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.

Sunday, December 16, 2018

Starfinder: Upgradeable Power Armor

Welcome back folks for another posting. Now this time around I’m going to expand on the Power Armor options in the Starfinder. Power armor first becomes an option for players once they hit level 4 (in or around) with the use of the cargo lifter. Now for some games you may want to let your players start with access to power armor at a much earlier point in the game...like level 1.

With the video game “Anthem” gaining some traction I wanted to come up with a particular type of power armor that players can take up and essentially “level up” as they play the game. Now in Anthem the power armors are called Javelins…so that name is off limits for my purposes here.

This new type of power armor is called the Aegis Frame.

The Aegis frame is an upgradeable frame, that the player can improve over time, upping its level at the cost of time and resources. These frames come in 3 different initial variations.


Image result for Power Armor frame
(It's tough to find power armor frames, so this is a stand in.)
Aegis Power Armor Frame
The Aegis is a modular specialization power armor. Created to be a versatile suit of power armor that is well suited for exploratory use by colonies and/or adventurers of a certain temperament.

The Aegis frame comes in 3 different variations that are noted as the mark 1, 2 or 3 variation. The armors are designed to be upgradeable, and anyone with the appropriate skills, tools, and materials can enhance and modify the armor to improve it’s over all functionality.

Appearance wise, the armor's customizability allows its appearance to vary based upon the interests and needs of the user.



STATS___________________MRK 1________MRK 2________MRK 3
EAC Bonus________________+2____________+3____________+4
KAC Bonus:_______________+4____________+3____________+2
Max DEX Bonus____________+1____________+2____________+2
Armor Check Penalty________-6_____________-5____________-4
Speed_____________________20ft___________30ft___________35ft
Strength___________________20 (+5)________18 (+4)________18 (+4)
Damage___________________1d8 B_________1d6 B__________1d6 B
Size______________________Medium---------------------------------->
Capacity___________________20---------------------------------------->
Usage_____________________1/hr--------------------------------------->
Weapon Slots_______________1------------------------------------------>
Upgrade Slots_______________2------------------------------------------>
Bulk______________________34____________20-------------------->

COST: 620 (regardless of armor mark)

Level: Each mark of power armor starts at level 1. To upgrade an armor to a new level requires an amount of materials equal to its base value (620), times the new level. The process for upgrading requires an Engineering skill roll, as if you were repairing the suit, but applying the suits attempted new level for figuring out the DC. You can attempt to make the roll with less materials but for every 50 value you are short you must increase the DC by 1.

When an armor is upgraded to a new level you need to decide what aspect of the armor is improved on, though there are some limits here as well. You can only upgrade the armor with 1 aspect enhancement per level.

  • EAC/KAC: These may be increased once per 3 levels. You may apply a +2 to both stats, or a +4 to one stat.
  • Max DEX: This may be increased by 1 every 2 levels but is limited to a maximum allowance of +6 possible. Note there are special conditions regarding Max DEX & Strength that are explained below.
  • Armor Check Penalty: This may be lowered by 1, but only once every 5 levels.
  • Speed: This can be increased by 5ft every 4 levels.
  • Strength: This can only be increased by 2 every 4 levels. Note there are special conditions regarding Max DEX & Strength that are explained below. Additionally, increases in STR also impact the Bulk that the suit can handle.
  • Damage: The damage for the power armor remains as is, but if the suit’s STR bonus is increased to +6 then you can increase the damage to 1d12 or 2d6 with an upgrade.
  • Size: Size of the suit can be increased from medium to large at level 10, and one more time to huge size at level 15. Note that the size increase grants a 10ft reach to melee attacks made with the suit, however the increase in size also confers applicable penalties for said size increase.
  • Capacity/Usage: This is one aspect of the suit that is not upgradeable. As part of the leveling up process the refinement of its energy draw is meant to be apart of that process so that there is no over draw of energy to run the suit. This does not mean that a higher capacity battery still can’t be plugged in, but this does not make it a level enhancement for the suit.
  • Weapon/Upgrade Slots: You can add 1 new weapon & Upgrade slot for the suit every 5 levels.


Note that where it says you can add something at a certain level this means that if your armor will upgrade to be at that level or is over that level you can apply 1 upgrade of that type. Thus if you were to upgrade your armor to level 4, at that level you could apply 1 upgrade from any option that meets the level requirements.

--Max DEX Bonus vs. STR Bonus--
The Max DEX Bonus can be increased up to be equal to the base +4 of the Strength Mod, so long as the mod does not increase. The bonus can be increased beyond +4 up to a +6 for the Max DEX, but in doing so the armor’s STR Bonus cannot exceed a +4. If the STR Bonus is greater than +4 then the Max DEX Bonus is limited to +3.

Monday, November 19, 2018

Hero System: Premade Character - Hunter

Hi folks, sorry for the time it's taken for me to make a post.  So far this semester of college I have been really focused on learning all about Adobe Photoshop, Illustrate, and Animate.  It's been fairly easy so far, but it has been quite demanding of my time.  So finding a few free moments to come up with a project just hasn't been a very doable thing.

Add to that the little problem of not being able to come up with a project to do and you can see that it's been tough.  So I've decided to revisit a previous concept of mine, creating premade Hero System characters for people.  Like before this is for the Champions Superhero setting.

Please note that I'm trying out some HTML styling here so I may alter the stat blocks if folks want me to.

------------------------------------------

Hunter


CHARACTERISTICS

VAL Char. Points Total Roll Notes
15 STR 5 15 / 25 12- / 14- HTH Damage 3d6/5d6 END [1]
15 DEX 10 15 12-
20 CON 10 20 12-
12 BODY 2 12
13 INT 3 13 12- PER Roll 12-
23 EGO 13 23 14- PRE Attack: 3d6
8 PD 6 10 / 25 10/25 PD (10/25 rPD)
8 ED 6 10 / 25 10/25 PD (10/25 rPD)
5 SPD 30 5 Phases: 3, 5, 8, 10, 12
10 REC 6 10
75 END 11 75
50 STUN 15 50
16" RUN 4 16m / 30m
4" SWIM 0 4m
6" LEAP 1 6m
Total Characteristics Cost: 163

