Machinations of the Space Princess is DEAL OF THE DAY at RPGNOW/Drivethru

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Machinations of the Space Princess is DEAL OF THE DAY at RPGnow/Drivethrough

 

#Starfinder – Starfinder Month – Bubenbosch Revolver

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June is going to be Starfinder Month here on the Postmortem Studios blog. I’ve been thinking of doing a Machinations of the Space Princess conversion and some rules modifications for the game and that’ll be the core of what I do this month. I’ll take some suggestions too though, so if you have a picture of a cool spaceship, alien or some sci-fi gear you’d like to see statted up for MotSP or Starfinder (or both), comment with a link to the image below!

This month’s content is going to be free for everyone, sometimes – however – I paywall what I write other than a preview. If you want to support me you can do so for as little as $1 a month on Patreon or 1 token a month on Minds.com.

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The Bubenbosch (Meaning, roughly, Forest Villain) is a solid, heavy revolver with the barrel at the bottom of the cylinder to reduce barrel lift from recoil and to force that recoil more along the centre-line of the gun, aiding in its control. The Bubenbosch is designed to be simple to build, even via the use of hand tools or mechanical tool shops, without access to fully functional fabricators and with the use of local materials, most especially hardwoods which are used to encase the metal parts of the gun.

The Bubenbosch is cocked by twisting and pulling the ring pull, which – in the safe position, is also often used to attach a chain to prevent loss of the weapon in melee or zero gravity. To reload the handguard is pulled forward, causing the weapon to break open. As standard, the Bubenbosch packs only five, .49 calibre bullets but can be bought in other calibres with a larger capacity – but lower power.

The ability to hand-load specialist ammo, the weight and reliability make the Bubenbosch a favourite of bounty hunters, pirates, mercenaries and other neer-do-wells who love the weapon’s low maintenance and ruggedness.

Starfinder:

Semi-Automatic Revolver, Level: 6, Price: 5,500, Damage: 2d8 P, Range: 30 ft, Capacity: 5 Rounds, Usage: 1, Bulk: L, Special: Analog, Penetrating.

Machinations:

High Calibre Pistol, Damage 1d10, Range Medium, Ammo Save 10, Cost 500 gp, Ammo 25 gp per cylinder.

Armour Defeating x1, Reduced Capacity x4, Vicious x1

Art by Gregory Trusov

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#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.

#Starfinder – Starfinder Month: Species

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June is going to be Starfinder Month here on the Postmortem Studios blog. I’ve been thinking of doing a Machinations of the Space Princess conversion and some rules modifications for the game and that’ll be the core of what I do this month. I’ll take some suggestions too though, so if you have a picture of a cool spaceship, alien or some sci-fi gear you’d like to see statted up for MotSP or Starfinder (or both), comment with a link to the image below!

This month’s content is going to be free for everyone, sometimes – however – I paywall what I write other than a preview. If you want to support me you can do so for as little as $1 a month on Patreon or 1 token a month on Minds.com.

13526800816820

Machinations of the Space Princess uses the OSR retro-clone games (versions of house-ruled old version of D&D in this case, Lamentations of the Flame Princess) to power it. So it is, very broadly, compatible with anything that is D&D derived. That includes Pathfinder and, in its turn, Starfinder.

Rather than ‘races’, I prefer to use the term ‘species’ (though I vacillate back and forth over which I use). This is doubly true, I think, in science fiction games. Race and species used to be interchangeable terms (Darwin referred to species as races) but this has altered over time to the point where referring to entirely different alien lifeforms as races feels weird.

One of the absolute joys of truly creative science fiction is the mass of different alien species that you can encounter. In writing MotSP I took this to heart and, rather than endless lists of different specific alien species I made a system that allowed you to craft individual species of alien to play, almost on the fly, grab-bagging from a set of different traits.

This isn’t, necessarily, balanced, but it does give players the opportunity to hand-craft a character from the bottom up. It can mean they’re overpowered in their particular arena of expertise, but that tends to just mean more weakness elsewhere. Other players will create alien species to suit their roleplaying desires more than anything mechanical per se. Balance tends to lead to grey, boring, interchangeable characters in any case. If RIFTS can put a street-rat alongside a power-armour wearing Glitterboy, then surely we can manage? Making games fun for everyone at the table (for different qualities of fun) is probably the main job of the Games Master.

In Machinations of the Space Princess, you got three species options or bonuses for free and any others had to be balanced by taking negative traits, lowered statistics being the default.

Starfinder’s racial options don’t exactly meet that, so it’s necessary to do a little hammering and smashing to make it work.

