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Showing posts with label Character Conversion. Show all posts
Showing posts with label Character Conversion. Show all posts

Tuesday, August 18, 2020

The Yggdrasil Star System

 The Yggdrasil Star System

Artist Hoai Son Nguyen at https://sonnguyen.artstation.com/

The Sun - the egg of a primordial Novaspawn, the inhabitants of the system call Jormungandr. When it neared it's hatching time, in order to stave off the nova that would result, the Allfather, the primary diety of the system, grew the tree around the egg preventing the hatching as long as the tree remains. 

The Tree - Sustained by both the Novaspawn egg, and planar energies drawn from the planets of the system. As long as it remains, the sun survives, and the egg remains unhatched. 

Tree Branches - Branches reach out from sun towards each of the planets. When a branch reaches the planet, they enter a portal at the point they would meet the atmosphere. Each planet specifies planes of existence they are aligned with. 

The Realms of the World Tree


The first thing any explorer would note about this system, other than the giant plant dominating it, is that the orbits of the planets do not share the same flat plane like most solar systems do. Instead, the planets in this system orbit the sun like the electrons orbit an atom. 

Muspelheim - Closest Planet to sun. Vertical orbit, Z axis. A burnt, volcanically active rock, similar to mercury in that it's too close to the sun. Is aligned with the plane of fire. Has sparse, but poisonous, radioactive looking clouds. Not only is the surface covered in industry, but much of the near orbit is covered by a massive space station stretching across the planet, just far enough outside the atmosphere for it to maintain a stable orbit, but covering almost a quarter of the planet.

Midgard - 2nd planet from sun. Earth-like planet. Closer to earth than any of the others. Aligned evenly with all inner cosmology planes.

Asgard - 1 of 2 planets that share being 3rd from the sun. Horizontal orbit, x/y axis. One of the habitable planets in the system. This one is distinct because of the leylines running across it's surface, so powerful they can not only be seen visually, but seen from space. Otherwise earth-like with many biomes. Aligned with more with the astral, shadow, and ethereal plane than any of the elemental planes. 

Vanaheim - 2 of 2 planets that share being 3rd from the sun. Horizontal orbit, x/y axis. This world would be Asgard's twin. Opposite of it in the same orbit, always with the sun between them constantly. Same leyline effects. It has slightly different planar connections though, being more connected with the Fey realms than the astral plane.

Jotunheim - 4th planet from sun. Imagine earth, but in winter 100% of the time. A frozen planet, but in the habitable zone. Rocky and Watery, but less heavily forested biomes. It has military structures so large they can be seen from space. Aligned mostly with earth and water planes. 

Niflheim - 5th planet from the sun. A Jupiter-esque gas giant. One one side it had a single massive eternal storm, but opposite of it on the other side it has a hole, like a giant whirlpool in the atmosphere that might just be a tiny black-hole-esque singularity. This planet is also a "Comet catcher" and as such, it's core has been struck so hard and often that it has left a trail of chunks of ice in it's orbit similar to an asteroid belt, but icy rather than rocky. The planet is heavily aligned with the plane of water, and has a frozen, icy core. Visually, I'd like it to feel like a gloomy place. 

Elivagar - The Ice Belt sharing Niflheim's orbit, constantly colliding with that gas giant, and simultaneously being restored by it. The gravity of the other planets pull some of the icy rocks out of the belt towards each planet, where they eventually break up in the atmospheres supplying most of the water in the solar system. 

Alfheim - 6th planet from the sun. Vertical orbit, Z axis. It's been magically terraformed to juxtapose just enough of the sun's corona around it, just outside the atmosphere, to allow the planet to develop as if it were in the habitable zone. It is a colorful place with large amounts of crystalline deposits throughout the planet, causing the light it steals to bounce from reflection to reflection, changing with each one. It is most heavily aligned with the fey realms, but also carries a strong alignment to the plane of air. 

Svartalfheim - 7th planet from the sun. This planet is the ultimate expression of terraforming. It is wholly artificial, but constructed out of natural elements (it's not a huge machine). It is however perfectly symmetrical in all ways, with perfectly measured land masses, 4 moons that are perfectly synchronized, and even the movements of it's tectonic plates are scheduled and never deviate from this perfection. It is hollow however, and all civilization on the planet is actually deep inside it. This planet is heavily aligned with the plane of earth and air. 

Helheim - Furthest planet from sun. This planet's orbit is the horizontal plane, the X and Y axis. An Ice Giant like Neptune or Uranus. Largely unnoticeable except for one thing: It is strongly aligned with both the plane of water, the plane of shadow, and the plane of fire. 

Another time I will tell you about the people who call this star system home, including their playable stats. 

Tuesday, August 11, 2020

Galaxy Class Starship Conversion

Galaxy Class Starship Conversion


For a time, the Galaxy class starship was THE premier starship of the federation. A city in space capable of both exploring the reaches of the galaxy, and simultaneously defending itself from any attackers. 

 Galaxy Class
Tier 13 Carrier Colony Ship
Speed: 6; Maneuverability (Piloting 0, Turn 3)
AC 23; TL 23
HP 630; DT 10; CT 48
Shields Heavy Shields 420 (forward 105, port 105, starboard 105, aft 105)
Attack (Forward) Quantum Missile Launcher, 
Attack (Turret) Particle Beam (Array)
Power Core Gateway Heavy (400 PCU); Power Generated 400; Power Used 471
Drift Engine Signal Basic, Drift Rating 1
Systems Basic long-range sensors, Luxurious crew quarters, Basic Computer
Standard Expansion Bays 1 Hangar bay, Science Lab, Tech Workshop, Synthesis Bay, Surveying Sensors, Medical Bay, Conference and Meeting Rooms; 
Civilian Expansion Bays 6 Cargo holds, 2 Recreation Suites, HAC, 6 Amenities, 6 Guest Quarters 
Other Systems Colony Ship Framework
Squadron Systems Unification Matrix
Complement minimum 75, maximum 200; Civilians 2000



In an emergency the top half of the ship could separate and move away to get the civilian population out of harms way, while the other half stood it's ground. 

