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Filling out the GammaFinder/FreedomFinder Tiered Powers (for Starfinder), Part 4
Posted by Owen K.C. Stephens
This whole week is about adding tiered powers to the list we have for use in GammaFinder, FreedomFinder, or any other Starfinder-compatible campaign setting.
As I am sure you could predict yesterday, today we do retrocognition.
(art byJacob Blackmon)
Retrognition
You can look backwards in time to witness past events, though like any sense it is imperfect, can be tricked or fail to note specific details, and has greater difficulty with things further away.
Tier 1: You can look into the past to learn about creatures, items, civilizations, and nearly anything else. You can take 20 on skill checks to recall knowledge without access to an InfoSphere or similar database. This takes one minute, during which time you are flat-footed.
Tier 2: You can invoke your retrocognition as a spell-like ability to look into the past of a person, place, or object. You choose if this functions as akashic download, detect affliction, detect magic, or detect tech. If the spell you select has a spell level equal or greater to 1/3 your character level, this is a major invocation. If the spell level is lower, it is a minor invocation. You can only perform one major invocation once per day. You can perform another minor invocation after you expend 1 Resolve Point to regain Stamina Points following a 10-minute rest.
You do not need any materials mentioned in a spell your retrocognition functions as.
Tier 3: Invoking your retrocognition can now function as comprehend customs, detect augmentation, detect radiation, identify, or know coordinates.
Tier 4: Invoking your retrocognition can now function as recall, scan environment, or share memory.
Tier 5: Invoking your retrocognition can now function as hologram memory.
Tier 6: Invoking your retrocognition can now function as discern lies.
Tier 7: Invoking your retrocognition can now function as commune with nature or commune with planet.
Tier 8: Invoking your retrocognition can now function as retrocognition.
Tier 9: Invoking your retrocognition can now function as the vision.
Tier 10: You gain a +4 bonus to your effective caster level when your ability functions as the retrocognition spell. At caster level 21+, you can look back one century per minute, though only the most impactful event of each century is revealed.
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Posted in Game Design, Starfinder Development
Tags: FreedomFinder, Game Design, gaming, GammaFinder, Geekery, Mutations, PC Options, Starfinder
Filling out the GammaFinder/FreedomFinder Tiered Powers (for Starfinder), Part 3
Posted by Owen K.C. Stephens
This whole week is about adding tiered powers to the list we have for use in GammaFinder, FreedomFinder, or any other Starfinder-compatible campaign setting.
As I am sure you could predict, today we do precognition.
Precognition
You can see into the complex weave of possible futures. Often you gain only a glimpse a moment before a relevant event, or see images and impressions that don’t make sense until their context evolves. As a result of your precognition you often have a slight advantage in the actions you take, represented by the ability invoke various bonuses you gain from your precognitive insights.
Tier 1: You can invoke your precognition a number of times per day equal to your tier. At tier 1 you have the options below. At higher tiers you gain both invocations which always count against your daily total), and some other abilities with their own limitations.
You can invoke precognition prior to any one initiative check to gain an insight bonus equal to half your tier (minimum +1).
You can invoke precognition prior to any one saving throw to gain an insight bonus equal to half your tier (minimum +1).
You can invoke precognition prior to any one skill check to gain an insight bonus equal to your tier.
Tier 2: You can cast augury once per days as a spell-like ability, using your character level as your caster level.
Tier 3: You can invoke your precognition as part of any attack roll. That attack ignores miss chances due to concealment, invisibility, or mirror image and similar effects.
Tier 4: When you make an initiative check, saving throw, or skill check without invoking your precognition, after you learn the result, you may immediately expend 1 Resolve Point as a reaction to retroactively add the appropriate bonus from your precognition and use the new total as your result. This counts against your total daily invocations of precognition. Once you do this, you cannot do so again until after you expend 1 RP to regain Stamina Points following a 10-minute rest.
Tier 5: When you use a consumable resource (such as ammunition or a grenade, serum, spell ampule, or even a spell you have with limited uses per day), and it has no effect (makes no change either intended or unintended), as a reaction you can invoke your precognition to not expend the resource. You do not get to take a different action instead. You cannot use this ability on precognition powers.
Tier 6: When you roll initiative, you can invoke your precognition to chance what equipment you have in each of your hands.
Tier 7: When you use your daily augury spell-like ability, you may choose to gain information as if you had cast divination instead.
Tier 8: When an ally within 60 feet who can see and hear you makes a saving throw, as a purely defensive reaction you can invoke your precognition to grant them a +4 insight bonus to their save.
Tier 9: When you use your daily augury spell-like ability, you may choose to gain information as if you had cast contact other plane instead.
