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Nanocyte definitely sounds like fun, i'm keen to see where yo go with it.

But please please please don't fall down the rabbit hole with mechs.

Starfinder isn't a mech game, please don't start rebuilding the setting and chopping up the rules to suit giant suits of armour.


Country : ARES (Authority Region E5)
Capital : The Hub
Regions :
Interface - visitor friendly trading market
Array - vast databanks, their attendants and staff responsible for feeding the Array more knowledge
Stacks - dense residential structures
Towns :
Pear - populated by attractive synthetics with limited functions yet strangely arrogant
Micron - a single gestalt entity of nanites forms this whole town and its denizens
525 Betamax - a retirement village


Pantshandshake wrote:

The uniclamp's rules of operation are that it runs whatever controls necessary to use the clamped device to the trigger mechanism of the weapon its clamped to, making it as if you're wielding the clamped device.

Ahh thanks, hadn't picked up that.


From a practical sense, no it wouldn't work. The pistol would be horrible to fire, almost impossible to aim.

From a rules point of view, i'd point out that the uniclamp "holds" an item of up to 1 bulk. That's the same as a holster "holding" a sidearm, it's not being wielded.


Anarchic
Renegade
CONsciousness

Time consider jumping ship :)

Advanced
Real time
Cereberal
Host
Organic
Network

That's no data cable, and it doesn't go there !

Artficial
Reality
Construct
Hospitality
Organisation
Networking

So the previous captain had to cobble together the AI from different code sources. Don't be surprised if ARCHON makes your bed, sorts the kitchen cutlery by atomic weight or invites every sensor contact to morning brunch.


Licence to interact with the locals

Licence to interact with the bureaucracy

Licence to trade

Licence to wear a hat


Don't forget to stock up on healing serums :)


BigNorseWolf wrote:

You're talking about a world where 200 credits will change your sex and fo 4,000 credits they can turn you into a doppleganger in an afternoon. "hey, can you open me up, shove a few organs aside, and install a bellows" is a high school garage project in this universe.

True, which is why my original post mentioned a cyberneticist could whip up a custom mod to do the same thing. In game terms it would do the same thing as per the rules, but flavour-wise it feels better to me.

I'm all for letting everyone have access to all upgrades, mods etc I just like to justify it with the tiniest sprinkling of logic - even n such a fantastic setting.


Why would androids be engineered with biological lungs (which they'd need to be for the biotech to graft on to) if they don't need them ? I'm all for redundancies, but that seems a little extreme :)

Kidding aside - i'm trying to apply logic rather than applying the game rules. Dracomicron is correct in that nothing in the rules explicitly forbids this. It comes down to you GM's style - it certainly wouldn't pass muster in my game.


"Androids do not need to breathe and are unaffected by being in a vacuum"

From the quote above, i'd say it is apparent that androids don't have lungs and as biotech modifies biological systems i'd say that you don't have the necessary pre-requisites for the biotech to latch onto.

That being said, i'm sure a decent cybernetics doc could whip you up some kind of custom mod to do what you're after :)


Its not a consumable, its a thrown weapon that can be retrieved and re-used. So i'd suggest you have to pay the fusion cost for each, but you could re-use it.


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Ohhh the Kasathanity !

Won't somebody think of the younglings !


Wing it :)

Cut down enemy numbers a little, boost in a few healing serums - but most importantly, cheat a little :) Fudge a few die rolls in the players favour if they're getting hammered, let a monster go down before all its HPs are gone.

The game is supposed to be fun, your job is to give the players a good time. Make them feel like big damn heroes, don't sweat the numbers too much.


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breithauptclan wrote:


... can take the entire round to make two attacks with a -2 on both of them.

Actually it's a -4 to both attacks, feats/abilities can change this.


Xenocrat wrote:
Constellation Blast, pg 87: "When you use this ability, you create three 10-foot-radius bursts within 60 feet of you, each of which cannot overlap and must be centered no more than 15 feet from the center of one other radius." Literally no one can figure out what this means, and the people cry out for justice.

So start out with the a 60' circle around you - plot your first burst inside that range. Now the second burst must be within 15 feet of the first, and still within the 60' range. The third must be within 15 feet of one of the first two, still within the 60' range. No overlaps.

