Monday, April 20, 2020

Dr. Starfinder

Or,

How I Learned To Stop Worrying And Love The Deadline

Starfinder Facts began two years ago because I saw someone making up fake D&D facts and said “Well hell, I could do that.”*

Little did I know that this was going to set into motion a series of events that would lead to me waking up and going “Oh cool, I’m an author! A published author, even!” For those of you that have that same desire and dream, I’m presenting here, in no particular order, some of the lessons I’ve learned.

This is not a How-To guide, because there is no “one path” to becoming anything (especially a creative writer). I am providing my interpretation of my own path, and the advice is being provided not because it will necessarily work for you, but because it happened to work for me.

So: buckle up. We’re in for some chop.

Just Do It.


The first, most important tip: do the work, even if you don’t want to or suddenly realize that it’s hard. As someone with a creative urge, you owe it to yourself to follow through. Worst case scenario: You don’t like it and you can stop dreaming about that idea, because you now know that you don’t like that act of creation (note: this does not mean you don’t like creating. What you’ve learned is that you don’t like creating that thing in that way. This is a very different lesson). Best case scenario? You do like the work and you’ve unlocked a new aspect of yourself to explore and share. Which brings us to tip two...

If An Adventure Drops In Your Notebook, Did It Make A Sound?


Tabletop RPGs are a community exercise, even for those of us who are big ol’ introverts. Even just running your homebrew world for your gaming buddies is a valid way to share your ideas with other like-minded souls - but the more people you share your crazy-ass shit with, the better chances you’ll have of meeting the people who can open doors and help you learn how to go from Weirdo With A Twitter Account to Actually Published Freelance Author. Every person you share your crazy ideas with, in person or online, is one more person who might become a patron, a fan, or an employer. Reference what you make though, and learn the concept of an “elevator pitch” - the 10-second explanation of your high level concept instead of giving them the 10-minute-long detailed outline.

Know Your Audience


One of the first things I did when I started the Starfinder Facts Twitter account was to find all the Paizo names I could think of - not just full-time staff, but freelancers and superfans on Twitter. One of our biggest hits, the Drift Mallard blog post, was inspired by a Lu Pellazar tweet - and sending the link back to Lu wound up getting my goofy-ass work passed around the editor’s block inside Paizo. You never know where you’re going to get inspiration or what is going to take off, so pay attention to industry insiders and maybe you too can get an editor to laugh at something you made up in a 2-hour writing sprint. This also has a direct tie to:

Get By With A Little Help From Your Friends


There’s a lot that’s true: it really is about who you know. I owe a huge amount of my success to being in the right place at the right time: I met Natalie Kertzner in the local Starfinder Society Organized Play scene, who introduced me to Joe Pasini at PaizoCon 2019, who introduced me to Jason Keely, who gave me my first Starfinder assignment. But here’s where the first tip comes in: none of this would have gone anywhere without me having something to show off. Natalie and I bonded over Zigvigix/Historia-7 shipping tweets; Jason Keely opened his assignment e-mail to me with “I love your tweeters!” If you don’t put in the creative work by yourself, then people have no reason to believe you can put in the work for them - and then you have nothing to show off. IT ALL WORKS TOGETHER, PEOPLE!!

Chase Your Passions


The long and short of all of this is that your biggest strength is going to be whatever you’re passionate about. In my case, I found out after a couple of vesk jokes that I had a knack for taking the known lore to unexpected but semi-logical conclusions - or taking an absurd concept and applying rigorous logic to an insane idea. You may have a rigorous mind that’s good at the work of writing (something I lack), or have a knack for truly creative and innovative ideas (that’s not me either - I’m a better remixer than a from-scratch creator). Your talents are going to be completely different than anyone else’s, so all you can do is the work you get excited about, share it, and see who else is a part of your creative tribe.

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And that’s it - or, at least, the parts that are worth sharing. In my experience, getting published is a lot of luck, and it’s a lot of being in the right place at the right time - and putting in the work so that you’ll have what you need when you are in the right place at the right time. So keep being weird, grow your confidence in your unique brand of weirdo, and start recruiting the people who respond to that. There’s your crew, right there.

Be seeing you, space cowboys.

Tuesday, March 31, 2020

NEW HORIZONS

In the wild black emptiness of the Vast, the planet of New Horizons offers a seemingly idyllic oasis among the dangers of deep space. However, many suspect that underneath the charming facade lurks some dark power and unspeakable secrets.