 Saucer Section
Tier 11 Destroyer Colony Ship
Speed: 10; Maneuverability (Piloting 0, Turn 2)
AC 21; TL 21
HP 370; DT 0; CT 30
Shields Heavy Shields 480 (forward 120, port 120, starboard 120, aft 120)
Attack (Turret) 2 Persistent Particle Beam (array)
Power Core Gateway Heavy (400 PCU); Power Generated 400; Power Used 385
Drift Engine None, Drift Rating 0
Systems Ultra long-range sensors, Luxurious crew quarters, Mk 3 duonode
Standard Expansion Bays Medical Bay, Science Lab, Surveying Sensors, Tech Workshop; 
Civilian Expansion Bays 7 Life Boats, Recreation Suite, HAC
Other Systems Observation Sensors, Virtual Intelligence tier 5, 
Squadron Systems Unification Matrix
Complement minimum 6, maximum 20; Civilians 200


 Engineering Hull
Tier 11 Cruiser 
Speed: 10; Manueverability (Piloting 1, Turn 2)
AC 21; TL 21
HP 455; DT 5; CT 36
Shields Heavy Shields 420 (forward 105, port 105, starboard 105, aft 105)
Attack (Forward) 2 Quantum Missile Launchers (array)
Attack (Port) Twin Light Particle Cannon (array)
Attack (Starboard) Twin Light Particle Cannon (array)
Attack (Aft) Quantum Missile Launcher (array), Twin Light Particle Cannon (array)
Power Core Nova Ultra (300 PCU), Nova Light (150 PCU); Power Generated 450; Power Used 450
Drift Engine Signal Basic, Drift Rating 1
Systems Advanced long-range sensors, Luxurious crew quarters, Basic Computer
Standard Expansion Bays 2 Shuttle bay, 2 Cargo hold
Squadron Systems Unification Matrix
Complement minimum 20, maximum 100

Of course nothing is stopping them from fighting together as a squadron either, and that combination can be quite deadly. 

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Monday, July 27, 2020

The Last Starfighter Conversion


The Last Starfighter Conversion



In 1984 the movie industry gave us a groundbreaking scifi story about someone who won an arcade game, and as a result was launched into an interstellar war between a technologically advanced, but pacifistic society, and a much lower tech, but warlike society.

To defend itself the Star League recruited talented people to pilot their Gunstar fighters. Fighters so powerful and dangerous, that the Kodan Armada wouldn’t even consider an invasion unless they were able to destroy every last one of them before the fighting even started. When they found out one of them had survived the sneak attack on the gunstar base, they almost retreated.

So what kind of fighter would it have to be if just one was a serious threat to an armada?

If you examine the fighter craft Paizo have published, they range from tier ¼ to tier 2. So presumably, a fighter that would make an armada afraid would simply have to be much, much higher tier. It also might not really be a fighter. Operated by a pilot and gunner, yes, but using the fighter frame, no. If you watch this movie, at the end you see it land near a multistory motel. This fighter towers over the human structure when landed. It is positively massive… compared to something like a more contemporary x-wing or colonial viper anyway. In addition to that, it carried at least one weapon that could cause major damage to a capital ship, the Carrier of the Kodan Armada. For these reasons, I chose to use an explorer frame when converting this craft, the smallest frame that could mount a heavy weapon.

The next design consideration was the fact that the fighter has spherical coverage from 5 laser weapons. To replicate this, I made use of gyrolasers. However, since we see these weapons one-shotting enemy fighters, I made them the heavier Pulsed Gyrolasers. With one on the front, one on each side, and 2 in the aft, it can point 3-4 of them at any one target, making it extremely dangerous for any fighter craft to get too close. And while they are short range, the gunner can use them at increasingly larger range increments thanks to the state-of-the-art mk 10 duonode computer. As long as this is operating as it did in the movie, against a large number of much lower tier enemies, it should be dangerously lethal.

To combat the capital ship, the gunstar boasted a particle weapon it saved specifically to fire on the carrier. This is represented on my gunstar by a twin-linked Persistent Particle Beam, which can unleash a devastating 20d6 point attack on an enemy ship, enough to make anyone sit up and notice.

But that’s not all…

In the climactic scene of the movie, with overwhelming numbers of fighters closing in, the gunstar activated a hidden prototype system called death blossom, which unleashed so much firepower into the oncoming fighters it simply erased them all from the map. To represent this, I installed 8 heavy laser arrays. Theoretically they would remain behind their panels until needed, and most combat would be with the gyrolasers or particle beam.

Various other features were added based on my observation of certain behaviors in the movie, like the quick ease with which the ship was repaired, the difficulty anything had making passes at the gunstar, or the durability it showed when the opposing capital ship rammed the protagonist in the movie.

Anyway, I hope you all enjoy this beast of a “fighter.”

