ckobbe's page
Goblin Squad Member. Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 66 posts. No reviews. 1 list. No wishlists.
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Hello all... so a funny thing happened on the way to this post. After I had typed out all the adjustments and the final encounter conversion I found out that the site had finally been taken down for the new store update and that I lost everything I had typed out. So, round two lol.
First off I'll run through the adjustments I've made based off of Jeremy Corff's suggestions.
1) In the initial foyer encounter use DC 12/14/17 for any Lore skill DCs.
2) DC 13 Crafting check can be used to recover a commercial fire extinguisher from the scrap bots
3) Add a secret DC 15 Absalom Station Lore or DC 18 Society Check on first viewing the GobCom Mark2 that proogs are being trained.
4) change the Goblin Lore check to DC 12 for the GobCom Mark2 hack
5) When disabling the crate at Panic at the Gala!, the Adhere cantrip can provide 1 automatic Victory Point in the first stage. Add Absalom Station Lore DC 12 for the third part of the challange.
6) In Mess Hall Masterpiece change the Cooking Lore to DC 12, and the Physical Science Lore to DC 14 for the initial fire. Change the Cooking DC to 14 for saving the meal.
7) If they save the meal the cafeteria staff rewarded them each with a rare Eoxian Ghost Figs which grant resistance physical 2 for 1 hr.
8) During A Merry Chase, add Absalom Station Lore DC 12 to finding al alternate route.
9) During Operation Friendship change all the Starfinder Lore DCs to 14, and add in Absalom Station Lore DC 15 to impress the goblins about how knowledge they are about the Station. Add Goblin Lore DC 13 to all three goblins to impress them with their ability to negotiate like a goblin.
I'm pretty sure before I lost the original post I had goblin lore 1 added in 1 other place, but for the life of me I cant remember where.
Converting Gifts Ungiven - Part 7.
Museum Mayhem Moderate 0
I will try and guide the players to tackle this one last so they have a chance at gaining the Mess Hall Masterpiece reward. Clues and background NPC crosstalk should be enough to guide the characters to this one last.
The characters will enter and roll initiative immediately as Palivhar Chooser of Hues will have just activated the trap portion of the hazard and been bludgeoned into unconsciousness.
ROGUE ANIMATRONICS HAZARD 2
COMPLEX MECHANICAL TRAP
Stealth +10 (trained)
Description Animatronic display of Ilyastre doing battle against a defrex using the very best second-hand robotic parts scroungable.
Disable DC 15 Athletics to shove parts of the animatronic so it damages itself, DC 15 Arcana/Computers (trained) to disable parts of the magical coding animating the construct, DC 15 Crafting (trained) to remove key parts of animatronic.
AC 15; Fort +12, Ref +6
Hardness 6; HP 30 (BT 15); Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 3
Pow, Right to the Kisser! [free-action] Trigger A creature touches the display directly or with a tool; Effect The trap deals 1d10 bludgeoning damage to the triggering creature. The trap rolls initiative if it hasn’t already.
Routine (2 action) The animatronics represent an expanding menace and each round its first action is to expand it the burst effect of its ranged attack by 5', starting from 0.
The second action is a burst attack in the expanded radius with 1d6 variable damage with a basic DC 14 Reflex Save (1d4 for damage with 1-bludgeoning/2-piercing/3-slashing/4-electricity); when it triggers an electrical burst, the hazard also takes electrical damage with its weakness applied.
Characters must be within reach to attempt a disable check, 3 successes disable the hazard or the hazard runs out out power after 6 rounds.
Palivhar Chooser of Hues begins the encounter unconscious and adjacent to the hazard with an initiative of 10 with a Reflex Save of +5, if damaged they will drop into Dying 1 which will advance or not per normal rules each round. Some of the characters should endeavor to remove him from the hazard and to stabilize him.

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Thanks, coming from the author and someone who has experience running the adventure to boot I appreciate the kind words. When I read the adventure I almost immediately though it would make a great conversion to showcase the breadth of the Starfinder setting and mechanics. Thank you for the inspiration and the framework!!
I'll definitely take your advise on adding in Absalom Station Lore, I did use Goblin Lore once even though it would be a weirdly specific lore for a group of new players to have lol! Easy enough to port it in almost anywhere there is a Society check.
For the Lore skills, most are in the range of DC 13 to 16 range. Thinking about it, a lot of PCs may not have any INT modifier, so a zero level Trained Lore would only have a +2 bonus. Make all of them DC 12 to 14 range is probably appropriate I'm guessing?
For Loot, I was kind of already thinking about the kitchen staff giving away some minor consumables, possibly with effects based on Pathfinder talismans or alchemicals with short or single use effects. Who knew Triaxian Fireberry Tarts give you and hour of Fire Resistance 3!
I was also thinking about giving the team a swag bag at the end of the adventure based on how well they do, things like the “Team Sfartinders Go!” t-shirt in the adventure, but also maybe a 50 credit gift certificate to the Starfinder Gift Shop in the lobby, or maybe everyone get an Armored Coat with Starfinder styling and a Glamer Projector mod installed.
Another possible loot I was thinking of, espcially if anyone in the group decides they want to play a longer campaign with some of the same characters is an app with free access to the Starfinder Chronicles and Media stores that can be accessed as a single actions to trigger a DC 15 flat check to gain a +1 equipment bonus to a Recall Knowledge check to represent the wide ranging and eclectic assortment of information the Starfinders have access to.

