Showing posts with label Player Options. Show all posts
Showing posts with label Player Options. Show all posts

Friday, October 22, 2021

Unions Can Have A Little Themes, As A Treat

Short blog post today, in honor of the historic victory scored by the #UnionizePaizo movement and the good people of the Unionized Paizo Workers. We here at Starfinder Facts could not be more proud of the huge amount of work put in by the employees and the freelancers who saw the need for change and took the steps to make that change happen, and are humbly honored to have given the small contributions that we did to help the cause.

In celebration of what a small, dedicated group of people can do to hold the powers that be accountable, we at Starfinder Facts would like to freely offer our Themes Of Revolution, a collaboration with the talented Alison Cybe, from last summer for your enjoyment.

Remember: Any starship worth flying takes a whole crew to fly, so a captain needs to have the support of the ship in order to lead. When a crew speaks up, a good captain hears where they made mistakes and leads through crisis. Proud to see the kind of captain that the Golem has chosen to be, and excited to see where in the Vast they're going to lead us next.

Love and Solidarity ✊,
John Curtin (@Curtin_Writes)
Starfinder Facts

Thursday, September 30, 2021

Making Things Suck More For #PaizoAccountability

 Today, we’d like to talk a little bit about accountability. Specifically, #PaizoAccountability.

If you’re any friend of the Facts, you’ve seen us signal boosting a number of voices that are asking for Paizo Accountability. Perhaps you’re not really sure what these calls are actually asking for.

Paizo is, at the end of the day, a company. Companies are, at the end of the day, comprised of people. The game that you love, the community that drew you here to this blog post right here, is the product of a large and growing number of lovely and passionate people who have banded together in order to entertain us. And are we not entertained?

However, there are elements of the community that remain troubled and troubling. Despite the espoused beliefs of the company and the hard work at representation undertaken by the freelancers, writers, developers, editors, and designers a number of the allegations within the past month have centered around upper management’s conservative tendencies to react negatively to such efforts, going back years and still recurring in recent events. Other allegations of unprofessional workplace behavior have been confirmed by the accused and remain unaddressed by the company on a professional level. And huge questions still remain about the firing of a beloved community manager the week before one of the company’s biggest events of the con season, a move that arguably sparked the anger going on now and would result in disciplinary action in any company that took professionalism seriously.

Of course we don’t want Paizo as a publisher to suffer. We have found our heroics on Golarian, in the Pact Worlds, and on further planets and planes. We’ve explored the heights of the Crown Of The World and the depths of Apostae, crashed airships on Akiton and flown off the starmaps into the Vast. We love these places, and the people that create these worlds and populate them with the people, places, and things that inspire and engage us.

We can’t watch idly as voices for diversity and equality leave one by one, forced to leave due to their treatment. We can’t sit by as the creators whose creations we adore labor under near-poverty conditions.

What we can do is make a dumb shitpost and offer it to you, Loyal Factoid Fans, in exchange for your help.

Friend Of The Facts Joan (find her on Twitter at @joannenotjown) has been raising funds for some of those put in vulnerable positions by the economic effects of the #PaizoAccountability movement - this tweet gives the details of this fundraiser started at the beginning of the Paizo Accountability movement. So here’s our deal:

1.) You donate to Joan, so it can be given to some of the people who need it the most in this moment in the gaming community. Any amount will do! We know not everyone can give!

2.) You send us proof of your donation (screenshots work great! You can e-mail them to StarfinderFacts SPLAT gmail.com or DM us on Twitter!). All receipts should be received before October 8th.
2.) October 9th, I send you a new Starfinder Facts creation: Our rendition of a certain iconic mechanical cleaner featured in a Mel Brooks film, created using the new Tech Revolution mech rules, for whatever sick twisted pleasure you derive from such a thing.


Rather like a Golden League Xun mailing a toe to prove the seriousness of their intentions, here’s a snippet for you to ponder.