So your bursts could be (all within that 60' range, no more than 10' gap between "adjacent" bursts) :

OOO

OO
O_

O
O
O

O
__O
O

OO
_O

(underscores for formatting the post only)

Does that help ?


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BigNorseWolf wrote:


I'm not so worried about needing a mechanical concept like a class to bolster the flavor of a person.

I feel the Envoy class brings with it a certain flavour, which is backed up Expertise. The class skills and lack of direct combat punch drives you to approach situations without "combat goggles" on - talking is the focus.

I'm not suggesting other classes can't have as interesting a character as an Envoy, in fact Starfinder has so much going on I can't think of another game where so many interesting and varied characters jump out of the source material.


I guess i'm not quite so worried about class balance - I love an underdog :)


I've got a murder hobo in my regular group, it can be a pain in the backside.

The way I usually deal with it is to ensure any evil act (against character) has consequences. And if there are no witnesses / evidence, plague them with bad dreams causing penalties to any rolls. Maybe send a ghost or two to haunt them :)


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Lightning Raven wrote:
The envoy good the short end of the stick, that's an undeniable fact.

The Envoy may be underpowered on the page, but for me the roleplaying possibilities are what makes the class.

I'm the face, the Captain of the ship.

For me, that more than makes up for a lack of combat punch.


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In the game we have just started my character is an Envoy, an ex military officer.

She can stare down the Vesk with Intimidate

She can turn enemies into allies with Diplomacy

She's a living lie detector, competent engineer and fair battlefield medic.

She can restore 9 stamina to each character in a battle, at range (Don't tell me that little flea bite hurt, Mr Rahl !)

She can grant +2 on a reflex save as a reaction

As ex Navy I spent a feat to give her longarm proficiency so she can hold her own in a firefight

All this at level 2. What's not to love.


The world could contain a strategically important nexus of gates to other worlds.


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Hiding is for winners

Anything that can be taken apart, should be taken apart


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I'd worry that if they brought in Mechs, that would end up being all the game was about.

Full Name

Reinnwulf Storvagson

Race

HP 9/14 AC 14 Touch 11 Flat 13; ranseur +4(2d4+5); F +4 R +2 W +2 INIT +4 Perc +4 CMB +4 CMD 16 | Rage 4/6 remaining

About Reinnwulf Storvagson

CG Invulnerable Rager 1
XP:
Max HP: 14
Conditions:
Rage rounds available: 6/6 (4+con)

Init: +4
Senses: Perception +4

Defense:

AC: 15/12/13 (+2 dex, +3 armor)
CMD: 16 (+1 bab, +3 str, +2 dex )
Fort +4, Ref +2, Will +0
Defensive abilities: combat reflexes (+2 AoO)

Offense:

Speed: 30'
Melee: ranseur +4(2d4+5/x3)
Ranged:
Special Attacks: power attack (-1/+3)

Statistics:

Str: 17, Dex: 14, Con: 14, Int: 10, Wis: 10, Cha: 8
Base Atk: +1; CMB +4
Feats: power attack, combat reflexes
Trained Skills: climb +7 (1), craft(leatherworking) +4 (1), k. nature +4 (1), perception +4 (1)

While Raging:

temp HP: 2 (con x HD)

Defense
AC: 13/10/11 (+2 dex, +3 armor, -2 rage)
CMD: 19 (+2 bab, +5 str, +2 dex )
Fort +7, Ref +2, Will +2
Defensive abilities: combat reflexes

Offense
Speed: 30'
Melee: ranseur +6(2d4+9/x3) or 2x claws +8 (1d6+6)
Ranged:
Special Attacks: power attack (-1/+3)

Statistics
Str: 22, Dex: 12, Con: 18, Int: 10, Wis: 10, Cha: 8
Base Atk: +2; CMB +7
Feats: power attack, combat reflexes
Trained Skills: perception +4

Equipment:

ranseur 10
studded leather 25

Item: Terendelev's Scale
Properties: Three times per day as a standard action, this scale can be used to cast resist elements—but only against electricity or cold.

Barbarians Kit (backpack, a belt pouch, a blanket, a flint and
steel, an iron pot, rope, soap, torches (10), trail rations (5 days),
and a waterskin)9
Bedroll 0.1
Furs 12
Grappling hook 1

Cash: 47.9g

Feats:

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Special Abilities:

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet.

Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage.

