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.

Tuesday, September 26, 2017

Starfinder Conversion: Megaman X

Time for something new folks.  So I am still running with Starfinder, and I decided that my next posting here will be a character.  Not a normal character, but a special conversion – Megaman X.

To start, Megaman X is not a normal character build, but the idea here is to make him a usable PC.  Megaman X is what’s known as a Reploid, and is not a standard Android.  So let’s start by creating the Reploid character race.

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REPLOIDS            +2 CON                       +2 INT             -2 WIS             4HP
Beyond simple robots, and just as complex as Androids, Reploids are an evolution of robots to be more humanlike, mixing the complexity of Androids with the adaptability and upgrading capabilities of robots.  Reploids served a roll that Androids could not, be soldiers, weapons, work in hazardous environments.  But the unforeseen appearance of the machine god changed everything, and now Reploids are animated by not just complex programing, but by the same infusion of souls that Androids benefit from, however this does not stop people from viewing them as more machine than anything else and thus they often don’t receive the same degree of acceptance as Androids.

SIZE AND TYPE
Reploids are medium humanoids with the Reploid subtype.

CONSTRUCTED
This feature is the same as that for Androids (pg 42. PHB).  However, as they possess a mechanical body, Reploids are immune to diseases and poisons, unless they specifically target constructs.  Additionally, do to possessing a mechanical body, the Reploid cannot swim (failing any check automatically), however they don’t need to breath either and as such they cannot drown.

ADAPTIVE BUILD
The bodies of Reploids can be outfitted and customized as needed, though their central cores (where their soul is believed to reside) remain intact.  Reploid bodies are a techno-organic structure, with more in common with that of a machine, but built using nanomachines.  A Reploid can have a number of upgrades to their body equal to their CON modifier + half their character level.  Some upgrades make use of more than one slot.
·         Integrated Weapons:  The Reploid can typically have only 1 integrated weapon system in their body.  The bulk of the weapon determines how many slots the weapon takes up.  Bulk L weapons take up one slot.  Bulk of items that are higher than the character’s CON modifier cannot be integrated into the character’s body.  Integrated weapons that have a capacity, and are energy based (use charges) will pull power from the Reploids body granting them unlimited uses.
o   Melee Weapons:  A melee weapon can be integrated as well.  In this case the weapon needs to be modified to be able to fold up and be stored in the body.  As such the credit cost is 25% higher than normal for this.  L type bulk melee weapons can be treated as ammo for throwing, as such up to 10 of these can be integrated to have 1 bulk count as 1 slot. The items can be recovered and reloaded for later use.
§  Nano-Regenerating Weapon:  The use of nanomachines to generate a melee weapon is also possible.  This weapon works the same as any other melee weapon, but weapons generated for “ammo” are essentially unlimited – but cannot be recovered if dropped or thrown as the items break down into dust shortly after being used (and only 1 item can be generated at a time).  The credit cost for this is 5x that of the base weapon, and the weapon assigned to the nano-generator counts as 1 bulk.
·         Integrated Armor:  Armor that is built onto the Reploid is not something that can be removed without proper work tools and time.  Its bulk does not count toward the characters bulk total.  Additionally, armor check penalties are reduced by an amount equal to the character’s STR modifier +1 (minimum of 1 however).  Armor’s bulk is used in the same way as that of integrated weapons.  Bulk of items that are higher than the character’s CON modifier cannot be integrated into the character’s body.
·         Integrated Equipment:  These would be items like flashlights, or other similar objects that you can carry.  The bulk of the item here works a bit differently.  L bulk items count as 1 bulk when you have 5 of them.  Otherwise the items bulk rating counts as the number of slots used up.
·         Cybernetics:  To start, limb replacements don’t count as upgrades and if a Reploid needs a new limb then it is typically just a rebuild of the one lost.  Additionally, cybernetics that replace major organs (excluding the eyes) cannot be used.  Other cybernetics have the advantage that they take up no upgrade slots, as these replace existing parts that were in place. The main advantage here is that the credit cost for cybernetic like upgrades is reduced by 25%.
When initially building your character you may apply any initially purchased gear as being integrated if desired.  Out of character creation, integrating parts into a character adds 25% to the credit cost of the item added.

MACHINE BODY
The body of a Reploid is not like that of an android.  Significant damage to it does not necessarily result in the death of the Reploid.  When a Reploid would normally have been killed they can make a FORT save vs. the damage done.  If the save succeeds, the Reploids core is intact and this will allow for the Reploid to have a new body built that their core may be set into.  Reploids also do not gain any benefit from Medicine skill rolls. 

Instead, Engineering skill rolls are used in the same manner.  Healing magic does still heal the Reploids body as if it were biological, this is due to the power of the soul bound to the body of the Reploid.  Damage to a Reploid does heal on its own like a biological body over time, again due to the soul bound to the body.  Finally, Reploids are more susceptible to acid than other creatures.  As such, acid based attacks do an extra die of damage (based on the dice rolled) to Reploids.

