Sunday, 24 December 2017

Starfinder: Alternative History - Humans

Alternative History:  Humans


  Humans, the last experiment of the forgotten war species defeated by the Architects long ago.  Cultivated on a select few scattered worlds with a few common traits;  Diverse bio-domes, low to know magic wellsprings and no other advanced intelligent competition.  Humans were designed to have a strong, but malleable to DNA alterations from external technology and magic.  As well, to have a natural paranoia of the unknown.  They would become the ideal soldiers and assistance in their war to conquer the galaxy.  Fortunately, it never came to that, mankind's creators were destroyed long ago.

  So forgotten for a time, humans flourished on Earth, Terra and Prime.  Though violent and warlike, they did grow.  After a time they flew to the stars themselves.  Meeting one another, among the other species of space.  Most ignored the humans for their vast lack of magical knowledge, and some were even put to slave work by the foundry.  But in less than a decade, and the fall of Earth, humans revolted, raged and fought back.  They carved out a bloody war for 7 years, the universe was not used to such a drastic change in a short period.  They forced the other factions to recognize them as equals and not lesser beings.  This is when Prime-Terra was born, though some humans flocked to other factions, now being placed as equals with full memberships.  That is except for the Architects, they still often ignore what they consider memories of a time best forgotten.


Alternative Racial trait

Mutable DNA:  Gain an extra personal advancement slot.  This replaces the +1 skill point per level.

Thursday, 21 December 2017

Starfinder: Redemption Squad (NPC/stats - Cyber knights)

It is common practice among the Cyber Knights to recruit from prisons of worlds that allow them to.  These recruits battle as members of the Redemption Squads to earn their freedom.  If successful, and survive, they are released on two conditions;  One, they must never return to the world of the crimes they were convicted of.  Second, they must take a mandatory vacation on a paradise planet and contemplate joining the Cyber Knights for 1 month.  During this month, the candidate is secretly watched for reformed behaviour.  The dangerous do not return to normal society.

Redemption Squire (CR 1)
  New recruits and well armed.  The Redemption Squire is a newly selected soldier recruited from a prison.  They are beginning their path to Redemption.
XP 400
Human Soldier
Medium Humanoid (Human)

Init +1, Perception +0

HP: 21
EAC 12, KAC 15
Fort +5, Ref +1 , and Will +3

Speed 30ft
Melee  Battle glove +7 (1d6+5 Blunt)
Ranged Pulse rifle +5 (1d6 Electric), Shock Grenade +5 (1d8 Electric; 15ft.)
Offensive Abilities:  Hammerfist (Soldier)

Ability Score Modifiers:  Str +4, Dex +1, Con + 2, Int -1, Wis +0, Cha +0
Skills:   Athletics +10, Intimidate +5, Survival +5
Languages:  Common
Gear: Golemforged Plate I, Shock Grenades I (2), Pulse rifle, Serum of Healing MK I (1d8 hp)

Environment: Any
Organization: Solidary, Crew (3-6) or Squad (12-20)

Redemption Knight (CR 4)
  Seasoned by front line battle and comradery of their fellow Cyber Knights.  Redemption Knights are well-trained warriors of the crusades.  It is not long after they will earn their freedom, although many that survive this long don't leave the Cyber Knights.
XP: 1,200
Human Soldier
Medium Humanoid  (Human)

Init +1, Perception +1

HP: 50
EAC 16, KAC 19
Fort +8, Ref +4, and Will +5

Speed 30ft
Melee  Thermal Battle Fist (With Axiomatic fusion) +11 (1d6+12 Fire/lawful)
Ranged Advanced Pulse rifle +9 (2d4 Electric), Shock Grenade II +9 (1d12 Electric; 15ft.)
Offensive Abilities: Hammerfist (Soldier) and Armoured Advantage (Soldier).

Ability Score Modifiers:  Str +5, Dex +1, Con + 3, Int -1, Wis +1, Cha +0
Feats:  Opening Volley
Skills: Athletics +15, Intimidate +9, Survival +11
Languages:  Common
Gear: Advanced Pulse rifle, Golemforged Plate II, Shock Grenades II (2), Gene Pulse Shard (2).

