Bodyguard

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Logan Harper She/Her wrote:
Threeyore wrote:
Please cancel my Starfinder Society subscription (while letting any other subscriptions remain intact). If I can provide further information to help process this request, please let me know.

Hi,

I have cancelled your subscription for you, per your request and you should be receiving an email confirmation here shortly as well.

Great, thank you!


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Please cancel my Starfinder Society subscription (while letting any other subscriptions remain intact). If I can provide further information to help process this request, please let me know.


I've got the itch to run an adventure where my players get to play their characters' counterparts in the Starfinder Mirror Universe, and I could use some help filling in setting details to bring this Star Trek-ian trope to life.

Some cursory ideas:

*Absalom Station is a superweapon capable of destroying entire planets. The Emperor of the Golarion Empire controls the station, thus controlling the other planets of the system through fear.

*The Veskonfederacy is an alliance of planets which banded together to defend against the Golarion Empire invasion.

*The Starfinder Society (which needs a more nefarious name) is organized to exploit and monopolize the riches and knowledge of the less powerful beyond the Golarion Empire.

*The Stewards (maybe renamed to Peacekeepers for a Farscape nod) are the equivalent of Stormtroopers, who help maintain order within the Golarion Empire through violence and intimidation.

*Skittermanders tend toward a superiority complex, believing other races to be so inept that the Skittermander should intervene for any chance of success.

How would you change some of Starfinder's worlds, organizations, or races to make their Mirror Universe doppelgangers?


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I'm finding it difficult dressing the full AP in Scooby-Doo style, but the first adventure definitely has SD-like elements. One possible interpretation:

Ulrikka Clanholdings left D-334H, claiming the asteroid was haunted by the spirit of a deceased space pirate captain who presumably left his treasure within the rock. The resort is built, and one of its employees developed a virus in the Keys to Elysium program that would manifest monstrous holograms (some of which can be a solid-light type a la Star Trek for combat purposes), scare everyone off the rock, and allow the villain sole access to this treasure. Said villain will occasionally dress as the ghost pirate captain, and probably set up other holographic scares throughout the resort.

The heroes' starship breaks down near New Elysium, and they must wait the night at the resort before their ship can be repaired. They meet the Absalom Buzzblades, the Pact World equivalent of the Harlem Globetrotters, who join them in the investigation and late-night snacking hijinks.

At least one chase sequence is required in a hallway with 6 to 8 doors, with "the ghost captain" and heroes entering and exiting the doorways in an unusual fashion. Although the ghost captain is quite translucent, large, and otherworldly throughout most of the adventure, the final combat and/or trap reveals it to just be a suit and mask with some holo-emitters.


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Perhaps you could add a little bit of Ghostbusters in the AP as well, by having the carrier signal open a mini-portal in communication devices allowing for a spook/ghost to manifest in the material plane (which may initially only be visible to the device's owner, then gradually become more substantial and produce more mischief in the Material Plane). The villain's "pain is great" schtick can change to "being spooked is great," and kytons become more like adrenaline junkies than pain obsessed.

Perhaps more powerful spooks can't manifest separately into the Material, and require possessing a host. So the personal corruption comes from how much control each player is willing to give their ghost partner in exchange for the buffs.


Two things I'm curious about before plunking down money...possibly after depending on answering speed.

One, are there rules for hiring/conscripting/whatevering a military force? I realize actual army battlin' rules are still to come, but I hope RRR at least has some "here's what an army unit costs" guidelines so something like Cry Havoc can be used in the meantime if need be.

And B, is each leadership position given unique actions to take in a nation-building round? And if so, what do they average? Examples appreciated, like "on a given turn, the master spy can design a fake mustache, know 3d8 (wo-)men in a biblical sense, or gain proficiency with an exotic weapon (ex. steel-tipped throwing hat)."