DriveThruRPG Link

Huge Discounts on your Favorite RPGs @ DriveThruRPG.com
Showing posts with label Starfinder. Show all posts
Showing posts with label Starfinder. Show all posts

Thursday, September 24, 2020

Muspelheim of the Yggdrasil System

Muspelheim of the Yggdrasil System



Name: Muspelheim
Nickname: The Star Forge
Position: Closest Planet to the Sun
Diameter: 1/3rd
Mass: 333,000x
Gravity: 1x
Atmosphere: Toxic, Radioactive
Biomes: Rocky, Mountainous, Volcanic, Void
Day: 4 hours; Year: 90 days

Muspelheim is an odd planet. It’s not native to the system, making it one of 2 planets that aren’t. It also, in the strictest technical sense, is not actually a planet, but is a star. Technically, Muspelheim makes the Yggdrasil system a binary system. 

The primordial Ymir brought Muspelheim to the system. Originally it was the core of a star on the brink of collapsing into a black hole. Modern experts don’t understand how it was done, but somehow, once it was in place, the star core had its gravity edited until it had standard gravity. The new planet had an unimaginable density, and would have destabilized the system without this “gravity editing,” but instead it exerts no more gravitic pull than a normal planet it’s size. 

The side of Muspelheim that faces the sun is super-heated past the melting point. Some of the exotic ores are even burned into atmospheric particulates. This leaves the atmosphere, a former solar corona, as not only extremely radioactive, but also toxic to breathe as well. The molten ores cool and re-solidify on the night side of the planet, only for the cycle to repeat. The planet itself is almost a perfect smelter. 

Residents of Muspelheim reside in a massive space station spanning most of the planet’s night sky. It’s orbit keeps it in the planet’s shadow, protected from the fury of the sun. Harvesters race back and forth to and from the edge of night and day to harvest the molten ores before they cool again. The rapid, 4-hour day-night cycle is the source of this haste. The day-night terminus is the only viable harvesting area on the planet.

The station itself is not only residential property, but it is also one of the largest manufacturing facilities in known space. It will process the raw materials harvested from the planet below all the way into finished products. 

The station itself is actually made up of thousands of independent, modular sections that can and do separate and rearrange their positions. Each modular section has scheduled movements that allow the whole station to reconfigure itself by moving and rejoining different sections as demanded by it’s manufacturing needs. Each section is not only mobile, but capable of teleportation as well. 

The station is defended by a massive, linked array of teleportation beams and fields of mines, making it a difficult target for anything to attack. 

Muspelheim Modular Space Station Section

Tier 20 supercolossal Base Ship Space Station
Speed: 4; Maneuverability (Piloting -1, Turn 3)
AC 30; TL 30
HP 1950; DT 15; CT 90
Shields Superior Shields 600 (forward 150, port 150, starboard 150, aft 150)
Attack (Aft) Warp Puck Bank (Limited fire 3, mine (2), transposition (2)), Vortex Mouth Mines (7d12, Limited fire 3, mine (3), vortex)
Attack (Turret) Twin Mega Teleportation Beam (2d20x10, Teleportation (3)), Heavy Laser Net (5d6, Point (+12))
Power Core Titan Ultra (1200 PCU); Power Used 1001
Systems Basic medium-range sensors, Luxurious crew quarters, Basic Computer
Security Systems Reconfiguration System
Expansion Bays 25 Base Cargo Holds, 5 Medical Bay, 4 Brig, 3 Arcane Laboratory, 3 Tech Workshop, 3 Science Lab, 3 Synthesis Bay, 1 Surveying Sensors, 5 Elite Combat Training Facility, 5 Amenities, 5 HAC Recreation Suite, 5 Vault, 5 Industry, 10 Conference and Meeting Rooms
Other Systems Data Net, Observation Sensors, Solar Shield Channel, Space Station Framework
Squadron Systems Auto-flight module, Data Link, Focus-fire Algorithm
Complement 150-100,000 Crew; 500,000 Civilians


Thursday, September 3, 2020

Starships and Territory

Starships and Territory



Like the Xenowardens and Raxilite, the Varjag of Yggdrassil use living starships. Early Varjag stellar explorers used seed pods from Yggdrassil, reinforced by its leaves, with an outer lacquer shell. The ship itself provided life support needs, but was quite fragile. These early vessels used First Drives, passing through the realm of the fey and back into the mortal realm. They were dangerous, but effective. Soon Varjag explorers spread to the reaches of interstellar travel, but always returning home to the World Tree and it’s planets. They established trade and conflict both in the fey realm and the mortal. However, it wasn’t until they made a certain discovery that they began claiming territory outside of that home. 