--EVERYMAN SKILLS--

Points Skill Roll
0 1) Acting 8-
3 2) Climbing 12-
0 3) Concealment 8-
0 4) Conversation 8-
0 5) Deduction 8-
0 6) Language: English (completely fluent; literate; Native) (4AP)
3 7) Paramedics 12-
3 8) Persuasion 12-
5 9) PS: Monster Hunter 14-
3 10) Shadowing 12-
3 11) Stealth 12-
0 12) TF: Small Motorized Grnd Vehicles
0 13) AK: Home Country 8-

--OTHER SKILLS--

Points Skill Roll
6 1) WF: Common Melee Weapons, Common Missile Weapons, Small Arms
3 2) KS: Monsters 12-
3 3) KS: Demons 12-
4 4) KS: Magic 13-
3 5) Lockpicking 12-
3 6) Tracking 12-

--MARTIAL ARTS--
Hunter's Fighting Arts

Points Skill
4 1) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 2) Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 7d6 Strike
5 3) Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, 3d6 / 5d6 Strike
3 4) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 5) Weapon Element: Axes, Maces, Hammers, and Picks, Blades, Bows, Thrown Knives, Axes, and Darts

Total Skill Cost: 62

--POWERS--

Cost Powers END
14 Hunter's Branding: (Total: 14 Active Cost, 14 Real Cost) +2 PD, Resistant (+1/2) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) plus +2 ED, Resistant (+1/2) (7 Active Points) (Modifiers affect Base Characteristic) (Real Cost: 7) 0
5 Sense Magic: Detect A Class Of Things (Magic) 12- (Unusual Group) 0
17 Sense Monsters & Monstrosities: Detect A Class Of Things 12- (Unusual Group), Discriminatory, Range, Sense 0

Hunter's Raiments, all slots Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4)

Cost Powers END
26 1) Hunter's Armor: Resistant Protection (15 PD/10 ED/5 Power Defense) (Impermeable) (45 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) 0
13 2) Hunter's Helm: (Total: 20 Active Cost, 13 Real Cost) Life Support (Self-Contained Breathing) (10 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 7) plus Nightvision (5 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 3) plus Sight Group Flash Defense (5 points) (5 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 3) 0
18 3) Hunter's Gauntlets: (Total: 27 Active Cost, 18 Real Cost) Hand-To-Hand Attack +1d6, Reduced Endurance (0 END; +1/2) (7 Active Points); Hand-To-Hand Attack (-1/4), Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 4) plus +1 with All Attacks (10 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 7) plus +10 STR (10 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) (Real Cost: 7) 1
16 4) Hunter's Boots: Running +14m (16m/30m total), x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (24 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4), Unified Power (Hunter's Raiments; -1/4) 1

Hunter's Arsenal

Cost Powers END
50 Hunter's Arsenal: Multipower, 75-point reserve, (75 Active Points); Gestures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Powers/Gear in MP can be disarmed from the PC when summoned, they fade after a moment, but cannot be resummoned until after PC has had 1 phase of actions pass after the items was disarmed from them.; -1/4)
3f 1) Monster Slayer Sword: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 / 4d6+1 w/STR) (Reduced Negation (2)), Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4) (73 Active Points); Limited Power Power loses about half of its effectiveness (Sword does half Body damage against beings who are not "Monsters" or Monstrous in nature (such as demons, abominations, & supernatural entities).; -1), No Knockback (-1/4) 3
4f 2) Monster Slayer Bow: Killing Attack - Ranged 2d6 (+2 vs Range OCV Penalties), Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/4), Half Range Modifier (+1/4), +2 Increased STUN Multiplier (+1/2) (72 Active Points); Limited Power Power loses about half of its effectiveness (Sword does half Body damage against beings who are not "Monsters" or Monstrous in nature (such as demons, abominations, & supernatural entities).; -1) 3
6f 3) Hunter's Hammer: Hand-To-Hand Attack +7d6, Double Knockback (+1/2), Reduced Endurance (0 END; +1/2) (70 Active Points); Hand-To-Hand Attack (-1/4) 0
3f 4) Magic Breaker (Gauntlet Alteration): Dispel 20d6, Armor Piercing (+1/4) (75 Active Points); Limited Power Power loses about half of its effectiveness (Only vs. Magic; -1), Limited Range (Works at a range of around 12 Hexs; -1/4) 7

--COMPLICATIONS--
75pts of Matching Complications
Notes: The complications noted below are not anything set in stone, but reflect the current state of the character. If you are using this character, feel free to change these to fit in more with your vision of how the character should be.

Points Complication
10 1) Distinctive Features: Ornate/Stylized Mystic Full-Plate Armor (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
15 2) Distinctive Features: Mystic Aura of the Hunter (Not Concealable; Extreme Reaction; Detectable Only By Major Effort With Uncommon/Rare Senses)
15 3) Psychological Complication: Monster Hunter - Driven to hunt and kill monsters and other such creatures that one would call a "monster". (Common; Strong)
20 4) Psychological Complication: Code of Honor - Protect the innocent, defend the weak even if it means letting a monster escape. (Very Common; Strong)
15 5) Social Complication: Secluded Upbringing - Socially awkward around people. Very Frequently, Minor
Total Disadvantages Points: 75
TOTAL COST: 400

Background/History
The PC is one of a long line of "Hunters".  In an era of superheroes, hunters have been seen as an out dated method of dealing with the supernatural, but every so often a powerful hunter manifests.  The PC is apart of specific blood line, who's last name happens to be Hunter.  Those of the hunter family have all been "hunters", men and women who have walked the mystic line between humanity and anything that is monstrous or even demonic - fighting and sometimes dying to protect the innocent.  The PC is the 34th generation of the Hunter family, and has been trained from a young age in the basics of everything that they need to know.

Personality/Motivation
Your confident, calm, and not one who is easily rattled by the unknown.  You have been raised with in your families dogma of hunting monsters, and you know that as set out into the world you can do more with your impressive mystic powers and abilities than just hunt monsters.  Oh its you specialty, but the family creed is to protect the innocent from all that stalks in the night.  Well there's no harm in fighting the good fight, and if you happen upon a monster - all the better.

Quote
"I hold the line against the unnatural; against the darkness I am a bulwark!"

Powers/Tactics
Your powers are mystic in nature and are physical manifestations of the ancient armor's and weapons wielded by your ancestors for centuries. Your an agile fighter, striking a balance between melee and ranged capabilities - an everyman combatant.  Your still new to all of this and training your OCV & DCV up would be beneficial in the future. Your powers are primarily effective against monsters and other supernatural monstrosities that exist (this does include demons). Against other beings, your powers are far less lethal.  Your primary means of fighting is up close and personal, but you do possess ranged fighting capabilities that are good for attacking while you advance up to your foes.  Your weapons have a physical bearing to them, and as such you can be disarmed of them, though you only need to weight a moment before you can re-summon/manifest the weapon again.