The planet of New Horizons is the sole habitable planet in it’s solar system, and surveys indicate that the entire planet is covered by a virtually endless array of small archipelagos. The entire planet seems to be temperate and has some minor seasonal variation. The sentient population consists of a unique variety of uplifted animals, including many species that have never been recorded as uplifted variants on any other planets, and a small population of humans - though the “housing allocation” system of the planet only allows one human to live per island.


At first glance, the islands seem to lack any sort of central government, with each island being in charge of its own villagers’ happiness. The economy seems to run on a hunter-gatherer level, with much of the individual wealth being generated on a system of selling gathered sealife, flora, and insects. Despite a lack of any apparent manufacturing facilities, advanced engineering capabilities, or any sort of utility infrastructures, the villages still retain ready access to a number of consumer goods and comforts such as electricity. It is unclear whether these are shipped in from off-planet or whether there exists some sort of hidden manufacturing hub elsewhere, and many entomologists have raised concerning questions as to why tarantulas (and potentially their extracted venom) are so valuable to the shadowy markets running the economy.

The face of a raccoon one island newspaper away from yelling "Bring me pictures of Spider-Villager!"

The biggest unanswered question lies in the management of the shadowy corporation running the planet of New Horizons. The mysterious Mr. Nook, an uplifted racoon, serves as the manager and owner of the general store on literally every island, with anecdotal evidence seeming to indicate that he exists and operates on every one of the mysterious islands simultaneously. Between his Nook Inc.’s ability to manufacture goods with near-instant turnaround and the high price paid for venomous creatures, conspiracy theorists posit that the uplifted racoon may be a powerful technomancer keeping his planet docile on a drug extracted from the arachnids, or even a deific-level outsider running his rigged economy for his own nefarious reasons.

Friday, February 14, 2020

Starfinder Valentines: 2020 Edition!

Ah, Valentine's Day - one of the cultural relics that managed to survive the Gap, possibly because it was so deeply embedded into the bones of AbadarCorp that they spontaneously began putting bows on anatomically-incorrect heart-shaped boxes mid-Calistril every year. Just like last year, we're here to treat you to the behind-the-scenes look at the making of these Valentines. Enjoy!
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Orvoll here, one of the functionally-immortal shatori race, submitted us over 3000 different selfies in his application for a place on the coveted Valentine's roster, including a number of lewds that were discarded. Keep it PG-13, Orvoll! There are kids on the internet!
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We asked First Seeker Elect Eh Hadif Ko'ra Amares of Clan Tolar to submit us a caption for his Valentine appearance. We took the first line of his submission, as we found the other 4 pages (in which he enumerates and codifies the rights and responsibilities of being one's Valentine) to be a little dry.
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Thirty seconds after this picture was taken, both gifts had been thrown (still wrapped) into the fireplace, the goblin had gotten third-degree burns from trying to move a log by hand, and the skittermander was gone to the corner store for kerosene, "to help." The photographer did not survive.
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 This picture was nearly pulled after researchers discovered that the picture was actually from an announcement of execution on a particularly aggressively-run utopian colony, but no one reads the blogs anyways or does the research themselves, so we figured we could get way with it.
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Fire skeletons need love too - but their terrible grasp of consent often gets them into hot water. No means no, fire skeletons - and 12 seconds after this photo, Altronus informed them that Supernova Means Super-No.
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Izalguuns' massive underarms, large and powerful enough to serve as legs but dextrous enough to also serve as arms, have given them a small but fervent following on select corners of the, ahem, Adult Infosphere.
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No, this robot is not being made for a sex thing. Why does everyone immediately ask that question?
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 The leaking of this photo immediately ignited the OboRaia shipping community, a subset of the already-insular group of Starfinder Society groupies who maintain complex theories on who within the Society is dating whom. When we asked the pair for clarification, Obozaya made a series of incredibly vesk-y threats and Raia turned our camera drone into a sparking pile of slag - so we can confidently say that the theories have not been debunked.
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That's all folks! We here at Starfinder Facts hope you enjoy sharing these Valentines as much as we enjoyed making them. Spread some Starfinder affection, heavily utilize the #StarfinderLove hashtag, and have a day full of love and affection - starting from us to you! 💖

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!

Wednesday, December 25, 2019

SCARLETT CLAWS

The great claws glisten wetly beneath the stars. Hot crimson flows endlessly down razored edges and drips softly to the porcelain snow. A dark wet circle spreads around armoured feet and a river of steam rises into the cold night. The only sounds are the rhythmic thrum of deep breathing and the gentle clattering of thousands upon thousands of teeth.

