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How did you get the link like that. I am still an amateur when it comes to this stuff sometimes?


What might you find in an Absalom Station Security Blotter?

I've already created several entries on my blog at the link below. But I want to know what other entries all of you might come up with. I will post it in my next security blotter. As I am an amateur, any suggestions for how to improve my blog or the blotter pages would be appreciated.

I've started a blog of homebrew content with an emphasis on Starfinder for the time being. Though much of it is also uses tools from Stars Without Number and is deliberately system agnostic. Please feel free to use any content you wish. All of it is either OGL, public domain or community use.

https://galacticgalavants.wordpress.com/2021/07/17/absalom-station-security -log-2/


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https://galacticgalavants.wordpress.com/2021/07/12/absalom-station-security -log/ What would you find in a Absalom Station Security blotter.


Although his worship has fallen out of favor in the Pact World's, remnants of Cayden Caliens faith and legacy still exist. Not only are there temples, but his servants are still quite active among the various Worlds in the Golarion system and beyond.

Caybears in particular are still a major force for chaotic good in the Pact Worlds and beyond. A race of bears from Ancient Golarion, Caybears are named for Cayden Calien and have been singled out by him as his servants , after wrestling their ancestor millennia ago. From that single ancestor sprang an entire race of 1,000s of bears devoutly serving the accidental God wherever they were needed, even into the greater galaxy through portals or other magical means. That is, until the Gap...

Caybear Diaspora:
Numerous Caybears awakened from the Gap spread across the known worlds, with no knowledge of their homeworld, lost Galarion. They were left with only a vague notion that they had a home somewhere. Despite this Caybears have an uncanny connection to each other through their deity and many managed to find one another and organize themselves as roving mercenary bands. Although they ultimately mean well, they are not an intellectual race by any means, or even decent strategists. In war, they are typically blunt force tools, perfect for unleashed in a battle to wreak havoc with no real plans. They have been known as incredible siege breakers, literally breaking through walls with their immense strength. They do however, excel at on-the-spot thinking, improvising brilliant strategies that often work despite either being clearly against orders or clearly unorthodox.

Unfortunately, Caybears are also funloving to the point of distraction. Discipline is almost non-existent among them and they tend resent strong attempts to enforce rules. During peacetime or between missions they are nearly impossible to control and only listen to their bear commanders, or anyone that will do what they want to do first. Even during a battle, They have any been caught attempting to play games with enemy soldiers during battles, or commiting major tactical errors because they feel that mission briefings are boring.

Though always a loosely organized group, pre-Gap Caybears were connected by similar religious rites and social structures. The Post-Gap Diaspora has result in a great divergence in Caybear societies and activities. Although a good majority are warrior oreinted classes serving with mercenary corps such as soldiers, envoys, solarions, vanguard. It is possible to find a sprinkling of the other classes as well. Caybear Mystics tend to be the last remnants of Caybear religious society, serving as the guardians of both the ancient religious secrets of Cayden Calien and of the formula for the Honeyed Mead of Sentience.

Caybears can be easily represented by the Uplifted Bear entries in the Alien Archive 1.

In addition these abilities can used for Caybears.
Special Abilities

Caybear Items:

Honeyed Mead of Awakening:
Caybears drink of choice was not one of their own invention, but a gift from Cayden Calien. It doesn't intoxicate them but instead provides them and their offspring with sentience, it's also quite tasty. The young must drink it daily until they reach maturity or they will not remain sentient. Adults are no longer required to regularly drink the beverage though it remains a personal favorite among all of them.
After the Gap, Caybear brewmasters, the guardians of the recipe for the Mead of Sentience, fortunately still possess the knowledge of it's creation, as it was recorded in closely guarded pre-gap texts.

Honeyed Mead of Sentience
Sentient Creatures that imbibe of Mead of Sentience, become violently intoxicated, unless blessed by Cayden Calien. They gain the intoxicated condition.

The Mead can be given to non-sentient creatures, at which point it grants immediate sentience to the creature. They lose the mindless ability and are treated as possessing human level intelligence. Creatures must then drink it a least once a day or regain the mindless condition. At the GMs discretion the creature may then be allowed to retain sentience without drinking the mead.


