What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Wednesday, December 13, 2017

Starfinder Conversion: Voltron - Legendary Defender, Part 02

Hey folks, so I'm back with the next part of my Voltron Conversion.  Now this just took me a little longer than it should have because of school and various family obligations.  Well that and I've kind of been enjoying some Destiny 2 (I play solo).  But anyway, this part of the conversion won't contain any starship mockups.  Simply put, any of the ship's existing in the book could easily be used as the base for Zarkon's ships.  So please enjoy, and I'll try and figure out the next conversion I'll write up.


Voltron - Legendary Defender, Part 02

Robeasts

Creatures that have been magically and technologically altered into massive creatures that tower well beyond any creature that is of colossal size.  Robeasts are walking warships.  They possess not only the ability to destroy cities, but they can just as easily face down starships.  Each requires a massive amount of effort to create and is not a task one takes lightly.  Typically, if a culture has the proper resources in place, a Robeast can be created from a chosen subject with in a day, or at most a week.

The steps to creating a Roboast are simple.
·         First a proper subject is chosen to undergo the process.  They are placed with in a specially prepared holding container that is very much a coffin.
·         Second a new body is constructed using both machine and organic components.  The body is made to resemble how the creature looked when they were normal, to a degree.
·         Magics are used to release the spirit and essence of the being.  This, along with magical energies are then channeled into the new body.  This process cannot be reversed.
·         The Robeast awakens shortly thereafter, and is sealed into a special coffin like delivery ship is used to transport the creature to its destination.  This pod is like a huge sized drone and is nothing more than an armored shell and thrusters.  The use of this assumes that the Robeast will be deployed abroad of course, otherwise if deployed locally then such a pod is not needed.
·         Robeasts are also completely loyal to the one that made them.


-Creature Enhancements-
Robeasts take a base creature of any sort, and adds the following:
·         Size Class:  Size is now that of a huge sized starship.
·         Natural Weapons:  If the creature had any sort of natural weapons in its life, they are adapted into the robeast form typically (but not always).  Damage is simply changed to work at starship levels.
·         Physical Stats:  Say goodbye to DEX & CON.  STR of a Robeast can vary, but typically add a +5 to the existing STR bonus that the Robeast may have originally had.  This however does not really alter the base stats of the chosen creature too much.  BAB, & AC still factor normally with DEX applied.  Armor that may be a part of the creature’s build is also accounted for in its Robeast form.  Damage Threshold is present on Robeasts, being equal to a quarter of their AC.  Crit Thresholds are not present on Robeasts since they are treated more as living creatures than ships.
·         Superior Weaponry/Attacks:  Robeasts often have a single powerful attack.  This cannot always be used every time, or in some cases it replaces their natural weapons for the ability to use starship grade weapons.  If a Robeast has no natural weapons then this how they are outfitted.
o   Strike:  This is a simple strike of some sort, a kick, punch or similar attack.  Strength determines the number of dice rolled.  This is 1d4 per +2 in damage they have.
o   Melee Weapon:  Some Robeasts are outfitted with a held weapon.  This weapon does damage akin to a normal held weapon, though its damage is increased in the same manner as the Robeasts strike.  Note that if this weapon is built in, it costs one of the below mentioned augment slots, and thus the Robeast cannot be disarmed of the weapon.
o   Ranged Weapon:  Some Robeasts have powerful ranged attacks in either the form of built in energy weapons, or held weapons.  If these are spell-like abilities then they transfer over with their damage simply scaling to starship levels.  If it’s more akin to a held weapon, then an appropriate starship grade weapon is used to replace the attack.  A held weapon costs, at a minimum, 1 augment slot as it draws power from the Robeast, but it can be disarmed of the weapon, (capital weapons cost 2 slots due to the energy drain cost).
§  Robeasts have 4 augment slots for built in weapons.  Light weapons use only 1 augment slot.  Heavy weapons use 2 augment slots. And capital weapons use 3 slots.  Shields can also be taken to replace a slot option.  Shields take up one slot, but you can choose a shield with a BP cost equal to the STR modifier of the Robeast.  For more powerful shields, add another augment slot to up shields by the same amount (thus if you have +7 STR, then you can get Light Shields 50, but for 2 slots you could have +14 to get medium shields 90).  Also ammunition based weapons don’t change the augment slot costs.
§  Special Weapons:  It’s possible that a Robeast could have a weapon that is unusual or exotic in nature, not working like others.  The best thing you can do for these weapons is to base them on an existing weapon, or apply limiting rules.  For example, the first Robeast Voltron fights makes use of an unusual mace like weapon that can launch its weighted orb and make ranged attacks with it.   The limit was that 3 attacks could be made before the orb needed recharging at the base.  This works out that 3 ranged attacks can be made before a round must be spent with it back on the base for it to charge.
§  Other Augments:  It’s possible to augment a Robeast in other ways.  Adding flight capabilities would be an augment (the BP cost and the Robeasts STR mod all apply again for seeing of the augment is appropriate).  A +1 to AC &/or attack rolls would also be an augment.  Upping its STR by +2 would take an augment as well.
§  More Augment Slots:  Increasing the Robeasts CR by 1 will allow it to have 2 more augment slots.


