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Monday, July 13, 2020

And Now for Another Mechanic...


And Now for Another Mechanic...



Third in my series adding more vehicle options to starfinder, after soldier and solarian options, I'm diving into the mechanic class. Personally, I think it's been a grave injustice that mechanics of all people didn't have this already, but here goes: 

Mechanic Alternate Class Feature - Vehicle (Replaces Artificial Intelligence)

You begin play with a customized vehicle you built and maintain with your own hands. As you gain levels, the vehicle improves in sophistication and becomes more powerful.

Chassis – Pick the type of vehicle you want to use:
  • Cycle – a quick, maneuverable vehicle with a minimum of cargo or passenger capacity.
  • Cruiser – a midsized vehicle large enough to transport the party and fast enough to get where ever you need to go.
  • Hauler – a lumbering juggernaut of a vehicle tough, dependable, and can carry massive amounts of cargo or passengers.

This choice is permanent and cannot be changed later.

Once you have chosen your chassis, consult the rules in that chassis’s section to determine the statistics of your vehicle.

As directed, also consult this Size Chart:
Dimensions
Damage
DC
AC
Control Modifier
Attack Modifier
Payload
Diminutive
/4
-4 dice
+8
+4
+8
-8
/4
Tiny
/3
-3 dice
+6
+3
+6
-6
/3
Small
/2
-2 dice
+4
+2
+4
-4
/2
Medium
x.75
-1 dice
+2
+1
+2
-2
-
Large
x1
0
+0
+0
+0
+0
-
Huge
x2
+1 dice
-2
-1
-2
+2
x2
Gargantuan
x3
+2 dice
-4
-2
-4
+4
x3
Colossal
x4
+3 dice
-6
-3
-6
+6
x4

Cycle


Size – The Cycle’s size is one step larger than the mechanic’s size.

Dimensions – The base dimensions of the cycle are 5 ft. wide, 10 ft. long, 3 ft. high. This is modified by the number in the dimension’s column of the Size Chart, based on the cycle’s actual size.

Type – Cruisers are land vehicles. Mods may be used to change or add-to this. At certain levels it upgrades to hover, then antigrav, and eventually you get a free modification to it beyond even that.

Base Modifiers – the base modifiers of the cycle are +2 Piloting for the control roll, and -1 attack (–3 at full speed). These are modified by the Control modifier and Attack modifier on the Size Chart, based on the cycle’s size. Larger vehicles have better attack modifiers and worse control modifiers.

Cover – Cruisers provide no cover to the driver or passengers.

Damage - All vehicles have a collision attack. It’s damage and DC are decided by the rules in the Core rulebook. The Size Chart shows the correct modifiers for that damage and DC based on size.

Each cycle’s speed, HP, Hardness, EAC and KAC are shown on the Cycle Chart, and are based on level. EAC and KAC are further modified by the Size Chart.

Systems – Each cycle gains the indicated systems at the appropriate level on the Cycle Chart.

Payload* – Cargo, Passengers, and Weapon Mounts are purchased with the Payload points. The number of points of payload you have available to spend is equal to the amount indicated on the Cycle Chart, modified by the number indicated on the Size Chart.
  • 1 Bulk of Cargo is 1 Point.
  • 1 Passenger is 3 points for an exposed, no-cover seat for a medium passenger (a cycle may have no more than 1 exposed passenger), modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • 5 points for a side-car that provides ½ cover to that passenger (a cycle may have no more than one side-car) , modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • The cost of a driver-controlled weapon mount is equal to the weapon’s bulk+1, and must have a fixed forward or backward fire arc.
  • A passenger controlled weapon must be designated as either a rear turret (360 degree fire arc) or a side-car turret, which can fire in any direction except towards the driver at their side. Passenger controlled weapon mounts cost points equal to the weapon’s bulk+2.

Mods* – this is the number of vehicle mods that can be purchased and applied to the vehicle.

*You can change these choices by spending 24 hours rebuilding the vehicle, or when you level up.

Lvl
Drive Speed
Full Speed
Travel Speed
HP
Hardness
AC E/K
System
Payload
Mods
1
20
500
57
7
5
10/12
Autocontrol, Master Control
10
1
2
20
500
57
14
5
11/13
10
1
3
25
625
71
21
5
13/15
Autopilot
10
2
4
25
625
71
28
5
14/16
10
2
5
25
625
71
35
5
16/18
10
3
6
30
750
85
42
7
17/19
Hover
15
3
7
30
750
85
49
7
18/20
15
4
8
30
750
85
56
7
19/21
15
4
9
30
750
85
63
7
20/22
15
5
10
35
875
99
70
7
22/24
15
5
11
35
875
99
77
10
23/25
20
6
12
35
875
99
84
10
24/26
Antigrav
20
6
13
35
875
99
91
10
26/28
20
7
14
35
875
99
98
10
27/29
20
7
15
40
1000
114
105
10
28/30
20
8
16
40
1000
114
112
15
29/31
25
8
17
40
1000
114
119
15
30/32
25
9
18
40
1000
114
126
15
31/33
Bonus Motive
25
9
19
40
1000
114
133
15
32/34
25
10
20
40
1000
114
140
15
33/35
25
10

Cruiser


Size – The Cruiser’s size is one step larger than the mechanic’s size.

