The Triune Alliance (Inactive)

Game Master EltonJ

The Triune Alliance is a loose alliance of three worlds working together to keep dragons at bay.

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william Nightmoon wrote:
I'll cook up a Thri-Kreen Mechanic, going for a scout of kinds :P

The team will need a mechanic.

I have my mechanic too

More Rough and Tumble Worldbuilding
Don't change your character concepts, but we are building on the Eberron System in this post.

New Cyre Station
New Cyre Station was built just before the Last War, taking a significant amount of time and resources to build. It was built by Cyre itself, and looks like Deep Space Nine in detail and layout (subject to change). The station's atmosphere is maintained by four bound colossal air elementals. And is parked at Lagrange Point 1 out of range of any moons' orbital paths. It acts as a dock for Eberronese starships as well as most any other starship. The players start here (don't change your concepts, I like them).

Eberron's Twin
Located at Venus' orbit lies Eberron's Twin. It's the technological counterpart to Eberron, meaning that the "twin"'s inhabitants managed to invent gunpowder. The result is a planet that has large cities of ultra-high technology. Humans live here, along with Lashunta, and is the source of the Android assembly program (although, like the Warforged, very few androids are assembled here). Their ships are built of metals, space age ceramics, and ultratech polymers.

In Mars' orbit lies Poseidonis, a planet that resembles Athas' Blue Age. Covered with water, the planet is home to dolphins and whales, and is also the center of a Dragonborn colony program. Dragonborn ships frequently come here and land here. Of course all of them are amphibious.

The Asteroid Belt
This is like Earth's asteroid belt, where mining often happens. Dwarves, House Cannith, and Kobolds all carry out mining operations here.

The Iceball
The Iceball is a planet that is in the orbit of Jupiter. It's a planet covered completely by runaway glaciation. The planet is locked in an Ice Age, but there are few bases here.


On Interstellar Travel
The three systems in this alliance all are fairly close. The center of the Alliance is the Liga system (Oerth's system). Twenty five light-years away from Liga is Eberron and Athas. The fold system allows for folding space, which theoretically allows for instantaneous travel between systems.

Some species come from different systems. Like the Ysoki is from a totally different system some 100 light years away from Oerth, while the Vesk come from a system just 14 light years away.

Scarab Sages

William here, this is my Mechanic, he is in the midst if being made

One of the things I like most about this system is that every class is very diverse . Essentially you can build any type of Character with any class or race. Sure, some specialize in certain areas, but you can build a pretty diverse group without having to worry about what class they are.

Will try to build my character asap. i have a live game tonight. so i hope by tomorrow

Here is my submission, a halfling envoy affiliated with House Ghallanda of Eberron. She serves as an emissary to alien races, bringing the house's themes of hospitality to the stars!

Lori Wanderfar wrote:
Here is my submission, a halfling envoy affiliated with House Ghallanda of Eberron. She serves as an emissary to alien races, bringing the house's themes of hospitality to the stars!


Sounds good.

Alright, character submissions to date:

  • Iamb, an icon soldier.
  • Elai C'tara, icon technomancer.
  • Glory "Heavy" O'Heavey, a mercenary soldier with a thing about orcs or scro. Basically the same thing.
  • Chkchka, Zanbabe's scholar mystic.
  • Arthur d'Cannith, scholar technomancer.
  • Stik-Tik, Thri-kreen spacefarer mechanic.
  • Lori Wanderfar, a Zenoseeker envoy.

Working on a vesk priest follower of zuoken solarian with the armor mote. Should be done tomorrow morning.

Chkchka is done except for some gear issues.

On thing I don't get is, with a needler pistol, I get that you need to buy darts, and I did, but do you have to buy whatever gets injected separately? They have acid dart weapons it seems like, so I don't know if they are all acid darts or what. I found a section on drugs and such, and I could maybe buy two doses of a poison or something, but that seems like an excessive price if it is supposed to be used as normal ammo. ... Does it explain it better somewhere and I am just missing it?

Doesn't say. Let me check further.