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::Starfinder History of the Reploid::
The birth of the Reploid had to start at some point in history.  The date of his construction is unknown and lost to the annuls of history.  All that is know is that he was found aboard Absalom Station in a spacious and hidden portion of the space station.  His design was analyzed, but many “black box” components could not be read – even with magic.  The basic design of the robot gave rise to a new designation of machine, one that was like an android, but physically more like a machine.  They were called Reploids.

While Androids found freedom for themselves amidst the many space faring races, Reploids were not so lucky.  The machine god had a hand in the grafting of souls to these machines, altering their molecular structure to be almost like a living metal, capable of healing itself, but still a machine that could be taken apart (to a degree), and repaired like any other.  X, as he came to be known, was special – the first of his kind and the first to be gifted with free will and a soul bound to the machine body.

What was learned from the computers there, was that Megaman X was the 10th model of his kind, (thus the X represented that he was the Mark 10 model).  Constructed by a Dr. Thomas Light, he was designed to be the ultimate combat capable robot that would bridge the gap between android and robot, blurring the lines so to speak.  X was sealed away 100 years before his being found, during that time he would spend 30 of those years undergoing an ethics training program that he passed).  He would be found by another scientist after the Gap, Dr. Cain.  Using the designs of X, Cain and others began to mass produce Reploids, unaware that the machine god had impressed a soul into X, and that souls would also be given to the Reploids to be created after him.

X himself was eventually awakened, and after a time Dr. Cain saw that X was not only different from the Reploids they were making, but he was the first to exhibit the condition of a soul with in the machine.  While Androids had the freedom that came with possessing a soul, Reploids were not given the same considerations.  Instead Reploids would serve as a form of indentured labor, with few ever gaining any real freedom.

The forced labor upon Reploids, and the lack of moral training that X had undergone, resulted in some Reploids choosing to go “maverick”.  This gave rise to a unique taskforce known as the Mavrick Hunters, beings who specialize in the hunting of maverick Reploids and either capturing them or destroying them if given no other options.  Feeling responsible for the maverick Reploids who didn’t have the same luxury of undergoing moral testing like him, X chose to join the Maverick Hunters to not only protect people from them, but in his own hope to help reform them.

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::In Game Use::
Below will be a stat sheet for Megaman X to be used as a Level 1 character.  X starts with some things that characters normally would not start with (exceeding the 1,000 credit starting money amount).  Please keep in mind that Players should always ask their GM before using a conversion.  Note that this build is for the standard Megaman X character, not the Command Mission version.


MEGAMAN X  (Reploid)

Class/Level:  Soldier (1)                 Theme:  Bounty Hunter
Size:  Medium                                   Speed: 30ft
Gender:  Male                                   Alignment:  LG
Deity:  None

-Ability Scores-
STR:  13 (+1)                       DEX:  16 (+3)
CON: 14 (+2)                       INT: 12 (+1)
WIS: 8 (-1)                           CHA: 10 (+0)

Initiative:  +3

-Health & Resolve-
SP:  Total [9]                       HP:  Total [11]
RP: Total [1]

-Armor Class-
EAC:  Total [16] = 10 + Armor [+3] + DEX [+3] + Misc. []
KAC:  Total [16] = 10 + Armor [+3] + DEX [+3] + Misc. []
AC vs. Combat Maneuvers:  Total [] = 8 + KAC
DR:                                         Resistances:

-Saving Throws-
FORT:  Total [+4] = Base [+2] + CON [+2] + Misc [+0]
REF:  Total [+3] = Base [+0] + DEX [+3] + Misc [+0]
WILL:  Total [+1] = Base [+2] + WIS [-1] + Misc [+0]

-Attack Bonuses-
Melee Attack:  Total [+2] = BAB [+1] + STR [+1] + Misc []
Ranged Attack:  Total [+4] = BAB [+1] + DEX [+3] + Misc []
Thrown Attack:  Total [+2] = BAB [+1] + STR [+1] + Misc []

-Gear/Systems (Megaman X 1-8 games)-
Black Box Systems:  X’s body contains a number of black box systems that cannot be scanned or correctly removed from his body.  These are equivalent to possessing internal organs.  These systems are more of a backstory presence to explain his capabilities, with a few noted expections.
·         X, unlike other Reploids, is immune to being hacked, and cannot be infected with computer viruses, or other viruses that would target constructs (most notable the Sigma Virus).
·         X has a special link to the Dr. Light AI system.  The AI knows X’s whereabouts at all times, and is capable of sending him special upgrades when X has reached a milestone in his life.
·         X has half the upgrade slots available that Reploids normally have.