Tier 10: Immediately after you take an action, as a reaction you can invoke your precognition to negate the action you took and all its effects. You can take another legal again in its place (this cannot be the same action repeated).
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Posted in Game Design, Starfinder Development
Tags: FreedomFinder, Game Design, gaming, GammaFinder, Geekery, Mutations, PC Options, Starfinder
Filling out the GammaFinder/FreedomFinder Tiered Powers (for Starfinder), Part 2
Posted by Owen K.C. Stephens
This whole week is about adding tiered powers to the list we have for use in GammaFinder, FreedomFinder, or any other Starfinder-compatible campaign setting.
Let’s get to barriers.
(art by Maxim_Kasmin)
Barrier
You can create a solid barrier. You may choose for your barriers to take half damage from one damage type, but in doing so must make them vulnerable to one other (taking double damage). For example, if your barriers are walls of ice, you might choose for them to be resistant to cold damage, but take double damage from fire.
When you gain upgrades you may select one of the following.
*Increase range by 10 feet/level. You may select this upgrade more than once.
*Increase area radius by 10 feet. You may select this upgrade more than once.
*Increase barrier hardness by a value equal to your tier.
*Double the barrier’s duration if not destroyed.
*Increase your effective tier by 1 for calculating HP and size of the barrier. You may select this upgrade twice if you are tier 4 or higher, and three times if you are tier 8 or higher.
*Increase the number of separate barriers you can have active without paying a RP by 1.
*Gain fine manipulation, allowing you to put doors, windows, or firing slits in your barrier.
*Gain the ability to try to look like some other barrier (such as a wall of a house), allowing a Bluff check with a special additional bonus equal to your tier against the Perception check of observers.
*Gain the ability to cause your barrier to do damage equal to your tier to creatures that hit it with melee attacks, or to radiate that damage one one side for 10 feet. You must select one damage type (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic).
*Gain the ability for your barrier to be difficult to see, requiring a Perception check to notice before interacting with it (DC 10 +1/2 your character level +power tier). Otherwise, the barrier is obvious and blocks line of sight.
Tier 1: As a standard action you can create a barrier, the entirety of which must be within the range and area of your power. This power has a range of 10 feet/character level, and a 20-foot radius. The barrier lasts 1 minute if not destroyed.
You can normally only have 1 barrier active at a time. If you are 5th level or higher you can create additional barriers by expending a Resolve Point to create each barrier after the first.
The barrier is a number of 5-foot cubes no greater than your tier. The cubes must each connect along one side with at least one other cube. Alternatively you can have the barrier be a wall just one foot thick, in which case it is a number of 5-foot lines no greater than your tier and must be a contiguous line that follows the edge of squares.
The total barrier has hardness equal to your tier, and HP equal to 5 × your tier.
Tier 2: You gain an upgrade.
Tier 3: The HP of the barrier is now per square, rather than for the entire barrier. It’s duration is now ten minutes if not destroyed beforehand.
Tier 4: You gain an upgrade.
Tier 5: The barrier gains resistance equal to its tier against all kinetic attacks, or all energy attacks, Alternative if you choose for your barrier to take half damage from one damage type, you may now make it immune to that damage type.
Tier 6: You gain an upgrade. It’s duration is now one hour if not destroyed beforehand.
Tier 7: You gain an upgrade.
Tier 8: You gain an upgrade.
Tier 9: You gain an upgrade. It’s duration is now 24 hours if not destroyed beforehand.
Tier 10: You gain an upgrade. Alternatively, you can now have the barrier have no maximum duration.
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Posted in Starfinder Development
Tags: FreedomFinder, Game Design, gaming, GammaFinder, Geekery, Mutations, PC Options, Starfinder
Filling out the GammaFinder/FreedomFinder Tiered Powers (for Starfinder), Part 1
Posted by Owen K.C. Stephens
Now that we have done a ranged attack tiered power, a lot of the most common mutant ability/supers powers from genre fiction is now available for GammaFinder, FreedomFinder, or any other Starfinder-compatible campaign setting.
But that just means we should turn out eyes on uncommon powers, to try to build a depth of options big enough for a range of concepts and characters to be built.
One obvious way to do that is to pick a popular character, and be inspired by their abilities to create new options. For example, if I choose a thunder god, I can see we already have a form of flight (though… maybe wings isn’t the best option), super-strength, toughness, ranged attacks, and weather control.
So, what about someone bitten by a radioactive weredrider?
That gives us two new tiered powers, Danger Sense, and Entangle.
Danger Sense
Whether you have higher-honed training that allows you to detect danger, or some supernatural sixth sense that warns you of threats, you are extremely alert to danger.
