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Starfinder: Dead Suns - Temple of the Twelve ~ Paizo (2017)

Starfinder: Dead Suns - Temple of the Twelve ~ Paizo (2017)


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Starfinder: Beginner Box (boxed set) ~ Paizo (2019)

Starfinder: Beginner Box (boxed set) ~ Paizo (2019)


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Junk Shield (Mega Man 7)

One of the most fun things about the technomancer spell list is the array of “junk” spells, those that take nearby scraps of technology and transmute them into useful things, ranging from single-purpose junkbots to weapons and armor to barricades and more. Of course, when the system initially launched, those spells were considered by many to be somewhat impractical since not every game takes place in the slums or junk piles of a far future’s technological excess, but then they added spells and items that either create said junk as their primary effect or as a side effect, allowing the caster to utilize those spells anywhere as long as they can be given a round of prep time.

In any case, today’s subject joins those spells with one that similarly uses such scraps. The Robot Master Junk Man is exactly what he sounds like, a robot composed of scrap robot parts that Dr. Wily threw together into a robot designed to find more useful scraps for him to recycle. Junk Man is held together by powerful electromagnets, which is why he is vulnerable to an electric weapon, but also why his signature attack involves gathering nearby scrap metal into a protective barrier around himself, which simultaneously damages Mega Man if he touches it and paralyzes him briefly, in addition to making Junk Man briefly invulnerable.

The version that Mega Man gets causes three balls of junk to appear, orbiting him and absorbing attacks, but unlike other shield weapons throughout the franchise, these clumps of magnetized scrap are ablative, and can individually be destroyed, creating gaps in the protection. What’s more, many such shield weapons can be thrown, but the junk shield instead launches each remaining scrap ball outward from Mega Man rather than forward as a group, making it less useful for direct confrontation and more for striking foes coming from multiple directions.

Junk Shield

Class Technomancer 5

School Transmutation

Casting Time 1 standard action

Range Touch

Target 1 bulk of inert electronic equipment

Duration 1 minute/level (D)

Saving Throw none; Spell Resistance no

Description

You animate the scrap into three floating masses that orbit your body, protecting you from attacks. Each mass of scrap grants you 20 temporary hp and has hardness equal to your level, and automatically swivels to block damage from melee and ranged attacks, absorbing the damage themselves, though only one junk mass can be destroyed at a time, preventing any damage to you. The exception to this is area effects, which the masses still protect you from, but excess damage needed to destroy one mass bleeds over to the next, including to your own stamina and hp when the last one is destroyed. Additionally, effects that require a Fortitude or Will save that require a line of effect automatically fail, but those that do not, such as mind thrust, bypass the masses entirely.

Creatures adjacent to you at the beginning of your turn must also make a Reflex save or take bludgeoning and piercing damage equal to 2d6 per remaining mass. Success negates this damage

You may choose to violently dismiss this spell as a standard action, causing the remaining scrap masses to explode violently from your body in a 30 ft. radius. Creatures and objects other than you within this radius take 4d6 bludgeoning and piercing damage per remaining mass, with a Reflex save for half damage.

I’m still not fully sure of how damage scales for spells in Starfinder, but I thought this would be a fun way to play up an ablative barrier.

Pharaoh Shot (Mega Man 4)

The Mega Man franchise has been a staple of the video game world for a very long time, coming from humble origins of cutesy characters and a somewhat generic sounding name to a class gameplay loop of platforming, shooting, and puzzling out the uses for the unique weapons in the stages and against the bosses, so I thought I’d try my hand at making some fun weapons from the franchise into Starfinder spells, because let’s face it, a lot of Megaman’s arsenal are not suitable for standard weaponry, and those that are probably can already be emulated by weapons.

Anywho, let’s start off with one from Mega Man 4, the titular weapon of Pharaoh Man!

The Pharaoh Shot is a weapon that gathers solar energy into a compressed ball of plasma and fires it at foes. Pharaoh Man using both the uncharged version, hurling these balls at our hero, or charging it up to unleash a directed wave of solar plasma at him.

The version that Mega Man himself uses can either fire a small ball, or be charged up, appearing as a sun-like globe over his head, and then fired. The globe over his head can also damage foes, disappearing once it does so. That being said, either by design or due to programming limitation, the charged projectile can still be fired even if the globe disappears.