-Stacking up to Voltron-
Robeasts are meant to pose a challenge to Voltron, and their overall CR should be determined upon the groups level like you would with any creature that would pose as a single challenge for a group.  This can be a bit tough to figure since Voltron poses as a significant powerup to a group.  If you think the Robeast isn’t a big enough of a challenge then upping its CR is best.  Voltron’s level is essentially equal to all 5 lions added together, then divided by 5…though its damage output is not what you often see at a lot of levels.  You could essentially treat Voltron as a +2 level bonus for the PC’s when setting up their opponent (thus if the group level were 7, you would treat them as 9 for determining the CR of the Robeast).  Adding 2 to the CR of the Robeast is also helpful for upping the challenge of an encounter, while a +5 would definitely make the CR much more challenging.


-Zarkon’s Forces-
Zarkon’s forces are quite numerous, made up of not only starships, but robotic soldiers and actual Galra troops as well.  In general, the starships of the Galra empire are nothing overtly special, their just numerous.

The fighters of the Galra should be treated as normal fighters.  Their fast, short range fighters designed to harry the enemy or act as bombers.  They also possess some shuttles, and freighters as well.  Their main type of starship type is the Battleship.  Some battleships however are outfitted differently, eschewing some armaments for powerful long ranged planetary cannons that take time to charge up, but can turn a planet’s surface to glass.

No specific stats need to be set up for Galra ships as they are mass produced and crewed by their machines and commanded by the Galra themselves.


-GALRAN-
As a species, the Galra are highly advanced and militaristic in nature.  Most Galra are 9-10ft tall, though some have been known to be shorter, especially in the case of half-breeds.  Galra also tend to have long limbs that help give them a slight edge in combat.  Their fighting style is one that typically relies on physical agility more than out right strength, though the Galra are often seen as being physically superior to many other races.  Galra have markings that vary widely from some having white fur in places, or having red markings, or dark spines and scales.
·         +2 STR, +2 DEX, -2 WIS, 5HP
·         Size & Type:  Galra are Medium humanoids with Galra subtype.
·         Fluid Fighting:  The Galra are militaristic and have long had the members of their species train to fight with fluidity instead of brute strength.  When making melee attack rolls, the Galra may either use STR or DEX for their attack/damage rolls, which ever they prefer.
·         Combat Analysis:  Galra are trained to think with a military mind.  You can take a move action to analyze your opponent’s actions.  On the next action you take against the opponent you gain either a +1 to your attack roll, or you may instead gain a +1 to bother your AC’s against the opponent.  As long as you keep fighting the same opponent you may retain the bonus from one round to the next.
·         Military Piloting:  The Galra are typically quite skilled in piloting/operating vehicles.  When operating any vehicle, the Galra gains a +2 to their Piloting skill rolls.


-ALTEANS-
The Altean people are nearly human looking in appearance, save that they have pointed ears and facial markings (usually a sickle like shape under each eye, but additional makings besides this can be present).  The facial markings often vary in color, as do hair eye and skin color.  (Those of the Royal Family have the traits of silver hair and brown skin.)  The most interesting thing about the Altean people is that they can alter their appearance, gaining in height by several inches, and turning their skin a different color.  Some Alteans possess an inherent knack for magic and many take up pursuits in alchemy as well.
·         +2 DEX, +2CHA, -2 CON
·         Social Chameleon:  Alteans can alter their appearance in minor ways, such as increasing height, or decreasing height, and altering their skin color.  This allows the Altean to blend in better with other species of beings by assuming subtle appearance changes that the other species would find more pleasant.  Their skin can only change one color at a time.  This change is enough to also fool genetic scanners as well.  To effect the change, the Altean must have met a member of the species that they are seeking to resemble.  This ability takes a move action to use, and gives the Altean a +2 bonus to Diplomacy and/or Disguise skill rolls made when interacting with other species (or attempts to impersonate them).  Additionally, when transformed the Altean can change their +2 DEX to STR or CON instead when they take on the aspects of another species.  Note that this does not allow the Altean to mimic the exact appearance of a species, just very general aspects, so some additional steps would need to be taken to perfectly mimic a species appearance.
·         Altean Swordsmanship:  All Alteans, from a young age, are taught how to fight in close quarters.  As such, Alteans are all proficient in the use of swords, and gain a +1 to attack rolls with swords.
·         Altean Heritage:  Choose one of the options below to be the unique heritage that the Altean gains.
o   Magic User:  The Altean gains a +2 to their caster level to overcome spell resistance.  They also gain a +2 bonus to Mysticism rolls.
o   Craftsmen:  The Altean is highly skilled in crafting things.  You reduce the time it takes to craft your own item (pg 235 in the PHB) by ¼ the time needed (or by ½ if you already can reduce the time needed).
o   Engineer:  You gain a +1 to computers and Engineering skill checks.
o   Diplomat:  The Altean is skilled in the arts of diplomacy, as such they gain a +2 bonus to their Diplomacy skill rolls.
o   Warrior:  The Altean is more versed in the fighting arts than others. You gain the Weapon Specialization feat as a bonus feat.
o   Jack of Trades: The Altean is skilled in everything they do, or seem to know a lot, but is not a master of all that they can do or know.  When using a skill that you have no ranks in, you can apply a +2 to the skill roll. If you gain any ranks in one of those skills, then you lose this bonus to its rolls.



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