Found it, page 168. Quoting:

This type of ammunition includes bullets (often called rounds
or shells), bolts, darts, mini-rockets, pellets, and other
physical projectiles with any necessary casing and propellant.
Cartridges are typically either contained in a multi-cartridge
magazine or loaded into the weapon individually; a weapon
is assumed to come with enough magazines that you can
load spare ones for reloading the weapon in battle. If you
buy more cartridges than can be held in a single magazine
of your weapon, the purchase includes additional magazines
of the same capacity, up to the number needed to fit all your
cartridges into magazines. The same rules apply to petrol for
flame weapons.
Rounds are standardized by weapon type. For example, small
arms all use the same size of round, but you can’t use a small arm
round in a longarm. Most projectile weapons fire one cartridge
per attack unless they have special firing modes that shoot
multiple cartridges in a short time.

Submitted for your approval: Tamerriv the Shirren Solarian.

I guess that clears up the question of whether you can use the longarms acid darts in this pistol... it isn't the same weapon type as anything that uses acid darts, so no.

Unfortunately it only lists piercing damage to begin with, so having the same type of ammo as you started with leaves us still blank. The mystery "injection" ability isn't clearly tied to anything specific.

I think I'll just go with you have to buy some poison or whatever to put on it, and if you don't have any, then it just does the normal piercing damage and injects nothing on a hit or a crit. That's the only thing that seems to make sense.

SF:P181 wrote:

This weapon or its ammunition can be filled with a drug, an injury
poison, or a medicinal compound. On a successful attack with the weapon (either the first attack if it’s a melee weapon or an attack with the relevant piece of ammunition if it’s a ranged weapon), the weapon automatically injects the target with the substance.
Refilling the weapon with a new substance acts as reloading it and is a move action. Each different injectable material must be bought separately and can be used in any weapon with the injection special property. See page 231 for rules and prices for drugs, medicinals, and poisons.

Seems pretty much that you have to buy something to go in the darts. Note that the critical effect just increases the DC to save against the substance by +2, it always injects.

Ah, thanks. That confirms it. ... Sorry I missed that. I could have sworn I read the description. Maybe I did but was just blocking it out because of the price of the fill items. :)

Tujonvrek, Vesk Solarian Priest of Zouken:

Class: Solarian/1 Race: Vesk Theme: Priest Gender: Male Al:LG

Str: 12
Dex: 10
Con: 18
Int: 10
Wis: 11
Cha: 12

Vesk follows the teachings of the prophet Zouken. Flesh and mind in perfect balance.

Reduce the DC of Culture and Mysticism
checks to recall knowledge about religious
traditions, religious symbols, and famous religious
leaders by 5.

Medium size, Low light vision

Vesk use armor in a way that complements
their uniquely sturdy physiology. When wearing
armor, they gain a +1 racial bonus to AC. When
they’re wearing heavy armor, their armor check
penalty is 1 less severe than normal.

Vesk receive a +2 racial bonus to saving throws
against fear effects.

Vesk are always considered armed. They can
deal 1d3 lethal damage with unarmed strikes
and the attack doesn’t count as archaic. Vesk
gain a unique weapon specialization with their
natural weapons at 3rd level, 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).

Solar armor: +1 Kac and Eac
The mote shines with a sickly green light and forms hard interlocking scales of plasma all along the body.

Add survival and sense motive to class skills

Black hole, Supernova

Athletics, Mysticism, Survival, Intimidate


Freebooter armor 1
250 UBS

I will do derivative stats in a minute.

Boy, it's going to be hard to make a party out of this.

Liberty's Edge

Hmm. Why? Diversity in race? Unbalanced in another area? I'm open to tweaking my character to make it fit better.

Zanbabe wrote:
Hmm. Why? Diversity in race? Unbalanced in another area? I'm open to tweaking my character to make it fit better.

no that isn't. all of them are very good, it's tough to choose who is in the party.

Or, I can fall asleep for a few hours and then do the derivative work.

Bab:+1 Fort:+6 Ref:0 Will:+2 Sp:12 Hp:13 Kac:14 Eac:15

Havocprince wrote:

Or, I can fall asleep for a few hours and then do the derivative work.

