Crazy home game (end of the world), need help


General Discussion

Shadow Lodge

I'm setting up to run a home game in a week & a half, and was looking for advice. This game came about due to Far Cry 5, Worm, and Horizon Zero Dawn bouncing around in my head, creating a desire to run an apocalypse game, and winding up with this. This will be a one-shot, probably about 6 to 8 hours long.

I'm running a game set during the Gap, with Rovagug eventually breaking out of his prison and doing terrible things to Golarion. Stopping this isn't happening, but the party is instead working to buy time for Absalom Station to be built and launched, and collecting things to send up in it.

Here's where it gets silly. Every PC comes from a different franchise, and must have been involved in the apocalypse of their own world. (Already had more arguments on what that means than I wanted). Groetus recruited Elisabeth Sobek (HZD) to run things and gave her the ability to recruit people from other franchises.

Most of my players haven't done Starfinder before, and are generally fans of less rules-crunchy systems, but are willing to indulge me on this. Some are taking a stab at making the characters, others are leaving it to me.

So I need help with two things. Converting the characters to Starfinder Stats (level 10-ish) and coming up with encounters.

Shadow Lodge

Character Help

The roster is:
Furiousa (Mad Max) [Mechanic]
Lalli (Stand Still Stay Silent) [Mystic]
Yuki (School Live) [Envoy]
Shepard (Mass Effect) [Soldier/Operative]
Nausicaa (Nausicaa) [Soldier]
Ruby (RWBY) [Solarian or Soldier]
Captain America (Marvel Cinematic) [Soldier? - need to do a pathfinder conversion and invent shields]
Vampire Caerula Sanguis (Battle Angel Alita) [Operative]
Skitter (Worm) [Mystic]
And two undecided players. Yes, I'm running for 11 and a bit insane for it.

I'm happy to bend the rules some for a better match. For instance, mechanically Skitter is using a Shiren even though she's human. A lot of magic or cyber rules are being treated as just EX abilities.

For gear, only Shepard has access to the entire rulebooks (for the first encounter). Others typically don't have access to high-tech gear or magic items. Though if an item grants an ability that the character should have innately, I'll go for it (Ruby will probably have cyber legs to emulate her high-speed semblance)

Shadow Lodge

Encounter Help

I'm looking to run this as a series of vignettes, not a continuous time. The first encounter is when they arrive. Before they can get fully briefed, they're interrupted by cultists of rovagug backed by a lesser spawn.

Second encounter is something about collecting things needed for the station. Not sure if that's the actual construction materials, or knowledge to be sent up, or people to evac. They are opposed by Rovagugers.

Third encounter is a vehicle chase. The first player to tell me what she wanted picked Furiousa, so I'm giving this as a reward. Transporting something a long ways - while chased by one of the major spawn of Rovagug. Like Ulunat or Tarrasque. Fun addition though, they have air support. But the air support is initially caught up in its own chase / fight with an enemy flyer before it can help the convoy.

Last encounter is hold the line. A major part of the station (possibly the Starstone core) is getting launched, and the party needs to fight off baddies until liftoff.


First, this should probably be moved to 'Advice' or even 'Homebrew'. Would probably get more response there.

thistledown wrote:

Most of my players haven't done Starfinder before, and are generally fans of less rules-crunchy systems, but are willing to indulge me on this. Some are taking a stab at making the characters, others are leaving it to me.

I'm taking this to mean a group of thespian/actor style role players. Which is good. Trying to bend existing rules or create new ones with a group of power gamers leads to a bunch of problems and abuse of the new rules.

thistledown wrote:

Yes, I'm running for 11 and a bit insane for it.

Yes, you are. But at least you are aware of it. Do you know how to handle a group of players that large already, or are you looking for advice on that as well?

thistledown wrote:

The roster is:

Furiousa (Mad Max) [Mechanic]
Lalli (Stand Still Stay Silent) [Mystic]
Yuki (School Live) [Envoy]
Shepard (Mass Effect) [Soldier/Operative]
Nausicaa (Nausicaa) [Soldier]
Ruby (RWBY) [Solarian or Soldier]
Captain America (Marvel Cinematic) [Soldier? - need to do a pathfinder conversion and invent shields]
Vampire Caerula Sanguis (Battle Angel Alita) [Operative]
Skitter (Worm) [Mystic]

My problem with helping with this is that I don't know anything about most of these characters. Try and be a bit more specific. What abilities do these characters have that you are trying to adapt rules for?