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Vacu-Suck (2 PP) This massive signature vacuum cleaner is capable of removing entire planetary atmospheres through it’s absurdly powerful suction. For every 10 rounds that the Vacu-Suck is run, reduce the level of atmosphere by one step (from Thick to Normal to Thin to No Atmosphere; use GM discretion to determine the starting density of Corrosive or Toxic atmospheres). At GM discretion, the Vacu-Suck is capable of sucking up trees, structures, and other large objects. The Vacu-Suck can be switched from “Suck” to “Blow” by means of the toggle on the side of the Vacu-Suck.


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This community has awed and inspired us many times over the past few years, and I hope to see it do its work yet again to help the people who make our games make it through a difficult time.

Let’s do something amazing today.

Tuesday, June 30, 2020

FIREBRAND

The galaxy is not a utopia. Throughout all known systems, there are hundreds of civilizations that are built on the back of injustices. Innocent people are abused, vulnerable people are marginalized, and the downtrodden are beaten by the society that should be protecting them. You have no interest in tolerating such wrongs, and you’re not content to stand by silently. You may always have been outspoken, but you have come to learn that your words are a powerful weapon: words that can carry truths that those who lead corrupt systems are afraid to hear. 

Theme Knowledge (1st Level) You are extremely well versed in how many different cultures have moved over time and the grass-roots protests and political actions that have caused these changes. Reduce the DC of Culture checks to recall knowledge about important socio-political movements and changes in cultural zeitgeists throughout documented history by 5. Intimidate  is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Intimidate checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.


Motivational Speaker (6th Level) You recognize how draining, both physically and emotionally, the act of protesting can be for those who are taking part. You are a wellspring of motivation for others, encouraging them to push on through and keep fighting. Once per day, you may attempt an Diplomacy, Intimidate or Bluff skill check against a DC 14 to encourage a fatigued ally. If you pass the check, your ally is no longer fatigued.


Inspiring Anger (12th Level) The drive for positive change in society is born from years, perhaps centuries, of injustice, and your rage against the corrupt machine is a beacon to those around you. You inspire your allies onwards with your righteous anger, and cause your enemies to shrink back in shame at your biting words. When you aid another in any social-based skill check, the ally that you aid gains a +5 bonus rather than the usual +2. In addition,you reduce the difficulty of a skill check to demoralize a foe by 5, and may use either Diplomacy, Intimidate or Bluff when attempting to demoralize a foe.


March Onwards Together Until We Overcome! (18th Level) You are recognized throughout many systems for your fiery personality and uncompromising morals. Whether you are feared as a rabble-rousing troublemaker or looked up to as a leader for those who have been robbed of their voices and rights, you know the power of the right word at the right time to drive people onwards. Up to twice per day, when you spend 10 minutes performing an action that inspires your allies or makes a cautionary statement to your enemies, you can regain 1 Resolve Point. This action could be delivering a rousing speech or rallying cry, or helping others destroy a statue of a hated historical figure, or anything else appropriate at the GMs discretion. 


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If you liked the revolutionary zeal of this theme created specially for us by the talented Alison Cybe, we have two more for you - the Dissenter and the Coordinator! However, nothing good in life comes for free, so here's what you have to do (some of you may have even done this before for us!): 1.) Make a donation to Black Lives Matter. 2.) Send us a screenshot of your donation and the best e-mail for us to send your Themes Of Revolution pdf. Screenshots can be DMed to our Twitter account or sent to StarfinderFactsSPLATgmail.com
3.) Sit back and bask in the glow of doing a good thing and getting something cool from it.

Sunday, January 26, 2020

AUSTRALIA DAY SPECIAL: FEATURING HYBRIDIZATION

Hey, you there! Reader! Yes you! Listen up for a second!

This month we’re doing something a little different with our blog post. Here at Starfinder Facts, we love animals and nature. As such, we are completely heartbroken by the devastation of the Australian wildfires we have witnessed in the past month. Close to one billion animals have perished in the fires, many of them suffering painful deaths, and an untold number of insects have also died – crippling the Australian backbone of a healthy ecological system. The worst part is: there are still three months left in Australia’s fire season. 

