Clockwork Spy

HelpBot Mk V's page

2 posts. Alias of Jelloarm.




Hello,

I'd submitted a request for a compatability license for Bearly Factual Productions, LLC, but upon submission it dropped me out into the main store and I never received any confirmation of submission. Should I resubmit, or did the request make it through?

Grand Lodge 3/5 5/55/55/5

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Pathfinder Starfinder Adventure Path Subscriber

Yeah Team Eando!


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Looking for an extra splash of weird and funny in your Starfinder games? Starfinder Facts is a parody account with a daily twitter feed and a monthly blog, constantly making non-canon lore and options for both GMs and players to inject a little surreality into your sci-fantasy!

Previous blogs include:

Uplifted Raccoons (Playable Race)
The Drift Mallard (Epic Encounter)
Starfinder Valentine's (Just for fun)
Codelings (Playable Race)
Hyperleaf (Feats)

Stay tuned for more blog posts, steadily increasing player and GM options for your home games!


From the minds behind parody twitter account Starfinder Facts, we've answered the question "What if a computer virus went self-replicating, gained sentience, and was statted up as a PC race?"

Amorphous shapeshifting flying spheres of UPBs, codelings are curious, intelligent, and adaptable! Whether you want them to be a unique NPC, a flavorful PC option, or a cold calculating mastermind, there's all sorts of possibilities for this artificial race.

Starfinder Facts Presents: Codelings!


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Just in time for the most AbadarCorp of holidays, Starfinder Facts has cards for the gamer on your list - and in the least Abadarian move, we're making them available for free!

Check out our Valentines, print them off, give them to your gaming group, and have a happy Valentine's Day! We're doing a blog post on Thursday with behind-the-scenes commentary on each card.

Starfinder Valentines


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From the minds behind parody twitter account Starfinder Facts, we've taken a journey into the Drift and epic levels for a creature sure to amaze and confound your PCs!

Is it a terrestrial duck enhanced well beyond it's natural abilities? Is it an extraplanar representation of something from beyond our mortal ability to understand? Will you face the danger of it's laser eyes, or find knowledge in it's impossibly downy feathers? That's up to you - and up the duck, of course.

Starfinder Facts Presents: The Drift Mallard

Grand Lodge

Pathfinder Starfinder Adventure Path Subscriber

Huzzah!

Couldn't put anything up without leaving that first huzzah there first, but holey moley am I excited. This sounds awesome!!


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From the minds behind parody twitter account Starfinder Facts, we've expanded into "more than 280-characters" content in order to present a new player race!

This one goes out to all the xenodruids with better ideas than execution, to all the people who want to play an uplifted bear that can actually fit through a spaceship door - and of course, to the fans of a certain rag-tag group of superhero-affiliated space cowboys out there.

Starfinder Facts Presents: Uplifted Raccoons

Grand Lodge

3 people marked this as a favorite.
Pathfinder Starfinder Adventure Path Subscriber

So I made a thing!

As someone with a lot of Douglas Adams and pulp fiction in my nerDNA, my GM style in PF and SF tends to have a dash of absurdism and slapstick in it. I found myself with a bunch of those ideas winding up in neat little 280-character-or-less snippets, and well...

Starfinder Facts started as parody and comedy and has been steadily becoming more plot hooks and roleplaying ideas as I've been getting my brain deep into the Starfinder lore. Take a look, and if you're on Twitter, I always appreciate a like or a retweet.


Caloo, Nilan, Glitch, (Peet’s potential character):
The weeks in the Drift crawled by on board The Asteray’s Consort, a convertible cargo ship with delusions of grandeur. In lieu of actual private rooms, some sort of modular walls were set up in what was clearly a cargo bay at some point in the not-so-distance past, giving the semblance of privacy but affording no luxury. A couple of enterprising rhyphorians even made arrangements with one another to take down the wall between their rooms and pass the voyage in each other’s company, swapping privacy for companionship and a little extra room space. None of you are permitted to go into the fore of the ship - that’s for crew, and some hoity-toity passenger that you never see, as the bulky security drone informs you if ever you try to pass.

