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Hmm those are some good ideas thanks! Especially about the Azlanti Star Empire. I could really mix some Star Wars stuff in there :)

As for Ship combat, at least for the first one there will be no real player involvement. Its mostly going to be "We have disabled them, now you all space walk over there and take them out. If you survive and do a good job... well we will see"

Q-ship is also a great idea

I have been putting together some ideas for my Free Captains group along with a Criminal organization that deals with pirates. Being a bit Dark Heresy/WH40K setting fan (not rules fan) I will probably call it the Cold Trade as it is such a cool name (at least in my mind). They deal mostly with a lot of stolen goods and smuggling.

Thanks again, this gives me some good ideas...


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So I don't post here much and have not for a long time as I kind of move away from Pathfinder... but Starfinder has got me interested enough to give the system another go. Someone elsewhere mentioned converting the Skull & Shackles adventure path AND that really got me thinking. And so, here I am :)

Right now I think I will probably wait for the Alien Archives to really feel comfortable making up stats for anyone, except maybe a base Space Pirate (from First Contact). But I thought I would start fleshing out my idea of the adventure itself and get some feedback where I could flesh it out better. This is kind of long so...

First I am going to place the pirate port (called Point Peril) on the inside asteroid belt of Diaspora. Probable on the inside of one big one that the various Free Captains found maybe 30-40 years ago and set up shop.

I like Captain Barnabas Harrigan so we will keep him and rename his ship the Wormwraith. Right now I am thinking of a Tier 11 Large vessel. Of course the ship that they later capture that the heroes gain will be much lower but still trying to figure out starships :D

I am thinking about either making the Pack Worlds a bit more 'dark and corporate evil' so the players might have a reason to become pirates (as I don't like running evil campaigns) or maybe after they get their own ship at the end of the adventure they sign up as privateers raiding other pirates, etc. Still thinking.

Also wooden ships have much different tasks the starship so the assigned "jobs" for the characters are going to be much different and have to come up with some new challenges and checks for the players. So of course they will not be assigned to anything "Crew" worthy but mostly minor maintenance work, one gets to work in the gallery with the cook of course, and maybe two get assigned to Engineering to 'assist' the chief engineer. Their main function of course is to act as canon fodder with boarding actions against target starships or whatever raid they might be going on.

The first encounter is the heroes waking up and Master Scourge ordering them about. The heroes probably get to keep their armor as it is assume somewhat about vacuum possibilities so I need a high-tech 'cat-of-nine-tales'. I was think something similar to an Incapacitator but something that also causes pain. Maybe call it a Pain Prod and add the Pain feature (similar to stun BUT with pain). He uses it on all of them just so they get a taste.

For other gear the heroes probably start without much or anything else. Drones will be handled like animal companions. You can either get it later in the adventure or its down in the hold somewhere to be sold off later.

For Mister Pluggs tests not sure what would be good for here. He probably just asks who can cook or likes food to assign that person to the gallery. I was thinking not even a test, he just looks for the smartest species like Androids and Ysoki first and assumes they known engineer and send them to the engine room.

The heroes day to day lives for the next couple of weeks will mostly be interacting with other crew members and doing lots of basic manual labor/chores. They will notice that they ship has suffered a lot of damage recently (where Wormwraith lost most of its crew).

They might land on some of the outlying planets or moons to pick up new supplies and get something special for the Captain ("He has a fondness for Marata Blood-Snakes. The fresher the better so you need to try and catch them live. Yes they are very poisonous. Try not to die...").

Then the captain spots the merchant ship the 'Wanderer of Ibra' and attack. The heroes are given weapons and maybe space suits for a vacuum assault. If they do good they get some respect from the Captain and get to be part of the skeleton crew who is to take it back to Point Peril for prize.

Now maybe a Drift problem causes the ship to be damaged on the way and they have to put down for repairs. Still trying to figure this out.

That's all I got right now. Any more ideas to flesh it out. Mostly the story right now. Stats come later when I see how better to build NPC/Monsters.


heheeh great stuff here...

I was intro to the game in Junior High by the "cooler" older kids in High School who game. The first adventure was a elf who while walking down a hall killed a orc that jumped out at us with my sword. I flipped out as I was so excited by this. In the next room there were a bunch of pool of liquid so we started drinking out them at random. The first one make me grow to 10ft tall. The second one turned me into Green Slim, no save... I was a giant green slim and killed two other party members before the rest ran away.