One of the major focuses of Varjag interstellar exploration was to learn more about Jormungandr, the creature incubating in the star of their home system. They wanted to learn more about it’s species and life cycle. In order to do that, they had to find it’s relatives. They found the first signs of what they were looking for when they discovered a massive molecular cloud nebula. It was primarily formed of complex ethanol, methanol, and vinyl alcohol molecules, and had a massive stellar nursery more than 500 light years across with entire star clusters forming inside it. The nebula was teaming with life, as much as any habitable world the explorers had ever visited. Stellar Protozoa, Schools of Oma, and even a form of spaceborn algae and other plant-like life. And, as they explored the region, exactly what they had been searching for: Novaspawn. Their resemblance to the creature incubating in the Yggdrassil’s star was uncanny. 


The explorers sent word back home and a great endeavor was begun. The Varjag claimed the entire nebula as their territory and set out to defend their new border and learn everything they could from the region. Much of their modern technology, starships included, was developed from things they learned in the nebula. They went on to lay claim to and defend other similarly composed nebulae they discovered. 


Modern Varjag starships are grown from a cutting of Yggdrassil, rather than a seed pod. THe cutting is grown in special nurseries developed in the alcohol nebulae. The branches are shaped for the starship it is to become. An Algae discovered in the nebulae bonds to the branches and grows into hardened walls as durable as any starship’s bulkheads when treated with special substances developed by Varjag biotechnicians. The energy transferring properties of Yggdrasil allow it to act as conduits to move power throughout the ship, while the ship itself provides much of the life support needed by most humanoids. The end result is a biomechanical hull ready to be built into one of the Varjag’s iconic starships. All varjag starships start out this way, usually built around a small range of sizes. Their larger starships even began in that smaller range of sizes, but as they age and survive, Varjag starships grow. The largest Vajag vessels are also their oldest, having survived for millenia. One secret the Varjag will never share with the rest of the universe: those ancient vessels learn and evolve: they are alive and they keep themselves an interstellar food chain. 


Seeds of Yggdrassil


Some of those massive and ancient Varjag starships have a capability not shared with any other ships. When the crew designate a planet they would like to step foot on, since the ships that can do this are too large to land on the surface, it launches a seed into the atmosphere and down to the surface. This seed has a hyper accelerated growth rate, and within 6 hours grows from the surface, up into orbit, and back to the ship it was launched from like a massive vine. The stalk has its own subjective gravity, and those who travel up or down it find that it only takes a few minutes to traverse its entire length. It is capable of supporting even colossal vehicles and creatures, allowing the Varjag lucky enough to crew such a vessel the ability to easily transfer cargo, or invade. 


When the ship and its crew are ready to depart, the vessel easily separates from the stalk without any issues. The stalk collapses, both shrinking in size as if whatever magic was allowing its existence was returning from wherever it was drawn, and also parts of it burning up in the atmosphere. The ashes drift down to the ground and promote new growth of native species of plant life with the residual magic left over. A single use of this isn’t going to change a dessert into a jungle, but generations of use can. 


Game Mechanics

This is an “Other System” that can be installed on any huge or larger Varjag starship. It takes 5 BP and 0 power. 


Nebula Fold Gates

As part of their effort to solidify their claim on the alcohol nebulae, the Varjag have “confiscated” Fold Gates they discovered and relocated them to their nebulae. They have mapped out entire networks of the ancient relics, and have multiple of them hidden in the branches of Yggdrassil. They can move vast amounts of people, ships, weapons, and/or cargo between their home system and their nebulae. The Fold Gates effectively allow these far distant locations to be a single territory without traversing any other faction’s territories. 


Since no one yet has the secret of Fold Gate construction, the Varjag are prone to confiscating any fold gates they learn about and relocating them into their territory. They have learned a great deal about the ancient devices, including how to reprogram them to incorporate them into their network, and how to exclude any gate they don’t control from that network. It is possible they have a greater understanding of the technology than any other civilization, but they are still far from unlocking the knowledge needed to produce their own facsimiles of them. 


