Blog Archives

Awesome 80s: Transforming Feats for Starfinder

Today we’re wrapping up this week of Awesome 80s blog posts, which are about sharing some of the things I created partially due to the inspirations I got from movies, shows, games, and literature of that decade. It’s been all about transforming vehicle robotstuff this week, so I’m tacking on a couple feats in case you want your species, monster, or ThemeType to focus even more on transforming.

(Art by Jacob Blackmon. Want to pay him to make art of YOUR transforming robot character? Drop him a line!)

Dodging Transformation
You can change forms to duck enemy attacks.
Prerequisites: vehicle form special ability (from the deceptive transforming robot graft, mechamorph species, or mechaserve robot pilot themetype).
Benefit: Once per day, when you fail a Reflex saving throw or your armor class is hit by an attack, you can change modes as a reaction. This allows you to reroll the Reflex save with a +8 bonus, or force the attack to be rerolled against you with a -8 penalty. You can also take a guarded step as part of this action, if you wish.

Triple Transformations
There’s even more to you than one trick up your sleeve.
Prerequisites: vehicle form special ability (from the deceptive transforming robot graft, mechamorph species, or mechaserve robot pilot themetype).
Benefit: Select a second vehicle mode, following all the rules for your first vehicle mode. Any time you switch to your vehicle mode, or gain benefits from your vehicle mode, you can choose between your original vehicle mode or this new mode. Every time you gain a character level, you may select a new second vehicle mode.

Patreon
If you are reading this, maybe you’d like to consider supporting more blog posts like this (and then asking for more Awesome 80s!) by pledging a small amount to my Patreon?

Awesome 80s: MechaServe Pilot ThemeType (Transforming Robot/Vehicle/ Armor Augmentation for Starfinder)

Today we’re continuing the Awesome 80s line of blog posts, which are about sharing some of the things I created partially due to the inspirations I got from movies, shows, games, and literature of that decade. In this case, it’s robots that act like drones but can also be vehicles but can also become augmentations for your armor.

Yep, it’s a pretty specific example. I’m going with the name “MechaServe Robot Pilot.”

To create this as a PC option, we’re using a ThemeType, a PC option that combines a character’s Theme with an Archetype to allow them to be significantly more varied than a typical character. I first introduced and explained ThemeTypes in a 2018 article, and they remain a useful tool for some kinds of character concepts. I’ve done several ThemeTypes already, including multiclass options for nearly all the official Starfinder classes (the new Evolutionist class has yet to get one, but it’s coming), and some special kinds of characters that might have been presented as prestige classes in other d20 games (such as the Psionic and Lawstar Justicar ThemeTypes). Since the MechaServe Robot Pilot has to integrate a robotic drone, transforming vehicle, and armor augmentation, a ThemeType is definitely the way to go with it.

An Aside: One of the things that some people criticize about ThemeTypes is that they prevents you from getting the +1 to 1 ability score that a typical theme grants. While that’s true, it’s also a minor issue. Losing that +1 never needs to result in having a lower ability bonus — all it does is make a single score that would have been odd instead be even, and thus potentially not qualify for feats with ability score minimums. That’s not nothing, but it’s also not a major character balance issue. Essentially you give up a slight edge in a narrow range of feat prerequisites in favor of the greater flexibility of accessing abilities n scale with accessing the features of another character class.

(Art by Jacob Blackmon)

MechaServe Robot Pilot ThemeType

You have access to a MechaServe – a robot that can also be a vehicle that can also become part of (and thus augment) your armor. Maybe you built it. Maybe you found it in a cache of lost technology. Maybe you’re from a world where MechaServes are common. Maybe it came with your role in the cyberband. Whatever its origin, it’s your now, and that gives you a lot of flexibility.

Theme Knowledge (Ex, Theme, 1st Level): At first level, you gain Piloting as a class skill. You may use your Intelligence bonus, rather than your Dexterity bonus, to determine your Piloting skill bonus total, if you wish. You also gain a free dragoon armor upgrade with an item level equal to your character level (minimum item level 2), that only you may use. It can be installed in your armor without using an upgrade slot, and the vehicle it can become can have a level no greater than your character level. You can change what vehicle this is each time you gain a level. This is your basic MechaServe, which starts with two modes (reinforced plates and vehicle, as outlined in the dragoon armor upgrade).

Basic MechaServe (Ex, Archetype, 2nd Level): Your dragoon armor upgrade vehicle also acts as a mechanic’s drone, as if you had the drone version of the mechanic’s artificial intelligence class feature. Your effective mechanic level is equal to your class level –1, to a maximum mechanic level of 3rd. Select a chassis for your drone and build it normally. Your drone can switch between this drone form and the vehicle form for your dragoon armor upgrade. This functions as the vehicle form ability from the deceptive transforming robot graft.

Your MechaServe now has three modes: Reinforced plates, drone, or vehicle. It can change directly from vehicle to reinforced plates, but must be adjacent to you to do so.

