Wolf in Sheep's Clothing

Gajavi's page

Organized Play Member. 16 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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Saashaa wrote:

I'm not normally the one that says a straight, 'don't do....', normally is it a 'yes,but' or 'go for it, but try this alternate...'. Playing an evil character in a campaign not designed for evil characters is not worth it. I admit, I say this because I have never 1) seen it played well, so as to cooperate well, and/or 2) seen it received or played with well by the others at the table. Honestly the biggest problem is the second one. Any group that has both good an evil characters in it almost always, at some point, requires the good character to jump through unrealistic rp hoops to justify not pvping or some other in-game hostile action to stop the evil character. It puts a huge strain on the group that is just not worth it.

Though I have many anecdotes, my personal anecdote is when I played an evil aspiring crime lord. I collaborated and worked fantastically well with the group ensuring that I was not stepping on anyone's toes or ruining anyone's fun. Sure enough there was a victim of my evil, the GM. The GM couldn't handle the sheer bloodthirsty evil that I drove the entire party to.

I desperately want to play an evil character again, but am waiting for an opportunity to play either Hell's Vengeance or Way of the Wicked. Were I to play an evil character in anything else would be a selfish way to play.

Again I reiterate, please don't ruin other people's fun just because you want to try playing an evil character. It is truly not worth it

An evil character can easily derail things if the player isn't careful in their design for the character and how they play them. Which is why we're helping Genetic Flood flesh out their character so they can have someone that probably won't cause too many RP hoops to jump. Evil characters just needs more thought put into them in order to avoid the issues you mentioned than most other alignments.

I personally see the evil alignments as a "get GM permission first" thing because many aren't willing to take the chance, but have the potential of being memorable with how different playing evil can be. Chaotic Neutral I see as more common of a problem as it's often used as an excuse to do anything.


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It's sounding like your character is almost there and I'm certain we'd love to see the final result.

If you have a few hours to spare then I recommend looking at the Alignment series by Dawnforged Cast, particularly episodes 6 (Neutral Evil) and 7 (Lawful Evil). Episode 3 (Chaotic Evil) might give you some ideas as well, but it sounds like you're leaning more towards LE or NE.

https://www.youtube.com/watch?v=wiuLkFVCHGE&list=PLTgwt_ewEFeP-XVoWcYRJ caEyYcf4p1WR

MageHunter, Farscape's Scopius is by far one of my favorite villains because despite his physical prowess, he favours using his intelligence and charisma to reach his goals.


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The character I'm currently playing is Lawful Evil and this is how I was able to justify her in an adventuring group.

*She is a guard from a devil worshiping tyrannical nation and thus respects people who make use of their strengths (eg. if you don't have the strength/cunning/willpower/etc. to pull yourself out of your situation, then you deserve to be there).

*The law is very important to her and will do everything in her power to uphold it which had the result of the strongest friendship in the party being between my Lawful Evil Fighter and the Lawful Good Paladin as they both hold order and justice in very high regard. where they differ is in the "how" and they often debate the merits and flaws between merciful and brutal justice (eg. show mercy and they'll just do it again tomorrow vs. being heavy handed will only make them learn to hide it better).

I have a small list of punishments for her to use sparsely that are almost tests of will. Like nailing the hand of someone that tried to bribe her to a post and giving them a claw hammer to free themselves, if they have the will it can be done in under a minute, if not then they can be there for days as a message to anyone else who might consider doing something similar. I don't touch this list often and only used it once so far as to keep the shock value when it is used.

The goblin children question mentioned earlier actually came up in the campaign and my character waited until the paladin was in another area before I killed all the ones I could find. The best part was I didn't have to justify myself to everyone else when they all found out as the Cavalier in the group immediately saw my reasoning (eliminate the tribe completely, thus breaking the cycle of revenge) and he was the one that settled the paladin down who was freaking out about the child slaughter that was committed.

While not being much of a character study of evil like the others here are providing, I thought it could be useful as an example of an evil character that is working well within a mostly good aligned the group. This also seems to fall in line with what Dastis was saying about the focus being on methods, reasons and values.


Cathulhu wrote:
Correct on both counts

Fantastic, just wanted to be certain.


GMing Starfinder Society with a regular group of players and in character creation the Android Mechanic asked two questions that I'll put here with my answers. but it would be nice to get confirmation that I made the right calls.

Q1) "Can I have his Custom Rig installed into his Android armour slot?"
My Answer) Yes, the Mechanic Custom Rig can be installed on any armour slot and the Android slot says it can take anything that can fit into Light Armour.

Q2) "Can I put Tensile Reinforcement into my Android slot and gain extra hit points and Hardness?"
My Answer) No, you are not an item.