Starship Design and Traditions




There are two basic archetypes of Varjag starships. Grown or Carved. 

Those grown from cuttings of Yggdrassil are family starships, often passed from generation to generation, until they grow into massive clan starships. These are often referred to as Totem ships as they tend to show symbols and iconography significant to the family and its ancestors. 


The other type of Varjag Starship is carved from stellar rock or ice. Once these ones slip their moorings and take flight they rarely change save for damage repair and maintenance. They stay as they were made. These are commonly called Runic Ships. 


The Totem Ships are much more widely known, as they are the traders and raiders that venture out into the wide galaxy. 


The runic ships make up the dedicated military vessels used to defend Varjag Territory. They range in size from small fighter craft and shuttles to massive miles long juggernauts. While the smaller runic ships might be redeployed to new locations through the Fold Gate network, the largest runic vessels almost never leave their territories. This is because most Runic starships lack FTL drives of any kind. 


While most Totem Ships use drift engines, it is almost as common to find First Drives, or even Constellation Orrerys on older, larger totem ships. Often the users of those other drives simply regard the paths they have to take through the multiverse as their rightful trade routes. 


Varjag Starships favor heavier torpedo use than most other interstellar powers. This stems from the tradition that each weapon should be made personal, and few things are more personal than a controlled projectile slamming into your enemy before exploding. Each torpedo fired is given a treatment of scrimshaw that details a past victory, or merely the family iconography. 


Also common are ramming prows for the same reason: making the attack personal. Their ships make almost no use of drone technology, regarding that as the most impersonal way to conduct battle you could ever take. 


The Average New Totem Ship (BP 93 of 95):

Tier 3 Biomechanical Transport 

Speed: 12; Manueverability (Piloting -1, Turn 7)

AC 16; TL 16

HP 115; DT 0; CT 14

Shields Basic Shields 40 (forward 10, port 10, starboard 10, aft 10)

Attack (Forward) Mining Laser

Attack (Turret) Light Torpedo Launcher, Light Torpedo Launcher 

Power Core Pulse Green (150 PCU); Power Generated 150; Power Used 197 (122 with drift engine shut down)

Drift Engine Signal Basic, Drift Rating 1

Systems Basic long-range sensors, Good crew quarters, Basic Computer, Mk 3 armor, Mk 3 defenses, Standard, Standard hull

Standard Expansion Bays 2 Cargo hold, Surveying Sensors, 2 Guest Quarters; External Expansion Bays 5 Cargo hold

Complement minimum 5, maximum 6




Runic Gunship

BP spent 497 of 500

 

Tier 15 Shuttle 

Speed: 12; Manueverability (Piloting 1, Turn 2)

AC 28; TL 26

HP 110; DT 0; CT 17; Ablative Armor  (forward 100, port 100, starboard 100, aft 100)

Shields Heavy Shields 420 (forward 105, port 105, starboard 105, aft 105)

Attack (Forward) Light Ramming Prow, Flak Thrower, Light plasma Torpedo Pod (Array)

Attack (Port) 2 Light-Blade Hull, Light plasma Torpedo Pod (Array)

Attack (Starboard) 2 Light-Blade Hulls, Light plasma Torpedo Pod (Array)

Attack (Aft) 2 Light Plasma Mines, Light plasma Torpedo Pod (Array)

Attack (Turret) 2 Light Torpedo Launcher (Array) 

Power Core Pulse Prismatic (300 PCU); Power Generated 300; Power Used 306

Drift Engine None, Drift Rating 0

Systems Ultra long-range sensors, Common crew quarters, Mk 10 duonode, Mk 3 armor, Mk 3 defenses, Standard, Pure adamantine hull

Security Systems Anti-hacking systems, Biometric locks, Tier 10 Computer countermeasures, Tier 20 Heavy Antipersonnel Weapon, 

Standard Expansion Bays Quantum Defender, Surveying Sensors, Telelith Matrix

Other Systems Consciousness Uplink Drive, Data Net, Observation Sensors, Powersap, Virtual Intelligence tier 15, 

Complement minimum 1, maximum 4


This gunship is overgunned. Usually the Light Plasma Mines are kept unpowered and are only deployed when needed. 


As you can see, when the Varjag expend the resources to build a Runic Starship to defend their territory, they spare no expense.

