Holy Guide

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Well, if the Free Captains are smart, and one would think that to survive this long against so many enemies, they must be... then Broken Rock may be a home port, but maybe only for temporary use. If you want to keep your home from being blasted, perhaps Broken Rock isn't a secret, but also home to a large civilian "non-pirate" population. In other words, perhaps they hide in "plain sight." Any attempt to 'atomize' Broken Rock would result in a cry of injustice the likes the Pact Worlds would have never seen in their lifetime (with so many civilian deaths for so few pirates).

I would also point out that the term "headquarters" is a rather loose definition for the Free Captains. After all, if each captain rules his own ship, it more like a confederacy (each 'ruler' having his/her own voice rather than a centralized governing body). Destroy the 'headquarters' and you won't really harm the powerbase since each captain is his/her own ruler anyway. You'd only eliminate one source of resources.

Worse, there's no guarantee of taking out the pirates since they mostly 'live' on their ships and only return to Broken Rock for supplies and the occasional meeting. And worse, Broken Rock is not the only port that does favorable trade with the Free Captains. So you'd have an uprising from several other locations still yet to be determined.

On top of that, the Vesk would not obliterate a civilian population no matter how many pirates they could eliminate. That wouldn't be honorable. And the Stewards, well, like the UN peacekeeping forces, they do condemn piracy, and they probably help fight piracy in specific locations (just like UN Resolution 2442), but to eliminate piracy completely is not within the scope of their power to do so (they don't have that many Stewards or resources at their disposal with everything else they do).

So as you can see, there's lots of reasons why Broken Rock still exists even if it is well-known.

Definitely ship art:
I would like to see the ships have recognizable architectural styles. For example, if I show my players a picture of an approaching warship, those with ship knowledge could recognize if its from the Veskarium, the Azlanti Star Empire, or a local Ysoki vessel.

Like I would expect an elven ship to be designed very organically with a smooth flow with intricate detail, whereas a dwarven vessel might be more blocky, thick with a reinforced hull, and much more geometric in design.

LBHills wrote:

When you mention playing 'from the Azlanti point of view,' I'm reminded of something that came up in my campaign, which may be useful to other GMs who want to use the Star Empire in their games.

We (as players) know that nobody knows why Golarion was "edited out" of the SF universe. But the Azlanti, from their human supremacist point of view, probably regard the removal of Golarion as an attempt by aliens (of some kind) to destroy humanity - basically a second, bigger, more successful Earthfall. From that point of view, it's only a matter of time before these secret enemies try to hit the Azlanti Star Empire too.

If you as a GM go with that, the Azlanti won't just be some threat off in the Vast: they'll have secret agents all over the Pact Worlds, trying to identify the destroyers of Golarion. They'll have spy drones, human agents, carefully 'conditioned' androids, hired guns, etc.

If you decide the Azlanti aren't the main threat in your campaign, they might be red herrings, or allies of convenience. Or they might claim neutrality and wait for the perfect moment to double-cross both sides.

Great ideas! Thanks! I think that would really work well.


Thanks for the link!

@"Dr." Cupi
That was similar to Roman Imperial rules. Only Roman citizens could serve as soldiers. However, there was the auxiliary which could be made up of non-citizens to fight for the Empire. The Auxilia "were mainly recruited from the peregrini, free provincial subjects who did not hold Roman citizenship" (see https://en.wikipedia.org/wiki/Auxilia). So if the Azlanti Star Empire was similar, it would make sense to have a "foreign legion" fighting for them (in addition to their massive Aeon Guard) that were not necessarily full-blooded Azlanti humans. Perhaps even as a way for members to obtaining their freedom or simply just obtaining "card carrying citizenship" (like a "green card" and work permit with limited, foreign rights).

I like to imagine it like "hyperspace" from Babylon 5 (nebulous, vastly empty, with no real navigational fixed points). Here's a video clip to show what it looks like with a ship eventually exiting "hyperspace."