X-Buster:  An advanced plasma weapon that built into X’s arms, though he can only deploy one at a time.  The X-Buster gains in strength as Megaman X gains in level.  Megaman’s level indicates the level of the X-Buster.
·         Damage:  1d8 E & F (+1d8 every 2 levels)          Range: 50ft          Crit: Burn 1d4 (+1d4 every 3 levels)          Capacity: Unlimited                         Usage: N/A          Special:  Boost +2d8

Adaptive Armor Covering:  X possesses a metallic crystalline like armored outer body.  The armor grows in strength as X gains levels, like his X-Buster.  Megaman’s level indicates the level of the armor, every level the EAC & KAC increase by 1pt each, and Max DEX is upped by +1 Ever 4 levels.  This armor is considered to be light armor.
·         EAC: +3          KAC: +3          Max DEX Bonus:  +6          Armor Check Penalty:  ---          Upgrade Slots: N/A (Reploid)          Bulk:  1

Variable Weapon System:  X possess the uncanny ability to copy any weapon that he has had time to scan.  Scanning a weapon requires 1 minute of un interrupted concentration on the object (as well as the ability to touch it).  X can use the weapon at its exact damage output, and a unique nano-factory system with in X stores and sets up power for these weapons, or an ammunition store.  Once the weapon’s Capacity is expended the power system either needs time to recuperate the energy for each weapon that X has stored.  X can store a number of weapon systems equal to his INT +5, and capacity for each.  Capacity for the weapon is recovered only after X has taken rested for 8 hrs.  Alternatively, an external power source can be loaded up for the weapon, taking an appropriate length of time to “reload” the weapon system’s capacity source.

Typically, when X uses a weapon, his armor color often changes to reflect any unique characteristics of the weapon when it’s in use.  Switching weapon systems requires a move action.  X’s systems will purge a stored weapon system after a week.  Also, any weapon that is copied by X (including magical weapons), can have the X-Buster’s boost effect applied to it, but this uses more charges (+1 per die) when the shot is fired.  Note that if a weapon’s effect is also tied to other powers/abilities that a target possesses then those abilities also are copied over to X.

Kinetic Movement System:  This is a build in thruster system that serves 2 purposes.  The first is that it allows X limited thruster capabilities, granting him the use of the Jet Dash feat.  This system also allows him to move his speed in a direction when falling (by using his reaction, or an move action).  The second purpose is that when next to a wall, X, can use the wall to slow his fall by reversing the thrusters on his feet to create a powerful suction that slows his fall.  This can also be used to allow X to climb surfaces that would normally not be climbable (substituting a jumping for climbing).

Hyper Armor System:  X’s most powerful capability is this system.  A special system created by Dr. Light, X can make use of a special upgrade system back at Absalom Station that can create upgrades for his body to enter a more powerful state.  These states vary with each only available once X has attained a certain level of life experience (reached a certain level).  Once obtained, X can switch between his normal state and the hyper state.  A hyper state creates a change in his appearance, and it lasts for 8hrs of operation, (he must rest for 8hrs once the time is up).  An AI program of Dr. Light is integrated into Absalom Station, and can move these upgrade stations around the station, or even off planet to assist X when he has reached a milestone in his life.  Each upgraded armor replaces the previous.  If benefits roll over to the next armor, it will be stated.
·        Light/Force Armor [Lvl 3]:  In this state, the X-Buster does an additional die of damage.  X gains DR 1, and +1 to attack rolls. Booster for the X-Buster increases by an additional die as well.
·         Max Armor [Lvl 5]:  Retains the benefits of the Superior Armor but also can create a radial explosion emanating out from his body, doing damage equal to his X-Buster, but affecting a radius of 30ft.  Opponents in the blast area take half damage if they succeed in a REF save vs. X’s attack.  The attack however cannot be used often, and recovers its charge only after a Resolve point is used to recover Stamina.
·         Force Armor [Lvl 7]:  Also retains the benefits of the Superior Armor. Here The explosion is swapped for doing more damage when performing a bull rush (which also may be done from midair).  Here the X-Buster’s damage is used for determining the damage of the bull rush.  Additionally, until the start of the character’s next turn, all opponents that attack him with melee attacks take the same damage.  Damage from all sources is reduced by X’s CON modifier.  The limitations on the attack remain from the Giga Armor.
·         Adaptive Armor [Lvl 10]:  Here X gains the ability to swap between different combat armored modes.  The benefits of previous armor modes no longer apply.
o   Falcon:  Gains the ability to fly (as if using a Forcepack).  The range of the X-Buster is doubled, and an Auto-fire setting is possible when shooting at its normal range limits.
o   Gaea:  A purely defensive armor.  This armor increases the EAC & KAC by +5.  Gains DR 3.  Movement is reduced by 5ft (jump distance is also reduced by 10ft), and the X-Buster’s range is reduced by 15ft.  X is, however, incredibly stable in this mode and can reroll checks made to resist being knocked prone.  By expending his action, X can also create a front facing Force Field (Green), that protects him, as well as any companions adjacent to him (X can fire safely out of the Force Field).
o   Blade [Lvl 12]:  This is a melee combat adaptation that allows the X-Buster to instead create an energy blade instead of firing at a distance (though that is still possible).  Here armor sees a +1 EAC/KAC increase.  The blade attack also rolls an extra die of damage for its normal damage and its Crit damage.
o   Shadow [Lvl 12]:  This is a stealth armor variation.  Noise is reduced, granting X a +5 bonus on his Stealth checks for sound, as well as when hiding in shadows/darkness.  X can also see in the dark as if he has Darkvision and Low Light vision (if he already has these capabilities the range at which he can see is doubled).  His X-Buster’s shots doe 1 die less in damage, but have a slimmer profile and travel faster making them harder to evade (+1 to attack rolls).  And as a move action, until the end of his next turn, X can create 3 satellites that can each fire a laser pistol with a level that is less than half of X’s current level.  As a reaction a satellite can be used to intercept an attack, negating the attack, but also removing a satellite from use.  X effectively has 3 extra reactions that he may use for this purpose.  An 8 hour rest is needed before the Satellites can be summoned again.
·         Glide [Lvl 15]: One of the most powerful armors X will have, the glide armor incorporates many powerful features.  X gains a +2 to his EAC & KAC, DR 3, flight as if he had a Forcepack.  When performing a Boosted shot from his X-Buster, he can instead choose to make an attack roll against a total of 3 opponents (he doesn’t need to, but can).  Damage dice, however, is broken up amongst the 3 chosen opponents and rolled separately, and no opponent is allowed a cover bonus against these shots (unless they have total cover).  Finally X regains the bull rush attack effect from the Force Armor.
·         Ultimate [Lvl 18]:  The most powerful armor that X will get.  The armor works in a similar manner to the Force Armor.  The armor gives +3 EAC/KAC, X-Buster does +1d8 damage, its critical is +1d4, and its boost increases by +2d8.  The Forcepack flight capability, and bull rush attack is retained from Glide.  Additionally, a special I speed flight mode can be used for this for long distance traversing, where out of combat speed is doubled.  In this highspeed mode the armor forms a sled that X rides on like a surfboard (if he falls off, the armor sled vanishes).  While using this sled form, X doesn’t have access to any of the armor effects.  The sled form does not draw from the time limit that X can remain armored, and he can use it freely to travel.



