Starfinder (NC/Ex) Interest Check

Started by PixelatedPixie, May 21, 2022, 03:34:38 PM

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Moxa

I'm just trying to ponder what I'll do given the GM's hard no-brew stance, since it means I need to choose options super carefully if I'm going to actually be able to use abilities outside of normal starfinder stuff

TFcommando

Quote from: Moxa on May 30, 2022, 10:59:01 PM
I'm just trying to ponder what I'll do given the GM's hard no-brew stance, since it means I need to choose options super carefully if I'm going to actually be able to use abilities outside of normal starfinder stuff

What were you thinking of?  While not the GM, I don’t think stretching a power, piece of gear or feat to cover sexy PC on PC (or out of combat NPC) action would have any additional feat costs. The system is already kind of abstract… lots of Operative powers can be psychic or fully technological, for instance, it’s only the game effect that’s important. 

Something that jumped out at me, the Solarian Solar Weapon text…
“Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well.”

So I don’t see a reason a Solarian couldn’t molest a slave with those tentacles as is.
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Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Zaer Darkwail

Yeah, changing fluff should not be big deal in sexy situations. No homebrew is more game mechanic stuff side.

Moxa

Quote from: Zaer Darkwail on May 31, 2022, 06:28:40 AM
Yeah, changing fluff should not be big deal in sexy situations. No homebrew is more game mechanic stuff side.

Yeah the issue is that once you start asking for effects that are outside of the listed ability, you're homebrewing. The Solarian example mentioned above doesn't work because there's no facility (AFAIK) for the manifestation to grapple. Unless you have a total separation of gameplay scenes and nongameplay scenes you have to deal with mechanics.

Zaer Darkwail

I think for the plain easy method is to treat sexual scenes (with fellow players and NPC's) as outside of the main system and thus can do whatever crazy/non-canon things with class features/weapons/gear to achieve juicy roleplaying there without needing to approve everything with GM. Meaning if you do things in an erotic scenario the same things do not apply say in combat.

Moxa

In that case I'll probably withdraw interest. I'm pretty keen eventually on having a system game with mechanics and lewd intertwined, I'm a geek like that 😆

Zaer Darkwail

Up to GM to decide how much system is involved/is not involved in potential smut/sex scenes. I just suggested most easiest way solve any mechanical conflicts  :P

Isengrad

At work so I skimmed over the thread and got a basic idea. Would love to plant a flag of interest and can certainly build out a few ideas. Either a Pirate or femboy slave(indentured or voluntary..heal if seeded or ships mechanic)

original artwork by karabiner

Zaer Darkwail

Quote from: Isengrad on June 01, 2022, 05:48:32 AM
Either a Pirate or femboy slave(indentured or voluntary..heal if seeded or ships mechanic)

Just an awesome line there, just saying  XD

Isengrad

Needed, but autocorrect made it fun

original artwork by karabiner

Isengrad

Reading over it a bit more, I love the idea of Pirates that seek to make it big taking down other Pirates(I am a fan of one peice) so just pointing it out I would lvoe that idea.

Regarding the training and contol of those slaves, it's not far fetched to have a submission collar or small graft(Cybernetic, biotech, anything really) that restricts actions or provides a pavlovian rewards system..tying it to similar grafts or in the case of cybernetics a simple IFF tag. They are pirates though, and Pressganging is a thing.

I do have my concept. A Human (Femboy) Nanocyte with the spacefarer theme. Once we get closer to a solid concept I can flesh it out further depending on character links. Original idea was to have his master/owner/friend be the one responsible for saving him by somehow infusing him with nanites. He then willingly entered into servitude as an indentured servant.