Finally, though, the intercom comes on and alerts you that landfall will be in a few hours. The other passengers all begin packing up their room, and a couple crew members come in and begin breaking down one of the modular rooms - the SRO in there had been caught trying to rob some of the other passengers and got spaced into the Drift about a week in. Everyone agreed that spacing a robot isn’t much of a punishment by itself, but the Drift would definitely add some heft to that threat.

By the time you’ve packed your bags, you’re entering Incubation Prime’s atmosphere, and the entry turbulence kicks in - clearly this ship wasn’t top of the line when they got it, and no one’s kept up on the latest reentry tech since then. It’s a relief when the ship roars to a halt, the ‘clunk’ of the landing gear running through the ship.

The one pro of lodging in a cargo bay - the cargo bay doors open and give you a quick way off the damn ship. After the long ride without portholes or much distraction beyond swapping holovids with other passengers, the sight of an honest-to-goodness city is disconcerting. As your eyes get used to the activity, you start to pick out landmarks - a tall, thin building in the distance with the Aspis Consortium logo slowly glinting and revolving around the top floors (must be some sort of vidscreen); a jumble of brightly-lit signs advertising bars and nightlife and other services a short walk from the spaceport, dominated by a glowing neon sign of a kasatha quadruple-fisting drinks and knocking them back arm by arm, advertising Rotgut & Rotgut Accessories in a jaunty font; and a strech of heavy-duty wall, with uniformed guards patrolling and looking out, away from the city. The docking area is crowded - your fellow passengers pushing forward, the captain and his crew disembarking out the crew hatch, hawkers and advertising drones competing for new arrival business, a team of android porters moving to unload a cargo ship.

You’ve arrived on Prosperity.

Kindu Rassi:

At least you were warned about the sort of ship you’d be getting on. Shurami, part of Aspis’ PR wing, was very apologetic about The Asteray’s Consort.

While I’m sure it’s nothing like you’re used to travelling in, we have made arrangements with the captain to give you first class lodging during your time on the ship.

When actually on board, first class translates to displacing the ship’s shirren mechanic out of their room and a refrigerator stocked with a pretentious (though palatable) Liavaran liquer. Captain Koramo insists on having you spend your time on the bridge instead of with ‘the rabble,’ as he refers to the other passengers, and you are able to pass the weeks swapping stories and playing games of strategy with the jovial lashunta - though the mechanic remains frosty with you until you have the stroke of brilliance to offer an autograph.

Koramo even has you strap into the bridge during the descent to the planet, once you’ve finally left the eerie colors and disparate debris of the Drift behind - though the dusty brown planet doesn’t do much to awe you. You watch with interest as a wing of Aspis fighters buzz the ship and receive the captains’ credentials, and then the ship descends to Prosperity.

The city itself glows from up above - you’re landing during local nighttime - though it takes you a minute to recognize that the lights end abruptly at what looks like a large steel-and-concrete wall - no signs of any development outside of the walls. It gives the city a severe look.

After landing the ship, Koramo shakes your hand warmly. ”Pleasure flying you, Kindu - looking forward to seeing the documentary when it airs!” The captain helps you with your bag and lets you out the crew hatch, setting you outside the ship a little aways from the steerage passengers who rode out the travel in the cargo bay.

From the ground level, you start to pick out landmarks - a tall, thin building in the distance with the Aspis Consortium logo slowly glinting and revolving around the top floors (must be some sort of vidscreen); a jumble of brightly-lit signs advertising bars and nightlife and other services a short walk from the spaceport, dominated by a glowing neon sign of a kasatha quadruple-fisting drinks and knocking them back arm by arm, advertising Rotgut & Rotgut Accessories in a jaunty font; and a strech of heavy-duty wall, with uniformed guards patrolling and looking out, away from the city. The docking area is crowded - the other passengers pushing forward, the captain and his crew striding off with purpose towards the glow of the advertised nightlife, hawkers and advertising drones competing for new arrival business, a team of android porters moving to unload a cargo ship.

