Kenku

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How about a write-up of the Angelwing from Nexus: The Jupiter Incident?

https://starships.fandom.com/wiki/Angelwing


OMG I remember that game! Had it on an old 3.5. Could never make it very far (IIRC Venus was the bane of my existence).

Only weapon I remember from that is the needler weapons.


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I've been working on a personal update/variation to the Jedi class, including adding a handful of different Jedi paths, or careers as they are called in the original document. I've come up with a total of 10 , including 3 Sith-themed paths. I may try to come up with another Dark-Side/Fallen Jedi focused one, depending on my workload. I've been of-and-on busy with a major move and work, so as soon as I can get back into it I will and post it.

Another one of the personal changes I did was give each Path a Focus, which is:

Quote:
One of three areas that emphasize the training you received and the aspect of The Force that you favor with your chosen path. These three are Force Focus, Balanced Focus, and Martial Focus.
Force Focus paths (such as the Consular):
Quote:
Gain an extra Force power per day for each level as well as learn one additional Force power at each level you would normally learn a new power.
Martial Focus paths (such as the Guardian) are as such:
Quote:
Whenever you are actively wielding your lightsaber, you treat your base attack bonus as if it was equal to your level (as a Soldier). This applies only with attacks made with your lightsaber. Due to your focus on martial training, you learn one less Force power whenever you would normally learn a new Force power, and you can use one less Force power per day for each level.
Finally, there is the Balanced Focus (such as Sentinel), which is as follows:
Quote:

Due to your balanced approach to martial and Force training, you do not gain any bonuses or penalties to your Force powers per day or the number of powers you know. Instead, select one of the following as a bonus skill: Computers, Disguise, Engineering, Medicine, Sleight of Hand, or Stealth.

You gain +1 bonus to your chosen bonus skill at 1st level and every 4 levels thereafter.

Also, each Path starts with it's own lightsaber form.

Oh, and some of the abilities I've used for these other Paths I've borrowed from other classes that fit thematically/mechanically, but since its mostly for personal homebrew use I don't mind for my games. ;-P
Other abilities are derived from the Old Republic MMO.

I'm fairly pleased with all of the Paths (and have completed that section). Right now I'm working on adding leveled bonuses to the different lightsaber forms so that they scale up a bit (think padawan, knight, master levels) and the feats section. After that will be any new Force Powers I convert, and lastly would be other Force-using traditions (such as the Iron Knights and Order of Shasa). I'm tossing between making them a different set of Paths, or just racial (mostly) archetypes for Jedi, or just anyone who has Force Sensitivity (be it the Jedi class, the Feat, or the Themes).


Watching the new Voltron series certainly had me thinking that the races in it would be great for Starfinder...


Considering Starfinder uses Bulk instead of Size for a lot of things, that sounds like a good idea. I'll be honest, the sizes for the power were derived from the original Power in SWSE.


Hey, some of that looks familiar. ;-)

brkndevil wrote:

Fold Space is like What?
Like Serious What

Hold an object, like a grenade or something similar, in your hand and concentrate. Then all of a sudden the grenade (who would want to do this with anything other than a grenade... seriously...) is 60 feet away in the midst of the group of bad guys you were about to get all personal with.

That is Fold Space.


Use a base 10 system? That's preposterous. We should use a.. *counts fingers*... wait.. *counts toes instead*... Hrm.. well, we could.. Nevermind.

Jokes aside, I wouldn't have minded the metric system for SF either. However, since I already have so many D20 SW products, converting it for a homebrew is far from difficult.

As for the shorter AP against the mighty Azlanti Star Empire, I see this as an introductory AP to them against a very small number of Empire forces. It's like Star Wars Rebels - The Adventure Path... Little group going against a fraction of the big bad, but still enough to make a difference. Eventually I'm sure we'll go up against the BBEE (Big Bad Evil Empire).


Give me a few days (or week) to clean up the file and I can send it. I haven't converted it to your alignment system though. Personally I'm not a fan of it... I just like the whole Light Side/Dark Side score stuff more. It also makes it a bit easier to mesh into game mechanics without over-complicating it.


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I just recently attempted to re-watch Dark Matter... the premise seems PERFECT to start a campaign. Also, Babylon 5 any day of the week.


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Wei Ji the Learner wrote:


In the game Alpha Centauri they were called 'Planet Buster' bombs.

They could outright destroy many hexes of territory, but the flavor of what they used was a bit different, and the bigger the power on them, the greater the devastation.

Using even *one* even during 'allowed hostilities between factions' immediately turned every other faction against yours, including strong allies and partners... and the devastation (even for a strategy video game) was... significant and sobering.