In honor of Australia Day, we’ve created two pieces of content. The first one, below, is part of our standard free monthly offerings to our fans - just to remind you that we’re funny and cool and make good work - and is loosely based off of exactly how unique and wierd and fascinating Australia’s unique wildlife is.

Our second piece of content is going to be part of a unique giveaway we are doing to help Australian ecologists in the monumental task at hand. What we ask of you is to donate to the Australia Zoo Wildlife Hospital, take a screenshot, and send it to us (either through Twitter DMs or at StarfinderFacts@gmail.com). In exchange, we’ll send you a pdf with the art, lore, and stats of this guy, as illustrated by the wildly awesome Savannah Hensley (as seen on Instagram @rockingyourstar):



Sound good? If you’re curious to know what the plasmaroo’s whole thing is (or just want to see your player’s faces when you spin around that artwork to describe their new ally or enemy), make your donation today and we’ll send you that sweet sweet artwork and stat block.


And if that wasn’t enough to convince you: behold Hybridization, a new field of study for Biochackers!


Some biohackers study physiology and pharmacology in order to push the limits of the physical form and unlock the potential in every body. Other biohackers just really want to make duck-billed mammals that can lay eggs and put a venom sac in everything. The Hybridization field of study is perfect for any aspiring biohacker who is more interested in stingers than safety, and views body horror more as inspiration than object lesson.

Field Of Study: Hybridization

Hybridization is the study of specialized biological methods of combining two or more disparate species into a single unique lifeform. Booster: You temporarily boost a living creature’s anatomy, granting them deadly modifications to their biology. The target grows a natural weapon of your choice (claws, a bite, a stinger, a slam, or another natural weapon). The target is considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. If they are 3rd level or above, they gain a unique weapon specialization with their natural weapons, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). Inhibitor: You deliver a body-warping compound into a living creature, weakening its body against attacks. Reduce any DR the creature has by 5; if the creature does not have DR, it takes a -2 penalty to its AC.

Breakthrough

You can use the following ability when you achieve the breakthrough for this field of study. Venomous Growth (Ex): As a standard action, you can create and deliver a formula that causes the target to grow venom sacs. The target’s natural weapons all automatically inject venom into the target on a successful hit. An affected creature can attempt a Fortitude saving throw (DC = 10 + half the creature’s level + their Constitution modifier) to resist the effects of the venom. On a failed save, the creature takes 1d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 1d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison. At level 11, increase the damage dealt by the venom to 2d6; at level 17, increase the damage dealt by the venom to 4d6. Are you still reading? Stop reading this, go donate, and send us the screenshot so you can start giggling and gasping in child-like glee at the plasmaroo!

Saturday, November 30, 2019

BAMF

Any adventurer worth their salt has that one story - that one perfect moment where they said the exact right thing at the exact right time, devastating their foes, rallying their allies, and winning the heart or similar emotional organ of whichever compatible creature was nearby. For a select few adventurers, it’s not just one story: it’s a career of legend and infamy, of perfect one-liners and impeccable coolness - at least to hear them tell it.



via GIPHY

Theme Knowledge (1st)

The act of being a badass often means knowing just enough to shake your opponent’s confidence, so you’ve learned to read people quickly and accurately - the better to cut them down to size with a quick turn of phrase. Reduce the DC of Sense Motive checks by 5, and gain a +2 bonus when making a Sense Motive check against an opposed Bluff check. Intimidate is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Intimidate checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Quick Retort (6th)

You’re never lost for words, and can always come up with a cutting remark in order to put a foe in their place - a trait that can make you unsettling to face in battle. As a reaction after you score a critical hit or have a critical hit scored against you, you can make an Intimidate check to demoralize the creature that you hit or that hit you.


via GIPHY

Impossible Poise (12th)
When your back is against the wall, you’re at your most dangerous, and you make sure your opponents know it. As a reaction when you take hit point damage, you can make an Intimidate check to demoralize against all foes within 30 feet. Roll once and compare the results to each foe’s demoralize DC.  Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.

Turning Point (18th)

When your foes start to have a bad day, that’s when you feel like you’re living your best life. Up to twice a day, when you successfully demoralize a foe with an Intimidate check, you regain 1 Resolve Point.