Dimensions – The base dimensions of the cruiser are 10 ft. wide, 10 ft. long, 5 ft. high. This is modified by the number in the dimension’s column of the Size Chart, based on the cruiser’s actual size.

Type – Cruisers are land vehicles. Mods may be used to change or add-to this. At certain levels it upgrades to hover, then antigrav, and eventually you get a free modification to it beyond even that.

Base Modifiers – the base modifiers of the cruiser are +0 Piloting for the control roll, and -3 attack (–5 at full speed). These are modified by the Control modifier and Attack modifier on the Size Chart, based on the cruiser’s size. Larger vehicles have better attack modifiers and worse control modifiers.

Cover – Cruisers provide improved cover to the driver and/or passengers. This can be increased to full with mods. 

Damage - All vehicles have a collision attack. It’s damage and DC are decided by the rules in the Core rulebook. The Size Chart shows the correct modifiers for that damage and DC based on size.
Each cruiser’s speed, HP, Hardness, EAC and KAC are shown on the Cruiser Chart, and are based on level. EAC and KAC are further modified by the Size Chart.

Systems – Each cruiser gains the indicated systems at the appropriate level on the Cruiser Chart.

Payload* – Cargo, Passengers, and Weapon Mounts are purchased with the Payload points. The number of points of payload you have available to spend is equal to the amount indicated on the Cruiser Chart, modified by the number indicated on the Size Chart.1 Bulk of Cargo is 1 Point.
  • 1 Passenger is 3 points for an exposed, half-cover seat. This may be upgraded to improved cover for an additional point, modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • 5 points for a normal interior passenger seat, modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • The cost of a driver-controlled weapon mount is equal to the weapon’s bulk+1, and must have a fixed forward or backward fire arc.
  • A passenger-controlled weapon must be designated as either a turret (360 degree fire arc) controlled by an exposed passenger, or a sponson turret, which can fire in a 180 degree fire arc on the side it is mounted controlled by an internal passenger. Passenger controlled weapon mounts cost points equal to the weapon’s bulk+2. You cannot have more passenger-controlled weapon mounts than you do passengers.

Mods* – this is the number of vehicle mods that can be purchased and applied to the vehicle.

*You can change these choices by spending 24 hours rebuilding the vehicle, or when you level up.

Lvl
Drive Speed
Full Speed
Travel Speed
HP
Hardness
AC E/K
System
Payload
Mods
1
15
450
51
10
5
13/15
Autocontrol, Master Control
30
1
2
15
450
51
20
5
14/16
30
1
3
15
450
51
30
5
16/18
30
2
4
20
600
68
40
5
17/19
Autopilot
30
2
5
20
600
68
50
7
18/20
30
3
6
20
600
68
60
7
19/21
40
3
7
20
600
68
70
7
20/22
40
4
8
25
750
85
80
7
22/24
Hover
40
4
9
25
750
85
90
10
23/25
40
5
10
25
750
85
100
10
24/26
40
5
11
25
750
85
110
10
26/28
50
6
12
30
900
102
120
10
27/29
50
6
13
30
900
102
130
15
28/30
50
7
14
30
900
102
140
15
29/31
50
7
15
30
900
102
150
15
30/32
50
8
16
30
900
102
160
15
31/33
Antigrav
60
8
17
35
1050
119
170
20
32/34
60
9
18
35
1050
119
180
20
33/35
60
9
19
35
1050
119
190
20
35/37
60
10
20
35
1050
119
200
20
36/38
60
10

Hauler


Size – The Hauler’s size is two steps larger than the mechanic’s size. Haulers may increase their size with

Dimensions – The base dimensions of the Hauler are 5 ft. wide, 10 ft. long, 7.5 ft. high. This is modified by the number in the dimension’s column of the Size Chart, based on the Hauler’s actual size.

Type – Haulers are land vehicles. Mods may be used to change or add-to this. At certain levels it upgrades to hover, then antigrav, and eventually you get a free modification to it beyond even that.

Base Modifiers – the base modifiers of the Hauler are -2 Piloting for the control roll, and -4 attack (–6 at full speed). These are modified by the Control modifier and Attack modifier on the Size Chart, based on the Hauler’s size. Larger vehicles have better attack modifiers and worse control modifiers.

Cover – Haulers provide improved cover to the driver and/or passengers. This can be increased to full with mods. 

Damage - All vehicles have a collision attack. Its damage and DC are decided by the rules in the Core rulebook. The Size Chart shows the correct modifiers for that damage and DC based on size.
Each Hauler’s speed, HP, Hardness, EAC and KAC are shown on the Hauler Chart, and are based on level. EAC and KAC are further modified by the Size Chart.