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Converting Gifts Ungiven - Part 6.
** I still haven't decided what/which way I want to go on the Museum Mayhem conversions....
Once back in the goblins lair the described interactions happen, with the introductions, back story and motivations revealed if not intuited already. Whiles its entirely possible the party may decide to intimidate and march the goblins to the Starfinder leadership. Hopefully I can guide them to the big show stopper gift number the goblins want to give. Since I've already introduced Zigrigix they'll be the natural choice for who the character suggest as getting the gift, but I'll present all 3 options.
Once the preliminaries are out of the way well lead into...
Operation Friendship Severe 0
Reworked as a social influence encounter where influence points represent how well the character help the goblins create a successful gift/presentation for the Starfinders.
Glorgo Credstick
gearhead "Mastermind" goblin
Perception +10
Willpower +7
Discovery - DC 13 Crafting; DC 15 Society; DC 17 Perception
Influence - DC 14 Crafting to help repair the scrapbots; DC 14 Thievery to snatch the perfect collage supplies; DC 15 Tech Lore to geek out over tech; DC 16 Starfinder Lore to bring share stories/info that help improve the presentation; DC 18 Diplomacy to sincerely complement his drone.
Fabulous Sheena
hair-rock goblin
Perception +7
Willpower +7
Discovery - DC 13 Performance; DC 15 Society; DC 17 Perception
Influence - DC 14 Performance to perfect the song lyrics for the presentation; DC 14 Crafting to create the perfect glam outfit; DC 15 Society to geek out over other cultures music and fashion; DC 16 Starfinder Lore to bring share stories/info that help improve the presentation; DC 18 Diplomacy to sincerely complement her amazing fashion sense.
Tricks
magic goblin nerd
Perception +7
Willpower +10
Discovery - DC 13 Arcana; DC 15 Society; DC 17 Perception
Influence - DC 14 Arcana (DC 15 Nature/Religion/Occult) to add minor magical touches to the presentation; DC 14 Performance to bring all the presentation components together; DC 15 Academia Lore to geek out together; DC 16 Starfinder Lore to bring share stories/info that help improve the presentation; DC 18 Diplomacy to sincerely complement his magic skills without any formal training.
6 20 minute influence round to create the presentation. Same influence break points with each goblin.
Influence 2 - Each goblin ditches the most explosive elements they want to include in the presentation and conflicting ideas with the other goblins.
Influence 4 - Each goblin has managed to harmonize their ideas and portions of the presentation to create an amazing work that shows off their friendship, goblinness and admiration for the Starfinders.
When the total influence points taken together act as victory points for the presentation in the Lorespire foyer.
5 or less Influence points total - a few polite claps and the Starfinders politely except their new neighbors.
6 to 9 Influence points - well that was certainly unique and we are Starfinders and love to encounter cultures in all their form.
10 to 11 Influence points - enthusiastic applause and acceptance.
12 Influence points - audience members that stream the performance have 100s of thousands of likes by end of day and the goblins become a minor media sensation bringing good press for the Starfinder Society.
Obviously in the game i'll expand on all of this for the big final number.
The encounters add up to 900 experience, and if the group wants to continue with the game and these characters I'll hand wave their advancement to level 1.
Things still to do...
1) figure out what to due about that pesky Museum Mayhem encounter.
2) appropriate loot and placement.
Otherwise I feel pretty confident about the conversion, but would love any advice.

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Converting Gifts Ungiven - Part 5.
** I still haven't decided what/which way I want to go on the Museum Mayhem conversions....
A Merry Chase Low - 0
At the end of the third task the PC spot one of the goblins and a chase ensues. Same descriptors from the adventure used for each of the 4 parts.
Into the Tunnels Obstacle 0
Chase Points 3; Overcome DC 12 Acrobatics to dive into the tunnels; DC 14 Starfinder Lore to find an alternate route; DC 16 Survival to navigate.
Klickharp Crates Obstacle 0
Chase Points 3; Overcome DC 12 Stealth to slip past the Klickharps; DC 14 Nature to soothe the Klickharps; DC 16 Deception to create a distraction that draws the Klickharps out of the characters path.
Parting the Crows Obstacle 0
Chase Points 3; Overcome DC 12 Athletics to force through the crowd; DC 12/16 Acrobatics (Small/Medium characters) to slip through (Free Chase Point of a Character has the Crowd Surfing feat); DC 14 Diplomacy or Intimidate the crowd.
Down the Hatch Obstacle 0
Chase Points 3; Overcome DC 12 Reflex save to dive down the hatch on the heels of the goblin; DC 14 Perception to spot the hatch; DC 16 Piloting to grab some sheet metal and surf down the tube in style.
Success in 3 or fewer rounds greatly impresses the goblins and grants a +1 circumstance bonus on the influence checks during Operation Friendship.
4 to 5 round no effect
6 or more rounds the goblins are not so sure about the character and are slightly more resistant to their suggestions during Operation Friendship and suffer a -1 circumstance penalty.

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Converting Gifts Ungiven - Part 4.
Panic at the Gala! Moderate 0
I think disarming and removing the crate without disrupting Naiaj's presentation works best using Victory points and a 3 part challenge over 2 rounds.
1) Disable the crate fanfare and explosive opening. (2 Victory Points)
DC 14 Thievery check to disable; DC 16 Computer to scramble the release programming; DC 18 Crafting to jam the release mechanism of the crate. If the team scored a critical success on hacking the Gobcom Mark2 they gain a +2 circumstance bonus on these checks.
2) Remove the crate without disrupting the presentation. (2 Victory Points). DC 14 Athletics check to manhandle the crate out of the room; DC 16 Stealth check to keep alerting the attendees; DC 16 Deception check to distract the attendees.
3) Sooth the agitated Proogs. (2 Victory Points). DC 14 Society Lore to remember pet care tips for Proogs; DC 16 Nature to create an environment that calms them; DC 18 Craft check to find interesting shapes for them to imitate as a distraction.
2 or less Victory Points - Naiaj's presentation is disrupted and she is not disposed toward accepting the goblins at the end of the adventure.
3 to 5 Victory Points - Naiaj is aware of them removing the crate but has to take steps to keep the attendees from noticing or commenting.
6+ Victory Points - Naiaj is impressed with how skillfully the team removed the potential distraction from her presentation and has a gift for them at the end of the adventure.
Mess Hall Masterpiece Moderate 0
DC 16 fort save or Sickened 1 when approaching within 5' of the flaming pot, with a +2 circumstance bonus id the team disabled the Oh Gods! The Smell countermeasure on the Gobcom Mark2 as they have already experienced the joys of goblin olfactory chaos.
DC 14 Cooking Lore/DC 16 Survival or Physical Science Lore/DC18 Athletics to immediately extinguish the cook pot fire on the first try.
If they fire spreads, use the same skill checks to put out each square of fire, but reduce the DCs by 2. Additionally each attempt at putting out a square of fire requires a DC 10 Reflex save vs 1d3 fire damage.
* just realized it might be possible for the team to use a Crafting check to salvage the fire suppression from the Scrapbots and use it here, providing an additional +2 equipment bonus.
Salvaging the Meal will be a DC 16 Cooking Lore or DC 18 Society or Crafting check, with a +1 equipment bonus if the team achieved a critical success on hacking the Gobcom Mark2. This will be a good time to teach the Aid action if it hasn't already come up.
Museum Mayhem Moderate 0
I have been going back and forth on whether to do a straight translation of this one as a hazard to overcome or convert it into a combat challenge. Pacing wise we have had 2 to 3 combats so far (the diathas can potentially be bypassed with perception and nature/survival checks) and have gone 1 to 3 scenes with no combat, additionally this the last realistic chance for a combat encounter unless the players drive the narrative ridiculously off the rails. Its a reasonable assumption that the team should be up to full hp at this point and my gut is saying a combat encounter would be good here. Opinions welcome. I will say that if this is to be combat encounter, I'll have the characters find a crate of weapons in the goblin lair to replace their weapons with the refurbished trait.