Gunstar
T18 Medium Explorer
Speed 12; Maneuverability good (turn 1); Drift 2
AC 36; TL 35
HP 95; DT 0; CT 11
Shields heavy 480 (forward 120, port 120, starboard 120, aft 120)

Attack (Forward) Twinned Persistent Particle Beam (Long 20d6), Pulsed Gyrolaser (Short 3d8 Broadarc)

Attack (Port) Pulsed Gyrolaser (Short 3d8 Broadarc), Heavy Laser Array (Short 6d4 Array), Heavy Laser Array (Short 6d4 Array)

Attack (Starboard) Pulsed Gyrolaser (Short 3d8 Broadarc), Heavy Laser Array (Short 6d4 Array), Heavy Laser Array (Short 6d4 Array)

Attack (Aft) Pulsed Gyrolaser (Short 3d8 Broadarc), Pulsed Gyrolaser (Short 3d8 Broadarc), Heavy Laser Array (Short 6d4 Array)

Attack (Turret) Heavy Laser Array (Short 6d4 Array), Heavy Laser Array (Short 6d4 Array), Heavy Laser Array (Short 6d4 Array)

Power Core 2 Nova Ultra (600 PCU); Drift Engine Signal Booster; Systems Ultra long-range sensors, mk 8 armor, mk 8 defenses, mk 10 Duonode Computer;

Security Systems Biometric Locks, Emergency Accelerator

Expansion Bays Power Core Housing, Ghost Drive

Other Systems Slime Patch System



Friday, July 24, 2020

Tyranid Hiveship


Tyranid Hiveship




Tier 16 Gargantuan Biomechanical Carrier
Speed 8; Maneuverability Poor (Piloting --1, Turn 3); Drift 1
AC 30; TL 21
HP 360; DT 10; CT 48
Shields none
Attack (Forward) Massive Ramming Prow (2d4 x 10), Ultra Plasma Cannon (Medium 9d6 x 10 Line), Linked Connecting Tendrils (Short 6d6 Burrowing, Connecting, Mystic)
Attack (Port) 2 x Light Spore Launchers (Medium 14 3d6 Limited Fire 5, Spore)
Attack (Starboard) 2 x Light Spore Launchers (Medium 14 3d6 Limited Fire 5, Spore)
Attack (Turret) 2 x Linked Connecting Tendrils (Short 6d6 Burrowing, Connecting, Mystic)
Power Core 2 x Gateway Light (600 PCU); Drift Engine Signal Basic; Systems Basic Medium-range sensors, Basic computer, mk 8 armor, no defenses
Expansion Bays 2 Hangar bays with 4 Drone Tubes (20 drones carried); 2 Drift Shadow Projectors
Other Systems Algal Shielding, Biocamouflage, Root System, Slime Patch System



Tyranid Hivedrones

Tier 1 Tiny Biomechanical Racer
Speed 8; Maneuverability Perfect (Piloting +2, Turn 0);
AC 20; TL 13
HP 20; DT -; CT 4
Shields None
Attack (Forward) Connecting Tendril (Short 3d6 Burrowing, Connecting, Mystic)
Attack (Turret) 2 x Flak Spore (Special, 2d4, Flak Area, Limited Fire 2)
Power Core Micron Light (50 PCU); Drift Engine -; Systems cut rate sensors, Basic computer, mk 7 armor, mk 1 defenses

Il'Fannor Dal'Yth Tau Merchant Fleet Light Cruiser


Il'Fannor Dal'Yth
Tau Merchant Fleet Light Cruiser





It was originally designed to become the new workhouse of the fledgling Tau Empire, its Gravitic Drive being able to reach a third of normal warp speed. As the Gal'leath proved ineffective as a military vessel against the Orks, the Merchant was heavily redesigned into a cheap and effective (if rather slow) warship that remained the Tau's mainline military ship until the advent of the Lar'shi class. As a cruiser, it lacks the hard-hitting firepower, speed and durability of those of the other major races, but makes up for it by being very cheap and easy to produce.

Tier 16 Huge Bulk Freighter

Speed 4; Maneuverability Poor (Piloting --1, Turn 3); Drift 1
AC 32; TL 31
HP 240; DT 5; CT 32
Shields Heavy 360 (forward 90, port 90, starboard 90, aft 90)

Attack (Forward) Linked particle beam (Long 16d6)
Attack (Port) Railgun (Long 8d4), Light particle Beam (Medium 3d6)
Attack (Starboard Railgun (Long 8d4), Light particle Beam (Medium 3d6)
Attack (Turret) 2 x Linked Coilguns (Long 8d4)

Power Core Nova Ultra, Nova Light (450 PCU total); Drift Engine Signal Basic; Systems Advanced Long-range sensors, crew quarters (luxurious), mk 8 armor, mk 8 defenses, mk 3 tetranode computer;

Security Systems 9 x tier 10 Heavy Antipersonnel Weapons

Expansion Bays 3 cargo holds, 2 vaults, synthesis bay, tech workshop, science lab, park, industry

Thursday, July 23, 2020

Nightshade Aeldari Corsair


Nightshade
Aeldari Corsair


Eldar vessels are sleek and fragile-looking, gliding silently on their solar sails. They are blisteringly fast, and in the right circumstances are capable of speeds that far outstrip any other ships of their size. Eldar ships forego the armor that ships of other races use, and instead rely on their speed and Holofields to protect them, while using powerful weapons to tear enemy ships to shreds.

Tier 11 Medium biomechanical explorer

Speed 12; Maneuverability good (turn 1); Drift 1
AC 21; TL 21
HP 75; DT —; CT 11
Shields None

Attack (Forward) 3 x Heavy Solar Cannon (Medium range, 3d6 Sustained 2)

Attack (Turret) 2 x Heavy Aeon Torpedo Launcher (Long Range 12, 6d8 Limited Fire 5, Quantum)

Power Core Nova Ultra (300 PCU); Drift Engine Signal Basic; Sensors Basic long-range sensors; crew quarters (common); Basic computer; No armor, No defenses;

Security Systems:  Cloaking Device, Basic; Holographic Mantle, 6 x Tier 10 Heavy Antipersonnel Weapon Mount

Expansion Bays:  3 cargo holds, Ghost Drive

Other Systems:  Dendritic Interface, Paraforan Resonator mk 3

Monday, June 15, 2020

Character Conversions: A Whole Party for the Really Wild West



Character Conversions: A Whole Party for the Really Wild West

Today I am not doing just one character conversion, but a whole party of them! Inspired by Owen KC Stephens’ Really Wild West setting for Starfinder, I pulled characters from tall tales, myths, and even historical legends. These four characters represent my favorites, the ones I would want to play in that kind of setting. In some of these cases, I added my own spin to their myths. I like looking for connections and putting them together. In these cases, I’ve added bits here and there to bring them together into a single story. I hope that doesn’t offend everyone, that’s not my intention, and I apologize if I cross a line I didn’t see. If I do, please, point it out to me! I’m always willing to learn and correct my missteps.