Systems – Each Hauler gains the indicated systems at the appropriate level on the Hauler Chart.

Payload* – Cargo, Passengers, and Weapon Mounts and even Expansion Bays are purchased with Payload points. The number of points of payload you have available to spend is equal to the amount indicated on the Hauler Chart, modified by the number indicated on the Size Chart.
  • 1 Bulk of Cargo is 1 Point.
  • 1 Passenger is 3 points for an exposed, half-cover seat, modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle). This may be upgraded to improved cover for an additional point.
  • 5 points for a internal passenger seat, modify this by the payload number on the size chart for larger passengers (use size of passenger rather than size of vehicle).
  • The cost of a driver-controlled weapon mount is equal to the weapon’s bulk+1, and must have a fixed forward or backward fire arc.
  • A passenger-controlled weapon must be designated as either a turret (360 degree fire arc) controlled by an exposed passenger, or a sponson turret, which can fire in a 180 degree fire arc on the side it is mounted controlled by an internal passenger. Passenger controlled weapon mounts cost points equal to the weapon’s bulk+2. You cannot have more passenger-controlled weapon mounts than you do passengers.
  • Haulers may also purchase starship expansion bays at a cost of 25 points per expansion bay slot it takes up. They may not purchase any expansion bay that has size requirements.
  • They may also purchase a Hangar Bay that can carry 1 vehicle 1 size category smaller than it, or 2 that are 2 size categories smaller, or 4 that are 3 size categories smaller, etc. This costs 25 payload.

Mods* – this is the number of vehicle mods that can be purchased and applied to the vehicle.

*You can change these choices by spending 24 hours rebuilding the vehicle, or when you level up.

Lvl
Drive Speed
Full Speed
Travel Speed
HP
Hard
AC E/K
System
Payload
Mods
1
10
300
34
20
5
16/18
Autocontrol, Master Control
50
1
2
10
300
34
40
5
17/19
50
1
3
10
300
34
60
5
18/20
50
2
4
10
300
34
80
7
19/21
50
2
5
15
450
51
100
7
20/22
50
3
6
15
450
51
120
7
22/24
Autopilot
75
3
7
15
450
51
140
10
23/25
75
4
8
15
450
51
160
10
24/26
75
4
9
15
450
51
180
10
26/28
Hover
75
5
10
20
600
68
200
15
27/29
75
5
11
20
600
68
220
15
28/30
100
6
12
20
600
68
240
15
29/31
100
6
13
20
600
68
260
20
30/32
100
7
14
20
600
68
280
20
31/33
100
7
15
20
600
68
300
20
32/34
100
8
16
25
750
85
320
25
33/35
150
8
17
25
750
85
340
25
35/37
150
9
18
25
750
85
360
25
36/38
Antigrav
150
9
19
25
750
85
380
30
38/40
150
10
20
25
750
85
400
30
39/41
150
10


Vehicle Mods

Motive System Replacement – You may replace your vehicle’s motive system with another type, replacing it’s land speed with either a Water (surface) speed, or replace it’s land speed with a swim or flight speed at half its original land speed.

Motive System Addition – At a cost of 2 mod slots you may add an additional motive system. You may add a swim speed at half your primary motive system speed, or you may add a burrow speed at 1/10 your primary motive system speed. You must have the enclosed mod before you can select this one.

Enclosed – Your cruiser or hauler becomes fully enclosed, giving the driver and all interior passengers full cover.

Oil Slick – As a standard action you pay activate this oil slick and trail grease behind your vehicle. This fills all spaces your vehicle leaves until the end of your next turn with a grease that functions like the grease spell. Any vehicles that move into a space filled with grease must make a piloting check or lose control. The DC of this check is equal to the DC for your mechanic’s tricks. This may be used once before needing to be refilled. This mod may be taken multiple times. It gains an additional use before needing to be refilled for each additional time it is taken.

Smoke Screen - As a standard action you pay activate this smoke screen and trail smoke behind your vehicle. This fills all spaces your vehicle leaves until the end of your next turn with a smoke that functions like the fog cloud spell. Any vehicles that take a race action inside the smoke screen must make a piloting check or lose control and crash. The DC of this check is equal to the DC for your mechanic’s tricks. The smoke also covers the vehicle deploying it, and its passengers. This may be used once before needing to be refilled. This mod may be taken multiple times. It gains an additional use before needing to be refilled for each additional time it is taken.

Missile Rack – A concealed rack designed to carry and launch independent missiles targeted at another vehicle’s motive system. It can be filled by up to 4 of any missile ammunition a personal weapon might use. Once per turn as a standard action the driver may trigger one of these missiles to fire at a target within sight making a normal ranged attack. Any damage dealt to another vehicle with one of these forces it to make a piloting check DC 15+(1.5 x Level)+the amount of damage dealt to the vehicle. Failing this check causes the vehicle to go out of control.

Towing Hitch and Reinforcements – This hardpoint is sufficient to allow the cruiser or hauler to tow another vehicle up to one size category larger than itself. This mod may be taken multiple times, each one increasing the size of vehicle you may tow by one size category. If you go past colossal size, you may tow grounded starships.