 

Wednesday, August 26, 2020

Natives of the Yggdrassil Star System

 Natives of the Yggdrassil Star System



The idea for this star system first came to me soon after Starfinder was originally released. Giants are one of my favorite things from fantasy settings, and it wasn't until more recent Alien Archive volumes that the Starfinder team added those giants into the game. 

My goal was to give them a real home, kind of like Elves got, rather than just making them yet another refugee from Golarian. I studied Giant myths from a bunch of cultures and settled on Norse mythology, because it was almost entirely giants. The gods were giants, their opponents were giants, their rivals were giants, and even their predecessors were giants. My plan is to eventually work other mythologies into this one, but to star with, I needed the star system, and I needed the people who live there. 

With that journey in mind, I present to you the Varjag, a race of giants that have a similar spectrum from the traditional d20 fantasy giants (IE fire giants, stone giants, etc.) but rather than linking them to basic fantasy elements, I felt it was best to link them to their birthplaces in the star system. This decision was also informed by the mythology. Jotunn are after all residents of Jotunnheim. 

The Varjag are meant to represent in a single species all the residents of Norse mythology, even the humans. I decided my vikings could be their own species instead of being human, and like their gods, and all the giants they have to worry about, they call came from the same root, and have similar potential. 

Some of the decisions I made about each group might surprise you, and I welcome comments and ideas for other ways to go, because I think it's great to allow exeptions to the rules, and all your ideas could comprise the exeptions that could arise throughout the averages represented in the rules below. 

I hope you all enjoy.



Varjag

Humanoid (Giant)

Size: Most Varjag are medium sized, however like many biological creatures, they grow to fit their environment. In the case of a sentient speice with that trait, their environment encompass all the places their experiences have brought them. In game mechanics, this is represented by gaining size as you gain levels. Up to level 10, Varjag are medium sized. Above level 10, they grow to large size with a space and reach of 10 ft. At level 20 they reach huge size and gain a space and reach of 15 feet. 


Speed: Medium sized Varjag have a base speed of 30 ft. Each additional size category above that increases their base speed by 10 ft. They gain a climb speed equal to half their base movement. 


Senses: Varjag have Darkvision 60 ft,, Low-light Vision, and Blindsense (Scent) equal to half their base move speed. 


Ability Score Adjustments: +4 Str, -2 Dex, +2 Int, -2 Wis


Abilities: 

Thrown Weapon Experts - The traditional weapons of the Varjag, taught from one generation to the next, has always been thrown weapons. At the dawn of time it was large rocks, but as the weapons of war advanced so did their chosen weaponry... but the tradition of muscle-powered ranged weaponry always remained. Varjag are always proficient in any thrown weapon or grenade (including improvised thrown weapons, but not Grenades or weapons with the “Throwing” fusion). At 3rd level they  gain weapon specialization for those weapons.


Hardy Adaptation - One of the evolutionary advantages Varjag possess is the ability to burn away afflictions. Their body and immune system simply attacks impurities voraciously. Sometimes this burns away the health and life of the Varjag before medical help can be found. More often than not though, this results in poisons or diseases that would last days, weeks or longer being burned out of their system in minutes. Any time a Varjag has to make a save against an effect that will apply (or advance) an affliction track, they can roll twice and take the better result. Any affliction with a frequency greater than 1 round affecting them has its frequency set to 1 round. 


Morphic: Varjag gain one additional trait based on where they were born. 


Starborne - Those born on the Egg of Jormungandr, the star of the Yggdrasil system are considered both blessed and cursed. They seem to be utterly without fear. In reality they are born with only the fight half of the fight or flight instinct. When one of these Varjar suffer the effects of a fear ability, rather than the normal results, the Starborne Varjag expresses that fear in an attack frenzy against the object of fear. They must use any weapon, or improvised weapon to destroy the object of their fear, and cannot stop until the effect ends or the target is destroyed or killed. This leads many from this world to master a variety of weapons and even unarmed combat, regardless of which class they become.


Treeborne - Those born on the world tree Yggdrasil are born with an unquenchable wanderlust. They spend their lifetimes travelling from planet to planet in the system as nomadic traders, raiders, and/or entertainers. In zero gravity they gain a fly speed of 50 ft with perfect maneuverability as long as they are adjacent to a structure they can use to guide their movements, like a wall, ceiling or floor. While in such a position they gain immunity to the off target and off kilter conditions. Many treeborne Varjag become Envoys. 