Scarlett Claws appears as a giant vesk warrior standing 10 feet tall with emerald green scales, crisscrossed by scars from millennia of battles. She is clad in ancient but immaculate plate armour stained a deep rust red. Around her neck she wears a multilayered necklace of stained and chipped ivory teeth that cascade down her breastplate like a pale wave. Her appearance is dominated by her namesake claws and the spikes that extend from her tail. They are always thickly coated in hot blood that never dries and falls from them in unending droplets. The blood paints her armour and marks her footsteps in scarlet.

She wields a deadly flanged doshko of terrifying size and carries guns big enough to destroy a squad of soldiers. Finally, she is wrapped in bandoliers of grenades and strings extra explosives from her tail spikes like baubles; in her opinion, you can never have too many options.

An immortal agent of Damoritosh, Scarlett Claws appears magically in the cold dark places on the outskirts of vesk settlements when the winter nights are longest and fresh snow lies thickly on the ground. She stands in the freezing shadows on a spreading pool of blood, waiting for challengers.

In the old half-remembered tales of Veskmas she was once a fierce mortal obsessed with challenging herself against greater and greater foes. She is said to have died in furious battle against overwhelming odds, her weapons broken, fighting only with teeth and claws, all the while screaming out to Damoritosh in pain and joy. The god was so impressed by her strength of will that it made her a herald and a saint for the vesk people. Her divine mandate is to remind the vesk people that Damoritosh does not care how far they have come, only that they continue to fight against stronger and stronger foes.

Scarlett Claws seeks to challenge young vesk to achieve greatness through combat. She rewards those brave enough to face her, and strong enough to survive, with gifts of weapons and armour.

She matches the strength of her blows to the abilities of her challengers, for Scarlett Claws knows that not all vesk are equal fighters and she values courage and strength of will above physical might. She is always a very difficult foe but she does not wantonly kill those too young to have yet tempered their courage with good judgement. Young vesk who lose to her will retreat with new bruises and damaged pride. Older vesk will face a much more lethal experience, for both Damoritosh and Scarlett Claws believe there is no reward without risk. Elder vesk who know that their time is close may challenge her alone in order that their final moments be filled with battle and fury instead of a slow ignoble decline. One part of the legend hints that such a sacrifice is looked upon favorably by Damoritash and that an extraordinary challenger who wins in suicidal single combat may actually replace her as herald. Debate rages as to whether she has ever been replaced, or if the mantle of Scarlett Claws simply changes any victor into the monolithic herald of The Conqueror.

The only other desire that can be attributed to her is adding to her necklace of teeth. She only adds a tooth if it falls from a challenger who shows exceptional skill or courage and it matters not if the challenger survives the fight. She has fought millions of combats in her timeless existence and it is telling that her necklace is not much larger. Only the very very best are worthy and so losing a tooth to Scarlett Claws can be considered a greater honor than defeating her. Very occasionally, tiny vesk children who are knocked unconscious in their challenge, come around with a new gap in their smile, a gift of new armour and a note telling them to be a little more careful next time… just a little. Such occurrences are the stuff of legends and signify that the child has the potential for greatness.

Traditionally Veskmas is a celebration held in the dead of winter on Vesk Prime. A practical people, vesk typically adopt whatever winter festival is present on the worlds they conquer or occupy and re-label it for their own use; thus Scarlett Claws appears wherever and whenever vesk celebrate Veskmas, a silent call to arms for those who would be strong.  In the wilderness, she might appear by remote standing stones, or deep in frozen forests. Near smaller communities, she will be on the outskirts, away from warmth and safety. In urban environments, she will be found in the depths of the sewers or on the top of soon-to-be condemned buildings. In every case she will be far from random bypassers. One must always choose to seek Scarlett Claws, and your fight will be with her and her alone.

The longer she stands unchallenged in one place, the shorter her temper becomes. If the blood that pools beneath her ever completely covers the snow at her feet she becomes enraged at the cowardice of her people and will bring her challenge to them in fury. Once challenged, successfully or not, she remains for one or two more nights, then retreats to Damoritosh’s realm awaiting the next Veskmas.

Young vesk spend their Veskmas season creating plans with their friends to head into the dark and cold to hunt Scarlett Claws; for the few who can find and impress her, the gifts of armaments begin them upon storied careers as warriors and fighters. Many vesk who seek the outsider do so for the hope of valuable rewards, fame, and the pride of bringing battle to one of Damoritosh’s chosen. Sometimes, adventurers will be hired to try to stop a foolhardy challenger from actually making it to Scarlett Claws; if they’re too late, they may find themselves facing her themselves, as Scarlett Claws never turns away from a fight.

