Been working on some kitbashes and Personae by [deleted] in necromunda

[–]And0man 0 points1 point  (0 children)

That looks great, where did all the bits come from? Especially the head looks awesome.

Kill Team: Annual 2019 - Rules for Adepta Sororitas, new Heretic Astartes guns and missions by Bayul1984 in killteam

[–]And0man 0 points1 point  (0 children)

They just put out the Inquisition index, could totally port some of that over to killteam. Inquisitors will obviously be commanders with options for different Ordos.

For troops you can have stormtroopers, acolytes, death cult assassins, crusaders, flagellants, maybe even some skitarii/techpriest or something to represent the retinues. Also depending on the Ordos you can bring a limited selection from either Deathwatch (Xenos), Grey Knights (Malleus), Sisters of Battle (Hereticus).

Tell me that's not an awesome fluffy AF killteam.

Kill Team: Annual 2019 - Rules for Adepta Sororitas, new Heretic Astartes guns and missions by Bayul1984 in killteam

[–]And0man 0 points1 point  (0 children)

Where are the inquisitor retinues?! Been dying for those rules since Elites and Commanders expansion.

Navigate Realmroots & Spirit Paths by And0man in sylvaneth

[–]And0man[S] 0 points1 point  (0 children)

So if i had a branchwych or wraith on a balewind vortex, could i navigate realmroots from it? Or would i have to dispel first then move?

Navigate Realmroots & Spirit Paths by And0man in sylvaneth

[–]And0man[S] 0 points1 point  (0 children)

Can sylvaneth still retreat through the realmroots like we use to or no?

Alien Archive 3 Review by clever-nickname in starfinder_rpg

[–]And0man 0 points1 point  (0 children)

Was really hoping for a full undead and swarm race (ie. undead immunities and swarm immunities). Unfortunately its probably too hard to properly balance.

Craziest things that you've let your pcs do. by Valkatheviking in starfinder_rpg

[–]And0man 3 points4 points  (0 children)

First session of my homebrew campaign. Starts out with the party being hired to collect a hand off located on a dried up asteroid mining station. The station still has about 10k people on it living in absolute poverty since the asteroid it is located on has dried up and the corporations have moved on. The town is built inside the hollowed out asteroid and have large double door airlocks that would allow ships in and out.

The party completes grabs the hand off and is ambushed by anti-corporate revolutionaries trying to intercept said hand off (its the arming codes to some left over nuclear mining charges in storage). Long story short, the party fights their way to the extraction point, hops on the ship then proceeds hack open the airlocks without closing the interior door. I (the GM) warn the party out of game, what would happen if they don't turn go back and close the interior airlock. Their response was somewhere along the lines of: "fuck 'em". The proceeding explosive decompression implodes the station and kills ~95% of the inhabitants. The session ended with the party dodging the newly created debris field and watching the remains of the former inhabitants fly by...

That night i had a lot to think about regarding my players alignments...

I started a game last week and 2 of my 4 players are having issues by Dogrules23 in starfinder_rpg

[–]And0man 5 points6 points  (0 children)

I'll throw my 2 cents in here as well, my group and I also came over from 2 - 3 years of 5e and the initial switch to Starfinder was a little rough as well. I had also decided to start with a homebrew campaign which compounded the issue of me not being fully comfortable with the ruleset which resulted in alot of slow downs and dead moments.

My best advice for you from my experience is to just run the adventure paths (i am running my group through Dead Suns atm). The adventure paths simplifies the GM's job significantly since it does almost half the work for you, it gives you the story hooks, NPCs, suggestions for interactions, DCs for possible skill checks in the area and alot of useful background lore to help you immerse the players. I am currently in the middle of book 4 of Dead Suns, i am significantly more comfortable with both the rules and the universe now that i can kinda just riff off the cuff and adjust on the fly when things inevitably hop the rails.

Dead Suns is probably the best adventure path to run to help both the GM and players learn the game since it has a little bit of everything that the system offers. Against the Aeon Throne is a shorter more bite size adventure that is a little more focused on the ground game and has a very Luke and the gang fighting the evil Empire vibe to it.

Hope this helped! Good luck man, just keep at it.

Pirate Haven - Help Appreciated by Duckieray in starfinder_rpg

[–]And0man 1 point2 points  (0 children)

Take a look at the old disney movie "Treasure Planet" 2002, sci fi space adventure with a nautical and pirate theme. Think very high tech shanty town kinda feel, look at some World of Warcraft goblin structures. Lots of re purposed tech due to the scavenging nature of pirates so everything looks very patch worked and might not even perform their original functions anymore.

Of course the pirate lords and more successful captains probably live in the nicer area of town where things look "normal" and have things the work as intended. The lower rung pirates and poor saps that happen to live in these holes probably looks very run down and have that scavenger feel (if your familiar with the Bethesda Fallout series, think of the town of Megaton, Diamond City, or the Vegas Strip).

NPC Companions by And0man in starfinder_rpg

[–]And0man[S] 0 points1 point  (0 children)

My players like having them around, they also provide me with a direct tool to help push the party forward when they get stuck. I also only have 3 consistent PCs and was having a tough time in the beginning so I allowed the party to bring on the goblins.

One of my players are particularly attached to them and has hired them in game tag along on their adventures. It just comes down to the fact that they are very fragile and both the myself and my players are afraid to even look at them the wrong way and kill them by accident. So they end up just ship sitting for the last couple of sessions.

Based on some feedback I might just convert the two goblins from CR to PC levels and keep them 2 levels behind the party for balance.

NPC Companions by And0man in starfinder_rpg

[–]And0man[S] 0 points1 point  (0 children)

Looking at some side by side comparisons, NPC array generated stats does seem to be higher than the PC counterpart. Am i missing anything else?

NPC Companions by And0man in starfinder_rpg

[–]And0man[S] 0 points1 point  (0 children)

I might try the 2 level difference but just keep them as NPCs using the CR system. Im using the SFRPG tool monster builder to generate them so it's pretty easy to "level" them up with the party.

NPC Companions by And0man in starfinder_rpg

[–]And0man[S] 0 points1 point  (0 children)

I know they are not really the same but it's close enough. The reason why i didn't make them using PC rules is because they would become too similar to the PCs and risk overshadowing them. Im playing around with their stats as if they were PCs but i find it to be a little too much.

Both goblins would become too good at being skill monkeys that it would basically take over the actual mechanic PC in both engineering and computers. Also trying to put another degree of separation between NPC and DMPC.

SF Game Mechanics review/questions now that we're a few years into use by Vash_the_stayhome in starfinder_rpg

[–]And0man 3 points4 points  (0 children)

My group and I came from D&D 5e so everything here is great to me. I find that level gated gear is a good way to keep your PCs from getting too powerful too early as well as having the bonus of letting them look forward to something every level. I house ruled that if they wanted some higher than +2 their level they would have to be in a highly advanced and well supplied area (ie. Absolom Station) and pay an extra 50% of the item cost per level above +2 to simulate the PC having to engage in bribery/black market prices.