still toying with ideas about powers, but what I'm playing with involves cashing in the themes and racial bonuses for being human in exchange for some possible bonuses designed to create either:

(a) a character with a 'super' ability (STR, CON, INT, etc.);
(b) a character with a first level spell as an at-will ability;
(c) a paragon of humanity with above average abilities across the board.

To balance extreme powers, I would use weaknesses--including physical 'tells' like horns or blue skin that reveals one's superhuman status or a condition like fatigue that occurs after a power is used.

Thoughts?


Hmmm, this sounds interesting. Given how homebrew this is already going to be, how open would you be to third-party content? I've got a combination of things I've been wanting to try that would work well for an 'escaped mad science experiment' type of character.


I'm open to 3rd party content and a mad science experiment would work. Boston Theoretical has connections with mad scientists, being a gov't funded agency near Harvard and all...


Why don't we tie character powers to the resolve system? Here's an example of what I mean:

Give every character a larger than normal pool of resolve and allow them to design their "power set", with something like a cantrip or 1st level spell being unlimited, and then more powerful options costing a resolve point to use.

As an example of how this might work, let's say I wanted to make a character who specializes in teleportation (one of my favorite superpower sets, if I'm being honest).

If we start off assuming that everyone gets 50% more resolve (rounding down) than normal, then my character at 3rd level would have about 7 point to use. A "better human" could just take said extra resolve and use it to power their normal class abilities, but someone with super powers

I might take Life Bubble as my all the time power (which grants the ability to survive anywhere I might teleport), and mirror image, haste, and dimension door, all of which might represent different ways to teleport (mirror image could be something like teleporting multiple times in the same squares, haste's extra move action could be thematically a teleport, and Dimension Door is...well, dimension door).

If, on the other hand, I wanted to just have dimension door as a permanent ability, I could permanently lose resolve points equal to the level of the spell (or something along those lines) to be able to permanently use it. You could veto anything that would be too game breaking or powerful, but I think that could work for a "quick and dirty" power system.


Vrog Skyreaver wrote:

Why don't we tie character powers to the resolve system?

I was thinking that for characters with builds that needed to bend the rules, I would use a 'weakness' of some sort, which could vary from:

(1) a physical 'tell' that makes it difficult to hide what you are;
(2) serious power limitation (doesn't affect yellow, etc.);
(3) activating powers cost RP;
(4) OR you gain a condition after using powers.

This would be negotiated during character creation. My goal isn't so much 'balanced character design' as much as 'fun for everyone', which could involve 'balance'.


Tarren the Dungeon Master wrote:
I'm open to 3rd party content and a mad science experiment would work. Boston Theoretical has connections with mad scientists, being a gov't funded agency near Harvard and all...

All right, what I'm thinking of is mixing the Deoxyian race from the Starfarer's Companion (flavored to be the results of Mad Science genetic tampering on him) with the Chimeraborn theme/archetype to basically make a character who's a mutant patchwork of several different creatures. While Chimeraborn allows the character to shift between a humanoid and a chimera form, his humanoid form is going to be weird enough on its own to cause him problems.

Obviously you'll need to see the rules for the Chimeraborn before deciding on this. Probably once you've firmed up the rules for how supers are going to work 'normally' I can send you the relevant rules for what I'm thinking and we can talk over how it would work.


Dotting for interest (waves to Vrog and Almonihah) - you had me at Planetary lol.

... am mulling an SRO of some kind. I'm a old school fan of 2000AD so will likely draw inspiration from Ro-Busters or ABC Warriors...

Other option is a Mechanic (Exocortex) w/ Augmented Archtype - go all in for the Cyborg feel - a la Ladytron.


Just throwing it out there that Gravity Age has a really cool system for building mutants that feels like it could be useful.


Black Dow wrote:

Dotting for interest (waves to Vrog and Almonihah) - you had me at Planetary lol.

... am mulling an SRO of some kind. I'm a old school fan of 2000AD so will likely draw inspiration from Ro-Busters or ABC Warriors...

Other option is a Mechanic (Exocortex) w/ Augmented Archtype - go all in for the Cyborg feel - a la Ladytron.