Scarlett Claws                      CR 18
XP 153,600
CN Large outsider (extraplanar)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +31
Aura ominous presence (60 ft., DC 23)

DEFENSE                              HP 375
EAC 32; KAC 34
Fort +19; Ref +19; Will +18

OFFENSE
Speed 30 ft.
Melee Havoc (unique dimensional blade doshko) +33 (13d12+29 P) or
claws +33 (13d6+29 S)
Ranged Bedlam (unique paragon cluster launcher) +30 (explode [16d6, 30 ft.])
Space 10 ft.; Reach 10 ft.
Offensive abilities Damoritosh’s armory, chamber of gifts, holiday mercy, master of war, natural weapons, sanguine steps, Veskmas baubles

TACTICS
Before Combat Scarlett Claws stands waiting for PCs to initiate combat; if they approach within 60 feet, she will assume they are challenging her and immediately attack.

During Combat Scarlett Claws prefers to engage foes in melee with her doshko and claws, making combined full attacks where possible and throwing grenades at foes out of melee range. She teleports into range and punishes any foe who tries to attack from greater than 60 feet away. She uses her Holiday Mercy and Master of War abilities if enemies show great courage but are very young or low level. Scarlett Claws will ignore summoned creatures unless it is tactically sensible to address them and does not allow herself to get bogged down fighting insignificant cannon fodder. If the PCs show particular grit or unusually innovative tactics, she laughs deeply, appreciating the opponent’s fierce spirit - “Ho ho ho!”.

Morale Scarlett Claws fights until the battle is over - whether it is by her defeat or by her choice.

STATISTICS
Str +11; Dex +8; Con +6; Int +0; Wis +0; Cha +0
Skills Acrobatics +31, Athletics +36, Intimidate +31
Languages Truespeech
Gear Courage (unique vesk overplate V), Havoc (unique dimensional blade doshko), Bedlam (unique paragon cluster launcher), frag grenade VII, Incendiary grenade VI

SPECIAL ABILITIES
Ominous Presence (Ex) Scarlett Claws's presence unsettles her foes. At the beginning of their turn opponents within 60 feet of her must succeed at a DC 23 Will save or be shaken for 1 round. Once an opponent has succeeded at its saving throw it is immune to Ominous Presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect.

Holiday Mercy (Su) As a free action Scarlett Claws may choose to make all damage she deals non-lethal (including bleed). This ability has a range of 60 ft.

Sanguine Steps (Su) Scarlett Claws may use teleport (as the spell) at will. This is primarily used to engage cowards who attack from extreme range. Using this ability provokes attacks of opportunity but is not interrupted by damage.

Veskmas Baubles (Ex) Scarlett Claws keeps some of her grenades hanging from her tail spikes. She may use her tail to throw a grenade as a standard action or as part of a full attack. A character may attempt to grab a grenade from her tail with an unarmed melee attack vs EAC. Damoritash magically replenishes her grenades as they are used.

Damoritosh’s Armory (Su) Scarlett Claws is proficient in all weapons and armor. As a move action, Scarlett Claws may draw any weapon from her null-space Chamber of Gifts.

Chamber of Gifts (Su) Scarlett Claws carries a magical unique null-space chamber with no bulk limit. Scarlett Claws treats any weapon drawn from the Chamber of Gifts as though it had the called weapon fusion. If Scarlett Claws is reduced to 0 hit points, her weapons and armor disappear. The Chamber of Gifts does not vanish when Scarlett Claws does; instead, the people who defeated Scarlett Claws find a bounty of tailor-selected weapons and armor within the null-space chamber (GM’s discretion). After the Chamber of Gifts has been examined, it disappears, disgorging anything left inside onto the ground.

Master of Warfare (Su) Scarlett Claws always provides her foes with a battle that tests her opponents to their absolute limits, while still providing the brave and the lucky with a narrow path to victory. As a free action, Scarlett Claws can adjust her strength, speed, and weaponry to be a more appropriate threat level, changing her attack bonus and damage dice for her attacks as though she were a CR of her choice. Scarlett Claws typically presents herself as an epic encounter (CR+3) compared to the APL of her challengers.

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.

Thursday, October 31, 2019

ELECTROGEIST

Looking like lightning in an emaciated humanoid form, the only indication of this creature's undead provenance is the baleful electric blue eyes that seem to bore straight through the target of the creature's ire.

When dealing with relatives or older colleagues using new technology, the panicked declaration “it’s like it has a mind of its own!” is an all-too-common refrain. While most domestic instances are simply a matter of user error and ignorance, adventurers know that in extreme cases, the same signs of technological malfunction may be signs of an electrogeist inhabiting the device.

