Showing posts with label role playing game. Show all posts
Showing posts with label role playing game. Show all posts

Sunday, September 8, 2019

Character Concept: Starfinder - The Dual Pistoler

So a common thing I see come up in the Starfinder circles I frequent is a complaint about the lack of small arm support or the viability of a small arms focused character. Personally I think it a bit too much focus on Damage output within the community and can perfectly be done without Paizo adding anything new in. So to sort of make my case I have done a little test bed building of a concept and will present it below; Here be the Dual Pistoler!

Dual Pistols Lvl 1
Halfling outlaw solarian 1
CG Small humanoid (halfling)
Init +4; Perception +2
--------------------
Defense                        SP 7 HP 9 RP 3
--------------------
EAC 15; KAC 16
Fort +3; Ref +5; Will +3; +3 vs. fear effects
Defensive Abilities solar manifestation (solar armor)
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Offense
--------------------
Speed 30 ft.
Ranged azimuth laser pistol +6 (1d4 F; burn 1d4) or
   pulsecaster pistol +6 (1d4 E nonlethal)
Offensive Abilities black hole, supernova
--------------------
Statistics
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Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 10 (+0); Wis 11 (+0); Cha 14 (+2)
Skills Acrobatics +10, Athletics +6, Sleight Of Hand +8, Stealth +10; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Weapon Focus (small arms)
Languages Common, Halfling, Ysoki
Other Abilities halfling luck, sneaky, stellar mode
Other Gear second skin, azimuth laser pistol with 1 battery (20 charges), pulsecaster pistol with 1 battery (20 charges), credstick (150 credits)

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Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

I went a bit min/max with this because the goal is Full Attack with Small Arms which you still might dare to do here with Weapon Focus and Small Arms against EAC. The Solarian's Photon Attunement will help squeeze out a bit more damage as the Armor helps keep you Safe as you fight close enough to keep enemies in your first range increment and so you can rush in to use Supernova to hopefully end fights or damage a group.

What's next? How about Level 3!

Dual Pistol lvl 3
Halfling outlaw solarian 3
CG Small humanoid (halfling)
Init +4; Perception +6
--------------------
Defense                        SP 21 HP 23 RP 3
--------------------
EAC 17; KAC 17
Fort +4; Ref +6; Will +4; +3 vs. fear effects
Defensive Abilities solar manifestation (solar armor)
--------------------
Offense
--------------------
Speed 30 ft.
Melee thunderstrike pulse gauntlet +3 (1d6+3 B & So; knockdown)
Ranged explorer handcoil +8 (1d6+1 E; arc 1d6) or
   azimuth laser pistol +8 (1d4+1 F; burn 1d4)
Offensive Abilities black hole, supernova
--------------------
Statistics
--------------------
Str 10 (+0); Dex 18 (+4); Con 10 (+0); Int 10 (+0); Wis 11 (+0); Cha 14 (+2)
Skills Acrobatics +11, Athletics +7, Culture +4, Diplomacy +6, Perception +6, Piloting +9 (2 ranks), Sleight Of Hand +8, Stealth +11; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Multi-weapon Fighting, Weapon Focus (small arms)
Languages Common, Gnome, Halfling, Ysoki
Other Abilities constructive interference, halfling luck, sidereal influence, sneaky, stellar mode
Other Gear clearweave I, azimuth laser pistol with 1 battery (20 charges), explorer handcoil with 1 battery (20 charges), thunderstrike pulse gauntlet with 1 battery (20 charges), credstick (625 credits)

So now we have Multi-Weapon Fighting so Full Attack is now looking like a good option with Weapon Specialization helping with the damage. In case they need some specific protection there Constructive Interference when needed.

 Also built to use Stealth to help get into good positions before start and Acrobatics to help get around the battlefield while avoiding those melee opponents but now we are packing a back up hand to hand weapon ourselves.