Comm System – This is a planet-wide comm system on a huge or smaller vehicle. Or a system-wide comm system on a gargantuan or larger vehicle.

Junk – When a nearby technomancer tries to cast a junk spell they may deal 1d10 damage to this vehicle to provide the necessary bulk of junk material for the spell. If this vehicle gains the broken condition, its driver must make a piloting check DC 15+Level or the vehicle will explode dealing 1d10 damage per level to everything and everyone within 5 ft. plus 5 ft per size category larger than large. While the broken condition remains, this check must be passed each time the vehicle takes damage. Gain your level in extra payload.

Enhanced Sensors – The cruiser or hauler gains a sensor suite that can allow the crew to make perception checks using its senses. The range is 100 ft per size category. This mod may be selected multiple times. Each time it is selected choose from one of the following senses: Darkvision, Blindsense (Vibration), Blindsense (Heat).

Sense Through – You must have selected enhanced sensors before selecting this. The vehicle’s enhanced sensors gain the sense through ability an can penetrate barriers.

Breach – After the pilot makes a successful ram action against an object with a hull or wall, if the rammed object has the broken condition, the breacher’s pilot can use a swift action to activate cutting lasers, drills, claws, or other devices mounted on the front of this vehicle. These devices create a hole in the rammed object up to 8 feet in diameter, allowing creatures to pass freely from the breacher into the breached object.

Reinforced Ramming Frame – A specially designed frame, kinetic dampeners, or other technology prevents this vehicle from taking damage when its pilot performs a successful ram action.


Autopilot Proficiency Module – Your Autopilot becomes proficient with one weapon type and can spend a standard action operating that weapon if it is not currently operating the vehicle. 

Autopilot Skill Module – Your Autopilot becomes trained in one skill, with a bonus equal to the skill bonus equal to the skill bonus an AI would have. The vehicle's computer tier is considered 1/2 of it's level for this purpose. 

Manipulator – Install an armature on your cruiser or hauler with some form of gripping mechanism. It is capable of holding and lifting items equal to two steps lower than the vehicles size. It can be used for a variety of purposes from working with salvage to loading cargo.  

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Tuesday, July 7, 2020

Solarian Powers Inspired by Tron


Solarian Powers Inspired by Tron

From the movie Tron Legacy


Continuing my theme of bringing more vehicle combat into Starfinder, today, I have some Solarian features inspired by Tron, light-cycle combat included. It occurred to me that some Solarian out there may have turned their Solar Mote into a projector. A major theme of the class is the control of photons or light. That opened up a basketful of possibilities that lead me to the abilities detailed below. I hope you all enjoy it.

Solarian Class Features

Solar Manifestation - Solar Projector
Mysterio from Spiderman: Far From Home
Your solar mote functions similarly to a holographic projector, but manipulates both light and gravity to manifest it’s “images.”
The basic function of the Solar Projector is to act like the spell Holographic Image with a spell level of 1 at first level. At third level and every 3 levels after, raise the spell level this ability uses by 1. The duration of this spell is are unattuned, or for 1 round.

Stellar Revelations

Available at level 2

Hardlight Fabrication – Photon
You use your solar projectors to create a piece of technological gear out of hardlight. It may be any technological item with an item level equal to your level or lower. It remains as long as you are photon attuned or 1 round. You may only have one such item created for each point of photon attunement you have.

Zero Point Power – Graviton
Each round that you are graviton attuned, your Solar Projector may draw power from the force of objects touching and being drawn together from gravity. You gain charges you can spend to power any gear that takes batteries equal to the number of attunement points you have. These points replenish up to your new attunement level each round, no matter how many you spent the last round. Alternatively, you may power a vehicle with this ability as long as you are graviton attuned. If powering a vehicle, you may not spend any points to power any other devices. This power does not function while you are under the effect of zero gravity.

Available at level 6

Light Cycles – Photon
You use your Solar Projector to manifest a Basic Enercycle made out of hardlight. It has E- and KAC equals yours, HP equal to 2x your level, and hardness equal to your level. It does not gain the broken condition and is only destroyed when it runs out of HP. Its collision damage is based on your level. The collision DC is equal to your Stellar Revelation DC. It gains a bonus to its speeds equal to +5/+25/+2 per additional Solarian level you have. It lasts until it is destroyed, you are no longer Photon attuned, or 1 round.

Personal Driving Surface – Graviton
Ghost Rider driving up a building
You may use your solar projector to change the direction of gravity’s pull on a vehicle or power armor you are in (operating or as a passenger) by up to 90 degrees allowing it to drive full speed up vertical surfaces. You can not increase this further than 90 degrees from the normal local gravity. The surface that is driven on must still be able to sustain the weight of the vehicle, or it will break as normal. When you use this power, the vehicle must transition from the normal gravity to the altered surface. To do this, the driver must make a piloting check equal to your stellar revelation DC. Failing this check causes the vehicle to crash. This only affects a vehicle or power armor you are in, other vehicles or power armor are still subject to normal local gravity. This power lasts as long as you are graviton attuned, you dismiss it as a move action, or 1 round.