Environment: Any
Organization: Solidary or Crew (3-6) with just as many Redemption Squires.

Special:  Gene Pulse Shard, when used by Redemption Knight or squire it grants an additional +2 racial bonus to strength.  Lasts for 1d6 X 10 minutes.

The Redeemed (CR 7)
  All Redemption Knights are offered a position as a Crusader Knight at the end of their path.  Some choose to stay among the Redemption squad to lead others to the end of such path.  These righteous souls are known as the Redeemed.  They are the leaders of the Redemption squads.

XP: 4,600
Human Soldier
Medium Humanoid  (Human)

Init +2, Perception +1

HP: 106
EAC 19, KAC 22
Fort +11, Ref +7, and Will +8
Resistance fire 5

Speed 30ft, fly 30ft (Average)
Melee  Redeemed Sonic Battle Fist (With Axiomatic and Thundering fusion) +17 (2d6+14 Sonic/lawful)
Ranged Advanced Pulse rifle +11 (3d4 Electric), Shock Grenade II +11 (3d12 Electric; 15ft.)
Offensive Abilities: Hammerfist (Soldier) and Armoured Advantage (Soldier).

Ability Score Modifiers:  Str +5, Dex +2, Con + 4, Int -1, Wis +1, Cha +0
Feats:  Opening Volley
Skills: Athletics +19, Intimidate +14, Survival +16
Languages: Common
Gear and Augmentations: Superior Pulse rifle, Golemforged Plate III (With upgrades Jetpack and thermal capacitor), Shock Grenades III (1), Gene High Pulse Shard (2).

Environment: Any
Organization: Solidary or Crew (3-6) Redemption Knights.

Special:  Gene High Pulse Shard, when used by Redeemed, or any unit in the Redemption Squad, it grants an additional +4 racial bonus to strength.  Lasts for 1d6 X 10 minutes.

Saturday, 9 December 2017

Starfinder: Cyber Knights (Faction)

The Cyber Knights

Origin:  A splintered force from the original Prime Terra.  The Cyber Knights cared less about racial advancement and more about fight the darkness of the universe.  Less than 50 years since they were formed the Cyber Knights have worked hard in the name of the light against the forces of evil.  They are still considered a minor faction due to their size but are supported by most of the major factions due to their noble cause.

Mission:  There have always been forces of evil manifestations.  Demons and devils, corrupt and willing to follow.  These things must be stopped.   Cyber Knights stand against this in all its forms.  Crusaders across the universe, they fight back this evil where ever it can be found.  

Hidden Truth:  Though there are no secrets this faction holds, not all agree with their recruiting practice.  Beyond those that come to the Cyber Knights willingly, the faction also recruits prisoners of violent crimes to give them a second chance on the front lines of battle.  Those that endure such trials are often given their freedom.  Though they are strongly encouraged to stay as part of the Cyber Knights structure.  

Membership:  Cyber Knights allow any to join their ranks.  Though most come from the poor or as a way to wipe their past clean.  However, there is a fair share of those who have lost what they have to demons and other such beings, that join for a chance to get vengeance.  A chance that a Cyber Knight gets plenty of.

Centers of Power

Brightveil:  A warship build by the Architects for the Cyber Knight's flagship.  It currently is stationed at the world Noctar on a noble crusade.  It is a major base of operations for the faction.

Terra Stone I:  A large moon of Terra, a human homeworld.  It is an assembly station of Cyber Knight equipment.  The day to day operation is handled by the Foundry and its members.

Sub-groups within (Public and secret)

Iron Hand:  Advanced Mystic weapon and armour maker dedicated to the Cyber Knights cause.  They forge the elite weaponry for the highest ranking and renowned warriors of the faction.

Redemption Squad:  Criminals fighting for their freedom against the true evil of the universe.

Other Factions

Architects:  Thank you for your guidance, but advice alone will not combat evil.
Foundry:  If you don't allow your greed to consume you, our ire will be directed elsewhere.
Prime Terra:  We will not forget our roots, but we will cut what roots the tree of light.