Hello everyone!
Progress on making a working Campaign Guide for playing the TiTS setting in Starfinder is coming along well. I've been able to get a hold of some charts and data points which let me make items balanced to the base game, and as a result the finished Armor, Weapons, and Personal Shields items and rules are finished and stated appropriately. I've also come up with a simplified way to do transformative items and stated all of them I know of up.
Armor and Weapons are simple enough. The items are stated according to in game damage, with things like the slut ray and starter pistols being level 1 gear, and things like the samorian railgun being level 20 gear. In order to make bows worth... anything I've stated them as sniper weapons (this way they have very good range and are precision weapons). TiTS lacks anything else that would be sniper weapons since the Rail gun, the only thing with notably high range, is more of a heavy weapon due to its sheer size and damage output. I've also done my best to have the items descriptive texts dictate their stats, notably special properties.
As an example the Arc Caster has the Flexible Line property so it actually can draw arcs between specific points in range like the fluf says.
Personal shields are stated such that they will protect you from 2.5 hits from any weapon the same level as the shield on average. They work like they do in TiTS, recharging out of combat over like a minute or so with feats or items needed to restore them in combat. For balance purposes they have limits to how many times they recharge between combat in a given day.
Transformatives were difficult. For race transformative items a random system was created where you take the item, roll a specified die, and then that many features are changed at random. This is to emulate Trials in Tainted Space's random selection of what features change when you take a transformative item.
As for what the changes do in game I settled on making it optional for GMs to come up with very small perks fort having a given feature changed for species transformations, with something equivalent to a feat or race feature given to players when they get a full "set" for the furry TF items, and swapping race stats for the proper race transformations. Other TFs have specific effects listed. All TF items are categorized into "General", "Gender", "Species", and "Adult" categories.
I have a good chunk of the species stated up as well. They need to be reorganized (I am going to just folow the codex's organization in game this time. That's the best way.) and I need to get to the rest of them, but what's there is finished. What I want to do next is get some of the GM info done. Specifically, notable figures int he Galaxy. I learned while doing species stats that the Wiki is garbo for current and accurate lore. Which brings me to a simple request.
Can someone here provide me with a list of all the important NPCs in terms of "people with real power" and "People everyone knows of" types so I can get some world info done? I'd also like to know if there's any named political figures. I know the Asur have a "Star-King" but the current one is not named. I'll make something up if I have to, but I want to keep that kind of thing to a minimum.
I would appreciate the help so I don't have to navigate through the like 120 named character pages and the 40 or so planet pages to make sure I've covered everyone. Thank you!
-------
For those interested in taking a look at the project as it stands now, you can get access to everything from this document.
Planed features include:
1. The old planet generator I came up with so GMs can quickly knock together a good planet for those random Warp Gate trips.
2. A sci-fi adventure idea generator.
3. An adventure module for 1st level players to get people started.
4. A short guide on how to come up with interesting alien races/cultures with an example.
Progress on making a working Campaign Guide for playing the TiTS setting in Starfinder is coming along well. I've been able to get a hold of some charts and data points which let me make items balanced to the base game, and as a result the finished Armor, Weapons, and Personal Shields items and rules are finished and stated appropriately. I've also come up with a simplified way to do transformative items and stated all of them I know of up.
Armor and Weapons are simple enough. The items are stated according to in game damage, with things like the slut ray and starter pistols being level 1 gear, and things like the samorian railgun being level 20 gear. In order to make bows worth... anything I've stated them as sniper weapons (this way they have very good range and are precision weapons). TiTS lacks anything else that would be sniper weapons since the Rail gun, the only thing with notably high range, is more of a heavy weapon due to its sheer size and damage output. I've also done my best to have the items descriptive texts dictate their stats, notably special properties.
As an example the Arc Caster has the Flexible Line property so it actually can draw arcs between specific points in range like the fluf says.
Personal shields are stated such that they will protect you from 2.5 hits from any weapon the same level as the shield on average. They work like they do in TiTS, recharging out of combat over like a minute or so with feats or items needed to restore them in combat. For balance purposes they have limits to how many times they recharge between combat in a given day.
Transformatives were difficult. For race transformative items a random system was created where you take the item, roll a specified die, and then that many features are changed at random. This is to emulate Trials in Tainted Space's random selection of what features change when you take a transformative item.
As for what the changes do in game I settled on making it optional for GMs to come up with very small perks fort having a given feature changed for species transformations, with something equivalent to a feat or race feature given to players when they get a full "set" for the furry TF items, and swapping race stats for the proper race transformations. Other TFs have specific effects listed. All TF items are categorized into "General", "Gender", "Species", and "Adult" categories.
I have a good chunk of the species stated up as well. They need to be reorganized (I am going to just folow the codex's organization in game this time. That's the best way.) and I need to get to the rest of them, but what's there is finished. What I want to do next is get some of the GM info done. Specifically, notable figures int he Galaxy. I learned while doing species stats that the Wiki is garbo for current and accurate lore. Which brings me to a simple request.
Can someone here provide me with a list of all the important NPCs in terms of "people with real power" and "People everyone knows of" types so I can get some world info done? I'd also like to know if there's any named political figures. I know the Asur have a "Star-King" but the current one is not named. I'll make something up if I have to, but I want to keep that kind of thing to a minimum.
I would appreciate the help so I don't have to navigate through the like 120 named character pages and the 40 or so planet pages to make sure I've covered everyone. Thank you!
-------
For those interested in taking a look at the project as it stands now, you can get access to everything from this document.
Planed features include:
1. The old planet generator I came up with so GMs can quickly knock together a good planet for those random Warp Gate trips.
2. A sci-fi adventure idea generator.
3. An adventure module for 1st level players to get people started.
4. A short guide on how to come up with interesting alien races/cultures with an example.