Copper Dragon

Paris Crenshaw's page

Contributor. Goblin Squad Member. Adventure Path Charter Subscriber; Pathfinder Pawns, Starfinder Accessories, Starfinder Adventure Path, Starfinder Society Roleplaying Guild Subscriber. Organized Play Member. 2,466 posts (2,594 including aliases). 8 reviews. 4 lists. 1 wishlist. 3 Organized Play characters. 10 aliases.


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I finally got around to updating these. The shipsheets below include every ship involved in combat presented throughout the AP. The DCs are calculated based on the premise that the PCs' ship's tier will be equivalent to the APL recommended at that part of the campaign.

Dead Suns Shipsheets (DS 1-6).PDF

There are lots of numbers to juggle, here, so I may have made some errors. Please let me know if you find any mistakes.

Thanks!

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I finally got around to updating these. The shipsheets below include every ship involved in combat presented throughout the AP. The DCs are calculated based on the premise that the PCs' ship's tier will be equivalent to the APL recommended at that part of the campaign.

Dead Suns Shipsheets (DS 1-6).PDF

There are lots of numbers to juggle, here, so I may have made some errors. Please let me know if you find any mistakes.

Thanks!

Liberty's Edge Contributor

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I finally got around to updating these. The shipsheets below include every ship involved in combat presented throughout the AP. The DCs are calculated based on the premise that the PCs' ship's tier will be equivalent to the APL recommended at that part of the campaign.

Dead Suns Shipsheets (DS 1-6).PDF

There are lots of numbers to juggle, here, so I may have made some errors. Please let me know if you find any mistakes.

Thanks!

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Paris Crenshaw wrote:
Zaister wrote:
Hmm wrote:
Paris Crenshaw wrote:

Hey, Folks!

I put together shipsheets for the ships used in the campaign. I'll add pages to it when parts 5 and 6 come out, as well. The stats and DCs for some of the offensive actions on the enemy ships' sheets are based on fighting the Sunrise Maiden as she is presented in the first book.

Dead Suns Shipsheets.PDF

Enjoy!

Paris, this is a life saver!
Indeed, thanks a lot for these!

I'm glad folks are finding them helpful. I am about to update the file to add the ship sheets for books 5 and 6. How would you like me to present the DCs? Should I assume that the PCs' ship tier is the same as the the proposed level for the portion of the AP in which the ship combat takes place? Or should I just leave those blank?

I went ahead and made a command decision. The sheets below include every ship involved in combat presented throughout the AP. The DCs are calculated based on the premise that the PCs' ship's tier will be equivalent to the APL recommended at that part of the campaign.

Dead Suns Shipsheets (DS 1-6).PDF

There are lots of numbers to juggle, here, so I may have made some errors. Please let me know if you find any mistakes.

Thanks!

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So, I'm finding that I have a minor quibble with the scale on the map for The Splice on Eox. The map indicates that the scale is 1 square = 10 feet. However, the building interiors seem to be scaled for 1 square = 5 feet. In order for the overall scale to be in accordance with what's printed in the book, the smallest doors and every chair would have to be 10 feet wide.

Rescaling the grotto map to 1 square = 30 feet isn't a problem, because it's totally separate from everything else. But if the intent was to make things more "spread out" in the Splice, I think a better way to have handled it would have been to indicate that the interior map for each building is a separate location and let the distances between them be more nebulous while keeping the 5-foot scale for each interior.

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Wei Ji the Learner wrote:


As of 15JUN2018:

Still unable to print sheets in Firefox
Still unable to import custom avatars for characters
Still locked to one machine, additional access machines=$

Losing any allure the program had (and it was already skating on very thin ice with 'online-only' subscription model) to me.

Taking a look at PCGen again.

I agree that there are some real frustrations with HLO's functionality, but I do want to point out that you are not technically locked to one machine with HLO. You can only log into the system on one machine at a time, but it's a web-based system. I frequently jump between my iPhone and my PC. It gives me a warning that I've exceeded the limit and have to log out of the other machine, but there's no penalty or time delay for shifting between the two. (This is different behavior from Hero Lab Classic, which does require a separate license for each machine you are using the software on.)

HLO currently works fine as a character creator, though there are issues with some browsers, obviously. It has functionality to create PCs, NPCs, and monsters.