========= RESOLVED ==========

Thanks Adder007USA and NiTessine.

I had the feeling my order was a bit off as #1-01 is the introduction of some important NPCs. What threw me off was that Into the Unknown was being used as the introduction scenario at a number of places.


Just checking if I have the order right for running scenarios for my local group, please met me know if I have the order wrong.

1) #1-00: Claim to Salvation
2) Quest: Into the Unknown
3) #1-01: The Commencement
4) #1-02: Fugitive on the Red Planet
5) #1-03: Yesteryear's Truth

Basically asking where the Quest comes in as the raw #1-XX is very clear.


Thanks Jhaeman, your answers A, B and C were what I was guessing the answers would be and it's great to know I was on the right track. I like your answer D and may steal that for my own game to help with simplicity.


First I would like to preface this with that I am new to organised play GMing (running first scenario this coming Tuesday). I have a few questions regarding a few encounters in Starfinder Society Scenario #1-00: Claim to Salvation.

Heat & Armour:
The Fort save required to resist the heat has a -4 penalty if the player is wearing heavy clothes or armour. However, if a player opts to seal their suit would it negate the environmental hazard completely?

Encounter B1:
The text on page 12 states "Lighting throughout the structure is currently off, shrouding most of the goblin settlement in darkness.". Am I correct that since room B1 is in darkness that players would have the Blinded condition (50% miss chance, athletics or fall prone, etc.) unless they have a form of light emission like a torch or a form of Dark Vision? This combined with the range they have to shoot against the goblins on the walkway 40 feet up could make it a nightmare to hit anything.

Encounter B4:
In the tactic mentioned on page 17, it says they prefer doing an attack and a spell when possible. Would it make sense to do this while they have someone in melee as the AoO would have a good chance of wasting the spell each time. The problem remains with the alternate strategy given with the ranged attack provoking the AoO, so they would get shredded if engaged in melee. Additionally, it does not state how high the walkway is that the players enter on, so I am assuming it is 40 feet high with an 80 foot roof like the floor above?


Fantastic, that was the option I was leaning towards as A seemed like it would be a let-down without a chance to get both boons (which made no sense) and C looked far to generous.

I appreciate the assistance.


I will soon be doing my first few games GMing for Organised Play (Starfinder Society specifically) and have a question regarding how to properly rewards quests.

Lets pretend this is the rewards for a 5 stage quest:

1- 100 credits, 1xp, 1 fame
2- 200 credits, 1xp, 1 fame
3- 300 credits, 1xp, 1 fame, 1st boon
4- 400 credits, 1xp, 2 fame
5- 500 credits, 1xp, 2 fame, 2nd boon

If my players complete all 5 stages, which would they receive?

A) 500 credits, 1xp, 2 fame, 2nd boon
B) 500 credits, 1xp, 2 fame, 1st & 2nd boons
C) 1500 cedits, 5xp, 7 fame, 1st & 2nd boons


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My goodness... I did not expect this thread to gain as much traction as it did for a new Organised Play GM.....

Anyway, I am sure I'm not the only one looking forward to playing a Goblin Mechanic keeping everything together with tape and string.


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rknop wrote:
Note that GMs chose between a Pathfinder race boon and a Starfinder race boon; they didn't get both.

And now I am a little sad to be an Australian, far away from being able to gain the race access at GenCon...


Farrindor wrote:
Thursty has posted that they are working out how they will unlock the legacy races section, but that they wanted to focus on the actual Starfinder Core Races first. So we expect, eventually, they will come around, but I anticipate seeing some other, more alien-like races coming in (and not just from charity auctions) for a while before that happens.

That makes sense, not much point opening up a galaxy of possibility only to retread the same ground.

It was something I was curious about as to head off players that might have an eye on them when I start running Society locally and thought to share it as other GM's may have similar experiences.


Initially I was going to ask this of the forums, but found the answer myself and thought the community would benefit from the answer if they have a player ask the same thing.

The Legacy races in Chapter 11 of the Starfinder Core Rulebook (pp.506-511) are not considered always available as the Starfinder Society Guide states "The choices offered in Chapter 3 of the Starfinder Core Rulebook are always available" (p.20). This indicates that by omission, Legacy races are NOT Starfinder Society legal without a Personal Boon granting otherwise.


Has anyone else noticed the funny spelling error in this booklet on page 14 (Sarcesian entry) where it states their Tactical Sniper Rifle damage as being 1d810+5? That's a nice hard hitter for a CR5.

My guess is it was supposed to be d8 or d10 (being a sniper rifle, my guess is d10).