Tier 1: Whenever you are about to take an action that would trigger a trap or hazard, you are automatically allowed to make a Perception check to realize the action will trigger a trap or hazard. The GM makes this check in secret. You are not told the nature of the threat that activates your danger sense, just that such a thing exists. If the trap or hazard would not normally allow a Perception check to detect it, the DC of your check is 20 +1.5x the CR of the trap or hazard.
You may choose to not take the action, in which case it is lost (you cannot select a different action instead.)
Tier 2: You add your tier to Perception checks to determine if you are surprised, and to notice traps or hazards. Additionally, when you fight defensively or take the total defense action, you gain an additional +2 bonus to AC and Reflex saves.
Tier 3: You take only a -1 penalty to AC for the flat-footed condition. Additionally when your tier 1 power warns you of a hazard or trap, you learn it’s CR, if it makes an attack or requires a saving throw (and weather it target EAC or KAC and what type of save), and whether it does damage (and if so what type) or imposes a condition or affliction (and if so, which ones).
Tier 4: When your tier 1 power warns you an action will trigger a trap of hazard, and you choose not to take that action, you may replace it with another appropriate action.
Tier 5: You do not take a penalty to AC for the flat-footed condition. Additionally, when you first meet a creature without taking an action you can make a Sense Motive check (DC 20 +1.5x creature’s CR) to know if they would qualify as a significant opponent if you fought them. This does not tell you their attitude toward you, or if they see you as a foe.
Tier 6: You add half your tier to Sense Motive checks.
Tier 7: You add half your tier to Initiative checks.
Tier 8: You gain a +1 insight bonus to AC and Reflex saves.
Tier 9: Your tier 1 power is now rolled whenever you are in a location of an encounter of with a CR equal to or greater than your level -4. On a successful check, you learn if the encounter is a hazard, trap, or “something else.” You do not learn the CR of the encounter, how likely it is to go off, or what triggers it. You do not roll for encounters not based on a location.
Tier 10: You are immune to the flat-footed and off-target conditions.
Entangle
You are capable of slowing down and wrapping up foes.
Tier 1: You can make a ranged attack against KAC. This has a range increment of 30 feet, is considered a small arm with an item level equal to your character level -2 (minimum item level 1), and on a hit causes the target to be flat-footed or off-target (your choice) for 1 round. On a critical hit, the target is entangled. The entangle lasts a maximum of 1d4 rounds.
Tier 2: You can now cause the target to be both flat-footed and off-target for 1 round.
Tier 3: Your entangle is now considered to have an item level equal to your character level -1 (minimum level 1).
Tier 4: You can now entangle a target if your attack exceeds the KAC by 8 or more. If it is a critical hit, the DCs for them to escape are increased by +1.The entangle lasts a maximum of 1 minute.
Tier 5: Your entangle is now considered to have an item level equal to your character level.
Tier 6: You can now entangle a target if your attack exceeds the KAC by 4 or more. If it is a critical hit, the DCs for them to escape are increased by +2. The entangle lasts a maximum of 10 minutes.
Tier 7: Your entangle is now considered to have an item level equal to your character level +1
Tier 8: You can now entangle a target if your attack hits. If it is a critical hit, the DCs for them to escape are increased by +4. The entangle lasts a maximum of 1 hour.
Tier 9: Your entangle is now considered to have an item level equal to your character level +2
Tier 10: You can now use this attack to perform combat maneuvers at range.
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I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.
Thanks, everyone.
Posted in Game Design, Starfinder Development
Tags: FreedomFinder, Game Design, gaming, GammaFinder, Geekery, Mutations, PC Options, Starfinder
Ranged attack tiered power for GammaFinder/FreedomFinder (Starfinder)
Posted by Owen K.C. Stephens
This week we’re looking at fun ways to utilize the Starfinder weapon damage benchmarks I posted Monday. that gave benchmark damage values for weapons of all types at all item levels in Starfinder, and mentioned there were lots of fun things we could do with a list like that. Here’s one of them.
It’s a new Tiered Mutation for GammaFinder and/or FreedomFinder. This specifically makes sure that if you take the power at tier 1 it’s of modest use throughout your career, while if you somehow manage to get it at tier 6 even at low levels that’s impressive, but doesn’t break the game.
(Mecha-Man, defender of Europa City, prepares to unleash his Voltaic Blast)
Ranged Attack (Ex)
Be it optic beams, laser fingers, ghost bullets, flame gouts, or somethign even more esoteric, you have an innate ranged attack.