I lived in a small town in Montana (Columbia Falls) and we did not have a game store in town so me and some friends of mine pooled our money, got on our bikes and rode the 16 miles over to Kalispell (the big town!!) to get to the only game store we had heard about and purchased the basic set. We read part of the rules wrong and for the first few game we thought you got the Hit Points of the monsters you killeds. So my brothers 2nd level Thief had 300 some hit points before we figured it out. HAHAH

More or less the next years through Junior High and High School we played every weekend, from Friday night until Sunday day. We spent most of our summers playing or talking about gaming. We were uber nerds. Most of us were in Art Club also. I don't think I had any friends who were not also hard core gamers.

Gawd those were some of the worst and some of the very best days of my life...


Ug... I wish but I just started a D&D 4th Paragon game last week and now I am totally full up in gaming with twice a week (one D&D 4th ed and a BASH UE supers game).

Good luck. You might also want to post over on a Yahoo Group - SeattleGAMERS_ASSEMBLE

http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=35587460

I got a lot of replys for my game over there. Good luck


Hey that is pretty good. I have to read it over but thanks!!!

How did you IK game go? I ran a game a few years ago in 3.5 but I am pretty exicted to give Pathfinder a try in the world.


I myself am working on a Iron Kingdom conversion to Pathfinder... I have not worked on Fell Callers yet but its on my list :) If you have any ideas that would be great also. I think a Bard Archetype is the best route though...


For my new game in the New Year I am adding some rule ideas from Trailblazer (which I cannot say enough good things about)...

The Ten Minute Rest Period – with the following revision: Hit Point recovery after a rest AND an Action Point is equal to ½ the character's Hit Dice from Class plus their Constitution Bonus (i.e. a 3th level Fighter/ 2nd level Wizard with a 15 constitution would regain 3d5 + 2d3 +2 hit points after a short rest).
Spell Casting - including Spells arrays, metamagic and recovery of uses per day.
Iterative Attacks – with the following addition: At a +16 character can take Two Attacks at -0 or Three Attacks at -2 each.
Action Points and Action Point Enhancements

I am setting the game in the IRON KINGDOM setting and allowing all the Base Core Classes from base book, the Alchemist, Cavaliers, Inquisitor and Oracles from the APHB (maybe the Witch as an NPC class). I will allow some of the Archetypes but want them to fit the feel of the game.

From Iron Kingdom I am converting the Gun Mage over to a Base Class (1-20) but I am not going to be using the Arcane Mechanika or Bodger as base classes, mostly just adding Feats or Archetype for the flavor. And the Fell Caller is going to be an Archetype of a Bard.

I will not be using all the new Skills and Feats from the IKCG book, just the ones for flavor. Guns of course are there. Magic creation for non-Scrolls and Potions will only be my own version of the Mechanika rules (which are WAY too complex for the flavor they are going for).

Hmm that’s all I can think of right now… BUT reading over some of the above I might consider these also...


Yea their spell list is not to extensive... I thought about adding some of ideas like the Arcane Duelist (Bard) from the APG. I like the idea of some Rogue type ability (not Rogue abilities per say)... hmmm food for thought. Thanks.


Heya, only recently joined but have lurked for a while. I have been working on some cenversion notes for Iron Kingdom in Pathfinder but the Gun Mage is giving me some problems.

Even in 3.5 it was a weak class played mostly for the "cool" factor more then anything else. I want to bump them up a bit with an extra Good Save, increase Skill points per level to 4, and increase their bonus feats to a bit more commonly.

So my basic idea so far is BAB +3/4 level, Good Ref and Will Saves, 4 Skill Points per Level.
Weapon and Armor Proficiency: with all Simple Weapons, and all Pistols. Proficient with light armor but no shields. Can cast spells while wearing light armor without the Arcane Spell Failure.
At first level 'Bond with Magelock Pistol' being a combination of a Wizard's Item Bond and Familair (see Special Abilities in the IKPG pg 109, but added some of the Wizard's Item Bond advantages) and Arcane Focus (IKPG pg 107).
At 2nd level Reinforce Rune Bullet (need to bump this power on this a bit)
At 3rd level Cast Rune Bullet (again need to bump this ability)
At 4th level and every 4 levels after that they gain a bonus Feat including any Metamagic Feat and list of some more.

Now then I need to flesh this out with something. I am pretty much drawing a blank on what or how I should flesh them out somehow.

Any thoughts? What would make a Pistol using Sorcerer like character better and at least worth playing combared to other character classes from Pathfinder.