However, there are some problems with using adjustments from spells and other effects, there is no ability to import custom portraits, you can't create custom content, as far as I know, output options are limited, and there is no support for GMs in the form of tactical consoles or encounter creators, like those available in Hero Lab Classic.

I would like for things to move faster, but I also know that companies can't always move at the speed I'd like them to. It does, however, raise questions for me about how robust their support for the Pathfinder Playtest is going to be. We were told HLO was going to be up and running to support Starfinder when Paizo released it last year, but it took a few months before that support finally came. If there are similar delays when the Playtest materials are released, we could be almost done with the playtest before HLO is ready.

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Meadow lark wrote:

it does not sound too bad, can I make one request!

DON'T SCREW THIS UP!!! I have real concerns that you are going to make this like 5E. The simplifying of things is good, the action economy has promise.

I like the removal of initiative and the use of other skills for initiative but it does seem clunky ie the GM will need to spend time asking everyone what they are doing this will be both good and bad.

I would like something like the crypt released as a proper PF2 module in the playtest so people can give it a proper workout.

You should watch or listen to the Know Direction podcast from Thursday. Erik Mona and Logan Bonner provide a ton of information about the design philosophy. Erik explains clearly that this will not be "just like 5e" and also explains why some things may seem similar to 5e, even though their design process didn't involve any comparison to what 5e did.

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Somehow, I thought I would be upset by the announcement of a new version of Pathfinder. Now that it's here, I'm actually okay with it. It definitely looks like Starfinder was the step toward a second edition of Pathfinder. I look forward to seeing what fun Paizo cooks up.

Liberty's Edge Contributor

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Hey, Folks!

I put together shipsheets for the ships used in the campaign. I'll add pages to it when parts 5 and 6 come out, as well. The stats and DCs for some of the offensive actions on the enemy ships' sheets are based on fighting the Sunrise Maiden as she is presented in the first book.

Dead Suns Shipsheets.PDF

Enjoy!

Liberty's Edge Contributor

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Hey, Folks!

I put together shipsheets for the ships used in the campaign. I'll add pages to it when parts 5 and 6 come out, as well. The stats and DCs for some of the offensive actions on the enemy ships' sheets are based on fighting the Sunrise Maiden as she is presented in the first book.

Dead Suns Shipsheets.PDF

Enjoy!

Liberty's Edge Contributor

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Hey, Folks!

I put together shipsheets for the ships used in the campaign. I'll add pages to it when parts 5 and 6 come out, as well. The stats and DCs for some of the offensive actions on the enemy ships' sheets are based on fighting the Sunrise Maiden as she is presented in the first book.

Dead Suns Shipsheets.PDF

Enjoy!

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Kudaku wrote:
It's about time for me to ask that question again: Are there any new power armors added in The Ruined Clouds? :)

Sorry, Kudaku. No powered armor in this one. There is a chance the PCs might get their hands on some Azlanti technology, but it is far from guaranteed and they don't have any powered armor with them.

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Ralphrius wrote:

Absolutely give them a map if the PCs are clever enough to find a reasonable way to get one. The map in itself, like you said, doesn't really ruin any encounters.

As for the atmosphere, this got my brain going. You're absolutely right. Engineering is, if anything, more logical a place to restore the atmosphere. So what if, when given the map of the Acreon, the PCs are instructed that to restore the atmosphere, they need to go to Engineering...
Only to find that the Akatas have ruined the necessary terminal?

Okay. I like that option. Normally, you can do it from engineering or the bridge. But things don't always work out the way they're supposed to. I'm definitely going this route. Thanks!

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Jhaeman wrote:
I hope this "Absalom Station pawnbroker" is the same one from Into the Unknown--recurring NPCs are great . . .

Thursty confirmed on Facebook that it's the same character! :D

That NPC was a popular one. He is available to my players as a resource in the Dead Suns AP, because we ran Into the Unknown as a campaign intro adventure.

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rixu wrote:

We continued to the Star-Eaters Spine yesterday and I ran into a strange thing on the book.

