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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

Kraig "the Bull" Haldersson

Race

Equipped Weapon: Tankard +7 (1d8+3/B) | Speed 30ft | Active Conditions: *Tipsy*

Classes/Levels

Special Abilities MFlex: 4/4 |

Spells:
TBD

Gender

Brewkeeper 1 | HP 12/12 Nonlethal 0/12 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +4, W: +3|

Languages

Common, Infernal, Skald, Varisian

Occupation

Brewmaster

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Kraig, the Bull

Here be my Brewmaster of Cayden Cailean, Kraig "the Bull" Haldersson, whomst fights for freedom with improvised weapons. Starting with one level of Hinyasi Brawler because Martial Flexibility is amazing with Feat Tax rules, followed by four levels of Cleric with the Conversion Inquisition for social skills and either Ferocity or Travel Domain, then Brewkeeper PrC. Not the most optimized build out there, but it looks like fun to me. Probably think of him more in lines with a Warpriest or Inquisitor than a full Cleric. I'm dubious on the usefulness of Brewkeeper - mainly I think most friendly PCs aren't going to want to spend actions drawing and consuming a potion - but this is a good game for a Caydenite and the Brewkeeper is certainly one of the more functional PrCs. He runs a pub, The Sodden Hippogriff, which he'll probably 'buy' at some point VIA the Rooms and Teams downtime rules. Could be a cool base of operations for the group. More info about this in the Business Pursuits spoiler.

Kraig, the Bull
Male human (Ulfen) brawler (hinyasi) 1
CG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee belt buckle wrap (improvised cestus) +7 (1d6+3) or
. . iron hoop tankard (improvised warhammer) +7 (1d8+3) or
. . marlinspike (improvised sharpened tool) +7 (1d8+3) or
. . sledge (improvised earthbreaker) +7 (2d6+4) or
. . unarmed strike +5 (1d6+3)
Special Attacks martial flexibility 4/day
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5 (+7 grapple); CMD 17 (19 vs. grapple)
Feats Catch Off-guard, Combat Expertise, Deadly Aim, Power Attack, Shikigami Style, Unarmed Combatant, Weapon Focus
Traits magical knack, missing son or daughter, overprotective, surprise weapon
Skills Climb +5, Intimidate +3, Knowledge (local) +5, Linguistics +2, Perception +6, Profession (brewer) +6, Sense Motive +6, Stealth -2
Languages Common, Infernal, Skald, Varisian
SQ brawler's cunning, finesse weapon attack attribute, humble beginnings, martial training
Other Gear chain shirt, belt buckle wrap (improvised cestus), iron hoop tankard (improvised warhammer), marlinspike (improvised sharpened tool), sledge (improvised earthbreaker), holy symbol with flask of Cayden Cailean, spell component pouch, 65 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains Catch Off-Guard.
Trait: Magical Knack (Cleric) +2 caster level.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Trait: Missing Son or Daughter +1 Will saves.
Drawback: Overprotective -2 attk and skills when further than 10' from fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat.
Trait: Surprise Weapon +2 Attack with Improvised Weapons
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Close Weapons) +1 Attack.

Kraig - the Bull - Haldersson:

============Description============
Height: 7'6" | Weight: 447 lbs. | Hair: Black, slicked back; black handlebar moustache | Eyes: Pale blue | Age: 34
Pic for inspiration.

Kraig. Is. Gigantic. A mountain of a man with ox-like shoulders, a thick neck, barrel chest, and arms like oak trees. His skin is sun-browned by countless hours on the sunny docks of Korvosa, his hands huge and calloused, dwarfing even the most generously sized tankard. Despite his imposing size, his slicked back, short cropped, jet-black hair and waxed handlebar moustache sitting above an anvil-like jaw gives him a professional, though casual, appearance. His eyes sit half-closed with casual confidence. Laugh lines crease his face from countless shared jokes in the tavern. He moves with surprising grace for one so large, easily navigating crowded common rooms and overly-busy kitchens. He gives the impression of warmth first, wrecking ball second, complimented by a friendly, rumbling voice built to carry over music and merriment.

He dresses like a brewer ready for a brawl to break out: a deep red work shirt, open at the neck with sleeves rolled to the biceps, a heavy sea-green apron fitted with brass buttons and buckles and fixed in place with a red, knotted sash. He carries no weapons for he needs none.

============Personality============
"Friend, you’re about three words from meeting the floor. Better pick three good ones."