Actually, when you consider the function of antennae in the animal kingdom on earth, antennae function more like "ears" than "eyes." Ants, for example, have eyes and antennae, but no ears. If you notice the illustration of Lashunta, they clearly have eyes. So I would treat antennae like "ears" (or "ear extensions") -- what would happen if a human being lost or damaged an ear?

Well, deafness in one ear could certainly be an issue. But also consider that ears help stabilize how we walk. Motion sickness, for example, is a common disturbance of the inner ear. In more severe cases, you could also say a Lashunta may experience vertigo - a sensation of whirling and loss of balance, associated particularly with looking down from a great height; it can also cause the Lashunta to stagger or even fall when trying to walk.

This could require dex checks (at least until the Lashunta got used to not having the antennae for a while [1d4 weeks] or paid for surgery to restore it).

@Squiggit "is what PF1 did where the Azlanti in that game"

So the Azlanti show up in Pathfinder? I don't have any Pathfinder resources nor ever played that game.

So you all are firm in the belief that the Azlanti Star Empire are "bad guys" -- so, would it be better to do the campaign like the Star Wars series (players are part of the rebellion against the Empire)? That's an interesting thought....

Well, I was thinking of the Azlanti Star Empire as "Ancient Rome" or "Klingon" rather than "Nazi Germany" or "the Dominion." Flipping the script, its the Pact Worlds that are "evil" either in turning a blind eye to border violations of its people or worse, sending them.

I mean, the whole adventure path "Against the Aeon Throne" starts with the premise of stealing Azlanti technology. I mean, who's the villain here?

Thus, the Azlanti Star Empire has became militant over its development out of necessity to survive against threats on their borders (requiring constant vigilance). Who those threats are, I don't know yet (I'll have to invent some).

This whole "the Azlanti Star Empire is evil" thing is just pure, Pact World propaganda. ;)

The adventure paths, "Against the Aeon Throne" introduced a "sinister" empire that has resisted contact by the Pact Worlds. They sounded really interesting.

1. Do you think Paizo would be interested following up this group with a Sourcebook that would develop the idea much more? (culture, religion, military structure, political government(s), economics, law, post-Gap history, mannerisms, and so forth)

2. Do you think it would be "fun" to play as the Azlanti (seeing the Pact Worlds as the "sinister" ones who are harassers of your borders, disrespecting your customs, or worse, attempting a soft coup/invasion of your territory?

3. In the meantime, any 3rd Party supplements or Homebrew suggestions to help develop an Azlanti-based campaign?

Well, there's plenty more to add if you can find the specs:

NSEA Protector (Galaxy Quest)
SDF-1 Macross (Macross/Robotech)
Andromeda Ascendant (Andromeda series)
UNSC Infinity ('Halo' series)
TARDIS (Time And Relative Dimension In Space) (Dr. Who)
USS Discovery One (Space Odyssey series)
Daedalus (Stargate SG-1)
O'Neill-class Asgard Ship (Stargate SG-1)
District 9 Space ship (District 9)
USS Cygnus (Black Hole)
Mimbari Cruiser (Babylon 5)

You can draw heavily from Babylon 5 (lots of ships there) and more from Stargate SG-1 (I just listed a few samples above). Apologies if anything is a repeat or already added.

So how would one go about making those racial classifications balanced? Any tips or ideas for those racial groups?

Greydoch wrote:

playable robot race called SRO is found in the pact worlds book.


Nice one! I'll have to add that one to my list.

Keep those insights and suggestions coming. I appreciate everyone's help.

Metaphysician wrote:

I mean. . . if you are removing all the aliens from Starfinder, you really aren't using Starfinder the setting anymore. Why not just build a setting from scratch, rather than remove 99% of its contents?

( Yes, 99%. You aren't just removing the races as such, but also everything that logically derives from those races, which is nearly everything. )

A valid point, and I might not use the setting at all. I have considered that, but no decision as to setting has been made yet. But that's a whole different issue.

Using the Starfinder rule set, I'm looking for input on making balanced races from these categories. As indicated, some categories already have some sources to draw from and use, but some do not. Please post any observations or suggestions to achieve this goal. Thank you.