For our last step we will take this up to Level 5.
Created on Heroforge.com

Dual Pistol lvl 5
Halfling outlaw solarian 5
CG Small humanoid (halfling)
Init +4; Perception +9
--------------------
Defense                        SP 40 HP 37 RP 5
--------------------
EAC 18; KAC 18
Fort +6; Ref +6; Will +6; +3 vs. fear effects, +5 vs. poison or disease when attuned or fully attuned
Defensive Abilities solar manifestation (solar armor)
--------------------
Offense
--------------------
Speed 40 ft.
Melee static shock pad +6 (1d4+6 E; staggered [DC 12])
Ranged explorer handcoil +10 (1d6+2 E; arc 1d6) or
   tactical trilaser +10 (1d6+2 F; burn 1d4)
Offensive Abilities black hole, supernova
--------------------
Statistics
--------------------
Str 12 (+1); Dex 18 (+4); Con 12 (+1); Int 10 (+0); Wis 13 (+1); Cha 16 (+3)
Skills Acrobatics +12, Athletics +8, Culture +5, Diplomacy +8, Perception +9, Piloting +10 (3 ranks), Sleight Of Hand +9, Stealth +12; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld)
Feats Fleet, Multi-weapon Fighting, Weapon Focus (small arms)
Languages Common, Gnome, Halfling, Shirren, Ysoki
Other Abilities constructive interference, halfling luck, sidereal influence, sneaky, stellar equilibrium, stellar mode
Other Gear basic Lashunta tempweave (upgrade: static shock pad), explorer handcoil with 1 battery (20 charges), tactical trilaser with 1 battery (20 charges), credstick (1,550 credits)

So now we have our first Ability Increase to help round out the character's abilities while other features make them a bit more mobile and the Solarian Armor gets that cold/fire resistance going on now. My intended build focus I think is fully met here; A character for moving about the field to a good spot then laying down Full Attack fire with their small arms. They also can be a light party face while for Starship Combat can be a light captain, a replacement pilot or secondary gunner.

 Of course if you want a more reliable melee back up weapon you could replace Fleet with Quick Draw and take a melee weapon with Operative Quality on it to take advantage of the high Dex. If you do that then consider slapping Recall Fusion on the Small Arm you will drop to draw the melee weapon.

Please feel free to copy this build, take it further into the future or use it for inspiration for your own Starfinder characters then let me know about it!

I hope you found this fun and informative; I plan to do some more in the future along with some more fun theme type builds as well. If you like to support please check out my Patreon and Ko-fi accounts!

Sunday, September 24, 2017

RPG After Action Report: AAPF Patreon Campaign Soul Song 1 & 2

Welcome to my first RPG After Action Report where I cover the adventures of my RPG characters.

This entry covers the adventures of The Steward's (Background Here) starting adventures in Michael's (aka Ask a Pathfinder) Patreon reward campaign: Soul Song. We are using the Starfinder's Rules and Default setting and games are played live on AAPF's Discord Channel: https://discord.gg/GgR79wY

After a string of a few small starting jobs The Steward and their partner in questionable employment 'Modem' are given a lead to a job that will serve as a test of further work or which is explained by a contact of the android.

The pair go to the Saturn Soul, a dance club, and meet with its owner Lady Abigail, a very poised ysoki. While the two waited for their meeting a bit of Modem's past caught up with the ysoki. A Large four armed Shobhad named Skarr and his groupies approached the hacker about supposedly bad intel. Steward tried to diffuse the situation but it was Gustove and a band ysoki hired guns that came to the rescue or to be exact; intimidated the Large men with serious numbers and blasters.  They meet with Lady Abigail and her assistant, fellow ysoki, Gustove (the same one from before) where they are given the task of removing some kind of infestation from the stores behind the club. The uninvited guests are eating through the club's stock making it hard to meet the bottom line.

Modem and Steward agree to take on the job, the technomancer setting up shop in the club's security room while Steward heads to the storage facility across the alley.

