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![]() Near Space pg. 153 wrote:
They let you move with only mental actions, is this in addition to your regular land speed? For example, let's assume a base speed of 30ft. If I use the mental action to move half speed (15ft). Could you then use your move action to move another 30? Or even another 30 with the standard? Basically, I wonder if this armor upgrade simply increases your land speed, since if I understand it correctly, you can move a distance with only mental actions (ie taking up nothing in the action economy) ![]()
![]() Despair wrote:
All of this is INCREDIBLE!!! What an amazing imagination you have! This is basically exactly what I was brainstorming, but wasn't able to really formulate into coherent ideas lmao. I'm going to do this combined with the suggestions from others to make it first a bureaucratic fight to gain access to the portal as different groups fight for control, with their own theories as to what is on the other side, only to have everything they thought would be there be wrong. REAL LOVECRAFT SHI! ![]()
![]() Qui Gan Dalf wrote: Furthermore, what are the actual laws and regulations involved with research on Fardock? Perhaps there are legal and bureaucratic battles over control of... I asked my group before we started if they would like a politics-focused campaign and they said it would be cool, so I might do this as well!! I will combine yours and Metaphysician's ideas for sure!! Not combat-focused is a better plan since all of my players are INT classes (or still have INT as the highest stat) ¯\_(ツ)_/¯ ![]()
![]() Metaphysician wrote: The super defenses mysteriously shut down. Whatever was once keeping the Fardock sealed off has *stopped*, and everyone is freaking out over why. I really like this idea! Super cool concept that I think i would be able to take in any direction I wanted. I haven't homebrewed anything before, so I think i might reskin some of the society quests to fit this narrative. Thank you!! ![]()
![]() There is an infinite number of character ideas and class combos you can have. An operative doesn't need to be the shady halfling in the corner of a space bar, whos only motivations are credits and more credits. A soldier doesn't have to be a no-nonsense grizzled veteran who was this close to retirement. In my game, one of the players is an SRO operative, who was marooned by an evil corp and now that he is free, he wants to learn everything possible about human life after being treated as less than scrap before. Another player is a drow technomancer with amnesia, who in a previous life was a semi-pro vidgamer and streamer. You just need to think outside the box, maybe try subverting expectations? Like a lawful good robin hood style operative who worships Abadar, they like money but only steal from evil people for the greater good. I actually really like that one, I might play it.
Something that I legitimately enjoy is rolling completely random characters and just figuring out a way to make it work. I made a table with every available class and race and just rolled once for each. I got a nuar (the minotaur race) operative and he has been my favorite character I've ever made. On the other hand, however, I really don't see anything wrong with playing a class you enjoy playing. I personally don't like the Solarian, I play a lot of envoys and soldiers. I would still encourage you to not roll up the same character each time because that will get boring for you and everyone you play with. Idk if any of this was helpful, I'm new to forums. I just hope I didn't make it worse >.< ![]()
![]() *** I posted this in the wrong forum before, I already flagged it but so far no response (completely understandable given COVID), so I'm reposting it here w/ some minor edits. I hope this doesn't break any rules??
The book basically says anyone who tries to make it WILL DIE, either from station security, the insane laser guards or via spaghettification from the portal itself. I am happy my players are interested in the world, and, IMO, I would not be a good GM if I just insta-killed them for being curious and wanting to learn more. However, I don't want it to be an easy task, there should be a serious risk of death if either their plan isn't watertight or the dice aren't on their side. I already have some ideas for what could be on the other side; maybe a Lovecraftian dimension with elder things and unimaginable horror, or straight up golarion like the book suggested and I could homebrew an arc where the pcs are sci-fi soldiers in a fantasy world doing maybe a dungeon crawl?? that'd be sick. The problem lies in that I have not been able to find any more information online, or in the other books (I have all of the core). No stat blocks available, nor have I seen anyone else even mention this REALLY cool location.
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![]() I decided to drop some lore about Absalom during some downtime, and my players became really hooked to the ever sp00ky Fardock from the Pact Worlds book. They have made it their life's goal to find out what's on the other side. The book basically says anyone who tries to make it WILL DIE, either from station security, the insane laser guards or via spaghettification from the portal itself. I am happy my players are interested in the world, and, IMO, I would not be a good GM if I just insta-killed them for being curious and wanting to learn more. However, I don't want it to be an easy task, there should be a serious risk of death if either their plan isn't watertight or the dice aren't on their side. I already have some ideas for what could be on the other side; maybe a Lovecraftian dimension with elder things and unimaginable horror, or straight up golarion like the book suggested and I could homebrew an arc where the pcs are sci-fi soldiers in a fantasy world doing maybe a dungeon crawl?? that'd be sick.
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![]() First time posting, ill try to keep this simple. I am GMing starfinder for some friends soon, and it will be the first time for all of us with this system. I've decided to run "Into the Unknown" because it seems like the PERFECT way to introduce myself and the players to the setting and the rules (And because I have heard some negative things about dead suns having a plot too vague for some players to grasp) It seems like the quest will only take 1-2 sessions to complete (Which is great to introduce the players), but I have no idea how I should follow it up. I have never homebrewed anything due to my lack of experience being a new GM, so I could really use some guidance on where I can take my players after we finish this story. If you think homebrewing a campaign to follow up into the unknown is the best course of action, any tips for someone who has never tried anything like that before?? Or if there is already an AP or some other premade story (3rd party or official) I can find that would be just as good. Thank you for your help, and I'm sorry if this is too complicated a post |