Available at level 10

Solar Wall – Photon
Tron Legacy
You may use your solar projector to trail a wall of hardlight behind you as you travel. You may spend 1 resolve point to cause each space you exit during your turn to fill with this wall. Its height is equal to yours. If you are operating a vehicle or in power armor, it instead uses that item’s height. If you or your vehicle are more than one square wide, pick one square for the wall to be generated inside. This hardlight wall otherwise has the same statistics as a wall of force and is vulnerable and resistant to the same things. Any vehicle colliding with your Solar Wall takes damage equal to the collision damage of a vehicle of your level. Once generated, each square of Solar Wall remains in place until you are no longer photon attuned or for 1 round.

Spatial Cover - Graviton
You use your Solar Projector to bend space in your vicinity. Increase the amount of cover that everyone within 5 ft of you (yourself included) benefits from by 50%. If you are inside a vehicle when you use this power, it instead increases the amount of cover the vehicle provides to all its crew and passengers by 50%. This power lasts for as long as you are graviton attuned or for 1 round.

Available at level 14

Holographic Terrain – Photon
You may use your Solar Projector to alter the appearance of the terrain around you. This functions as a Holographic Terrain spell-like ability. It has a duration of as long as you are photon attuned or 1 round. Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest.

Gravitic Passwall - Graviton
Tron Legacy
Your Solar Projector can bend space/time in a way that lets you bypass energy barriers. This ability functions as a Passwall spell-like ability. However, rather than passing through physical barriers, it instead allows you to pass through energy walls like a wall of force spell, a wall of fire spell, etc. without suffering their effects. It may even penetrate force fields. Ones activated, the hole remains as long as you are graviton attuned or 1 round.

Available at level 16

Veil – Photon
You may use your Solar Projector to alter the appearance of the people around you. This functions as a Veil spell-like ability. It uses your stellar revelation DC. It has a duration of as long as you are graviton attuned, till you dismiss it, or 1 round.

Sympathetic Vibration – Graviton
You may use your Solar Projector to alter the gravity of a structure or item to cause it to begin collapsing. This functions as a Sympathetic Vibration spell-like ability. As long as you are gravity attuned, that structure continues to take the indicated damage each round. The ability ends when you are not longer graviton attuned or after 1 round.

Zenith Powers

Shadowy Fleet – Photon
You may use your Solar Projector to make a shadowy fleet appear high above and begin bombarding an area. This functions as a Shadowy Fleet spell-like ability. It does damage equal to the damage a solar weapon would deal at your current level. If you have a Solarian Crystal in your mote, it modifies the damage of this ability. It uses your stellar revelation DC.

Shrink Item – Graviton
You may use your solar projector to reduce the size and bulk of an item. This functions as a Shrink Item spell-like ability with a spell level equal to one third your Solarian level. If you target a vehicle with this ability, instead of its usual limits, you may affect one unoccupied vehicle that is your size category or smaller, plus one size category higher for every spell level higher than 1st.

Tron Legacy
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.

Wednesday, July 1, 2020

Fighting with Vehicles


Fighting with Vehicles



I have thought for a long time that vehicles were not getting enough love in Starfinder. It’s the future, if you can’t shoot or stab someone while travelling 150 mph what’s even the point? In an effort to fix that, I came up with this. I hope you all enjoy it.

Soldier Fighting Style - Lancer
Like the medieval knights, Lancers deploy to the field of battle aboard steeds that can range from enercycles to power armor and wield long handled melee weapons that can be used defensively or even at range. Sometimes called cyberknights, these warriors are as dangerous as pilots as they are with a weapon.


Loyal Spear-1st
Thrown weapons you wield, that are not ammunition or grenades, gain the effects of a returning fusion. The returning weapon always travels to where you are instead of where you were when you threw it. This does not count towards the maximum number of fusions the weapon may have. 



Pole Master-5th
When throwing a Pole Weapon* you may apply any gear boost you have that modifies a melee weapon to the thrown weapon attack instead. You consider all pole weapons to have the thrown weapon quality with a range of 5 ft for each point of strength bonus you have. If your pole weapon already has the thrown special quality, it increases its range by 5 ft per point of Strength Bonus.
*Pole Weapons include any Lance, Pike, Spear, or Staff. This includes advanced versions of these like Nova Lances, Cryopikes, Singing Spears, Stun Staffs, or any similar weapons.


Cybersteed-9th
While Piloting a vehicle no larger than one size category bigger than you, which also provides no cover to the driver, you may pilot it through a cybernetic connection, without using your hands. While doing this, if you make no other attacks this round, you may make one attack with a weapon in your hands as a free action while controlling the vehicle. This attack has the same penalty as if you were making a full attack, even though you only make one attack. You may also spend one resolve point to gain the effects of Shot on the Run and Spring Attack feats until the end of turn. If using a Pole Weapon* that weapon gains the penetrating special quality also until end of turn.
Note: If using the Creature Companion rules from Alien Archive 3, this ability may be used while controlling a mount instead of a vehicle. It otherwise remains the same.


