Xenocrat |
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For those who wonder about new rules options in the APs, here's a run down of what's included in the latest.
Anykey tech item - level 4, +10 bonus to Engineering checks to open physical locks. Do you open lots of physical locks, and aren't very good at it? Then this is a pretty expensive option.
Crash Pad tech item - level 2, subtract three dice from falling/crash damage, then half what is left. Cheap and L bulk that you can strap to your armor, so a must have for pretty much everyone.
Data Core tech item - level 3, this is a GM macguffin
Portable Grinder tech item - level 3, feed it old equipment to always get 10% value in polyfluid (works just like UPBs) back, ends all arguments and GM discretion about scavenging equipment for new crafting
Polymorphic weapon quality - as a swift action or part of a full action (like a full attack) you can change a weapon with this quality (they published a basic club and advanced lash) between B/P/S physical damage. Does this ever actually matter in Starfinder, except for the next item? I can't think of any aliens or game effects that have DR that depends on physical damage type.
Polyplate light armor - by default you get DR/bludgeoning equal to half the armor level (comes in level 6/10/14/18 versions), and as a move action you can change it to DR against piercing or slashing. Generally this armor has slightly lower AC and max dex than the best competitors at each level, but is priced on the low side of moderate, never has any armor check penalty, and has pretty solid upgrade slots. A decent option if you're not a dex fiend looking for max AC and facing physical damage threats that would make the DR useful.
Geckopad Gloves tech item - level 1, bonus to Sleight of Hand for palming items, and easier DC to pickpocket. Cheap, standard thief gear.
Jammer Charge tech item - level 4, functions like a grenade (or set explosive) to shut down all cameras or display screens within 15' radius with a static hash for 30 seconds. No detectable detonation when you activate it, so probably don't throw your 1 bulk item if there's a guard around to observe it happening. At 375 credits, a plausible way to bypass cameras if you don't expect the guards to go completely nuts over static right away. At least their response might be delayed or uncertain.
Micro Tap tech item - level 1-5, tap a comm unit or datapad to transfer all sent/received data/calls to your own receiving and recording datapad. Ranges for this are 300', 1200 ft, or global, depending on the level. The global level 5 isn't' that much more expensive, but it's very hard to install successfully.
Thief Drone tech item - level 5, acts as a basic hover drone with smuggler compartment, can help bypass locks or make (poor) attempts itself
Note that many of these can be created with the level 2 Technomancer magic hack Fabricate Item. The Anykey, Crashpad (right before a jump you can't avoid), Portable Grinder (use spell slots and some battery charges to convert junk to polyfluid when you're isolated from vendors and can't carry the bulk), and Thief Drone I could see actually using via this method.
Xenocrat |
Oh, there's also a Tinker theme in here. It's some version of bleh and poorly written.
1st - gives Int bonus and Engineering as a class skill, reduced DC for knowledge checks about custom inventors
6th - your crafted items are even tougher than usual, and you repair your own items super fast. Yay?
12th - when you craft a "melee weapon or nonmagical item" you can build two forms into one, as long as both items are the same bulk and "general shape" (GMs discretion). A melee weapon (and a ranged weapon) are nomagical items, so this is the poorly written part. I think they mean melee weapons are the only form of weapon you can apply this to, and all technological items are also applicable. It's a poor man's maze core that might allow some combos that maze cores don't (like analog melee weapons). But the action economy and cost are considerably worse than maze cores.
18th - no one cares about these abilities
The Ragi |
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Portable Grinder tech item - level 3, feed it old equipment to always get 10% value in polyfluid (works just like UPBs) back, ends all arguments and GM discretion about scavenging equipment for new crafting
Oh, I expected we would need to wait for a Armory 2 to finally see this. It's probably the most homebrewed item in the whole Starfinder system. Frankly, this should be available in all starships as a factory setting.
What's the new race?
While on this subject, the Archives of Nethys got a update this month, adding content from all the AP books up to Dawn of Flame #2 and a bunch of Starfinder Society scenarios. Pretty good stuff.
Steven "Troll" O'Neal |
Xenocrat wrote:Portable Grinder tech item - level 3, feed it old equipment to always get 10% value in polyfluid (works just like UPBs) back, ends all arguments and GM discretion about scavenging equipment for new craftingOh, I expected we would need to wait for a Armory 2 to finally see this. It's probably the most homebrewed item in the whole Starfinder system. Frankly, this should be available in all starships as a factory setting.
What's the new race?
While on this subject, the Archives of Nethys got a update this month, adding content from all the AP books up to Dawn of Flame #2 and a bunch of Starfinder Society scenarios. Pretty good stuff.
No new race in this one. There were two in the last one.
Xenocrat |
Let's do one of these for Sun Divers #2, Soldiers of Brass.
Astral Transponder, hybrid item, level 5: This item destroys key aspects of the entire setting by allowing you to link a computer to another AT ANY RANGE ON THE SAME PLANE. The flavor text says its to allow discreet remote hacking, but what it would really be used for is cheap instantaneous data transmission between star systems. The Azlanti empire could be patched live into all data flows in the Pact Worlds, and vice versa. The Pact Worlds as a hub of trade would presumably have constant financial and news data from hundreds or thousands of worlds. Awful, do not allow or at least put in some range limitations.