Both can work, but the cyborg allows for a wider range of missions than the very large robot. If, for example, you went to a parallel Earth and needed to move about in public, the latter seems less challenging to play.

The first encounters are very much inspired by an under-explored Planetary storyline.


Personally, I was thinking about submitting a converted Kineticist to play a telekineticist (which I haven't been able to do yet in Starfinder alas).


I'm liking the ideas that I am hearing for character types. They also sound like they aren't stepping on each other's schtick so far.

I forgot to answer Yorick's question re: how common are superheroes. At the beginning of the game, they are about as common as one sees in most comic book worlds. They exist. Often there are only one or two in a large city. There are heroes much more powerful than the PCs in the world, but very few.


YoricksRequiem wrote:
Just throwing it out there that Gravity Age has a really cool system for building mutants that feels like it could be useful.

That does look interesting. If someone had it and wanted to use it, I'd work with them. I could buy myself a copy if necessary. I wouldn't want anyone else to feel obliged to buy it.


I'm considering building something a lot more grounded ("future Earth") than space-related (just because I like the cultural clash). While I have in mind furtive heroes like Nightwing, Moon Knight or even something like Rorschach, I might derive powers from a mystical source of sorts. I'm thinking on a hero that plays with shadows - some level of teleport or shadow step, some Cloak-like powers, this kind of stuff.


I picked up a pdf of Gravity Age, since it was only like 9 bucks. I haven't had a chance to completely read through it yet, but at a glance it looks interesting.


Tarren the Dungeon Master wrote:
YoricksRequiem wrote:
Just throwing it out there that Gravity Age has a really cool system for building mutants that feels like it could be useful.
That does look interesting. If someone had it and wanted to use it, I'd work with them. I could buy myself a copy if necessary. I wouldn't want anyone else to feel obliged to buy it.

I'd definitely like to use it, will tool around with some ideas and see what I can come up with!


So after reading through Gravity Age, I think I am still going to go forward with a conversion of the Kineticist class. I've converted everything that I might potentially pick from as an Aether Kineticist (so no higher level class features or talents). If I am selected, when I eventually level up, I will convert the abilities further at that time.

So without further ado, here is my conversion:

Kineticist Conversion:

HP: 6
Stamina Points: 6 + Con Modifier
Key Ability Score: Constitution

Bab: 3/4ths
Fort: primary
Ref: primary
Will: secondary

Weapon and Armor Proficiency: Basic Melee Weapons, Small Arms, Light Armor.

Skill Points: 4 + Int Modifier
Class Skill List: Acrobatics, Intimidate, Medicine, Mysticism, Perception, Profession, Stealth. Additionally, Aetherkineticists gain Engineering and Sleight of Hand as class skills.

Telekinetic Blast (targets KAC): burn 0; 1d6+con mod; increases to by 1d6 every 3 levels (for a max of 7d6+con mod at 18th level). Standard action to use.

Gather Power: can reduce the burn cost of a power by 1 as a move action or two as a full round action. If the next round's move action is used, can reduce the burn cost of a power by 3 points instead.

Burn: Instead of burn's normal mechanic, each point of burn costs a point of resolve instead. This means that the kineticist will track resolve spent in the same way that they track burn spent.

Elemental Defense: Force Ward (works exactly as written in occult adventures)

Elemental Overflow: gain a special form of weapon specialization with all kinetic blasts, adding one and half times the Kineticist's level to all kinetic blast damage.

Additionally, at 4th level, as long as the Kineticist has spent at least 3 resolve points, the Kineticist can apply the benefits of a mk 1 personal upgrade to one of his 3 physical ability scores; at 8th level, the kineticist can apply the benefits of a mk 2 and mk 1 personal upgrade to any of his physical ability scores; finally, at 15th level, he can apply the benefits of a mk 1-3 personal upgrades, one to each of his ability scores.

Utility Talents:
Basic Telekinesis: burn 0; Gains an effect similar to psychokinetic hand, but can move an object weighing 10 lbs or 1 bulk per two kineticist levels instead of the weight limits of the spell. Range is increased to medium range if Kineticist has the extended or long range if the Kineticist has the extreme range talent. Having the extended range talent also allows the Kineticist to move the held object(s) up to 30', or up to 60' if the Kineticist has the extreme range talent; the Kineticist can also collect a pile of loose objects or a pool of liquid with the same weight limits.

