More Adventures

Showing posts with label GM. Show all posts
Showing posts with label GM. Show all posts

Friday, November 3, 2017

The Defector: Captain Willian

I have been writing a Starfinder campaign on the blog called "The Defector," that centers around a Vesk general who leaves the Empire in an attempt to change the tide of the war. The fist major NPC of the campaign is Willian, the captain of the freighter that is scheduled to rendezvous with the defecting general. With the aid of the Alien Archive, I was able to build a sweet NPC that I wanted to share with you.

WILLIAN:
HUMAN ACE PILOT ENVOY.
CR 6 HP: 80


DEFENSE:
EAC: 16 KAC: 19
FORT +5 REF +5 WILL +9


SKILLS
CHA +5 INT +3 DEX +2
Master Sense Motive +18
Master Bluff +18
Diplomacy
Or Intimidate +13


GEAR
LIGHT ARMOR: Carbon Skin, graphite.
SMALL ARM: +14 Laser Pistol, Corona (2d4+6) CRIT (burn 1d4)
BASIC MELEE WEAPON: +12 Dueling Sword (1d6+6+2)


6TH LEVEL ENVOY IMPROV: HEADS UP: When you succeed at a perception check, as a reaction, you can signal a single ally w/in 60ft. That ally can act as if he had succeeded at the perception check with the same result.


4TH LEVEL ENVOY IMPROV: FOCUS: As a standard action, you can encourage a single ally within 60ft to focus on the danger at hand.  


1ST LEVEL ENVOY IMPROV: GET EM. Chose one enemy w/in 60ft. Until the start of your next turn, allies gain +1 morale bonus to attack rolls made against that enemy. Bonus persists even if enemy moves beyond 60ft.  At 6th level spend 1 resolve point to grant bonus to attack and damage rolls against all enemies who are w/in 60 ft.


SPECIAL ABILITY:
IMPROVED INTINTIVE: +4 bonus to initiative checks.
DIVERSION: You can draw attention to yourself, allowing your allies to slip away.


RACIAL SPECIAL ABILITY:
LIGHTING REFLEXES: +2 Bonus to reflex saves.

Tuesday, October 17, 2017

You're My Inspiration

Once a month or so I head to my local used book store. I love a good used book store.  They are great place to find old gaming manuals. Also the selection of fantasy and sci-fi novels are always solid. A few of my better scores include Conan, Tarzan and Princess of Mars novels.  

On my last trip, I came across an old mass market Elrick paperback novel. I hadn’t read any Moorcock but his work has come highly recommended so I figured what the hell.  The cover art was dope and the description seemed solid enough, so I bought it. Boy, am I glad I did. The book entitled “The Stormbringer,” is a collection of short stories of Elrick’s adventures.  If you aren’t familiar, Elrick is an albino elf that wields an evil runesword. Man, it’s soooooooo good.  

 I gotta tell ya, nothing gets my role playing engine running like reading great sword and sorcery.  My dicehand starts shaking and my mind begins to race. How my character would react to the situations presented in the stories? I ponder the stats of Elrick’s companions as well as the evil do-ers.  Man, I gotta play!!!
    

Where does it come from for you as a GM or as a player while creating a new PC?  Maybe you’re favorite film character, a novel perhaps? Share your inspiration here with us! 

Friday, October 6, 2017

My Starfinder Campaign: The Defector part 1

I thought this would be a cool place to brainstorm my Starfinder campaign. If you guys and gals dig it feel free to use the idea for your game. If you have questions or recommendations for the events feel free to use the comments section.

This campaign takes place during the Vesk invasion outlined in the players guide. The jist of the campaign is:  A Vesk general is defecting and it the PC’s job to deliver the defector safely to the station. (If  a member of your party that is playing a Vesk, no worries. I’ve got that covered.)

The opening setting is a freighter speeding through the galaxy. The PC’s are serving as the bride crew of a freighter commanded by Captian Willian. (I am not going to assign a race/class/theme for this or any of the NPC’s here on the blog. My thinking here is I would leave those decisions up to the individual GMs.)  The crew is aware they are on a mission that is militarist in nature though none are aware of the particulars. Willian orders the pilot to a heading for a rendezvous with another vessel.


During their travels to the rendezvous point, the ship is attacked by Space Goblins junkships.

This seems like a good place to end. Next week I will continue on with the campaign as well as providing stats for your freighter and the junkships.

Thanks for reading. Feel free to share your thoughts and subscribe. 

Tuesday, September 12, 2017

Advice for a First Time GM

Since I've returned to table top RPG's I've played all sorts of rolls: Tank, magic user, healer, Dorito eater. Yet the one role I have yet to fill is perhaps the most important one. The Game master.

Yep. I've never GMed a game. Not once. I've offered my services only to be rebuffed by more experienced GMs. I feel I am a quality backseat GM. Meaning I will freely and often offer my story ideas and plot twists to my GM or anyone else willing to listen. I've toyed with the idea, writing campaign outlines only to stop midstream, gripped by fear and failure!

Now after all that I think I am ready to take the plunge. I have offered my services as a GM to our Starfinder game. I am a little nervous. There is the afore mentioned fear which is compounded by Gming an entirely new system . That being said, I am working on my story. I have a solid outline, a few important NPCs and a even a few rounds of combat. I've even bought the Absalom Station mod as a way to get my feet wet with the new system.  But what if I suck? What if the players hate the game? What if i don't know all the rules? or I buy the wrong GM screen?!?! 

Someone help! I am looking for advice. Is there like a GM book camp I can attend? Maybe a support group for first timers? I'd be willing. I could bring snacks.  Anyway, feel free to share your knowledge! Thanks!