Campaign Use
Hunter is a PC that is a "striker" type character.  Not a tank, or artillery type, working as a balanced archetype that can be built up to work at range, melee, or as a defender if necessary.  The PC also should work toward an anti-magic capability as well, as they need to be able to counter the supernatural powers they face.

Appearance
Male or female distinction is up to the player.  In the armor the PC looks to be wearing stylized/ornate full-plate armor that has an appearance of swiftness and sharpness, that looks to weigh nothing (as it doesn't actually weigh anything).  The sword is a thick bladed bastard sword, almost anime like in its size.  The hammer is a heavy looking war-hammer like the fabled Mjolnir.  The gauntlet adaptation alters the appearance of the gauntlets giving them an almost ethereally shinny appearance.  The bow is like liquid silver but with ornate runes sitting with in it, as such it looks like one solid piece that reverberates when an arrow is loosened from it.  The arrows themselves form as the string is drawn back.

Sunday, October 21, 2018

Halloween Edition: "Horrors That Walk" in your games

Well Halloween is almost here and I figured I may as well try and make something different.

In many tabletop games, players rarely have to face creatures that are virtually impossible to kill.  Monsters come in many different forms, but the monsters can be defeated, they can be killed.  A horror is very different in this respect - they can be detained, they can be subdued, and only after a vast effort they can be killed...if only temporarily.  Below are some guidelines I came up with that will help to govern how you can use them in games.


--Horrors That Walk--
Related imageThere are monsters, then there are monsters that frighten other monsters.  They are the Horrors that Walk, beasts that may wear human skins, have voices and minds of their own or move and act upon some instinct to slay certain people, or anyone that is in their way.  The horror can never rightly be killed as they always seem to come back, though if a means of finally putting an end to the horror did exist it would require a great effort to see through, and cost much from the people hunting it.

Rules of the Hunt                                                                 
Immunity:  Horrors are generally immune to being harmed.  They can appear to take damage, but have a ghoulish capability to ignore the harm done to them.  Pain is fleeting, and only an irritation.

Hit Points or similar methods of tracking damage should be ignored.  First halve any damage done to the Horror, it feels little to no real pain and tends to heal rapidly or is some form of undead.  Damage does add up and upon reaching a certain "Threshold" the Horror will fall inert for a time.  A few minutes typically in which time half of this accumulated threshold is reduced.  It can also choose to go inert to lure a target into a false sense of security, only to strike.  It also can continue to act beyond its threshold, but it runs the risk of being diminished or even defeated.

A weakness is also a possibility for the horror, something it fears, something that may pertain to its nature.  When around its source of weakness damage against it is increased.

A good guideline for setting a Threshold for the Horror is to add up the HP (or similar health) of the group, and divide by half.  The horror will typically not rest, and only rests if made inert.  It also will become inert on its own under certain circumstances (such as no one being with in a mile of it, or when a certain season has passed by, or if a  certain ritual is performed, and so on).

This doesn't mean that its threshold doesn't decrease.  If enough time passes (usually 24hrs) in which it's not harmed, it can reduce its built up threshold by half.

For example:  Jason Voorhees, while not afraid of water per say, was killed by drowning.  When fought around bodies of water he is weakened.  Freddy Krueger was burned alive and tends to be weakened greatly when dealing with fire...at least real fire and not something with in the dream realm.

Death:  The horror can be killed, but this is often a temporary solution (though not always).  Part of the fight and story of dealing with this sort of creature is discovering its weakness, or the one way to put it down for good (allegedly).  The easiest solution is often to render it inert and beguin the gruelly process of dismembering the horror, though as we all know this is often just a temporary solution.

Combat:  The horror doesn't need to have an easy time with hitting the players or being difficult to hit.  It should be moderately easy to hit since it just doesn't care about the damage to its body.  What matters is how hard it hits back.  These creatures often hit hard, hard enough to kill with a single hit.  This is what I call Brutal damage.  Consider this to be akin to taking a critical hit without actually rolling for the crit, and should it do so (if the game supports this), well then you may as well just have the player make whatever roll they need to to avoid dying.  Remember that these are beings that can break through walls, doors, and the like with what seems to be very little effort.

Image result for unkillable horror movie iconsThe Realm They Inhabit:  One way of holding the horror in check is that they are restrained to certain area's or realms in which they hunt.  Freddy Krueger haunts the realm of dreams, and can only hunt in this realm...but because of this any group caught with in the realm that Krueger hants (Elm Street, and the city it is in) can all be with in the same dream if they are close to each other, otherwise they are limited to their own dreams.  In such a realm, the rules still apply to Krueger - but the key to survival is to wake up - and that would require certain objectives to be met, to survive certain things, and reach a point where one has mastery over the waking dream and then choose to awaken from the nightmare.

One way to look at it is the horror having their own biome in which they thrive.  But if you take them out of that biome they are weakened to some degree.  Such as being easier to kill.  Again with Krueger, once you are able to awaken, if you grab him and wake up with him held - he will no longer be with in the dream realm but will be physical once again, which means he can be killed...well for a time.

Related imageStory:  All horrors have a story of some sort, why they are what they are.  Players may never quite learn how they came into being, but it's important that they be able to learn about the horror, and have methods at their disposal to best the creature should they manage to learn about it and uncover some of its secrets.

Pennywise the Dancing Clown from "IT" is one example of a story surrounding the monster.  Clues are uncovered as the story progresses and as the children manage to survive the creatures various attempts on their lives.  They eventually find out how to fight it and best it the first time, but on the second round they had to put it down for good, and the task was made that much more difficult.


Ultimately your horror should be chopping down NPC's, but treat them as a living environmental challenge to overcome.  They should always have a way of surviving so that you can heard the group toward the final confrontation where survival is truly up in the air.  A good horror monster is all about the story.

Have you already done something like this in your game?  Did you borrow a horror movie Icon, or did you come up with something original?

In the spirit of Halloween, sound off in the comments section with your creations, your rules, or just your stories for others to enjoy.


Enjoy your Halloween everyone.