Electrogeists are powerful undead creatures that form when a learned magic user or technologist’s corporeal being is destroyed while attempting a great technological feat - deliberately so or not. Documented cases of electrogeist creation include failures to successfully transfer memories into a digital consciousness, such as when something goes catastrophically awry in uploading oneself into an artificial intelligence, or when a flaw in the design of a technological device results in the death of the inventor. The amount of intelligence that it requires to be reborn as an electrogeist means that many of the spirits were formerly technomancers or mechanics, though intelligent mystics have been recorded.

Somewhere between a spirit and data, electrogeists are able to inhabit both physical and digital spaces with equal adroitness, allowing them to surprise, confound, and terrify the living - all the better to inflict pain and panic upon the corporeal forms that the electrogeists resent and despise.

Held together by will and spite, electrogeists take on forms of pure electric current and retain the electromechanical knowledge they possessed during life. These talents combined allows them to freely enter and inhabit digital technology. During this age of increasing interconnectivity, this ability makes them particularly dangerous, as they are able to upload themselves as raw data into one machine and emerge from a networked device miles away. Electrogeists may remain undetected for months within a computer system, stalking their targets through the network and waiting for them to be alone before springing an ambush, then retreating back into the network, leaving what looks like a tragic electrical accident in their wake.

Electrogeists can be found in nearly any technologically-advanced societies, though they seem especially prevalent in cultures where technological advancement is divorced from ethical concerns and safety considerations. Their intelligence and technomagical powers make them dangerous and difficult to destroy; a canny electrogeist can live for centuries, if it is able to control it’s violent urges. Particularly evil electrogeists take a perverse pleasure in clandestinely assisting unwitting inventors and engineers to create ever more interconnected societal constructs, the better to bring entire civilizations toppling into death and chaos through the electrogeists’ sabotage of the systems that it helped create.

Though reports of electrogeists in the service of the Corpse Fleet have yet to be publicly verified, the Stewards appear to be taking even the threat of these cyber-saboteurs seriously, investing heavily in cybersecurity personnel in order to protect Pact Worlds territory.


Electrogeist CR 11


XP 12,800
CN Medium undead (incorporeal)
Init +5; Senses darkvision 60 ft., blindsight (electricity) 60 ft., darkvision 60 ft., low-light vision; Perception +20

DEFENSE
HP 155


EAC 23; KAC 24
Fort +12; Ref +10; Will +14
Immunities Undead immunities, electricity

OFFENSE


Speed 30 ft., fly 60 ft. (perfect)
Melee claws +17 (3d4+11 E)
Ranged crackling bolt +19 (2d8+11 E)
Offensive abilities breath weapon (60 ft line, 12d6 electricity damage, DC 20, usable every 1d4 rounds)
Spells Known (CL 11th; ranged +19)
4th (3/day) - overload systems (DC 22), digital doorway
3rd (6/day) - arcing surge (DC 21), discharge (DC 21), handy junkbot, synaptic pulse (DC 21)
2nd (at will) - inject nanobots (DC 20), microbot assault

STATISTICS


Str +0; Dex +5; Con -; Int +8; Wis +3; Cha +0
Skills Computers +25, Engineering +25, Stealth +20
Languages Common, 8 others; shortwave 100 ft.
Other abilities incorporeal, unliving

SPECIAL ABILITIES


Blindsight (Ex) Electrogeists are so attuned to electricity that they are able to sense the bioelectricity of living things and electronic constructs. Electrogeists gain blindsense (electricity) out to a range of 60 feet; this typically allows them to detect living creatures and constructs with the (technological) trait. At the GM’s discretion, some creatures may not have bioelectricity and thus would not be detected by this blindsight - assuming they aren’t wearing any electronic gear.

Shortwave (Ex) An electrogeist can communicate wirelessly. This acts as telepathy, but only with other creatures with this ability or constructs with the technological subtype.

Inhabit System (Ex) An electrogeist that has made a Computers check to gain root access to a functioning computer can enter the computer as a move, gaining full comprehension of any data that it contains and having full control over any systems managed by the computer. While inhabiting a computer, the electrogeist can be detected with a successful Computers check opposed by the electrogeist’s Computers check. On a success, the PC can identify that something inside the computer is within the computer writing its own code in real time; on a failure, the PCs mistake the electrogeist for a virus or a bug. An electrogeist can remain in a computer indefinitely. If a computer is given the broken condition, the electrogeist can exit the computer into any adjacent space as an immediate action; otherwise, the electrogeist is trapped in the damaged computer, though if the computer and data is not destroyed, the electrogeist can emerge in the event that the computer is ever repaired. An electrogeist that has root access to multiple networked computers can move between them as a swift action.