Coyote

Coyote's Gift by EchoGreens on DeviantArt
Starting off my list is Coyote, of native American myth and legend. And ancient trickster spirit and teacher... usually both roles at the same time. Coyote varies between malicious and benevolent in almost equal proportions. Interestingly enough, as a shapeshifter, Coyote even changed sex. Stories of the shapeshifter’s exploits range across North and Central America. Even the Aztecs knew of him.

One of the most notable things about Coyote is that in most of the stories, he approaches most mortals as relative equals. Coyote will entreat, bargain, cajole, seduce, convince, or curse them not as some god watching over them, but among them as if both parties had a right to be there and make their own decisions in every interaction between them. Coyote was NEVER a ruler over humans. They could even kill him... though, unlike mortals, being killed was somewhat less permanent for Coyote.

It’s that part that made me comfortable deciding to use the shapeshifter as one of the characters in this party; that this is just one more of the stories of Coyote’s exploits.

So what class and race to start? Since this is already going to be long due to including four characters, I won’t go over every option; I’ll be a bit more direct. Coyote was an extremely persuasive individual, with enough skill and knowledge in enough areas to be a successful and believable trickster nearly anywhere. In many stories, the trickster clearly used magic. So after examining the options, I decided to make him an Envoy, with the Magical Exploit alternate class feature from the Character Operations Manual. Owen made a race for his setting that fit’s perfect: the Fenrun. Coyote is an Arbeiter breed.

So far, Coyote will have one spell per spell level (max spell level 4), with the option to trade expertise talents for additional spells known. It also says Coyote will be able to use any variable level spells they know with any spell level it could normally be cast at. I don’t think I will need to pick up too many spells to represent this creature’s capabilities, so I pick up the Convincing Liar, Expert Advice, Gregarious Mien, Slick Customer, and Saving Expertise. If you ever feel like Coyote needs more spells at a level, you can always trade one or more of those for an additional spell slot at one level. He’ll select Token Spell, Polymorph, Mystic Cure, Bestow Curse, and Planar Binding. Polymorph will cover all the shapes change shape doesn’t. The rest of these spells represent powers displayed at various times in the stories, including trapping his fellow spirits.

For improvisations, I would pick Clever Feint, Frustrating Target, Not in the face, Spell Gem Understanding, Infuriating Target, Clever Improvisation, Hidden Agenda, Situational Awareness, Dispiriting Taunt, Quick Dispiriting Taunt, and Universal Expression. Coyote isn’t the greatest team player ever, but this set of improvisations wouldn’t necessarily depend on a team. Instead, it focuses more on disrupting the enemy than it does on enabling your team—just the sort of thing you could expect from a trickster.

Now, for ability scores, I am going to start Coyote off at 12 Strength, 12 Dexterity, 8 Constitution, 13 Intelligence, 13 Wisdom, and 14 Charisma. At 5th level, the boosts would go into Con, Int, Wis, and Cha. At 10, 15, and 20, the boosts would go into str, dex, con, and cha. The reason for this spread is to enable certain feats early on. Likely you would invest in personal augmentations to boost your primary combat stat and HP as early as possible to mitigate the low con and to-hit scores.

For feats, I’m giving the old shapeshifter Toughness to help mitigate the low HP they are will have at the beginning. Improved Feint, Improved Demoralize, Sense Assumptions, and Intuit Relationships to help solidify their ability to manipulate and persuade. Might as well add in Spell Feint, later on, to help Bestow Curse land unexpectedly. And Polymorph Adept is only appropriate for one of the mythology’s most notorious shapeshifters. But most importantly, as soon as they become available, I am giving Coyote Connection Inkling, Technomantic Dabbler, Reality Glimmer. That gives six at-will cantrips and three extra 1st level spells, with up to 6 castings each per day, depending on your level. I would choose Charming Veneer, Hazard, Mending, Transfer Charge, Ghost Sounds, and Detect Magic for the Cantrips. The other three spells would be Build Trust, Comprehend Languages, and Holographic Projection.

That adds up into a package that can rely on wits and charm in and out of combat to disrupt, destabilize, and manipulate opponents. As someone who wanders around teaching people lessons, they’ve got everything they need.

Pecos Bill
That brings us to the next character on the list: Pecos Bill, abandoned as a child and raised by coyotes... wait, coyotes? Coincidence? Nope! In my version of this character, he wasn’t just raised by coyotes, Coyote himself raised him. Reading through his exploits, I can only imagine Coyote laughing his mythological bum off as he watches the cowboy he raised go at the world. Only someone raised by Coyote would use a snake as a lasso, try (successfully I might add) to ride tornadoes, or try to profess his love to someone by shooting all the stars out of the sky. Did I mention he was also a Texan? Sounds completely crazy, but the more I thought about this nutjob, the more I realized I wanted to make this character. I mean, I could attribute almost everything in his story to something I have seen some RPG character try at some point.