Tier 1: You gain an innate ranged attack that does one type of damage you select (acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic). Select a ranged weapon category with which you are proficient (small arms, longarms, or heavy weapons). Your attack does damage as a benchmark for that weapon two levels below your class level (using the EAC or KAC chart based on your damage type), and is treated as a weapon of that type with an item level equal to your character level. You can choose for your attack to be a line or blast (reducing the benchmark damage appropriately, to a minimum level of -3).
The attack has a range increment of 30 feet (or a total range of 60 feet if a line, and 30 feet if a blast).
You gain two customization. This may be one critical hit effect and one weapon. special property, to two weapon special properties You are limited to the following options:
You may have one of the following critical hit effects: arc, bleed, blind, burn, corrode, deafen, demoralize, fatigue, knockdown, leech, pulse, push (10 feet), sicken, staggered, or stifle. Any critical hit that does additional damage (arc, bleed, burn, corrode, pulse, ) does damage equal to 1d6, +1d6 per 5 character levels you possess. If you can additional critical hit effects later, you can still only apply a single critical hit effect on any given attack. You can add a critical hit effect you qualify for to a specific critical hit as a Power Stunt (rules coming soon for power stunts).
You may add one of the following weapon special properties; breach, bright, echo, force, harrying, nonlethal, penetrating (rating equal to your character level), sniper (double range increment), stun, underwater, and variant boost (+1d6, +1d10 at 5th level, plus and additional +1d10 every 5 levels thereafter, uses/day equal to your tier). You can also increase your range/range increment by +50% in lieu of one weapons special property. You can select this customization a number of times equal to half your tier.
Tier 2: You gain an additional customization. You may change any previous customization, as well.
Tier 3: You now do benchmark damage (and have an effective item level) equal to your character level -1.
Tier 4: You gain an additional customization. You may change any previous customization, as well. You can now select the nauseate, second arc, stunned, or wound critical hit effect, or aurora weapon special quality as one of your customization.
Tier 5: You now do benchmark damage (and have an effective item level) equal to your character level.
Tier 6: You gain an additional customization. You may change any previous customization, as well. In lieu of a customization, you may choose to add a second damage type. Your attacks can do either damage type, or both, as you prefer.
Tier 7: You now do benchmark damage (and have an effective item level) equal to your character level +1.
Tier 8: You gain an additional customization. You may change any previous customization, as well.
Tier 9: You can now expend a Resolve Point to force a target you hit to make a Fortitude save or Reflex save (DC 10 +1/2 your effective item level + your key ability score) or suffer your critical hit effect. This is not otherwise considered a critical hit.
Tier 10: You now do benchmark damage (and have an effective item level) equal to your character level +2.
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Posted in Game Design, Microsetting, Starfinder Development
Tags: FreedomFinder, Game Design, gaming, GammaFinder, Geekery, PC Options, Starfinder
Rowdies, for Starfinder (Really Wild West, GammaFinder, FreedomFinder)
Posted by Owen K.C. Stephens
The standard system for creation npc opponents in Starfinder is specifically designed to focus on making foes that can last through a fight and work well alone or in groups of 2 or so. It’s simple and easy–a typical encounter for a group of 5th level PCs is CR 5. If you want to combine lower-level challenges the rules cover that as well.
But what is doesn’t do well it let you throw 8-24 foes at the heroes, and have that be a typical encounter. Technical you can through 12 CR 1 creatures at an 8th level party, but truthfully they won’t actually pose any significant threat. And, of course, there are no CR -2 creatures to collect 12 of to challenge a group of 5th level heroes.
So, enter the Rowdy
(art by Warpaintcobra)
Designed specifically for the Really Wild West (and named to be appropriate for that pulp-fantasy-western 1891 setting, though just as usable in standard Starfinder, GammaFinder, or FreedomFinder campaign), Rowdies are creatures that are less dangerous, and much MUCH less durable, than the core creature they are based on. As a result while they have the game values to be an interesting challenge for PCs, you can use four times as many rowdies in an encounter as the core creature they are based on.
So if you need 4 members of a typical gang to attack the 4th PC’s train as a typical fight, you just add the Rowdy graft to a CR 4 foe and you are all set. If you want to let the 5th-level PCs fight their way past a hoard of 24 staggering undead, slap the Rowdy graft on a CR 0 monster (since 6 CR 0 monsters is a typical CR 5 encounter, 24 CR 0 Rowdies are also a typical encounter).
Rowdies are also useful for backup to a major foe, without overshadowing the foe. If you want a CR 6 encounter to challenge your 5th level heroes, a single CR 4 main foe, and 4 CR 4 rowdies neatly fits the bill.