Kinetic Cover: burn 0; gain the benefits of the Barricade feat but does not require any actual objects to erect the barricade, relying entirely on telekinetic power. Can only have 1 barricade up at a time.

Kinetic Healer: burn 1 (which can either be paid by the target or the Kineticist); Heals the target for an amount equal to the Kineticist's Telekinetic Blast.

Telekinetic Finesse: burn 0; can use Basic Telekinesis finely enough to attempt checks within close range, including Engineering (Disable Device) and sleight of hand checks.

Kinetic Awe: Can attempt to intimidate any enemies who view me with a display of telekinetic power. add half my kineticist level as a bonus to this intimidate check.

Skilled Kineticist: gain an insight bonus to engineering and sleight of hand checks equal to half my level.

Infusions:
Pushing: burn 1; if the infused blast hits, can attempt a free bull rush against the target of the kinetic blast using Con mod instead of strength mod. Can only push a target back 5' base, but can spend a point of burn to increase the distance to the maximum the bull rush would have pushed the target.

Extended Range: burn 1; increase the range of kinetic blast to 120'.

Kinetic Blade: burn 1; can use my telekinetic blast as a melee attack instead of a ranged attack, including making any additional attacks as desired.


Vrog Skyreaver wrote:

So after reading through Gravity Age, I think I am still going to go forward with a conversion of the Kineticist class. I've converted everything that I might potentially pick from as an Aether Kineticist (so no higher level class features or talents). If I am selected, when I eventually level up, I will convert the abilities further at that time.

So without further ado, here is my conversion:

** spoiler omitted **...

Looks like it could produce an appropriately superheroish character. Ideas about a name? Background?


Ya, I have a few ideas. I'll get something created this weekend.


Okay, here's my submission:

Verve:

NG Human Kineticist 3
Theme: Themeless

Str 10
Dex 16
Con 16
Int 10
Wis 11
Cha 10

HP/SP 22/27
EAC/KAC 17/17 (10 base, 3 dex, 4/4 armor)
BAB 2
Init: +3
Resolve: 4

Fort: +6; Ref: +6; Will: +4

Speed: 30'

Telekinetic Blast: +6 to hit KAC; 1d6+7 damage

Skills:
Acrobatics r3 +9
Engineering r3 +6
Perception r3 +6
Sleight of Hand r3 +9
Stealth r3 +9

Languages:
Common
Akiton

Feats:
Iron Will
Spell Penetration
Weapon Focus (Kinetic Blast)

Theme Features:
gain Athletics as a class skill and +1 Dex.

Class Features:
*Telekinetic Blast (targets KAC; burn 0; Standard action to use)
*Gather Power (1/2/3)
*Burn
*Elemental Defense: Force Ward (3 temp hp; regen 1 temp hp/minute)
*Elemental Overflow (+4)
*Infusions:
- Extended Range (burn 1)
- Kinetic Blade (burn 1)

*Utility Talents:
- Basic Telekinesis (burn 0; 10 lbs/1 bulk, medium range, 30')
- Telekinetic Finesse (burn 0)

Equipment:
Basic Lashunta Tempweave (EAC/KAC: 4/4; Max Dex 5; Upgrade Slots: 1; Bulk: L) -1950
Infrared Sensors -200
Personal Comm Unit -7
Iridescent Spindle Aeon Stone -740
Mk 1 Ring of Resistance -735
10 pouches of 100 pieces of diamond-shaped crystal -100
Messenger Bag (Consumer Backpack) -3
Everyday Clothes x2 -2
Hygene Kit -3

460 credits

Backstory:

Verve likes to tell people that she grew up Monaco, swindling stupid tourists out of their money.

In actuality, Verve was born in Sierra Leone to a native freedom fighter and the daughter of a wealthy ceramics magnet from the United States who had come to Sierra Leone to help as part of Peace Corps Inc, but fell in love with Verve's father, who was as poor as can be. When her father found out, she was disowned and left to "fend for herself with her savage husband".

It was less than a decade later that Verve's parents were murdered by the forces of one of the local warlords for having the temarity to offer food to anyone who asked for it.