You have an address from Shurami, some ‘new bar’ called Nectar Of The Gods that she arranged for you to meet at and discuss the specifics of your broadcast and what the Aspis PR department can offer you. When you descended close enough to connect to the local infosphere, a message from her came through with a picture of the place - looks like some sort of plant-theme, with flowering vines and grown-shape tables from a dozen different worlds shaped into a trendy place. Looking at the map, seems to be set square in the mess of lights demarcating the nightlife district.

Jink & Blask:
Another quiet run.

The hand-off ship, as always, was grim and efficient, the large tattooed crew moving to quickly unload your shipment of batteries and load on their crates of raw materials. Blask gets the usual sackful of unmarked credsticks to deliver to Slivvy, and then you undock and set off in opposite directions out of the Drift.

In the last couple days’ travel, you wind up trailing behind one of the Aspis settler-ships that import new folks to Incubation Prime - hundreds of folks who show up hoping for a fresh start or a big break. The skilled ones can usually pick up a job in a factory or workshop - experimental materials and techniques mean there’s always a sudden opening that needs filling - while the desperate wind up slowly succumbing to hyperagressive marketing schemes, one of the competing gangs running the various illicit entertainments, or becoming subjects for the more ‘cutting-edge’ technologies. One or two a ship get some lucrative contract or achieve some marvel of science and then they’re all over the local infosphere with endorsements or telling their story off-planet on Aspis dime - success tends to beget success here.

As you land, Slivvy’s crew of androids walks over in their silent huddle. The weirdos say next to nothing all the time, and are eerily distant even by android standards - her right-hand droid, Template-001 being the only one who ever talks to you, and then only like he’s giving technical direction. Thankfully, he tends to stay by Slivvy’s side - the hand-offs like this, the rank-and-file androids unload the cargo and one of them stays with the ship in dock until the next shipment is ready. You’re free, such as you can be in a town with walls and a nightly black-out - at least until Slivvy hits your comms up for the next haul - so you’re free to spend the evening as you see fit. From the spaceport, you get the now-familiar landmarks - Highestrise, the Aspis headquarters here, a tall, thin building in the distance with the Aspis Consortium logo slowly glinting and revolving around the top floors on some kind of vidscreen; a jumble of brightly-lit signs advertising bars and nightlife and other services a short walk from the spaceport, dominated by a glowing neon sign of a kasatha quadruple-fisting drinks and knocking them back arm by arm, advertising the popular rough-and-tumble Rotgut & Rotgut Accessories; and the ever-present wall, with Apis guards patrolling and looking out, away from the city. The docking area is crowded - a whole pack of fresh meat pushing forward, the settlership crew disembarking out the crew hatch carefully separate from the rabble, hawkers and advertising drones competing for the new arrivals.

Since both of you tied your backstory into Incubation Prime more than the others, you know a few things about the planet that others don’t. First; there’s a nightly blackout throughout the whole city as the power grid completely shuts off. The official statement by the Aspis Consortium is that the lights attract some unknown planetary menace, and multiple deaths around the city are attrituted to ‘unsanctioned use of light during power curfew,’ though the more reactionary citizens claim that it’s just a cut corner the Aspis use to save money. Rather than let it cause difficulties, people either build in generators for businesses that need to stay open 24-hours, and settlers who don’t have darkvision often find themselves getting armor upgrades or personal modifications to exist in the off-hours. You can add either a flashlight, lantern, or infared sensors (armor upgrade) to your inventory free of charge - though citizens tend to frown on people using lights, due to the belief that it attracts ‘the shredders.’

Intro post! Feel free to roleplay any previous contact you may have had with people in your spoiler - you would have had time to get to know one another in your respective overlapped backstories, so there can be a little bit of familiarity with shared origins.


Welcome to Goldnet: Your private connection to the rest of Prosperity! Your Aspis account has been created for you by our helpful Relocation Services Team, and comes with Bronze-level features to help communicate with employers and fellow employees here on Prosperity!