The mechanical adjustments of the graft are fairly straightforward:
Rowdy Graft
*Reduce initiative bonus by -5, -10, -15, and -20 for the 4 rowdies. (It’s best if they don’t all act at once, but if you need to simplify initiative, you can have them all go with a -12 penalty to their initiative modifier).
*Reduce all attack bonuses by 1.
*Reduce all save DCs by 3.
*Reduce average damage by 50%. (Or close to it. If it’s normally 1d8+7, taking it to 1d4+3 is close enough. Or, just roll normal damage and halve it for each attack).
*Reduce all ACs and saving throw bonuses by 3
*Reduce HP by 75% (round up).
*If the base creature has special attacks or spells with limited uses/day, only one of the four rowdies should use them. If that rowdy is dropped, any remaining uses can apply to a second rowdy (you can track resources in a single place for simplicity).
It’s also important to give PCs an opportunity to recognize a rowdy, since they may well use different tactics and resources when facing them. After all sine the game doesn’t promise players that encounters will be balanced, if you tell players there is a pack of 16 wolves surrounding their camp they may well think this is an encounter they are meant to flee or avoid at any cost.
By the same token, you want to be able to scare players now and then. 🙂
So, anytime PCs successfully make a skill check to identify a creature, and beat the DC by 5 or more, they automatically identify the creature is a Rowdy, in addition to the standard second piece of useful information.
(Editorial Design Note: I first ran into the concept with “Mooks,” from Feng Shui, and later examined some of oddities it could create in a d20 game with the “Minion” rules from 4th edition Dungeons & Dragons. The concept is absolutely not original to me, though I feel I have done my own take on the concept with this Starfinder-compatible versions.
This editorial is not part of the OGL content of this blog.)
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Posted in Game Design, Starfinder Development
Tags: Editorial, FreedomFinder, Game Design, gaming, GammaFinder, Geekery, Monsters, Really Wild West, Starfinder
Summoning for GammaFinder and FreedomFinder (Starfinder-compatible)
Posted by Owen K.C. Stephens
Yep, another tiered power, appropriate for use as a tiered mutation for GammaFinder, or Power Set for FreedomFinder (both Starfinder-compatible setting hacks).
This is summoning as a power, which for balance purposes is always treated as spell-like, but the player and GM can be flexible with the nature of the power. Perhaps your genetic sorcery extends to summoning daemons… even if you would rather not deal with such creatures. Perhaps you are a fire-manipulator, and the fire elementals you summon are just forms or pyrokenesis. maybe you have a form of technokinesis and technopathy, and can turn anything into servant robots.
We’ll be touching on some of those related powers later, but for now, let’s look as summoning as a tiered power.
(art by grandfailure)
Summoning (Sp)
When you first gain the summoning tiered mutation, you must decide what type of creature you summon, from the following list: aeon, agathian, angel, archon, azata, daemon, demon, devil, elemental (select one subtype), fey plane beast, inevitable, protean, robot, or shadow creature. you are not restricted by the normal summoner requirements (you can summon demons even if you are lawful good… you poor soul).
These re summoned as the appropriate summon creature spell, obey you (regardless of alignment difference, though evil creatures will tend toward evil methods unless given orders restricting their options, even of summoned by good-aligned characters), and understand any orders you give.
Summoning grants you upgrades, which are special powers you have with your summoned creatures that acts differently than the summon creature spell. You can select from the upgrades below. Once made, these choices cannot be changed. You cannot select an upgrade more than once unless it says otherwise.
Upgrades:
Broad Summoning: You can select an additional type of creature to summon, and mix and match your summoning to include any of your allowed types.
Communication: You and your summoned creatures have limited telepathy, which only works with each other (but functions regardless of language).
Environmental: Select one environmental graft. You can apply it to any creatures you summon. The creatures gain all the abilities always granted by the graft, and any one of those sometimes granted. A given summoned creature can only have one environmental graft applied to it. You can select this upgrade multiple times. each time, you select a different environmental graft.
Language: Creatures you summon know a single language you know, fo course chocie, and can communicate in this langauge.
Lasting: You can have a single summoned creature be persistent when it is not in combat. However, if it makes an attack or is attacked, forced to make a saving throw, or takes damage, it reverts to having a duration of 1 round/level.
Variable Sizes: You can summon creatures up to one size larger, or two sizes smaller than those normally summoned by the appropriate summon creature spell. This does not impact their stat block or reach, only their actual size.
Tier 1: You can summon creatures (as summon creature I) as a full action once per day.
Tier 2: You gain one upgrade.
Tier 3: Your summoning can now act as creature summoning II. You regain the ability to use this power after you expend Resolve Points to regain Stamina Points following a 10-minute rest.
Tier 4: You gain a second upgrade.