Velociraptor
CR 3
XP 800
N Small animal
Init +3; Senses low-light vision; Perception +8
Defense
HP 45
EAC 13; KAC 15
Fort +6; Ref +7; Will +2
Offense
Speed 60 ft.
Melee talons +11 (1d6+5 S; critical bleed 1d6) or bite +11 (1d6+5 P)
Offensive Abilities pounce
Other Abilities: Tracking scent
Statistics
STR +2; DEX +3; CON +1; INT -2; WIS +1; CHA +0
Skills Acrobatics +12, Stealth +13
Ecology
Environment any
Organization solitary, pair, or pack (3–12)
Special Abilities
Pounce (Ex) When a velociraptor charges, it can also make a full attack.

Pack Hunters: Velociraptors are used to coordinating their hunts with others of their kind as part of a team. Once per day, as long as an ally is within 10 feet, a velociraptor can roll a single attack roll twice and take the higher result.

Pack Attack: The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies.

Tracking: Velociraptor can use the Perception skill to perform the follow tracks task of the Survival skill with the listed sense. The sense is usually related to a type of signature that most creatures leave behind, such as a scent or heat trail. The creature might gain a bonus or penalty to its Perception check to follow tracks depending on the strength of the quarry’s signature, at the GM’s discretion. It is possible for stronger signatures to completely mask other signatures, making following tracks with a weaker signature very difficult.


Kelly Youngblood wrote:
I encourage you to check out the uplifted dinosaurs article I co-wrote for Wayfinder 20. It should not be too hard to adapt their racial abilities to creature type grafts.

I skimmed a bit, I'll go back and read it because that's exactly what I needed. Haha. I actually wanted uplifted dinos for my campaign. I was going to use uplifted Velociraptor guerillas. Lol. I might borrow from this setting, I'm a little bummed you got there first but it's super exciting.


The Artificer wrote:

Okay so here are a couple thoughts and changes that I would make.

Let's start with making them Small sized next I would raise their Land speed to at least 60ft and add a Climb speed of 30ft then increase acrobatics to 12ish.

To me pack hunter looks alot like the bonus from flanking.. instead perhaps add a bonus to survival or stealth while acting as a pack?

Also a -4 Int mod is a little harsh
I would suggest a -3.. or -2 for a Smart One (Clever Girl) ;) .

What about this ability from 2e,

Pack Attack The velociraptor deals 1d4 extra damage to any creature that's within reach of at least two of the velociraptor's allies.

Could that translate over or is that just flanking.


The Artificer wrote:

Okay so here are a couple thoughts and changes that I would make.

Let's start with making them Small sized next I would raise their Land speed to at least 60ft and add a Climb speed of 30ft then increase acrobatics to 12ish.

To me pack hunter looks alot like the bonus from flanking.. instead perhaps add a bonus to survival or stealth while acting as a pack?

Also a -4 Int mod is a little harsh
I would suggest a -3.. or -2 for a Smart One (Clever Girl) ;) .

Thanks, that makes more sense.


You are all super helpful. Thanks again This is a beginning. What can I do to make this feel like a Velociraptor. I know the CR is wrong and the XP, and much more. Any pointers would be helpful. And any other Dinos people think are worth the effort would be helpful. Also the pack Hunter ability is just a rough idea. If there are any ideas for abilities or feats, I'm missing then great I wanna know.

Velociraptor CR 3
XP 800
N Medium animal
Init +3; Senses low-light vision; Perception +8
Defense
HP 45
EAC 13; KAC 15
Fort +6; Ref +7; Will +2
Offense
Speed 50 ft.
Melee talons +11 (1d6+5 S; critical bleed 1d6) or bite +11 (1d6+5 P)
Offensive Abilities pounce
Other Abilities: Tracking scent
Statistics
STR +2; DEX +3; CON +1; INT -4; WIS +1; CHA +0
Skills Acrobatics +8, Stealth +13
Ecology
Environment any
Organization solitary, pair, or pack (3–12)
Special Abilities
Pounce (Ex) When a dromaeosaurid charges, it can also make a full attack.

Pack Hunter: +2 to attack rolls when other members of pack are within 10ft.


Also, if anyone has any other ideas that will enhance the setting. Including a catchy name that would be helpful


Anyone built any specific Dinosaurs for Starfinder. My five year old daughter is going to visit an AbadarCorp Jurassic Park planet. I'll of course use and modify the existing dino stats. Just wondering if anyone had already built some. Xenowardens are trying t stop AvadarCorp exploiting genetically recreated dinos. We will see who my daughter chooses to help. Lol


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Rovagug Buffet:For the devourer in everyone. Everything there is edible, or at least you are allowed to eat anything and everything. Though replacing the tables and furniture does get expensive.