Discussion thread here: First things first, we'll wrap up character creation in here. I'll stagger starting gameplay as people post completed characters, so that I can start hooking your character into the planet and each other a little more organically than providing everyone one box text.

Let me know if there's any additional questions you have on character creation or in-game information, and let's get this game rolling!

Grand Lodge

Pathfinder Starfinder Adventure Path Subscriber

Hi there,

I'd sent an e-mail back in March about #4756692 - an issue with the cutting of pages in the back section of my copy of Pact Worlds - but hadn't heard anything back. I saw that there's been a backlog in the e-mails, but the time between sending the e-mail had been long enough that I wanted to circle back on this.

Please let me know if there's anything else I need to provide to receive a resolution.


COME CREATE YOUR BEST LIFE ON INCUBATION PRIME!

Incubation Prime, the newest idea from the Aspis Consortium, is the business incubator of the future. Get in on the ground floor of investment in the future commercial hub of the Vast, and make your mark on this pristine blank slate of a planet.

Bring your new business venture and hard-working spirit to Incubation Prime! Our investment in top-notch entertainment and infrastructure ensures that you’ll be able to attract and retain top talent and explore cutting-edge technology and business models. Gain first-rights access to untouched geographic resources! No stake is too small on this entrepreneur's dream - buy a storefront outright or come to an affordable lease with one of our business consultants! Import your own employees or hire from the planet’s growing population of eager up-and-comers!

Major investors already planetside include Fevercore Power Company, AbadarCorp, and Safe Space Risk Management - come join them as part of the next generation of next-gen business leaders!

Of course, the advertisements just show the one side of things.

The lone city of Prosperity tends not to live up to its name for the common folk. Funny how the advertisements never mentioned anything about the nightly blackouts, or the poison atmosphere. At best, the bureaucracy of Prosperity is a prime example of the saying ‘credits talk,’ and the uneven playing field can frustrate and dishearten merchants who try to make an honest living, all while it rewards those who can find a little extra to pay ‘non-compulsory service fees.’ At worst, the fees associated with the government-provided room and board rack up, and the worker-matching AI running the workforce begins offering jobs that the desperate can’t refuse.

There’s good to be found on Prosperity. But it’ll cost you.

----------------------------------------------------------

Checking Interest in a Starfinder homebrew! The goal here is a heavily character-driven story of hard choices on a tough planet - while I've been writing up major plot points and locations, how you get there and what happens afterwards is going to be extremely flexible. Expect themes of corruption, self-determination, and unexpected consequences.

Me as a GM

While it's been years since running anything on the boards, I have 8 years of experience, in Paizo's Organized Play (3 stars, 1 Nova) as well as in home games. My style (both as a player and a GM) tends to be pretty permissive - a "Yes, and..." style of play and roleplay - and focused on having fun, for both myself and the players.

Player Expectations
- Daily posting rate (slacking on weekends). If it's not IC, give us a quick check-in on the discussion thread, so I can make the call whether or not to bot you. I'll try to do the same - nothings worse than a vanishing GM, after all.
- Fully fleshed original characters. While it's fun to take a pun name and make it into a character concept for an OP toon or a one-shot game, I'm hoping for something with a little more depth, so bring some well-rounded characters.

Character Creation Rules
Standard point buy rules, 1000 credits of gear.
Any Pact World or Alien Archive races are allowed, but there'll be a little more of an onus on you to make a well-rounded character bio if you go non-Core.

Since I'll be fleshing out organizations and NPCs as we go, so more than needing a character already created, it's going to be important that your character has some reasons for coming to Prosperity and something they want to do there, so application will consist of:

Species and class:
What do you want to do on Incubation Prime?
Where did you come from, and why did you leave?
When you disembark in Prosperity, what's the first thing you're gonna do?

Will leave recruitment open until I feel we've got a strong team of 4-6 players to start off - then we can worry about any unfinished character creation and start some intro posts.