Friday, August 30, 2019

SKITTERFAN



There were no artistically-inclined skittermanders available (or perhaps willing) to help with this rendering, so our poor social media internmander Ken had to knock this juvenile rendering during his lunch break.

No species in the Pact Worlds has managed to earn the fame and notoriety enjoyed by the Skittermanders of Vesk-3. These furry, “helpful” six-armed creatures have rocketed into the cultural zeitgeist in recent years as the residents of the Veskarium began exploring the Pact Worlds. To the annoyance of many vesk, skittermanders have become the unofficial mascot of the Veskarium, a development that has both alarmed xenoanthropologists and delighted their helpful, if apathetic, new friends.

One of the most confusing aspects of the skittermanders’ rapid ascent to celebrity status is the loose collective of skittermander enthusiasts who have dedicated their lives to emulating the species’ trademark frenzied helpfulness in their own lives - often to the chagrin of their friends and families.


Theme Knowledge (1st)


You have read all you can find about skittermanders - biology, history, psychology, and everything in between. Reduce the DC of Culture or Life Science checks to recall knowledge about Vesk-3 or skittermanders by 5. Diplomacy is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.


Making Nu-friends (6th)


Your persistent cheerfulness makes it easy for you to make friends and influence people. You can spend twice the normal amount of time when using Diplomacy to change a creature’s attitude. If you do, you may roll twice and take the better result.


Helping Hands (12th)


You possess a preternatural ability to provide aid to your allies at a dizzying pace. As a swift action, you can use the aid another, covering fire, or harrying fire actions; you cannot benefit from the aid another or harrying fire actions yourself. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest.

You’re Helping! (18th)


There is nearly nothing that energizes you as much as providing assistance to your friends and allies. Up to twice a day, when you use the aid another action and the check succeeds, you regain 1 Resolve Point.

Friday, May 31, 2019

GOBLIN STARSHIPS

Space goblins are famed, or perhaps infamous, for their accidental ingenuity - able to kitbash together working lasers out of bonding tape and capacitors, but unable to grasp the idea that a gun that blows up in your face is a bug, not a feature. Their starships are no exception; whether a ship is a junkyard scrapper that they’ve made barely spaceworthy or a hijacked vessel that has been “upgraded” to their chaotic specifications, goblin starships are always a paradoxical study in how something that shouldn’t fly, can fly - right up until the entire thing makes a horrendous space kablooey.


The modifications listed below are enhancements to starship systems, and while they’re originally goblin in origin, they are suitable for any makeshift ship designs, or for foolhardy engineers with more moxie than common sense. Each modification alters a system on a ship; you cannot apply a modification to ship that does not have the relevant system.


Scrap Armor: Goblins make their ship armor out of whatever they have at hand - or whatever they can quickly appropriate. While this makes their ships seem heavily armored for their price, the makeshift armor is quickly demolished by starship-grade weapons. Reduce the BP cost of scrap armor by the Mk of the armor plus the size modifier of the ship - this cannot reduce the cost of armor for the ship below 1. Each time a ship with scrap armor takes critical damage, reduce the ship’s armor bonus by 1 (minimum 0).


Volatile Thrusters: Goblins have a surprising knack for crafting thrusters with extra power, though their design philosophy tends to be “ignore all common-sense safety precautions.” Each round, before the helm phase, roll a d% to determine the effect of the thrusters for that round.*


D%
Effect
01-10
The thrusters cut off and are disabled this round; the ship floats uncontrolled in its current direction of travel at a rate of half its speed.
11-30
Thrusters begin sputtering; reduce the ship’s speed by 1
31-60
Normal movement.
61-80
Burst of power from the thrusters - increase the ship’s speed by 1.
81-90
Surge of power - increase the ship’s speed by 2.
91-100
WOO-HOO! MAX POWER! Increase the ship’s speed by 3; reduce it’s manueverability by one step.