** spoiler omitted **

Yep. All of the characters look good, seriously. I'm going to close character submissions tonight and choose who gets into the party. I was going to hold out for Waterhammer to get his character in, but it looks like it's not going to happen. If anyone wants to say how they got to New Cyre Station, that would be a plus for consideration. :)

Good luck everyone.

Sounds good. I'm not going to go in to too much detail on Tujon's backstory up front. Just that he is an honorable vesk. I figure we can slowly figure out why he follows a human prophet later during roleplay... or it can always be one of those mysteries.

Okay... we'll go with the lost in space approach:

Chkchka is a traveling scholar. Not traveling on a small scale, but a very large scale. Goes everywhere, wants to learn everything. It was inevitable perhaps that che would eventually gain a firsthand knowledge of a space disaster.

Immune to the environmental affects of the void, and able to navigate in it, che was able to survive a horrible wormhole accident and find refuge on a local station, only to find that che was far from any civilization che recognized.

The "che" thing is because there are three genders of Shirren and this one is the "host" gender. Wasn't sure how to refer to that, so went with the different pronoun, but if it is weird, I can just use "she" instead.

EltonJ wrote:
Havocprince wrote:

Or, I can fall asleep for a few hours and then do the derivative work.

** spoiler omitted **

Yep. All of the characters look good, seriously. I'm going to close character submissions tonight and choose who gets into the party. I was going to hold out for Waterhammer to get his character in, but it looks like it's not going to happen. If anyone wants to say how they got to New Cyre Station, that would be a plus for consideration. :)

Good luck everyone.

That's cool. Thanks for remembering me EltonJ. I did get my book, and do have 1/4 of a stat-block. No fluff at all. I had a work call-out that disrupted my life some this week, so I haven't had the time I might like to work on making a character/learning the new rules. I'm going to keep working on the character, just to learn the rules, but don't hold the game up, that wouldn't be right.



I felt inspired, morning coffee does that to me.

How did Heavy end in New Cyre:

Diary Entry #1765
How did I end here, middle-of-fragging-nowhere?
It was a simple job, I thought, meatshield the cap'n with the added bonus of maintaining a secure perimeter and looking intimidating -'...dangerous and a bit crazy during a couple transactions... exactly as you do now... please don't look at me like that, it gives me the creeps...' specifically said the boss, which I can guarantee wasn't a Scro, but not so sure if he was a fluid-stealing deep space bodysnatcher...-
Thing is, work was going neato potato -they did laugh when I guaranteed the ship was 95% Scro free, though... Suspicious...- for months. We entered Ebayrum... Eeveeran... We entered weird mumbo jumbo magic space and obviously I needed to upgrade the perimeter defenses up to Hostile Territory Standards -boobytrap everything, reinforce watches via heavy use of caffeine drinks, double down on scro-detection-frisking, trust nobody... Not even yourself.-... Not even two hours in and a mechanic walked suspiciously through a hall with no warning and no care for his own well being -on my defense those were non-lethal booby traps... mostly... His hair should grow again sooner or later, and I DID apologize-
Next thing I know, the captain is chewing me out and someone sneaks behind me-probably a Scro agent or a Psychic Vampire, can't be sure these days-, I feel a sting and then I am all fuzzy and warm and sleepy... And now I am here, on Station Who-Gives-A-Frag with only the minimal amount of explosives and my trusty Lil Boombox. Guess what? I don't feel guilty for tinkering with the hygiene system anymore, those Scro sympathizers asked for it.

Now, where do I get a drink, a job or both here?

Signed: G.H.

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Pathfinder Accessories, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

How Arthur ended up on Cyre Station:

Arthur d'Cannith has spent the last six months on a tour of duty maintaining the machinery of the cruise liner "Allure of the Stars" which does a few long trips around the system with the last leg of the journey being quite spectacular as the ship flew "beneath" the Rings of Siberys as the ship moved out of Eberron's shadow which led to a dazzling display.