Verve was 9 at the time, and only managed to escape when her powers manifested and she managed to kill the soldier who had been ordered to kill her with a pen to the eye.

Verve left into the jungle and made her way out of Africa, sneaking aboard a cargo ship bound for Greece. She snuck off the ship and made her way throughout the EU, learning the art of the grift and avoiding the worst sort of people who might take advantage of a young woman on her own, using her powers to protect herself as needed.

All of this came to a head the night she took a job to rob a small, antiques shop in Brussels, which happened to be owned by the alter-identity of Escalation, a hero. He caught her trying to break in and managed to subdue her, but she used her powers to escape, and the next few weeks there were several instances of him capturing her and her escaping. Eventually, when he caught her, he asked her for her story, and called her out on her lies (One of his powers involved knowing when someone was lying to him). After several attempts to lie to the man, Verve relented and told him her true story. He offered her the chance to be his sidekick, which after some deliberation she accepted.

She worked as his sidekick for several years before retiring from the life, wanting to go to college. During her first semester Verve (who was going by the false identity of Karen Summers) received a letter from Boston Theoretical. Intrigued, Karen took some time off from school to go and hear their offer.


This sounds interesting. The godling classes offered by Rogue Genius Games are a great way to build a superhero-type character. Also the Horrifically Overpowered Feats offered by Super Genius Games can amp a character to superhuman levels.
Horrifically Overpowered Feats
More Horrifically Overpowered Feats


Verve's got an interesting backstory and has powers that look "superheroish" without being ridiculously overpowered in one area and squishy ...

How did she get these powers?


TheWaskally wrote:

This sounds interesting. The godling classes offered by Rogue Genius Games are a great way to build a superhero-type character. Also the Horrifically Overpowered Feats offered by Super Genius Games can amp a character to superhuman levels.

Horrifically Overpowered Feats
More Horrifically Overpowered Feats

If someone wanted to build a godling character whose powers were balanced for play at 3rd level, I'd look at it. I would assume this godling's backstory would be something along the lines of 'Zeus was feeling particularly randy one day in the 1950s and ...'.


Verve was born with her powers (in the marvel universe, she would be a mutant).


Tarren the Dungeon Master wrote:
If someone wanted to build a godling character whose powers were balanced for play at 3rd level, I'd look at it. I would assume this godling's backstory would be something along the lines of 'Zeus was feeling particularly randy one day in the 1950s and ...'.

Essentially that would be my character submission. A mix of Wonder Woman, Overwatch, and The Boys. In this ultra-modern era, the children of the gods are finding it harder to hide their abilities. Then there are some like Theodore "Theo" Nephus, who calls himself The Olympian. Incredibly strong, agile, and durable, The Olympian claims to be the latest in a long line of 'Zeus Bastards". Theo is taking the world by storm, and taking advantage of his celebrity. The godling currently has advertisement agreements with a sports drink company and workout clothing line. His charity risque calendar last year generated $100000000 dollars worldwide for cancer research, and is a hero to millions of little kids to adults everywhere.

But all is not ambrosia and golden apples for this young godling. Theo had gained the ire of the christian faith during his now-infamous Fox News interview, where he said at least the Greek Gods were real. Because of that interview, Theo has to deal with protests at his charity events, and had inadvertently become a champion for pagan faiths. Plus, Theo Nephus had a failed action movie star career, despite the fact that he did all his own stunts, audiences could not separate his character from The Olympian. And finally, the olive doesn't fall far from the tree, for in private, Theo is just as flawed as his exalted father. Going through supermodels and hollywood actresses like tissue paper, wild debaucherous partying, and bouts of narcissism. Despite his flaws, The Olympian strives to be the Hero, he, Mount Olympus, and the world want!


TheWaskally wrote:
Tarren the Dungeon Master wrote:
If someone wanted to build a godling character whose powers were balanced for play at 3rd level, I'd look at it. I would assume this godling's backstory would be something along the lines of 'Zeus was feeling particularly randy one day in the 1950s and ...'.