Wednesday, October 3, 2018

Project: Operation Dice Box!

Hi folks!  It's not easy coming coming up with content, especially when I don't have my own website...well not yet at least.  Either way, while I am playing around with a new Martial Artist character class for D&D 5th Edition, less mystic capabilities and more actual martial artist.

The box!
Well I've also been working on a dice box.  I happened, while I was working, to come across a fancy jewelry box.  Nice red felt, latches and hinges already in place.  No outside work needed on my part to spruce it up!

This was a case that was large enough to hold an array of matching  jewelry like a necklace, bracelets, earrings and maybe a few other odds and ends of a matching set.  Now with the raised parts of the inner sections of the box, I couldn't just open, adjust and reuse with little fuss.  No this was going to be a total gut job.

The box before it was gutted.
So the first order of business was to rip out the top portion and its stuffing.  A little use of the exacto knife was needed, but the work got done with only a mess of padding and the cloth.  The only issue after all this was out was that some of the padding had been glued in place...ugh.

The next half was all about ripping out the bottom half.  Now I did look this over to see if I could use it, salvage it, but once I got that out I learned that the nature of the raise portion would make that impossible.

Its all out, now to clean up the glue!
Oh well then, its gotta go. No use trying to make something work that likely won't.  Plus I can now deck out the interior how I want.

Now the gluing done in the box wasn't great.  It was like who ever made the box decided to just add glue to a few spots and to do so in specific large globs that needed to be sanded down.

So with much sanding, thanks to the handy sanding block I've had for some time, I managed to get the globs of glue sanded down enough that I was happy with them.

Next up would be measuring and making a template of sorts for the interior.  Now I have some large flashcards laying around and it's easy enough to use these to fill in the spaces of the box, add some tape, measure out the sides...and learn a bit about who ever made the box.

Ugh, measure 2x, cut once, box maker failed.
You see when you make a box out of wood there is 1 important job you need to do.  Measure the fricking wood your using for the walls!  Well who ever built this thing used what felt like scrap bits of wood, and didn't take the time to make sure that all the parts were measured up when they are were building it!  Sure it all closes up nicely, but when you cut pieces of paper very precisely, put them in place and see that parts of the paper stand above some parts of the wall, well clearly precision wasn't what the box maker was going for.  So I had to shave down parts to go for a decent fit.

Well with my template made, and it fitting the both sides of I got some felt, some glue to use, and set about my next leg of work.

All together and working.
Once I had the felt cut I placed in the box to see how it fit initially.  Well it needed a bit of trimming, this of course owing to the fact that felt is thicker than the paper I was using and in turn sat differently.  But the adjustments were minor and I cut out the top and bottom for the box.  I added the glue to the bottom of the box and put the felt in, adjusting it as needed.  Then I glued the sides.  I gave this a day to set before I started to glue the felt to the top half in the same method.  Once the felt was in place I cut a few bits here and there to glue in place to deal with a few gaps in the corners.

Well the only thing that it needs are arms to help hold the lid open.  Well I have those...but just lack the time to get them both in.  I have one lid arm in place, but on its own its too loose and the lid still slams shut.  Also there is a small problem with screws.  This needs small screws, and one has to be careful not to break the wood of the box.  So after measuring, setting, getting the screws in for one arm, removing them cutting some cardstock paper to act as a washer, and use a bit of super glue to strengthen the paper.  I added glue to the hole for the screw, and got it all in place to ensure that the screw won't come out, and doesn't go all the way through the sides of the box.

And this is hardly the end of my tinkering.  I need to make up a collapsible dice box, one that folds up and stows away in the box.  But how to do that?  Well prototyping things out always helps.



Well once I work out how to fold it all up, I will make a cardboard version, then I'll get some wood and work out the actual building from there.

When I have sometime.  A new semester of classes started and it's all about photoshop, illustrator, and web animation.  Time consuming - but interesting and very helpful skills to acquire.


Sunday, September 2, 2018

Pathfinder 2nd Edition, Rulebook Assessment

Image result for pathfinder 2.0


As many people know, Pathfinder has finally gotten around to creating the first revision to their rules.  Pathfinder 2.0 now has a playtest rule set out now, and I’m going to go through the rule book and make my own assessments of what’s there.  To start, I will not be assessing the “overview” of the book too much, rather I’ll only focus my attention on the aspects that deal with character creation from there, though I may backtrack if needed as I get to new chapters/sections.


Image result for pathfinder 2.0Abilities & Generating Scores
The classic six have returned.  To be honest it would have been nice to see a bit of a change up to further differentiate itself from D&D, but when something works you may as well stick with it.
Ability scores start with a base of 10, from there you apply what they are calling Ability Boosts and Flaws.  A boost will typically add up to 2 points to a score, but if a score is at 18 then it can only be increased by 1 point.  And at 1st level the highest starting score you can have is 18.

This isn’t too surprising as D&D 5th Edition even puts a limit on how high your starting Ability Score can be.  What confuses me is if you have 2 points that would go to a single score if it automatically equates to just a +1 to it if your at 18 or higher.  If I were to guess, I’d say yes.  Now Ability Boosts break down into ones that must go to a specific Ability Score, and “Free” points that can go anywhere.

At every 5 levels (5, 10, 15, 20) you gain ability boosts in four different scores, and your free to apply these points to scores that are at 18 or higher.  Just remember that if a score is at 18, it will likely cost you 2 points to up it by just 1 point.

Now Flaws come in as the opposite of a Boost, decreasing a score by 2 points.  These are not common placed, and typically result from a character’s ancestry (discussed soon).

Over all it feels like a refinement of the Point Buy system, and integrates it completely into character creation.  Your character’s Ancestry, Background, and Class are the aspects that add to your starting scores.

But what if your dead set on rolling dice?  Well there’s rules for that still.  Yep you’re not forgotten in there for those groups that prefer the total randomness of dice rolls.  Here the base generation of scores is partly ignored and the classic rolling of 4d6 six times and discarding the lowest die is used.  Of course, the score limit of 18 is still applied.

From there you apply bonuses from your Ancestry, Background, but not one from your chosen class.


Related imageAncestry, A Nice Way of Saying Pick Your Race/Species
The first thing to keep in mind here is to only expect the basic character species, and nothing too exotic.  Here you’ll encounter the Dwarf, Elf, Gnome, Goblin, Halfling, and Human.  Half-breed species are handled in a unique way.  Here you start with a base human, and then select an appropriate “ancestry” feat that you will apply to the character.  Its an interesting method of dealing with it and could allow your to work out a character who is made up of 3 different species…well that is how it initially reads, since this is just a side bar. We’ll see how this plays out once I get around to the human.