He'd sent some money back home and picked up some new gear at Cyre Station. The pleasure ship wasn't too bad of a job however if he wanted to achieve his dreams he needed to consider other lines of work. His name would certainly help, especially when he mention Lord, indicating to locals of Eberron he indeed had a Dragonmark by the ancient traditions of the Dragonmarked Houses allowing him the use of the honorific.

He just needed to get the ball rolling, acquire a bit of a reputation to make getting future jobs easier and earn some credits while he was at it.

The rocket sputtered and died a half dozen times while drifting through the void. Each time, he performed a mix of what was almost magic to get it to start again.

Finally, it died and would not start again.

Many times in the last two years Iamb thought he was going to die. Twice, he had come close enough that it had been mentioned that he would not survive the night.

Each time, however, he remembered his brother's faces in the windows of the shuttle as they shoved him out of the airlock at low orbit, and he managed to push through to life.

The cannibal halflings. The walking dead. The desert planet where Iron was more precious than gold. He had survived it all and painstakingly built a rocket from the remains of a crashed ship he had found.

When he finally had enough power to launch, the vibrations were almost bad enough to shake the entire thing apart. His luck held, though, and he finally broke atmo and soared among the stars.

Until the engine died.

Iamb crawled into the engine section and saw what had happened: The multi-phasic limbic circuits had finally cracked.

Well he thought to himself At least I'm not on that $#!+ball anymore. I get to die in space again, I guess.

It was not to be, however. a ship carrying Lashunta on a pilgrimage intercepted his rocket and brought him aboard, half-frozen and oxygen-deprived.

When he came to, asked them where they were headed.

"New Cyre Station" they responded

"Good", he said, "Maybe there I can find my brothers."

Noticed I accidentally put my alignment as LG instead of N... Shouldn't write a character when half awake.

Zouken traveled the planes to prove his perfection, we travel the cosmos to prove our own worthiness.
He stepped out upon the water by his own faith alone and walked to the spire, we step out into the stars by faith alone and walk to what we can find.
Mind and body in balance, creation and destruction in one.

We travel to the station called New Cyre because we are called there, our journey will truly begin here.

Would any of you be against me putting world building information up in a wiki?

Scarab Sages

Stik-Tik was hatched, raised, and trained in space. One of the few of his kind to spend his entire life in a space station... Well, at least the first 9 years of his life.

He has been training as a Mechanic for shuttles, Stations, and of course simple matinence for droids and robots. However his home had an abundance of his kind, so they sent him off, to New Cyre station, where he was to look for new work, and he was very eager. To work with the great technology and help forge the foundation of the future... For what little time he had.

More Worldbuilding

I thought I'd provide a timeline of events. The events are in Common Year reckoning from Oerth.