After a run in with Ara-5's past in a form of bubbly twin androids and getting a kitchen worker's help the android enters the building, moving to the offline generator to help bring light to this otherwise dark place. With keen visual senors they find boxes broken into and once the power is restored bringing on the lights allowing the operative to more easily notice a small device down the hall from the generator.

It was a few generations behind piece of tech for playing music, a lost device from the intruders? In fact it was for it was in front of the occupied Break Room of the storage place that should have been empty.

Walking in Steward finds four small tubular beings drinking coffee and generally making themselves home where they shouldn't be. The operative tries to talk and intimidate them to leave but soon talks fails, which leads to a mix of over heated coffee, a stolen grenade pin and some very chilled tube creatures. Eventually through violence and cold the 'worms' are convinced it not worth their time to stay so decide to move on to the next door Pizza Chain.

Job complete the pair meet back with Lady Abigail's man, Gustove for their pay (a touch redacted for damages) and given lead for more work with an Elf name Lockloran. Given the night was still young they headed to his place to meet with him but before they left the android checks back with the android twins they ran into earlier but they had left but left a piece of a fine red dress triggering more memories from Ara-5.

They were both surprised to discover that the elf lived in a district of the Station usually inhabited by gaseous/floating beings; Fogtown.

Finding his home the met with the door guard, surprisingly a contemplative solarian with a rather adorable hat.

Unfortunately Steward and Modem had caught Lockloran  in a bit of an argument with his wife but were glad to interrupt. After brief greetings they went straight to business; the elf wanted to hire the two to rough up Longtooth, owner of a gambling den called Dredge Hold. Appereantly the man's son had gotten himself into a bit of debt and wasn't paying. When the son didn't pay Longtooth created an accident to hurt the son and demanded Lockloran pay off the debt instead if he wanted to keep his son alive. Steward was suppose to be his response to these demands but at first the android and their partner didn't really want to take the job given the nature of it plus what they witnessed with the wife but the pay was good with half up front. The big catch was: It needed to be in the club and they have to get access to that themselves but were given a lead; the man to talk to would be at the Saturn Soul at a given time.

So once again the duo headed back to the familiar club so they could find and meet with this man. Modem tried to get his drink on while The Steward watched the door for their contact. Unfortunately it seem the contact was their old 'friend' Skarr. Before the four armed man could spot them the android grabbed the ysoki and dragged him out the back with a new plan to get into the Dredge Halls.

---------------End of First Session

Steward picked up some spare cred sticks, a case for them and loaded one cred onto each one. While the android was doing that Modem used his computer skills and contacts to find the Dredge Halls and what it would take to get inside.

After a bit of scouting and planning Steward would go in and try to find a place to stick Modem's 'Access Key' so he could help from the outside. The android proceeded to head to the door, skipping past an old lady pushing her most likely drug wares.

Finding the door to the place Steward does the whole knock code and gets inside, once again meeting a very not happy looking Skarr covering the door. The operative simple held up their package stating they were both professionals and that they were there for a delivery to Longtooth. Grudgingly the shobhad let them pass and sent them down the elevator to the underground club.

Steward was surprise to see the size of the place with the multi levels...along with large scrap statues of familiar and unfamiliar faces. Two were of Lady Abigail and Lockloran while one was an unfamiliar human while the fourth must have been of Longtooth himself.

Once inside proper the operative contacted a fellow android that was working stating they were their for a deliver of payment to Longtooth from Lockloran in hopes to get access to the gambling den owner; hopefully privately. Servant-C, the android worker, took Steward to another level (where Steward slipped the Access Key into an open Datajack) and left them in front of the elevator while contacting Longtooth. Our 'hero' waited and was shortly greeted...by laser fire from three armed and armored half orcs.