To piggyback off of Re Z L's ideas. Having the players initially work with the free captains can reveal why Xandra was so dismissive of them. from there we work to repair the ship, raid frighters or search for treasure in asteroid storms or attempt to land on a comet to mine valuable gas or minerals to either barter or use in the fixing of The Dragon's Scourge.

potential image

original artwork by karabiner

Re Z L

Planning an Android Nanocyte myself, probably Regen/Obliteration as probably the ship's medic, could be she saved and inadvertently "infected" him with nanites

In the shop
Do you have an appointment?
A&A

Isengrad

#88
hmmm, I could just be a badass then and we have a Nanocyte pair...that can certainly Fuck some things up ^^. That Tank slut that was mentioned earlier....though regen on a personal level is badass as well.

original artwork by karabiner

TFcommando

I have a variety of pirate domme ideas, all human and female, mostly “weird powers” sorts.  A blast-y Technomage, melee Solarian with the tentacle or mystic rune weapon or a Mindbreaker mystic.  “I am a badass with powers you don’t understand and don’t need to wear much clothing because of that” sort of thing.  Shameless, proud and decadent.

Or further down on the list, an Operative Daredevil in a skin tight jumpsuit, flipping around and fighting with a knife in one hand and a pistol in the other, playing on the badass angle.  Or a Dex soldier gunbunny, scantily clad with a heavy weapon, a more cheerful but deadly sort.  Either could be a hot pilot.

We’d be quite lucky to have an even number of owner and slut/slave players who are compatible, of course.  So I can flex on having one or not, should it come up.
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Hexed

Quote from: Re Z L on June 01, 2022, 05:38:47 PM

In the shop

Hilariously that's one of the pictures I'd contemplated for a mechanic. :D


Nanocyte's do seem an interesting class even if some of the mechanics had me scratching my head but it usually takes me several readthroughs for some classes.

We'll have to see just how damaged the pirate ship and the liner are... Might have to strip parts from the damaged liner to repair the pirate ship (Although maybe liner exploded completely?)

Cross our fingers and won't have to submit to a different group just to get enough repairs for the ship to function.

PixelatedPixie

I am still spinning my wheels on this.  It isn't forgotten, but I haven't been happy with any of what I have come up with.  Sorry for the delay everyone and thank you for all of your input and suggestions.  I haven't responded to most specifically, but they are appreciated.

I started looking at the Colony Ship framework, as a prison-ship turned pirate-ship sounded fun.  I also started debating having the ship start as an empty frame with the bare minimum of systems, to allow maximum player development. 

Quote from: TFcommando on May 29, 2022, 01:06:05 AM
I like the setup and the ship.  Would mecha be an option instead of, or in addition to, fighters, out of curiosity?  Or on top of it?  In Star Blazers 2202, they have humanoid mecha clinging to a fighter to jump off and board enemy ships at one point.

A mecha would potentially be an option, as I do want to play around with them, but it would depend where I land on things in general.

Quote from: Re Z L on May 29, 2022, 01:14:14 AM

  • Maybe Captain Xandra's first mate was the one that initiated the mutiny and takes over as the new captain and they could be a DM PC to give the group more direct guidance
  • Another option is the PCs, and whatever other NPCs on the ship, form a loose confederacy and they start making more group decisions, kind of like what's already been mentioned
  • Maybe the Free Captains "take over" in a sense, maybe they have something to hold over the group and force the new crew to work for them one way or another

I don't know that I want to do a DM-PC as a leader, but it might be an option, though several other suggestions I like as well.  The ratio and group size is a struggle.

Quote from: Vreski on May 29, 2022, 11:06:20 PM
Is there still room in this?

I haven't gotten to the point of recruitment, it is still in interest check territory while I work on a structure I like, so potentially.

TFcommando

Quote from: PixelatedPixie on June 02, 2022, 10:59:05 PM
I am still spinning my wheels on this.  It isn't forgotten, but I haven't been happy with any of what I have come up with.  Sorry for the delay everyone and thank you for all of your input and suggestions.  I haven't responded to most specifically, but they are appreciated.

That's good to know, I was concerned you might be overwhelmed by the possible player ideas while trying to work something out! 

Quote from: PixelatedPixie on June 02, 2022, 10:59:05 PM
I started looking at the Colony Ship framework, as a prison-ship turned pirate-ship sounded fun.  I also started debating having the ship start as an empty frame with the bare minimum of systems, to allow maximum player development. 