Kraig is a gentle giant, his personality is as large as he his. Laughter announces him wherever he goes. He has countless friends, always bringing people together, believing happiness should be shared. He embodies the tenets of Cayden Cailean and enjoys the simple things in life; courage, loyalty, freedom, good food (but not too much), good ale (but not too much), and good friends (never enough). He is an endless font of bravery and questionable advice. He will share a loaf of bread with the hungry, or enjoy a drink with the sorrowful.

He tries humor before he tries arguing, tries mercy before he tries muscle, not because he doubts his own strength but because he respects it. Always looking for a peaceful solution, a bully meets his smile first. None of that is to say Kraig will turn down a good brawl. Kraig is always ready for a good brawl and quick to jump to the defense of the defenseless. While he plays a bit of a buffoon, he is no fool, with a keen eye for deception.

============Story============

Born in the Shingles district of Korvosa to first generation immigrants, Kraig was always the largest child in any room. His father, Halder Ironsson, was a stevedore who could lift crates that took three other men to move, while his mother, Marta, worked the fish markets with a voice that could cut through the din of the crowded market docks. He grew up hauling cargo alongside his father, work that taught him that honest work and honest ale are key pillars of life. Kraig was always a big boy, but his parents taught him that strength without kindness is only masking for ones own weakness. By the time he was seventeen he could out-work three men and out-drink four.

One evening Kraig came upon a pressgang trying to abduct a group of drunks. Kraig intervened. The ensuing brawl was finally ended when Kraig wrenched a piling free from its post and wielded it as easily as a poet wields a pen. It also left him with a split lip, two broken ribs, and an epiphany: sometimes the gods put you right where you need to be.

A traveling priest of Cayden Cailean - Brother Tommas - witnessed the brawl. He recognized something in the young brawler, not the obvious strength, but a spark of divine purpose. He took Kraig under his wing and, with his tutelage, Kraig learned to embrace Cayden Cailean's teachings. For five years, Kraig studied and served, dividing his time between work, the small temple of Cayden Cailean in Old Korvosa, and the rough taverns where his ministry was most needed. He learned to channel divine magic through his massive fists, to bless ale and break jaws with equal reverence. His reputation grew: the giant who'd buy you a drink with one hand while tossing troublemakers out with the other.

The tavern came to him like a gift from the gods. The Sodden Hippogriff belonged to a surly, bitter old dwarf named Ironjaw. It was never a respected establishment - indeed it was one of the rougher dockside taverns in the city - and the dwarf had let it rot into a den of cheap rotgut and even cheaper company. Nevertheless, Kraig saw potential in the cracked foundation and rotting timbers. He also saw potential in its location, a rather busy throughfare on the waterfront in the Midland district, with more than enough potential clientele to turn a profit. Using every copper he'd saved, plus a "divine loan" from his temple (and possibly some winnings from bare-knuckle boxing at the Sticky Mermaid), he leased the establishment.

The renovation took six months. Kraig did most of the work himself, having learned something of carpentry from a life around ships. The bartop was made from a beautiful plank of Mwangi darkwood, recovered from a merchants ship that had sunk some years before just off the coast, and it made a superb centerpiece for the bar. He cleaned up the customer base as well, turning the problem bar into a well-regarded establishment, and he kept a tight reign on the sailors that managed to wander in. The Hippogriff also gained popularity with both the Korvosan Guard and the Sable Company, which were generally welcome company. The Hippogriff became a place where both sides of the law could comingle in relative peace, as Kraig was quick to toss out troublemakers. The tavern became a cornerstone of the neighborhood. A plaque of simple rules hangs over the bar. "No blood on the floorboards, no magic at the card tables, no tabs over a week old." He started brewing his own mead, which served both as a way to save money on inventory and as adequate worship of Cayden Cailean. He found he had a knack for not just brewing, but alchemy, and it wasn't long until he was spinning spells into alcoholic potions.

But Korvosa is changing. The city grows darker, more dangerous. Strange disappearances, corrupt guards shaking down honest folk, and whispers of something rotten in the nobility have Kraig concerned. His tavern has become an unofficial sanctuary, a place where the common folk can speak freely and find an ally in their giant proprietor. He's not looking for trouble, but he knows Cayden Cailean didn't become a god by standing idly by when evil showed its face.