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Converting Gifts Ungiven - Part 3.
So while I'll keep all the conventional clues listed for the goblins lair and reward them out through Perception DC 13 checks that each take 10 minutes. The main draw of the Goblin lair will be the Gobcom Mark2 computer the goblins have cobbled together. Goal is to highlight the Hacking system and how strange it can possibly get!
Severe-0 encounter
Gobcom Mark2 Level 3
The Gobcom Mark2 is a battered computer missing its casing with dozens of wires and cables snaking out to 3 cracked and battered flatscreen, a keypad missing a quarter of its keys, several depleted batteries, a stationary exercise bike, a swivel chair, and a microwave. The screen currently flickers between 3 short clips of Glorgo Credstick using a blowtorch on a scrapbot, Fabulous Sheena with a huge pair of scissors trimming another goblins hair and Tricks tapping a series of identical mugs (proogs) with a sparking wire causing them to jiggle and change color.
Hack-able drone video files (physical; 1 Success) DC 20 Computers trained.
Vulnerabilities - Understanding the goblin mind (DC18 Society or DC 13 Goblin Lore; -2); Realizing the swivel chair can be spun to simulate a pass-code (DC 16 Fortitude; -2 & Sickened 1 [Sickened 2 on a failure]; Using the exercise bike to channel more power (DC 16 Athletics; -2); inspecting the nearby destroyed Gobcom Mark1 for clues (DC 16 Crafting; -1 for both the Hacking DC and to the Power Surge! Countermeasure's Notice DC and Disable DC)
Countermeasures [2 Failures] Oh Gods! The Smell! (-1 circumstance penalty to all skill rolls in the area going forward). Notice DC 16 (13 for characters with scent as an imprecise or better sense) Perception. Disable DC 16 Crafting or Thievery to clean up enough of the mess to not be grossed out.
[3 Failures] Power Surge! 1d4 electrical damage in a 15 burst around the Gobcom Mark 3 and 10 minutes to reboot if the characters want to try to hack again. Notice DC 18 Computers or Perception. Disable DC 20 Computers to regulate the power flows or DC 18 Crafting or Thievery to disconnect various wires without compromising the Gobcom Mark2.
Critical Success - The videos recovered are good enough to provide bonuses when dealing with each goblins gift/pranks; TBD and included in each of the encounter descriptions.
Success - Video files showing off the goblins new home, how excited and proud they are of to be living next to such famous adventurers as the Starfinders. How they want to show their appreciation with gift to brighten up their lives and specific videos showing the jist of each of Glorgo Credstick, Fabulous Sheena and Tricks next gifts, which they are out delivering right now!
As a severe encounter for Zero level characters, I am hoping the DCs and opportunities to reduce them are set right, but I'd appreciate any advice if they seem off. I don't want the encounter to be a block (and plenty of hardcopy leads are still in the lair) but do want the characters to feel rewarded with backstory that pays off throughout the rest of the adventure.
Also, I'd love any weird and zany goblin vulnerabilities I could possibly add to the Gobcom Mark2 (or Mark3 even lol).
Edit: Just realized I should probably add some sort of secret check to give a hint that the cups Tricks is shocking might be Proogs since they are common Pact World pets and to better foreshadow they are used later in the adventure... I'll need to lookup what recall knowledge covers Oozes, but also add Society because they are common pets and Absalom Station Lore since wild ones will have gotten loose, DC 12 probably.
Also, need to remember to cover Recall Knowledge in the initial combat so the new players understand its a good thing to use in 3 action economy to learn about strengths and vulnerabilities of encountered opponents.

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Converting Gifts Ungiven - Part 2.
For encounter purposes I set this as a Low-0 encounter.
Carmellia will be escorting the team out of the Lorespire complex and will be taking them through the lobby when the initial gift from the goblins is discovered in the lobby. I'll play-out the scene as written, although I am tempted to have Carmellia be the one to accidentally set off the spoiled yogurt/star ship chaff explosion instead of Senndi. The players will be encouraged to play detective and figure out the mystery of the pranks that have been occurring and escalating both as an opportunity to emulate regular Starfinder Agents and to possibly impress Radaszam.
The DCs for the investigation skill checks will be set at DC 14/16/19 for the three levels of results. Investigating the bomb will use Crafting or Survival. Diplomacy for canvasing the crowd or Media Lore/Infosphere Lore for reviewing video footage from social media posts or Computers to access the security footage. Society or Starfinder Lore to understand the significance of the spoiled yogurt. Perception or Starfinder Lore to piece together the clues leading to the Recycling Center.
Once the team heads off to the Recycling Center I'll cover Exploration Mode and its options.
The 3 diathas (Alien Core 40) are a Moderate-0 encounter.
Scrap-bots and Disco Drama are a Moderate-0 encounter.
For the Scrap-bots I'll reskin the Repair-class Security Robot (Alien Core 162); the Fire Suppression's hydraulic push list a DC instead of the correct Spell Attack roll, which I'll set at +5, I'll also add in that using the Fire Suppression action pushes the Scrap Bot back 5' and knocks them prone.
Disco Drama trap
Stealth DC 13
Disable DC 18 Computers (trained) to jam the motion detector’s signal or DC 16 Thievery (trained) to deactivate the motion detector
Disco Drama [reaction] Trigger A creature enters the sensor’s
detection area; Effect The trap dazzles any creature that only has sight as their precise sense within a 15 foot burst until the trap malfunction in 1d4 rounds or is destroyed.
AC 16; Fort +9, Ref +3
HP 20; Immunities mental
That's it for the moment. I need to review the hacking rules before I convert the next part since I want to add in a computer in the goblin's lair with videos that will have information on their upcoming "gifts".

