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* Starfinder Society GM. 1,313 posts (5,651 including aliases). 5 reviews. No lists. 1 wishlist. 10 Organized Play characters. 8 aliases.


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Player base is likely to shrink (a lot), which will be the main issue going forward with the system.


"Merc" works for me.


Keep 'Soldier' but force them to be in an army, at least.

But I'd prefer the switch to Gunner - who knows if the Gunner role in starship combat will still be a thing.


Since the SF2 crew is around this comment section - any chance we get psionics in this new interaction of the game?

It just matches so perfectly with the theme.


Oddly enough, in SF there aren't +1 weapons.


keftiu wrote:
The Solarian exists to be a fair chunk of the faux-Jedi fantasy, right? Cool sci-fi powers and a magic sword?

This is probably the best depiction of a jedi knight in Starfinder I have seen (3rd party class 'warning'): Mystic Space Knight


Could we finally have paizo psionics? With an actual power point pool, not that PF1 psychic magic that was just another version of the same vancian casting system?

It would fit so well.


SROs in org play is a "if you know, you know" sort of situation.

------------

On SF future, there's already a small player base, SF2 will probably obliterate it upon release.

I'll wait for the first book before deciding if I move on to SF2 or pick another rule system entirely, but remaining in SF1 will probably be very hard to do.


Looking at all the APs, I can't help but to feel like Dead Suns book 1 is still the best introduction for new players, though the following books don't keep up.

There's always the Into the Unknown quest pack. It's quite alright, even more if you skip the first starship combat. Perhaps even the second. This is Starfinder Society, but you can easily dismiss those details if you don't want to join organized play.

After that... it's complicated. None of the APs really standout - some of the society stuff is alright. There are some more free adventures, though I really don't like the skittermander stuff.


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Kinda looks like Starfinder is becoming a PF2 campaign setting.


Soldier as a ranged class - kinda fits the theme.


Drow no mo'.


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Shadow Elves, from the plane of shadows.


Unless they release some addons adapting existing APs and scenarios to use with these new systems, not very likely.

Vehicles is really up to the players, there are some small ones that can even be used in a dungeon, despite obvious difficulties.


It's like that one TNG episode then.


Solar Manifestation is a supernatural (Su) ability.

"Supernatural abilities are magical but differ from spells in key ways. Unlike spells, which can be interrupted while being cast, supernatural abilities can’t be disrupted in combat. They aren’t subject to spell resistance or dispel magic, but they don’t function in areas where magic is suppressed or negated." Starfinder Core Rulebook pg. 262

So, anti-magic field jail cell.


"You can add solarian weapon crystals to your solar shield as if it were a solar weapon, in which case their benefits apply to unarmed attacks you make with the shield. The damage type of these attacks is the same damage type as the type granted by the solarian weapon crystal, and if the solarian weapon crystal does not specify a damage type, it deals bludgeoning damage."

Character Operations Manual pg. 84


Quote:
https://www.kickstarter.com/projects/chronos-builder/chronos-builder-wishin g-well


Space Zoo Standalone Adventure, introducing a dozen uplifted races.

An uplifted pigeon and an uplifted pig must be prominent NPCs.


If you consider all the alternate ability adjustments, I'm at 182:

Starfinder Races, Themes and Archetypes


I'm skipping Ports of Call, the first SF book I do that. Just nothing in the description that interests me - fluff, NPCs, throwaway adventures, etc.

I imagine SF2 is probably in the works, to match all the excitement.


W: Needlessly complicated new classes.

B: Science fiction campaign setting.


The Devourer itself doesn't show up, and the CotD wants to use the Macguffin to destroy reality - seems fitting for the Cult of Azathoth.

I considered doing an overhaul of Dead Suns using the material from the Advanced Occult Guide (by Rogue Genius Games) myself, it's filled with lovecraftian stuff, and would certainly give the AP quite a boost.

The lack of free time postponed that, but the idea still haunts me.


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Basically, every 3 scenarios you level up - no adding up monsters or traps xp in Starfinder Society.

There's more in the organized play wiki: https://organizedplayfoundation.org/Lorespire/sfsguide._.Player-Basics#Leve lling_Up


They didn't fix the eoxian maps? Mainly the marrowblight one.