Veolisks special ability Void Gaze does not specify any action needed, so according to core rules it requires a standard action. However, the effect of the gaze ends on BEGINNING of the victims next round. So basically there is no effect? Since the effect ends before the victim can do anything. And without the possibility to confuse the enemies effectively the Veolisk is not much of a threat to level 5 group I decided to run the power as a passive power that works on anyone who is actively facing the Veolisk. This made the encounter really interesting, especially when a Solarian hit a teammate for 25 damage and a few spore-effected PCs spent half of the fight gazing to the void doing pretty much nothing. They won the fight but this way it was a challenge.

Anyway, any ideas how the power SHOULD work since I could not find any reasonable answer RAW?

From the Universal Creature Rules in Alien Archive (page 154):

Opponents that look at a creature with a gaze ability are in danger of being charmed, being paralyzed, being turned to stone, or suffering another negative effect. Each opponent within the gaze’s listed range must attempt a saving throw (usually Fortitude or Will) at the beginning of its turn. On a successful save, the effect is negated. An opponent can giveitself an advantage against this ability in one of two ways. [followed by rules for "Looking Obliquely" and "Blocking Its Vision"]

So, anytime a creature is within the range of the veolisk's gaze, and especially when it has to look at the veolisk to make an attack, they must begin their turn with a Will save. If they fail, they lose their action and are confused until the beginning of their next turn. At that point, if they choose to look at the veolisk again, they must make another Will save.

The standard action you mention is referring to a piece of the universal ability text that wasn't copied over from Pathfinder. In the Pathfinder rules:

A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature's gaze twice during the same round, once before the opponent's action and once during the creature's turn.

So, even if a veolisk's opponent goes first and succeeds on its save at the start of its own turn, the veolisk can force the opponent to make another save during that round by taking a standard action to focus its gaze on them.

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Perdue wrote:

To help add more to your resources, I'd like to note that I've got a spreadsheet with all the playable races and equipment that I've been keeping updated.

Starfinder Tables

Nice! Thanks for the heads up, Perdue. If it's okay, I'll add a link to your tables on my sheet listing the playable races.

Liberty's Edge Contributor

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Hi, Everyone!

I've updated the file with the information from Starfinder #3: Splintered Worlds.

As I was doing this update, I realized that there is information in the various Paizo Blogs that I haven't added in. I will focus on doing that until the next Starfinder product is released.

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Thank you very much for taking the time to play through our adventures!

I hope your group enjoys the next one. I personally think Brian Suskind and Ben McFarland did a great job with it (though I am admittedly biased). I'm anxious to see some feedback on it.

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Well, since there isn't anything more detailed than what we already have, anything you came up with in those first encounters should work. It's just a matter of taking those details and working them into a broader backstory. Since that situation didn't have anything at all to do with the events on Castrovel, GMs should have time to figure out how they want things to work for their campaigns before they start running Splintered Worlds.

It seems to me that, after "Splintered Worlds," any machinations within the Pact Worlds system will have minimal impact on what the PCs do. I mainly just wanted to know if there was flavor I was missing or if I was free to spice things up on my own.

Admittedly, I'm "fortunate" because my gaming group can't schedule frequent get-togethers, so things are slower for me. We finished our last sessions after the PCs blasted the mysterious Necroglider out of space and sent it crashing into the Drift Rock.

It will be interesting to see if they find Eskolar and what they do about it. They were already very dubious about taking on the task from Ambassador Nor. One PC had a bad run-in with the Corpse Fleet as part of his background, so this could go poorly for them. ;)

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Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Thanks for the great review, EZ!

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Robert G. McCreary wrote:

Commander Eskolar does not have any further role to play in the AP. She is included primarily to create a potential source of conflict with Ambassador Nor, which has its repercussions in this adventure (i.e., he does not inform the PCs about the nihili assassins sent after them on Eox), and to foreshadow the Corpse Fleet's involvement early in the campaign.

Commander Eskolar's fate is not predetermined in Incident at Absalom Station — some groups will take her to Nor as promised, some groups will fight and kill her, and other groups will deliver her container unopened to Nor and never even learn of her existence. As a result, what exactly she is doing on the Acreon and Absalom Station, and her further role in the AP, if any, is left to individual GMs based on what happened in their campaigns.

If she was planned to appear later in the AP, the adventures would have mentioned it so GMs could plan accordingly. Since it's not mentioned, it's up to you! (And the ideas above are all great ideas!)