I'll start with the one (yes. One) that I do know about. Captain America.

Human Soldier with Mercenary theme would be the most obvious choice. Probably with a bunch of Biotech upgrades.

As for the shield: There is an armor upgrade that gives Damage Reduction... Ah, yes. Deflective Reinforcement. You can re-skin that to be a shield that provides that same benefit. Allow it to be removed from the armor as a move action. If you relax the rules for Maze Core, you could allow the character to transform it as a swift action into a thrown weapon with a Returning fusion attached. That would allow the character to remove and throw the shield in one turn.

I did a similar re-skinned thrown weapon with a Returning fusion for my son who wanted the glowy discus things from the movie Tron.


I notice you don't have a technomancer. If you don't mind me dipping into sci-fantasy, here's my recommendation for one.

Shulk (Xenoblade)
Human (deathtouched) technomancer, with the spell cache manifesting as a sword (mechanically, pick a nice weapon and have it also work as a cache. I'd use the puzzleblade, since it's within normal class proficiencies)

Primarily uses spells for support, with a focus on shutting down opposing tech. Discharge, Electroplating, and Haste are all spells fitting the original character. Magic Hacks can be split between defensive and boosts to combat abilities.

On to the actual request, I would lean towards Soldier 3/operative X for Shepard. It gets you weapon specialization and the first gear boost, and gives you Triple Attack at 11, when a pure soldier would get Soldier's Onslaught. Blitz is a famously front-loaded combat style, but increasing armour's max dex (via guard) or free smoke grenades from Bombard might be useful too. Detective seems like a pretty fitting operative specialization.

I would build towards pistols, but keeping a heavy weapon in the back for when you need an AoE.

Shadow Lodge

I'd be up for moving to a different sub-forum if it got more views.

Most players are used to middle-ground systems like 7th Sea, Fate, or WoD. I've done large party's before, so I'm used to that. Though doing a headcount now, even my large gaming table will struggle to seat them all.

Captain was one I was most at a loss to figure out, so that's exactly what I was looking for on the shield.

The technomancer problem is another that I've been struggling to solve. Sci-fantasy is fine, but I'm not familiar with the Xenoblade franchise. I've been talking with the player for Shepard though, and he's willing to do an Adept / Sentinel take, which opens up for Shepard to be the Technomancer. It also helps that he's the player most familiar with Starfinder.

I'll type up further descriptions in a bit.

Shadow Lodge

Many of the characters I've already got figured out. A few I don't. It's mostly the encounters that I need help with.

These characters are mostly figured out, but could be improved.

Furiousa:

Furiousa is from the Mad Max franchise, where she drives a semi-truck that's been converted for war. She's got a prosthetic arm that is effective for driving and fighting. She also uses various longarms. I stated her up as a mechanic, ace pilot. Neither Drone nor Exo-Cortex was a great fit, but I picked exo, flavored most of the cyber things as EX instead, and boosted the prostetic arm to do more than it could in the movie, allowing for things like Overcharge and Overload. It's also her custom rig.

Furiousa
Human ace pilot mechanic 10
CN Medium humanoid (human)
Init +5; Perception +15
--------------------
Defense SP 90 HP 64 RP 10
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EAC 27; KAC 28
Fort +9 (+11 against environmental heat dangers); Ref +12; Will +5; +2 vs. disease and poison
DR 7/—; Resist acid 5
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Offense
--------------------
Speed 30 ft., climb 15 ft.
Melee tactical knife +12 (2d4+6 S; analog, operative)
Ranged combat rifle +12 (3d8+10 P; analog) or
. . survival flare gun +12 (1d3+5 F; critical burn 1d6; analog, bright) or
. . snub scattergun +10 (1d12+10 P; analog, 15 ft. blast) or
. . advanced semi-auto pistol +12 (2d6+5 P; analog) or
. . frag grenade IV +8 (explode [15 ft., 6d6 P, DC 20])
Offensive Abilities combat tracking, overcharge, overload (DC 18), twin tracking
--------------------
Statistics
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Str 13 (+1); Dex 20 (+5); Con 14 (+2); Int 16 (+3); Wis 14 (+2); Cha 10 (+0)
Skills Acrobatics +10, Athletics +9 (+17 when climbing), Bluff +3, Computers +10 (1 ranks), Culture +4, Diplomacy +3, Engineering +19 (10 ranks), Intimidate +5, Medicine +7, Perception +15, Physical Science +9, Piloting +22 (10 ranks), Profession (smuggler) +10, Profession (soldier) +7, Sense Motive +7, Sleight Of Hand +8, Stealth +8, Survival +7 (+11 when enduring severe weather or living off the land); (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots)
Feats Close Combat, Diehard, Enhanced Resistance, Extra Resolve, Heavy Weapon Proficiency, Skill Focus (piloting), Toughness
Languages Common
Other Abilities artificial intelligence, bypass, engineer's eye, exocortex, expert rig, improved overcharge, lone wolf, memory module, miracle worker 1/day, overload weapon, override, quick repair, remote hack (DC 18), wireless hack
Combat Gear frag grenade IV; Other Gear freebooter armor III (upgrade: filtered rebreather, grim trophies, quick-release sheath), advanced semi-auto pistol with 12 small arm rounds, combat rifle with 12 longarm rounds, frag grenade IV, snub scattergun with 8 scattergun shells, survival flare gun with 1 flares, tactical knife, fire extinguisher, hot climate environmental clothing, survivalist's kit, credstick (1,685 credits); Augmentations custom rig