I was reading through some old interviews of Isaac Asimov, one of my favorite science fiction writers. He is the author of the Empire series, the Robot series (include the "I-Robot" account), and the Foundation series. And in his science fiction books in those series, he purposely left out aliens. So I was wondering about adapting his ideas to the Starfinder rules: a setting without aliens.

So I came up with a list of several character "race" options of what would be left if we removed aliens from the Starfinder setting (some of the 'examples' could fit in a different category, but I made my best guess). Now comes the challenge for creating these "homebrew" races. Some are already written up in the Starfinder rules, but I could use some help with the others (tweaking or creating). Here's the categories that I have so far:

Type I: Pure Strain Human (natural)
True humans conceived from unaltered gametes; also humans cloned from other standard humans are also standard humans. Examples include: Pure Strain Humans (Gamma World), humans (Pathfinder/Starfinder).
Source: Core Rulebook, p. 44-45

Type II: Clones
Same as natural humans only conceived through artificial means using existing DNA as its template. Examples include: “Tanks” (Space: Above and Beyond), Designer Babies, The Island, Clone Wars (Star Wars II), Picard/Shinzon (Star Trek Nemesis), Aeon Flux, The 6th Day, Oblivion, Multiplicity.

Type III: Augments/Transhumans (modified)
A sperm or egg with genetically-modified chromosomes makes a GMO-human, which could lead to speciation. Examples: “Augments” (Star Trek II; Enterprise), GATTACA, “Gelfs” (Genetically Engineered Lifeforms from Seaquest DSV), Touched by Vorlons (Babylon 5), Eloi/Morlocks (The Time Machine), the Fremen (Dune).

Type V: Mutants/Hybrids
They are humans that have been extensively modified with different species (such as adding gills, wings, fur, or other features) whether naturally, magically, or artificially. Examples include: Waterworld, The Island of Dr. Moreau, lycanthropy (werewolves), The Fly, X-Men series, Daleks (Doctor Who), Humanzee (chimpanzee/human hybrid).

Type VI: Uplifts
They are animals that have been extensively modified with human traits such as intelligence, speech, and tool-using capability. Examples include: “Ape” (Planet of the Apes), “Dolphins” “Chimps” “Gorillas” (David Brin’s Uplift War).
Source: Alien Archive 2, p. 16-17 (Uplifted Bear)

Type IV: Synthetics (Synthoid)
A biomechanical lifeform constructed to look human. They are constructed very similarly to their biological counterparts, but are silicon based lifeforms. They are not true GMOs; they are not genetic copy-paste. They are built from scratch using natural genomes as a guide, or spliced together from known genes. Examples: Rachel (Blade Runner_Synths), the twelve models (Battlestar Galactica 2004_Skinjobs), Splice, Elroy EL (Space: Above and Beyond_Silicates), David (Prometheus). It could also be argued that the synthetics from the Aliens series (Ash, Bishop, Call) are also synthetics since they 'bleed'. Synths are like the “Android” race from Pathfinder/Starfinder.
Source: Core Rulebook, p. 42-43

Type VII: Cyborgs
Beings with organic brains or intact nervous systems, but with machine body parts. Examples include: Officer Alex Murphy (RoboCop series), Star Wars, The Borg (Star Trek: First Contact_Borg), Cyberpunk 2077, Bionic Man).

Type VIII: Androids (“Droids”)
An artificial being constructed to resemble a human being and are difficult to distinguish by physical appearance. Mechanical brains with organic parts with sophisticated, but limited programming. Examples include Bicentennial Man, T-800s with organic camouflage (Terminator series), D.A.R.Y.L., Blade Runner_Worker models, Westworld androids.

Type IX: Mechanoids (full mechanical beings)
Fully mechanical being that resembles a human being; an automaton. Examples include: Pinocchio, Data/Lore (Star Trek), all of Asimov's other robots, the Toaster-cylons (Battlestar Galactica), Centurions (Battlestar Galactica), Terminator T-1000 & T-X, C-3PO, Sonny (I-Robot), Arthur (The Passengers), Cybermen (Doctor Who), and so forth.

