Grenades, Power Armor, and Loot


Homebrew

Scarab Sages

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This week a look at some homebrew rules for grenades, power armor, and campaign loot.


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Pathfinder Starfinder Roleplaying Game Subscriber

Interesting look at grenades.

Something my group agreed on early in was that upgrading a suit of power armor a tier costs 50% of the current cost to upgrade, and that cost gets added into the current cost.

An idea I'm pushing in out campaign is the utilization of Assembly Oozes. (AA pg. 16) Harnessed correctly, and programed to output UPBs, which are a technological item, you have the ability to disassemble and feed in all spare loot and get 100% value in UPBs back. Off course, safely containing one is a trick all by itself, and programing the output will be a very interesting exercise in trial and error, but the end result is well worth it.

Scarab Sages

I think that’s a great way to combine a plot hook with loot selling, while not requiring the party to get back to a trade port.


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Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Both of these are great ideas.


My theory is that assembly oozes can grow. Sentient oozes are larger, have an android face, and brain. Great for a gifted roleplayer who thinks oozes view time differently.

Ps. Awakened is the word I was looking for.


Not super clear on why you need that house rule for schematics. RAW already allows you to craft any gear up to [skill ranks] in level using UPBs equivalent to its purchase price, without requiring the additional purchase of a schematic.

Maybe purchasing a schematic could allow you to craft items above the normal level limit?


Schematics should allow some sort of bonus.
Is there a chance of failure or wrong results when handcrafting with UPBs?
Would Schematics reduce the time spent crafting, or the amount needed?

The hand held formers I designed require blueprint files to already be in or be uploaded into the menu. PCs always want something off core because core monsters will be less likely to be immune.

Scarab Sages

Michael Gentry wrote:

Not super clear on why you need that house rule for schematics. RAW already allows you to craft any gear up to [skill ranks] in level using UPBs equivalent to its purchase price, without requiring the additional purchase of a schematic.

Maybe purchasing a schematic could allow you to craft items above the normal level limit?

Looking at 235 of the CRB, the schematics would be to avoid having to do the appropriate crafting checks to make the items.

I would also have some schematics for rare or out of level gear, but such things would likely require more exotic ingredients than just UPBs to make.


Belabras wrote:

Looking at 235 of the CRB, the schematics would be to avoid having to do the appropriate crafting checks to make the items.

There is no skill check. You need skill ranks in the appropriate skill, sufficient UPBs, a workshop and tools, and sufficient time, and that's it -- there's no dice roll involved.

Core Rules p. 235 wrote:

A player character can create all the items presented in this chapter as long as he has the skills, materials, tools, and time needed to construct it. He must have a number of ranks in the appropriate skill equal to the item level of the item to be created. For weapons, armor, vehicles, and technological equipment, the appropriate skill is Engineering. For magic fusions and magic items, the appropriate skill is Mysticism. For hybrid items, you must have the required ranks in both Engineering and Mysticism. For drugs, medicinals, and poisons, the skill can be either Life Science or Physical Science. For any food or drink, the appropriate skill is Life Science. For computers, you can use either Computers or Engineering, and you can construct a computer with a tier equal to half your ranks in the skill. For items that are not considered any of these categories (such as most clothes, tents, and so on) either Engineering or Mysticism can be used. At a GM’s discretion, an appropriate Profession skill can be used for a narrower range of items. For example, a character with Profession (weaponsmith) might be able to make technological, hybrid, and magic weapons and weapon fusions, but no other items.

Crafting items requires you to have access to tools and a workshop or similar space. Most starships have an appropriate area set aside, and such space can be rented at the same price as lodgings in major cities (with the size of the lodging being equivalent to the size of the workshop, which limits the size of items that can be constructed and how many people can work on a single item at one time). Creating an item normally has a base time of 4 hours. If your number of ranks in the appropriate skill to craft an item exceeds that item’s level by 5 or more, you can craft that item in half the base time. If your ranks exceed the item level by 10 or more, you can create the item in one-quarter the base time. Objects larger than a Medium creature take twice as long to craft for each size category larger.

To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM’s discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item’s value to count toward the UPBs needed. Even magic and hybrid items are created using UPBs, as the Mysticism skill is used to form the materials into runes and specific implements for rituals utilized in the creation of magic devices.


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Put the schematic into a hand held former(homebrew) and it will appear on the options list. See high tech gear over in pathfinder 1 homebrew.

Handheld Formers. It’s shaped like a pistol with a touchscreen mounted on top. Once you select a final form and pull the trigger, the supply in front of it transforms into the desired object, wall, door, or whatever. It can convert 20 batches per charge and all its’ memory is burned in.
26.Brown. Reforms only dirt, rock, and or minerals. 1500 GPV
27.Black. Reforms FP plastic as well as pigments, rock dust, and other ingredients. 2000 GPV
28.White. . Reforms UPB into all the described technology. 2500 GPV
(1 grain per 5 foot cube of stone, reshaped to form walls, bridges, or whatever)
(expensive and magic items must be formed from an equal value of UPB, and the spells cast on the results)
29. Grey. Reforms organic matter such as plant fiber, bones, teeth, ivory, ect. 3000 GPV
30. Green. Reforms FP, UPB, stone, nonliving organic matter, minerals, and metal. 3500 GPV
31. Red. Reforms living flesh. If hostile, Fort DC18. 5000 GPV
(Can heal all damage and reattach limbs on a DC18 heal check. May require heart restart.)
32. Blue. Combines functions of green and red. 10,000 GPV
(UPB formed bionics can be seamlessly attached to nerve tissues)
33. Orange. Reforms DNA. Requires DC20 heal check to make desired change. 50,000 GPV
Nat 20 adds the desired change or mutation with no new defect.
Normal success makes the desired change, or mutation, and adds a defect.
Fail adds random mutation and defect.
Fumble adds defect only.
34. Prismatic.. All DCs are +4. 200,000 GPV
You have to select the color/function and then select the new form of the materials.

35 Purple. Reforms anything, randomly. A dead body is affected by reincarnation. A pile of junk is turned into a random piece of technology. A trashed robot will become a random robot or android body. A dead monster(including animals) will become a random monster. In any case, they will have memories and programming from any previous life.

This can be converted to starfinder. Many are rebuilt so all items are RAM, so 50 items can be added while the standard items can be replaced.

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