Androids get:

  • +2 Dex (1 slot)
  • +2 Int (2 slots)
  • -2 Cha (back down to 1 slot)
  • Constructed +2 Save against things that normally only affect living beings. (2 slots)
  • Exceptional Vision – Darkvision (we’ll drop the low-light, it seems redundant, 3 slots)
  • Flat Affect – a penalty (dropping them to 2 slots)
  • Upgrade Slot (3 slots)

If we use them as the baseline, that balances nicely with MotSP.

Humans, meanwhile would get

  • +2 to any stat (1 slot, Bonus Feat (2 slots), Skilled (3 slots).

Kasathas:

+2 Str (1 slot), +2 Wis (2 slots), -2 Int (1 slot), Desert Stride (2 slots), Four Armed (3 slots), we remove Historian and note it as being more of a species trend, give them their natural grace (4 slots) and, needing to balance them out, give them ‘Inscrutable’, which works much like Flat Affect.

Lashuntas:

+2 Charisma (1 slot), gendered stat bonus (2 slots), gendered stat penalty (1 slot), and we give them their at will power (choosing only one) OR their 1/day power and their limited telepathy. We lose the Student ability.

Shirrens:

+2 Con (1 slot), +2 Wis (2 slots), -2 Charisma (1 slot), Blindsense (2 slots), Limited Telepathy (3 slots) and we drop their Cultural fascination, give them communalism but double their Charisma penalty, because bugs are gross and communalism seems vital to the species ‘hook’.

Vesk:

+2 Str (1 slot), +2 Con (2 slots), -2 Int (1 slot), Fearless (2 slots), Natural Weapons (3 slots). We drop the Armour Savant and give them Low Light vision and a -2 penalty to Charisma, rounding us out at 3.

Ysoki:

+2 Dex (1 slot), +2 Int (2 slots), -2 Str (1 slot), we give them their Darkvision and Moxie as being the most defining traits (taking us to 3 slots), give them a -2 penalty to Charisma (vermin freak people out) and replace Cheek Pouches, which are lame, with a gnawing ability (double damage to inanimate objects, even with weapons).

This leads to a grittier game that would be more compatible with MotSP materials. Another option would be to give characters in the game four character options, some – like humans – will gain more versatility and power, while others still won’t be at their full, normal, Starfinder potential.

A human in this version might get another instance of a free feet or the affects of Skilled, twice.

A sample species from Machinations, converted to Starfinder, are the Urlanth. The Urlanth are a matriarchal species that once ruled most of the known galaxy. Taken over to Starfinder they would have:

  • 3 trait version
  • +2 Charisma
  • Skilled – Urlanth women start play with two additional skill ranks and every level thereafter.

4 trait version

  • +2 Charisma
  • +2 Wisdom
  • Skilled – Urlanth women start play with two additional skill ranks and every level thereafter.

Base Starfinder Equivalent

  • +2 Charisma
  • +2 Wisdom
  • -2 Con
  • Skilled – Urlanth women start play with two additional skill ranks and every level thereafter.
  • Urlanth women start with an additional feat.

#RPG – Machinations of the Space Princess Play Aids

There’s a pretty good G+ community for my game MotSP and you should probably go look it up and join it (Machinations of the Space Princess is the name of the group).

Recent play aids posted include another version of the CHARACTER SHEET

And a CHARACTER GENERATION AID.

 

#RPG – Machinations of the Space Princess fillable Character Sheet

This chap had some lovely things to say about MotSP though it’s not a review exactly. You should go READ.

This isn’t a review of Machinations of the Space Princess. I am not a game reviewer. I am a game enthusiast. I love the hobby and I sometimes sit down and write about my excitement. Machinations of the Space Princess has me excited. It’s a solid, seriously joyful Space Opera RPG that under the hood does everything right. Don’t be fooled by the sexy negligee and the flash. This Princess is the real deal. I’m only sorry it took me two years to give her a chance.

He also created a form-fillable character sheet, which you can get here MotSP-Form.

#RPG – Overwatch Characters for Machinations of the Space Princess

I love everything about Overwatch, except the game (I hate PvP) so it’ll be Battleborn for me. Still, the characters are great and I felt like having a little fun, so…

(Want to see more? Leave a comment)

bastion-gameplayBastion – SST Laboratories Siege Automaton E54

Once a frontline combatant in the devastating Omnic Crisis, this curious Bastion unit now explores the world, fascinated by nature but wary of a fearful humanity.