Tier 5: Your summoning can now act as creature summoning III. You can now use this ability at any time by expending a Resolve Point. If you use this ability while any previously summoned creatures are still extant, they immediately dissappear.
Tier 6: You gain a third upgrade.
Tier 7: Your summoning can now act as creature summoning IV.
Tier 8: You gain a fourth upgrade. You can now use this spell-like ability as a standard action.
Tier 9: Your summoning can now act as creature summoning V. You gain a fifth upgrade.
Tier 10: Your summoning can now act as creature summoning VI. You gain a sixth upgrade.
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Posted in Game Design, Microsetting, Starfinder Development, Uncategorized
Tags: FreedomFinder, gaming, GammaFinder, Geekery, Mutations, PC Options, Starfinder
Tiered Incorporeality and Invisibility for GammaFinder and FreedomFinder (Starfinder-compatible)
Posted by Owen K.C. Stephens
It’s a double-sized weekday post with TWO tiered powers, appropriate for use as tiered mutations for GammaFinder, or Power Sets for FreedomFinder) both Starfinder-compatible setting hacks).
Incorporeality (Sp)
Tier 1: You can expend 1 Resolve Point to become incorporeal (as the Universal Creature Rule) as a full action once per day. You can be incorporeal for a maximum of 5 rounds, and must take a move action to dismiss it prior to this. This acts as a spell with a spell level equal to 1/3 your character level.
Tier 2: You can now become incorporeal as a standard action, and end it as part of any other action.
Tier 3: You regain the ability to use this power after you expend Resolve Points to regain Stamina Points following a 10-minute rest.
Tier 4: Your ability to become incorporeal is now a supernatural ability (as a result, using it no longer provokes attacks of opportunity).
Tier 5: When you are incorporeal you can now move a single unattended object of up to light bulk with you.
Tier 6: When incorporeal, you can now attack and affect corporeal objects, thought your attacks do only half damage. You can only make one attack each round.
Tier 7: You can now make a normal number of attacks while incorporeal, but still only do half damage. You can now become incorporeal by expending 1 Resolve Point an unlimited number of times.
Tier 8: When you become incorporeal, you can now also make incorporeal an adjacent willing ally (or grabbed helpless creature, or held unattended object, or grappled active foe) and cause them to be incorporeal as well. This takes one free hand. You cannot move to a location where a creature or object you have made incorporeal would be damaged if it became incorporeal while it is with you, and if you stop touching it for any reason the creature or object ceases to be incorporeal.
Tier 9: You now gain the ability to use your land speed to move in any direction while incorporeal, even if there’s no ground there to move on.
Tier 10: You can now become incorporeal without expending a Resolve Point. Once you have done so, you cannot use this power without expending a RP again until after you expend Resolve Points to regain Stamina Points following a 10-minute rest.
Invisibility (Sp)
Tier 1: You can become invisible as a full action once per day, as the invisibility spell, with a maximum duration of 5 rounds.
Tier 2: You regain the ability to use this power after you expend Resolve Points to regain Stamina Points following a 10-minute rest.
Tier 3: You can now become invisible as a standard action, with a maximum duration equal to 1 round/level.
Tier 4: You can now make a Stealth check as a move action, even when you have no concealment or cover. This Stealth check lasts 1 round, take a -5 penalty, and if you make an attack roll when you have neither concealment nor cover the Stealth immediately ends.
Tier 5: Your invisibility is now treated as a supernatural ability (as a result, using it no longer provokes attacks of opportunity).
Tier 6: You can now also become invisible by expending a Resolve Point to do so.
Tier 7: If you make an attack while invisible, you can now expend a Resolve Point for it to not end your invisibility.
Tier 8: When you are invisible, you can now touch an adjacent willing ally (or grab a helpless creature or unattended object, or grapple an active foe) and cause them to be invisible as well. This takes one free hand. If you make an attack roll as part of this, you must expend a Resolve Point for it to not end your invisibility.
Tier 9: Your invisibility now lasts 1 minute/level. You can now extend your invisibility (as with Tier 8) to one creature per hand you use.
Tier 10: Your invisibility now lasts 10 minutes/level. Making an attack without expending a Resolve Point does not end the invisibility, but instead reduces its duration by 10 minutes. If this would reduce the duration to less than 0, it instead lasts 1 more round.
WANT MORE GAMMAFINDER?! OR FREEDOMFINDER?
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.
Thanks, everyone.
Posted in Game Design, Microsetting, Starfinder Development
Tags: FreedomFinder, gaming, GammaFinder, Geekery, Mutations, PC Options, Starfinder
FreedomFinder, a Super and Heroic Setting Hack for Starfinder.