Essentially that would be my character submission. A mix of Wonder Woman, Overwatch, and The Boys. In this ultra-modern era, the children of the gods are finding it harder to hide their abilities. Then there are some like Theodore "Theo" Nephus, who calls himself The Olympian. Incredibly strong, agile, and durable, The Olympian claims to be the latest in a long line of 'Zeus Bastards". Theo is taking the world by storm, and taking advantage of his celebrity. The godling currently has advertisement agreements with a sports drink company and workout clothing line. His charity risque calendar last year generated $100000000 dollars worldwide for cancer research, and is a hero to millions of little kids to adults everywhere.

But all is not ambrosia and golden apples for this young godling. Theo had gained the ire of the christian faith during his now-infamous Fox News interview, where he said at least the Greek Gods were real. Because of that interview, Theo has to deal with protests at his charity events, and had inadvertently become a champion for pagan faiths. Plus, Theo Nephus had a failed action movie star career, despite the fact that he did all his own stunts, audiences could not separate his character from The Olympian. And finally, the olive doesn't fall far from the tree, for in private, Theo is just as flawed as his exalted father. Going through supermodels and hollywood actresses like tissue paper, wild debaucherous partying, and bouts of narcissism. Despite his flaws, The Olympian strives to be the Hero, he, Mount Olympus, and the world want!

Boston Theoretical could give this young godling a sense of purpose. If we are starting at a punched up level 3 would Theo's powers be just developing?


Tarren the Dungeon Master wrote:
Boston Theoretical could give this young godling a sense of purpose. If we are starting at a punched up level 3 would Theo's powers be just developing?

The way I build my godlings, they've have some evident power, even at lvl 1, but seen more as a quirk of nature, instead of full-blown superman. At lvl 3, Theo's godling abilities would be very hard to suppress/hide.

Being a 1st level human godling, I usually pick Emergent Divinity as my 1st level feat. Using that feat, I choose the godling Divine Trait - Divine Portfolio.

Divine Portfolio I:
Divine Portfolio I: The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed).

Using that Divine Trait, I choose the Heavens oracle mystery, and take the Lure of the Heavens (Su). His bonus human feat would normally be Fast Learner.
And the first level godling (mighty) special class feature is Lineage Domain, which I normally choose Travel.
So taking all that class info in, at first level, Theo would not leave any tracks, run 10 feet faster than others his level, and ignore difficult terrain for limited time.

I hope that clarifies what I wish to do with this character build.


I’m stepping out of the game - certain modules in use are too badly designed and impossible to use/balance with the main ones, and I saw too much drama because of them in the past. Best of luck, guys, and have fun!


Avoiding drama is always a good idea.

I'm not going to use any published modules.


Alas I will have to step away on this one - work is ramping up over the run up to year end (I'm in O&G operations) and I'm going to likely struggle to cover the games I'm involved in, outwith the games I'm looking to join.

Best of luck and enjoy :)


I'm currently torn between a Black Widow / Spider-Man / Nightcrawler-Esque Operative and a more Poison-Ivy / Swamp Thing Inspired Solarian. I also have a LXG version of Mr Hyde that I'm toying with. It's hard to say at this point which I'm going to actually apply with (open to feedback if any sounds better for this), but I'm going to try to have it all sorted for Wednesday, since Thursday is the holiday.


@GM Are you wanting more ideas on how to do superpowers?


I mean, the classic is to go full gestalt. With the options presented in the Character Operations Manual, gestalt is now a lot more feasible for Starfinder.


Almonihah wrote:
@GM Are you wanting more ideas on how to do superpowers?

I'm not not looking. I'm more looking for people who want to play a fast-paced game and have ideas about a character concept. If I/we didn't have an idea about how to do their powers, I'd be looking for ideas then.


So you're not going to try for a unified approach, instead doing something unique for each character? Honestly that's probably inevitable for this kind of thing.


I'm in favor of the gestalt idea, among others.


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TheWaskally wrote:
Tarren the Dungeon Master wrote:
Boston Theoretical could give this young godling a sense of purpose. If we are starting at a punched up level 3 would Theo's powers be just developing?

The way I build my godlings, they've have some evident power, even at lvl 1, but seen more as a quirk of nature, instead of full-blown superman. At lvl 3, Theo's godling abilities would be very hard to suppress/hide.