Originally created for peacekeeping purposes, Bastion robot units possessed the unique ability to rapidly reconfigure themselves into an assault-cannon mode. But during the Omnic Crisis, they were turned against their human makers, forming the bulk of the omnics’ rebel army. Following the resolution of the crisis, nearly all of them were destroyed or disassembled. To this day, Bastion units still symbolize the horrors of the conflict.

One unique Bastion unit, severely damaged in the final battles of the war, was left forgotten for over a decade. It lay dormant, exposed to the elements and rusting while nature slowly reclaimed it. Overgrown with vines and roots and nested upon by small animals, the robot sat inert, seemingly unaware of the passing of time. That was until one fateful day, when it unexpectedly reactivated. With its combat programming all but lost, it instead displayed an intense curiosity about the natural world and its inhabitants. This inquisitive Bastion unit set out to explore its surroundings and discover its purpose on a war-ravaged planet.

Though “Bastion” appears to be gentle—even harmless, at times—its core combat programming takes over when the unit senses danger, utilizing its entire arsenal to eliminate anything it perceives as a threat. This has led to instances of conflict with the few humans it has encountered, and has driven it to avoid populated areas in favor of the wild, uncharted regions of the world.

Charisma 11+0 Charm 6
Comeliness 11+0 Looks 6
Constitution 17+3 Toughness 12
Dexterity 13+1 Reflexes 7
Intelligence 13+1 Logic 7
Strength 16+3 Power 8
Wisdom 15+2 Will 8
Painless x3: +3 HP/Level, +3 Toughness

Hit Points: 77
Psi Points: 9
Attack Bonus +5
Ranged Attack: +6
Close Attack: +8
Ranged Defence: 12/9/10
Close Defence: 14/11/12
Ranged Damage Bonus: +2
Close Damage Bonus: +3
Social Reaction: +0
Initiative Bonus: +7
Skills Points: 10

Climb: 1
Languages: 1
Search: 1
Security: 1
Sleight of Hand: 1
Sneak Attack: 1
Stealth: 1
Structure: 1
Survival: 1
Tinker: 5
Juggernaut: 6

Gear

Recon Configuration
Very Heavy Armour: 1d8 Protection -1 Defence
Medium Calibre SMG: 1d6 damage, Medium Range, Ammo Save 16, Autofire x1

Turret Configuration
Juggernaut Armour: 1d20 protection (front) 1d12 protection (rear), -3 Defence.
Medium Calibre Vulcan Cannon: 1d10 damage, Long Range, Ammo Save 10, Autofire x2

Tank Configuration
Ultra Heavy Armour: 1d10 Protection, -2 Defence
High Calibre Cannon: 1d12 damage, Extreme Range, Ammo Save 10, Explosive (1d10)
(Tank configuration drains a lot of energy and can only be activated for 1d8 turns per combat).

Shifting configurations takes a full turn.

11vo7qhD.Va – Hana Song

D.Va is a former professional gamer who now uses her skills to pilot a state-of-the-art mech in defense of her homeland.

Twenty years ago, South Korea was attacked by a colossal omnic monstrosity that rose from the depths of the East China Sea. The massive, lumbering construct caused catastrophic damage to coastal cities before it was driven back beneath the waves. In response, the South Korean government developed a mechanized armored drone unit, called MEKA, to protect urban environments in future engagements with the omnic threat.

The government’s fears proved to be well founded, as a disturbing pattern of attacks emerged. Every few years, the monstrosity would rise from the sea to assault South Korea and its neighbors. The omnic learned from these encounters, often reconfiguring itself in a different form and appearing with new weapons and capabilities. Each incident ended in a stalemate, with the monstrosity defeated but not destroyed.

As the omnic continued to adapt, it eventually disrupted MEKA’s drone-control networks, forcing the military to place pilots in the mechs. Scrambling to find suitable candidates, the government turned to the country’s professional gamers, who possessed the necessary reflexes and instincts to operate the mechs’ advanced weapons systems. Top stars were drafted, including reigning world champion Hana Song, also known as “D.Va.” Famous for her elite skills, D.Va was a fierce competitor who played to win at all costs, and she had a well-earned reputation for showing no mercy to her opponents.

Seeing her new mission as a game, D.Va fearlessly charges into battle alongside the rest of her MEKA unit, ready to spring to her nation’s defense at a moment’s notice. Recently, she has begun to stream combat operations to her adoring fans, and her growing following has turned her into a global icon.

Charisma 14+2 Charm 7
Comeliness 16+3 Looks 8
Constitution 11+0 Toughness 6
Dexterity 17+3 Reflexes 9
Intelligence 17+3 Logic 9
Strength 8-1 Power 4
Wisdom 16+3 Will 8

Adaptable x3: +3 Skill Points.