Thanks very much for taking the time to answer the question for us, Rob. I had a suspicion that she was a plot device, but I didn't want to run to far with my assumptions.

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The 3rd book doesn't tell us why Commander Eskolar was on the Acreon in book 1. There's no mention in this book about the "Eskolar situation" being used later in the campaign, either, which means I don't know whether it's okay to make up my own reason for her presence there, or if it will be revealed (and be important) later in the story.

It seems to me that there are really only two option categories that matter: she's either working against the Corpse Fleet (defecting/spying/whatever) or she's working with the Corpse Fleet (which means Ambassador Nor is helping the Corpse Fleet, intentionally or otherwise). It would be really helpful to know which of those two is the real situation. It would be equally helpful to know that such details are not part of any future elements in the Dead Suns campaign, so GMs can come up with their own answers.

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Freedom Snake wrote:

Another possibility is that the Corpse Fleet is in fact a sanctioned, but disavowed black ops division of Eox's military. In this instance, Ambassador Nor could be helping smuggle a known, high ranking, corpse fleet strategist into Absalom Station for some nefarious purpose. Because only the PCs, Commander Eskolar and Ambassador Nor have knowledge of this, the PCs are a loose end which needs to be eliminated.

Given that the Corpse Fleet is banned from the Pact Worlds, the fact that they were present at the Drift Rock, in Absalom Station jurisdiction, is a violation of Pact World law. There's no real reason to risk their own exposure and discovery when they could employ patsies to do their dirty work and then just eliminate the witnesses.

One of the two tables I ran this for never opened the crate. Hear no evil, see no evil, speak no evil sort of thing. They were confused as to why they got jumped by the Corpse Fleet in the first place, but who can truly know the motives or intentions of such as those? They eventually assumed the Corpse Fleet wanted to search the Drift Rock for themselves, possibly aware of the alien tech.

There are definitely some continuity challenges with this situation that I'd like to get clarity on. If the PCs never open the crate and don't find Eskolar, then they have no knowledge of Corpse Fleet involvement. Even if they *do* discover Eskolar, Ambassador Nor edits out the encounter with her before making the recordings public.

As a result, if Eskolar is the reason the Corpse Fleet attacks the PCs upon leaving the Drift Rock, the Fleet has to have another reason to know that Eskolar is on the Acreon. The video never shows any interaction with her on the ship, but whatever she is doing there has to be important enough and the corresponding need to destroy the PCs strong enough for the Fleet to reveal themselves within Absalom Station-controlled space.

If we knew *why* Eskolar was trying to get to Absalom Station, it would help deduce why the Corpse Fleet is so anxious for that information to die with the PCs. It would also help me adjust the story based on the PCs' actions.

Unfortunately, the 3rd book doesn't tell us why Eskolar is on the Acreon, either. There's no mention in the book about the "Eskolar situation" being used later in the campaign, either, which means I don't know whether it's okay to make up my own reason for her presence there, or if it will be revealed (and be important) later in the story.

I'm posting that last part in the Splintered Worlds GM Reference thread, in the hope that it might be answered... or to further discuss it there, at least.

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Am I the only one who intends to play up Waneda Trux with a voice like Roz from Monsters, Inc.?

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Thanks for starting these, Rysky!

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I've updated these sheets with the characters, organizations, and locations from Starfinder Society Scenario #1-06: A Night in Nightarch.

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Gary Bush wrote:
Paris Crenshaw wrote:
You can find the sheets here: Starship Role Sheets.pdf {link removed}

Your link didn't work for me.

Thank you in advance!

Oops! Sorry! I should've known better than to link to the one in the Starfinder Society Facebook group.

Try this one from Google Drive.

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In case anyone would like to use them, I created a packet of starship combat "role sheets." Each sheet includes everything the character in that role can do and has blank boxes the player can fill in as a reminder of the DCs for the various actions. I got the idea from another GM as something to hand out to players during Starfinder Society games, but they're useful in my home game, too.

The sheets are up to date with the current DCs, as well as the other changes from the starship combat section of the FAQ.

You can find the sheets here: Starship Role Sheets.pdf

Enjoy!

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In case anyone would like to use them, I created a packet of starship combat "role sheets." Each sheet includes everything the character in that role can do and has blank boxes the player can fill in as a reminder of the DCs for the various actions. I got the idea from another GM as something to hand out to players during Starfinder Society games, but they're useful in my home game, too.