Quickly the android responded with flipping a table over and ducking down while yelling that they were there to make a delivery. After getting their parcel shot full of laser holes Modem discovered a secret elevator while going through the computer systems. The operative dropped a smoke grenade as two of half-orces moved in to get them. Quickly Steward dashed around them and out of the smoke to deliver a mouth full of electricity to the third assailant via their Arc Pistol; lucky for the half-orc the weapon was on Stun.

Steward pulled the weapons from the man they just dropped and ran to the secret elevator while the other two were still searching for the android in the smoke. Unfortunately it seemed it required a key card which made the android run back to the unconscious guard and searched him for the card, noticing marks of a previous battle on the body from Small body attackers. Thankfully they found it, running back to the elevator and slide inside. Surprise though as the elevator wasn't actually an elevator but a rotating entrance to Longtooth's office! Once more the purple circled android is welcomed with laser fire but thankfully missed.

Once more Steward leaned toward talking the situation down instead of returning fire. Longtooth was already very hurt, holding a severe chest wound, and was under the impression that Steward was there to finish the job in Lockloran's name. The operative tried to explain that was not the case, coming clean and offered to help Longtooth but shortly into their talks the half-orc died, stating he was going to meet Lady Abigail before passing away. These events were confusing but also left an odd feeling buzzing in the android's mind.

This is when the android was informed by Modem that THE Stewards aka the cops had started to raid the gambling den. Quickly the android leaped into action stripping the room for clues and anything else that could possibly help them. Between Longtooth's desk, computer and a secret safe the operative discovered that there was an attack by ysoki before them, that Lady Abigail was murderer by her assistant and they were pinned to be involved. Once everything was gathered/saved the android carefully hid in the safe until the heat died down and left the now empty former gambling den.

Quietly they slipped away and called up a rather surprised ysoki, Modem, and found a place to lay low; which in this case was the technomancer's home. Well that isn't correct, it was Modem's mum's place...along with several siblings.

They made a bit of a private area off in the kitchen to talk about what happen, how they were set up and what to do about it. It came down to take down and ask questions; starting with Gustove and follow that with Lackloran but that all be tomorrow. For now the two needed sleep and the chaos would all start then.

---------------End of Second Session.




Sunday, December 27, 2015

RPG Review The End of the World: Zombie Apocalypse

                                       
       
Here are my thoughts on the first book of the The End of the World RPG series: Zombie Apocalypse by Fantasy Flight games. 143 pages. 21 pages for character creation and the rules. The game's intent is for players to play themselves, in their home town starting with the stuff they own/is around them.

Of course going with fictional characters is ok too and very much suggests the group does one or the other.

Even with fictional characters you are not playing heroes, you are suppose to be regular people trying to survive the zombie apocalypse. The system is certainly is light and narrative but drives the sense of...realism or regular joes with a 'triple damage system'.

What I mean is beside taking to your body, your mind and faith in humanity is also on the line to take damage leaning to your demise be it death, insane or a whimpering mess as you see everyone as just monsters.

7 pages for Game Masters (GMs) about getting into the system a bit more, about running the game, advancement and other advice.

90 pages for 5 scenarios to entertain your friends with. Each one provides a frame work to put your city in with different NPCs, set-ups and varieties of zombies to discover.

It is certainly an interesting take on where to take RPGs and I look forward to trying this game out and collecting the other books as the books. Wrath of the Gods is already out, Alien Invasion is on its way and the final one is Revolt of the Machines.

Tuesday, November 18, 2014

Sellswords Part 2: Twitter Notes

So the Sellswords concept came from a tweet that inspired many others. I used those tweets as a form of notes to make the previous post. Not every tweet is in there either because it just didn't flow into the writing or twitter was being stupid and I missed it.

Well I pulled out my twitter archive and recovered the tweets so I can present them here. If you are looking to use the Sellswords, feel free to fine more inspiration about these 'twitter notes' about the Sellswords aka consider the following 'cannon':

Sellswords- a guild of escorts, bodyguards, guards, lookouts for hire  and their local  handlers.