Lalli:

Lalli is from the Stand Still Stay Silent webcomic. He's a scout role in the party, and rather a loner. He's got some spirit magic with invoking nature spirits and ghosts, and doing stuff in dreamscapes. Character is also a bit of a hunter and covers a lot of ground quickly, so a threw in a level of blitz soldier. But I might swap that back to another level of mystic and just take the longarm feat.I'm working with the player on specific spells to import, but the general build is this.
Lalli
Human wild warden mystic 9/soldier 1
N Medium humanoid (human)
Init +7; Perception +21
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Defense SP 91 HP 65 RP 10
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EAC 25; KAC 27
Fort +7; Ref +6; Will +13
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Offense
--------------------
Speed 40 ft.
Ranged combat rifle +10 (3d8 P; analog)
Offensive Abilities primary fighting style (blitz), rapid response
Spell-Like Abilities
(CL 10th)
. . At will—mindlink (once per individual each day)
Mystic Spells Known (CL 9th)
. . 3rd (4/day)—charm monster, clairaudience/clairvoyance, dispel magic, remove affliction, lesser resistant armor
. . 2nd (5/day)—augury, daze monster, remove condition, see invisibility, zone of truth
. . 1st (7/day)—detect thoughts, fear, keen senses, mind thrust, mystic cure, seeking shot
. . 0 (at will)—detect affliction, detect magic, ghost sound, grave words, stabilize, telepathic message
. . Connection empath
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Statistics
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Str 12 (+1); Dex 16 (+3); Con 14 (+2); Int 13 (+1); Wis 20 (+5); Cha 12 (+1)
Skills Acrobatics +11, Athletics +9, Bluff +5, Culture +5, Diplomacy +5, Disguise +5, Engineering +4 (2 ranks), Intimidate +5, Life Science +9, Medicine +9, Mysticism +18, Perception +21, Physical Science +4, Sense Motive +18, Sleight Of Hand +4, Stealth +13, Survival +19; (reduce the DC of Life Sciences checks by 5 when identifying creatures with the animal, plant, or vermin types)
Feats Agile Casting, Dive For Cover, Mobility, Mystic Strike, Nimble Moves, Toughness
Languages Finnish
Other Abilities discern lies, emotionsense, empathy, greater mindlink, healing touch, protector of the wild
Other Gear freebooter armor III, combat rifle with 12 longarm rounds, basic medkit, binoculars, cold climate environmental clothing, field rations (1 week), flashlight, industrial backpack, survivalist's kit, titanium alloy cable (10 ft.), credstick (30,508 credits)

Caerula Sanguis:

Caerula Sanguis (Vilma Fachiri) is a 740 year old vampire from the manga Battle Angel: Last Order. She is largely developed in an extended flashback set many years years before the main storyline. Vampires in this setting are humans infected with a virus - they're still alive, but stop aging, resist injury, and feed on human blood. (Still suseptible to disease though, especially cancer, but only in the first couble hundred years). She was already a vampire for about 200 years when a meteor impact sent earth into a deep nuclear winter. Most humans died, the rest went into shelters. Tough time to be a vampire, as food was rare for them too. She and some other vampires wandered around eating the remaining humans. She got separated, injured, then healed by humans. Some treachery happened on both sides, but she eventually sided with the humans and defeated the other remaining vampires. Then became a protector of humanity when the winter ended and they started to rebuild.