-Skills-
Acrobatics (DEX) +4, Athletics (STR) +2, Engineering (INT) +2, Intimidation (CHA) +0, Medicine (INT) +1, Piloting (DEX) +3, Profession (Maverick Hunter, INT) +1, Survival (WIS) +1

-Abilities -
Reploid:  Constructed, Adaptive Build, Machine Body
Bounty Hunter Theme:  Theme Knowledge (pg 30);
Soldier:  Primary Fighting Style (Hit-and-Run, pg 115); Primary Style Technique
·         Opening Volley (Bonus Feat)

-Feats/Proficiencies-
Proficiencies:  Armor (Light & Heavy); Weapon (Basic Melee, Advanced Melee, Small Arms, Longarms, Heavy, Sniper, & Grenades)
Feats:  Mobility;

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Well that will do it for now.  Please keep in mind, like any conversion I do, stats/rules are subject to change.  My next conversion is going to continue with Starfinder, but will be a bit more vehicle based.

When I say "Vol", you say "tron".

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The contents here in are fan based, and protected under Fair Use.



Friday, September 15, 2017

Starfinder Homebrew - Pulser Character Class

Hi folks and welcome back.  I am still on a Starfinder kick for stuff at the moment and it may not be over anytime soon.  Today I have a martial arts themed character class for everyone to enjoy - the Pulser.  Now please keep in mind that this class may changed based upon positive feedback I get from you folks who want to give it a try.  I'm certain that there is room for improvement so let me know if you think there's something that needs to be added.

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PULSER
STAMINA POINTS:  6 + CON Mod.
HP:  6

The galaxy is a large and strange place, and you are but one of a few people who have traversed the Drift and felt the pulse of the universe.  The energy of the pulse connects everything, and those who can sense it can channel it and affect its connect to others.  You are one of these few who have felt the pulse and you have learned how to tap into it, and those who have learned how to are known as Pulsers.  As a Pulser you learn how all things connect to each other in the grand scheme of things.  Reading and interpreting the pulse allows a person to broaden their senses of the world, to react before others would, and to fight as a living weapon.

KEY ABILITY SCORE
Your Wisdom helps with your connection to the pulse.  A high Dexterity is equally beneficial, and a decent Intelligence assists with your skills.

CLASS SKILLS
SKILL RANKS PER LEVEL
4 + Intelligence Modifier

Acrobatics (DEX)             Perception (WIS)
Computers (INT)              Piloting (DEX)
Culture (INT)                    Profession (CHA, INT, or WIS)
Diplomacy (CHA)            Sense Motive (WIS)
Mysticism (WIS)              Stealth (DEX)

PROFICIENCIES
ARMOR PROFICIENCY
Light Armor

WEAPON PROFICIENCY
Basic Melee Weapons, Small Arms
























 MARTIAL ARTIST [1st Level]
A Pulser does not ever truly need a weapon as they are one, but they can choose to use them if desired.  A Pulser treats unarmed attacks as proficient weapons, and as they gain levels the unarmed attack damage increases as well.  At level 6 your melee attacks count as being magical.

HARMONIC READING (EX) [1st Level]
A Pulser may be able to wear some forms of armor if they choose to, but a Pulser is at their best without the need for body armor.  When not wearing body armor, a Pulser has the ability to sense and read the flow of the pulse around themselves with clarity.  This allows them, at 1st level, to be able to apply their WIS modifier to their AC (KAC & EAC).  At level 3 and every other level there after you gain a +1 to your KAC and EAC.