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Converting Gifts Ungiven - Part 1.
Adventure setup.
The players will be playing as adolescent members of the Junior Starfinder Scouts. A youth organization focused both on what Americans/Europeans would think of as traditional scouting activities, but also adding in multi ancestory cultural appreciation, amateur archeological training and galactic survival skills. Carmellia a jolly pangender flowering raxilite from SFS 4-12 A Festive Operation is the JSS Scout Master and sponsor for the group and has arranged for some basic combat training at the Lorespire complex. They will take the group into a training area designed to look like ?? (haven't decided on the initial environment). There they will be introduced to Zigrigix (host shirren) who will be their combat instructor.
The only resource the players will need to purchase going into the adventure will be armor. Other gear will be gained through play.
Zig will explain the combat scenario, and offer a selection of weapons tailored to the characters. Any weapons with the tech trait will also have the homebrewed refurbished trait (on a critical fail the weapon gains Glitch +1). After weapon selection a Severe 0 encounter with 2 Observer Class Robots (Alien Core 163) will begin.
If the party is all knocked unconscious, Zig revives anyone trained in the Medicine skill. Zig points out a nearby commercial medkit and walks everyone though using the Medicine skill. The encounter ends with Zig giving everyone a commercial medpatch and recommending they all keep the refurbished weapons so they can get comfortable with them. Zig will also let a character trained in Medicine keep the medkit.
After the initial setup and framing well move into and convert the adventure proper.

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Happy Halloween All!
I am looking for advice and feedback on several things. I have been a TTRPG fan for over 40 years, used to play and DM, then got a job that had me on the road traveling for almost 15 years and become a reader instead of a player. I stopped traveling years back, but never developed a good friend group to get back into active gaming, but that has recently changed. I have a friend who is an active D&D 5E GM and loves my descriptions of what I love about Starfinder. Between his encouragement and my own desire I have decided to build a zero-ish level adventure to introduce him and his group to Starfinder 2E mechanics and the setting.
I am converting the SFS 6-11 Gifts Ungiven adventure into a 2E 0-level adventure. The player group has zero experience with any Pathfinder or Starfinder systems. My goal is to showcase/teach the many aspects of 2E mechanics through the various encounters while giving the players a curated selection of options to have to make for characters creation and system play.
Since this is going to be a length set of posts I'm going to break it up in chunks, starting with the 0-level rules.
While I like most of the 0-Level rules in the GM Core, I do want to showcase a little of what makes each class special and have made revisions to the 0-level apprentice rules.
Ancestry, Background, 4 free Attribute points, trained in 2+Int skills, Perception, all Saves, Unarmed attacks, unarmed defense, and starting credits (50) are all per the GM Core.
1) also trained in simple weapons and light armor.
2) in addition to the HP from Ancestry the character gain 4+CON modifier HP
Apprentice Options are completely revised so that it showcases some of what makes each class special.
Envoy - trained in Diplomacy, Deception or Intimidation; gains Get' Em! (1 action version only).
Mystic - choose a connection and become trained in associated skill, spell attack roll, spell DC roll; gain 3 cantrips + connection cantrip; gain Circle of Friends (Mystic Bond and Vitality Network with only 4 HP pool, refresh each round in combat or with 10 minutes of downtime with friends).
Operative - choose specialization and become trained in associated skill and 1 martial gun; Aim.
Solarian - trained in Athletics and 1 martial weapon; choose 1 solar manifestation; manifestation is locked into either Photon or Graviton mode.
Soldier - trained in Intimidation, medium armor and 1 martial weapon; Walking Armory.
Witchwarper - choose paradox and become trained in associated skill, spell attack roll, spell DC roll; gain 3 cantrips + paradox cantrip; Warp Reality.
Finally the 0-level characters will have Hero Points, but they will be called Dumb Luck points and I'll encourage the players to describe how dumb luck hopefully dramatically changes an outcome.
With my goals I am pretty comfortable with these changes, although I do think the apprentice Soldier may be lacking in showcasing what makes the class special, but I am planning on staying away from area effect weapons for story reasons and at a loss to what might be better.

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So I've been Halloween reading these 3 volumes as I've been catching up on my backlog of unread books. I finished volume 2 last night i have a lot of the same issues that others have mentions with the first two volumes, but specifically wanted to mention the two new Point systems introduced.
I really fail to understand why in a complex with dozens of prisoners and npcs camped out in supposedly resource poor areas we need to add an artificially imposed Food and Water Points system. From the writing, it seems like the prisoners a kept waiting between transport legs for days or more at a time, with the dero guards having been stationed in the area for a significant time. Honestly with the adventure as written it bothers me that the dero guard running this slaving operation don't already account for their own needs and their prisoners needs by already having bulk food and water stores present. Honestly if I ever run this adventure I will ditch this unnecessary mechanic and just have the dero have the logically necessary stockpiled provisions for themselves and their prisoners.
The Underheaven Trust system. I think my main problem with it is your players are somewhat railroaded into having to care and engage enough with these brainwashed idiots to not simply bypass them. Bypassing them will inevitable result in the population's eventual panic and saving these people is built into the adventure as part of your goal due to the XP awards at the end of the adventure. Logical actions like showing them they lie they are living without building absolute trust means wrecking their trust in the players, not the blood sucking monsters they should be concerned about. I would ditch this entire system and build up 3-4 npcs that you gain influence (as in the already existing system) with. Probably a doubting but trusted Kartho, a not-dead rebellious Claithe, and secret bad guy Danva. Increased influence will let the fake nature of Underheaven be accepted by these influential citizen and then the populace.
Also, as a final thought (I have just started reading the 3rd volume and that may alter some of these opinions) I really think that the first two volumes work better as two unconnected adventures. I realize that the prison complex, atlanti technology and blood-drinkers themes are all supposed to link the adventures together. But, the entire opulent palace/vampire fiefdom doesn't feel like its part of a prison complex and could easily be dropped almost anywhere you want a subterranean vampire fiefdom (hello Ustalav or Nidal). The werebat cultists do feel like a great low-level tropical island threat, but their lair could literally be any old abandoned complex. Finally, as written the second volume completely cuts you off from the events/locations of the first, so any momentum you build up on the mysterious atlanti technomagic is cut off and discarded in the second adventure, which is a shame, because i thought the (essentially) AI Azlanti personality you find in the first Volume has a lot of potential as a through thread for the campaign.