She's probably the most skilled martial artist in a very Wuxia setting, which says a lot. Mostly fights with dual Jian swords, and is fond of tactics to read and counter her opponents. Most opponents are cyborgs of various degrees, she's not. I've had to tone her down some to match the party.

My initial stat up was as an operative, but will import the Twinned Threat gear boost in place of an exploit. Two-weapon fighting doesn't really mesh with trick attack, but operatives DO get 3 attacks for the cost of 2 at her level. Better for crowds I guess.

Vilma
Female human death-touched operative 10
LN Medium humanoid (human)
Init +14; Senses darkvision 60 ft., low-light vision; Perception +21
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Defense SP 80 HP 64 RP 12
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EAC 17; KAC 17
Fort +4; Ref +14; Will +11; +2 against spells and spell-like abilities, +1 vs. disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning
Defensive Abilities evasion, uncanny agility
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Offense
--------------------
Speed 50 ft.
Melee zero-edge sword cane +14 (2d6+7 P; critical bleed 1d6; analog, operative) or
. . zero-edge sword cane +14 (2d6+7 P; critical bleed 1d6; analog, operative)
Ranged advanced semi-auto pistol +14 (2d6+5 P; analog)
Offensive Abilities debilitating trick, trick attack +5d8, triple attack, Twinned Threat
--------------------
Statistics
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Str 14 (+2); Dex 24 (+7); Con 13 (+1); Int 10 (+0); Wis 18 (+4); Cha 12 (+1)
Skills Acrobatics +23, Athletics +18, Bluff +17, Computers +7 (1 ranks), Culture +16, Diplomacy +9, Disguise +8, Engineering +5 (1 ranks), Intimidate +8, Life Science +4, Medicine +8, Mysticism +12, Perception +21, Physical Science +4, Piloting +14 (1 ranks), Profession (con Artist) +8, Sense Motive +20 (detective specialization: +4 to Sense Motive checks to make trick attacks), Sleight Of Hand +23, Stealth +23, Survival +20; (use Perception instead of Mysticism to recall knowledge about undead and negative energy effects)
Feats Blind-fight, Improved Initiative, Multi-weapon Fighting, Sidestep, Skill Focus (Culture), Skill Focus (Sense Motive), Spellbane, Toughness
Languages Common
Other Abilities detective specialization, dread vitality, glimpse the truth, staggering shot, stunning shot, uncanny mobility
Other Gear freebooter armor III, advanced semi-auto pistol with 12 small arm rounds, zero-edge sword cane, zero-edge sword cane, binoculars, cold climate environmental clothing, credstick (1,040 credits); Augmentations mk 2 synaptic accelerator (dexterity)

Skitter:

Skitter (Taylor Hebert) is the main character from the Worm web serial. It is a superhero setting, and her power is the total control of most arthropods (bugs) in a several block area. She's very creative and kinda brutal in using them.

While she's human, I'm using the stats of a Shiren to better emulate things.
Skitter
Female shirren outlaw mystic 10
CG Medium humanoid (shirren)
Init +3; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; Perception +18
--------------------
Defense SP 80 HP 66 RP 10
--------------------
EAC 28; KAC 28
Fort +5; Ref +6; Will +12
--------------------
Offense
--------------------
Speed 30 ft.
Melee tactical knife +10 (2d4+5 S; analog, operative)
Ranged elite semi-auto pistol +10 (3d6+5 P; analog) or
. . smoke grenade +3 (explode [20 ft., smoke cloud 1 minute, DC 11])
Offensive Abilities grasping vines
Spell-Like Abilities
(CL 10th)
. . At will—mindlink (once per individual each day)
Mystic Spells Known (CL 10th; melee +7; ranged +10)
. . 4th (3/day)—confusion, cosmic eddy, reincarnate
. . 3rd (4/day)—clairaudience/clairvoyance, entropic grasp, ray of exhaustion, slow, synaptic pulse
. . 2nd (5/day)—fog cloud, force blast, hold person, hurl forcedisk, inflict pain, see invisibility
. . 1st (7/day)—lesser confusion, fear, keen senses, life bubble, reflecting armor, wisp ally
. . 0 (at will)—detect affliction, fatigue, ghost sound, psychokinetic hand, telekinetic projectile, token spell
. . Connection xenodruid
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Statistics
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Str 11 (+0); Dex 16 (+3); Con 14 (+2); Int 16 (+3); Wis 20 (+5); Cha 10 (+0)
Skills Acrobatics +6, Athletics +5, Bluff +13, Computers +4 (1 ranks), Culture +11, Diplomacy +10, Disguise +6, Engineering +4 (3 ranks), Intimidate +8, Life Science +14, Medicine +8, Mysticism +9, Perception +18, Physical Science +6, Profession (manager) +13, Sense Motive +15, Sleight Of Hand +14, Stealth +11, Survival +14; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Blind-fight, Bug Maneuvers, Improved Combat Maneuver (dirty trick), Improved Combat Maneuver (disarm), Pull The Pin
Languages Common, Shirren; limited telepathy 30 ft., speak with animals
Other Abilities animal adaptation, healing touch, legal corruption
Combat Gear smoke grenade; Other Gear squad hardlight series (upgrade: infrared sensors, targeting computer), elite semi-auto pistol with 12 small arm rounds, smoke grenade, tactical knife, consumer backpack, tier 1 antitoxin, credstick (8,407 credits)