Type X: Bots/Constructs/Golems
Fully constructed beings without “life” that obey commands (whether verbally given or programmed software) that do not resemble human beings. Examples include: R2D2 (Star Wars), Battle Droids (Star Wars), ED-209 (Robocop), Replicators (Stargate SG-1), TARS (Interstellar), Robby the Robot (Forbidden Planet), Robot (Lost in Space), Cylon Raider (Battlestar Galactica reboot), K-9 (Doctor Who), AMEE (Red Planet), Max (Flight of the Navigator), Johnny Cab (Total Recall), Twiki (Buck Rogers), Golems (fantasy games like Dungeons and Dragons).
Source: Alien Archive 1, p. 94-95 (Security Robot); Alien Archive 3, p. 86-87 (Robot), Alien Archive 2, p. 10-11 (Anacite), Alien Archive 2, p. 66-67 (Golem)

Type XI: Isomorph/Hologram (“Iso”)
A constructed, artificial being as a three-dimensional image formed by the interference of light beams and force fields from a laser or other coherent light source. Examples include: Quorra (Tron Legacy), The Doctor (Star Trek: Voyager).
Source: Alien Archive 3, p. 66-67 (Living Hologram)

Type XII: Pure Artificial Intelligence (A.I.)
A constructed set of programmed software with the capability of a computerized machine to imitate intelligent human behavior such as problem-solving and speech. Examples include: Skynet (the Terminator series), H.A.L. 9000 (2001: A Space Odyssey), VIKI (I-Robot), Mother (Alien), EDI (Mass Effect 3), Agent Smith (The Matrix series), Jarvus (Iron Man series), Andromeda (Andromeda series), W.O.P.R. (War Games), Simone (Simone).

** Undead are intentionally left out. I strongly dislike undead.

So any advice/insight on making these character classes balanced for Starfinder gameplay for a setting where there are no aliens in the universe? (and if I missed some other Starfinder source references that would be useful, please point those out, too). Thank you for your help.

Personally, I draw from a huge amount of material to one degree or another. Some just help me generate ideas and some I'll steal entire plots and/or even characters to mash something new together. Here's a sample of what I mean:

Television Series:
Star Trek (Enterprise, Classic, Next Generation, Deep Space Nine, Voyager)
Star Wars (Clone Wars)
Babylon 5 and Crusade
Firefly (and Serenity movie)
Farscape (and Peacekeeper Wars movie)
Battlestar Galactica (original and reboot)
Stargate (SG-1 and Atlantis)
The Expanse
Dark Matter
Space: Above and Beyond
Doctor Who series
Lost in Space (original and Netflix reboot)
Space: 1999
Buck Rogers in the 25th Century
Flash Gordon (yes, the old black and white shows)

Star Trek movies
Star Wars movies
Babylon 5 movies
Stargate movie
Alien series (including Prometheus)
Predator series
Dune (several versions)
The Martian (good survival ideas)
The Matrix series (love those mechs)
Blade Runner
Robocop (original and reboot)
Total Recall (original and reboot)
Starship Troopers
Riddick movies (Pitch Black and so forth)
Pacific Rim and Pacific Rim Uprising
Galaxy Quest
Ender's Game
Edge of Tomorrow
Jurassic Park series (ideas for genetics in campaigns)
Planet of the Apes series
Terminator series
Lost in Space (movie here)
The Island
Flash Gordon (cheesy, but has some interesting ideas)
Gremlins 1 and 2 (great inspiration for Space Goblins)

David Brin's Uplift Cycle
Frank Herbert's Dune series (movies can only hold so much; books are better for detail)
Isaac Asimov (any - Empire series, Robot series, and Foundation series are all very good especially for character development)
George Orwell's 1984
H.G. Well's War of the Worlds
Aldous Huxley's Brave New World