Straight from the Vault of Abadar...the golden gun, guaranteed to make a perfect kill everytime...

Calistrias Lovefinder: Find love in all its forms, you can imagine what buildings it will lead you to. Not confused with the AbadarCorp Perfect Matchmaking device or the True Love Finder...


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Aeon Stone fidget spinner.


Touch of the Undead Necrografts....Where the undead improve the living...


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BigNorseWolf wrote:

There's a scenario that takes place in a mall and to make it a little harder to just walk to the right answer I added a bunch of extra stores to it

Tail ors Ysoki clothing

Starstone Jewelers

Loco Parentis (ball pit and playground)

Butterfly Stitches Desnan Temple and Medical Care

Cyber Aware (augment friendly bar)

Predator and Pray (Vesk/Skittermander fusion Restaurant). The vesk BBQ sears your tongue and the skittermander fruit juices help put the fire out.

Adamantine Coral (buffet)

All your base (vid game arena)

Four arm Bind (VERY mixed martial arts)

Deciduous Dentistry (specialize in pulling and replacing teeth. Only 50% more for vesk, most vesk dentists demand combat pay)

On the ball (Extreme Roller Derby Rink Run by a bantrid)

Dead Man's Chest (Android&SRO filing cabinet/apartments)

Up Grade (Library chips, int ability crystals, and books)

________ (Telepathy only bar)

Red Herring Fish and Chips

Forwarned and Four Armed (Ksatha Divinations and fortune telling)

These are amazing. Another one I thought of was marriages with Priests of Damoritosh. They will marry anyone who wishes but they must first do battle with each other to determine if they are worthy of each other, then the priest must determine their worthiness by engaging them both individually in honorable in combat. Then to gauge the strength of their partnership they must fight together against a group of priests. If they survive these challenges they are wed in the eyes of Damaritosh. lol. "Ah, you come to join together in holy matrimony. defend yourself!"


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I've also wanted to build a character based on Cabbage man from Avatar The Last Airbender, and an outgrowth of that is an organization of street vendors and other local business owners who are tired of heroes wrecking their stands or places of business. They could function as villains or just an annoyance for PCs to deal with.


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So again, I love the fact the all Paizo properties are filled with the strange and the bizarre. I love that Pathfinder has a Sweeny Todd gang and Starfinder has Interstellar Green Peace Druids. Or an entire planet of Dragon CEOs. I wanted to share some of my bizarre creations and in turn be entertained by your ideas.

Hellnannies- LN employing the time honored traditions of imposing order and stability from the realm of Asmodeus to child rearing. If the child survives they can the prestigious Little Hellions Armiger Prep Academy

Caybears: CG Once upon a time Cayden Calien wrestled a bear and a mercenary force of uplifted Bears was born pledged to Cayden Calien and anyone ready for a butt kicking good time. Imagine a bunch jocks (with the stereotypical thickheadness) armed to the teeth but they are bears. They can be used in both Starfinder and Pathfinder. This has actually produced really funny results, as the bears are a bit too enthusiastic, trashing a docking bay after the baddies had been dispatched and they showed up late. Lol.

I have more but will post later. Please post your ideas too.


Cyder wrote:

Starfinder is an incredible setting and in my opinion has the potential to run just about any game from post apocalyptic Akiton to zerg invasions, ancient archaeological alien digs, intrigue, horror, space pirates just about anything is possible and has a home in this setting.

Yes, the one of my biggest draws is that there are so many adventures, I also love how shamelessly Paizo has drawn inspiration from some amazing science fiction properties, but put an awesome paizo spin on them.


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Ventnor wrote:
The Butter Launcher: An oddly-shaped tube that can create butter. Grants a +2 bonus when used to make food (probably a Profession: Cooking check) and can also once per day be used to cast the grease spell as you spray a giant wad of butter on an object, person, or the floor.

Incidentally, the Butter Launcher can also be configured to fire a number of other spreads: peanut butter, nutella/AbadarCorp Choconut spread, jellies, jams, ketchups, food sludges. Just plug in the appropriate canister and squeeze the trigger. Haha. Awesome idea!


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Desna's All Access Travel Ticket, go anywhere, do anything for free but you cant use it on the same thing more than once.