To get started though: his race is pretty easy, he’s just another human. His class is a little harder to pin down exactly, because everyone uses guns, and can even ride animals. My initial thought was that we could rule out any intelligence-based character. Still, the more I thought about it, the more I realized despite his activities seeming like they were complete insanity, a mechanic or technomancer might be able to pull every one of them off. The more I considered it, the more I leaned towards technomancer. That meant he wasn’t really insane, just brilliant in a way that leads others to believe he was insane in a way only a Texan could be.

Now, before I get into building the rest of the details, I am going to point out two of his feats from tall tales and focus on them: He wrangled tornadoes and rode them, and he shot all the stars out of the sky to impress someone. Rather than just saying “he lied about those,” I realized there was a way he really could have. A figment spell could pretty easily accomplish shooting the stars out of the sky. And what if he wasn’t lassoing tornadoes, but instead he was lassoing air elementals in whirlwind form?

But riding the whirlwind form air elemental? What would be the effect? Damage every turn, off-target, flat-footed, and grappled. That’s a whole pile of penalties and restrictions, but I looked carefully, especially at the grappled condition. You can still do two things at the very least: shoot a small arm and throw a grenade. That is important because it is shaping up that Pecos Bill was an illusionist and summoner, and check out the list of grenades available: hologrenades, and summoning grenades. That tells me this little nutjob was a grenade specialist. Even with the pile of penalties one might get from hanging-out inside a whirlwind, it is pretty easy to put grenades where you want them. And if your illusions and summons are still coming despite being in the funnel, it’d be pretty impressive, especially if they can’t tell you are cheating with grenades. And if the whirlwind you are riding was there because it was your summoned elemental, it’s going to be cooperating with you just fine. You’ll still be taking damage from it, but we’ll see if we can find a way to mitigate that too. And the best thing: it can always turn back into air elemental form and let you ride it around that way as well.

So with all that in mind, let’s look at the class features and magic hacks available. Right off the bat, I’m going to say he has a Holographic Artist’s Cache Hack (an alternate feature from Character Operations Manual), as it provides some at-will holograms and permanent summons. Any summon monster two or higher is good enough for an air elemental that can produce a whirlwind big enough for a medium-sized creature to ride, so it all fits my image of this tall tale.

Technomancers come with a surprising number of magic hacks that would work well with a gunslinger/grenadier-esque sort of build. To start, though, I’ll give him Subtle Spells, as his tall tales tell me he’s got some sleight of hand going if no one picked up on the fact that he was casting spells the whole time. Shadow Grenade will reduce the cost of your grenade lobbing lifestyle a great deal as it lets your trade spell slots for free grenades. Fabricate Explosive can do the same, with fewer restrictions, and even help you get around some of Shadow Grenade’s restrictions. Spellshot gives you some interesting options for casting your spells by shooting them at people and having the point of impact be the spells point of origin. Enhance Weapon lets you trade spell slots to boost a weapon’s damage. Eternal spell lets you use Supercharged Weapon at will, without the limitations you would have using it from your spell cache. Seeking Shot lets you hit targets from inside your whirlwind even after it’s picked up enough debris that you have a hard time seeing. Lastly, rain of fire lets you just shoot everyone, all at once, like the crazy pistol-slinging Texan you are.

That leaves us some feats to pick. There are four feats I’d consider must-haves for anyone intending to use grenades heavily: Grenade Proficiency, Cook Grenade, Grenade Mastery, and Ricochet Grenade. Enhanced Resistance will seriously help mitigate the damage dealt to you inside any whirlwind you ride. It stands to reason that regularly riding air elementals would have you use to that kind of weather, so Environmental Adaptation (rain and snow, winds) seems appropriate. And if you are going to be casting from in there, you’ll need Combat Casting and Focused Spellcaster. And your remaining feats can go towards Weapon Focus Small Arms, Double Tap, Deadly Aim.

Alternatively, if you pay attention to the stories about him, he had several dangerous, wild animals at his beck and call, from the rope and lasso snakes, to his horse Widowmaker, and at one point he was even riding a cougar. So switching out some of these feats for any of the creature companion feats from Alien Archive 3 would also be appropriate.

Ability score-wise, Pecos is focused on Intelligence, Constitution, and Dexterity, covering his spells, HP, gunslinging, and sleight of hand. Skill-wise he’d invest in Mysticism, Engineering (to craft his own grenades when needed, and general explosive knowledge), Survival, Acrobatics, Athletics, Perception, and Sleight of Hand.

And that only leaves his spell list. At every level, he’s going to take the highest level of Summon Creature and Holographic Image available. Supercharge weapon, and Create Ammunition are must-haves for any aspiring gunslinger. Anyone riding an air elemental better take at least the first level Flight spell, and consider the higher levels as well. Patch Tech will help with your fixation on explosives. The Biotic Taclash spells would be a good substitute for the snakes Pecos used as lassos and ropes. Make Whole and Mend to keep your gear at it’s best. Mirror Image and Displacement are vital spells in any illusionist’s arsenal. The Resistant Armor spells may or may not help mitigate damage from riding your whirlwinds, depending on how quickly you pick up Enhanced Resistance. Arcing Surge, Chain Surge, Explosive Blast, and Heat Leech will be great when you get Spellshot. Planar Binding and Planar Barrier will let you summon some longer-lasting Air Elementals if you can bargain with them for service.

John Henry


That rounds out my favorite American tall-tale and gets us ready to move on to the next member of this party. Now that we have the father-son duo of a trickster spirit and an insane Texan, we need some more reasonable party members to reign them in a bit and bring some sanity to their adventures. Now, there is one American tall-tale that we have records of not only having lived but of having done exactly what made him famous. That man is John Henry, an African American steel driver who competed with a machine... and won. Other legendary figures in American folklore never managed that last part. Paul Bunyan, for example, lost his contest. Who better to reign in the crazier party members than someone who can take on impossible odds and win?