PULSE FOCUS (SU) [1st Level]
A Pulser has a special connection to the universe where they can feel what can only be described as a cosmic heartbeat.  You are ever aware of this pulse and can freely sense it.  You gain a number of Pulse Points equal to your level +  WIS modifier.  These points are expended to be able to focus the pulse to do a number of things.  Recovering your expended pulse points at a rate of 1 point once combat ends, or if you take a 10-minute rest & expend a Resolve point you gain back all expended Pulse Points.  You initially can only do a few things with the pulse, but as time goes on you will gain additional abilities that you can use the Pulse Points for.  All powers noted below require the expenditure of 1 PP.
·         Pulse Interrupt:  You can interrupt the pulse with in a being. The target must make a FORT save vs. your attack roll.  If they fail their save, the target can have one of the following conditions applied to them, (each condition lasts until the end of your next turn):  Encumbered, Exhausted, or Off-Target.
·         Pulse Step:  You can use the Pulse to shift your position in space from one place to another with in your line of sight.  As a move action you can move up to your speed + your level x2 to any spot you can see.  Opponents around you lose sight immediately and must make a Perception roll in order to see where you have gone.  The action is akin to teleporting, but is virtually silent.
·         Pulse Insight:  When fighting defensively, or using total defense you can add an additional +1 or +2 bonus (respectively) to your AC.

PULSE DISCIPLINE [1st Level]
Your discipline determines how you primarily utilize your connection with the pulse.  At 1st level, and again at levels 4, 7, 10, 13, and 17th levels you can choose an area to focus your discipline.  You will have two options available at each level, but you may only choose one to have.  Once your choice is made you are stuck with it.

FIGHTING ARTS FEAT [3rd Level]
At level 3 and every 3 levels there after you may choose a bonus feat to have.  This works like the Combat Feat class feature on page 111.

FALL BREAKER [5th Level]
When you are knocked prone you can stand as an incidental action instead of as a move action if you succeed in a DC 15 Acrobatics roll.  Additionally, if you jump off, or fall from a height you are able to reduce the damage you take from the fall.  This amount is equal to your level + an Acrobatics roll.

DEFLECTION (EX) [8th Level]
You gain the ability to deflect any projectile directed at you (with the exception of attacks that affect an area).  When hit by the ranged attack you can expend your reaction to reduce the damage of the attack.  The amount that damage is reduced by is equal to 1d10 + your REFLEX Saving throw.  This applies to all attacks from one target.  If multiple targets attack the character in the same turn, you will need multiple reactions in order to deflect multiple attacks.  If the damage of the attack is reduced to 0 then the attack is completely negated, and if the attack consists of solid ammo (like an arrow) it can be caught if you have an empty hand.

PULSE SYNCRONIZATION (EX) [11th Level]
You can synchronize your pulse with that of another person.  In doing this when performing the Aid Another action, you grant a +5 bonus to aid that person instead of +2.  When used on an opponent with an INT score higher than 2, you gain a +5 bonus to Sense Motive, and Perception Checks you may need to make against them.

GREATER PULSE FOCUS (SU) [14th Level]
The breadth of your powers from the Pulse have expanded.  You now gain the following three powers.  However, the use of each power costs you 6 PP.
·         Limitless Step:  You are able to use the Flight spell, but it works only for you.  The spell is cast as a 3rd level spell, and your level as a Pulser determines the strength of the spell’s benefits.
·         Cascading Pulse:  You can set up a detrimental cascading effect in a target’s link to the pulse.  You make an unarmed attack roll against a chosen target.  If your attack hits, the target takes your unarmed damage.  At the start of each turn there after the target takes the same damage again and again until it is defeated or the effect ends.  The target may make a FORT save for half the damage taken if they succeed (DC being equal to the damage rolled).  The effect lasts for 1 round per 4 character levels.
·         Total Awareness:  You become completely aware of everything and anything around you, within 300ft of you.  You know if anything is living or dead, where they are in relation to you, and if they are invisible or concealed.  You cannot be caught flat footed, and can perceive through walls and other structures.  You also gain a +10 bonus to sense motive checks.  The benefits of this requires concentration, however, and lasts a number of minutes equal to your level.

MARTIAL ARTS MASTERY [16th Level]
You have attained a level of mastery over the unarmed fighting arts that few people ever reach.  You may choose to gain either a +3 dice increase to your base unarmed damage. Or you may apply a +2 to your KAC or EAC (or a +1 to both).  Or you may increase your PP by an additional amount equal to your WIS modifier.

PULSE ASCENSION (SU) [20th Level]
Your connection to the pulse is unending and allows you to enter an ascended state in order to achieve this connection for a brief period of time.  Once per day you can enter this state, where pulse energy crackles across your body.  In this state you gain Spell Resistance equal to your Level + WIS modifier.  Additionally, you may take an additional reaction, and your unarmed attacks deal an extra 2 dice of damage.  More over your unarmed attacks gain a reach equal to your WIS modifier +1.  Finally, when you expend PP you reduced the cost by 1 PP (no less than one however), and you recover 1 PP at the start of each of your turns.  This state lasts for a number of turns equal to your WIS modifier +1.