Updated Cayden Calien endless mug, endless drinks are tailored to any taste or biology.

Ice, Acid launching guitar


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Okay, so I couldn't resist, but what are some weird, funny item ideas. These can be homebrew, though starfinder does have of fantastically weird Items that fit the bill. I'm also interested in goofy kid friendly weapons or gadgets, but it's not restricted to that. Odd artifacts, hilariously useless weapons or spells, anything that could find a home in the Pact Worlds for better or worse. I'll probably brainstorm on here as well. Thanks as always for your wealth of good ideas and humor.


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With it being holiday season, I thought a thank you was in order to the team that developed this incredible game. It is only within the last few years that I started actively playing ttrpgs and I'll admit that I stayed away from Starfinder for a while as too much in the fantasy genre. I am a huge scifi nerd, though I do enjoy a good space opera. When I finally decided to give Starfinder a chance, I was shocked to discover an amazing setting true to both the scifi and fantasy genres and a near perfect blend of both. I love this setting and for all it's qwuirkiness feel strangely at home in it. In Starfinder, I found a place for my own weird and whimsical sense of humor. I also found artwork and characters, I wasn't ashamed to show my 5 yr old (thank you, skittermanders). I love that this universe can give us stories both serious and wacky.

I also love your supplements, the starship Ops Manual being my favorite. I am a massive starship nerd, I love my scifi to have of cool spaceships, and boy, does starfinder deliver, I mean I get to build giant ultranoughts for crying out loud, my favorite! LOL.
I also appreciate the Starfinder Community, I love the chance to talk to other scifi/fantasy and how accepting and funny everyone. I also really appreciate the developers, who actually take time to chat with their players and seem to take their feedback seriously.

I really feel like Paizo, lives up to its own ideal that rpgs are for everyone and I hope it continues to be that way.


ENS - Eoxian Navy Ship
FTS or FT Freetrader Ship
IN, IFS, IV, VI- Iomedaen Navy, Iomedaen Fleet Ship, Iomedaen Vessel or Vessel of Iomedaen


OSS - Overwatch Star Ship
ACS - AbadarCorp Ship
DBS - Dominion of the Black Ship or DBV if you prefer.
SFLS - Skyfire Legion Ship
SSV - Starfinder Society Vessel
GAS, GAV, GA or Gideron Authority Ship
IWS, ISS, Imperial Warship, Imperial Starship, INS Imperial Navy Ship/Vessel, or Azlanti Starship (I'm not spelling that out. Lol. But it would be funny.
CFS - Corpse Fleet Ship


Ascalaphus wrote:

The CRB starship rules in Starfinder aren't exactly widely beloved. I dunno if Starship Operations Manual makes a big improvement - it's mostly not used in SFS so I didn't budget time to study it.

If you're looking for a successful starship ruleset to copy off, I would recommend Stars Without Number instead. It's single-ship based just like Starfinder, but more lightweight (no grid map involved).

Honestly, I love the Starship Ops Manual. I think it adds a ton of amazing options and rules to make starship Combat interesting. I love SWN, but I actually don't like how lightweight it is. I want the greater number of options and crunch available in starfinder, though some of those better options are a result of recent changes. Though, the SOM does add a ton more options and I heard it does help correct the deficiencies.

Though if someone could explain to me what the problems and corrections for Starfinder are that would help immensely.


I am a massive naval history buff and have a noticed an unfortunate lack of water-based warship awesomeness in the rpgs I have looked at. What I do see is very minimal. Would anyone have interest or input on a crazy scheme I gave to adapt the starship rules for starfinder to apply to water based navies and exploration. Honestly a lot of things translate across pretty well. Definitely using the armada rules, just giving them an ocean navy flavor. Any of you have ideas for how to adapt the starships rules What's the same, what's different?


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BigNorseWolf wrote:
Ixal wrote:

Also, religion is a bigger part in Starfinder than in Star Wars and also more diverse, so their Jedi philosophy/religion has to compete with many others.

"Ok, So I can join your organization, give up all of my emotions, live by your rules, cut off all attachments in my life, and train from the age of 3 to cast spells. [b]OR I can just join Ruby Pheonix online and get my spellcasting degree in 2 years on nights and weekends... Yeah. Uhm.. sure I'll take a pamphlet and go... " [/b]

But wait we will throw in a brown robe and laser sword.


Metaphysician wrote:
Ixal wrote:

Jedi would imo have a lot less influence in Starfinder as they are not unique, but just some other guys with magical power like many others.