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This is going to be a little long, so apologies, but I finally got a chance to read the planar section of the the GM Core and here are some of my random thoughts...
Plane of Wood.
Because of the fractal growth falling into areas of asymmetry... computer specialists could possible use/be researching ways to use wood slivers from the same tree as code cyphers and unique encryption systems. Possible creating computer systems/files that can only be accessed by reading the growth patterns in woods slivers from the same source.
The Netherworld
Velstracs who are attempting to be genuinely helpful due to the new paradigm of Zon-Shelyn. Seeking out those who have flourished though suffering. Spiritual suffering that has refined someone like a coal to diamond. Split between those Velstrac who still believe pain to break others down to something new and degenerated and those who seek to learn from/foster those who's suffering leads to them becoming stronger beings... Interesting possible concepts to explore, but extremely sensitive topics with a need for all the normal buy in and consent rules.
Abaddon
Hate that they are still called the Horsemen of the Apocalypse. Legacy of real-world gender and image bias. Will probably refer to them personally as either the Riders of the Apocalypse or Heralds of the End.
Axis
AbadarCorp is referenced as having a branch site here. To me it makes more sense that this would be the legendary Home Office. I'm sure with the starstone and Abasalom station being the effective center of the universe due to its drift beacon it makes sense for the office on the station to be the primary one in the Universe, I suspect AbadarCorp is intended to predate the station and to be pan-dimensional. I like the idea of AbadarCorp and Abadar religion referring to the Axis location as the Home Office. Visiting or receiving training at Home Office should be major AbadarCorp job perks. Promotions to the Home Office should be the most fiercely competitive job openings in the entire organization and transferring to Home Office should be legendary events.
Boneyard
Psychopomps running an app called UBJudged that claims to have up to date predictions of your souls afterlife destination based off your infosphere profiles and social medias. 43% accuracy even.
The Cycle of Souls is a known quantity to at least some in the Universe... End of life care/hospice care could involve classes/lessons/techniques for your soul to avoid the depredations of soul thieves on the journey to the Spire and judgement
Heaven
Anti-tech/Anti-knowledge... Angels can make interesting antagonists for knowledge based characters or those who learn that which was not meant for mortals to know. Angel hit squads showing up when characters learn something they shouldn't is a interesting twist.
Did Angels/Heaven cause the Gap! Mindwipe the Universe because some knowledge became known that threatened to destabilize creation and was spreading through the Universe like a virus. I dig this idea.
Could the Hellknights of the Eclipse (anti dangerous messaging/media) actually be supported by Heaven and Angels instead of Hell and Fiends?
Hell
Mammon Banking should be a thing. Great interest rates and return on you investment in exchange for knowing your capital is being used for unsavory/immoral/suppressive endeavors, possibly knowingly tainting your soul. Better returns and perks than AbadarCorp Banking as well.
Dark Infosphere links though special unholy interfaces to the data servers in Geryon. Infernal programming languages.
Outer Rifts
The Dark Lobby/Icarthian is the source of those urban legend games that true fanboys salivate over finding and playing that actually turn out to be cursed that result in death/misery/corruption. Also i like the idea of demon computer game programmers.
Already mentioned that I liked the idea of calling Ksedahl's realm either the Everdrudge or the Nevergoal. Perpdepog mentioned that toil sounds too close to Droskar, but Droskar resides in the Outer Reaches. Are Ksedahl and Doskar aligned with each other or rivals. Could the Everdrudge be an adjacent realm of an ally or a dig at a rival or both. I'd have to answer that question in my own mind before settling on a realm name for Ksedahl.
Akashic Record
I have a lot of questions about this realm and am interested in seeing it expanded. The Akashic Sync feat with successes giving out false information tends to imply that the Akashic Record is not 100% accurate or factual. I'm pretty sure I also read somewhere that information on the Gap isn't available in the Akashic Record, so either hidden or redacted.
Who is adding info the the Record, who is fact checking...
New divinities in the Archivists to explore. New planar residents in the Recorders to explore. Possible source of new versatile heritage.
So far we have class features, in Universe organizations, extra-planar locations, feats, spells and magic items all tied to this plane. I suspect we will be getting more info down the road and I am intrigued. The only thing I am hesitant about is its links to real world Buddhism and Theosophy and respect for the differences between the game concept and the real world beliefs.
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I'm working on developing a solarion character that comes from a devout Desnan background who's taken the twin weapons feat at first level. I'm planning on making the weapons appearance standard appearance to be versions of starknives. In graviton form they will be swirling representation of the Desna's Path Galaxy with his closed fists gripping the center of the galaxy. For photonic attunement they will change to his fists gripping a tiny sun with multiple solar flares (as in the stellar phenomenon, not the class ability) projecting out. When he uses solar flare (class ability), either a swirling galaxy or a solar flare will fly from his solar weapon.