Attablossom, hybrid item, level 1: A toy item with some stats, no one will buy one of these. Will save to avoid -2 to perception checks and sleep effects.
Thermal Regulator, hybrid armor upgrade/tech item(?), level 1: Another way to manage exposure to extreme temperatures if you're out of environmental protections and don't have a Life Bubble caster.
Performance Cruiser, vehicle, level 3: It's a car with an Overthruster that can give you a +4 on some piloting actions at the cost of a -2 on others. The first of three vehicle race/chase items in this book.
Solar Flare Grenades, hybrid grenade, level 3-15: plasma damage, plus can have some effects on electrical equipment similar to a nerfed Discharge spell.
Pilot's Helmet, worn magic item, level 3: Can reduce Trick Pilot actions by an enemy vehicle ahead of you.
White Knuckle Gloves, worn magic item, level 8: Helps with the double manuever full action.
Flame Melon Juice, magic item, level 2: Would you spend 480 credits to gain an extra 5 HP after a night's rest when a Serum of Healing Mk 1 costs 50 credits and heals 1d8 HP right now? Does anyone even edit these books anymore? These and other questions will occur to you if you drink one of these magical beverages.
Ruthig Milk Tea, magic item, level 3: For 220 credits this drink will protect you from low radiation for 1 hour and let you roll twice to avoid radiation sickness. Or for 95 credits you can buy the cheapest armor and be immune to low radiation for 24 hours. (Plus ancillary benefits.)
Sun Bean Ice, magic item, level 1: Third time is not the charm! 80 credits for this beverage (how many rich people can spend this much money at magic cafes on the sun?!) to lower your heat level for one hour.
Radiant Ensemble, worn magic item, level 5: Save bonus on dazzle/blind effects, but also three times per day you can try to blind all within 10' with a good DC. Pretty sure this compares favorably to other blinding options available via augmentation slots or armor upgrades in uses per day and key ability DC and maybe cost, if not range of the effect.
Shattercoat, worn magic item, level 8: Too expensive for what it does, for bad action and duration once per day you can make yourself do low damage to anyone who hits you with a natural/unarmed attack (and then they get a save for half!). If you're hit with a crit by a natural/unarmed attack you can make it explode once per day for moderate damage in a cloud around you.
Solar Overload Conduit, cybernetic augmentation (skin), level 5-15: Neat Solarion boost. If you have a solar weapon and weapon crystal, as a reaction you can apply your crit effect on a normal hit (so set someone on fire or bleed or whatever) 1-3 times per day depending on the item's mark. If you have solar armor as a reaction you can reflect HP (but not stamina) damage back at whoever hit you, limited to a max of 10/20/30 damage depending on mark. Either use unattunes you.
Phase Twin Generator, magic item, level 13: A goofy/weird gimmick item, "shoot" someone with this to create an incorporeal ghost double of them next to you. You can damage the twin to inflict force damage on the original, but there are almost no circumstances where it wouldn't be easier to just damage the original directly.
Mechakata, tech item, level 4: A variant bought drone, it has a weak bite attack and can carry a light bulk item in its mouth. It's an expensive toy or delivery device.
Lightvision Shades, cybernetic augmentation (eyes), level 2: Harder to be blinded, drop normal/bright light to dim light for you. The solution to the light blindness weakness, but see if you can get them in external goggle form.
Limning Palm, cybernetic augmentation (hand), level 7: Touch attack makes your target pretty much unable to stealth. Good for tagging Shadow Mystics or invisible creatures to help your party, but not sure that's common enough to invest in a hand augmentation.
Xenocrat |
Thinking about it more, the Solar Overload Conduit is really quite nice for weapon Solarions. Being able to instantly apply push, knockdown, or wound/severe wound effects can be an amazing boss killer.
Push is nuts with no save if you're fighting near a cliff or other hazard, knockdown is great if you land the first hit on a full attack, and of course wound can be hilarious if you roll lucky and they fail the save. Start hanging dismembered hands from your belt as trophies.
Metaphysician |
Hmm, the premise of the Astral Transponder isn't necessarily bad. However, it probably should be *waaaay* above Level 5. Which is to say, its a piece of infrastructure that especially rich worlds can build and install to allow instantaneous communication, its not something that you can carry in your pocket.
Alternatively, it should have a pretty severe bandwidth limit. That would be tricky to represent with the rules, however.
Garretmander |
Hmm, the premise of the Astral Transponder isn't necessarily bad. However, it probably should be *waaaay* above Level 5. Which is to say, its a piece of infrastructure that especially rich worlds can build and install to allow instantaneous communication, its not something that you can carry in your pocket.
Alternatively, it should have a pretty severe bandwidth limit. That would be tricky to represent with the rules, however.
Level 5 = planetary use.
Level 10 = interplanetary use
level 20 = interstellar use, but with all the rules about drift communication.