Customization is always fun!  I'm not sure if it's in Starfinder anywhere, but Traveller has a lot of modular starships with exterior grapples or internal bays that can be switched out for different functions... one might carry troops, another might have a command bay or a missile launcher or extra fuel.  In some cases, the ship is just a spine with a bridge and an engine and everything else is clipped on, others it's a "regular" ship with an internal section for one switched out area.

Quote from: PixelatedPixie on June 02, 2022, 10:59:05 PM
A mecha would potentially be an option, as I do want to play around with them, but it would depend where I land on things in general.

I don't know that I want to do a DM-PC as a leader, but it might be an option, though several other suggestions I like as well.  The ratio and group size is a struggle.


Perhaps the Captain had a secret patron they were working for, a planetary emperor or corporate head who had missions for her, privateering or collecting slaves, or hitting a particular target that benefited them.  The PCs would have to work with them as well, as they can supply a market, plus parts and weapons that are hard for pirates to obtain legitimately.  So there would always be some direction for the PCs to take their ship, a choice of a couple of missions, without total control the way a DM-PC leader would.  The current situation might have been caused by the Captain getting greedy or even ignoring a warning from them.

Related, the Captain might have had a special source that guided her to targets or treasure, a magic item or hybrid device like a crystal ball or a magic map, or a unique computer or head in a jar.  As above, it's a plot device that dispenses adventure seeds, if short on the details.  It could have been the target of the disastrous raid on the liner and the captain has some insight as to how it works, which is one reason to keep her around. 

More simply, she might have spilled the location of a supply cache on an asteroid or backwater planet with the resources they'll need to get the ship back up to fighting condition, so that's a mission the PCs would have to agree to take, and put off the "Who's in command" question until later.  (The Captain probably has a key or more info about said cache to reveal later). 
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Zaer Darkwail

#93
Quote from: PixelatedPixie on June 02, 2022, 10:59:05 PM
I started looking at the Colony Ship framework, as a prison-ship turned pirate-ship sounded fun.  I also started debating having the ship start as an empty frame with the bare minimum of systems, to allow maximum player development. 

So, going for carrier-sized ship then? It would make sense if we start in 7th or 8th level chars we have 8th level ship. Also would make sense old captain could have bought an old out-of-commission prison ship that was retrofitted into pirate/slaver ship. Would explain the prisoner cells in the ship at the very least and various internal security measures. However minimum crew for the carrier is 75 and max is 200. I imagine pirates operated on somewhere around +90 crew originally and now with losses they need pressgang recruiting new crew from survivors of other ship (or turned slaves).

But the ship's size would allow lots of customization if agree that many expansion bays had been left unused originally. Also, the carrier is big enough to allow storing ships for combat. Carriers are demanded to have at least 1 hangar bay and it allows storing ten tiny ships (and thus get fighters).

I also do think besides for 'revenge' the captain (who will be DM-PC) is kept alive cause she is needed alive. It can be contacted which group needs or that the ship has self-destruct mechanism tied to the captain's life and the crew is not anyway skilled to undo the binding to the device (and location, where self-destruct port is located, is hidden). Or captain knowing caches of resources which she had withheld not told crew before (and was meant as personal emergency resources in case she alone survives ship's destruction).

No doubt many players besides main chars need to pick up a lower-level NPC crew member to control and cover any roles (or events) needed. But even so, filling the entire 75 ship means lots of NPC's so it gives room to develop any NPC's on the fly to anyone in long run. Also mentioned the PC crew of pirates has likely formed a council of sorts where everyone is given responsibilities equally and has equal voting in the council. Likely any face person or charismatic person is given the title of 'captain' but only for the sake of inspiring and leading the pirates/slave crew in battles and dealing with negotiations for the crew.