PULSE DISCIPLINES
Below are the various pulse disciplines available to your character at certain levels.  At each level you are allowed to choose just 1 of the features noted below.

[1st Level]
Battle Rhythm (EX)
As a standard action you can focus your mind and find the rhythm of a battle.  You become aware of its highs and lows, and this allows you to anticipate an enemy’s actions.  Against a single chosen opponent, you may apply either a +1 to your AC, or gain a +1 to your attack rolls.  You may change which opponent this applies to freely as combat continues at the start of your turn, as well as deciding which bonus to apply.  Once combat ends, so too does Battle Rhythm.

Calmed Pulse (EX)
You can calm your heart, making you less prone to act on impulse and emotion.  As a standard action, for the duration of an encounter, you gain immunity to Fear effects, and your emotional state cannot be altered.  You also can apply a +2 bonus to saving throws against magical effects that would put you to sleep or inflict feat in you.  Once the encounter ends, so too does Calmed Pulse.

[4th Level]
High-Frequency Strike (SU)
You can use the pulse to infuse your unarmed attacks with sonic damage.  By spending 2 PP, your unarmed attacks deal 1d6 sonic damage + 1d6 every 4 levels.  Your unarmed attacks are considered magical as well while this is active (if they are not already).  When damaging objects, you deal an extra 2 dice of damage.  This power requires the character’s concentration to use and can be maintained the duration of combat.

Restore Balance (SU)
Instead of harming, you can instead seek to help and heal yourself or others.  By spending 2 PP, you may instead put your hands on a yourself or another target and roll your unarmed damage to instead restore either HP or Stamina (your choice).  Using this is an action.

[7th Level]
Harmonic Step (SU)
Barriers are not an obstacle for you.  You can spend 3 PP to be able to move through walls, doors, and other obstacles as if they weren’t there.  This cannot work with magical barriers however.  Additionally, without expending PP you leave no trails when you move around (like foot prints, or disturbed landscape).

Pulse Persuasion (SU)
You can use your ability to manipulate the pulse in others to persuade them into doing things they normally wouldn’t.  You gain a +2 to your Bluff, Diplomacy, or Intimidation skill rolls.  For 3 PP you can force the target to make a WILL save vs. DC equal to 10 + your level as a Pulser + your WIS modifier.  If the target fails, the roll you can issue any command you want to them so long as it’s not a command that they would not normally find unreasonable.  Targets are typically unaware that they have been influenced when subjected to this.  You can also affect additional targets for 1 extra PP per target affected.

[10th Level]
Structure Pulse (SU)
You can sense how the pulse interacts with machines, objects, and constructs.  You gain a +2 bonus to relevant skill rolls for repairing or building things.  If you expend 4 PP when in combat as a move action, you can sense the weak points of machines, objects (this includes structures), and constructs.  This grants you +4d6 damage to the target (if you hit) and it receives no Damage Reduction or Hardness protection against the attacks damage.

Purge (SU)
Your connection to the Pulse allows you to purge ailments for yourself and others.  You gain a +2 Bonus to your FORT saves against Diseases, Toxins, and Poisons.  You may also expend 4 PP and use a full-action to purge yourself or an ally you can touch of 1 chosen ailment that they are afflicted with that is a disease, toxin, or poison (magical or otherwise).

[13th Level]
Pulse Step (EX)
You may add your level to your speed.  Additionally, you may add this total to the distance you would travel when jumping so long as you can take a 5ft step first.

Impulse (EX)
You gain the benefits the class feature Uncanny Agility (pg 94 PHB).

[17th Level]
Pulse Strike (EX)
When making a full-attack with an unarmed attack, you instead make 3 attacks instead of 2 at a -4 penalty to your attack rolls.  However, while making these attacks you also cannot expend PP to enhance your attacks.

Pulse Conversion (EX)
This capability grants you a few different capabilities.  First you may change the sonic damage of your quake strike to be fire, or electricity instead (this must be done at the start of your turn before you attack).  Second of all when you choose between Sonic, Fire, or Electricity you gain Damage Reduction against that chosen source of damage equal to your WIS modifier +1.










Thursday, August 31, 2017

Starfinder: Bio-Booster Armor Guyver Conversion

WHAT?!  Another posting this month?  What madness has taken hold of my mind?

Well that would be due to the release of Starfinder.

Now I do have another Starfinder build in the works for later, but this was something I figured I could put together with relative ease.  Folks I bring you the Bio-Booster Armor Guyver.

The armor is fairly powerful, even if at level 1.  However this power is compensated by having to spend your hard earned xp to improve it, and its own unique weaknesses.  Yep, that right, in order to make this armor more powerful, you have to inhibit your character's level progression.

So please check it out, and if there's someplace that needs improvement, let me know.

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The Bio-Booster Armor Guyver

So, let’s start with what a Guyver is going to be in the Starfinder game setting.  In the anime/manga the armor is a symbiotic biological enhancer, increasing physical capabilities, granting protection and weaponry.  In Starfinder the Guyver would function much the same as it did in the anime.  However, there is a need to restrict what the armor can do to a degree.  There’s ups to the armor, and downs as well.