Which I'm assuming are included with the RAW level 5 version, 10d6 days total for messages to be sent and received to the vast. The same as a courier, but also works for single ships instead of fleets. Discreet remote hacking with a month+ delay.
Xenocrat |
2 people marked this as a favorite. |
Metaphysician wrote:Hmm, the premise of the Astral Transponder isn't necessarily bad. However, it probably should be *waaaay* above Level 5. Which is to say, its a piece of infrastructure that especially rich worlds can build and install to allow instantaneous communication, its not something that you can carry in your pocket.
Alternatively, it should have a pretty severe bandwidth limit. That would be tricky to represent with the rules, however.
Level 5 = planetary use.
Level 10 = interplanetary use
level 20 = interstellar use, but with all the rules about drift communication.
Which I'm assuming are included with the RAW level 5 version, 10d6 days total for messages to be sent and received to the vast. The same as a courier, but also works for single ships instead of fleets. Discreet remote hacking with a month+ delay.
Naw, the RAW level 5 version is transmitting through the astral (thus Astral Transponder), not the drift, which is why, like teleportation, it is instantaneous.
Allowing instantaneous interstellar communication between computers with effectively unlimited bandwidth is a bad, bad idea. Sure, any level 11 Mystic can spread his telepathic bond out between star systems to relay messages, but that's different than unlimited financial data and video for Abadarcorp's HQ to every economically significant planet or between all Azlanti battlefleets and planets.
Kishmo |
I agree that this astral transponder has some pretty big in-game implications. So maybe there's some reason why they aren't constantly in use by every org, always. We should come up with some possible reasons why. Modern in-game problems require modern in-game solutions!
1) The Astral Plane is a pretty rough place - maybe these things tend to draw in some of the nasties from that plane? Or, shudder, make it possible/easier for things to pop over from the Astral Plane? It would be very difficult to keep a communications array of astral transponders up and running if every 1d6 hours an Astradaemon came by to see what this giant blazing doohickey in its hunting territory is.
(Corollary: presumably there'd be a niche market demand for IT Networking / Military Defense specialists? I am tickled pink at the thought that there's some kind of specialized corps of professionals that smite outsiders AND smite bugs in production code with equal skill.)
2) It's not inconceivable that a group of outsiders has decided that consistent, (relatively) cheap, access to instantaneous galaxy-wide communication would be bonkers. It wouldn't surprise me to learn that there's some kind of Joint Planar Task Force of barachius angels, tekhoinos aeons, and whatever other outsiders police access to information and technology, that strictly regulates and licenses access to this ridiculous magitech. Could be run under the auspices of Eloritu (for the secrets and magic aspects) and Triune (for the tech aspects.)
Ok, now I feel like this needs to be some kind of dystopian megacorp.
"For all of your FTL Communication needs, choose EloTri Solutions LLC. It's literally the only choice, because Abadar says so!"
"EloTri: for when it absolutely, positively, has to be there overnight! Or, possibly, even before you send it!"
"Why purchase bandwidth from EloTri? Because if you don't, our highly trained specialists will launch a divine extraplanar assault in the name of preserving the Laws of Conservation of Mass, Energy, and Information!"
3) Things like information entropy and destruction could be pretty powerful concepts in the Starfinder future. Perhaps these concepts have their own worshipers, who work to destroy digital info, and disrupt / sabotage it as much as they can? If such a cult existed, it would definitely prioritize destroying astral transponders!
Heck, even without working through minions, they could just make instant no-range communication unreliable or fraught? Maybe some demigod/whatever of Information Decay, just wills it not so. Maybe black holes generate a [insert entropic technobabble adjective here] Field within X distance of their location that hopelessly scrambles any astral transponder communications that pass through it? (Ok maybe not so much "pass through it" as much as "the line drawn between the source and destination" passes through a given black hole's area of interference.)
4) We don't even need to be fancy: The Devourer did it :D As the embodiment of malicious entropy, they have a vested interest in not letting transponders exist.
Garretmander |
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I think I would prefer fixing the item itself over coming up with plot devices for why it isn't in widespread use.
You could seriously up the tier... but honestly, for just how much they affect the setting? It should be an artifact.
Still, it should just not work at interstellar distance. If such a thing existed in setting, it would be the be all, end all of communications technology. It would remove a part of the setting I like; that all solar systems are really far apart, from several days to a whole month of time passes before even a simple message can be received.
Metaphysician |
Bare in mind that, at a sufficient high willingness to throw money at the problem, instantaneous ( or at least much faster than Drift ) transport of information is still viable. All else fails, there's using chains of Plane Shift effects to arrange an interdimensional SneakerNet, with the courier departing to a safe extraplanar destination ( probably Axis ), and then returning to a different material destination, all while wearing a backpack full of space SSDs.
Metaphysician |
For 1,750,000 credits two Tiaras of Translocation, Mk 4 (or one used by a 12th level Arcanium Sage), lets you do a round trip pretty reliably between any two planets in the galaxy. A null space chamber can hold a lot of storage media.
Well there you go. And while 2 million credits may be a huge amount of money from an individual perspective, its probably a pretty doable investment for a global corporation, or a planetary government, or whatnot.