Also, religion is a bigger part in Starfinder than in Star Wars and also more diverse, so their Jedi philosophy/religion has to compete with many others.
That opens the question, what would the Jedi be? Vigilantes? Official peacekeepers (who made them official)? Just a sect?

This. Perhaps the most important thing to note about the Jedi is, in the Star Wars setting, they are more powerful than almost everyone else. They are superheroes in an otherwise "merely" heroic setting. In D&D terms, they are allowed to be higher level than other "classes" of heroes, often a *lot* higher level.

This is fundamentally anathema to Starfinder and its game and setting design philosophy. PCs are special, yes, but no one class of PC is supposed to be vastly more powerful than any other. A level 15 ( or CR 15 ) character is at least generally as powerful as any other level/CR 15 character, and there is no arbitrary level cap where you are only allowed to be level 15 if you are a Solarian, while Soldiers stop gaining XP at level 8.

So yes, unless you break the game, to the extent that you might as well be playing a completely different game? A Jedi-analog in Starfinder would ultimately be just another sect of religious warrior-mystics. They might conceivably be more powerful than some other sect or school or organization, but this is purely a matter of happenstance and history; there is nothing keeping a PC or NPC of any class or type from being just as powerful or more.

It's funny you say that, because I was planning on breaking the setting at least and creating a world where magic is basically gone and all that's left are the pseudo science based powers. The Gods have vanished and with them pretty much all mystics and technomancers that rely on magic. This could create a plot thread where a team of warrior monks PCs is looking to bring magic and the gods, or simply ignore that part of the setting altogether and have a rival warrior monks empire to fight. Absalom Station is dead and with it the starstone is dead as well. A group warrior monks that contain a combo of witchwarpers, Solarians, Vanguards and Precogs is all that maintains the peace in this post-apocalytic pact worlds setting.


Jokey the Unfunny Comedian wrote:
ASB123 wrote:
Xenocrat wrote:
ASB123 wrote:
What might a starfinder order of peace keeping warrior monks look like, only Solarians?
What does this have to do with the Jedi, an order of anarchist terrorists trying to tear down legitimate authority?
So who are the Sith? Lol
The Senate.

Dang it. You win.


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Garretmander wrote:
Why would jedi be solarians and not mystics with plasma swords?

I suppose because it seems like the Solarians are modeled after the Jedi, or at least he whole warrior monks archetype, but I see your point.


Xenocrat wrote:
ASB123 wrote:
What might a starfinder order of peace keeping warrior monks look like, only Solarians?
What does this have to do with the Jedi, an order of anarchist terrorists trying to tear down legitimate authority?

So who are the Sith? Lol


So, I am still working on my federation concept but another idea I am considering is of course something star wars based. Of course, Starfinder naturally lend itself well to this setting, but the devil is always on the details. What might a starfinder order of peace keeping warrior monks look like, only Solarians? Who would their enemies be? Vanguards maybe? As before any ideas would be welcome. Yes, I like just building campaign setting and my star trek esque one is coming along nicely.


I realize something the alignment might move back and forth between lawful and chaotic. Other member race might check the Shirrens obsessive individuality.


Loreguard wrote:
Xenocrat wrote:
ASB123 wrote:
So, this gonna be a can of worms but what alignment do you think the GPI might be. I am defaulting on lawful good but it would interesting to hear what others think. No, I am not entertaining evil alignments. I am not clear on what neutral alignments even really mean. What do you all think?

" My utopia federation is called the Galactic Peace Initiative and is the result of a group of races lead by Shirrens, who want a more united and stable interspecies gov than the pact worlds."

Definitely lawful, but unless they're engaging in some actual charity or self sacrifice for the greater good then LN rather than LG.

The Azlanti Empire, of course, also wants a more united and stable government over various species than the Pact Worlds.

Something to consider, the Shirren are all about individuality, so the GPI might actually be CG than LG. More interested in the common good, with respect of people being able to make their own choices, and letting others make their own choices. (as long as it doesn't harm the common good)

So if the rules it has, are more about what you can't do to others without their consent, rather than defining what you are permitted to do, it might open up a different governmental feel.

Pact world seems more like a non-aggression/mutual defense agreement, with very little interference in the matters of member bodies. If the GPI is perhaps more invasive, but in making more consistent tolerance of varied member cultures throughout its borders, but less prescriptive requirements on individuals actions.