Solar Globe Blast

Class Mystic 3, Technomancer 3, Witchwarper 3

Schoolevocation (electricity, fire)

Casting Time Varies, see text

Range Medium (100 ft. + 10 ft./ levels), see text

Target 1 creature

Durationinstantaneous

Saving Throw none; Spell Resistance Yes

Description

You gather power into a globe of plasma resembling a miniature star, preparing to hurl it at a foe. Depending on how long you charge it, the globe grows larger and deals more damage. When you unleash the spell, make a ranged attack roll that target EAC. The globe deals damage based on the actions used to cast it.

If you cast the spell as a swift action, it deals 4d8 electricity and fire damage.

If cast as a standard action, it deals 7d8 electricity and fire damage.

If cast as a full-round action, it deals 10d8 electricity and fire damage.

Additionally, the caster may choose to strike an adjacent target with the globe as a melee attack that targets EAC. If they do so, they do not provoke an attack of opportunity from casting the spell.


This is my first attempt at creating a Starfinder spell, a tall order given that there are no published guidelines, but I think I did a decent job with it. Throughout the week I’ll definitely be getting more practice in.

Ah, the Battleflowers of Ning, such grace, such elegance, such… lethality!

The concept of a “battle dancer” has been a thing for a long while, existing long before Pathfinder and Starfinder in RPGs and beyond. The idea of interpreting the “lethal dance” of melee combat literally to create beautiful, lethal styles is nothing new.

In the Pact Worlds setting of Starfinder, Battleflowers as a combat tradition have their origins on the somewhat isolated continent of Ning on Triaxus. Removed and independent from the ancient conflict between dragons and free ryphorians on the main continent, where in ancient times this elite warrior caste renounced all ties to their former lives, including their gender identity in order to focus on mastering their graceful style, some going on to master the style further, while others being encouraged to act as guardians to smaller settlements. Either way, the prestige and prowess of the battleflowers made them quite appealing to the nobility to take as consorts for the political prestige among any other reasons.

In the far future of Starfinder, the tradition is perhaps less politically-charged, but much the same as it was in those ancient days, producing an array of elite melee combatants that identify themselves as “they/them” or “it/its” and typically don’t talk about their pasts at all, living in the moment. Sure, the battle-ribbons have monofilament blades or plasma fields integrated into them now, but the celebrity status and lethal grace remains the same.

Traditionally, these warriors are rhyphorians or at least Triaxus-born, but the Immortal Suzerainity of Ning has always been an open and accepting place to those who come in peace, and the way of the battleflower can be quite appealing to many, especially those who already identify outside the gender binary and wish to leave their pasts behind. Naturally, this includes a lot of androids, but plenty of other races express interest in the profession as well.

By necessity, this archetype requires at least some training with dancing in order to properly blend it with actual combat. However, they also learn various martial techniques as part of their initial training, such as mastering advanced weapons, protecting others, using close combat to prevent other foes from interfering, improved combat maneuvers, moving at great speed, and even mastery rare exotic weaponry.

They say music and dance are the universal language, and these battleflowers can inspire awe in others regardless of language, either to merely improve their attitudes, or draw and hold their attention.

Though they are well-known for their use of weapons, these performers also know how to strike hard to debilitate foes in hand to hand combat, knocking foes off balance or knocking the wind out of them, even going for the sensory organs in more brutal displays.

Supremely balanced, they can use a bit of resolve to guarantee perfect balancing and leaping while still maintaining full speed.

The most skilled and powerful battleflowers are able to fully master the flow of battle, actively choosing when to act, moving swiftly, or letting others act first.

The battleflower archetype works best with mobile melee builds, naturally, but also has some social utility as well with their ability to alter attitudes with their physical prowess. There really isn’t a wrong class to use this archetype with. Certainly biohackers might get accused of doping in competitive circles, but their knowledge of their own bodies is second to none, not to mention the grace with which they can weaken foes with injections. Envoys and operatives often focus more on the technical aspects of the sport, the former on appealing to the crowd, and the latter on physical grace. Mechanics might fight alongside an equally agile drone, or enhance their abilities with an exocortex, or perhaps fight with a customized suit of armor or weapon. Magical classes like mystics, precogs, technomancers, and witchwarpers will likely blend melee and magic like the magi and warpriests of old in flashy combat styles. Meanwhile, martial classes like soldier, solarian, nanocyte, and vanguard will demonstrate pure combat skill with aplomb.