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Elfteiroh wrote: ckobbe wrote: [...] Your interpretation completely makes sense to me, and makes sense as the intent since both of the subsections reference formula books. Not trying to be argumentative, I just wish as written the access to the Alchemical Crafting feat was explicit instead of implied. Don't look at the class. They are not giving the Alchemist's class features. They are giving the general archetypes benefits defined in page 174 of Player Core 2. And it IS explicit that it gives the feat, and it's the very first thing these "benefits" mentions.
Player Core 2 p174 wrote: Alchemical Archetypes
Some archetypes give you the ability to use alchemy in a similar manner to an alchemist and say that you get the advanced alchemy benefits or Quick Alchemy benefits.
And:
Player Core 2 p174 wrote: Advanced Alchemy Benefits: You gain the Alchemical Crafting feat (Player Core 252) if you don’t already have it. [...] Player Core 2 p174 wrote: Quick Alchemy Benefits: You gain the Alchemical Crafting feat (Player Core 252) if you don’t already have it. [...] Thank you so much! I doubled checked the archetype rules in the Player Core 1, but completely forgot to follow up with the Player Core 2 section to see if anything had been added. You even mentioned it in your original post and I still missed it. Feeling like and idiot, but at least now I know lol! Thank you for your patience!

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Samsaran
Healer Samsaran: past lives as healers: Medicine skill
Mountaineer Samsaran: past lives around cold weather mountain tops: cold resistance
Oracular Samsaran: past lives exploring spirituality: innate cantrip
Sanctuary Samsaran: past lives in Samsaran sanctuaries: fortune reroll on missed Recall Knowledge check
Wilderness Samsaran: past lives in wilderness and remote areas: Survival skill
Yaksha
All have additional required edicts based on their protection vows
Deny the Firstborn Pursuit: protect from cruel fey: mental resistance & bonus on Recall Knowledge for fey
Deny Lady Nanbyo's Charity: protect from natural disasters: bonus bulk and athletic check to Force Open and Escape
Deny the Traitors' Rebirth: protect from asuras and rakshasas: darkvision and Perception bonus
Respite of the Cloudless Path: protect the lost: environmental extremes lessened and bonus to saves vs environmental hazards
Respite of Loam and Leaf: protect form blight and pollution: primal cantrip and plant trait
Respite of a Thousand Roofs: protect and feed the poor: Crafting and Cooking Lore skill and Improved Tool feat
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I wouldn't be surprised if along with the new cultural names announced for half-elves, half-orcs, deep dwarves, and gnolls if there are unannounced one we aren't aware of yet. No reason halflings couldn't be one of them.
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bugleyman wrote: ckobbe wrote: But what if I use the metric system?!?!?! TIL that the metric system doesn't use fractions. Though how does that even work with irrational numbers? And now I'll be floating a point about our rational and complex prime game having a root in the imaginary and irrational that is integral to the natural whole of our real life.
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Vali Nepjarson wrote: I believe that all ancestries should have their names changed to reflect their size relative to an arbitrary "whole".
Dwarves = Broadlings
Elves = Thinlings
Humans = Dire Halflings
Orcs = One and a Halflings
Gnomes = Thirdlings
Goblins = Slightly more than a Thirdlings
And then any mixed heritage you just do the math.
Orc/Halfling? 1.5 x 0.5 = Three-Quartersling
Human/Halfling = Half-Dire Half-Ling
Gnome/Dwarf? Height 1 Base 2 x .333 = H1/3 by Base 2/3rds-ling.
It's obviously the most intuitive way to call everyone.
But what if I use the metric system?!?!?!

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I personally would love a lore change to both half-elves and half-orcs. In my personal Golarion Half-elves have been a true breeding race that has slowly grown in prominence since the elves vamoosed during Earthfall. Left without their elven parents they banded together and created a nomadic culture based on trade and diplomacy. Over the millennia the elves were gone, distinctive wagon, sailing, and settled half-elven cultures developed. In the majority of Avistan approximately 5% of "human" households are actually settled half-elves that married into human families that recognized the advantages having longer lifespans than their human neighbors could give to trade and craft expertise. Additionally, for millennia the half-elven culture felt it was their duty to preserve what they knew of elven culture while blending it with their own traditions to make it their own.
I've done less with the half-orcs, but do love that Paizo has increasingly painted the half-orcs as being seen as value add members to orcish society.
In short I'm all for ditching the standard D&D trope that half-elves/orcs are torn between cultures fitting in neither. Both have been around for thousands of years, more than long enough to be both parts of their parent cultures and to develop their own earned places in the many cultures of Golarion.
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Scalable equipment 1000% yes - I have hated SF 5-tiered weapon scaling from the beginning because in all the science fiction i grew up with nobody changed out their weapons more than once in their career. Hans modified blaster is as icon to him as the Falcon. Equipment modding and refining I am fine with, but its how a character handles the weapons that should scale in power (with their levels) not the weapons themselves.
Now if Paizo would please kill the exponential economy scale and divorce wealth from character level and power I would be even happier.