Video Games:
Mass Effect series (I, II, III, and Andromeda)
X4 Foundation
Ark Survival (pairs well with Jurassic Park themes)
Bioshock series (a bit retro, but different)
Cyberpunk 2077 (should prove inspirational when launched)
Deus Ex series
Elite Dangerous
Total Annihilation (robots vs clones)
Fallout 4 (postapocalyptic ideas with a retro twist)
No Man's Sky (exploration)
Stellaris and Planetfall (4x strategy to add political dimensions to campaign plans)
Star Citizen (awesome ship companies, starships, and vehicles for inspiration)

Corsair17 wrote:
@metaphysician we need Professor Gorkmork as an Iconic Character!

This scene is something like what I picture Goblins to be like (and more specifically, what Professor Gorkmork would be like).

Movie: Gremlins 2
Scene: We Want Civilization

Is this a somewhat accurate application to Goblins?

Being new to Starfinder, I'm not sure if this issue has already been addressed or where I can find the appropriate information. So I apologize if this is redundant.

Several people in my community are hoping someone will run a Starfinder campaign. And having run fantasy campaigns in the past, I'm stepping up to learn Starfinder and be our first GM.

So I'm looking at Space Goblins as an interesting adversary. But what are they like? How do you run them in your campaigns? I'm interested in broad categories (Space Goblin law, politics, economics, religion, customs, favorite sayings, quirky behavior, education/intelligence level, motivations, favored tactics, favored weapons, and even a short history of how they came to be). Where are most Space Goblins now? What are their future goals?

And if you can point me to some references (official books/adventures or homebrew), that would be helpful, too.

(and I realize that they can vary depending on the person's campagin... I'm just casting a wide net to gather all the ideas I can get so I can start planning)

So how would one create a Mech like in the movie Avatar or Matrix?

1. Avatar - specifically like the Mitsubishi MK-6 Amplified Mobility Platform (or "AMP" suit).

2. Matrix - another type of this kind of Mech would be the APU (Armored Personnel Unit) in the Matrix movies (most prominently in the Matrix Revolutions):

Is there something like this in the Armory or would we use Starship construction rules? Or any homebrew suggestions to make it?

I would think Power Armor is like what Paladin Danse wears in Fallout 4: http://cdn.shopify.com/s/files/1/0001/8861/2640/products/7P2B4539-R_1200x63 0.jpg?v=1557257230

And a Mech is like what Ripley wore in Aliens (granted, it was an industrial powerlifter for cargo - not combat):

https://i.pinimg.com/originals/e4/02/b6/e402b608086affff0f5450a3cef157c9.jp g

Are these the correct descriptors, or is something else meant by "Power Armor" and "Mech"?

Ok, so help me understand "the Gap" phenomena... I haven't read all the modules (adventure paths) - only the core books.

"The Gap" seems to be more than a simple case of amnesia. Those awakening from "the Gap" - did they have their personal memories intact? Did they know who they were? Where they lived? How to access their personal bank account or laptop? Or was there a struggle to regain their identities? Figure out who was who? Did those who just awoke from "the Gap" retain job skills? Did they retain language (the ability to speak)? Or did people have to 'invent' new languages and ways to communicate?

I ask because amnesia works differently depending on what type it is. Head trauma, for example, can cause damage to the brain where the person loses memories, skills, speech, and so forth. That's physical amnesia. But psychological amnesia, brought on by say a moral dilemma, can cause the person to forget history or even their own identity, but keeps their speech and previous skills intact. The Bourne Identity series is an example of psychological amnesia.

But "the Gap" seems to be something more. Was it universal for all people in all places at the same time? Or was it asymmetrical affecting people differently in different places.

It couldn't be a temporal affect if people could figure out there was a "Gap;" temporal incursions would make people even unaware that something happened. Time would just continue as if nothing happened.

Therefore, it would seem to be something 'magical' or 'divine' - altering reality but in a way that left the timeline unaffected so that people would be aware.

But are there pre-Gap records if it affected everyone? Like a printed history book in a library or a data file in a secured vault - something that somehow escaped being erased?