Battleflowers represent dedication to physical perfection in a way that mirrors and surpasses that of any other form of athleticism, and yet despite this, not even the most dedicated battleflower is truly removed from who they were before taking up the calling, and that history informs their behavior. Interestingly, while battleflowers show no outward expressions of gender does not mean they are all nonbinary, they merely cease to express that gender outwardly. These inner qualities are part of the discipline required to become a battleflower, and are a fascinating discovery for those they trust enough to open up to.

 

The plodding pace of the silicon-based urogs is hardly what most think of when imagining battleflowers, yet Geometry-Of-Dance has taken up the career path, eager to glean knowledge from the graceful motion of their fellow combatants. They even prove quite agile in their own right, spinning and rolling on the cushion of their electromagnetic propulsion.

A battleflower is murdered on stage during a performance by invisible assailants, with ordinary invisibility-negation doing nothing to discover the identity of the killers. In truth, a colony of lurkers-in-light, fey that are completely invisible in bright light, has infested the arena, led by an elder of their kind, a lightweaver. The mystery of discovering them, and why they murdered a performer, awaits the daring and the curious.

The battleflower known only as Lyrica comes to the party seeking aid, as an assassin from their previous life has finally caught up with them, eager to fulfill their long-standing contract for their head. For this reason, they wish to hire the party as bodyguards. To make matters more complicated, according to the law of their original homeworld, this contracted slaying is perfectly legal.

So one of the things I like to do on this blog is challenge myself to make Pathfinder or Starfinder builds based on Pop Culture characters that are suggested by my followers! It is, after all, something of a subgenre of tabletop gaming content of the web to ponder how to build a character in a system. No doubt you’ve seen videos or read articles like “How to play The Mandalorian in 5e” and such.

On that note, on previous iterations of that, I did Doomguy/Doom Marine/Doom Slayer as well as Samus Aran, but I wrote them long before Starfinder was a thing, so they were Pathfinder build awkwardly trying to ape characters that run around shooting things.

So, I decided that rather than occupy space on the blog doing updated versions of those builds, I’d do it on my Patreon. And now that said post has been public for a few months… We are here, ironically now taking up space on the blog.

Humor aside, I present to you my Starfinder builds for both Doomguy and Samus!

Doomguy, the Doom Marine, or the Doom Slayer. Whatever you call him, he’s a man that has been through literal hell. Originally, he was a simple marine assigned to a research station on Mars, where they were testing teleportation technology. Unfortunately, such extradimensional travel apparently dips into Hell, so soon the base was overwhelmed by fiends and possessed zombies, with our hero as the lone survivor. Since then, he’s been through several adventures, fighting demons on Mars, Earth, their home turf, in an alternate retelling where nobody taught him how to duct tape a flashlight to a gun, and even into an alternate dimension where he fought alongside alien paladins, only to get betrayed and sealed away until he was freed from his prison just in time to fight the battle against Hell and even Heaven in that reality.

And that sheer level of experience, not to mention being supercharged by alien technology into a semi-immortal superhuman, that we will attempt to recreate here.

In my original pathfinder build for the Doom Marine, I went with dwarf for reasons of keeping consistent speed even in heavy armor and equipment. While such speed reduction is a thing, it’s less a factor in Starfinder, as you can just bolt armor upgrades that beef your speed back up in no time. So, for this build, we will assume human even though it’s not super important. If you do pick human though, definitely consider taking up the “Gravity Dweller” alternate ability adjustment suite.

For class, I pondered others, but really the soldier is the best option for representing all the things that ol’ Doomguy is known for. For this build, we will be using the armor storm and the bullet rain fighting styles, preferably armor storm first to potentially benefit from greater mobility in armor at later levels.

In terms of gear boosts, Automatic Expert makes him a master of maintaining a deluge of deadly firepower from automatic weapons, Brutal Blast is useful for a shotgun, as is Bullet Barrage for any and all projectile weaponry, Heavy Onslaught punishes even the most durable foes, Nimble Juggernaut is also essential to this build to increase his agility, Plasma Immolation burns prey, Powerful Explosion ekes out a little more potency from explosive weapons, and Unarmed Mauler is just plain fun for ripping and tearing. Also consider other gear boosts that favor other weapons that you find useful, as the Slayer never turns down a weapon.