Now, you might point out that John Henry won, but then his heart gave out immediately after, and he died. That’s where I add my own spin to his tale. I say the wording is critical. His “heart gave out” and “he died.” What if those were two entirely separate events, but some deceptive individual says them together on purpose, knowing the listener would assume the worst, that he died because his heart gave out... but that’s not what the tale says. He beat the machine when the company he worked for was testing it to see if they could start replacing skilled workers with a machine they wouldn’t have to pay. He won, but what if the company decided the difference still made the machine the better choice? “Your heart gave out” can also mean you lost faith. So maybe John Henry simply lost faith in the company he had worked so hard for, only to be betrayed by that same company. And the “he died” part, that’s merely an acknowledgment that he’s mortal. They never said when he died. In the story I’m weaving here, he certainly didn’t die immediately. He simply left. He traveled west, looking for a new life. One day he met the strangest pair while fending off a Martian Tripod. After helping them topple it and free its prisoners, the African American steel-driving titan has been with them ever since. Sometimes he wonders about the father, though. That man reminds him of the spider Anansi an awful lot, of whom his grandmother used to tell him stories.

One of the interesting things Owen has done with his Really Wild West setting is that when he added races, he didn’t replace existing cultures with them, he added them. That means all human cultures are still present. Because of this, I see no reason to spend any time considering a race for John Henry, he’s human, through and through.

Now, what I never understood when I was a child, is that as a “steel-driving man” what Henry was doing was making the holes for dynamite to create passes and tunnels for the railroad. That means he had to understand not only how to break a thing, but how to break it exactly how you want it broken. You could almost say he worked very closely with entropy. John Henry is a Vanguard, straight out of Character Operations Manual.

As someone whose job it was to put steel rods through rock and stone with little more than muscle power, John’s first vanguard aspect is going to be Exergy, and his second will be Cascade. This form of mastery over entropic forces is why he beat the machines other tall tales failed to. John Henry’s disciplines are Antagonize and Swift Antagonize, Dampen, Energize, Friendly Fire, Flatten Bullets,

Blindsense, Blindsight, Accelerate, and Living Effigy. His skills are focused on Profession Mining, Athletics, Intimidate, Engineering, Physical Science, and Perception. His ability scores should focus on strength and constitution entirely to start, and when you level up high enough to get increases, add dexterity and wisdom.

The feats I select for him are going to focus on how quickly, accurately, and powerfully he can deliver blows. Improved Initiative and Constant Alert represent that he’s fast off the block. Deadly Aim, Lunge, and Penetrating Attack cover his powerful strikes. Weapon Focus, Cleave, and Great Cleave show that he can move from one target to another swift and smoothly. That leaves a couple of feats to customize how you want. I recommend versatile specialization, so you can apply weapon specialization to the excavation lasers his skill in mining makes him proficient with. Toughness could be another great choice to round out his build.

And there you have him, John Henry, a man who can drive steel through stone faster than a machine. He’s left the railroad and found new friends in the deep west. Friends who respect and value his prowess and value him as a person. Our party just needs one more person to be complete.

Bessie Coleman


Have you ever heard of Bessie Coleman? She was born in Texas but dreamed of flying. With no opportunities in the United States for any such dream, she saved up, went to Europe, and returned not only with a handful of firsts and an international sport aviator license, including being the first African-American female aviator, but also the first Native American one too. She performed dangerous and dazzling aerial stunts for shows, and even test flew planes. Till one day, test-flying a new aircraft, she died when it crashed.

Like John Henry, that’s where I come in. She was thrown from the plane and died on impact. It was found that a wrench used to service the plane had jammed the controls. Now, in reality, her body was recovered. That’s what I am changing. She survived the fall, knowing her plane was sabotaged; that someone tried to kill her. It would be a while before she hit the ground because she fell into the grasp of an air elemental being stalked by Pecos Bill. When he saw it had trapped someone in its funnel, the hunt ended, and a chase began. He chased it down the coast, through Mississippi, then Alabama, and finally into Texas. It continued until it all came to a head when a Martian Tripod killed the elemental with its deathray. That’s where Bessie finally finished falling to the ground. Though she was injured, she joined the people fighting off the tripod, finishing it off before collapsing from her injuries.

During her recovery, she bonded with the strange group, and from that time on, she regarded the other three as brothers-in-arms. She joined in their adventures. She salvages what she can from the martian machines, always trying to build a new airplane for herself. She believes the martian nanotech is the key to making an un-sabotage-able plane, and she intends to show the people who tried to kill her a thing or two when she eventually returns.

Bessie Coleman is a human drone mechanic. The plane she is trying to build is her drone, which has incorporated portions of the martian tripod’s AI, patched together with code of her own. Her custom Rig takes the form of a utility belt. Her mechanic tricks are Repair Drone, Portable Charging Station, Overclocking, Hyperclocking, Overcharge, Improved Overcharge, Superior Overcharge x4. Her stats would focus on intelligence and constitution first, then dexterity and charisma. Her feats are Three Point Stance, Sky Jockey, Toughness, Diehard, Environmental Adaptation (cold dangers, thin atmosphere, smoke effects, winds), Double Tap, Amplified Glitch, Enhanced Resistance (kinetic), Mobility, Shot on the Run
  
Bessie's Drone resembles these robots from the movie "Skycaptian and the World of Tomorrow."
Her Combat Drone will take mods that will help it act as a flying machine. Riding Saddle, Flight System x2, Enhanced Armor, Medical Subroutine, Skill Unit (Medicine), Speed x4. The drone’s feats will be Weapon Focus, Weapon Specialization, Mobility, Shot on the Run, Deadly Aim, Penetrating Attack, Far Shot, Extra Resolve.

I think she perfectly rounds out this party. She can join Pecos’s Skyborne insanity with a bit more of a rational (and safer) approach. She complements John Henry’s technical expertise. And with her Native American roots, she has a chance to get to know a figure from her ancestor’s mythology.