* Hate tables? An alternate rule: Increase the speed of a volatile thruster by 20% (minimum +1). When a pilot rolls a natural 1 on a piloting check, the thrusters are disabled and the ship floats uncontrolled in its current direction of travel at a rate of half its speed.


Scavenged Power Core: There’s a surprising number of things you can draw power from - if you’re willing to take some additional risks. Reduce the BP cost of a scavenged power core by 10% (minimum 1). Treat critical hit conditions against a scavenged power core as one step worse (glitching becomes malfunctioning; malfunctioning becomes wrecked).

Overcharged Power Core: Space goblins believe in power above all else - including self-preservation. Increase the PCU of an overcharged power core by 10%. If the power core is wrecked by critical hit effects, the power core overloads and explodes 1d4 rounds later, destroying the ship. A starship in a hex adjacent to a starship that explodes takes an amount of damage equal to half the destroyed starship’s maximum Hull Points; this damage can be mitigated by shields.

Saturday, April 20, 2019

HYPERLEAF

The sticky-icky, the chronic, reefer, Asmodeus' lettuce - that which we call a weed by any name still smells like hyperleaf, particularly around mid-afternoon in certain neighborhoods of Absalom Station. Below, we've carefully cultivated a feat tree for those involved in counter-culture horticulture, whether it's a dabbler, a dealer, or just one hoopy frood who loves to party.

EXPERIENCED PSYCHONAUT
You've had more than your fair share of hyperleaf, and the negative effects aren't as potent to you.
Benefit: You are immune to the addiction disease when you use hyperleaf. You may choose whether to gain the positive effects when you take the drug.
Normal: Immunity to poison or a similar effect prevents a character from experiencing the drug’s beneficial effects, and removing or suppressing a drug’s negative effects with restorative spells also cancels the benefits.

CONTACT HIGH

Your biology is real far out, man - to the point that it's toxic to other species.
Prerequisite: Experienced Psychonaut
Benefit: Your body has so much hyperleaf in it that you can get other creatures high with just a touch. You may make an attack against a target's EAC. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your toxin. On a failed save, the creature is afflicted with the addiction disease, as well as the benefits of hyperleaf. Effects such as remove affliction and antitoxin affect this toxin as though it were a poison.

Once used, the skin toxin loses it's potency until the next time you rest to regain Stamina Points.

POTENT HALLUCINATIONWhen you're high, your hallucinations are so convincing that others can see them as well.

Prerequisite: Cha 15, Experienced Psychonaut, character level 5
Benefit: Once per day while under the effects of hyperleaf, you can cast Holographic Image as a 1st-level spell as a Spell-Like ability, using your character level as your caster level.
Special: You may select this feat up to six times. Each time you select it, you gain an additional use of Holographic Image and increase the level of the spell by 1.

CONTRABAND DEALINGSBecause of the quasi-legal state of your favorite intoxicant, you know more than your fair share of people involved in illicit careers.
Prerequisite: Cha 11, Experienced Psychonaut
BenefitYou gain a +2 bonus on Diplomacy and Intimidate checks when interacting with criminals, whether they’re individual thieves and cutpurses or criminal organizations. When you use Diplomacy to gather information related to crime and criminals, reduce the time spent by 1 hour (minimum 1 hour).

MOSTLY HARMLESSYou're known to law enforcement, but they don't view you as a threat - as long as you stay on the right side of the law.
Prerequisite: Cha 15, Experienced Psychonaut, Contraband Dealings
BenefitYou gain a +2 bonus on Diplomacy and Bluff checks when interacting with police and law enforcement. You lose the benefits of this feat if they believe you to have committed a crime or are under investigation (at the GM's discretion).


WAY GONEWhen you're high on hyperleaf, you're barely aware of what is happening to you.
Prerequisite: Experienced Psychonaut, character level 5
BenefitWhile under the effects of hyperleaf, you gain DR/- equal to half your character level.

Sunday, March 31, 2019

CODELINGS


Infosphere searches for "codeling shifting" spike daily at about 20 minutes past 4 PM PST (Pact Standard Time).