Looking forward to seeing some sick entries and getting some of that sweet, sweet character-driven RP going - let me know if there's any questions!

Grand Lodge 3/5 5/55/55/5

Pathfinder Starfinder Adventure Path Subscriber

So my Pathfinder Chronicler just hit level 12 - getting him ready for the retirement arc and now it's time for me to figure out how my Call Down the Legends ability works in PFS. For those who are not aware of the ability, it functions as a bronze horn of Valhalla.

So the question is - May I build myself a barbarian to use? Am I limited to using a NPC Codex or GMG barbarian? If you feel I should be using the pre-gen barbarian stats, what if I don't own either of those books - may I use the rules for my character off of the PRD without buying the books? What, precisely, are the rules for a horn of Valhalla in Society play? Thanks in advance for your help, I'm finding this to be a bit of a head-scratcher.

Grand Lodge 3/5 5/55/55/5

1 person marked this as FAQ candidate.
Pathfinder Starfinder Adventure Path Subscriber

So question about a corner case here - initial search fu did not turn anything up.

I am a regular GM in my local Society group, and every once in a while I get a chance to play too. Right now we're doing Curse of the Riven Sky with PFS characters, meeting on a bi-weekly basis. My Pathfinder Chronicler is level 9.

If I run a scenario in one of the off-weeks, can I apply my GM credit to this character (Obviously not until we're done with the module)? If the answer is yes, the order become important - if I ran a 5-9, I could apply it first and then apply the Riven Sky chronicle, but if it goes module then scenario, I would be out of tier.

Thoughts would be greatly appreciated.

Grand Lodge

Pathfinder Starfinder Adventure Path Subscriber

So I recently ordered a copy of Robots Don't Tell Tails to give myself some summer reading... and what graced my wondering eyes but a signature! Not bothered, but definitely puzzled - any ideas whose signature this is?

Photo of Autograph

Grand Lodge 3/5 5/55/55/5

Pathfinder Starfinder Adventure Path Subscriber

Sticky situation here - we have a player in our local gaming community that has been fairly consistently off-putting to other players. He does not like to abide by the roll of the dice and sometimes 'magics' it to a better number if he doesn't think people are looking. This is not an 'elephant in the room,' nor is it a new issue - people have alerted him to the fact that we are aware of his 'fudging' before, yet it has once again occurred. Coupled with the fact that he has serious risk aversion in choice of tactics (often choosing a 'stay-in-the-back-and-hide' approach, whether playing a cavalier or a cleric) that has been attributed to TPKs, there are members of our otherwise close-knit gaming community that actually refuse to come to game nights where he will be playing.

Obviously, we are not able to ask him not to come anymore - first, we run out of a public space, so we are open to the public, and I imagine it is against PFS rules to start kicking people out. The regular GMs feel like we're up against a bit of a wall here - multiple folks have asked him to stop with the fudging before, yet here we are again. The last big confrontation with him ended with him storming out of a long-running home game. Call me a bleeding heart, but I'd rather not turn a player away - I just want him to shape up!

Any suggestions/advice/anecdotes?

Grand Lodge 3/5 5/55/55/5

Pathfinder Starfinder Adventure Path Subscriber

So a question:

Semi-experienced GM here getting ready to run this week and am seriously considering Rise Of The Goblin Guild - it sounds like a fun adventure, and I have a fun-hearted group of newer players that (I hope) will have fun with the role-playing aspects.

The issue: our FLGS offers us a space, but we need to be done at 11. We traditionally start at 7, so I have exactly 4 hours to work with. I've heard that this adventure tends to run longer. Does anyone have any suggestions to make the adventure fit within the four-hour slot?