It could be interesting seeing the sort of tension that a LN culture might have with a CG political power that theoretically has power over it.

So to update a little. I've moved away from the GPI leaving the Pact Worlds to the GPI being formed by a separate group of Shirrens who left the swarm and formed this federation in a system of warring powers in the vast. They eventually meet the Pact Worlds but develop separately.

Lore guard, I love the idea you presented. I agree that a Shirren utopia would be more individual oriented and possibly even chaotic good. Although sine freedom of choice is literally a drug to Shirrens there might need to be protections in place to avoid exploitations.
I honestly think your thoughts are spot on,
"Something to consider, the Shirren are all about individuality, so the GPI might actually be CG than LG. More interested in the common good, with respect of people being able to make their own choices, and letting others make their own choices. (as long as it doesn't harm the common good)"
"If the GPI is perhaps more invasive, but in making more consistent tolerance of varied member cultures throughout its borders, but less prescriptive requirements on individuals actions.

It could be interesting seeing the sort of tension that a LN culture might have with a CG political power that theoretically has power over it."

This feels spot on for the GPI, I will definitely explore this idea more. It feels more unique and more in line with the Shirrens.


1. I put the "hack" in biohacker.

2. Performing any surgery, "oh ?#!$# not again!"

3. After finishing a procedure, "you have always wanted a nose job right?"

4. How many fingers are you holding up? Let me know if they are all there.

5. Drink this...it should work...this time.

6. Wow, that's new!

7. I made this for you, it should make stronger..or it's a bioweapon. They look the same and my label maker was broken.

8. Hold my adrenaline shot I got this!

9. What's that your are seeing stars and are violently nauseas. Yes, it's working!

10. I used to remember how this worked, but dont worry my skittermander janitor, have this procedure committed muscle memory. One of us, will pull this off.


So, this gonna be a can of worms but what alignment do you think the GPI might be. I am defaulting on lawful good but it would interesting to hear what others think. No, I am not entertaining evil alignments. I am not clear on what neutral alignments even really mean. What do you all think?


Loreguard wrote:

People fleeing the swarm could certainly leave a reason why they would not go back. Fear of being spotted by a swarm unit left behind, and following you back to their new home could be communally scary enough to keep most if not all communication from coming back to the pact worlds. It might even lead to your IA starships having a 'navigational self-destruct' in all fleet starships and computers such that any ship coming into an old known system, or one sighting a known swarm craft, have all navigational data wiped, to keep the swarm from being able to find them. At a minimum I could see scout patrol ships so equipped, and those explorers would know they are subjecting themselves to possible exile if they encounter any swarm presence in their search for livable systems.

The idea of them being refugee's running from the swarm, might mean you'd expect them to be less prone towards exploration (more chance/risk of running into swarm pockets). However, potentially searching out potential habitable worlds that they could potentially run to if the swarm picks up one of their colonies might be worthwhile knowledge. I just would expect they wouldn't be prone to much in the way of actual expansion and interdependence, as the more systems they inhabit/collect, the greater the chance the swarm pops into one of them. However, it could also be a reason why they might choose to only inhabit worlds in the Vast, despite the potential impact of longer drift travel times.

If part of your concern with having to have come from the Pact Worlds, is to make it include humans and potentially other races, you can remember that the Azlanti are also formerly human. The Shirin could potentially have found a lost Azlanti colony. There could even be the potential of a colony that somehow got transported from some point in time from Earth.

If you want a stronger border, you could invent a new type of gate technology. Currently Drift drives can only transport you anywhere within the galaxy. Perhaps the IA has settled...

This concept is amazing, though doesn't really fit my Federation. Again I didn't want my federation to be cut off from the Pact Worlds, but just not be directly related to then and discover them instead of being directly connected to them from them outset. In fact, they initially hesitate to reveal themselves, when they discover the Pact. Swarm invasion is the reason they open diplomatic relations with the Pact and embrace their influence.

I love this hiding from the swarm idea and I'm going to use and develop it for a battlestar galactica type campaign. Where a fleet of ships is perpetually on the run from the swarm to the point of severe paranoia. Your post is an amazing concept and awesome campaign idea on its own.


Claxon wrote:

I think that makes sense ASB.

The problems I had were more already being in contact with the Pact Worlds and choosing to leave.

Relying on no one to go back, no one to follow you, etc and general secrecy to maintain your location as separate and hidden seems unlikely to work to me.