Oh, and of course Planet would retaliate against the user, too, because that wasn't cool.

Oh how I miss that game and my stockpile of Planet Busters. I was in a stalemate war with one faction, and the rest of the factions were friendly but not helping. I lost my patience with the constant taking/losing/taking of the enemy's capitol, so I nuked it. EVERYONE turned on me... so I planet busted every other faction. I had stockpiled enough planet busters to take out practically every city that wasn't mine. Yea, I was the supervillain. Glorious finish to that game..


doc chaos wrote:
Have you thought about using equipment from SW d20? Looking at the balance issues it shouldn't be a big deal.

The only issue with integrating the SW d20 weapons and equipment (as well as d20 Future), is that they don't scale up like Starfinder's weapons and armor (which I am not a big fan off imho). You could of course ignore all the scaling gear and use what is in SW d20, SWSE, or d20 Future. In fact, the SW d20 classes already use a Hit Point/Stamina Point mechanic so the equipment could feasibly already be balanced.

Come to think of it, if I run a Starfinder Star Wars, I may just use my SW d20 books for equipment and weapons (i have pretty much all of them).


Naal wrote:

The only thing I want from Azlanti ships is that the bigger ships have some of their components orbiting them, like aeon stones circling around the wearer's head.

"Fools. Now witness the power of our AEON MODULES."

Pft, ALL of their spacecraft would have floating gun pods.


I haven't worked on any new Force powers, feats, or items lately, but I am actively working on a full Jedi class. To me the archetypes fit the idea of someone finding out later on about their abilities and seeking out training to compliment their current skills. The class will be more along the lines of someone who went to a temple/praxeum/academy at a young age and devoted their life to the Jedi ways. I'm using a combination of the material from Saga Edition, SWd20, and the Pathfinder Jedi material created by someone on the Pathfinder Homebrew *(I can't remember for the life of me at the moment).

I was also expanding on the Lightsaber forms a bit, combining the forms you created as well as the ones in the Pathfinder Jedi class and giving them 3 tiers (padawan, knight, master). Rather than a number of spells per day per level, the class uses the Force pool and Force Rating from your stuff (should integrate well enough). The Jedi gains force ratings per their level, and only gains the added powers per day or powers known benefits from the Feats. Of course, they gain no benefit from the archetype.

EDIT: One thing I'm doing for the class are Force Paths, which are in the same style of Mystic Connections or a Soldier's fighting style. These paths give you various benefits such as a bonus skill and changes to the number of powers known/powers per day, etc. So far there are 3 paths: Guardian, Sentinel, Consular. I may add more, like Shadow, Marauder, Sage, etc... but I haven't figured out what to do with them yet. Once I finish the class with the 3 paths, maybe we can all brainstorm to add more.


Prince of Knives wrote:


Psion most definitely is; they remain the premier manifesters among the stars. Vitalist and Tactician have kinda been swallowed into a new identity, the Integrator, who uses and manipulates collectives.

Cool, can't wait to see it.

Quote:


Psychic Warrior...is still maybe on the table, but sorta suffers from its niche becoming the default state of the system? Even the dedicated manifesters or spellcasters like psion or technomancer are significantly more gishy than almost anything in Pathfinder, and as a result Psychic Warrior ends up as a solution to a problem that's already been solved. Something that takes heritage from it may appear down the line.

Even so, I've always liked the psychic warrior. Yea it's not as great as some others, but I still liked it. I've been trying to work on my own conversion of it, as the Warrior Path's fit well with the Mystic Connections, Operative Specializations, and Soldier Fighting Styles.


Cool. Now it makes me wonder, are Psion, Psychic Warrior, and Vitalist on the list for future playtests/conversion?


LINK

Fixed the link for you.


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I am so.. SO tempted to make a skittermander and name him Experiment 626, also known as Stitch.

Which theme and class combo though, no clue. (Ace pilot?)

Bounty Hunter Operative would be... interesting.


The survivor(s) could always find stasis pods on the ship that have the replacement PCs.
That's what I'd do.


I personally have always liked Babylon 5's way of doing Hyperspace. My homebrew will combine the Drift mechanics with Babylon and X3: Reunion's system, where only ships of a certain size or larger will have jump point generators, while all other ships must rely on large jump gates. Ships can loiter around the beacons used for jump gates, or at various coordinates in hyperspace, if they choose. Makes for an effective statement when a fleet of ships emerges from hyperspace at your signal.


How about Hybrid Classes? O.o


Somehow I overlooked that. Oh well.