Given his origin as an actual marine in his home dimension, I’d recommend taking the career soldier theme.

Doomguy is a mobile foe that is not afraid to fight with both fist and gun at long and close range. As a result, his feats reflect this with choices like Close Combat, Deadly Aim, Diehard, Far Shot, Grappler Pull, Hauler, Improved Unarmed Strike, Mobility, Opening Volley, Penetrating Attack, and Powered Armor Proficiency. Other feats that improve mobility skills might also be valuable as needed.

In terms of equipment, The Hell Walker should be decked out in good heavy or powered armor, with his armor upgrades focusing on mobility enhancement to reflect the inhuman agility with which he moves. Any augmentations should likely focus on improving his physical stats and abilities as well. Where it gets really interesting is his weaponry, which favors heavy weapons, but also includes scatterguns, a big hecking plasma sword, a chainsaw, assault rifle, rapid-fire plasma rifle, and so on. Doomguy does not shy away from any weapon, but for some of his more iconic pieces, I have some recommendations. The classic BFG 9000 is best represented by a plasma cannon or starheart cannon (sadly no arcing effect), while the ballista could be represented by a plasma conqueror.
The chaingun is naturally either a machine gun or an X-gen gun.
The classic chainsaw could be approximated from a slashing version of the excavation drill, while the doomblade from doom eternal is clearly a retractable spike.
The equipment launcher in all of it’s forms can be represented as a grenade launcher or flamethrower bolted to a weapon slot for a power armor.
The assault rifle could be any automatic projectile weapon, bonus points if it is also a mazecore weapon that can switch to being a gyrojet rifle, representing the micro-missile upgrade.

While there is no longarm-sized automatic plasma weapon, the heat blast and microwave beam add-ons can be represented by the microfusion rifle and the standard plasma rifle respectively. The Unmayker, on the other hand, is best represented by a plasma array, reflecting the sheer amount of hot plasma the weapon can unleash.

Naturally, the rocket launcher is best represented by the IMDS or Novus missile launcher.

And finally, the classic shotgun and super shotgun is best represented by a scattergun, possibly with a built-in grappler for that sweet Meat Hook.

Beyond guns, consider at least picking up a null-space chamber to hold all these lovely toys.

There are, of course, other ways to build the Doom Slayer. For example, you might swap out one of the combat styles in favor of Wrathful Warrior to represent the rage of the berserk powerup, or blitz to help favor moving and attacking. You might even pick up the divine champion archetype to give them an extra edge against fiends.

Interested in cutting down swaths of enemies? Even if you forgo any other reverence to Doom, this could be a fun build indeed.

Next up, let’s talk about Samus Aran.

Another icon of gaming, the founder of the genre that would come to be known as “Metroidvania”. She was also iconic for being one of the first women in gaming, and moreover, one in a game with themes that were decidedly not “girly”, on account of her being
A. A badass bounty hunter in sweet power armor.

And B. in a spooky atmospheric game which has its roots in the likes of the original Alien.

Samus’s parents were killed when space pirates attacked their colony, and almost died herself at the hands of the sadistic Ridley, but ended up being raised by the Chozo, a race of alien bird people who enhanced her with their DNA and trained her in their fighting arts, even gifting her a Chozo Power Suit modified for her human physiology. Since then, she has worked not only with the Galactic Federation, but as a bounty hunter, though honestly, she’s more of a mercenary, rarely if ever actually hunting bounties (Which may have something to do with the fact that Japanese Culture really doesn’t approve of justice coming from outside of authority.) Regardless, she ends up most of the time performing missions which evolve into survival scenarios or even the prophesized destroyer of some great evil.

Now, Samus has finally gotten another classic style game, with another first-person style game in the works, so that’s nice.

What’s interesting about Samus is that her relationship with her armor is very different from the classic ideal of “power armor”. Rather than being cumbersome and bulky, her armor is athletic and agile, especially once given its various mobility upgrades, all of which I will try to reflect here in this build.

For this build, we will go human, though it’s not super necessary. If you do, I’d recommend the Featherlight alternate ability adjustment suite, and the adopted alternate racial trait.