Symbiotic Bonding
The armor bonds with the user, altering them so that they can call the armor from its extra dimensional storage space.  This holds only the armor and nothing else.  Only the host of the guyver can summon it forth from this space where it instantly envelops the user.  Individuals who are bonded with a guyver can communicate telepathically with each other (and they can choose to ignore or block such communications if desired).

Once bonded with the armor, it requires nourishment from the user, bio energy.  In game terms this comes down to what counts as this nourishment.  What this will be is a reduction of xp that is earned.
·         Over all earned xp is reduced by 5% when earned.
·         Suit powers can be upgraded by spending xp.  The cost varies based upon the weapon system of the suit.
·         Activating the armor requires a move action, or a reaction.

Armor Class
The suit offers the following basic AC stats.
Level:  1, Increasing the level of the AC costs the current level x100 in xp.
KAC:  +4, +1per level
EAC: +3, +1 per 2 levels
Max DEX:  +5
Armor Check Penalty:  -2

Armor Systems
The guyver confers a number of unique system capabilities to the user from the outset, but only while the suit is in use of course.
·         Enhanced Strength:  The armor serves to augment the user’s strength.  Power of this is dependent upon the level of the armor.  Its base, level 1, augment gives a +1 to STR, and allows you to do 1d8 B damage.  You can carry 10 bulk more than the character’s normal STR score without being encumbered or overburdened.
·         Sensors:  The guyver doubles the range at which the user may make perception checks.  Perception checks can also be made to detect with a full-action to actively scan a 180ft area around themselves to detect the presence of anything around them, this works through walls unless such walls can block sensors.
·         Dark Vision:  The guyver grants the user the Dark Vision capability allowing them to see up to 80ft away.
·         Contained System:  The guyver protects the user from certain hazardous environments.  The suit can filter oxygen out of water.  The suit also protects against underwater pressures and gravity increases of at least 3x normal gravity.  The suit also protects the user in the vacuum of space, but an oxygen source is still needed.
·       Regeneration: While the armor is active it can heal injuries and regrow lost portions of its anatomy.  However, this takes time and the armor cannot regenerate damage quickly while the user is focused on fighting.  This ability immediately seals off piecing’s in the armor to avoid decompression, however actual healing of damage and regenerating limbs takes time. Out of combat when you spend Resolve to recover Stamina you also recover lost HP.  This amount is equal to the Guyver’s armor level.  Regrowing lost anatomy is only capable in the armor, and occurs over the same rest period when a Resolve point is spent, but is one part at a time, so any more regenerated body parts requires another Resolve point to be spent.  It is also possible for a guyver to survive death, but only under certain conditions.
·         Gravity Globe:  This is an orb at the waist of the Guyver, like a belt buckle.  This allows the character to control gravitational forces around themselves, and grants the user the benefits of the Flight spell.  The user must concentrate to fly and cannot use their Sonic Cannon, Gravity Cannon, or Mega Smasher while flying.  The armor’s level affects the equivalent caster level, though Flight only applies to the user.

Weapon Systems
The guyver possesses a number of in built weapons that make it unnecessary to use others.  One of these deals with the very ability to transform and the damage it deals to the environment around the character.  Some weapons cannot have their damage increased by spending XP, and instead their damage is based upon the level of the armor.
·         Blast Field:  This weapon occurs only when the guyver transforms.  This affects only adjacent opponents, allies, and any bulky equipment that is being worn and carried.  Thus when transforming the character cannot be holding any backpacks, using any bulky armor, or having any weapons on your person, or in your hands can be damaged or even destroyed.  This field even damages the area where one stands.  Anyone adjacent to the character must make a Reflex save, DC being equal to your attack roll.  If they succeed they take no damage.  If they fail the target takes 2d10 (energy) damage per level of the armor.  Objects that are bulky, or being held have the potential to take this same damage (and are thrown free from the body).  Normal clothing or body armor that is like normal clothing won’t be harmed, but their benefits do not stack with the guyvers as the guyver’s armor takes precedence (worn items of this nature are shunted to the guyver’s pocket dimension).

·         High Frequency Blades:  First weapon of the armor.  These are arm blades (often between one to three blades, though this number does not alter the damage done).  Level 1  – 1d6 S damage – Critical: Severe wound – Special: Analog, Penetrating – Upgrade Cost: Level x 350pts to increase damage by 1d6 (max of 6d6)



·         Infrared Laser:  This is a focused beam fired from the forehead.  The beam is highly accurate due to its firing location in above the armor’s control medal in the forehead.  Level 1 – 1d8 F damage – Critical: Burn 1d6 – Special: +1 to hit – Upgrade Cost: Level x 500pts to increase damage by 1d8, or critical by 1d6 (max of 5d8 damage, or 3d6)


·         Sonic Cannon:  A short range sonic attack that is emitted from the orbs at the users mouth covering.  This affects a 15ft cone area.  Level 1 – 1d10 So damage – Critical: Deafen – Special: Cone (Reflex save vs. attack roll -2), Limited Use (after the power is used it cannot be used again until the character makes a FORT save, DC = to 10 + 1 per armor level + 1 per level of the weapon + ½ character’s level) – Upgrade Cost: Level x 650 to increase damage by 1d10