Did other worlds disappear like Galorian? Did any other civilization lose a colony, moon, or home planet? Are there traces of "Ancient" civilizations from the pre-Gap era out there to be discovered?

- - - - - -
So those are a lot of questions. I realize that not all of them can be answered since Paizo is creating lots of plot hooks, but any answers that can be given would be appreciated.

Sauce987654321 wrote:
Powered Armor is pretty much their stand-in for mechs, as they can go up to colossal size. The biggest we have in the books so far is gargantuan (32-64'), but some people are understandably unsatisfied the way they've been modeled.

So what kind of adaptive rules would we need for something like twin-pilot Jaegers like Gypsy Danger (Pacific Rim movie) that stands at 288'?

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When can we expect an Errata update on Starfinder?

At the last GenCon (September 2019), the developers talked about a running 'in-house' list of errata for Starfinder. I'm just wondering when will such a list be released to the general public?

Any suggestions on where to find starship miniatures for ship combat on the hex grid?

I'm looking for:
1. Cheap starting packs (bulk; plastic is okay for starting)
2. Eventually, nice ships (singles; metal with hex stand)

I don't really like the Pawns. Yes, the artwork is very good and relatively inexpensive, but I'm a traditional "RPG miniature" person.

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This might be a twist from traditional Alien Archives, but I would like to see an exploration into the legacy races and how they fit in the science fiction setting of the Pact Worlds.

Half Elves (subculture of humans or subculture of elves)
Half Orcs (subculture of humans or subculture of orcs)

I'd like details on their government(s), political agenda, economics, interesting laws, common criminal activity (perhaps something unique to their culture), the affects of space travel on their biology (if any), psychological insights, societal norms and social customs (even etiquette), brief historical development since the Gap, important locations, and even a specialized theme common to their species.

So, are Golarian-stock humans now "refugees"? Roaming from place to place, no home of their own, looking for scraps and handouts from other races for their survival? Only a handful of colonies (apart from a sizable population on New Absalom)?

It sounds like the remains of human culture is fading and being destroyed while the survivors are left to be absorbed into the other civilizations (like maybe living in the slums and ghettos of other civilizations... with a few exceptions here and there). Is that a more accurate picture of the current status of humans in the Pact World? Are we seeing the rise of other cultures to dominate the Pact Worlds?

A second, related question...
Would the humans of the Azlanti Star Empire have pre-Gap records of what happened to the humans of the Pact Worlds? I'm assuming that, for whatever reason, the Azlanti Star Empire and Golarian humans are connected (perhaps not just racially, but culturally as well). Which leads me to ask, is the Azlanti Star Empire "from" Golarian -- humans affected by the Gap have lost their memories... maybe Golarian-stock humans were just as fascist originally until the Gap wiped their memories? So could the Starfinder Society seek to retrieve those pre-Gap records to find out more about Galorian's past? (The Azlanti Star Empire does not strike me as the sort who would give over those records willingly even if they had them.)

I understand from interviews I've watched that the Developers don't want to reveal the Gap secret (makes too good of a story/plot device). I get that (and agree). So how would we explain the lack of records in other starfaring races (like the Vesk) that were not in Pact Worlds about the Galorian system?

I'm fairly new to Starfinder and I'm trying to understand the game setting of the Pact Worlds. I know the campaigns are set to begin in 317-318. Once the Gap happened, and Galorian disappeared, did that mean most of human civilization disappeared, too?

I know Absalom Station has a little over 2 million people by 317-318, but are there no other human colonies? Are dwarves and halflings an endangered species now? Have elves, formians, and lashuntas carved up Castrovel for themselves?

I'm wondering if humans are now looking for a new home (since Galorian is gone), or have they established colonies throughout the Pact Worlds, or do they have established settlements in the Pact Worlds, Near Space, and the Vast? And are there different human governments? I'm trying to understand the political, economic, and cultural situation of the human race from the time of the Gap to 317-318.

Thanks in advance for your assistance and insights.