The sheets are up to date with the current DCs, as well as the other changes from the starship combat section of the FAQ.

You can find the sheets here: Starship Role Sheets.pdf

Enjoy!

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Thelo wrote:
Thanks Paris!

Glad to help. I'm cringing that I missed that typo in my post, though. "Gaze attach" ... sounds like an ability where you grab someone by staring at them. ;)

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Thelo wrote:

Loving this whole adventure path so far but have a question. How do I figure out the save DC for ELACNIDA's Petrifying Gaze attack? No DC listed but it must be pretty substantial given her CHA score.

I came up with 10+5 (half of her class level for Spy) + 7 CHA + 2 Ability Focus = 24.

Is that correct or should I be using her HD instead of her class level?

Any help is appreciated.

Hi, Thelo.

The save DC for a gaze attach is DC 10 + 1/2 gazing creature's racial HD + gazing creature's Cha modifier.

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Robert G. McCreary wrote:
Paris Crenshaw wrote:
I'm curious to know how they'll fit the ship and the docking bay details on the other side of the map. It seems the ship interior will just fit on the bigger map with a little to spare. The hull and full wingspan should take up more space. I don't know how they're going to have room for any of the docking bay details.
The exterior map shows one side and wing of the ship and the docking bay, not the entire exterior.

That makes sense. Thanks, Rob!

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Steve Geddes wrote:
Marco Massoudi wrote:
Couldn't the artwork for the "Sunrise Maiden" (for example) being comissioned for a "bigger starship" flip-mat?

Heya, Marco.

Go here to voice your support for something similar. :)

It appears that Paizo agreed with you. :)

From the product description: "...this double-sided over-sized map..."

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Gladior wrote:

Paris,

This is AMAZING! Thank you bunches. I really, really, really love the CD case!

FWIW, I went with a Swedish band called The Sound of Arrows, which is a little less anime-ish, but a little more in line with my group's musical tastes while still hitting that saccharine note.

Glad to help. I'll have to check out that band.

If you're interested in putting a little bit of extra lore into the setting, here's something that recently came out of complaints I made to my friends about a voice-to-text mistake. My phone converted my daughter's name "Tatiana" to "That's Yana." My friend suggested that the phrase "That's Yana!" should now mean "Awesome!", "Sweet!", and "Totally Tubular!" I decided I'll be using that in my games. So....

Paris's Starfinder Head Canon wrote:
Yana! is the title of the third single released by Strawberry Machine Cake from their album Triaxian Summer Camp Friends. The titular Yana is a fabulously chic girl who has it all. The group’s millions of mega-fans quickly adopted the name as an expression of everything good and fashionable. Teens everywhere are still saying, "That's Yana!" when they encounter something they like.

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Gladior wrote:

I want to have music playing when the PCs receive their mission from Zigvigix to simulate ** spoiler omitted **

Any suggestions for what song would be good to play? I'm thinking something with heavy synth, super major key, high energy...

I've done a lot of googling over this.

Spoiler:
The definition of "sugar pop" in the real world seems to fall on groups made up of young singers selected to perform together. Most of those don't fit the theme, very well. It seems Asian groups are getting a lot of attention to fill this role.

In fact, someone on Reddit made up a face CD case for it:
Made a prop for SFS-101. Star Sugar Heartlove!!!.

A lot of folks are going with something from BabyMetal, but that doesn't fit the loose description of "sugar pop" I have in my head.

I've decided to go with 4Minute, because there are several of their songs on youtube that have a more happy sound. I put together my own playlist of songs that I felt were most appropriate. You're welcome to use it if you like.
Paris's Strawberry Machine Cake playlist.

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Thanks! I'll post here the next time I update the sheets. If you happen to find that I'm missing a character, location, or organization on the lists, please let me know!

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So, I went a little crazy with the launch of Starfinder. Excited at being on the ground floor of a new setting, and wanting to keep track of references for later addition to my campaign setting stuff in Realm Works, I have gone through every published Starfinder product (Core Rulebook, First Contact, Alien Archive, both AP issues, and every released Starfinder Society scenario) and extracted snippets of information.