You do not gain any other mechanic class features, but your MechaServe does gain drone special abilities, feats, and drone mods appropriate for your effective mechanic level. When it vehicle form it only has access to abilities from that vehicle, and it can still only take actions as allowed by your drone version of the mechanic’s artificial intelligence class feature.

MechaServe Improvement (Ex, Archetype, 4th Level): Though still calculated as your character level –1, your maximum effective mechanic level for your MechaServe’s drone mode increases by +1. You can use one MechaServe Upgrade Swap (see below).

MechaServe Repair (Ex, Theme, 6th Level): You gain the repair drone mechanic trick, treating your mechanic level as your character level -1. You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Improvement (Ex, Archetype, 6th Level): Though now calculated as your character level –2, your maximum effective mechanic level for your MechaServe’s drone mode increases by +2. You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Improvement (Ex, Archetype, 12th Level): Though still calculated as your character level –2, your maximum effective mechanic level for your MechaServe’s drone mode increases by +3. You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Trick (Ex, Theme, 18th Level): You gain one mechanic trick, selected from the mechanic tricks of 8th level or less that grant an ability to your MechaServe’s drone mode (such as drone meld or overclocking). You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Improvement (Ex, Archetype 18th): Though still calculated as your character level –2, your maximum effective mechanic level for your MechaServe’s drone mode increases by +2. You can use one additional MechaServe Upgrade Swap (see below).

MechaServe Upgrade Swaps

Your MechaServe can gain the following abilities in place of drone feats or mods. Essentially, your MechaServe has one less feat or mod in drone mode, but gains the upgrade swap of your choice from the list below. You can’t have more upgrade swaps than have been granted to your by the MechaServe Pilot ThemeType, and you can change what swaps you have at each character level.

MechaServe Enlargement: When your MechaServe is in reinforced plates mode, you can choose to be one size category larger. This increases your reach by 5 feet, and the amount of bulk you can carry without becoming encumbered or overburdened by +10.

MechaServe Reinforcement: When your MechaServe is in reinforced plates mode, you gain a +1 shield bonus to AC. This increases to +2 if your character level is 14th level or higher.

Robotic Flexibility: Your MechaServe retains all its vehicle movement types and equipment when it is in drone mode. If you select this a second time, your MechaServe can carry as many passengers in drone mode as it can in vehicle mode, without becoming encumbered or overburdened. If you select this a third time, when your MechaServe is in reinforced plates mode, you can use any movement form your MechaServe has in drone or vehicle mode.

Swift Switch: Once per round, your MechaServe can change mode as a free action.

Upgrade Flexibility: When your MechaServe is in reinforced plates mode, it can grant your armor any one armor upgrade with an item level no greater than your character level -2. This does not require an upgrade slot, has no cost, and can be an upgrade for any type of armor (light, heavy, or powered), regardless of your actual armor. You may change what this upgrade is each time you gain a new level. If you select this a second time, your MechaServe also has this upgrade when in drone mode. If you select it a third time, your MechaServe also has this upgrade in vehicle mode.

Vehicular Flexability: Your MechaServe retains use of its drone weapons and equipment while in vehicle mode. If you select this a second time, you also have access to its weapons when it is in reinforced plates mode. If you select this a third time, your MechaServe has access to all its drone feats and upgrades while in vehicle mode.

(Jacob carefully made sure a humanoid fit in his MechaServe in reinforced plates mode. And, he had his own thoughts about what it should be called. 🙂 )

Patreon
If you are reading this, maybe you’d like to consider supporting more blog posts like this (and then asking for more Awesome 80s!) by pledging a small amount to my Patreon?

League of Extraordinary Vehicles

A silly little thought experiment.

A team of vehicles, from different fiction franchises, that are (without explanation) Transformers and deal with special problems beyond the normal Autobot/Decepticon conflict. I envision three time eras with teams, and talk a bit about the plot points for a few of them. Here are my thoughts, with no challenge to anyone’s copyrights. Also, this article is not Open Content, and is not covered by the OGL.

1900-30s
The African Queen
Chitty-Chitty Bang-Bang (Retires, but often pulled out of retirement. Team leader whenever active. Also serves in 1980s briefly to help put down Christine)
Crimson Fokker Dr.I triplane
Dymaxion (Killed shortly after joining)
Little Willie
LZ 18 (Killed shortly after joining)
Mark I Tank
Renault FT
The Titanic (1 adventure only)
ZZ Top’s Eliminator

1960-70s
Ark II
Batmobile designed from the Ford Motor Company’s Futura concept car (Dies heroically in last 1960s adventure)
California Highway Patrol Kawasaki KZP motorcycle (Killed, replaced by identical cousin… who is killed)
Car 54 (Retires)
Ferrari 250 GT California Spyder (Primarily a rich patron for the team)
The Love Bug
The Mach 5
Munster Koach
The Mystery Machine (Becomes team leader)
Willie Wonka’ Riverboat (Killed by Christine when she tries to turn it to her faction)