Being a 1st level human godling, I usually pick Emergent Divinity as my 1st level feat. Using that feat, I choose the godling Divine Trait - Divine Portfolio.
** spoiler omitted **
Using that Divine Trait, I choose the Heavens oracle mystery, and take the Lure of the Heavens (Su). His bonus human feat would normally be Fast Learner.
And the first level godling (mighty) special class feature is Lineage Domain, which I normally choose Travel.
So taking all that class info in, at first level, Theo would not leave any tracks, run 10 feet faster than others his level, and ignore difficult terrain for limited time....

That sounds like it creates the desired effect without creating an overpowered character. I like it.


So it sounds like we have a demigod and a telekinetic.

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I have a partially constructed android mystic character named Uncanny Valerie who I could adapt to a superheroic universe probably fairly well. (Ignore the background in the alias, which is written for a standard Starfinder game.)

I'm thinking the gist could be she was designed to be a living, walking database of all knowledge (say, e.g., Janet from the Good Place, without the godlike creation powers)... but she's been designed to attain that knowledge over time as her artificial neural net adjusts and expands. The knowledge she gains gives her access to "magic" (a supreme understanding of the universe such that one can bend it to one's will). Alternately perhaps she was disconnected from "the universal database" and cast out from whence she came, and is trying to re-establish a connection.

Either way, she believes experience and interacting with the world will help her attain her true purpose faster, and as she's gone out into the world she finds she wants to be a problem solver and help people.

The question is in your universe, I'm not sure who designed her. I'm thinking some kind of ancient-yet-technologically-capable sect, even indeed an Akashic order. Maybe some sort of Steampunk Monks. Or is there an organization in your universe that would work?

If, indeed, you think the concept works at all.

I'll also note I'm not very keen on gestalt games, so if the game goes in that direction, I'll pull out (with no hard feelings, just FYI).


DeathQuaker wrote:
I have a partially constructed android mystic character named Uncanny Valerie who I could adapt to a superheroic universe probably fairly well. (Ignore the background in the alias, which is written for a standard Starfinder game.)

Excuse me but that name is marvelous.

RPG Superstar 2015 Top 8

YoricksRequiem wrote:
DeathQuaker wrote:
I have a partially constructed android mystic character named Uncanny Valerie who I could adapt to a superheroic universe probably fairly well. (Ignore the background in the alias, which is written for a standard Starfinder game.)
Excuse me but that name is marvelous.

Thank you! :)


Regarding Uncanny Valerie, which I agree is a great name, a third level version of her would fit right in: a godling, a mutant, and android ...

The "supreme database" could be turned into a superpower that isn't game breaking. I can think of a couple different ways that could work. It could even be as simple as treating checks made to research knowledge differently. Did you have thoughts about how to do this 'supreme database'?

The adventure I'm imagining will involve transdimensional travel and travel to alternate realities. Is she a traveller from this universe or an interdimensional traveller? Was she sent here to collect knowledge about this universe by someone living in it or by someone from another dimension?


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As a suggestion, what if she was sent by someone in the regular Starfinder universe trying to find out information about the Gap?


I've still gotta do the full backstory but here is the crunch for what I'm thinking of.

Short version: It is a dual-wielding small-arms Operative, inspired by Black Widow and Spider-Man, but with the powers of an Octopus (or at least, some of the lesser known ones, rather than just having multiple arms).


YoricksRequiem wrote:

I've still gotta do the full backstory but here is the crunch for what I'm thinking of.

Short version: It is a dual-wielding small-arms Operative, inspired by Black Widow and Spider-Man, but with the powers of an Octopus (or at least, some of the lesser known ones, rather than just having multiple arms).

I'm reading these abilities and trying to imagine how you play it. Are you going to play this as a highly trained operative with a fun set of engineered abilities and a cool code name. Or, is he going to be a mutant human who's all "what do you mean I don't have 8 arms! I'm a mother-loving octopus!" before he drops an ink grenade and jets out of there?

I'm cool with either, just curious how she or he is going to be roleplayed. EDIT: Just saw the backstory. It still could be played funny or serious and be interesting either way.

An octopus operative, a demi-god, a telekinetic, and an android with a divine brain. This sounds like a superhero team in the making.

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