Hit Points: 17
Psi Points: 12
Attack Bonus: +1
Ranged Attack: +4/+6
Close Attack: +0/+1
Ranged Defence: 15
Close Defence: 12
Ranged Damage Bonus: +3
Close Damage Bonus: -1
Social Reaction: +5
Initiative Bonus: +4

Skill Points: 18

Climb: 1
Languages: 1
Search: 1
Security: 1
Sleight of Hand: 1
Sneak Attack: 1
Stealth: 1
Structure: 1
Survival: 1
Tinker: 4
Experimental Tech: 6
Robotic Companion (MEKA): 6

Gear

MEKA Suit (This must be destroyed before D.Va can be attacked).
Ram +1 Close Attack Bonus 1d4 damage
Twin Fusion Cannons +2 Ranged Attack Bonus 1d8 damage, Autofire, Long Range, Ammo Save 12
15 HP
Armour: 1d4, Jump Jets, Ejector Seat (releases pilot on destruction).
Saves 6
Juggernaut 1

Personal Gear
Skintight bodysuit: 1 Armour
Light Machine Pistol: d4 damage, point blank range, Ammo Save 18, Autofire.

Genji_005Genji – Genji Shimada

The cyborg Genji Shimada has made peace with the augmented body he once rejected, and in doing so, he has discovered a higher humanity.

As the youngest son of the master of the Shimada ninja clan, Genji lived a life of luxury and privilege. He had little interest in the family’s illegal businesses, and although he excelled at and enjoyed his ninja training, he spent most of his time pursuing a playboy lifestyle. Many within the clan considered the carefree Genji to be a dangerous liability, and they resented his father for coddling and protecting him. Following the clan leader’s untimely death, Genji’s older brother, Hanzo, demanded that Genji take a more active role in their late father’s empire. Genji refused, enraging Hanzo. The tension between the brothers built to a violent confrontation that left Genji on the verge of dying.

Hanzo believed that he had killed his brother, but Genji was rescued by Overwatch and the intervention of Dr. Angela Ziegler. The global security force saw Genji as a potential asset in its ongoing operations to combat the Shimada clan. As Genji’s injuries left him clinging to life, Overwatch offered to rebuild his body in exchange for his help. He was put through an extensive process of cyberization, which enhanced his natural speed and agility and augmented his superlative ninja skills. Transformed into a living weapon, Genji single-mindedly set about the task of dismantling his family’s criminal empire.

But as time passed, Genji felt increasingly at war with himself. He was repulsed by the mechanical parts of his body and could not come to grips with what he had become. When his mission was complete, he abandoned Overwatch and wandered the world in search of meaning. He drifted for many years before crossing paths with the omnic monk Zenyatta. Though Genji initially rejected Zenyatta’s wisdom, the benevolent omnic would not be deterred. In time, Zenyatta became his mentor, and under the monk’s tutelage, Genji reconciled his dual existence as both man and machine. He learned to accept that although he had a cyborg body, his human soul was intact, and he came to see his new form as a gift and a unique strength.

Now, for the first time in his life, Genji is free. Even he cannot say where his path will ultimately lead.

Charisma 10+0 Charm 6
Comeliness 10+0 Looks 5
Constitution 16+3 Toughness 8
Dexterity 16+3 Reflexes 8
Intelligence 11+0 Logic 6
Strength 20+5 Power 10
Wisdom 14+2 Will 7

Cyborg x3: Skin Armour 3 (1d8, +9hp)

Hit Points: 66
Psi Points: 8

Attack Bonus: +5
Ranged Attack: +8
Close Attack: +10
Ranged Defence: 17
Close Defence: 15
Ranged Damage Bonus: +2
Close Damage Bonus: +5
Social Reaction: +0
Initiative Bonus: +7

Skill Points: 9

Climb: 2
Languages: 1
Search: 1
Security: 1
Sleight of Hand: 1
Sneak Attack: 1
Stealth: 2
Structure: 1
Survival: 1
Tinker: 1
Ambush: 2 +2d6 damage on surprise attacks
Defensive Gunfighter: 2 +2 Ranged DEfence
Weapon Expert Melee: +1 Attack in Melee

Gear

Deadly Katana 1d10 damage, Armour Defeating x1.
The Katana can be overdrive into ‘Dragonblade’ mode once per combat, doing 1d20 damage with Armour Defeating x2.
Shuriken Clusters D4 damage, Autofire x2
Twin Cyberarm
Twin Cyberleg