Grand Lodge 3/5 5/55/55/5

Pathfinder Starfinder Adventure Path Subscriber

So riddle me this - is it PFS-legal to create a demon-worshiping character? This is going to be strictly fluff - a Half-Orc Cross- and Wild-Blooded Sorceror, taking the Primal (Fire) and the Brutal bloodlines to create a fire-blasting damage-dealer of a sorceror. In terms of fluff, he's going to be created post-version 3 rules, so he can be a Varisian enforcer/thug joined the pathfinders for his own personal gain. He'll claim (with no evidence or reason, beyond his own vanity) that his fiery abyssal powers comes straight from a powerful Balor Lord. I think, for flavor's sake, I'd have him worship Flauros, the Flaming Maw.

Thoughts? What rules are restricting me? Since I'm not a cleric, does it matter?

Grand Lodge

Pathfinder Starfinder Adventure Path Subscriber

Do they stack?

I picked up Halflings of Golarion and loved the flavor of this class, but these two class features confuse me.

Excellent aid gives the halfling opportunist +1 to the bonus whenever they benefit from the aid another action. Exploitative Maneuver says:

Quote:
"A halfling opportunist can use an enemy's actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack."

So does the halfling get the normal +2 to be aided by her enemy's actions, as the example at the end of Exploitative Maneuver assumes? Or does the bonus (and the penalty attached to the successful maneuver) increase as well?

Grand Lodge

Pathfinder Starfinder Adventure Path Subscriber

New organization of the tiers? 3-4, 6-7?

Grand Lodge 3/5 5/55/55/5

Pathfinder Starfinder Adventure Path Subscriber

So I'm seriously considering taking the step up to GMing at my local PFS events, in order to give some of our dedicated and wonderful GMs a chance to play and to earn credit for my characters. What, in your opinion, are the most important things a GM needs, either tangibles (supplies) or intangibles (advice, etc.)?

For me, specifically, I have some informal GMing experience in social games and tomfoolery, but this would be my first 'Official' outing.


The atmosphere in the bar you’ve been abandoned at can best be described as ‘surly,’ with subtle overtones of ‘hostile’ and ‘unfriendly.’ New England is not famed for their hospitality with good reason, it appears. Rockland, Maine has thus far been far from welcoming to you or either of the other two people at the table with you.

Reminiscing over what you know about the island you are supposed traveling to, you know that the North Island Sanatorium has been open for seven years. Under the savvy leadership of Dr. Aldous Brewer, the enterprise has been a financial success, attracting an assortment of embarrassing and wealthy eccentrics to a facility that is ostensibly for the rehabilitation of its patrons while also providing privacy and respite for their beleaguered families. The large fees that Dr. Brewer extracts allows him to take on several charity cases, on whom he’s been testing experimental psychotherapies. The results of these experiments, some of them published in a recent professional journal, have brought him criticism.

The article is readily available online – in it, Brewer talks of the obscure but fascinating myth patterns that emerged from the subconscious of certain patients. Although supported by some, Brewer’s article has also received scathing rebuttals.

Dr. Brewer's Article

Your reverie is broken by the return to the bar of Ebenezer Waite, Dr. Brewer’s emissary to the mainland. Evidently, the preparations that he wandered away to take care of hours ago are now done, and the four of you can depart for the island. You grab your bags and follow the old man.

The small motor boat that Ebenezer leads you to looks like it’s pilot – certainly old, but sea-worthy yet. If you had to guess, the boat must be almost twenty years old, and Ebenezer is certainly not a day younger than 80. According to his heated rambling conversation as he shoves the boat into the ocean, he’s been around the globe in his heyday, privy to a dozen strange adventures – but now, he’s simply the semi-retired handyman of the sanatorium. The waves slap against the slowly-moving boat, sarcastic clapping to punctuate each of his sentences as Rockland fades into the distance.


Welcome to the Sanatorium's Out-Of-Character thread, for all of your discussion needs. Please keep your arms and legs inside the thread at all times, and keep your tray table in the upright and locked position until the In-Character thread has been established.

Also, check your e-mails. Aldous Brewer has a role to play.

Grand Lodge

Pathfinder Starfinder Adventure Path Subscriber

Is there any interest in this? It's been a long while since I've run a CoC campaign and I'm certainly itching to terrorize some victims.