Have you looked into the Interface Zero campaign setting? The author has done a Savage Worlds and Pathfinder version and is currently working on a Starfinder one. Its pure cyberpunk but shouldn't be too hard to add magic to it. I'm currently mocking up a Shaman mystic connection based on the Shadowrun universe
For my first SFS game, want to build a character that I've never played before.. a human fighter type. So for something different I thought of this:
Core rulebook page 30 wrote: Choose a specific sentient creature that you can identify by name, alias,or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. So for example if the scenario calls for you to find say "Bob the Solider", could you declare that he is your 'Mark' for the scenario?
He'll probably be part of the Hellknights in RP purposes only for now, just love the idea of a bounty hunter with a code... Hellknights just take following the law to the next level. I wonder what classes would best be suited to a Hellknight in this setting.. If memory serves, Fighters, Clerics, Arcane casters were best suited for Hellknights in Pathfinder?
So I am looking into playing a Hellknight of some flavour (leaning towards Order of the Chain) for SFS but I've seen in the core book that there are 2 new orders, Order of the Eclipse and Order of the Furnace. Has anyone heard any details about them at all? The character concept for now is a Vesk Bounty hunter tracking those down who have broken the law (subject to change). Would like to be a Solider. Any information or thoughts would be appreciated
Just wondering with the ship cards in skull and shackles, on both sides of the card have their own ability when "commanding the ship". For example Merchantmen states on the check to defeat side, "When commanding this ship: when you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead" But on the check to repair side it says "If you fail to defeat a bane that has the pirate trait, bury a card" Im assuming that if the ship is not wrecked use the check to defeat side, but if the ship is wrecked, use the check to repair side. |