But having them be a part of the Shirren who broke away from the Hive works. They left an unadvanced society in the Suskillon system when they split into 3 groups. One of which could have went on to form the organization you want.

The problem is that I was going to use the Shirren style ships from the rulebooks, but that wouldn't really be possible because there's no guarantee they would have the same design philosophy, or I'm overthinking it and I'll just come up with a reason why they're ships are the same. Also I know I've renamed my Starfleet the Interstellar Armada, which I realize is pretty another way of saying Starfleet. Vanguard seems to be taken by the Azlanti. lol.


So after some research I think, I am going to have the Galactic Peace Iniative simply be the result of the initial shirren break with the swarm. This group don't reach the Pact Worlds but find an inhabited star system and eventually form the GPI. Then I'll have a pc explorer vessel discover the pact worlds and so on so forth. According to the lore, not all shirrens settled in the Pact Worlds.


Xenocrat wrote:
Nothing called the Galactic Peace Initiative can be anything but pure evil.

I mean the United Federation of Planets weren't exactly saints either.

Attempting to forcefully displace an entire settlement for the sake of a fountain of youth.
Sanctioning Section 31 and their virus to wipe out the Founders.
The Maquis.
Unwilling to save the Romulans after their star exploded and when their armada got wiped out, unwilling to try again.
I am sure there are more but I cannot think of them off the top of my head. Lol.

Oooooh, another thought , the prime directive, is it even worth bothering with, I like the concept and the moral dilemma it represents but is total non-interference the best policy. Or is there a better approach to interacting and studying more primitive cultures.


Metaphysician wrote:
Am I the only one who has a hard time reconciling "Its basically a Star Trek Federation homage" with suggestions like "They arrest or kill anyone who might report their location to outsiders"?

You have a fair point, though I did agree that isn't what peace federation would do and completely agree that they try to coexist with their neighbors. I just wanted a degree of isolation. Hahaha. But yes, the suggestion was absurd.


Yes, that makes a lot of sense and federation isn't belligerent, the just some ideological differnces so normal but tense relations with the pact worlds makes sense. Thanks.


Trying to think of a name for the exploration arm of GPIs vanguard fleet. Options I am kicking around are Vanguard Stellar Survey Corps. Vanguard Forerunnners, after the archetype, though that feels redundant since both words mean essentially the same. Then there's Vanguard Starfinder Corps, an obvious homage to the starfinder society and this organization was founded by a former starfinder society member. If there s something catchier that would be helpful, I tend to make name clunky and over long. There's also Vanguard Scout Corps.


Claxon wrote:

But once someone goes there once, assuming they report back there's pretty much no way to stop anyone from being able to go there, assuming they share navigation data.

When you're taking about hundreds of thousands of ships and people, likely going back and forth between pact world and GPI (at least early on) the chance that the information doesn't make it back is slim in my opinion.

So the GPI would have to actively stop anyone from reporting to the Pact Worlds, probably by either capturing or destroying unregistered vessels, which doesn't seem like something a peace loving federation would do. Could there be another method of creating isolation like destroying their drift beacons. Or I guess the GPI could simply keep tense, but decent trade relations with the Pact worlds and grow out in the open. I'll have to ponder that one.


Claxon wrote:

To that end, your GPI would probably have support from Triune's faithful, at least so far as in placing additional drift beacons for travel.

One of the nuances of the setting though, is that travel to anywhere in the vast takes only 30 days (max).

That's not much distance (time wise) between GPI and the Pact Worlds directorate, and is likely to cause some tension. In terms of this group likely wanting to be independent.

That's a good point. Although I like the idea of tension between the two organizations and kind of want to view the pact worlds through an outside perspective, but I also like the idea of the GPI rediscovering the Pact worlds after having time on its own to develop. Would the Vast actually insure that or would they get harassed by Pact Worlds interests immediately after fleeing the system. Or would the collective Pact worlds just forget they existed and get on with life. It raises interesting possibilities. Though another thought how are interstellar borders organized, will we ever have a galaxy map of known space, or is the one and i missed it. I just like to get an idea of where the pact, veskarium and Azlanti Empire are in relation to each other. Or is it all a matter of drift travel times.


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malikben9 wrote:

I'm a session away from finishing up a 5e AP with my hometown friends. I was hoping to move the group to a Starfinder AP next. I've had an itch to run a sci-fi adventure for so long now. So I'm wondering what APs everyone has played and enjoyed. Or what your overall experience with the system is with homebrew adventures.