Posted by Owen K.C. Stephens
FreedomFinder
In the not-too-distant future, the rapid advances of technology and societal change outstrip the capacity of the law and government officials to keep up. As alien species contact humanity (and begin to move in to once-all-human living spaces), terraforming makes the Moon, Mars, Venus, Titan, Callisto, Ganymede, Europa, Enceladus, and even the dwarf planet Ceres viable living spaces, FTL travel breaks causality, genetic engineering make superhuman abilities commonplace, and quantum engineering and psionic frequency adjustments (both sometimes called “magic”) allow reality itself to be manipulated, the legislatures and courts of the Sol System governments cannot keep up as they are choked with questions ranging from if telepathy is covered as free speech or is considered unlawful search and seizure to the legality of trying someone for a crime committed by a version of themselves from a slightly different reality.
As is always the case, as societal protections and institutions prove inadequate to protect people, gangs, thugs, immoral organizations (from corporations to insincere religions to secret societies) and a dozen brands of organized crime move in to fill the void, profiting on human need and misery in the process. Justice becomes rare. Even essential freedoms are at risk of being lost and forgotten.
The heroes of this new era, the FreedomFinders, don’t intend to allow that.
FreedomFinder is a setting hack for the Starfinder Roleplaying Game, designed to use that games’ rules (with a few additions and changes, the “hack” part). It also draws extensively on the rules for tiered mutations for GammaFinder.
(all art by Jacob Blackmon)
ARMOR
There is no assumption that character wear armor in FreedomFinder. Without armor, you get a bonus to EAC equal to your level, and a bonus to KAC equal to your level +2.
If you are proficient with heavy armor, you get an additional +1 bonus to EAC and KAC, and if you are proficient with powered armor, you get an *additional* +1 bonus to EAC and KAC.
You can wear armor—light armor gives +1 to KAC, with a max Dex of +5 and an armor check penalty of -1, while heavy armor gives +2 to EAC and KAC, with an armor check of -3 and a -5 ft. speed adjustment.
You can also have armor be something you pick up with the Geared power set. In that case you get all its functions EXCEPT its EAC and KAC boost, which are limited to those of light and heavy armor above.
You can gain and use armor upgrades with the Geared power set without depending on actually having any armor upgrade slots. They are simply high-tech devices (HTDs). There is a maximum of how many HTDs you can use at once, equal to one, plus one for every kind of armor you are proficient with, +1/3 character levels.
CLASSES
You can be an envoy, mechanic, operative, or solider at no cost. You can also choose to be any other class, but doing so costs your “B” Power Set (see below), Thus a starting envoy FreedomFinder PC has an A and B beginning power set, while a starting technomancer only gets an A Power Set. At 2nd level, both would receive their C power set.
You gain all the normal class features of your class, though you may choose to swap some out for Power Sets using various Alternate Class Features (see Power Sets, below).
POWER SETS
Every character in FreedomFinder has Power Sets, which are special abilities you possess that place you apart from even the extraordinary members of your species and class. You gain two or three power sets (referred to as sets A, B, and C), depending on your class (see above). Each power set gives you one GammaFinder mutation tier or FreedomFinder Power Set tier at specific character levels, as noted below.
Power Set Tiers by Character Level
1 Power set A tier 1, power set B tier 1
2 Power set C tier 1
3 Power set A tier 2, power set B tier 2
4 Power set C tier 2
5 Power set A tier 3, power set B tier 3
6 Power set C tier 3
7 Power set A tier 4, power set B tier 4
8 Power set C tier 4
9 Power set A tier 5, power set B tier 5
10 Power set C tier 5
11 Power set A tier 6, power set B tier 6
12 Power set C tier 6
13 Power set A tier 7, power set B tier 7
14 Power set C tier 7
15 Power set A tier 8, power set B tier 8
16 Power set C tier 8
17 Power set A tier 9, power set B tier 9
18 Power set C tier 9
19 Power set A tier 10, power set B tier 10
20 Power set C tier 10
EQUIPMENT
You can have any minor, noncombat gear based on real-world items that would normally be light or negligible bulk and 5 credits or less, such as cell phones, flashlights, and so on. You are also considered to have any toolkit you need to use your skills without penalty, as well as a basic medkit if you have ranks in Medicine, but toolkits that grant bonuses must be gained through the geared power set (see below).
You otherwise don’t receive any equipment as “loot,” and this game ignores wealth by level. However, you can take the Geared Power Set for FreedomFinder characters who depend on their equipment to be effective.
GEARED POWER SET
You have access to devices and items others don’t. You may have inherited such items, have them provided to you by some organization that supports you (or that you work for), or have created them yourself.