I’ll conclude this post with a question: if you were going to bring a Tall Tale to life in Owen’s Really Wild West, who would you pick?




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Sunday, May 24, 2020

The Symbiotic Mimic


The Symbiotic Mimic


Can you guess where I am going with this?



Mimics are not particularly smart… but they are particularly hungry. Somewhere out there in the multiverse, there is a mimic or two that survived long enough to become smarter, to consider new ways of hunting. Maybe they observed the way an adventuring party worked together to overcome challenges they could not hope to survive on their own, and it thought to itself, “hunting like that would be better.” In fact, with adventuring parties being a mimics only real natural predator, maybe this evolving mimic thought to itself, “I should change the dynamic between my only natural predator and myself, and thereby become the apex predator.”

However, it reached it’s conclusion, this mimic took the next adventurer to adhere itself to it, and shape changed into a suit, covering the creature from head to toe... it’s companions were notably worried about it, but with no evidence of actual harm, they continued exploring the dungeon. The adventurer now wearing the mimic soon found out they were stronger, faster, oh so tougher, could walk on walls and ceilings, and their attacks were much more powerful. When they leave the dungeon, the strange suit that covered the adventure seems to shift and disappear and they returned to their normal appearance, only for the suit to reemerge whenever they are threatened.
That is how I imagine the first symbiotic mimic came into being.
In technical terms, here is what is happening:
  • The mimic completely covers the wearer.
    • They no longer benefit from armor they are wearing but do gain the Mimic’s natural armor of 12+their own dex modifier.
    • Half the damage they receive (round down) is applied to the mimic instead of them. (9d8+12 HP)
    • Both creatures benefit from the mimic’s immunities.
  • If the wearer lacks Darkvision, they can benefit from the Mimic’s Darkvision 60 ft.
  • When out of combat and not threatened, the mimic can take on the appearance of the creature wearing it. It still remains there but is indistinguishable from the creature underneath.
  • The Mimic can apply or remove its adhesive to surfaces as it desires. This allows the wearer to walk on any wall or ceiling like the spider climb spell.
    • If the mimic chooses, it can make other creatures touching the wearer adhere to them, grappling them if huge or smaller (escape DC 13 with disadvantage).
    • The wearer gains advantage on attack rolls against any creature grappled by it.
  • Whenever the wearer attacks with a melee weapon, the mimic bites the same target, using the wearer’s attack roll. If one hits, both hit. It uses the following profile:

      • Bite. Melee Weapon Attack: reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

    • In any situation the wearer can make an attack of opportunity, so can the mimic, using the following profile: 

      • Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
  • The mimic can automatically perform the Aid Another action to help the wearer on most actions.
    • Starting off, this would include any physical action.
    • Once the mimic spends enough time in the wearer’s company it can learn its language and begin speaking to the wearer.
      • It can then aid the wearer on most nonphysical actions as well. With the GM’s approval.
  • If the wearer and the mimic share a language the mimic can even begin replicating various simple tools and equipment while worn.
    • It must learn each new item it is to replicate the use of.
    • To learn a new equipment, it must be taught the form, using the disguise skill to help it take on the appearance.
    • It may learn one usable simple item for each point of the wearer’s proficiency modifier. Any further items learned remain mere disguises and are not functional.
      • This can include melee weapons, but those melee weapons can not be thrown.
  • If the mimic does not want the wearer to perform certain actions, it can attempt to take control of them. In this case each of them rolls opposed strength tests to determine who wins.
    • Of course, if you really anger your Symbiotic Mimic, you are inside it, it could just start chewing. See bite damage above.

With all that in mind, you could do all kinds of things, like increase or decrease hit dice, even make it grow in power as the player (or villain) does.

Fair warning though, adding what is essentially a monster to the party, even if worn, might unbalance things, so if you are inexperienced, be careful what you do… and as always, have fun!

Come get your mimic suit today!




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Monday, May 18, 2020

How to Build Wall-e in the Starfinder Roleplaying Game



How to Build Wall-e in the Starfinder RPG


 
I would argue that Wall-e is probably the most iconic sentient robotic organism (SRO) in pop culture. It wasn’t built to be a sentient AI from the beginning but developed sentience after 700 years of working at the task it was built for: IRL Minecraft. And that is exactly what an SRO is in Starfinder: a machine that unexpectedly gained sentience.

Since this is my very first blog post, I thought bringing that character to life would be a great way to get it started!

Wall-e is a robotic compactor left behind on earth when humans abandoned the place due to unchecked garbage and climate collapse. For 700 years, the little robot compacted garbage into little squares and arranged those squares into replica structures.

Eventually, it began collecting objects it liked or thought would be useful. It developed a love of music and even figured out how to repair itself from parts scavenged from its broken robotic kin. It even developed a kinship with a surviving cockroach. It built a shelter and home against inclement weather and kept itself to a schedule that allowed it to maintain it’s power levels.

That peaceful routine was disrupted when a probe from one of the human ships that left returned to search for signs that the environment could sustain life again. That kicked off an adventure for Wall-e that had him face off against a starship’s AI and robotic enforcers. He overcame his challenges by making friends with fellow SROs (the ship had considered broken robots), and awakening the humans on the ship from complacency to the potential they could be meeting.

With that in mind, let us get to the character-building!


Race
As discussed above, Wall-e is clearly an SRO.

Theme
Wall-e’s proclivity to salvage and re-use tech, I think that places him with the Tinker theme.