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A couple of conceits – I am neither and advertiser nor a script writer. This idea came to in the form of a commercial, so that is how I want to present it. For any professional advertisers or script writers out there, please forgive the errors (numerous I am sure) in how I present this idea.
Blessed Bundles advert proposal #7
Interior shot: Blessed Bundles clinic waiting room. Pan over a background populated with multiple mixed species family units until the shot on the spokesperson off-center in foreground.
Casting Note (per Blessed Bundles VP of Public Relations): Please use Dr. Malvish Kaytal as the spokesperson. He is a very hologenic korasha lanshunta and head genewizard at the Absalom Station clinic.
Spokesperson: Family, arguable the most important force in the known galaxy, yet not every family unit are as blessed with interracial fertility as humans with elves or orcs. When a mixed species couples’ cultural or biological drives require genetic offspring, we at Blessed Bundles allows that love to succeed where nature fails and add the joy of new life to a family unit. Specializing in the latest technomagic advances in DNA transcription, our accredited and fully certified genewizards can make any sentient’s biological traits into viable genetic material of a partner’s genotype to ensure successful conception.
Fade to Testimonial Shot
Interior Shot: Domestic Living area (I know the couple we will use has a newborn, but please dress the area with visible toys appropriate to a toddler), Couple - human male Tomus Spanner and shirren host (Villus Kit), with swaddled human infant.
Villus Kit: We thought of adopting or fostering of course, but deep down we knew we wanted a child of our own – Thank you Blessed Bundles
Tomus Spanner: Of course I was worried, you hear horror stories about some fly by night outfits that perform shoddy DNA transcription, but you can see the results in little Mavis. Blessed Bundles perfected mapped Villus’s characteristics into human DNA and now we have our little girl. I couldn’t be happier.
Fade to Interior Office Shot
Interior Shot: Spokesperson’s office, various technical DNA transcription simulations running on screens in the background.
Spokesperson: Our genewizard’s lead the industry with a 96.3% success rate at cross-species DNA transcriptions. Our techniques allow any number of parental units to participate in the gene-blending process, allowing traits from one genotype to be translated into the equivalent gene expression in the child-bearer’s genotype. In the exceeding rare instanced when a chimera expresses, follow-up visits catch the genetic variances. (NO! cut this last sentence, we do not create crossbreed horrors, period!)
After the work of our genewizards leads to successful conception, our talented family integration specialists can help any family through the challenges of bring a new life into the galaxy and couch family units on the unique hurdles raising children from different species can present. Happy family is the business of Blessed Bundles, please visit one of our clinics today.
Fade to disclaimer scroll
Disclaimer scroll: DNA transcription not possible for outsiders, undead, constructs, incorporeal entities, energy entities, digital entities, noncarbon-based entities or biological/near-biological entities that have been classified aberrant. Consent from all genetic contributors required. Preserved genetic material is only usable if collected by Blessed Bundles with contributors’ consent (or by court order as of the Clan Bomix vs. Blessed Bundles decision, 307 AG). Requests for gene-mixing for chimera creation will void any contractual obligations on Blessed Bundles part and required notifications will be made to the appropriate regional authorities. DNA records are kept on file with Blessed Bundles for twice the expected life span of any progeny created from said DNA records. Consent for DNA records to be anonymized and shared with research institutes and/or used for Blessed Bundles’ own research purpose required for any DNA transcription procedures. All fees nonrefundable.

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Darth Krawl wrote: The Felicity of Holo-Sculpture
Hosted by Ss'orbo'b, an affable and extremely mellow Shirren artist, the uncomplicated Felicity of Holo-Sculpture is a breakout hit for the Public Trivid System. It's a relaxing Seventhday nighttime hit that follows the artist as he teaches landscaping holo-sculpture techniques each episode.
Using a complement of basic algorithms, Ss'orbo'b composes all manner of subjects in seconds, completing an entire sculpture from start to finish each session. Throughout each, he peppers his showcase with various life anecdotes as he sculpts, from his time spent in the Diaspora, his affection for protazoic life, and his career as a Veskarium combat medic.
The show is especially famous for the artist's representations of mirthful diminutive aboreal life-forms.
Fans are anxiously awaiting the the beginning of the 17th season...
"We don't make mistakes, we just have happy accidents" - Bob Ross
Gods I miss him...

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A couple more I thought of...
Theatre Extraordinar
The most diverse travelling carnival group in the Pact Worlds, this caravan averaging seven starships transport multiple acts wherever Maxoic the Great believes he can pack the most seats into the stands. Maxoic the Great is not only the carnival owner/ring master, but also really Professor Stannix Brevon. A retired and noted expert in Pact world cultures, Professor Brevon’s keen insights in shaping each act to appeal to each specific culture group they visit is the key to Theatre Extraordinar’s success. The Professor hires his performers not just for their expertise, but also their adaptability; with last week’s zero-g wire act replaced with this week’s synchronized underwater performance with next week’s fire dancing. The Professor is always looking for new permanent and temporary acts to add to his carnival.
The Medium’s Corner
This light cycle talk show features families and friends who have relationship issues with the dearly departed. Whether it’s confrontations between an angry ghost with his philandering wife or long lost friends being summoned from the afterlife to provide much needed closure, Dr. Shirieh Deeler is there. Willing to hit both the living and the dead in their emotion hotspots to up the confrontation factor and ensure her ratings never entire a death spiral, Dr. Deeler is an expert at both sentient psychology and necromantics magics, allowing her to control or influence both the living and the dead. Some of her most explosive episodes have been between Pharasmanites and Eoxians, while episodes with sentient undead always draw big ratings from the viewership. Of particular not was an episode between a vampire in its former thrall, exposing the abuses the poor thrall was put through before it gained its independence.
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The Mad Comrade wrote: You have an hour after a post or thread is first created to edit it, up to and including deletion of the thread or post. After that ... it is as-is. That seems... restrictive, but good to know...