The Google spreadsheet linked here contains lists of every named NPC, organization, location, starship, race (with source of racial traits, if any), and creature graft, plus a couple of other tidbits.

The spreadsheet is extremely "spoilery" because it includes info on characters and places players will encounter in every published adventure or scenario available.

GM Info & Lists for Starfinder

My goal is to keep this updated as new products come out. I'd love to get this transferred over to the Starfinder Wiki, but those writeups take more time than a simple line item on a spreadsheet and I have a lot of things going on that limit my time. I can't even promise that I'll be able to keep up with product schedules forever, but I'll do my best.

Enjoy!

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I'm one session away from starting this campaign (we started with Into the Unknown as a warm-up and I'm kicking off Dead Suns as the PCs are returning from that mission.

I had the players give me at least 2 contacts their PCs would have, and I'm reworking the initial motivating plot to allow them to use their contacts during the investigation. I thought I'd share my version of the plan:

Spoiler:
Astral Extractions (AE) has manipulated both gangs into carrying out the assassination of Duravor Kreel. They want him dead for the same reasons stated in the module, but they achieve that end in a much more convoluted way to avoid drawing specific attention to themselves.

Playing on the tension between the two gangs, an agent of AE paid an attractive and "popular" club goer, Varsin Glaed, to manipulate a member of each gang into fighting over him. In the ensuing fight, the Downside Kings member killed the Level 21 Crew member. That was the event that caused things to really flare up between the two gangs.

The AE secret agent then went to a Downside Kings member and offered to hire the gang to do a job at a specific place and time, to be named later. The place and time was a location where they could easily get Kreel caught in the crossfire of a gang shootout. That turned out to be Docking Bay 94, where Kreel was planning on meeting the PCs when they arrived.

When AE agent informed the Downside Kings member of the time and location, she said the job was just to cause some mayhem and violence in the docking bay. The disruption was meant to cause strife among the dock workers or something. However, she also paid him extra to specifically target Kreel and to not tell his other gang members about that aspect of the job. He complied.

The agent later tipped off the Level 21 Crew about the Downside Kings' planned "event" and informed them that the murderer of their friend would be part of the group, ensuring the gang would show up, looking for revenge.

Lastly, AE hired Clara-247 to kill the gang member who shoots Kreel during the shootout, removing him as a loose end. Their assumption is that it will look like the gang member was just killed in the rest of the violence. Unfortunately, Kreel's death and his bad relationship with AE along with the "almost professional" shots that kill the gang member help spur the PCs' investigation.

They have the opportunity to use contacts in Station Security, the Arms' coroner's office, an inter-species dating site, the dock workers' guild, and other places to piece together the events. The trail will go cold when they try to identify Astral Extractions' agent. The evidence against AE will end up being circumstantial, at best, but the work should provide more opportunities for some fun roleplaying.

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ENHenry wrote:


Fortunately, there is an "unofficial" player's guide, as pointed out earlier in this thread, that does a good job to help with these assumptions:

https://www.pdf-archive.com/2017/09/03/unofficial-deadsunsplayersguide-1/

It's worth passing on (although be warned that the hosting service that was used is a little ad-crazy...)

Here's a link to the file in my Google Drive folder. There is a prettier version out there that someone made using my original text, but this one avoids using Paizo art (since there isn't much information about Starfinder's place under the Community Use Policy, yet).

Unofficial Dead Suns Player's Guide

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Thurston Hillman wrote:
as someone could just run a game from their home instead of putting in the effort and resources of going to a convention

Rather than focus on the online play aspect, I want to raise one point on this.

I have a daughter with autism. She loves tabletop RPGs and was really excited to try Starfinder. Her first experience with it was at a convention over Labor Day weekend. She tried twice to play through "Into the Unknown," but in both cases, she had to leave about an hour into the session, because the noise in the room was too much for her to handle. She had a good time at first, but it got to be overwhelming. We even tried headphones to muffle the noise, but found that she simply couldn't continue.

I understand that the convention environment effectively requires multiple tables to be going at the same time in one room. There's not much convention organizers can do about that. The situation is similar in local stores when they hold their game days. I don't fault them for having to deal with the realities of their situation.