So here are ideas for council roles;

Captain: Inspire/Lead troops in space battle (as 'captain' is a space combat role) and be the face person for negotiations/meetings with other captains/merchants.
Chief Engineer: Responsible for repairs/upgrades for the ship.
Assault Chief: Responsible for direct boarding/close combat leadership.
Warden: Responsible for captives/slaves on the ship.
Quartermaster: Chief bookkeeper for supplies and handling finances and see everyone gets a fair share of loot/cash.
Gunner Chief: Leads gunner crews in space combat and also deals with maintaining and upgrading ship's weapon systems.
Medic Chief: The leader of the medical crew and overall chief decision making when it involves on crew's health and medical supplies (and producing them if possible and also drug maker).
Flight Chief: Leader of space fighter squadrons and leading them.
Science Chief: Besides handling information/data collecting he's also a communication officer and one responsible for keeping tabs/contact with pirate crew-related contacts/seeking work/targets for the pirate crew to strike.

TFcommando

Quote from: Zaer Darkwail on June 03, 2022, 07:41:53 AM
So here are ideas for council roles;

Warden: Responsible for captives/slaves on the ship.

I had been thinking that only the command level PCs would (possibly) have their own slaves, since they're on top and get special privileges, but that might not be the case!  Would a chunk of the main crew, or even a slave soldier assault team, be owned as well?  I had thought they'd want to keep any captives moving as you can get pirate crew to work for just a share of loot in any seedy port throughout space and they'd require less in the way of tech or magic to keep in line.  On the other hand, it would allow for more kinds of sexy scenes if there are a number of NPCs available in that way. 

And of course, the command crew could have relations among themselves.  Sleeping with the non-officer crew could cause discipline problems and you can't necessarily trust them not to take advantage to further their position.  Since the council pirates are all roughly the same rank, you know they can't advance much further. :)

One of the light armor types could be reskinned as "Slave armor," just a harness, wrist and ankle cuffs and a collar, leaving them exposed otherwise.   Starfinder takes a page from Mass Effect and Guardians of the Galaxy in using force fields to complete environmental protection, so one can be exposed and still safe from explosive decompression. 

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Zaer Darkwail

Quote from: TFcommando on June 03, 2022, 12:11:27 PM
I had been thinking that only the command level PCs would (possibly) have their own slaves, since they're on top and get special privileges, but that might not be the case!  Would a chunk of the main crew, or even a slave soldier assault team, be owned as well?  I had thought they'd want to keep any captives moving as you can get pirate crew to work for just a share of loot in any seedy port throughout space and they'd require less in the way of tech or magic to keep in line.  On the other hand, it would allow for more kinds of sexy scenes if there are a number of NPCs available in that way. 

That's the idea I am proposing; council members each can have one personal slave of their choice from the stock they get from the survivors. Then rest survivors who refuse be pirates willingly are press-ganged to become slave troopers/workers for the crew. So this allows a pool of NPC's both pirates and slaves. Also, slaves not owned by council members are used by everyone, warden basically pimps out slaves for the pirate crew for entertainment/stress relief purposes to keep the remaining pirate crew happy (earlier captain probably did not do that as she aimed for blood money and selling and thus touching merchandise was not allowed before). It can influence some PC chars who are slaves willingly become slaves to council members then be 'crew slut' basically if those are the options.

c0i9z

These are pirates. I can't imagine that they're all that concerned about inter-rank relationships. Or ranks at all, for that matter.

Zaer Darkwail

Quote from: c0i9z on June 03, 2022, 03:04:26 PM
These are pirates. I can't imagine that they're all that concerned about inter-rank relationships. Or ranks at all, for that matter.

True as well, albeit it can depend on the crew exactly but overall if you sleep with the crew it can draw ideas for lower-ranked crew members they gain 'special treatment' and such.

TFcommando

Quote from: c0i9z on June 03, 2022, 03:04:26 PM
These are pirates. I can't imagine that they're all that concerned about inter-rank relationships. Or ranks at all, for that matter.

Quote from: Zaer Darkwail on June 03, 2022, 03:16:14 PM
True as well, albeit it can depend on the crew exactly but overall if you sleep with the crew it can draw ideas for lower-ranked crew members they gain 'special treatment' and such.

I was thinking of it from the perspective of "If you sleep with lower-ranking crew, they might shank you in bed to get an instant promotion" sorts of things, not chain-of-command issues. 
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c0i9z

Interestingly, classic pirates didn't really have ranks. There was the quartermaster, the captain and then basically everyone else. And even then, those two could be switched at just by general agreement.