From there, it took a while for me to pin down a class for her, but I finally decided that Samus would be a mechanic with experimental armor. The reason for this being that while she certainly does have many weapons at her disposal which in most games stack on top of each other to create a unique weapon, the focus most of the games have on her upgrading not just her arm cannon, but her entire armor, which with the help of the experimental armor ability, becomes incredibly agile compared to other power armor.

A daughter of colonists, raised by an alien race, working as a soldier, and then as a bounty hunter, Samus certainly qualifies for many themes, but while it is tempting to just give her the bounty hunter theme and call it a day, Samus in fact never truly hunts a bounty on any one specific person in any of the games. She’s more of a mercenary than anything. Honestly the best theme for representing her abilities, in my opinion, is the career trooper theme, granting her several abilities tied to surviving on her own with limited equipment.

Back to the mechanic class, several mechanic tricks prove quite useful for Samus, starting right off with Calibrate Speed to reduce the slowdown of their armor. Energy Shield adds some defense, Visual Data Processor and Nightvision Processor provide greater range of vision, Overcharge and it’s upgraded versions make for a good charge beam analog even on weapons without the boost ability. Bolster Armor and Boost Shield provide added protection, Prototype Tinkerer is useful if you need to completely revise your experimental armor, and so on.

In terms of equipment, your experimental armor lies at the core of this, likely starting out as heavy armor, but moving to powered armor later (typically the more agile and mobile units) and it’s armor upgrades should be drawn from those that upgrade the agility of the armor, such as juggernaut boosters being a good stand-in for the speed booster, as well as those that enhance targeting like the Targeting Computer, quickly reload weapons with Automated Loader, and resist extremes in the environment with Thermal Capacitors. Integrated weapons, while flavored as firing from the same arm cannon, should include things like missile launchers, various energy weapons of different flavors, and so on.

Sadly, there’s no real way to emulate the morph ball in any meaningful way with the armor upgrades. However, cybernetics help flesh out the agility-based abilities that power armor lacks, such as thruster heels for greater leaping, bionic knees for additional acrobatic leaps, the defensive ball graft makes a suitable morph ball substitute, though you cannot move while in that state save for also taking the rolling charge graft, which would replace bionic knees.

While this build assumes power armor, you get a lot more agility-based upgrades in the light and heavy category, which may appeal to you more, though you’ll be forced to either use integrated weapons or expend upgrade slots on weapon mounts unless you are ok with carrying around your guns like a plebian. Beyond this, you might consider picking up the powered armor jockey archetype, or the augmented archetype to get more augmentations. Also consider switching up the theme if that appeals to you.

Looking for a fun agile character with armor that upgrades with them? This build can be a lot of fun even without associating it with the Metroid franchise.

Well, that does it for this entry, and this week of just showing off what I have done on Patreon. Some things like these I eventually make free for everyone, but I hope that these entries were enticing enough that you’d consider supporting in order to see similar stuff early, as well as the stuff that is only available to patrons.

Anyway, thank you all for the love and support you’ve given throughout the years, I hope there will be many to come.

It should come as no surprise to longtime fans of this blog that I love video games just as much as I love traditional tabletop, and I love even more that that two have a long history of influencing the other, with entire genres of game in both mediums being invented to emulate each other in different ways.

Starfinder is no exception here, and it would be foolish to assume that certain elements of the system weren’t influenced by the Metroid franchise, what with it emulating the horror of the Alien franchise and having a protagonist that progressively gets stronger over time (albeit thanks to her equipment rather than “leveling up” per se.

In any case, I decided to do a monster conversion for a classic Metroid alien hailing back from the very first game!

Dessgeega CR 9

XP 6400

N Medium Animal

Init +6 ; Senses low-light vision; Perception +17;

Defense

HP 145

EAC 22 ; KAC 24

Fort +13; Ref +13; Will +8

Immunities fall damage, fire

Offense

Speed 20 ft, climb 20, personal gravity

Melee Pounce +21 2d10+13

Offensive Abilities Adhesive Spittle +18, entangle DC 16

Statistics

Str +4; Dex +6; Con +3; Int -4; Wis +2; Cha +0

Skills Acrobatics +17, Athletics +22, Survival +17

Other Abilities leaping charge

Ecology

Environment warm underground (Zebes)

Organization solitary, pair, or clan (3-4)

Special Abilities

Leaping Charge

A Dessgeega may leap as part as a charge attack, making an athletics check as part of the movement, and potentially falling after the attack resolves.