Sellswords are not mercs or soldiers. most dislike such terms and try to be deterrents, not killers.

Most Sellswords seek handler status or the long duty aka steady pay. also take pride in their chosen weapon.

Some Sellsword Handler duties include contracts, community 'n' govt relations and member crash space.

The big duty of Sellsword handlers is getting together to organize regional/local special events.

Sellsword events serve to recruit, promote, rank up, reorganize (Sellswords) and build relations (with community and fellow Swordswells).

Important Sellswords are allied merchants first; allied defenders second. They are their own product.

Rumor has it Sellswords went to war twice. Neither was a contract but under their own banner. they refuse to talk about it.

Famous Sellsword: Franus, youngest to earn handler, first to carry the title SellVoice, never carries a weapon.

Sellswords do have a Bill of Operations and Conduct.

Sellswords are expected to help each other if they happen to be present when something goes done; off or on duty.

These defense of Sellswords usually earns the defender tips or boons from the Sellsword and/or a handler.

Sellswords always get paid, even if the die but the client lives. either the pay goes to family and/or the Sellsword group.

Generally it is consider a bad idea to refuse paying Sellsword. legal course is always used first, if possible.

Sellsword clients do not have to go through handlers, usually just faster. There is always a contract though.

Sellswords Part 1

Sunday, November 2, 2014

Sellswords: a in game guild for Fantasy RPGs

The following post exists because of this:

 I then responded with a lot tweets over the last few days for a group I call the Sellswords and using those tweets I give you the rest of this post!

Sellswords is a guild of elite defenders for hire: escorts, bodyguards, lookouts, guards and their handlers. These are no simple soldiers for hire to  fight your battles; just here to protect your stuff or keep you alive.

-Contract of Operations and Conduct-

The Sellswords Guild operates under a document that is referred to as the Contract of Operations and Conduct and in which all members carry a signed copy. The following is just a summary of its contents.

Goals

Seems a bit obvious but; Stay Alive, Get Paid, and Master your weapon but here are some other ways to look at it.


  • Sellswords are merchants whose wares are their ability to keep people away and put a weapon to fantastic use; not a soldier or a killer.
  • The fight prevented is a battle won.
  • Contracts make sure you get paid.
Leader

None; Sellsword have no governing head figure. Handlers work together as needed to run things on various levels be it international, nation, regional, local or personal levels. Even then there is no formal council of handlers; just people discussing what needs to be done. In certain situations handlers will call for a vote and of course certain handlers take on my 'leader' roles created out of necessity, ability or situation.

Joining

Simply put Sellsword Guild asks you to join, not the other way around. This is usually done by handlers during an organized Sellsword Event where they usually have some kind of tournaments open novices or anyone in general.

The other time a handler or a well respected member (with handler approval at SOME point) will find someone they see potential in and bring them into the fold. Of course skill in arms is only a fraction of what they are looking for and not all recruits make it to claim the title of Sellsword.

Titles

Sellswords have a ranking system in which members call titles. Upon gaining title a member is presented with a badge (most of the time publicly) indicating their title level. These badges are usually displayed constantly on person as this is a potential tool a member can use. Privately a member is given a token that goes along with the new rank; the token is how members prove to one another who they are given badges can be counterfeited quiet easily. Most of the time old tokens and badges are turned into handlers to be used again for the next rising Sellsword.

Recruit - The training and learning step. No badge, no token; either working under a Selltitle or a Handler. If under a Handler they will be assigned contracts working with other Sellswords that will report back progress to the Handler. If your not going to make it, it will usually happen here.

Sword - Usually the shortest chapter for most Sellswords, your first badge made of copper and a wooden token. This is the true proving grounds as you will be given contracts unsupervised either on your own or working with fellow Sword titlers. Can still wash out. Badge looks a square plate with a sword going across it. The token is a bar with a sword on top and special inscription on the sides.