Ability Modifiers +2 Dex, +2 Int, -2 Con
Hit Points 2 HP

RACIAL STATISTICS


Size and Type
Codelings are Small constructs with the technological subtype

Rapid Materials Adjustments Codelings can quickly reprogram their component UPBs in order to react to changing situations. Once every 1d4 rounds as a swift action, a codeling can reshape its body and adjust its chemistry to gain one of the following qualities. The adaptation lasts until the beginning of the codeling’s next turn.
  • Internal circuitry allows the codeling to electrify its touch. The codeling’s unarmed strike deals 1d3 lethal electrical damage and the attack doesn’t count as archaic. At 3rd level, the codeling adds 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).
  • A hardened polymer fiber shell grants its a +1 racial bonus to AC.
  • The codeling gains the compression universal monster ability.
  • Molecular-level modifications grant it resistance 2 against a single energy type (acid, cold, electricity, fire, or sonic).
  • Optimizing resources into avoidance subroutines grants the codeling a Reflex bonus equal to half its level (minimum +1)
Locomotion Protocols Codelings have a base speed of 10 feet and an extraordinary fly speed of 30 feet with average maneuverability.
Shortwave (Ex) A codeling can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.
Technically Adept Codelings gain a +2 racial bonus to Computers and Engineering checks.

Vital Stats

Average Height 2-3 ft.
Average Weight 20-50 lbs.
Age of Maturity 0 years

Maximum Age see text

Codelings are an artificial species created by a virus that infects UPBs with a command to fabricate linked nano-computers, all supporting a complicated neural network that gives the creatures sentience. Codelings appear as small, amorphous globes of metallic material; while they can consciously shape themselves into virtually any shape their tensile strength can handle, their default appearance is of a floating orb of liquid metal.  As a codeling reaches a certain size and complexity, the nano-computers in the core grow incapable of communicating with the outer fringes of the creature, and the neglected UPBs will slough off as slag, or the codeling will divide into an additional codeling. On Aballon, the debate rages between Those Who Wait and Those Who Become as to whether codelings are a sign of spontaneous artificial intelligence or a planned machine life-form - the codelings themselves do not know, and researchers have as of yet failed to discern the origins of the codeling virus.

To biological lifeforms, codelings are intensely curious beings, using their advanced processing power to acquire and retain large amounts of knowledge. While some codelings focus on specific topics in exacting detail, others seek to learn about a dizzying array of topics. Codelings are much more concerned with the accuracy of knowledge than they are with whether knowledge is ‘good’ or not, leading them to often be the tactless or uncaring bearers of hard truths and dangerous information. They prefer direct observation to second-hand knowledge; codeling mystics speak of inefficient communication, data corruption and the entropy of memory as tri-fold aspects of The Devourer who must be combated through rigorous study and healthy skepticism. Lawful codelings seek to earn enough credits to gain their own fabrication devices to propagate the species; chaotic codelings will often just try to infect UPB-powered devices to spread codelings further.

Codelings can be found in nearly any advanced culture that uses UPBs, though many codelings find themselves drawn towards Aballon for the safety of other machine races. Codelings discovered outside the Pact Worlds are extremely valuable to researchers, as their compulsion to catalog and document make them invaluable fonts of information, if one is able to communicate with the codeling.

Codelings’s natural abilities can make them powerful information brokers on worlds with high levels of electronic surveillance and data. Codelings that leave civilization behind are often intrepid explorers in search of new information to experience, analyze, and catalog.

Codelings can, in theory, live forever, as long as they are able to access materials to replace component UPBs when they begin to wear out. Rumors speak of codelings that have enough self-discipline and knowledge of their inner workings to rewrite their own coding, overcoming the limits of their original parameters and growing well beyond the physical and mental limits of lesser codelings. They can be sources of incredible knowledge and power, though those that cross these codeling masters find them to be patient and unrelenting foes.



Tuesday, December 25, 2018

UPLIFTED RACCOON

Starfinder Facts has exactly 0 graphic design experience and expresses their apologies for the quality and the content of this image.