Personal Gravity

Dessgeegas have the curious ability to treat down as up and and the reverse, as if under the effects of the reverse gravity variant of a control gravity spell. While in this state, the dessgeega falls upwards, and may walk upside-down and even leap off of inverted surfaces. A dessgeega can turn this ability off or on as a full-round action.

A handful of life forms on the planet Zebes have evolved a body plan centered around a central body with a pair of powerful leaping legs, and one of the strongest is the species native to Norfair known as dessgeegas. Dessgeegas possess an insect-like head complete with mandibles and antennae, as well as armored chitin and spikes on their legs. Like many other zebesian native species sharing this body plan, not only are they powerful leapers, but also possess a curious ability to invert their personal relationship to gravity, allowing them to traverse along the ceilings of their subterranean lava tunnel homes with ease and ambush prey from above.

A hungry dessgeega will attack potential prey by pouncing upon it, often leaping upon a prey creature several times to strike with their taloned feet until they are subdued. However, vexing prey might be subjected to a spray of the silk-like adhesive that dessgeegas typically use to protect their egg sacs, immobilizing them.

The carapace of a dessgeega is extremely tough to deal with the rigors of Norfair’s volcanic environment, which warrants heavier ordinance to defend oneself from them.

While not a part of their normal biology, during the BSL incident, X Parasite-infected/mimicked dessgeegas capable of firing barbs reflexively at foes were spotted, a trait likely developed by the X combining the desgeega form with the DNA of Cacatacs, which do possess that ability.

In physics and engineering, exergy is a term which refers to the total amount of usable work that can be gotten out of a stable system after the loss from entropy has been accounted for.

That dry summary of a physics term can only mean a few things: we’re back with another aspect for the vanguard class that plays fast and loose with terms related to entropy!

The vanguard is all about manipulating entropy to be able to absorb the energy of attacks and dish them back out again. This manipulation of entropic energy also lends itself to manipulating other forces as well, specifically entropy’s complementary partner: work.

Essentially, this aspect focuses on the vanguard using their power to maximize the impact of their strikes, directing the energy to every stress point in their target to in turn maximize the destructive results. Ironic that an application of work would be used to improve chaotic breakage, isn’t it? (Or it would be if we didn’t remember that the destruction of the vanguard’s enemies is the desired result)

Technicalities aside, these vanguards are the heavy hitters among a class already full of bruisers, able to overwhelm foes and set up devastating attacks.

Radiating raw power, these warriors can be quite terrifying on the battlefield. What’s more, they are adept at knocking foes over with their strikes.

Using as much energy as possible within a span of time is the staple of these vanguards, so it only makes sense that they can gain a little entropy by attacking repeatedly.

The most impressive power of these vanguards is their catalyst, allowing them to expend energy to afflict all nearby foes with a sort of catalytic curse, an energy field that causes the next attack to transfer energy to all the foe’s stress points, dealing extra damage. If the ability was triggered by their own energy, however, the potential damage becomes considerably more.

Those vanguards that have this aspect as their primary are adept at getting the most out of their weapons, triggering the benefits of their weapon normally reserved for a critical blow when they land strikes that are close, but not quite critical in nature.

This aspect is much more focused on direct damage than even other aspects, dealing it in a unique way by setting up foes for additional extra damage, though not necessarily with the vanguard as the source, letting allies get in on the action. Like most vanguards, you’re going to want to build for getting stuck into melee combat quickly, or midrange if you take entropic shot. Naturally extreme long ranges are not good for this aspect due to the nature of their catalyst.

Given their nature as heavy hitters, some might assume that vanguards with the exergy aspect might be brutes or otherwise prefer the simplicity of solving problems by hitting them very hard. However, there is plenty of precedent for them to wax philosophical or have other interests. Their focus on exergy might give them a strong work ethic, as they are intimately familiar with the loss of opportunity and efficiency caused by entropic forces. They may have trouble relaxing or cutting loose, however, or they might play just as hard as they work, if not harder.