Sellsword - Full member of the Sellswords with Iron or Steel badge along with silver token. The wooden token is usually burned by the new Sellsword as a symbol of moving on from one's past into one's new future with the Sellswords. This badge is a round shield with a sword going across while the token is another bar, again with a sword on top and a different inscription on the sides.

Selltitles - The Elite of Elite though depending on what is going on Selltitles could out number Sellswords in a region or even over all. The actual title replaces the word title with the members specialty of combat, style or focus of duty ie SellShortsword, SellArcher and SellWall. Selltitles are proven contract completer and have proven there skills at many of Sellsword Events. A new Iron or Steel badge but made to fit your new title, still usually a shield with something across it. The new token is now gold bar with the sword on top with a different inscription on the sides.

Handlers - Many Sellswords leave or retire from the guild without becoming a Handler as it is a duty along with being a rank. Most of the time it takes a new region or city and votes from handlers to raise a Selltitle to a Handler. Odd situations have caused the rise of  a Handler as well. One example could be a Handler suddenly dying and a member of the guild steps up handling the duties of a Handler. The word will spread and the surrounding handlers will make formal what is already going on. A steel badge similar to their Selltitle but with a H in the background or the equivalent in the Handler's native tongue. The token is same as before made out of platinum.

Retired - Not a rank but just a fact. Once a Sellsword they are done with the duty, the usually in form local handler(s) and move on with their life. They keep their badge and bar but no longer display their badge. Some go in and out of retirement.



Sellswords Conduct

Try to maintain good relations.

You always have the right to defend yourself.

The best victory is the one obtain without drawing your weapon.

Defend your fellow Sellsword, on or off contract.

If defended off contract, it is good practice to give boon or tip.

Tip Handlers for Crash Spaces if possible, Handlers get a cut of Contract Pay if they set it up.

Handler Duties

Provide Crash Space for Sellswords.

Maintain good relations with local communities, govt, local law enforcement and other groups.

Collect and distribute contracts.

Plan and run one at least Sellsword Event per year.

Sellsword Events

To help relations with communities, build reputation and give a change for Sellswords to properly gather for various reasons Handlers put on special events.

They can range from simple combat demonstrations to the public in front of a Crash Space to grand region fairs.

Sellsword Lexicon

Contract: Jobs and the written down arrangements for the job.

Boon: A favor granted to a fellow sellsword, sometimes written into formal contracts.

Tip: Money freely given to a fellow sellsword, usually no records for such a transaction.

Crash Space: A place ran by a handler to give sellswords a place to eat, sleep and get guild info between contracts. Usually where sellswords go to get contracts from handlers and where clients go to contract said handlers to arrange contracts.

-End of Contract-

Notable Sellswords/Crashspaces

Furan; youngest recorder Handler, first to earn the title SellVoice and never carries a weapon on person.

Sellwalls; heavily armored Sellsword team that are almost walking living forts.

Raniers; SellArcher and Handler. Operator of Outpost SellGreen.

SellGreen: An Outpost that serves as a safe haven in a middle of trade road that runs in untamed, barely explored area. It acts as inn, tavern and general store for travelers and those few that operate in the region. With a flash of your token gains you access to the private crash space and discounts at tavern and store...even perhaps access to exclusive equipment.

Rumors

The Sellswords have gone to war, twice but neither time was for a contract but for themselves caring their own banner. (This is true but no Sellsword talks about it or admits that this ever happen.)

Use

This was made for everybody! If you like what your read, please put it in your game if you like. Modify it to your desire, put in your details. Some things to think about: Do Sellswords have casters?, Are the Sellwalls a pair, a large party or even a sub guild with their own handler?

I am not opposed to seeing Sellswords in some kind of RPG document (it be insanely cool to be truthful); just give me some credit and super small cut if you make a profit?

Part 2: Twitter Notes