When I want the theme of survival on an adventure, I tell my players, "this dungeon is resource poor, we will be tracking ammo and encumbrance". Otherwise I dont track ammo unless the players enjoy it. I've also utilized usage dice before. at the end of combat i have them roll a D4 for low capacity batteries or a D6+ for higher capacity ammos. if they role a 1 or 2, the ammo is expended. This can also be invoked any time there is a natural 1 to simulate the shooter wildly loosing their cool and shooting off rounds.
Goth Guru wrote:
You've pretty much got the idea, wonder grenade often does weird wacky things that can't be replicated by a spell, it could be good bad or neutral. Think wildmagic sorcerer table, deck of many things or loot box of wonder (which is a free starfinder pdf i suggest checking out).
So not terribly clever or in depth, I've wanted some aspect of wild magic to my witchwarpers, and they certainly need some more fun options. Take a look at this suggestion and throw any pro tips at me. Wonder Grenade: lv 8 paradigm shift
This is offensively and defensively dubious, but possibly a good tactical option.
The closest thing I can come up with is "The Hollow Cabal" references Roselight's art scene alot, and profession artist helps the PC's gather information. This city would provide RP for the artist. Visionary would have ties with the Barathu peoples, possibly a continuation of the artist. The veteran character could have ties with the Knight-Errant
Intellectual could have a connection to one of the many labs in the AP. The others are kinda evident, traveler and entrepreneur. I would even say that if the entrepreneur has experience with cybernetics, the implants in the AP would catch their eye. Not every PC needs to magically be connected to the specific events of this AP, it seems forced even though they were specifically chosen.
Nullpunkt wrote: So there is really absolutely nothing coming out of the backgrounds as written? (Haven't had A chance to read the whole AP thoroughly, yet) My assumption at first was that the backgrounds are used to help a character have a tie to politics. This is a false assumption because anyone can haves ties to Erem, they don't have to be a politician. "Erem is a popular and compelling politician, so you might consider choosing the PC with the highest Charisma bonus, a PC with the icon
So no, there is nothing coming out of the backgrounds. I searched the PDF for all the backgrounds given and the term background. I was expecting something like the pathfinder campaign traits to tie the characters in, but there is only one PC tie in and it is unrelated to the galactic gumshoes party creation backgrounds that explicitly said that they would be used in the AP.
I don't like that having armor pretty much indefinitely protects the players from the environment. What ever happened to man vs nature? I don't really have a house rule for this yet, I just ignore it. Also, "If you want to upgrade an existing weapon to be more
Milo v3 wrote: It doesn't really look like there are many faculty options if you're a shealth-primary character. All but one of the faculties presented favour having Cloud or Gear as your primary, but even Discorporation doesn't especially benefit sheath characters. I separated the forms and knacks based on which array they depend on primarily. Discoporation, Infestation, and Redirection all kinda force the cloud, Obliteration forces Gear, and only Infestation marginally supports Sheath. Luckily, the nanocyte isn't forced to only use one faculty. There are very few knacks for the sheath as well, not really any versatility to it. I tried to make my nanocyte Sheath focused, because it looked like the worst build (ie, prolly gonna be the least test played) They are a defensive healer that punches stuff. Still kinda reliant on the cloud...
The Chimera Mystery sets up the characters as needing to choose from one of six backgrounds which concludes with "Later volumes further detail the use of the PCs’ roles." I know book 6 introduces Erem, but I haven't seen any other material making use of this part of the first adventure. I am aware that the modules have different authors. Can anyone point me to the spot in the adventure path that makes use of this feature?
When creating nanocytes above level four, the characters accumulates forms and can "upcycle" one form. What I've done is hopefully the correct math to determine the item levels for major and minor a character could have optimally by changing their lowest level form to their level plus one. Lv5 major 2,4,6,6. minor 2,2,3,4,6
If it's wrong lemme know. I can't help as fast as Item cost, but these are the MAX levels your forms may be. Feel free to keep them all at level one if you wish.
How frequently can the tenth level thousand stitches be used? It doesn't mention anything about a nanite surge, so you would heal at least 20hp that round, them potentially do it again? Out of combat, reactive repair would recover 120 stamina for the cost of a nanite surge. In combat, this is a 4 hp buffer, added with thousand stitches and you would be mitigating about 30 points of damage (a round?). In top of that, if you are protecting a specific ally, and second facility is infestation, you are warding off attackers because of concealment and potential bleeding from hungry nanites if they stay in your area. I feel like this could save a teammates life.
The variety of weapon damage outputs on those lower levels is really slim, chances are you will not need to change anything because the extra one you pick up at level three, and you are always welcome to use the weapons you pick up adventuring or buy... Originally when i was reading the ability, I read it as breaking down equipment and adding an additional 10% to make a cumulative resource pot. You would be growing it little by little each time you find new equipment to break down. Perhaps you could run it on a upb tier by the level of equipment used. All level 1 used sets your upb at 400, level 2 is 800, etc. the numbers are arbitrary, and you need a new piece of equipment each time you change one of your forms. This way, you sacrifice a weapon at third level, fifth, and every time you are given a new major or update forms
It's amazing to see how much there paizo community feels like a family and how your audience can feel so connected to a business. I for one am certainly going to miss the work Amanda has produced in Starfinder, I'm sure her future works will help bring back that nostalgia feeling for everyone. And hopefully maybe there is still hope for an X.T.R.E.M. AP :)
Dracomicron wrote: Arc damage is not affected by specialization or any other bonus damage effects, to my knowledge. Since it doesn't roll to hit the secondary target or grant a saving throw, this is probably for the best; otherwise you could do nonsense things like shoot the AC 5 ground next to an enemy with a Static Arc Caster and do significant damage to the AC 30 Deathboy standing nearby. The arc is just to apply the polarity effect because the enemy is being hit with the electricity damage from the weapon. The extra damage would come from the cleave, when you do actually hot that enemy with the gloves, that attack would have the polarity applied to it, not the arc. Also, now i want to electrocute the ground to hit heavily armored foes.