I believe the oficial answer is that such products would be easily pirated.

So, neither pirates nor paying customers can have them.

I wonder if fantasy cartographers could make their own version of said maps, but in an actual good resolution, and sell them on Starfinder Infinite.


I'd get a jetpack and a Holographic Sashimono to display holographic wings.


Is she part of the plot now?


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You can't adjust the system to record fractions of a full number?


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I'd love if someone had another go at Starfinder Psionics. Not even a full book, just a Psion/Psionicist class, for a starter.


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CorvusMask wrote:
Isn't that the technomancer iconic in different lighting?

She's in the picture, you can see the antenna popping from her head, to the right of the envoy iconic.

Only the mystic shirren is missing, I imagine blue hair pony tail was the original one.


RiverMesa wrote:
are

Ah, the mysterious blue pony tail iconic that never was...


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I'd like a depiction of the Drift Crash.


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Elegos wrote:
Considering I don't think we got any announcements of books after Interstellar Species, it kinda seems like Paizo are winding Starfinder down across the board...

They announced Port of Call or something at the latest convention. It was discussed here.


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Zwordsman wrote:

Basically StarGate Universe.

Could be set after the drift crisis as a side arc. End up stranded on a station and you can't get out, ships gone or inoperable. Or otherwise stuck in the drift. You hop on mini planets trying to gather info, supplies, etc. But basically planet hopping from a main base but with a survival theme and the risk of being left behind or lost.

That's the Drift Crashers AP.


Starfinder Adventure Path #48: Masters of Time and Space (Drift Crashers 3 of 3)

"Written by Ron Lundeen for four 5th-level characters..."

Unless the description is wrong, seems to be a 1-7 three parts AP as usual.


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Curious about how they'll squeeze the specials into this.


No new class for 2023?


wolaberry wrote:
Anyone know what happened to this project? There hasn't been a peep for quite a while.

Powerful necro - had my hopes up for a second that it had started moving again or someone else had decided to start their own initiative.

If I'm not mistaken, Jeremy was afflicted by a crippling depression and stepped away entirely from any Dreamscarred Press activities, which seems to have been the end of the company. He addresses it a bit on the kickstarter page.


Got a couple of tables for the Starfinder One-Shot #4: Before the Storm going:

Mechanic Tinker Vlaka
Precog Themeless Ysoki
Soldier Death-touched Pahtra
Operative Themeless Dromada

Mystic Cult hunter Vlaka
Operative Icon Ysoki
Operative Paranormal Investigator Pahtra
Vanguard Themeless Grippli

Very animal-oriented people...


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BigNorseWolf wrote:
Well, hence the question wasn't "is the biohacker dead?" because this is a gaming forum and an obscene certain amount of pedanticism is to be expected... So yes the idea is biohacker dip and then envoy with tricorder functionally replaces the biohacker. The biohacker doesn't have any good higher level abilities except the theorems and almost? none? of its abilities scale with level except for the theorems (Which Dippy Can get with just one level)[...]

Seems reasonable...

Ah, but the Envoy only gets 5 expertise talents, while the biohacker gets 10 theorems.

And how about action economy, would the biovoy be able to usefully combine his improvisations and theorems while in combat? Though I suppose you can just pick a lot of passive ones.


1) The genetics nerf still stings...

2) "If you choose Medicine, your signature tool also functions as a 1st-level biohacker’s custom microlab (Character Operations Manual 41), though if you have a custom microlab from another class, add your envoy levels and the other class’s levels together for determining its abilities. You can select biohacker theorems as though they were expertise talents, qualifying for theorems using the sum of your envoy and biohacker levels as your biohacker level. However, this doesn’t grant you any other biohacker abilities, and you can’t select theorems that require another biohacker ability unless you’ve gained that required ability from another source."

That doesn't give you access to biohacks, but a biohacker 1/envoy 19 build would that care of that nicely, since biohacks don't seem to improve with level. But it kinda requires a WIS/INT + CHA build, doesn't it? Yikes.


I'll run this one, but not connecting directly to the AP. Doesn't seem like it would work very well, with the "key NPC" element on the player's guide. Not to mention all the intel the PCs get from this one-shot, too much juicy stuff.