·         Gravity Cannon:  A powerful gravitational blast that creates a black hole like bomb that is fired at an opponent and smashes whatever it hits.  Level 1 – Range: 60ft – 2d10 K damage – Critical: 1d6 K Damage – Special: Knockdown, Limited Use (after the power is used it cannot be used again until the character makes a FORT save, DC = to 10 + 1 per armor level + 1 per level of the weapon + ½ character’s level) – Upgrade Cost: Level x 800 to increase damage by 1d10

·         Mega Smasher:  A massively powerful particle laser weapon akin to any starship weapon.  It requires a full-action to use at full power, or even at half power!  Its use depends on whether or not the character will fire one shot at full power or conserve the energy to use at half power for two shots.  The chest places of the armor open to reveal the beam emitters, of which only one panel can be opened or both if needed (no hands are needed to open the panels either).  Level 1 – Range: 500ft (Short range in starship combat) – 6d8x10 F damage (or 6d8 if used on against a starship), if only used at half power then 3d8x10 is rolled for damage (or 3d8 damage if used against a starship) – Critical: Burn 3d8x10 (not against a starship though) – Special: Double Line (or 1 line for one shot), Penetrating, Limited Use (after the power is used at full power it cannot be used again until the character makes a FORT save, DC = to 10 + 1 per armor level + 1 per level of the weapon + ½ character’s level; if only used at half power then the difficulty is also halved) – Upgrade Cost: The mega smasher is already the most powerful personal weapon in the guyver’s inventory as it is as powerful as a ship based laser cannon, and as such its power does not increase.

Weaknesses:  For its power, the guyver does have weaknesses that can be exploited.
·         While the armor can remain on constantly, while up the user cannot eat.
·         The control medal in the head of the guyver maintains the guyver’s bio booster power is a major weakness of the guyver.  When the character is hit with a critical, the opponent may choose to either deal damage per a critical hit, or they may deal normal damage and target the character’s control metal.  When struck the character is left in a debilitated state.  First, the character is left “Dazed” until they succeed at a Fort save (DC = to the normal damage rolled, -2 per additional attempt you may have to make).  Second, once the save is made you remain “Off-Target” until you are able to spend a Full-Action regaining your senses.
·         Instead of a normal coup de grace against the character, an opponent may instead choose to rip the control metal from the head of the user.  This results in the bio-booster material of the armor to go rogue turning the PC into a brutish monster that attacks anyone, or anything (essentially recover all of the PC’s HP/stamina, and treat them as a monster that only makes melee attacks but increase the dice in damage rolled by 2x).
o   Once a control metal is removed – unless all bio material is cleaned from it – the user will completely regenerate their body (1hp per hour, body if fully restored after all HP is recovered).  If all bio-material is removed from the control metal, however, it will then form a new guyver unit to merge with a new host.
·         Once merged with a host, a guyver cannot be safely removed except via the use of an extremely rare item known as a Unit-Remover.  Its range is limited too only 30ft, however, a successful attack roll with the item will instantly force a guyver unit to retract from the user and form its initial unbonded unit form.  If the previous user bonds with the unit, or a new one, the benefits they have built up are carried over as the new unit will pull from the user’s memories and cellular memory.

One other thing to keep in mind about guyvers.  When a unit bonds with a person, the armor generated is never exactly the same as that of another person's.  There are many shared physical similarities, but there are also a number of equally differing traits such as armor color, spikes, male/female gender, placement of the breathing vents, sensor orbs and so forth.

It's possible that the armor's appearance is influenced by the user's personality.  A person who is straight forward, and a good person may have armor that is less detailed and brighter in color.  On the other hand if someone were not overtly nice, and kept people at arms length then their armor may be darker and have spikes placed about it (though these are decorative and would not serve any combative function).

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UPDATE (8/31/17)

Alright, so some folks have asked that I try to come up with an alternative to the xp cost to upgrade.  So here's a few alternative options available for you folks to use.

::Option 1: Wearable NPC::
The first option available is a bit of an odd method, but it would work.  This option entails regarding the armor as an NPC that is apart of the group.  It affects the entire groups xp however, which is unfortunate, but the armor is quite powerful for a beginning character.  The other way to handle this is to simply look at the total xp that the player gets and grant the Guyver half of this xp for a pool to save up and spend.

The player still gets the same allotment of xp, its just that the guyver earns its own in this way.  This option may be a good method for games where more than one party member is making use of a guyver.

::Option 2: Character Level Improvement::
Our second option will work differently as it does away with xp expenditure.  Whenever the character levels up they earn 2 upgrade points for the Guyver.  These points can be spent to upgrade one of the various parts of the guyver by 1 level.  This option keeps advancement relatively simple for the player.

::Option 3: Class Feature Swap::
This is the third option for players.  If the GM feels that the guyver is too much of an advantage, they can instead force the player to choose between gaining a class feature, or improving 2 of the guyver's leveled options.


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Well that's it for this one.  I hope you folks find it useful and enjoy the new Starfinder game.