If one of your items is lost or destroyed, you can replace it within 30 days, though the GM may require you to undertake an adventure to do so.
If an item uses batteries, ammunition, or other minor forms of charges, it refills every day that you have access to your normal supplies and civilization.
It an item is a 1-shot (such as a grenade or serum), it is restored (normally by acquiring a new one from the same source as the original) once every 30 days. Alternatively, you can have a 1-shot item be restored every day by treating it as having an item level 5 levels higher than it’s normal item level for purposes of when the Geared Power Set can access it. For example, if you take a item level 1 grenade as a piece of equipment it is restored every 30 days. But if you treat it as an item level 6 piece of equipment for purposes of the Geared Power Set, you can use the grenade once per day.
The Geared Power Set has three subsets, all of which follow the basic Geared rules. These are Geared (basic), Geared (specialized), and Geared (focused). You may take each of these Geared Power Sets as a separate Power Set if you wish to have a lot of equipment beyond comm units and mundane things.
Geared, Basic
Tier 1-10: You gain a number of items equal to your tier. The highest level of these has a maximum item level equal to (double your tier) -2, the next-highest a max of (double your tier) -4, and so on.
Geared, Specialized
Tier 1-10: You have two items , each with a maximum item level equal to your double your tier.
Geared, Focused
Tier 1-10: You have a single item, with a maximum item level equal to your 2 + double your tier. Thus at Tier 3, you can have a single (2 + [3 x 2]) 8th level item. Each time you gain a character level, you may change what this item is. If it has a minor form of recharge, it’s capacity is double the norm for an item of its type.
WANT MORE FREEDOMFINDER?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.
Thanks, everyone.
Posted in Game Design, Microsetting, Starfinder Development
Tags: #Supers, FreedomFinder, gaming, GammaFinder, Geekery, PC Options, Starfinder
More Junk Spells (for GammaFinder and Starfinder)
Posted by Owen K.C. Stephens
Inspired by the hazardous junk rules I designed for GammaFinder, and loving the idea of a Starfinder-compatible junkamancer, I’ve begun looking at what else can be done with junk spells. I especially wanted a 0-level junk spell, and a junk spell that doesn’t focus on AC, attacks, or creating a ‘bot.
(art by santoelia)
JUNK GIZMO [Technomancer 0]
School conjuration (creation)
Casting Time 1 standard action
Range touch
Range touch
Target at least 1 bulk of inert electronic equipment; see text
Duration 1 hour/level
Saving Throw none; Spell Resistance no
You turn a pile of technological junk into a minor technological item. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.
You can create any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for vehicles you own, timer, watch, and so on) that a GM would allow you to buy at a typical settlement as an item level 0 piece of equipment with a cost of 5 credits or less and light bulk. See the Technological Items section of the Equipment chapter of the core rulebook for notes on the vast array of technological devices beyond the number that could possibly be presented in any real-world book that can potentially be purchased with GM approval.
The item is clearly worthless junk, and always looks like it is just about to break down, but can be used by anyone. You can only have 1 junk gizmo active at a time, and casting the spell again causes any previously created junk gizmo to cease functioning. If using the hazardous junk rules, this spell is not powerful enough to create objects from hazardous junk.
JUNK HUD [Technomancer 1]
School conjuration (creation)
Casting Time 1 standard action
Range touch
Range touch
Target at least 1 bulk of inert electronic equipment; see text
Duration 10 min./level
Saving Throw none; Spell Resistance no
You turn a pile of technological junk into a Heads Up Display (HUD) that collates information and gives it to the HUD’s wearer. You must target inert, nonworking electronic equipment of at least 1 bulk. Valid targets include a large broken computer system, nonworking or unconnected computer or robot parts, a destroyed robot or another such trashed mechanical system, or any related electronic components or combination of the above, as long as the junk is found in sufficient quantity.
You can cause the HUD to be created on yourself or an adjacent willing or unconscious ally. This grants the wearer additional combat awareness. As a result, the character cannot be flanked. Additionally the DC to successfully trick attack the target is increased by 5. If using the hazardous junk rules, this counts as junk armor for interactions with those rules.
WANT MORE GAMMAFINDER?!
I now depend on my Patreon for more of my income and support than I ever expected to. If you find any value in my blog posts or videos, I could use help with the Patreon. If you can spare a few bucks a month, it’s a huge help. If not, even just sharing and linking to my blogs, videos, and the Patreon itself is a huge help that just takes a moment of your time.
Thanks, everyone.
Posted in Game Design, Starfinder Development
Tags: #Spelltweets, gaming, GammaFinder, Geekery, junk, PC Options, Starfinder