Road Warriors-13th
Any vehicle you pilot increases its ram DC by 1 for every 3 Soldier levels you possess. You also apply your weapon specialization bonus to the collision damage. You are considered proficient in any vehicle mounted weapon and apply your weapon specialization bonus to them.
Note: If using the Creature Companion rules from Alien Archive 3, you may apply your weapon specialization bonus to your mount’s natural attacks instead.


Dragoon Leap-17th
You may make a Leap when Charging and come down on an enemy from above. This ignores an amount of difficult terrain equal to your jump distance (or Jump Jet Distance, if applicable). You must end your charge in any space adjacent to the target, it does not need to be the closest space, but must be within your charge distance. Make an Athletics check equal to 20+the target’s CR. If successful, the target is knocked prone in addition to other effects of the attack. Other creatures within your natural reach at the place you land must make an opposed strength check against you, or they will also be knocked prone. You get a +4 bonus on this check and do 1d10+5 damage to everyone knocked prone by this attack if you are wearing Power Armor. This ability may not be used in the void.

Vehicles
These vehicles are high-tech “mounts” designed specifically for use by Lancers. These ones are optimized for Large creatures. For medium or small creatures, change the size to Large and its dimensions to (4 ft wide, 10 ft long, 3 ft high).
This article was the real-world inspiration for the following vehicles. They have even more articulate armatures and can operate at high speeds.
Cybercyle LEVEL 4
PRICE 6750
Huge ground vehicle (7 ft. wide, 15 ft. long, 6 ft. high)
Speed 40 ft., full 600 ft., 65 mph
EAC 16; KAC 17; Cover none
HP 28 (14); Hardness 5
Attack (Collision) 6d4 B (DC 10)
Modifiers +2 Piloting, -0 attack (-2 at full speed)
Systems Onboard Computer, Cargo 2 bulk; Passengers 1
Onboard Computer: This vehicle has a tier 2 computer. It is Hardened and can only be accessed through a cybernetic dataport. It has feedback, a tier 1 shock grid, and a control module allowing it to operate the vehicle.
DESCRIPTION
This vehicle features multiple wheels on armatures which allow it to have an extremely smooth ride in almost any ground terrain. Its computers are housed in the main body. Designed to be operated either cybernetically or by more traditional means.
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“Destroyer” Cybercycle LEVEL 8
PRICE 32,000Huge land and water vehicle (7 ft. wide, 15 ft. long, 6 ft. high)
Speed 40 ft., full 600 ft., 65 mph
EAC 18; KAC 20; Cover none
HP 100 (50); Hardness 10
Attack (Collision) 8d10 B (DC 14)
Attack (Turret) (NIL Grenade Launcher, Squad) (by grenade, range 70 ft., ammo 12)
Modifiers +2 Piloting, +0 attack (+2 at full speed)
Systems Onboard Computer, Automated loader; Cargo 2 Bulk; Passengers 1
Onboard Computer: This vehicle has a tier 4 computer. It is Hardened and can only be accessed through a cybernetic dataport. It has a firewall, feedback, a tier 1 shock grid, and a control module allowing it to operate the vehicle, a control module for operating the grenade launcher, and an AI which can use either one of the control modules.
Automated Loader: This device consists of a small robotic arm and a storage compartment that holds up to 2 bulk of ammunition for the grenade launcher. The AI can activate the automated loader as a move action to reload the grenade launcher.
DESCRIPTION
Where the basic cybercyle uses wheels, the Destroyer model uses turbines on its armatures to hover above terrain. While it can’t achieve true flight, it is able to operate on land or water. It has an AI which typically operates the turret mounted grenade launcher while the operator does the driving. This model also carries heavier armor than the basic model.
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“Magus” Cybercycle LEVEL 16
PRICE 640,000Huge air, land, void and water vehicle (7 ft. wide, 15 ft. long, 6 ft. high)
Speed 40 ft., full 600 ft., 65 mph
EAC 30; KAC 31; Cover none
HP 280 (140); Hardness 15Attack (Collision) 18d10 B (DC 20)
Attack (Turret) (NIL Grenade Launcher, Squad) (by grenade, range 70 ft., ammo 12)
Modifiers +2 Piloting, +0 attack (+2 at full speed)
Systems Onboard Computer, Automated loader; SAASI System; Cargo 2 Bulk; Passengers 1
Onboard Computer: This vehicle has a tier 8 computer. It is Hardened and can only be accessed through a cybernetic dataport. It has a firewall, feedback, a tier 1 shock grid, and a control module allowing it to operate the vehicle, a control module for operating the grenade launcher, control module for the SAASI system, and an AI, which can use any one of the control modules at a time.
Automated Loader: This device consists of a small robotic arm and a storage compartment that holds up to 2 bulk of ammunition for the grenade launcher. The AI can activate the automated loader as a move action to reload the grenade launcher.
SAASI (Spell Ampule and Serum Injector) System: This system holds up to 5 Spell Ampules and 10 Serums. It includes monitoring systems that allow the onboard AI to check your health and help keep you alive. It can be programed with uses other than medical and is not limited only to healing effects.
DESCRIPTION
Where the basic cybercyle uses wheels, the Magus model uses antigravity systems on its armatures to easily pass through any environment, even the void of space. It can achieve true flight and even function on asteroids or other airless voids. Typically constructed from star metals, its much heavier armor and hardened systems are difficult to destroy. It has an AI which typically operates the turret mounted grenade launcher and the SAASI system while the operator does the driving.

