#Starfinder – Starfinder Month: Themes

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Character Themes give an additional level of flavour and characterisation in Starfinder and that’s almost always good. The examples given in the base book are:

  • Ace Pilot
  • Bounty Hunter
  • Icon
  • Mercenary
  • Outlaw
  • Priest
  • Scholar
  • Spacefarer
  • Xenoseeker
  • Themeless

There’s obvious overlap with class choices, allowing specialisation or broadening of character capabilities.

For the kinds of game more suited to MotSP I’d want to see some additions.

  • Animist
  • Blademaster
  • Fanatic
  • Gearhead
  • Gunslinger
  • Hoodlum
  • Mastermind
  • Noble
  • Officer
  • Seducer
  • Sleaze
  • Zwilnik

Taking ‘Noble’ as an example…

Noble: +1 Wis

You have been bred for generations and trained since you were born for comportment and the capacity to lead. A strangely high number of interstellar societies bind themselves using tradition, and monarchies give them a strong sense of identity. Thanks to genetic engineering and technological learning tools, the ruling class can now be empowered to be truly benevolent dictators, not that it always takes. Still, you have a sagacity and an aura of command that comes from your noble birth and which gives you a great deal of influence. You can’t buy class, you have to be born to it.

Theme Knowledge (1st)
You have an encyclopaedic knowledge of bloodlines, heraldry, marriages and relationships between noble houses. When attempting a skill check to gain knowledge relating to noble (or mercantile or religious) positions, relationships or history you gain a +1 bonus. You gain Culture as a class skill, or gain a +1 bonus if it already is a class skill. You also gain an ability bonus of +1 to Wisdom.

Poise (6th)
You have the noble bearing that comes with your blood and your rigorous manners. You gain a +2 bonus to Diplomacy and Intimidate towards anyone who recognises your authority and standing (subjects, diplomats, fellow nobles etc).

Authority (12th)
Your bonus to Diplomacy and Intimidate doubles to +4 and even those who do not acknowledge your standing cannot help but be impressed by you, giving you +2 to these checks against them.

Court Intrigue (18th)
You can hold court up to twice a day, officiating and meeting with people for at least an hour. At the end of the courtly session, you recover 1 Resolve point. Holding court is also a good way to gather information using Culture, Diplomacy, Intimidate, Sense Motive and Profession skills. Tests you make of these kinds during court gain a +2 bonus in addition to other bonuses.

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