Bug Maneuvers is a made up feat that lets her use combat maneuvers at range, keyed off Wisdom instead of Strength or Dex.

A bit of help...

Yuki:

Yuki is the main character of the Gakkou Gurashi! (School Live) manga & anime. This is a major spoiler for the first episode, but here we go. There was a zombie apochalypse, she and other students took shelter in their school. She was good for a while, then flipped out a bit. She became delusional that everything was still normal, and her club was living in the school as a club thing. The other classmates tried to help her with things. Eventually, they have to leave the school, and she does mostly snap out of her delusions and mostly see things normal. One of her delusions was her teacher, who was dead. Even though she's mostly normal now, she still sees the teacher on occasion. She's largely the cheerleader and idea person for her team as her subconcious works on the situation - her ideas just come through the lens of her delusions.

The player is stating her on his own, but we're going with an Envoy. And somehow converting part of the Spiritualist class in exchange for the young template.

The characters that need the most work in next post.

Shadow Lodge

No work done yet

Shepard:

Commander Shepard is the main character of Mass Effect. It's a space opera. The character picked in that game can have a number of class builds. This version of him/her will be focusing on Biotics (magic) as an Adept or Sentinel so that the party has a Technomancer.

Nausicaa:

Nausicaa is the title character of Nausicaa of the Valley of the Wind, a very old Miyazaki anime and manga. She is a skilled pilot, is competant with a number of weapons (particularly swords), and knows a lot about the toxic plants and bugs that cover much of the land. She also has some psychic abilities.
I'm giving her the Phrenic Adept archetype. She's probably a soldier class, but none of the fighting styles really stand out. Could possibly have some Envoy.
Theme I'm debating between Xenoseeker and Ace Pilot.

Ruby:

Ruby Rose from the web series RWBY is in training to be a huntress of monsters. Humans are typically the bigger problem though. Most characters in the series have a single supernatural ability and a selected weapon that converts between two modes. They also have personal force fields fueled by their willpower that help mitigate some damage. Her ability is super-speed, though she only uses it for short bursts. Her weapon is a combination scythe & sniper rifle. She has a strong understanding of the recoil of the gun, using it to shove her around the battlefield or for stronger scyther attacks. A good demonstration of her fighting is in the show's early trailer
I'll give her some cyber or bio mods for speed boosts, and treat them as magical. Class will be Blitz soldier or Solarian, or a mix.

Captain America:

Well, Steve Rogers is pretty well known. Specifically I'm using the movie version, pre-civil war. He's got an indestructible shield that he throws around a lot. And he's a tough physical specimen.
As was said above, Soldier with Mercenary theme and probably biotech

And two players STILL haven't picked characters. Hopefully I can talk with one of them tonight.