Weapons
Let’s discuss a lancer’s armament for a bit. Clearly, they would be using a “Pole Weapon” which is going to be taking both hands, while they use a cybernetic connection to the vehicle to drive. They can poke with it or chuck it at someone for some limited range. And they might be satisfied with that, especially with the ability to race their vehicle into range of your target. But they might want to carry a gun too, and I wanted to point out some options to do just that.
The best way to do this in my opinion is to use a nuar maze core (see the nuar entry in Alien Archive) to combine the Lancer’s pole weapon with a longarm or heavy weapon (among other things). It can switch between the two component weapons with a swift action giving them ready access to multiple ways of fighting at a moment’s notice.
The next best option would be either an integrated small arm, part of your armor, so you don’t have to stow the pole weapon. Or a cybernetic one for the same reason. Though most small arms lack much more range than a good thrown weapon, so this option may not offer you anything.
Lastly there is the more standard option of carrying additional weapon. If this is the rout you want to take, you’ll be stowing or dropping your weapons to switch to the other. This is not idea, but to help speed up that process I recommend also using nullspace accessories or even Uniclamps, each of which will make it easier to switch weapons.


In the future, I’ll present to you a mechanic that gets custom vehicle instead of a drone or exocortex. Until then, I hope you enjoy my posts and find them useful.



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Monday, June 29, 2020

Headcannon: Placing Eberron in My Universe


Headcannon: Placing Eberron In My Universe



Eberron has been my favorite setting for a long, long time, ever since I fell in love with Xendrik playing Dungeons and Dragons Online many years ago.  The more I looked into the lore of the place, the more I liked how it was put together.  Lately, though, I’ve been playing the more science fiction Starfinder. I’ve wanted to place Eberron somewhere in the universe I am playing in for the players to stumble across.

For the longest time, I wasn’t sure how to go about it, but after Keith Baker’s blog post on reaching the stars from Eberron, the ideas started forming. My ideas approach it from the outside-in rather than the inside-out.  Seeing as I have not-a-single-thing to do with Wizards, all of this is just my headcanon for how Eberron fits in a larger universe.  With that said, I am going to try to present it all without contradicting the established lore.

So, the first question:

Where is Eberron?

It’s already established that Eberron is a material plane of just that one solar system, with one planet, one sun, and 12 moons. If I am going to both keep that intact and also add it to another universe that has its own already established material plane with tons of planets and solar systems, then they have to be separated somehow. My solution for this is to take a page from the Oathbound setting.

Oathbound is another realm separated from the rest of the universe because it was specifically designed to trap and hold a deity.

The Eberron system is removed from the normal material universe because it’s progenitors were building a separate material universe for themselves. We all know what went down between them, but after that, what had been a joint project between 3 gods became a prison for the “survivors” despite that not being the place’s original intention. As the Realm of the Forge in Oathbound, the Eberron material plane is a god-trap.

So, basically, it’s nowhere.

How do you reach Eberron?

It is impossible to reach Eberron from the normal material plane. Reaching it requires using a starship’s plane-shifting engine during a coterminous event at a location that has a star pattern matching at least one of Eberron’s constellations. The reason this works is that the “Drift” engines in Starfinder pull a bit of the universe into the “drift,” Starfinder’s Hyperspace. A coterminous event is already pulling part of the universe into another, though.   So using the engine during one reverses the process, pulling something into the material universe, at least for the duration of the coterminous event.

By doing that at an alignment of stars that match the pattern of Eberron’s boundary stars, it pulls one of those boundary markers from Eberron into the normal material universe. The starship performing this maneuver can then board the boundary marker and be pulled into Ebberon’s space when the event ends and the boundary star returns.

Note that the “Boundary Stars” of Eberron aren’t suns like stars in the normal material universe are. They are unknown objects that mark the limits of Eberron’s material universe. The ritual I made up and detailed above simply uses one of them as a sort of ferry.

What are the Boundary Stars?

The Frontier from the movie
The Last Starfighter
Each Boundary Star exists both in its spot in the Eberron universe and also in a place outside/between all universes. It draws power from The-Place-Between. Together they delineate the boundaries of the material universe of Eberron inside that place between universes. Each is basically an automated space station though, a techno-arcane marvel made by the hands of 3 gods, the ones whose bodies now liter this material realm. If someone could access them from the Eberron side, they could use them to transfer out of the Eberron realm into the normal material universe nearly at will. Each is massive and could house numerous starships docked internally. They are covered in draconic runes that change and shift as the remains of the three progenitor dragons tumble around the space. Since no one has ever been to see them, no one knows what they say.