Not changing anything, interested to see how this 6-floor building-like ship will work, if they'll use the access between floors for anything, or if it'll go just like a regular crawl.


Captain collateral damage wrote:
While in Veskworld, the signal chaos engine is still functional, yes? Is there any particular reason the PCs can't just... leave?

I’m doing prep work for this book and noticed the same thing… Why not just keep activating the engine over and over? But there’s a small course correction that should set them on the right (adventure) path:

At this point:

Page 18
The captain of the Marata— who begins speaking in Vesk—is as surprised as the player characters are, and assumes the heroes are using holographic disguises to impersonate or mock the evil twins.

Instead, upon seeing their likeness, the evil captain should immediately ask them if they came through the “Arazni Station portal”, and disclose this bit of information:

Page 22
Arazni Station is the site of an experimental portal that provides access to parallel worlds; the Knights of Golarion use this portal to search for a reality where Golarion hasn’t vanished. If the player characters can program this portal to follow their own quantum signatures, they could fly the Primorata through it and return home.

Offering to work together with the PCs should sound more plausible now, and also give the player characters an actual reason for sticking around instead of fleeing to other dimensions at the first sight of trouble.


All you need here:

Structures https://www.aonsrd.com/Rules.aspx?ID=243

Breaking Objects https://www.aonsrd.com/Rules.aspx?ID=245


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I believe only Solarians have "armor as a class feature" right now.

Nothing like the old Aegis, from Dreamscarred Press on PF1, though - psionic armor was their only class feature.


They should have used the opportunity for a complete retooling of Dead Suns - it's the one AP most people have and/or have played, changing it completely would've gotten more mileage out of the thing.

They do that a bit in book 1 of AtAT.


It's way, way too random. The adamant scale stuff is outright silly, why in the world aren't they a R&D division of EJ instead? Give them a for profit motivation instead of vesk supremacy, though.

And EJ isn't built nearly enough in book 1 into being the "Ultimate Evil" to motivate the PCs' crusade against them. Getting fired shouldn't be enough to turn them into intergalactic space criminals. The company's wrong-doings are displayed here and there in the following books, but by then the party has already turned rogue (according to the plot).

It should go something more like this:
Book 1 - PCs botch some jobs so bad they get in trouble with the law, and EJ helps them getting arrested;
Book 2 - life in prison, revolt in prison, prison break
Book 3 - PCs try to use their trucker skills to survive out in the vast, but EJ sabotages them, tries to get them killed, tries to get them arrested again. PCs realize they will never escape the company

Book 4 - PCs strike back at EJ, sabotaging their new terraforming effort and their new experimental cargo ship, causing the company’s stock to collapse
Book 5 - PCs travel to veskarium, help competitors and company insiders in a very brutal civil war inside EJ (political and laser battles)
Book 6 - The company is in shambles, the PCs infiltrate the EJ HQ and fight the final boss and company CEO, Mr. Evgeniya himself - a massive vesk

Or something like that.


Xenocrat wrote:
Can any/all cryo weapons work without an atmosphere, the greatest thread in the history of forums, locked by a moderator after 12,239 pages of heated debate.

Sure.

"Cryo Weapons
Cryo weapons generate blasts of supercooled gas that can damage or incapacitate a target. The gas is kept within a charged cryochamber attached to the weapon. While primitive models simply sprayed these freezing chemicals like a flamethrower, modern models use a containment beam to deliver deadly frozen particles to targets at impressive ranges. Most cryo weapons automatically replenish their reservoirs of reactive chemicals by drawing and processing various gases from the atmosphere, needing only batteries to maintain their ammunition supply."


Energy Damage
The following types of damage are energy damage. Other, rare forms of energy damage exist, and such weapons specify whether they target EAC in their descriptions.
[...]
Sonic (So): Damage dealt by loud noise or damaging frequencies.
(Page 169)

Sonic Weapons
Sonic weapons emit sonar waves at frequencies that are designed to injure or incapacitate enemies. Many of them are termed “low-frequency devices” (LFDs) and “high-frequency devices” (HFDs) based on the frequencies at which they operate and damage foes.
(Page 186)

Vacuum
Sound doesn’t travel in a vacuum.
(Page 394)

------------
Huh.

Guess I've been playing sonic weapons wrong all along.

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