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Lighthuggers and Ultranauts


Starfinder General Discussion


I'll be starting/running the Dead Suns AP at some point in the next month or two to get a feel for Starfinder, but what i'd really like to do is a Revalation Space universe campaign.

Any Alistair Reynolds fans here? How would you build a lighthugger?

How would you stat out an Ultranaut, or a crew of Ultranauts?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

A light hugger would probably be a campaign setting unto itself. They are either huge set pieces that take the place of cities/castles or can be large enough to act as its own ecosystem with areas in disarray or lost or under hostile control. The movement speed doesnt matter, it is either moving or stationary and that only relates to if players can leave it or not. Battles between Light Huggers are terrible and either extremely slow paced as one tried to capture the other or they are over in just a few rounds with near total destruction. fights while at speed are a bad idea. Giving players command of a full Light Hugger would give them a lot of control over the narrative.

Ultranauts are genetically or cybernetic modified humans. allow any race but caveat with they were once human. Their altered appearance is either unique to them or they are from a colony somewhere that modified themselves on purpose. As NPCs they get whatever grafts the story dictates. As PCs they might either start off with freebies that pump them up beyond regular level 1 WBL or they havent earned any access to modification facilities yet; the captain doesnt trust them. Remove any references to ageing.


Alastair Reynolds*

I agree about the ship itself being the campaign setting, at those speeds the rest of the universe basically doesn't exist. Luckily they are quite large, and if you handwave a "bubble" of momentum around them you could play with smaller craft in near light hugger space.

That makes sense for the ultras, although i would probably say anyone petitioning an ultra captain to join the crew would have to be around level 3 already and able to demonstrate a specialty beneficial to the ship. Anyone getting invited to join an ultra crew would have to be at least level 5 in my head, do you think those level marks are too restrictive?


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ridiculon wrote:

Alastair Reynolds*

I agree about the ship itself being the campaign setting, at those speeds the rest of the universe basically doesn't exist. Luckily they are quite large, and if you handwave a "bubble" of momentum around them you could play with smaller craft in near light hugger space.

That makes sense for the ultras, although i would probably say anyone petitioning an ultra captain to join the crew would have to be around level 3 already and able to demonstrate a specialty beneficial to the ship. Anyone getting invited to join an ultra crew would have to be at least level 5 in my head, do you think those level marks are too restrictive?

Any ship launched while at speed would have the same course and speed but remember that Light Huggers are either constantly accelerating, decelerating or are stopped, they dont have a speed cap until they get within a hair's breath of C so a launched ship wouldnt be able to keep up with the ship's movement. But its your game and you could hand wave that if you wanted.

I think you can come up with almost any justification for why someone was hired onto a crew. Its been a while but each ship basically had its own culture and operating procedure. Wasnt one guy hired on just because he said he knew the local systems pretty good in one of the stories? In another i vaguely recall a bar in a space station that catered to Ultranauts and it was basically every tavern ever from all DnD games from across time and space. The one guy with a bamboo walking stick scared the bejeezus outta the POV character?

Basically it could come down to the captain lets the last crew member with Diplomacy die and just doesnt want to re-clone Crewman Timmy anymore because it just wasnt working out, so they pull into port at the next system and hire/press gang someone into the crew because the captain saw a youtube video of them. In Revelation Space wasnt tehre something weird about one of the gunners that was in the crew before? I think there was something about them not even being a good gunner but the captain was odd about who they took on and the gunner was more of a supervisor for all of the automated systems that actually controlled the weapons.

Low level characters could be brought on as curiosities, political appointees, some cultural or religious motivation to bring in Greenhorns, nefarious plans for sacrificing...


Hmm, thats fair, they are all essentially unique cultures.

I think the fact of magic might tempt me into ever more ridiculous situations but overall this would be a fun conversion.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

i would play in a setting like that.

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