Class
I strongly considered making Wall-e a mechanic and turning E.V.E. into its drone, but that never felt quite right. Next, I considered making it a Technomancer specializing in all the junk-based spells, to represent Wall-e’s centuries of cleaning up junk. However, the kind of raw power spellcasting gives you just didn’t sit well with Wall-e, who never hurt anything or one it could avoid hurting. Eventually, I settled on Envoy: a highly-skilled class underestimated by nearly everyone. That fit Wall-e perfectly, I think.

The Attributes

Strength
Wall-e is strong. If you’ve ever seen a compacter in real life, you should expect this. Early on in the Wall-e’s story, however, it can grip and hold onto the probe when it returned to its mothership, even as it lifted off and accelerated to interstellar speeds… with nothing but its hands.

Dexterity
While Wall-e was swift and sure, it did not display any particularly special ranged feats and did not seem very dodgy at all. I do not think its dexterity was very high.

Constitution
At first glance, Wall-e might seem like an extremely tough little SRO. But with his ability to swiftly replace parts, I’d say he relied far more on restoring himself than on merely tanking damage, so I don’t think its constitution would be all that high.

Intelligence
Wall-e learns quickly. Even when it was in the entirely foreign environment of the human starship Axiom, Wall-e was able to quickly figure out how to adapt to the changing circumstances to accomplish his goals.

Wisdom
Our intrepid SRO has over 700 years of experience… but it was 700 years of experience in an endless routine.  Wall-e, I think, displays both an ancient wisdom and a childlike innocence at the same time.  I think those factors leave it with an average wisdom score.

Charisma
Despite 700 years of isolation and being covered in filth, Wall-e was easily able to make friends with fellow SROs and Humans alike, pretty-easily. With no possibility of having developed social skills in that kind of isolation, I think it relied on a decent charisma score to pass those checks.

Starting Scores:
Str 16; Dex 10; Con 10; Int 15; Wis 10; Cha 14
Level-up points will go into Strength, Dexterity, Wisdom, and Charisma, leaving Wall-e’s skill points per level and Stamina per level steady without any bursts at certain levels.

Skills

With his stats, Wall-e will be getting ten skill points per level. Envoys have the advantage of having basically every skill on the list as a class skill. So let us look at what skills wall-e displayed.

It built a new skyline, self-repaired, salvaged usable items, and built a home. It clearly has Engineering.

It climbed a latter up the side of a ship, using tracks and his manipulators. Later on, it climbed up an indeterminately long shaft inside the Axiom to reach the command deck and caught and carried back up an object that was dropped down onto it. If that isn’t Athletics, I don’t know what is.

It was able to improvise a fire extinguisher into a space thruster and then perform aerospace acrobatics with it. That’s going to be either piloting or, more likely, Acrobatics... possibly even both though.

It was able to weld several objects together and apart, and since welding tools are advanced melee weapons with the Profession (Contractor) special property, I think we need to give Wall-e that skill as well. And while we are at it, its love of music and dancing could be construed as skill in Profession (Dancer) as well, even though I doubt it’ll ever be picking up a battle ribbon any time soon.

Wall-e spent all of its free time searching for usable items amidst the piles of junk covering the earth. That is the Perception skill.
Throughout the movie, it displays a penchant for becoming and remaining hidden, so I think it can be given the Stealth skill.

Wall-e’s ability to make friends, I think, doesn’t rely on passing diplomacy checks at all. Instead, I think it relies far more on being able to pick up on social cues and navigate foreign cultures.  That is a mixture of the Culture skill and Sense Motive.

Lastly, there were a variety of minor scenes where Wall-e displayed Bluff, Disguise, and Sleight of Hand skills, so I would divide the remaining points between those.

Class features

Skill Expertise
Skill expertise allows you to select certain skills also to apply your expertise bonus too. Wall-e would select first Engineering, then Culture, Bluff, and Diplomacy, probably in that order.

Expertise Talents
Wall-e’s primary focus out of all of these is on Engineering, so I would start off picking Engineering Adept and Student of Technology, and then dive into the also-tech-related Tech Familiarity for the Culture skill.

Since SRO’s use Engineering for all medicine checks, I would also consider asking my GM to allow me to take Medicine related Expertise Talents for use with Engineering instead, but only on things that can be healed by engineering checks.

Envoy Improvisations
Expanded Attunement and Universal Expression will help Wall-e aid its fellow SROs, and also improve its ability to make friends with those humans who might not be able to understand it.

Duck Under, Frustrating Target, and Not in the Face can represent Wall-e’s ability to avoid damage despite being dex-less and armor-less. I’d fill in any other improvisations as necessary.

Feats
The construction of Wall-e’s body makes the Arm Extensions and Kip Up feats natural fits for the SRO.  Hauler might also be a great feat to help represent Wall-e’s immense strength.

One of the first defensive things we ever saw it do was dig into the ground to protect against the exhaust fire of a landing rocket, making Barricade entirely appropriate.

We saw Wall-e yelling to warn everyone around him quite often, opening up the possibility of taking the Startled Scream feat.

And while Wall-e can be KO’d even after that, he is very tough, and always recovered. The diehard feat would be a good way to represent that.

After level 9, taking the skill focus feat for skills you can’t get applies expertise bonuses to might be well worth your time.

Lastly, Technomantic Dabbler, if you want to give Wall-e a few of the Technomancer spells that wouldn’t drastically change him into something else, could be a great idea. I recommend taking Mending along whit either Fabricate Scrap and Junk Armor, or Transfer Charge and Shrink Object; after all, Wall-e is a robotic compactor.
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Anyway, I hope you’ve enjoyed reading this. As I mentioned earlier, it’s my first blog. This one was inspired by Neal Litherland and his Character Conversion blog posts: https://taking10.blogspot.com/p/character-conversions.html?fbclid=IwAR1TNQHh4iaezBSEJmyKpMd03PFYK5M3aAhZFyT7x1UAfy_kmbkWz-l1rlk


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