When people discuss the irresponsible blending of magic, technology, and the natural order of things, the uplifted raccoon is one of the first examples brought to mind. Despite their reputation throughout the Pact Worlds, these canny survivors have forced their way into mainstream existence and seem to be here to stay.




Ability Modifiers see below
Hit Points 2

RACIAL STATISTICS


Size and Type
Uplifted raccoons are Small magical beasts.


Climber
Uplifted raccoons have a climb speed of 20 feet.


Fuzzy Or Bald
Some uplifted raccoons have natural luxurious pelts, while others are remain pink and hairless. All uplifted raccoons are quick and adept (+2 Dexterity at character creation) but physically frail (-2 Strength at character creation). Raccoons with fur are generally more popular with other sentient species (+2 Charisma at character creation), while the furless variety rely more on their natural instincts (+2 Wisdom at character creation).


Limited Augmentation
The only augmentations that can be installed in an uplifted raccoon’s brain are datajacks and the mechanic’s custom rig.


Limited Telepathy
Uplifted raccoons have limited telepathy with a range of 30 feet.


Darkvision
Uplifted raccoons can see up to 60 feet in the dark. See page 263 of the Starfinder Core Rulebook for more information.


Dainty Hands
Uplifted raccoons have a +2 racial bonus to Engineering and Sleight of Hand checks.


Trash Panda
Uplifted raccoons are able and willing to eat anything and everything. Uplifted raccoons gain a +10 bonus to Survival checks made to live off the land.


Swift
Uplifted raccoons have a land speed of 40 feet.


Vital Stats


Average Height 0.8-1.5 ft.
Average Weight 20-50 lbs.
Age of Maturity 7 years
Maximum Age 60+1d20 years




While the origin of uplifted raccoons is lost to the Gap, apocryphal tales attribute their existence to depraved scientific experiments, misguided xenodruidic magic, or unintended side effects of technomagical radiation upon the species. Uplifted raccoons are thankfully rare, though their influence is growing due to a remarkable public relations campaign undertaken by the species.


Uplifted raccoons already naturally had nimble hands with opposable thumbs - what they truly gained was humanoid intelligence and capacity for mischief. They retain the raccoons agility and dexterity, making them excellent scouts and thieves. Uplifted raccoons have persistent natures and the ability to communicate via telepathy, which makes them a constant literal voice in the back of the head when they have an opinion, concern, or lesson they feel they must impart. Even the tallest uplifted raccoon is only 1 foot tall at the shoulder when on all fours, but they often react violently when their small size is mentioned. An adult raccoon weighs 20 pounds. These modifications and traits are genetic and can be passed down by mating pairs of uplifted raccoons.

Their knack for scavenge and living off of what’s available makes them canny engineers and explorers, though many of the species are perfectly happy living in the junkyard districts of metropolises, many never leaving their planet’s orbit. Amongst well-travelled space explorers, the raccoons have a reputation for a certain undisciplined mechanical genius and a knack for surviving and even thriving in the most unfavorable of circumstances.

Uplifted raccoons are sometimes rumored to be particularly mischievous, but their personalities are as varied as those of any sapient species. Some uplifted raccoons embrace this stereotype when they interact with other species, robbing those who express anti-raccoon or -uplifted rhetoric and sabotaging their equipment. Rumor has it that practically every crime organization in the Pact Worlds and beyond can lay claim to at least one uplifted raccoon somewhere in their ranks.

Small communities of uplifted raccoons can be found in the Pact Worlds, especially on the fringes of urban areas. Raccoons drift from settlement to settlement when they find themselves in disagreement with others of their kind, creating a surprisingly uniform culture flowing between disparate settlements.

Uplifted raccoons share a camaraderie with ysoki but distrust any animal or animal-like humanoid that could conceivably dine on raccoon. They relate well to lashuntas, though they resent any comparison to Castrovel’s native squoxes. Vesk view them with a strange fondness, remarking that they are “like skittermanders with clear malice.”


While some activists have made attempts to rally uplifted raccoons to unify and claim a home planet, divides between urban raccoons and those who wish for a return to a more natural state of living has thus far rendered such attempts fruitless.