Shadow Lodge

Stats for Nausicaa & Ruby

Nausicaa:

Nausicaa
Human ace pilot soldier (phrenic adept) 10
NG Medium humanoid (human)
Init +8; Perception +6
--------------------
Defense SP 100 HP 74 RP 9
--------------------
EAC 26; KAC 28
Fort +9; Ref +7; Will +8
Defensive Abilities armored advantage
--------------------
Offense
--------------------
Speed 40 ft.
Melee microserrated longsword +14 (2d10+16 S; critical bleed 2d6; analog)
Ranged combat rifle +14 (3d8+10 P; analog) or
. . merc nil grenade launcher +14 (By grenade; analog) or
. . advanced x-gen gun +14 (2d12+10 P; automatic)
Offensive Abilities secondary fighting style (blitz), primary fighting style (guard), melee striker, rapid response
Spell-Like Abilities
(CL 10th)
. . 1Day—charm monster (DC 17)
. . 1Day—clairaudience/clairvoyance
. . 1Day—psychokinetic strangulation (DC 17)
--------------------
Statistics
--------------------
Str 18 (+4); Dex 18 (+4); Con 14 (+2); Int 14 (+2); Wis 13 (+1); Cha 12 (+1)
Skills Acrobatics +12, Athletics +12, Bluff +4, Culture +3, Diplomacy +4, Disguise +2, Engineering +6 (3 ranks), Intimidate +7, Life Science +9, Medicine +8, Mysticism +3, Perception +6, Physical Science +5, Piloting +21 (10 ranks), Sense Motive +4, Stealth +7, Survival +14; (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots)
Feats Deadly Aim, Nimble Moves, Skill Focus (piloting), Sky Jockey, Squox Companion, Suppressive Fire, Toughness
Languages Common; limited telepathy ft.
Other Abilities armor training, guard’s protection, lone wolf, phrenic awakening, phrenic defense, phrenic senses, rapid recovery
Other Gear freebooter armor III (upgrade: pet carrier), advanced x-gen gun with 100 heavy rounds, combat rifle with 12 longarm rounds, merc nil grenade launcher, microserrated longsword, travel clothing, credstick (3,845 credits)

Ruby:

Ruby
Female human mercenary soldier 10
NG Medium humanoid (human)
Init +15; Perception +6
--------------------
Defense SP 80 HP 74 RP 12
--------------------
EAC 28; KAC 29
Fort +8; Ref +10; Will +8
--------------------
Offense
--------------------
Speed 60 ft.
Melee advanced pike Scythe +15 (2d8+16 S; critical bleed 1d8; analog, reach)
Ranged Rangefinder Coil Rifle +17 (3d6+10 P; critical bleed 2d6; sniper [500 ft.])
Space 5 ft.; Reach 5 ft. (10 ft. with advanced pike)
Offensive Abilities primary fighting style (blitz), charge attack, secondary fighting style (hit-and-run), melee striker, rapid response
--------------------
Statistics
--------------------
Str 18 (+4); Dex 24 (+7); Con 13 (+1); Int 12 (+1); Wis 12 (+1); Cha 12 (+1)
Skills Acrobatics +20, Athletics +18, Bluff +2, Computers +2 (1 ranks), Culture +2, Diplomacy +4, Disguise +2, Engineering +5 (3 ranks), Intimidate +9, Life Science +2, Medicine +7, Mysticism +2, Perception +6, Physical Science +2, Sense Motive +6, Sleight Of Hand +8, Stealth +10, Survival +9; (reduce the DCs of Culture and Profession [mercenary] checks by 5 when recalling knowledge about military procedures and personnel)
Feats Cleave, Close Combat, Dive For Cover, Fleet, Great Cleave, Improved Initiative, Jet Dash, Mobility, Nimble Moves, Opening Volley, Sidestep, Slippery Shooter, Spring Attack, Weapon Focus (advanced melee weapons)
Languages Common
Other Abilities grunt, keep fighting (3d6+10 stamina)
Other Gear freebooter armor III, Collapsing Maze-Cored Scythe Sniper Rifle, flashlight, longarm and sniper rounds (25), travel clothing, credstick (19 credits); Augmentations minimal speed suspension, [i]mk 2 ability crystal (dexterity)[/i]

Weapon will have 1 fusion on it. Either Accurate, Advancing, or Guarded


thistledown wrote:
Ruby Rose from the web series RWBY is in training to be a huntress of monsters. Humans are typically the bigger problem though. Most characters in the series have a single supernatural ability and a selected weapon that converts between two modes. They also have personal force fields fueled by their willpower that help mitigate some damage. Her ability is super-speed, though she only uses it for short bursts. Her weapon is a combination scythe & sniper rifle. She has a strong understanding of the recoil of the gun, using it to shove her around the battlefield or for stronger scyther attacks.

Your idea for the weapon was exactly what I was thinking too.

I see you also have Jet Dash for the speed. But that doesn't really give me the feel of 'supernatural speed in short bursts'.