Muspelheim - The most dangerous of the planets due to heat and radiation of the nearby star, and the pollution from the industry built on the world. Those born to this nightmare landscape gain a bonus on saves against radiation and inhaled poison affliction tracks equal to the stage they are on in that track. Many enhance their bodies with colonies of nanites to help them survive and earn the reputation as craftsman the world has earned. Those who do almost invariably become Nanocytes. 


Midgard - This is a fairly mundane world compared to the rest of the system. And while it’s  inhabitants are not the artisans or magical powerhouses the other world’s produce, they are some of the craftiest, cunning, and imaginative Varjag. Any skills that use this character’s key ability modifier gain a +1 bonus and any use with a base DC of 15 or less may be used even untrained. Many of the Vargar born on this world become broadly skilled Operatives valued across the spectrum of their society. 


Asgard - This world is a focal point of power. A convergence of leylines from across the entire universe focuses on this planet. Some are so powerful they are visible to the mundane eye even from orbit. Those born here are intimately connected with that magical power. They may use Detect Magic and Token Spell at will. Many go on to become mystics, especially with the Allfather mystic connection. 


Vanaheim - There are very few differences between this world and the First World. One of those is that while the First World is untamed, Vanaheim is organized into gardens and orchards. Those born here are born with an innate sense for how things are meant to grow. They gain medicine and life science as class skills. If they already are class skills they gain a +1 bonus racial in each. Many Varjag born here become Biohackers experimenting in their own gardens and orchards to create new medicines or intoxicants. 


Jotunheim - Though a persistently arctic world, Jotunheim is full of life. Though it is almost like that life is as frozen as the world. Varjag born on this world potentially live much longer than others, doubling the range of each age category. They also automatically stabilize when dying, and remove any bleed effects the round after they start. Most Jotun become soldiers.


Niflheim - Niflheim is a chaotic place caught between the eternal storm named The Well of Hvergelmir and the singularity Ginnungagap and constantly battered by stellar impacts from the ice belt Elivagar. It is the source of all water in the system as chunks of ice are drawn off to other planets. Those borne there, like the world they are from, are connected to the universe in more ways that most understand. Mysticism is a class skill for them. If they already have it as a class skill they may also gain acrobatics as a class skill. If both are class skills already, they gain a +1 bonus in each. Many become Witchwarpers, developing the ability to make sense of their chaotic home. 


Spaceborne/Elivagar - Also known as Belters or Spacers. These Varjag are born with an instinctive understanding of the movements of celestial phenomena. Piloting is considered a class skill by them. Any check to navigate in space, or any check to deal with Space Hazards gets a +2 racial bonus. Many of these Varjag become Solarians. 


Alfheim - Alfheim lies too far from the system’s star to get enough light to be habitable. To alleviate this problem those Varjag who settled on this world used the magics within Yggdrasil to put a portion of the star’s corona around the world. That light is then reflected and refracted through the crystalline structures all over the planet. This has given those Varjag born here an instinct for the manipulation of light. Any lasers fired at them are treated as if they have cover and concealment from them. Many born here become technomancers, specializing in hologram spells and other illusions. 


Svartalfheim - The exterior of the artificial world is home to Varjag who are born with an innate sense for the imperfections around them. That is why that world is kept so rigidly perfect. They may select one profession skill to gain a +2 racial bonus in. Most Varjag from this world become vanguards, with their affinity for entropy. 


Nidavellir - The hollow interior of Svartalfheim is called Nidavellir by those who are aware it even exists. Those born there lack the same capacity to grow as the rest of their species. Instead they grow denser, their flesh hardening, as they grow in power and experience. They always remain medium sized. Any time they would increase in size, permanent or temporary, they instead increase their constitution score by +2 for the duration they would have increased in size (at 10th and 20th levels these bonuses are permanent, but otherwise use the duration of the effect that tried to increase size). Those born in this interior world also quite often develop an affinity for the machines that help run the planet, becoming Mechanics.  