  • 500 CY: Spelljamming is discovered. And ships can rise above the atmosphere of Oerth. Athas is still grounded, and Cyre begins experimenting with lift. All of these is handled under the preview of the House Lyrandar.
  • 525 CY: Spelljamming is kept a secret on Oerth, since Oerth itself is still in the Dark Ages. That doesn't stop them from building Spelljammer ports, however. The City of Greyhawk becomes a Spelljammer port and remains one to this day. On Athas, the Kasathas have discovered rocketry and begin experimenting with rocketry. On Eberron, House Lyrandar build dirigibles and start experimenting with flight.
  • 550 CY: Spelljamming on Oerth can only take the inhabitants so far. Many want to leave the solar system and explore what is beyond. They figure that the key to this is teleportation. They begin experimenting with teleportation and develop the first Space Fold drive. However, it's technological, so they begin building starships. The Athasian Kasathas go to the moon. On Eberron, House Cannith constructs the first rocket using a bound fire elemental.
  • 552 CY: The Oerthians construct the first dreadnought: the Greyhawk and not a moment to soon. The Liga System is invaded by a fleet of scro ships. A fleet of Dragon ships are on the fringes of Athas. The Lashuntas feel that the Inspired of Eberron is a threat, so they begin an invasion of the Eberron system to prevent the Inspired from going into space.
  • 557 CY: An alliance with the Vesk from a far off star system that is 14 light years away repulses the Scro Invasion, and the scro and the Oerthians are now enemies in a tough cold war. The Greyhawk goes on a mission to find new worlds, and new civilizations. Meanwhile, the Kasathas of Athas perfect spaceflight and start exploring the Athasian system. Cyre on Eberron soon finds itself fighting the Lashuntas. Using the resources of a united Galifar, Cyre manages to repel the Lashuntas, and force them to settle on Eberron's sister planet. A peace accord is afforded, though the Lashunta does not trust the Inspired to go into space.
  • 565 CY: the Greyhawk defolds in the Eberron System, and finds Eberron. Here, the captain of the Greyhawk makes first contact with Cyre. Here, they share the secrets of the Space Fold drive and the Cyrans build an eldritch machine equivalent. Cyre builds the Dawnstar, a deep space exploration ship captained by Lenshire d'Lyrandar. The Last War rages on, and Cyre is forced to abandon space to deal with things at home. However, House Cannith begins constructing New Cyre Station using resources from the Eberronese system's asteroids. The Greyhawk folds again out of the Eberron System on a new course. Meanwhile, the Athasians start constructing Starships of their own, unknowing that a Dragon Invasion of their world is in progress.
  • 586 CY: The Mourning occurs on Eberron, destroying the Cyre spaceport. The Last War is nearly at an end, and the space population from Cyre is displaced and is forced to live on New Cyre Station and other planets. The Ysoki, which have been watching events from their own system, believe that Eberron is in a moment of Weakness and invades. They never get as far as Eberron, as the displaced people of Cyre is forced to fight the Ysoki. But the forces of the Ysoki are repulsed by a joint Eberron and Oerthian fleet. Meanwhile, the Athasians barely repulse the Dragon invasion of their system and build a fleet of starships to keep Athas safe. Meanwhile, the venerable Greyhawk defolds in the Athasian system, and again technology is shared.
  • 590 CY: The Oerthian Accords are drawn up, bringing together Athas, Oerth, and Eberron into a loose alliance. Mainly against dragons, but also against scro and other lifeforms that may prove to be an enemy.

  • Time to choose.

    All of you made great characters, but it's time to choose who stays and plays. I need about 6 players.

    The team that resides at New Cyre Station include:

    • Elai C'tara, icon technomancer.
    • Arthur d'Cannith, scholar technomancer.
    • Glory "Heavy" O'Heavey, a mercenary soldier with a thing about orcs or scro.
    • Chkchka, Zanbabe's scholar mystic.
    • Stik-Tik, Thri-kreen spacefarer mechanic.
    • Iamb, an icon soldier.

    Well, hello there. As a humanoid with insectoid-antennae I will have to be the bridge between our humanoid and insectoid members.

    Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Maps, Pathfinder Accessories, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

    Thanks for picking my little technomancer.

    Here's to great adventure. Oh, and I bought some poison. :)


    Happy to be part of the crew. You can call me Glory, Heavy or Carbon-based humanoid form also known as Gloria. I would recommend not touching my equipment as, when not being carried by me, it tends to have armed explosives taped to it.

    Oh, and I like cats, coffee and a 45 mm machinegun's cute purr ^^

    Good times. Thank you for selecting me!

    Recruitment is Open

    The group needs a Captain. Honestly, the captain decides what missions to take on, with some conference with the crew. Whether they are bounty hunting missions (like the rogue scro), salvage missions, or cargo missions.

    The captain would ideally be an envoy or operative. The group needs a captain, pretty bad, to continue on with the campaign.

    --The Galaxy--

    For creating your character, know that the setting is the Triune System of three classic D&D worlds: Eberron, Greyhawk, and Dark Sun -- with Ravenloft and Birthright somewhere in there. I could even add Dragonlance.

    You may choose any Core Race out of the core rulebook, but other races are open out of the Alien Archive. Except Skittermanders. Drow is an option, but note that you may come from Krynnspace, Greyspace, Athas space, Horror space (Ravenloft), or Eberron space.