I am thinking of the Hyper racial ability of Skittermanders. That allows two move actions in one turn once per day. Maybe give it an additional restriction that both move actions must actually cause movement (not other move actions like drawing a weapon or interacting with a door or such). I am not sure that once per day is enough to feel that it is her special character-defining supernatural ability. Having it fueled by Resolve Points might work better. But that might also be too much power for a free racial ability. Might have it cost one of the general feats or one of the archetype class feats.


thistledown wrote:

Yuki is the main character of the Gakkou Gurashi! (School Live) manga & anime. This is a major spoiler for the first episode, but here we go. There was a zombie apochalypse, she and other students took shelter in their school. She was good for a while, then flipped out a bit. She became delusional that everything was still normal, and her club was living in the school as a club thing. The other classmates tried to help her with things. Eventually, they have to leave the school, and she does mostly snap out of her delusions and mostly see things normal. One of her delusions was her teacher, who was dead. Even though she's mostly normal now, she still sees the teacher on occasion. She's largely the cheerleader and idea person for her team as her subconcious works on the situation - her ideas just come through the lens of her delusions.

The player is stating her on his own, but we're going with an Envoy. And somehow converting part of the Spiritualist class in exchange for the young template.

I'm not familiar with the Young template. I am assuming it is one of the monster templates that can be applied to enemies or summons to change the CR level.

As far as combining Envoy with the Spiritualist class, I would recommend a build-your-own Archetype. Look through the important* abilities and try to match them up with the replacement levels. For example, you probably want the Phantom ability that the Spiritualist gets at level 1. You could turn that into the 2nd level replacement ability of the Spiritualist Archetype.

* Meaning important to the character, not important to the Spiritualist class.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

You can't mazecore unpowered weapons (such as many scythes or analog weapons) or sniper rifles.

Shadow Lodge

Ravingdork wrote:
You can't mazecore unpowered weapons (such as many scythes or analog weapons) or sniper rifles.

As written, true. But I'm willing to do minor flexes of the rules for something that's close enough in this game.

Shadow Lodge

breithauptclan wrote:

I'm not familiar with the Young template. I am assuming it is one of the monster templates that can be applied to enemies or summons to change the CR level.

As far as combining Envoy with the Spiritualist class, I would recommend a build-your-own Archetype. Look through the important* abilities and try to match them up with the replacement levels. For example, you probably want the Phantom ability that the Spiritualist gets at level 1. You could turn that into the 2nd level replacement ability of the Spiritualist Archetype.

* Meaning important to the character, not important to the Spiritualist class.

Young template is only pathfinder, but easy enough to implement. -4 str & con, +4 dex, one size smaller. With how starfinder stats cap out, and not being a major dex focused character, it worked out fine. Ironically she's not the youngest character, but is the only one that's getting the template as the others are more physically mature.

Got a chance to work through things with the player last night. The Spiritualist part mostly turned into fluff - she sees her phantom around sometimes, but it doesn't interact with anything and nobody else can see it. Mechanically she can use her 'Don't Quit' Envoy Improvisation on herself even when she can't otherwise act, and can detect undead (I don't plan to have any undead in the game, and the player understands that. Though one player almost wound up with one).

Someone communicating with her telepathically might see the phantom. That could be interesting.

Yuki stats:

Yuki
Human tempered pilgrim envoy 10
CG Medium humanoid (human)
Init +4; Perception +18
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Defense SP 50 HP 64 RP 10
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EAC 27; KAC 27
Fort +2; Ref +11; Will +9
Defensive Abilities watch out
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Offense
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Speed 30 ft.
Ranged survival flare gun +11 (1d3+5 F; critical burn 1d6; analog, bright) or
. . smoke grenade +6 (explode [20 ft., smoke cloud 1 minute, DC 15])
--------------------
Statistics
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Str 8 (-1); Dex 18 (+4); Con 8 (-1); Int 15 (+2); Wis 14 (+2); Cha 20 (+5)
Skills Acrobatics +17, Bluff +18, Culture +16, Diplomacy +18, Disguise +17, Engineering +4 (1 ranks), Medicine +15, Perception +18, Profession (artist) +18, Sense Motive +15, Sleight Of Hand +17, Stealth +17; (reduce the DC of Culture checks by 5 when recalling information about a culture's customs and related topics)
Feats Barricade, Diversion, Fast Talk, Jet Dash, Mobility, Skill Focus (perception)
Languages Common
Other Abilities compelling influence, convincing liar, don't quit, expertise, hidden agenda, hurry, inspiring boost [25 SP], not in the face, quick inspiring boost, slick customer
Combat Gear smoke grenade; Other Gear Regimental dress II, smoke grenade, survival flare gun with 1 flares, consumer backpack, everyday clothing, personal comm unit, starstone compass, credstick (47,201 credits)

She had very little gear to buy, so she's got a lot of cash left over. I'm not sure yet how I'm reconciling that with the 'yoinked from another universe' thing yet.