Now each species does have a level limit, and as you gain levels you can gain additional Ancestry or Heritage feats.  That is to say; some feats have the Heritage trait and can only be taken at 1st level.
Character species all determine your base HP, grant Ability Boosts/Flaws, Size, Speed, Languages & bonus languages, Traits, and special features like Darkvision.

Dwarf:  Seem pretty light, when you look over their Ancestry feats.  It feels like they should get to pick two of these at the start, but you get just the one.  Dwarf’s start with 2 inherent features. And an ability flaw toward Charisma.  Dwarves start with a base HP of 10.

Elf:  The elf seems pretty straight forward, one inherent feature and an ability flaw toward Constitution.  Compared to the Dwarf they should have one additional feature, but don’t.  Elves start with a base HP of 6.

Gnome:  It’s a bit funny to see that the gnome starts with 8 HP, more than the elf.  Like the elf, they have only 1 feature, and their ability flaw is toward Strength.

Goblin:  Well here is the hallmark of Pathfinder.  Goblins get one feature, 6 HP, and Wisdom as their flaw.

Halfling:  So for the halfling your looking at no features here.  Now its possible that they may be looking to add something later, but the species feels its severely lacking in comparison to the other species on the outset.  Starting HP is 6, flaw is Strength, and no, they don’t get any extra feats.

Human:  And now to see what the Human species has to offer.  Starting HP is 8, no flaws since you can choose 2 boosts to apply freely.  No features are present, and humans only get the one ancestry feat.  Now half-breed species are outlined here, and it looks like there’s no mixing & matching.

Backgrounds
Following the various species or Ancestries, are backgrounds.  These seem to be similar to the backgrounds found in D&D in terms of names. Each background offers 2 ability boosts, with one on a required ability score, and the other being a free boost.  Your character also acquires a skill feat of some sort that pertains to the background, as well as being trained in a similarly appropriate skill.  This feels to be the same as that what we’ve seen in D&D 5th Edition, but with its own spin on things.

Languages
Well nothing really spectacular or different here, just the usual list of languages and what speaks them.  Moving on…


Related imageClasses
Finally, the bread & butter of the game.  What we have here is the usual assortment of classes…but with the exception of the loss of the Warlock class.  Each class has a key ability that you need to be the focus of your ability score building efforts.  Hit points that they gain, proficiencies, a specific skill that their trained in, their saving throws (which are noted as Expert or Trained), a number of skills that they are trained in as well, and finally something called Signature Skills (which seem to be specific skills that can be increased up to certain high levels that others cannot, if I’m reading into this right). 

Additionally each class has specific class feats available to it, and those feats are listed with the class, making it easy to find them instead of searching through a list and then looking at the writeups in a different chapter.  Now please keep in mind that I’m not going to write out every aspect of a class, but I will hit on a few points.

Alchemist
I’ve never played an alchemist in any game.  Now with that in mind, the alchemist is all about bombs and potions.  INT is the main ability score, and HP is 8 + CON.  Perception is at the trained level of the class.

Barbarian
Well this seems to be your normal rage monster.  Barbarians make use of totems and their rage in combat.  The totems here are Animal and Dragon, Fury, Giant, Spirit, and Superstition totems.  Unlike Barbarians in D&D, the ones here need armor, not just a CON modifier to use for your AC.  Key ability is STR of course, HP is 12 + CON, and their Perception skill is at expert.

Bard
Well here’s the class people largely think is annoying and useless.  The Bard is the start of the spell casting classes.  Cantrips here do follow the D&D route of cantrips not using spell slots and can be cast with impunity (so to speak).  Bards has muses that help to influence their performances.  Spell casting makes use of something new (but not really) called spell points.  Key ability is CHA, HP is 8 + Con, Perception is Expert, and I will mention they have 7 signature skills.

Cleric
Our next spell casting class.  Clerics introduce Anathema which is something that a character can do that will cause them to fall out of grace with their deity.  They also get a Channel Energy pool that is used to cast either positive or negative energy spells (this is based off your deity).  The energy in the pool is used to cast either Heal or Harm spells.  Key ability score is WIS, HP is 8 + CON, Perception is trained.  They also have a decent number of skills.

Druid
Pretty much what I’ve been expecting after seeing the Cleric.  They also have an Anathema, and the Druidic Order feature which grants several benefits.  The Orders available are Animal, Leaf, Storm, and Wild.  Key ability score is WIS, HP is 8 + CON, Perception is trained. 

Fighter
Ah the bread and butter of any adventuring group.  The Fighter is fairly straightforward and flexible in how you would expect them to be.  Key ability score is either STR or DEX, HP is 10 + CON, Perception is expert. 

Monk
Now my only problem with monks in all game systems is that you never have the option of being a monk, or a martial artist, or a mystic warrior (ala Street Fighter). Its one of the reasons why I make my own martial artist class.  Well this one moves a bit more in that direction, thankfully.   Key ability score is either STR or DEX, HP is 10 + CON, Perception is trained.

Paladin
One of the classes I don’t typically play (if ever).  Paladins no longer cast spells, instead they just have an array of powers that make use of the new spell point system for their powers.  Paladins are expected to be lawful in the rules, based on how I’m reading things, but it seems that there is room to allow for a Paladin to be any alignment, so long as the GM & the Player can set up some sort of code for them.  Key ability score is either STR, HP is 10 + CON, Perception is trained.

Ranger
The ranger in this game isn’t some fighter & paladin mix but is a hunter & tracker to the core.  Don’t expect some magic, just what you may expect from someone who hunts creatures.  Key ability score is DEX, HP is 10 + CON, Perception is expert.

Rogue
First off, don’t worry, the sneak attack feature that has been classically found in the Rogue class is present.   But what more is there to say? Rogues are still the tricksters and thieves that they are in D&D.  Key ability score is DEX, HP is 8 + CON, Perception is expert, and rogues have the most in the ways of skills than other classes.
  
Sorcerer
And here we are with the next major spell casting class.  Like in previous editions, bloodlines play a part in figuring out spells/powers associated with the bloodline.  And as one would expect, the class feats mostly pertain to enhancing spells.  Key ability score is either CHA, HP is 6 + CON, Perception is trained.