Helheim - This world is a place looked down upon by the rest of Varjag society. It is part prison world, part retirement home, and part hedonistic carnival. Some say it is the home of the living dead, meaning warriors who should have died in battle but grew old and infirm instead. Some say it is the prison of the living dead, meaning those who were cast there because they were found honorless and betrayed their clans. Some say it is the playground of the living dead because those who visit it’s carnivals abandon themselves to vices while they are there, and can’t truly be alive until they return. And some whisper that it’s ruled by the actual undead. Conspiracies abound about the place, grown from ancient traditions. One thing is sure though: those born on this world might as not exist to the outer planes. Any ability or power based on alignment passes them by as if they don’t exist. Their alignment cannot be divined by any means. They are immune to alignment based damage. They ignore all equipment restrictions based on alignment. Etcetera. Some even whisper that their souls simply return to Helheim to be reborn, because the afterlife doesn’t recognize that they ever existed. It doesn't help the consiracies that many born here dabble with necromancy or undeath.


Bonus Content: Xenometric Androids - Varjag
The only androids that have been made in the image of the Varjag came from Helheim as well. The traits they gain as Xenometric Androids are the Thrown Weapon and Helheim traits. They do not gain the size, speed, senses, or Hardy Adaptation traits other Varjag get. Varjag Xenometric Androids are treated as any other native of Helheim. 






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. 

This blog uses trademarks and/or copyrights owned by Paizo Inc., used under Paizo's Community Use Policy (paizo.com/communityuse). We are expressly prohibited from charging you to use or access this content. This blog is not published, endorsed, or specifically approved by Paizo. For more information about Paizo Inc. and Paizo products, visit paizo.com.

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



Driving Off into the Sunset


Driving Off into the Sunset




Any time I talk about driving in an RPG, my min always comes back to Mad Max. Starfinder is no different in that respect. Today’s offering in my line-up of vehicle-based class features covers the mystic. It is partly inspired by Mad Max himself, and partly inspired by the pseudo-religious beliefs of the antagonists of Fury Road.  

Mystic Connection - Shiny and Chrome

Associated Deities - Angradd and Besmara
Associated Skills - Piloting and Acrobatics
Spells - 1st—Remote Operation, 2nd—Make Whole, 3rd—Burning Ash Cloud, 4th—Wall of Fire, 5th—Holographic Terrain, 6th—Shadow Walk

1st - Road Warrior - You gain a circumstance bonus to all skill checks during a vehicle chase equal to +1. This increases by an additional +1 at 3th level and every 3 levels after. As long as you are piloting that vehicle, and it is in a chase, it gains a bonus to its hardness equal to half your level. 

3rd - Realm of Chrome - You are immune to the Flatfooted, Off Balance, and Off Kilter conditions while on the outside of a vehicle. You gain a climb speed equal to your base speed, which is only usable to climb vehicles. When performing a boarding action during a vehicle chase, you count any failure of 5 or more as if it were a failure of 4 or less instead. 

6th - Chrome Rage - If you are driving a vehicle during a vehicle chase, you may spend a standard action to create a hazard for all vehicles in the next zone back to encounter. Make a piloting skill check and compare it to the KAC of each vehicle in the following zone. Each one suffers a hazard of a CR equal to the difference between the numbers. If the number would be negative the hazard is ignored. This hazard only occurs once (until this action is performed again) and you may choose whether it knocks vehicles off course or does damage, but it must do the same to each vehicle it affects. 

9th - Tarnishing Fire - When you deal fire damage to a vehicle with any spell or a weapon that uses petrol, you may ignore an amount of hardness on that vehicle equal to your level. It also does damage to the crew and passengers of the vehicle equal to the damage inflicted on the vehicle's hit points, ignoring even total cover.

12th - Purity of Chrome - When you spend a resolve point and rest to recover stamina points, you may spend an extra resolve point to have your vehicle recover the same number of hit points as the number of stamina points you recover.

15th - Summon Pothole - Any time you damage a vehicle with a weapon that has the explode special property or an instantaneous spell with a burst area that vehicle’s driver must make a piloting check DC 10+half your level+the damage you dealt, or lose control of the vehicle. 

18th - Wrath of the Road Warrior - You may spend 1 resolve point when you damage a vehicle with the broken condition. If you do, that vehicle explodes dealing 1d10 bludgeoning and fire damage per item level of the vehicle to everything within 5 feet of it per item level of the vehicle. If that vehicle is in a chase it affects all vehicles in the same zone as it. This also triggers Summon Pothole.

That's it for this week's entry into vehicle options. I hope you all enjoy it!

This blog uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This blog is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.

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