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Some other ideas I have are...
The Trans-Solarian Orchestra
This musical act, based out of a bubble city on the sun, has 4 touring groups that each cover 2 worlds and various smaller locations. Heavily influenced by both Sarenraeian and Zon-Kuthonian musical style, the Orchestras tour for half a year in two cycles, the Light and the Dark. Each cycle has four acts, with one act being retired and replaced each year, creating continually evolving and changing experiences for fans. Acts alternate between celestial/cosmic themes and personal stories that follow the philosophies of their particular cycle. The majority of fans enjoy experiencing both cycles, but there are diehard fans (Flares for the Light/Eclipses for the Dark) that prefer one cycle over the other.
DigiDrugs
These single-use, self-erasing pieces of code are designed to duplicate the effects of common drugs on technological sentients and those with exocortex or datajacks. Sophisticated anti-virus protocols quickly make each batch obsolete, requiring coders to constantly update their techniques and create new versions of each DigiDrug. For this reason there are literally hundreds of thousands of different versions of these codes extant. Dedicated abusers keep careful tract of which versions numbers they have used, since each rarely works more than once on any individual. (All a just versions of regular drugs with Type: drug (upload))
Sensation
Under the masterful guidance of Chef Xillkar Vernak, Sensation has become one of the hottest dining locations on Absalon Station. Recently awarded its second Nova by the Pact Worlds Gastronomical Society (PWGS), Chef Vernak has made a big splash in trans-world fusion cuisine. Its Castrovel Salad with Akiton mineral dusting infused with rare Brethadan gas mixtures is currently going for 300 credits a plate. Chef Vernak is a generous patron to its produce procurement specialists, although its exacting demands in quality lead to frequent turnover (some due to disagreements, other due to death during procurement).
The Sqibble
The hottest must have pet/toy for the under 10 set. Parents are going nuts trying to acquire these hot selling items for their darling urchins. These bioengineered gelatinous oozes from the Sopeth Corporation secret extremely mild, non-addictive compounds that increase focus in pre-adolescents along with a mild euphoric. Additionally, Squibbles vibrate at frequency that most children find comforting and gather all its nutritional requirements from the dead skin, sweat and oils it absorbs from casual contact with is owner. The Sopeth Corporation has had difficulty in adapting Squibbles to the frequently fluctuating biochemistry of adolescents and most young teens abandon their Squibbles once they hit puberty. The Sopeth Corporation has vigorously pursued legal actions against the few news agencies that have pursued reporting on abandoned Squiggles that have supposedly gone feral.
For some reason I can't edit my original post, but I would change the first line of Elves in Space to read "This long running, incredibly popular and tawdry soap opera follows the exploits of xenoarcheologist Nevista Marbletree and her team of researchers as they attempt to uncover elven history during the Gap and who might be the great betrayor of their race."
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The Mad Comrade wrote: The Nautalist is a stroke of genius, I love it.
Thanks, Murfnor Nevidmith is my idea of what a LN straight man (in the comedy sense) to a bunch of CN "adventurers" would look like in Starfinder. Definitely an NPC or character concept I plan on using if I get the chance.

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So I've created a couple of ideas for Starfinder Pop Culture and would love to hear other peoples ideas...
The Nautalist
Originally started as the personal work vlog of Murfnor Nevidmith, an engineer assigned as the Safety & Quality Assurance Officer on Ringworks Industries new prototype Coral-class medium freighter the Nautalist, the reality show of the same name follows the unorthodox exploits of the crew from the point of view of the very by the book engineer. When the original crew was captured by pirates and then rescued by a ragtag collection of freelance trouble shooters, Ringworks Industries gifted the ship to the Murfnor’s rescuers on the condition that he continue on as the company representative in his original capacity and shortly afterwards the company’s marketing department spun Murfnor’s work vlog off as an adventure/comedy show that is much loved in the Pact Worlds. The long suffering Murfnor, who’s often heard line “That is not the intended use for that item,” is marketing on torso covers (t-shirts), comms tones and other merchandise and the exposure has helped make the Coral-class freighter a successful product line for Ringworks Industries.
Elves in Space
A scripted drama following the exploits of xenoarcheologist Nevista Marbletree and her team of researchers as they attempt to uncover elven history during the Gap and who might be the great betrayor of their race. The show ran into serious trouble early on for its use of illusion and transmutative magics to allow elves to portray drow on the show. The Anti-Drow Defamation Defense (ADDD) launched boycotts, and eventually drow began to be cast on the show to portray drow parts and writers began to write supposedly more balanced representations of the dark elves. The largest onset drama is between Benina Yonder (the actress who portrays Nevista Marbletree) and the lead drow actress Melinar Evista, although current rumors speculate that the rivalry is all for show, as the two have been seen in secret encounters that are best described as romantic.
Serverik the Edge
Celebrated vesk Honor Poet, Serverik has survived 23 combat poetry contests with only the loss of his right eye and 5 inches of his tail (both since replaced with cybernetic components). Critics are concerned that after his last bout that damage to his right hand may impair his post combat calligraphies, but originals from his earlier bouts have been known to command 100s of thousands of credits, while pay per view broadcasts of the combat poetry contests themselves bring in millions on each world they are shown on
Thanks,

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So just some random thoughts about things that can be played up in Starfinder that would never be possible in Pathfinder.
Research into why humans seem to be able to interbreed with every thing or absorb planar energies to create half human hybrids so easily. Are humans some sort of evolved galactic Ur-species and if so what does this mean for the evolutionary history of other species they can interbreed with.
Tension between those who believe in their racial creations myths and those who support evolutionary theory ("Come on, you mean you really believe your dwarven ancestors were shaped out of stone by Torag, you clearly have DNA markers that indicate your species is in the same evolutionary family as other upright bipeds from Golarion!")
Since humans can interbreed naturally with elves and orcs, controversial research on the genetic links between all three.
Genetic research into long lived species and lionization treatments for shorter lived species to increase their life spans.
Social tensions between those who support interspecies relationships (romantic) and those who oppose them.
Since Starfinder is more accepting of the concept of sentient and sentient rights as a whole, court actions for indiscriminate killing. PCs could easily end up having an adventure dealing with their actions as mass murders and going on the trial of the decade/century (depending on how murdery they got).
Legal actions against PCs should be far higher than in other games.
Employers should be far more likely to have the PCs sign contracts for their contract work when hired for adventures.
Down on their luck (or undercover) PCs needing to work horrible low wage jobs for comedic reasons - due you want fries with that?
Vacationing being a legitimate reason to be in an adventure location.
Comms allowing all the annoying interruptions during an adventure that occurs in real life ("I can't pick up a cartoon of milk for you right now mom, I am in the middle infiltrating an Apsis Corporation facility, get one of my 7 sisters to do it.")
Adventures that turn out to really be elaborate computer simulations that are entirely in the PCs head (no treasure for you).
Being hired for weirdly bizarre tasks by the super rich or someone that has just gotten that way via mega lottery ("You want us to travel to a specific planet in the Vast to collect swamp water to serve you guest at your next party? How much are you offering? Oh wow, we will leave right away!")
Since PCs are far more likely to have a homebase (i.e their ship) all the headaches and joys of having a home and living with people you may not like ("why doesn't the trialaxian <sp?> every clean his fur out of the drain in the shower!")
Finding a cache of Gap data that turns out to be all weird alien porn, but is still valuable because Weird Alien Porn.
I'm sure others can come up with many more...
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