Wizard
The companion to the Sorcerer class.  Wizards appear to be very much the same as well.  You focus on a school of magic and that helps to influence your spells.  Key ability score is INT, HP is 6 + CON, Perception is trained.

I will add that at this time there is nothing present on multiclassing in the class section of the book, but this may be covered later.


Skills
As one can expect there will be a large array of skills by which the character uses to complete tasks.  What is mainly of note here will the how you figure out your “Total Skill Roll Modifier”.

This formula is:
Ability Mod + Prof. Mod + Circumstance Bonus + Conditional Bonus + Item Bonus + Any applicable Penalties (there’s about 4 noted sources present)

Frankly this is a bit much and can due with being simplified like how D&D deals with things.  One irritation I have with he onset of this section is there being no reiterating explanation on the proficiency levels (untrained, trained, expert, master, legendary).  This is only commented on back at the start of the book under Proficiency Modifier.  But this allows me to go back and cover that now in relation to skills.
  • Untrained:  Equal to your Level -2.
  • Trained:  Equal to your Level.
  • Expert:  Equal to your Level +1.
  • Master:  Equal to your Level +2.
  • Legendary:  Equal to your Level +3.

Now each of the noted bonuses is a single static bonus and does not add onto what you have from previous proficiency levels.  Thus, if you have Acrobatics at Expert, at level 4, you would add a +5 bonus to your rolls.  But if for some reason that proficiency went up to Legendary then your roll would be +7.  Now just add in your Ability score modifier, and all the other trimmings and your set for a skill roll.


Feats
What’s a D&D game or in the case of Pathfinder, a D&D derived game, without the appearance of feats.  Feats in this section are set up as Non-Skill Feats, Varying Skill Feats, and Specific Skill Feats (namely they apply to a specific skill like Acrobatics, or Crafting).


Related imageEquipment
This section of course covers all the trappings your would-be hero needs on their adventures.  Currency, coin bulk, pricing and so forth.  Weight in this revised system uses bulk, much like Starfinder.

Your limit in Bulk that your character can carry is equal to 5 + your STR modifier with out penalty.  Carrying more than this will encumber your character, and you are limited to a maximum of 10 + your STR modifier.  And being encumbered means that your speed is reduced by 10ft (to a minimum of 5ft).  Armor check penalties also increase when encumbered.

Combat actions are covered here as well with your weapons, and amazingly enough they do cover using a shield as an improvised weapon.

Attack rolls work about the same.

Multiple Attacks work like this, a second attack is at a -5 penalty, and any subsequent attacks take a -10 penalty.  This doesn’t count toward attacks that you may take that are not on your turn.
Critical hits work about the same, though they also add that if your attack roll exceeds a target’s AC value by 10, it counts as a critical hit as well.


Image result for pathfinder 2.0 wizardSpells
Well where would we be without magic.  One interesting inclusion are certain superscripts after a spells name (H, U, R).  Spells themselves range from cantrips up to powerful level 10 spells.
  • “H” means that the spell has stronger effects when heightened.
  • “U” means that the spell is of an uncommon rarity.
  • “R” means that the spell is rare.

What “U & R” mean for a character is that you character just isn’t going to be allowed to have them unless the GM allows you to have access to the spell.  Thus, spells that could shape the fabric of reality are not just something you get to pick out of the book to know – you very well may have to earn the spell.


Advancement & Options
Well here is the portion that outlines how your character advances.  One big change is that to go up just 1 level you need 1,000 xp.  Anything left over carries over toward the next level.  Obviously, your current level and such will impact how much xp you get from encounters.

So when you go up a level your HP increases by an amount noted for the class (thus a fighter gains 10 + their CON mod per level.  You gain a noted class feature, feats, any new spells, and adjust your proficiency bonus.

An option for character advancement are Archetypes.  Applying an archetype has you spending a class feat(s) on an Archetype feat(s) instead.  One of these is, indeed, a Multiclass archetype.  The other type of archetype are Prestige archetypes.

Animal companions and Familiars are covered here as well.  Deities are here as well and that is it.


Playing the Game
The next section covers aspects of game play.  A reiteration of some rules from earlier are found here in some tables.  No point in hitting on every little thing here, its how the games played, so you’ll want to read the rules yourself.  What’s also helpful are the diagrams for the different shapes of attacks like cones, lines, and the inclusion of aura’s and burst effects.  Making a return are Hero Points.  You can have up to a max of 3 of these and there are three specific uses for these.  These are rewarded by doing heroic deeds or tasks, or when you do something special.  Of course, once a game session ends these points go away.

Personally, I prefer what D&D does with Inspiration.

The main part that is stupid and makes no sense is the rules for “Grid Movement”, moving diagonally will cost you a different amount of movement.  For example, like the use in the book, your first diagonal movement costs you just 5ft, but if you move diagonally again it will cost you 10.  Frankly this doesn’t make sense as the map distance is technically the same.  This rule feels unnecessary and bogs a game down with an unneeded rule.


Game Mastering
The GM section is next up a goes over everything you expect the section to have.


Treasure
Well every adventure needs rewards beyond just getting xp, and this is the section that outlines that.  Not just treasure that can be found, but rules for crafting with special materials are here as well.  A special item of notice with weapons is that if it’s, for example, a +2 Longsword you add a +2 to your attack rolls, but you also that +2 also means that if your attack hits you get to add an additional 2 dice of the weapons damage to what is dealt – thus you roll 3d8.


Following all this is the Appendices and Backmatter (where you will find the character sheet).


Assessment
Over all these are some interesting rules, and they do seem to take some notes from D&D 5th Edition and Starfinder, while at the same time also being different from either system.  Character species/ancestries are too light at the moment and need to be better rounded out.  Character species in other games offer much more from the get go, while these go for an enhancement over time deal, which is ok, but the initial offerings at level one need to be just a bit better.  Also, the species that are missing some stuff need to have all that filled in more.

 I like the idea of how the classes work, allowing players to have more freedom to pick and choose how they want to grow their character for that level.

Movement rules using a map are too complicated.

Over all rules feel too complex in general, still too crunchy.  Frankly one of the things that most people I’ve talked to about Pathfinder hate is how crunchy the rules are.  These rules, while a bit better, do need to be toned down a bit.  Its part of the appeal of the advantage/disadvantage system that D&D uses.  In fact, with Starfinder I’d incorporate that rule in place of some other rules present.