1980s
1958 Plymouth Fury from Christine (Eventually turns on team)
A-Team’s GMC Vandura
Airwolf (Rarely goes out, also known as Hanger Queen)
Blue Thunder (Killed in 2nd adventure trying to prove its better than Airwolf)
Buckaroo Banzai’s Jet Car /DeLorean Time Machine (Seem to change from one to the other with no warning or explanation)
Ecto-1
EM-50 Urban Assault Vehicle
Jack Burton’s Pork Chop Express (Quits in 3rd adventure)
K.I.T.T. (Becomes team leader)
Mad Max’s V8 Interceptor (Killed in the 1st adventure. Returns in the third, and killed in the 4th. Return and killed 2 more times)
Street Hawk Motorcycle (Killed in 1st adventure)
Tron Lightcycle

Supported by Patreon!

All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more writing basics articles, or just stick some money in a tip jar, check out my Patreon!

My Personal Head Canon on Transformers Combiners

Now that I have made a character for Jacob Blackmon’s upcoming Transformers RPG (though in my case, I made a Joe), I have been thinking about the multiverse of Transformers stories, including multiple animated series (and multiple continuities within some of the series), movies, comics, games, and so on, and what I take away from them to form my own personal, preferred versin of a history and reality for those characters and stories.

And, weirdly, combiners. So, here’s my personal headcanon, for editorial purposes, with no challenge to anyone’scopyright. Also, this article is not Open Content, and is not covered by the OGL.

For my own head canon, I always wanted there to be a total of 3 true gestalt combiners with hard reasons why they aren’t in every battle, and more aren’t made.And it all begins with one of my favorite Autbots, Omega Supreme.

Omega Supreme was a proto-combiner, able to form multiple elements outside of his robot form but still a single Autobot consciousness. Though extremely powerful, he was built long before the Cybertronian Civial War as a true military weaponand thus requires vast amounts of Energon to be active. Ancient and one of the most dangerous of all Cybertronians, his vast Energon needs when in action meant he could only be called on in extreme situations.

Even so, countering Omega Supreme remains a top priority for the Decepticons. When Starscream finds ancient Progenitor Ur-Matrix Tech from the Lost Age of Cybertron, he decides (in order to counter Omega Supreme and prove his superiority to Megatron), to creates a group of new Decepticons who can combine their power to form a mega-Transformer. These are the Constructicons, and when combined into Devastator they are more powerful than Omega Supreme. However, Megatron was able to blow Devastator back into their component parts (not a trick anyone else has ever mastered), and thus the Constructicons accept Megatron as their leader, ending Starscreams bid for power. Devastator remains a major power for the Decepticons, but the Constructions don’t like each other, dislike becoming Devastator, and like Omega Supreme tend to run out of Energon when in Devastator form. Megatron tries to keep them in reserve for pivitol moments in battle.

To counter Devastator, Optimus Prime uses the Autobot Matrix of Leadership to create Autobots for the first time, focusing entirely on bravery, loyalty, and raw power. These turn out to be the primal Dinobots. Though not combiners, they are extremely rugged and as a group they have a fair track record against Devastator. Additionally they are no more Energon-expending than standard Transformers, allowing them to be involved in action regularly, though Optimus often trusts them with defensive positions, where they can be called up to stop Devastator if necessary.

Now in possession of the Progenitor Ur-Matrix Tech found by Starscream, and wishing to create a super-weapon more than a match for either Omega Supreme or the Dinobots, Megatron orders Shockwave to build a war-machine combiner group. These are the Combaticons, who form the extremely powerful (and Energon efficient) Bruticus. However, while the Combaticons are loyal to Megatron and Shockwave, and Bruticus can operate for long periods of time, Bruticus turns out to be a berserker nearly as likely to smash ally as foe. Again, this somewhat limits the cicumstances in which he can be deployed.

Knowing the Decepticons would use whatever they had to create combiners to try again, Bumblebee infiltrated Shockwave’s labs, and recorded the Combiner-creation process. Stealing the very last of the Progenitor Ur-Matrix Tech and returning it to the Autobots, the group’s best minds (including Perceptor and Wheeljack) design the Aerialbots, who can combine to become Superion. Superion is as energon-efficient as Bruticus, and mentally stable, but not nearly as powerful. Superion is a major threat to the majority of lone cybertronians, but can’t match the raw power of any other combiner.

Lacking the ancient Progenitor Ur-Matrix Tech, no other full gestalt combiners can currently be created, though a few efforts have resulted in 2-robot combiners, headmasters, triple-changes, vehicle-mode combiners (where several robot forms combine into one large vehicle, generally a starcraft or ship), City-Class Transformers, and multipart Cybertronians (where one personality can split into multiple smaller robot forms, all still part of the same mind).

And there’s my entirely-personal preferred Transformers Combiner head-canon.

Supported by Patreon!

All my articles are possible due to support from my patrons, and many are suggested by those patrons! If you want to encourage more writing basics articles, or just stick some money in a tip jar, check out my Patreon!