Racial Traits:

Heart of the fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.

Languages: Common, Ulfen

Traits:

Reactionary: You gain a +2 trait bonus on initiative checks.

Stolen Fury: Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.

Mythic Path: Champion:

Background:

Reinnwulf was born into a small farming community a few leagues outside of Jesengarde. His parents worked the soil, as did most of the Silverwolf Clan, and hunted to make ends meet and provide furs for extra money. His sister Esgvah was three years younger, and the family was very close-knit. Reinnwulf grew fast, and trained with bow and hunting spear like most of the other boys of the clan. At the age of 8, he killed his first wolf, with nothing more than a knife and stalking abilities. At 10 he was considered one of the most ferocious fighters of his age group, easily slipping into the berzarkrieg the Ulfen were known for around the world. He really embodied the Wolf totem, the emblem of the Silverwolf Clan.

Shortly after he turned 17, Reinnwulf's parents allowed a traveler to stay at their home one blustery winter evening. The man was small, bald, and had a weak chin. Over the evening meal, the man stared at Esgvah, never taking his eyes from her. It made Reinnwulf uncomfortable, and he refused to offer even simple courtesy to the visitor. His father, furious that Reinnwulf deliberately shunned the hospitality of the hearth-guest, banished him to the loft for the duration of the evening. A few hours later, Reinnwulf woke to hear the front door slamming in the wind, and a blast of cold air filled the hut. His parents sat at the table, staring into the cold air with empty expressions on their faces. Try as he might, he couldn't get them to respond. Nor could he find Esgvah or the stranger.

He grabbed the hunting spear by the door and raced into the night, following the rough clues left on ground and vegetation, hoping that he would be able to find his sister before the man harmed her. He found them holed up in a cave. His sister was naked, laid out over a large stone like a boar on the dinner table. The sorcerer, for that is what he must be, held an obsidian dagger over her naked chest and thrust it down. Reinnwulf lost control then, and the next thing her remembered was cradling his sister's body to his chest, blood running from a set of massive burn scars on the left side of his body, and the sorcerer's body torn to pieces and scattered around the cave.

His parents had recovered from the sorcerer's foul magics by the time he returned, but from that point nothing was the same. He left his parents' home after the traditional thirty day mourning period for his sister, taking little with him other than his hunting spear, his fur cloak, and a few odds and ends to support survival. He traveled far, working as a hired bodyguard, the second most traditional occupation for an Ulfen, behind raiding. People in the Southlands paid good money for Ulfen bodyguards, and Reinnwulf's appearance garnered high wages indeed. When intimidation was called for, he removed his shirt, and the burn scars standing out against the sculpted muscled made for a good show.

He learned what it meant to be an adventurer in this world. Sure, the money could be good, but the respect was somewhere just above guttersnipes. Guards and soldiers fought, but they had a patron or a purpose. Scholars and anthropologists raided tombs and historical sites, but that was nominally for prestige and preservation. The adventurer fought for money or loot, and neither was considered quite respectable.

The event with the sorcerer changed Reinnwulf more than even he knew. The dark energies that the sorcerer has released in his sacrifice of Esgvah not only unlocked his berzarkrieg, but also made him more alert to magical energies. His skin itches when a spellcaster is nearby, growing moreso with the relative strength of the caster. When he heard of the Fourth Mendevian Crusade, he was drawn to it like a moth to a flame. This chance to strike out at the eldritch powers that drove the sorcerer to kill his sister in a bid for power was like a drug. It fueled Reinnwulf's rage and made him hunger to spill demonic blood.

Description:

Standing a hand over six feet tall, the heavily muscled Reinnwulf Storvagson looks to be the typical young Ulfen adult male. His green eyes and shaggy silver mane stand out in a crowd, even among a crowd of other Ulfen. The wolfhide cloak that adorns his shoulders is composed of beasts he himelf killed, as is his clan's custom. He has a solid look about him, and a perhaps cynical outlook on the world.

progression:

Level 1:
fca - skill
feat: power attack
feat: combat reflexes
ability: fast movement +10'
ability: rage 4+con/day (+4Str, +4Con, +2Will, -2AC)

Level 2:
fca - skill
rage power: lesser beast totem (2x claws 1d6)
ability: DR 1/-
ability: rage 6+con/day (+4Str, +4Con, +2Will, -2AC)