One of the things that I like about D&D 5th Edition is that its simple and quick to pick up and play.  A little complexity is ok, but I feel that Pathfinder 2nd Edition needs just a little more toning down on its complexity.

But, this is why there’s playtesting and reviewing.  The game can only get better if folks put forth their thoughts on matters to help make it better.

Either way I suggest everyone give it a try and let the folks at Paizo know just what works and what needs improving.


Tuesday, July 31, 2018

A Discworld Inspired Starfinder Adventure

Well here I am again at the end of the month with a new post.  As I mentioned before, I've been listening to all of the Discworld novels and some changes are made to the Starfinder game setting to accommodate an alteration to make the setting a bit more like that of the discworld.  To get up to speed for this, I suggest you take sometime to familiarize yourself with the Discworld, then get started with a game.


--On the Setting--
Note to GM’s…Absolom Station in this setting is much bigger than it is normally.  It is essentially an artificial planet that was made to replace the one that went missing.  The station is roughly over 2,000 miles across.  Its exterior sections comprise the industrial workings of the station that allow it to function/operate and thus maintain the atmosphere of the encased chunk of planet.

It is believed and to a degree known that the section of planet may have been a part of the skull of a god that died who knows how many centuries ago.  Natural resources are present (for example, gold was believed to have been a part of its nervous system, and magma – such as what it is – is believed to have been blood that is still circulating).  The main reason for the belief that this was part of a god are the deposits of fat that can be mined.

There are a number of regions, as well as there being an ocean.  The central and largest city of the station/planet is the city Star-Morbief.  An academy of magic is present here, along with many different guilds which more or less run the city as its council…with one small exception.  The city is essentially governed by one person, the Regent.

Running a massive city is a difficult thing, more so when the city is the central hub of the station.  The Regent is often viewed as an evil man, but this is only do to the fact that in order to keep everyone in line you had to be quite the prick when no one else wanted you to.  He also has a practical view toward crime, namely that since there is going to be crime, it best be organized under the rule of order.  Thus, there are many guilds that exist in the city as a means of controlling crime.  It all works oddly enough.

For example, for a small monthly fee people can avoid being mugged or robbed.  There is a guild for almost everything in Star-Morbief.

While the Regent controls the city, it is the Overseer that manages the entire station.  She ensures that everything works and stays working.  The Regents of the cities all answer to her, though her job is typically busy enough as is that she has time to deal with the Regents.  She gets reports, and typically is quite happy with the work of the Regent of Star-Morbief (who is an impossibly clever man who seems to know that is going on in the city even when magic is being used to obscure scrying).
Since the station possesses an atmospheric shield, ships can land directly on the surface instead of in any of the outer landing bays.  This is widely frowned upon, and the regents of the various major cities and the outlaying governors & mayors take a hard edge against space vehicles landing on planet with out the proper authorization (often requiring the direct authorization of a person in charge of the surrounding area or getting authorization from the Overseer’s office.

The station is a bit of an oddity.  Aside from believing that the land was once part of a god, the station appearing in the place of the planet Golarian and possessing the Starstone (which powers the whole thing and keeps the land alive), it also has roving dungeons which appear in the land for no real reason other than to provide starfinders with a challenge every once in a while, and to spew out monsters.

Additionally, there is the high magical field of the place which causes certain things to manifest an avatar of what they are.  Not everyone can see these avatars unless they possess magical capabilities or are under particular conditions that would allow them to.  For example, Death is manifested as a skeletal man with a scythe who rides upon a pure white horse.  Magic users can see Death for what he is when he is around, while other beings either won’t see him at all or their minds will simply insert a different visage of what they are seeing instead of what is really there.  The only other way that Death is visible to normal people (or non-magical folk) is by either being a child, a cat, or being in a heightened state of awareness where death is ever close at hand.  Death is not evil, and there is a death on every planet, tending to just that planet.  The Death of Golarian is the Death of the station.  He knows what happened to the planet, but it is not his place to tell people what really happened, it would be against the rules.  And while he may bend the rules, he does not break them.  Death cannot be compelled to divulge the truth of this, and even gods are subject to him when their time comes.  Death is always polite and finds mortals interesting.  However, Death sometimes becomes depressed and wanders off from the job, (but never for too long).  He has a love for cats and can become irritated by people who are cruel toward them.

--Oddities of the World--
The world that is the space station is filled with various oddities.  Some gods live upon the world, off and on, and a there is a Death that cares for the dead of this place.  The players encountering death during life or death circumstances should provide brief light-hearted moments, where time seems to stop, and they get a bit of a parlay with Death.  These are brief moments meant to allow a Level 1 character to survive.  The player to get to abuse the stop in time for a moment (one free turn of actions).  They can hold a conversation with Death who is accommodating but must let time progress normally at a point.  He won’t care too much for the abuse of things – all things die eventually, but he would prefer if people would stop taking advantage of these little interactions.
Dungeons don’t often appear in cities, but when one does its never a good thing.  While smaller than those found outside, the monsters inside are exceptionally dangerous and they don’t typically stay confined.  The city police often can keep these occurrences confined, but outside help is never turned away.

There is also something that grows on the land here called Sapient Pear Wood.  It is magical, though its true properties aren’t revealed until you make something with it.  Staves and wands are the most common things made, but people have also been known to make chests and trunks out of the stuff.  Its virtually indestructible (has a lot of HP and DR), will follow its owner anywhere (somehow), and seems to have its own personality.  It acts in a similar capacity as a bag of holding, save that it’s as if it has several bags of holding…as well as being able to act like a mimic in that it will eat beings that cross it.

Wands & Staves made from the stuff are semi intelligent and won’t allow any other magic user to use them except for their owner (they are magic items, and grant the user the ability to use one or more magic feats in addition to what the user already knows.  The wand or staff will also teleport to its owner when called.  Armor and weapons are not typically made out of the stuff due to the difficulties in working with the wood, though if a weapon has a portion of wood as part of it (like a hilt, or stalk) then the item will teleport when called coming to their hand.  Even though the wood could be sharpened to have an actual cutting edge, the problem there is that you could end up cutting your fingers off or impaling your hand.