    If this is still open and you need a Captain. I present Pakwuack Zezlepploms of House Sivis, Merchant Extraordinaire and what he doesnt know about flying a ship he is sure to bluff his way through.

    Pakwuack Zezlepploms
    Envoy 1 Gnome Xenoseeker
    CN Small Male Humanoid (Gnome)
    Init +2; Senses: Low-Light Vision; Perception +0
    EAC 13
    KAC 14
    AC vs Combat Maneuvers 22 [8+KAC]
    Stamina 7
    Hit Points 10
    Resolve Points 5
    Fort +1, Ref +4, Will +2
    Speed 30 ft.
    Ranged Glamered Azimuth Rifle; +2 to Hit; 1d8 F 120’; Crit 1d6 Burn; 20 Charges. Glamered to appear as a gilded walking cane.

    Str 8, Dex 14, Con 12, Int 11, Wis 10, Cha 18
    Height: 3’2” Weight: 40 lbs.
    Age: 65
    Base Atk +0
    Feats: Longarm Proficiency
    Skills (8 skill points)
    Bluff +8 (1+3+4+0)
    Computers +4 (1+3+0+0)
    Culture +6 (1+3+0+2)
    Diplomacy +8 (1+3+4+0)
    Intimidate +8 (1+3+4+0)
    Life Science +4 (1+3+0+0)
    Profession (Merchant) +8 (1+3+4+0)
    Languages: Common, Vercite, Akitonian, Castrovelian, Kasatha, Ysoki
    Equipment: Second Skin Armor, Needler Rifle, Datajack Augment
    Credit Stick: 15
    Feychild Gnome [+2 Con, +2 Cha, -2 Str | 4 HP]
    Curious: +2 Bonus on Culture Checks
    Eternal Hope: Gnomes receive a +2 racial bonus to saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome can reroll and use the second result.
    Gnome Magic: Gnomes gain the following spell-like abilities: 1/day—dancing lights, ghost sound, and token spell. The caster level for these effects is equal to the gnome’s character level. In addition, gnomes get a +2 racial saving throw bonus against illusion spells and effects.
    Low-Light Vision: Gnomes can see in dim light as if it were normal light.
    Key Stat: Charisa
    Armor Proficiency: Light
    Weapon Proficiency: Basic Melee Weapons, Small Arms, Grenades, Longarms
    Envoy Improvisations: Get 'Em
    Skill Expertise [+1d6]: Sense Motive & Bluff
    Get 'Em: As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.
    Theme Knowledge: You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

    Pakwuack Zezlepploms, often called Pak, was born in the Eberron System and was a minor unmarked member of House Sivis. Not bearing one of the marks himself he found his way into the merchant trade, often working with other members of the House to move important goods and documents across Eberron itself. When House Cannith first began binding Fire Elementals into their rockets Pakwuack was initially skeptical as to the usefulness of such a device. But as the rest of the universe opened up and it became clear the sheer number of opportunities out in the great vastness of space, well Pakwuack was instantly overcome with wanderlust. He knew that he had to get out there and represent House Sivis' move into the future. So he began searching for any avenue he could in order to get aboard one of the ships. As a merchant representing a noble house he knew some useful friends and was owed favors. And intrigue and backroom deals were in his blood. He wasn't afraid to get his hands dirty if it meant getting to see something new. And what could be newer than space and all the strangeness it had to offer?

    He actually served on a ship during the war against the Ysoki as he had been living on New Cyre Station at the time when they were called to arms to protect Eberron in its time of need. Although he didn't know a thing about flying a starship he knew a lot about organization and leadership, including that sometimes it was merely important to look like you had the slightest idea what you were doing. So when the Captain of the ship was killed during a fire fight and the crew began to panic, Pak bluffed and blustered, yelled and intimidated and generally kept everyone moving at their stations. In the end it was everyone else doing their jobs that saved them all, they just needed a bit of a push to get over their shock. Pak was only too happy to provide it. It had been a thrilling experience and since then Pak has sought out ever newer adventures in the wide universe.

    Sounds good. I'll leave this open for another three days. I like how you put his background together.

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