Nighthorror888 wrote: I'm honestly super disappointed with the Barathu art. There are three new pieces of art, but they all look identical to the standard Barathu we have seen several times over, aside from one being conjoined. Same shape, same colors, same tentacles. For a race whose whole gimmick is self-modification and specialization, I wish the art was more creative and unique. I want to see more Barathu like the second picture in Alien Archive. The hag on page 59 is adorable though, I'm not sure that's what they were going for. It's not in the adventure contents so I hope it's not spoilers or anything. Tudine looks like "The Future of Tomorrow", i like it. I agree that the Barathu are uncannily "Barathu" like I haven't read the adventure yet but perhaps they are meant to look like that, suspicious!
SpiderOrc wrote:
How did this work out for your group? What were the speed bumps and the highlights? What did they catch onto quickly?
So while reading through the adventure, event one seems to indicate the PCs are specifically lucid and being interacted with in this encounter. This is spoilers. The abductors specifically tell them that they are being deceived, then the event plays out as if the PCs are starting to realize something is wrong and there is a gap in time. If they already know they were abducted, what is the point of setting up the clues about what happened? Later on, they are hypnotized by a physician to recall the events, I'm confused as to wether the PCs are supposed to guess what happened or have a direct answer and role play ignorance. I'm assuming the part of them mentioning the details of event 1 are exposition for the GM. What is everyone's interpretation of this event, how did it go over with your PCs?
How about a non- Newtonian terrain hazard? If they move across it quickly there is no detriment, but if they stop to take standard actions, everything becomes difficult terrain. weapons don't do much but cold and fire grenades change the consistency in their radius for an amount of rounds equal to their item level (cold removes liquid properties and hot removes solid properties). If they get tripped, they become submerged, and must take their whole turn slowly standing up. They get DR/1 against piecing/slashing bludgeoning that round and still need to move out of the difficult terrain. What makes it really fun is when one of the PCs trip and an enemy trows a cryogrenade!
I'm wondering where the adventure explicitly gives the location of the black site to the players. There are two NPCs that can point them in the right direction, but that assumes the players let them live, which is a dangerous assumption.
My guesses: No name gives them a few miles worth of snow they can check out, and Avigdis is able to give them the location. I'm assuming I just have the players cinematically defeat her and she stays alive to tell
The Phantasy Star series is an important science fantasy game that I incorporate into most ttrpg's that I run. It's the idea that this evil comes back every millennium and humanity hasn't learned or changed. There's bits of lost technology and it blends Magic seamlessly. In one of them they thought they were in a medieval kingdom, but it was the biome off a Generation ship. Heavy Metal is a really good gonzo science fantasy. I also like the art of metal bands. The night begins to shine is a really good episode of a really bad cartoon, teen titans go. If you like vaporwave and outrun style art, and cybernetic unicorns check it out Kung Fury is worth watching. The Viking era has laser Raptors and Valkyrie with Maschine guns. Also time traveling hitler. It's a short film, check it out
I like monsters that aren't using weapons and character abilities, I could just make NPCs. I also think some lower tier mobs are important.
Haunts from carrion crown were amazing, having glitched AI or gremlins, dimensional instabilities or hespers that cause problems. For example, a computer that makes solid holograms of its crews last battle, etc. Having monsters that are not necessarily combat encounters, like undertale, would be amazing.
BigNorseWolf wrote:
The way it is worded with small arms only applies to fusions such as throwing weapon, it applies to melee only, so it is not compatible with small arms. Soulfire says weapon crystals only, not melee only.
pithica42 wrote:
Soulfire is a fusion that is applied to solarian crystals, not any form of solar weapon. Because solar flare can use weapon crystals, it can use weapon crystals with the soulfire fusion. You don't apply soulfire to anything that isn't a solarian crystal, so literally speaking it cannot be applied to solar flare OR solar weapon. You can apply it to the crystals both of these abilities feature.
FormerFiend wrote: Convergent Evolution & Intelligent Design make for strange bedfellows but the resulting bastard offspring is named Convenience. I just feel like if I wanted to play Iron Claw, I would have picked up that game system. These options are more appealing to my players because they have some familiarity. I mostly just feel disappointed because my players keep thinking earth exists because "where did all the humans and animals come from" It makes it harder for my group to get immersed in the Pact Worlds. I bought the interface zero for them to give them a game world with more of these themes. That's just my group though. They are expert contrarians
Athos710 wrote:
I'm having the same issue with the two scenarios in this subscription. It shows that i paid for them and directs me to a sadly vacant downloads section. Also the customer service line does not work... |