Armor is no better either.  You could call on it, but it could manifest on you backwards, upside down, or even correctly.  But it also could appear inside you.  Luggage made of it though doesn’t have this property and is more sapient than items are.  Chests and similar objects made of the stuff get around on dozens or hundreds of little legs but can pass through dimensions and bash their way through walls, doors and the like with single minded purpose.  They can even travel in the void of space somehow, but it’s best not to think about how it happens.  Luckily few people want sapient pear wood things due to the problems involved with it.

--Character Creation--
Characters can be of any type from the PHB.  In terms of background, however, all PC’s are required to have a common desire to explore and understand the universe.  The PC’s are each a scholar in their own ways.  As such all PC’s are required to have at least 1 knowledge related skill (Culture, Life Science, Mysticism, Physical Sciences, or Profession).

--The Starting Adventure Hook--
The game starts with the PC’s on Absalom Station.  They have recently joined the Starfinder Society out of a curiosity to see the galaxy and understand it’s wonders.  The roving dungeons of the station are considered a good testing point for new Starfinders.  These dungeons often are an irritation when they appear around cities, but the further out that they appear, the more dangerous they become (typically).

As a test of their capabilities, the Players will be tasked with exploring a dungeon that has been annexed by the society on the outskirts of Star-Morbief.  It will be up to them to locate the dungeon, and then explore it.  If they meet any difficulties that exceed their level of capability they can either, choose to press on or raise the alarm to the test’s overseers.

The dungeon should be two levels and is meant to take PC’s from level 1 to level 2.  Encounter difficulties are meant to be “average”.  Make the encounters low tech for this dungeon if possible. Skeletal Undead are a good starting foe, as are Space Goblins (though they should be treated as just normal Goblins for this dungeon.

There is also a dungeon master, a monster that is essentially the final guardian of the secrets of the dungeon.  This should be a single creature that is a “Challenging” or “Hard” opponent for the entire group.

At the end of the dungeon is the riddle of 3 qualities.
  • Which is the greatest quality; Might, Intelligence, or Power?
o   The riddle must be answered by each person present, it must be their own answer.  When an answer is chosen, a door opens to admit one person at a time into the room beyond.  A magical force will keep anyone else from forcing their way in.
o   If answered wrong, after entering the door and it closes, the person finds themselves back at the entrance of the dungeon, and unable to enter again.
o   The answer is different for each person.  It is a riddle of self-value.  What does the person value most?  Strength has many meanings.  A character that enjoys exercise could see that valuing physical strength is most important to them.  But a strong moral compass may also be an acceptable answer.  Intelligence also has its meanings, is it over all intellect, or is it knowledge of a particular thing?  As for power, it should be self-explanatory, but power also has many meanings as well.  Is it the power to influence others, or magical power?
o   When answered correctly the door leads to another room.  A scroll is present.  When read, the magic vanishes but the words on the scroll remain, its language after this is indecipherable by the PC’s (DC 35-40 for an appropriate skill roll without the right tools, or time).  Players who chose Strength will gain a +1 to either STR, DEX, or CON (choose one to apply it to), or they can gain a combat related feat.  Those that chose Intellect can apply a +1 to either INT, WIS, or CHA, or they can gain a skill related feat.  For those that chose Power they may know 1 additional level 0 & 1 spell, or a feat that enhances magic or some other class ability.  With those that have no magical power they instead can choose to know a single level 0 spell (if a DC is needed for the spell then it is generated like it would be for any other class).

Once everyone has left the dungeon it vanishes, their Health is also restored upon leaving.

Awaiting everyone outside will be a small group of thugs.
[NOTE:  This group is present to help put PC’s up to level 2 if they are not already there.]

The thugs are there to take what ever riches the PC’s have found.  Its not an uncommon practice to do this, the Regent of the city does frown upon the practice when not done in the city and under the licensed supervision of the Thieves Guild.

Guilds
This city of Star-Morbief is home to a number of different guilds, and with a suitable petition and $2000 credits you can start your own guild as well.  While there are a number of guilds there are certain guilds that stand above the others.

The Thieves Guild – Since there is going to be crime, it may as well be organized.  For a small monthly payment, a citizen or visitor to the city can ensure that they are not mugged or robbed by one of the many licensed thieves of the city.  Killing by a licensed thief is prohibited, but accidents do happen.  On the other hand, an unlicensed thief does not want to be caught by the guild, especially if they want to keep all of their limbs intact.  People who want to steal and not pay guild dues typically work outside the city, but there’s still many people who are gutsy enough to work with in the city.

The Assassin’s Guild – While one would think that assassination is an underhanded profession, the assassin’s guild makes it look cool.  Aside from offering one the best educations money can buy; assassination work requires paperwork from clients and thus contracts to be set up and full filled.  The guild has the right to raise the payment for fulfilling contracts on certain people, as well as black listing possible targets.  Their job is largely seen as a public service since most people who can afford an assassin are those with wealth who by large see the work of offing a competitor or government lacky as a good service to them as they are a part of the public. 
They do travel, however, and thus typically operate outside of the cities confines.  Not all assassins survive the years of training, and some choose to quite with an excellent education under their belts.  Most law enforcement agencies in the galaxy know that once an assassin returns to the city, their off limits.  For the sake of decency, the guild is referred to as the Dark Scholar’s Guild, but everyone knows that it really is.  Assassin’s do work that doesn’t involve murder, often sending a very pointed message.

The Red Light Guild – If the name wasn’t obvious enough, the guild is one that women and men of “negotiable affections“ are members of.  The guild offers a high degree of safety for its members and of course offers them great healthcare.  Before new people can visit their chosen “date” they do have to undergo a health screening or provide current documents on one’s health.  Discretion is always apart of their business as well.

Other Guilds – For most major types of businesses, there is a guild.

Starfinder Society Guild – While the guild works largely the same as that of other guilds in the city, they are the only guild with noted operations across the galaxy.  In the city, and generally on the station, it is the job of the Starfinders to explore the dungeons that spring up.   The on-station work pays decently (free room & board at guild houses, + 1,000 credits a month {minus membership fees, with raises based upon activities and experience}, + the right to keep certain findings or have certain discoveries named after them {for good or bad}.

Once the players get back to the guild with their information, they are told that the guild’s experts will need 24hrs to decrypt the scrolls.  The magics had a purpose that was served, but the scrolls contain imbedded micro-circuitry in the paper in addition to the strange language on them.

The end of the game session is here.  There is a new adventure hook waiting that involves the scrolls if they want to pursue that, or they can choose to find something else to do.