Looking through the technomancer spells and abilities, coupled with the skill synergy feat and the advice above, has made me decide on technomancer instead of mechanic.

Now to decide what armor upgrade to give the android...


Hey all,

I'm creating a character for a game I'm attempting to run because, lo and behold, none of the group is really skilled in repairing, computers, piloting, or offensive spells. I was tossing the idea back and forth between a mechanic or technomancer, but then thought about multiclassing them both. Is this viable?

The idea is an ace pilot android mechanic with an exocortex and either alternating between the 2 classes or only dipping a few levels into technomancer to be more of a 15/5 build.

The party build-up is as follows:

[list]
Soldier (Blitz)
Operative (Thief)
Solarian
Mystic (Healer)

Any thoughts? If I didn't dip into Technomancer, the character would still take the Technomantic Dabbler feat at 1st level (mend, transfer charge, and most likely supercharge weapon for spells).


Reebo Kesh wrote:

"If we don't destroy the Black Star, all is lost!"

"If we don't destroy the Stellar Degenerator, all is lost!"

See the difference?

But the Black Star was already destroyed by Commander John J. Sheridan of the EAS Lexington....


I would say they have a stronger capacity/battery. It fits the theme better, but maybe ONLY the one they construct themselves.

As for the damage, I personally am not a big fan of Starfinder's weapon damage progression or armors EAC/KAC progression. To me it feels like a lot of games these days that jump out of the gate with the whole "MASSIVE NUMBERS = GOOD" mentality.

I'll stick with my own damage/eac/kac values and get rid of the multiple tier stuff for my games.

Sorry, went off-tangent there for a moment.

I'm going to be running a Starfinder game shortly with some interested players, and at least 2 of them are VERY intrigued by the theme and archetypes.

Once I tidy up my creations, I'll send them to you to perhaps add to your document.


I really enjoy these. I also like option 2 for Force powers. Taking what you started, I've modified a few more powers from the Saga books (I have all of them). So far I've converted Valor and Inspire into one, Force Light, Fold Space, Battle Strike, and Slow.

The only question I have at the moment with it though is the plasma sword (ligtsaber). Is it equivalent to the tactical plasma sword (which is the same damage as the lightsaber in Saga Edition), or is it basically each level of plasma sword in game with a different name.

Next on my list is to convert the rest of the lightsaber crystals and then the armor to Starfinder values.


I donated. :-D

Hope it hits 18k. I'd like to see alien animals.


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I'm no publisher, but if you need someone to proofread it for grammatical errors, keep me in mind. Words spelled wrong jump out at me every day.. ;-)

Regardless, I look forward to this product. I LOVE mecha!


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I was homebrewing a Light Hangar Bay that could fit into a Large starship that uses up 1 expansion bay and holds a single tiny starship.


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I personally have always liked the Psychic Warrior. The current version already feels 'Starfinderish' with it's selection of paths, which each SF core class seems to have variations unique to that class. I'll be converting some of the Psionics Unleashed classes, especially psychic warrior, to SF rules anyhow, just in case they're not updated/included in the new product.


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Patrick Newcarry wrote:

Sounds great, but...

Didn't the CRB say that "magic" was pretty universal, including psionics?

Yes. However, some people, myself included, like the point system from the Psionics Unleashed material over a "different form of magic."


I am absolutely looking forward to this. I was going to homebrew-convert the psionic classes for my own campaign system/sector, but I may wait for this instead.


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1. Dwarf
2. Elf
3. Human

Honorable Mentions:

Android, Aasimar.


Male Unique Kenku Warrior 1/Expert 10/Slacker 3

*sigh*

I've thought long and hard about this, and I absolutely hate to do it, but I'm going to have to drop out. I simply don't have enough time to dedicate to PbP games anymore.

This game has potential, and I love the idea of it. Liliya was a blast to create and brainstorm. Character concepts are one of my favorite things to do. I hope that you guys continue on, perhaps recruiting replacements or combine the two groups in some way.

I apologize for this, especially so early in the game. Good luck in all your future ventures.


The Noble from Freeport is, imho, one of the best iterations of the class for Pathfinder that I've seen.


Male Unique Kenku Warrior 1/Expert 10/Slacker 3

Sorry, been a little busy lately. I'll attempt to get on and post later today.


Male Unique Kenku Warrior 1/Expert 10/Slacker 3

We can try to continue. I'll post again for Liliya sometime today


Male Unique Kenku Warrior 1/Expert 10/Slacker 3

I'm waiting for Beast to post since Liliya was following him, really.


Check out Pure Steam's Westbound. Just released. It is literally a Western Steam Punk Setting. No PDF version as of yet, though. I helped Kickstart it and the book is awesome!