 

The Battle Tunnels of Nyact are a maze of subterranean caverns that have been converted into an arena of sorts, individual competitors being dropped in random sectors to explore and hunt down their fellow gladiators, with a multitude of hidden cameras to watch the whole thing. The show is infamous for being especially grueling to newcomers who are disoriented by the unfamiliar, winding tunnels, but those who rise to the top become crowd favorites, like the current champion, a kayal swordsman whose mono-edge blade seems capable of cutting through anything, especially once he’s taken a few hits himself.

Eager to explore parallels between her power and that of other natural forces, the vanguard Kiera has accepted a position as bodyguard on a xenogeological expedition studying the volcanic lakes of a frontier world. However, while there, she hears a voice in her head calling for release. The source of the voice is a dreaming xaxmellia kaiju, eager to be awakened to rain down acidic havoc once more.

Last night the foundation of the Micrad local office building collapsed spontaneously, despite the building being brand new. Some believe that faulty construction is to blame, but the destruction was so sudden that sabotage is another possibility. Upon further investigation, it seems that something accelerated all the weaknesses in the design in a single moment with shocking efficiency.

Wanted to do the dungeons and dating thing with Wyn,,, you too can simp for a galaxy renowned sexy video game streamer bird

I thought it would look cute on her

Edit: this has suddenly gotten more likes/reblogs ummm if you like Wyn plz consider following maybe,,,,,

U may have early chibi Halloween costumes for Wyn n Arash as a treat

I could not choose which filter I liked more so,,,


Wyn sleeping w Kimi because We Stan found family tropes (Kimi belogs to @skylq)

Take this it’s stupid lol

Starfinder OC commission

Starfinder OC commission


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My son is off sick today so we spent a while building Lego space ships! I’m going to work with him t

My son is off sick today so we spent a while building Lego space ships! I’m going to work with him to build a fleet that I can use in Starfinder. Colour inspiration is courtesy of the amazing science fiction artist, Chris Foss. 

- Mo!


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Looking for ships for your game? Check out Brickshelf for ideas!- Mo!

Looking for ships for your game? Check out Brickshelf for ideas!

- Mo!


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Having fun with these so here’s another 10!

  • Lasek Thrall
  • Mojo Thrall
  • Sanguine Buzz
  • Kazmin Shade
  • Diameyde
  • Phoria Thrift
  • Bomwell Haft
  • Brusco
  • Davlin Ford
  • Ookle Shoe
  • Bim Shadim

Bonus list: robots! Sometimes the names are based on people I know or things I’ve been inspired by. All of these are named in some way after some of the (limited) anime I’ve watched with robots or cool sci-fi premises to them. Some of them are easy, but can you guess where each of them is from?

  • SLUG-09
  • APPLESEED-88
  • EVA-95
  • WREN-91
  • CLOWNS-88
  • MAJOR-95
  • BUBBLEGUM-81
  • NUECROSS-82
  • BEBOP-98

I hope your sci-fi games kick butt and you can used any of these names in the infinite worlds you create! :)

- Mo!

PS: someone reblogged and asked me about Splatoon namecards. I have no idea what you mean (I’ve never played Splatoon before - I don’t have a Switch), I just come up with names that have a good mouth-feel and as often as possible sound like words that people don’t cram together very often. In some cases where the names have the same last name it means they’re related in my story, or me workshopping someone’s name a few times until I get it right (for example, Mojo Thrall).

UPDATE: omg I’m so dumb. The post was tagged with Splatoon Namecards, LOL. It was a mistake - I posted it at 2am and was tired and misclicked. I’ve removed it now. Thanks for pointing it out!

Came up with these while working on an upcoming Starfinder campaign. Thought I’d share!

  • Patto Wei
  • Bantoo Gone
  • Pash Nylan
  • Eryn Sho
  • Enej Fenn
  • Metronious Phar
  • Maggs Phar
  • Darek Clay
  • Yander Shim
  • Oonow Bosk
  • Avar Moe
  • Doona Go
  • Bocka Sine
  • Boruto Nar
  • Baba Huff
  • Zada Sung
  • Sadalla Ko
  • Auger Kimo

- Mo!

Some amazing inspiration for your sci-fi tabletop game. The interesting thing about working with maps in sci-fi is that they should really be represented in 3d.

The research paper this video stems from is called “The Laniakea supercluster of galaxies” and can be found here: https://www.nature.com/articles/nature13674

- Mo!

#gaming    #tabletop    #fantasy    #starfinder    #star wars    #inspiration    
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