I don't think I'll be running Dead Suns mostly so I don't spoil anything for myself on A&A!

I haven't run any AP's as of yet, but it's amazing system generally, that's only getting more enjoyable and interesting as more supplements come out. I love the primary weird science fantasy setting because it not only generates countless story possibilities on it's own but also lends it's well to any other kinds of story you want to tell or create. It's crunchy and detailed enough, without bogging down play. It also is a perfect blend of everything you need for either a weird and wacky scifi campaign, or a serious good ol' fashioned scifi yarn. I can even work well, with the magic stripped away, with all of the tech options available. Honestly, the Starship Operations Manual has to be one of my favorite sci-fi oriented starship guides. It's offers amazing campaign arcs and adventure ideas as well as offering a TON of advice and rules sets for how to make starship encounters more than just combat oriented.


Jason Tondro wrote:

I would steal some of the Stewards archetypes for your GPI; most of them have diplomatic options as well as combat options, which would serve you well. Just change the names and you’re good.

The upcoming Galaxy Exploration Manual will also have a lot of material for you, if you want your GPI to be explorers as well as peacekeepers and scientists.

Actually, that helps quite a bit since I took a look at the archetypes found the steward infiltrator and completely forgot about adding an intelligence branch to the Vanguards. I am really looking forward to the galaxy exploration manual, though I have some workarounds for the time being. Will the manual clarify the whole drift beacons thing? Because I've never been clear on how exploration occurs if you need drift beacons to be in an area first in order to jump there. Does that mean there are planetary systems without beacons that one can only reach at sunlight speeds or by literally making a pact with the devil, or converting to a religion. I love the concept of the drift, but it still confuses me a bit.


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So I love Star Trek and Starfinder and I wanted to build a federation and starfleet into the Starfinder setting. My utopia federation is called the Galactic Peace Initiative and is the result of a group of races lead by Shirrens, who want a more united and stable interspecies gov than the pact worlds. So they launched a massive armada to find a new world to base their federation and hopefully make friends on the journey. The starfleet is called Vanguard after the group responsible for keeping the fleet safe in transit to their new home, Planet Brezhak and this is a rough draft of the command structure.

Any thoughts or ideas, or better names would be helpful.

Vanguard Command
•includes all command functions of Vanguard including auxiliary departments.

Auxiliary Command
•Support Staff
•Corps of Engineers
•Research Division

Peacekeeper Command
•responsible for both internal and external security of Galactic Peace Initiative

Vanguard Expeditionary Command
•Exploration arm of Vanguard, includes Forerunner Corps, First Contact specialists etc.

Vanguard Expeditionary Fleet

Vanguard Forerunner Corps
Founded by a former starfinder and based on the starfinder society Forerunners.

XenoDiplomacy Division/Includes First Contact Teams, Xenodiplomacy


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Justin Norveg wrote:

Crash. PTOOOW pew pew pew pew WHOOOSH and screaming in the background.

"Hello, I'm sending you a j.peg file. Its what's left of the remote shutdown module of your decimator mark III apocalypse armor. Is there any way to get this thing working or do i need to order a new o..KIRKATH!!! Antimater is a privlidge not a right! ...and if not how much is it for your teleport delivery service... yes I have Abadar prime. "

Squeeks of delight and loud booming sounds can be heard in the background.

Also of you of your having trouble with your offspring I might reccommend the Hellnannies. They consist of a group of female former Hellknights who specialize in both child care and child discipline, with an obvious emphasis on the discipline part. Utilizing the child care tenets of The Church of Asmodeus (Yep, it's a thing) and Hellknights training methodology the Hellnannies guarantee a return to order in your household. They also have a vid channel on the Absalom Infosphere with child rearing tips. All Abadar Prime subscribers gain a steep discount on fees and you may forego the contract that indentures your child to the Hellknights for 10 years. Though, regardless, the child care they receive does provide them privileged admittance into the Junior Hellknights academy, with prime command level postings for it's graduates as they enter adulthood. I sincerely hope you resolved your anti-matter containment issues. I apologise for my late response. I have busy reorganizing the mailroom, we still have one of magical messages, Elves and Contemplatives hate using the Infosphere and it's a mess especially when messages explode if not opened fast enough. Have a splendid day.

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