The stations not only act as boundary markers but as mentioned before, they draw power from the place between universes. Not just to power themselves, but they act like lenses, focusing that power into the center of the plane. The power itself comes from the energy released when a universe collapses and returns to the between state. 

Arrah, the Sun

The point where each Star-station focuses that power is Arrah, Eberron’s sun. Each station is programmed to reduce the output of its power transmission when anything lies between it and its focal point, the sun. That prevents any of the star stations from burning Eberron’s surface to ash and is why the stars are dim on the night side. Meanwhile, on the dayside, the focal point is so bright, you cannot make out the star stations themselves, only the focal point, the Sun.

Arrah is formed by the focal point of all the stars in Eberron’s sky, focusing together on its location. They focus power transmitted from the place between universes, which comes from the energy released from collapsing universes. It is essentially the burning ashes of dead universes. Fire is fire though, and can provide warmth or destruction regardless of its source. That process results in an extremely stable sun that can nevertheless dim and brighten depending on the number of things intervening between it and the star stations creating it.

The Planes

Since Eberron’s entire cosmology was formed artificially by the progenitor dragons but was essentially unfinished, it evolved from its original state to where it is now. The planes surrounding Eberron’s material plane form a framework out of tension and counter-tension between planar forces, which help prevent it from collapsing on its own. The planes each pull certain dominant forces into themselves and collect them together. That not only determines what they are made up of, but it creates a vacuum that leaves certain other planes devoid of those things. Irian and Mabar are classic examples of this. One formed from the light of Arrah, the other from the vacuum of its absence.

Of course, the Astral, Ethereal, and Shadow planes have a different nature entirely. They are essentially the framework that holds the cosmology both together and apart. However, even the Ethereal and Shadow planes exhibit the same opposing tension between them.

Now each plane was also constructed by one of the progenitor dragons and reflects that origin. However, they originally never were meant to be any more than the paints used to create the material universe. Each filled with its own colors. The progenitors fell to their fates before that could ever be realized. Instead, each has evolved in the ages since the progenitors fell into what it is today.

The Moons

That brings us to the nature of the moons. Like everything else in the Eberron system, they are not normal moons. Have you ever played with colored lights? Shining them onto the same space changes the colors you see. The moons of Eberron have a relationship to the planes like the lenses projecting the colored lights. Only the place they project them is onto Eberron. This combination of projected forces is why Eberron’s dominant planar influences are constantly shifting. Why conterminous events occur. It might take centuries of study to understand how they work fully, but they are responsible for why Eberron sustains life despite otherwise just being a dead husk.

The Sybaris Ring

The rings formed from Sybaris’ body are not merely the source of magic in 
Eberron. If the moons are lenses projecting planar energies from the planes, the rings act sort of like a graphics engine combining the projected images smoothly into the orderly pattern familiar to the mortals of Eberron. That prevents harsh projections from the moons from causing drastic and unpredictable changes to the world as they orbit. That is the vestiges of Sybaris’s will and care for the Eberron system it was making with its fellows. The magic produced by the ring is a byproduct of this process.

The residents of the rings are sentient living spells that have formed entire civilizations. If there are other residents, they are either very well hidden or long dead. That strange civilization is a post for another time, though.

What is Eberron like now?

Eberron itself and Khyber beneath it will have changed in the centuries between the last war and any scifi setting it became part of. Here in my headcanon, to make life easier for me, all the major political powers are still in place. What has changed, is that after the space race Keith described in his blog, the residents of this small system began learning more about their home. 

Eventually, through a journey of innumerable conflicts, and the guidance of the Gatekeeper druidic circle, most of the planes of Eberron are part of a shaky multidimensional alliance trying to figure out a way to escape the confines of the prison the progenitors made. This coalition is lead by a strange alliance between the Pit Fiends of Shavrath and House Deneith. Their primary competitors for power is a tense partnership between The Twelve, Houses Cannith and Orien, and the Quori of Dal Quor. Droaam is working directly with the Gatekeepers and Houses Kundarak and Ghallanda to help secure the whole of the planet against the forces that refused to join this alliance. 

Belashyrra, The Delkyr Lord of Eyes
The opposition has four major components.  The forces of Mabar whose hatred for life seeks to consume everything. The Delkyr of Xoriat have never relinquished their goal to remake the world in their image. Khyber and its Overlords who still seek to dominate everything and are unwilling to let any of Eberron’s residents slip through their grasp. Surprisingly the fourth is Daanvi who believes escaping the delineated boundaries of Eberron’s universe would constitute a violation of the whole of the natural order. 




That’s what I have for now. I still have a lot of holes to fill in and questions to answer. If you were considering using this, what questions would you want me to answer next?

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