Unfortunately, that means that my daughter can't participate in organized play in any way other than via home games. She is therefore excluded from opportunities to earn the majority of boons. It's not a big deal in the grand scheme of things, but it's a shame that she can't get access to things like fun races due to something that she can't do anything about.

I fully admit this is a "special interest" for me. I don't think the affected population is very large, but I don't think I'm alone in this, either.

I know it's challenging, but I would be extremely grateful if any consideration could be given to folks who can't do the big events because of a disability.

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Question about bloodbrother serum on page 23.

The serum grants cold resistance 5 and (effectively) fast healing 2 for 5 rounds. Is that duration correct? That seems like a short duration for 500 credits, but I admit that my brain is still in "Pathfinder mode" on certain things.

I guess my biggest concern is that the flavor text implies that the Ascetics use this serum to protect themselves while enduring the extreme cold of Verces's Darkside. With a duration of only 30 seconds, they are going to have to take lots of doses with them or they won't get very far. I have to assume that they are relying on other versions of this potion.

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AnimatedPaper wrote:
Paris Crenshaw wrote:

I have uploaded a new version with suggested themes. I also made changes in each background's description to show how each of those themes might apply. You can use the same link as above to get it, but for ease of use, I've reposted it below:

Unofficial Dead Suns Player's Guide

The only thing I'd want in addition to this would be some handouts or quick reference quotes to starship combat.

Luckily, they exist (for level 1 combats anyways) in Into the Unknown starfinder society guild quests, so that's pretty handy.

I made up some of those, too. Try this link.

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Tim Statler wrote:
JulianW wrote:
Stone Dog wrote:
Modern ships... they all look like electric razors.

So true. So much so I now can't unsee it!

"I liked it so much I bought the squadron"

Na, the Drake is a USB drive.

Dangit! Now I want someone to make a Drake-shaped USB drive with the rounded front part as the protective cap.

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Darth PUGS! wrote:
John Compton wrote:
** spoiler omitted **
Do I need the society adventure path books as a player for society play?Or are these geared for GM use?

If you are talking about the Starfinder Adventure Path, the first issue of which is entitled "Incident at Absalom Station." You don't need to purchase that as a player, but it has some good information about life on Absalom Station.

If you're talking about these scenarios, you should not purchase them unless you plan to run them as a GM or you have already played them and just want to read them, yourself. They are absolutely not necessary for a player to own.

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Good luck, James! I'm sure we'll be seeing some great stories from you! Maybe even another Pathfinder Tales novel?

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Okay. After that foolishness with not reading the rules correctly, I'm hoping I can provide something of value.

Here are ship sheets for both of the Starfinder Society hulls at each tier.

I took Mr. Ferret's suggestion and included more information about each of the weapons and the amount of shields engineers can divert on their turn. I also provided DCs for the most common actions for other roles. I only provided static DCs and didn't include ones based on an enemy ship.

If someone will check my work, I'll be happy to make corrections where necessary.

Starfinder Society DRAKE Ship Sheets

Starfinder Society PEGASUS Ship Sheets

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Steel_Wind wrote:

I fixed a tiny typo, but Paizo.com crashed before I could delete my previous message and link. Ah well.

Snazzy Looking Unofficial Dead Suns Player's Guide_REVISED

IT'S SO PRETTY!

Seriously, that looks really nice, Steel_Wind. I'm a little concerned about its adherence to the CUP, because Paizo hasn't posted what images are allowed. I'll leave that up to the staff to decide, though.

I'll just say that I'm glad I got to see what you did with it. I was hoping someone with layout skills would improve it!

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I have uploaded a new version with suggested themes. I also made changes in each background's description to show how each of those themes might apply. You can use the same link as above to get it, but for ease of use, I've reposted it below:

Unofficial Dead Suns Player's Guide

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Oh! I see what you're saying. Good point!

Xenoseeker could be part of the Academic background.

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Hi, everyone!

I decided to go ahead and make a player's guide for my group. I figured there might be a few people who could benefit from it, as well, so I'm sharing it here.

I tried to make this as helpful as possible while still being spoiler free. That said, I highly encourage GMs to review this thoroughly before giving it you your players, so you can make sure it doesn't include anything you don't want them to see.

Here's the link to the location on Google Drive:
Unofficial Dead Suns Player's Guide

If you see any problems, let me know, and I'll make corrections.

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