She got an extra improvisation in exchange for loosing Small Arm and Basic Weapon proficiency. She still has grenade proficiency but doesn't really realize it. By the second act, we're going to give her the Shield Gun from the armory so she has something to do while people don't need help. (There's no attack rolls needed, so the proficiency isn't a problem)

Shadow Lodge

breithauptclan wrote:
thistledown wrote:
Ruby Rose from the web series RWBY is in training to be a huntress of monsters. Humans are typically the bigger problem though. Most characters in the series have a single supernatural ability and a selected weapon that converts between two modes. They also have personal force fields fueled by their willpower that help mitigate some damage. Her ability is super-speed, though she only uses it for short bursts. Her weapon is a combination scythe & sniper rifle. She has a strong understanding of the recoil of the gun, using it to shove her around the battlefield or for stronger scyther attacks.

Your idea for the weapon was exactly what I was thinking too.

I see you also have Jet Dash for the speed. But that doesn't really give me the feel of 'supernatural speed in short bursts'.

I am thinking of the Hyper racial ability of Skittermanders. That allows two move actions in one turn once per day. Maybe give it an additional restriction that both move actions must actually cause movement (not other move actions like drawing a weapon or interacting with a door or such). I am not sure that once per day is enough to feel that it is her special character-defining supernatural ability. Having it fueled by Resolve Points might work better. But that might also be too much power for a free racial ability. Might have it cost one of the general feats or one of the archetype class feats.

Hmm. Good idea. As is, she can move 360 ft a turn and jump 100 feet in the air (that's just silly), but that's basically always-on. I'll talk to the player and see if there's anything she's willing to give up for it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've been able to make rules legal 10th level characters able to move 120 ft per round as a move action and jump over 40 feet straight up without fail.

That's as close as I've been able to get to anime movement/jumping at that level.

Shadow Lodge

The speed part is simple enough. Human 30, Blitz Soldier +10, Fleet feet +10, Minimal Speed Suspension +10. So 60' move speed.

Jet dash to run at 6 times land speed for 360', or double jumping distance. Assume 10' start, leaves 50' movement, so 100' high jump.

Could have gotten Standard Speed suspension by then instead for another 10' speed, but ran out of cash.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Are you adding +4 to jump checks for every +10 feet from jet dash's speed increase to get 100 feet of height? If so, it doesn't work that way.

Jet Dash doesn't actually change your "land speed stat," not even temporarily, it merely lets you move six times your "land speed stat" when you take the run action.

It does still have the nice benefit of doubling your distances though. :)

Shadow Lodge

Oh, that was regardless of the roll. "As part of a move action, you can use Athletics to horizontally or vertically jump a distance no greater than your remaining amount of movement." Deduct 10' for running start, leaves 50' left, jet dash doubles that to 100'.

Athletics modifiers... over 35= +4. 10 over 40 = +4. 10 over that = +4, so +12 for speed. With a base of +18, so a total of +30... so a nat 20 would hit DC 50, allowing for... 12.5 feet. That's rather pathetic really. Even if the doubling hits at the end it's still only 25 feet.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Here's what I was able to get with my level 10 character, an operative 9/soldier 1.

Speed breakdown:

40 base racial
30 complete speed suspension
20 quick movement
20 improved quick movement
10 fleet
10 rapid response
130 TOTAL

Athletics / Jump breakdown:

10 ranks
03 class bonus
07 Strength bonus
03 operative's edge / skill focus
08 leapers armor upgrade
40 speed bonus
10 d20 roll (taking 10)
81 TOTAL

The Jet Dash feat lets her cover twice the normal distance while jumping, and her Operative Specialization Skill Mastery lets her take 10, even while under stress.

So, never less than a 91, ever. She can make a running high jump of 45 feet height or a running lateral jump of 182 feet effortlessly.

If she opts to roll, she has the potential to get a result of 101, or 50 feet height and 202 feet lateral.

Not too bad if you're going for anime jumps.

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