Oooh, hopefully it would be a nice place to spend Unification Day and not in any way start a bar brawl.


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Male Unique Kenku Warrior 1/Expert 10/Slacker 3

I was just thinking... Since the characters have only a general passing knowledge of other members, perhaps we can come up with 3-5 rumors for our characters based on their backstories. I think 1-3 rumors WITH factual basis behind them, and 1-2 "out-there" rumors. Adds a little bit of flavor to the RP, especially if the others believe the "out-there" false rumors. It would be even better (and entertaining) if our characters were well aware of all these rumors and did nothing to discredit the false rumors.

I'll go first:


  • Liliya talks to the spirit of her dead brother through her rifle.
  • Liliya actually fought in WWI as a sniper and
  • Liliya is actually a member/sleeper agent of a secret Razvedka program sent to spy on and keep tabs on the Black Chamber and/or Laundry.
  • Liliya is not human, but actually a rare offspring from some monstrous creature called a "hag".
  • Liliya adopted the moniker Vědma from a childhood name the other orphans called her.


I would gather that any member of any given organization has met and/or worked with another in the same organization at some point in the recent past. Therefore if Liliya were to be selected, she would undoubtedly know any other member of the Black Chamber that is also selected


What am I missing?


Updated Liliya's profile with her background and minor clerical errors. Here's a preview of the background.

Spoiler:

Black Chamber Operative, Codename: Vědma
Name: Liliya Vasikova
Other Known Name(s): Malen'kaya Ved'ma, Little Witch, Kleine Hexe
Age: Estimated 26
Sex: Female
Height: 5'6"
Weight: 120lbs
Hair: Dark Brown with white streak
Eyes: Mixmatched (blue and green)
Birthplace: Unknown, Russia
Operative Recruitment Date: August 9, 1929
Specialties: Enhanced Marksmanship
Preferred Weapon: Mosin-Nagant M1891 “Anatoly”


Oh I like how you did your background Saashaa. Since Liliya is a Black Chamber operative also, I think I may do something similar, kind of like a personnel file.


Probably a face/healer.

BTW I sent you a message GM


@GM Sappy: Would you be willing to swap the musket from Musket Master Gunslinger to a rifle instead? Mosin-Nagant would fit in perfectly. I envision the character as somewhat of an occultist sniper whose father died in the Great War and elder brother died during the Russian Civil War fighting for the White Army against the Bolsheviks, which happens to be a word she likes to use as a catch-all curse word.


You know, making her a changeling (green hag) with the hag magic alternate trait seems like it would fit in very well. Perhaps that is part of the reason her family had to leave Russia.


This has me intrigued...

I'd like to try out one of the occult classes, but cant make up my mind of which one. Occultist always piqued my interest, but kineticist also has me intrigued.

I originally thought about a Reliquarian Occultist from either a major religion or a cult assigned to one of the organizations from their HQ, but you said no to divine magic. But, since you did allow inquisitor with changes, the Relic Hunter inquisitor might be a good alternative.

Another idea was a battle host occultist/musket master gunslinger (rifle replacement of course). Possibly Russian with a Mosin-Nagant from some soldier during WWI.
*EDIT* - the battle host/occultist/musket master gunslinger would most likely be a Russian expat that had lived in the United States since she was a child. Her parents were against the communist revolution in Russia and fled. Her father or older brother was killed in the revolution and she has taken her brother's rifle. She believed his spirit stayed with the rifle and for her crazy thoughts was sent to an institution. It was there that she was picked up by the Black Chamber and reunited with her brother's rifle which was in fact bonded to her brother's spirit.

Hrm


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Boy did I enjoy this game... My favorite moment was as follows:

I was the Spartan faction and was technically "at peace" with all other factions except for one, who was my direct neighbor. I had surpassed everyone technologically and was very isolationist. My borders were VERY defended, and as the world kept asking me for handouts, I was secretly building numerous Planet Busters.

So this war against the neighboring faction was long and tedious. I played an annoying back and forth as I would take their capitol and they would retake it, neither one of us holding onto it for more than a few turns. Eventually I grew tired of this tactic and pulled all of my forces back to my territory.

So, as they start to spread and retake the territory that I had abandoned, I launched a Planet Buster at their capitol. Obliterated it, of course. Now, since this was technically an "atrocity," the rest of the world immediately declared war on me.

So, as they all tried to invade my territory (they couldn't), I send Planet Busters to each of their cities. Yes, I had actually constructed enough of them to take care of every single city in the world. Thus ended the game as I pretty much turned it into Fallout: Alpha Centauri.

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