Tragedy struck the Ironsson family six months ago. Kraig's niece, Lysa - daughter of his sister, Sanna Haldersdottir - disappeared from the docks one cool and sunny morning. A frantic search turned up nothing, and the Guard, while sympathetic, assumed she had been murdered or impressed. The guard closed her case, but Kraig's family did not give up hope. Kraig maintains connections throughout the city: dock workers who tell him about strange shipments, guards who appreciate a free drink and a sympathetic ear, street children who know he'll always have yesterday's bread and today's protection. Of late he has heard rumors of a girl matching Lysa's description seen in the company of other urchins known to work for the vile criminal Gaedren Lamm. If there's one thing the Bull cannot stand, it's people who prey on children...

Possible Build Path:

Level 2 (Cleric) - FCB: +1 HP; Domain: Conversion Inquisition, Travel or Ferocity Domain
Level 3 (Cleric) - FCB: +1 HP; Feat: Brew Potion
Level 4 (Cleric) - FCB: +1 HP;
Level 5 (Cleric) - FCB: +1 HP; Feat: Shikigami Mimicry
Level 6 (Brewkeeper)
Level 7 (Brewkeeper) - Feat: Shikigami Manipulation
Level 8 (Brewkeeper) -
Level 9 (Brewkeeper) - Feat: Improved Initiative

Kraig's Business Pursuits:

Capital Rules.
Building Rules.
Rooms and Teams Rules.

Capital‎ ‎ ‎ ‎ ‎ ‎ Purchased Cost‎‎ ‎ ‎ ‎ ‎ Earned Cost
Goods‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 20 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 10 gp
Influence‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎30 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 15 gp
Labor‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 20 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 10 gp
Magic‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 100 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ 50 gp

====Current Capital====
Goods: 0
Influence: 0
Labor: 0
Magic: 0

==========The Sodden Hippogriff==========

Create 43 Goods, 3 Influence, 40 Labor (1,750 gp)
Rooms *1 Bar*, 1 Brewery, 1 Common Room, 1 Kitchen, 1 Office, 2 Storages, 1 Workstation

====Currently Building====

*1 Bar as part of Tavern*
Earnings gp or Influence +10
Benefit bonus on Diplomacy checks to gather information
Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 10–20 squares
A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement.

====Progress on Bar====
Goods: 0/6
Influence: 0/1
Labor: 0/5
Magic: 0/0
Time: 0/16
Max Total GP: 250

====Progress on Tavern====
Goods: 0/43
Influence: 0/3
Labor: 0/40
Magic: 0/0
Time: 0/100
Max Total GP: 1,750

====Future Plans====

1 Brewery
Earnings gp or Influence +10
Create 9 Goods, 2 Influence, 7 Labor (380 gp); Time 24 days; Size 12–24 squares

A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages.

1 Common Room
Earnings gp or Influence +7
Create 7 Goods, 8 Labor (300 gp); Time 16 days; Size 10–30 squares
This versatile open area has enough space for many people to use at once. a Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

1 Kitchen
Earnings gp or Goods +4

Create 4 Goods, 4 Labor (160 gp); Time 12 days; Size 2–6 squares

A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. a Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Office
Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 2–5 squares

Upgrades From Storage

This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.

2x Storage
Earnings gp +2

Create 2 Goods, 2 Labor (80 gp); Time 8 days; Size 4–8 squares

Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.

1 Workstation (Profession: Brewer)
Earnings gp, Goods, or Influence +8
Benefit counts as masterwork artisan’s tools for one Craft or Profession skill
Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 8–16 squares

This includes a table, chair, and appropriate masterwork artisan’s tools for one Craft or Profession skill you choose when you build the room. For example, if intended for a carpenter, it has clamps, saws, nails, hammers, and a sturdy worktable. Up to three people can use the room at a time.

====Teams====

1 Bureaucrats
Earnings gp or Influence +4

Create 7 Goods, 7 Influence, 12 Labor (610 gp); Time 5 days; Size 5 people

Bureaucrats interface with local government and deal with annoying paperwork related to running a business or organization. This type of team could include accountants, diplomats, lawyers, and scribes. a typical bureaucrat is a 1st-, 2nd-, or 3rd-level expert with ranks in Bluff, Diplomacy, Intimidate, Knowledge (local), Linguistics, and Profession (barrister, clerk, or scribe).

2 Craftspeople (Brewery, Kitchen)
Earnings gp, Goods, or Labor +4
Create (x2) 3 Goods, 2 Influence, 4 Labor (200 gp); Time 2 days; Size 3 people

Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter is a 4th-level expert with 4 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement.

?? Laborers)
Earnings gp or Labor +2
Create (x??) 1 Influence, 2 Labor (70 gp); Time 0 days; Size 5 people

Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically 1st-level commoners with no ranks in Craft or Profession.