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Pathfinder Starfinder Roleplaying Game Subscriber
![]() Here is a rough Draft of the "Universal Laws" discussed in Starfinder Core Rulebook Starfinder Universal Laws All sentient Life have rights and freedoms that they enjoy starting at birth.
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Pathfinder Starfinder Roleplaying Game Subscriber
![]() I was wondering with the Stewards, are there laws that all the plants agree upon, or do each have their own legal system? What about fines, imprisonment, execution? Were do 'criminals' go.. I like playing Lawful characters.. but am unsure what the laws are! Like: is murder illegal..or just murder of Noble/rich?? Can one 'Steal' a spaceship? Most of the planets seem to be neutrally aligned with inner planets tending towards good and out ones tending towards evil. Hellknights are enforcing what laws? their own? I can create multiple codex legal ideas I just want to know what, if any vision you the company have.. and if you need some ideas I can pitch some to you for some Law/order or mystery style adventures. ![]()
Pathfinder Starfinder Roleplaying Game Subscriber
![]() Wyre guide
Wyre is different from other worlds in that it allows greater opportunity to gain great levels of adventuring while being embroiled in politics on a global scale. With a interactive environment and dragon who control large armies it is a world full of challenges!
Level Experience Level Experience
Because of Higher levels in the Wyre campaign even NPC will generally be at least 5th level. Even a simple farmer would be level 5. A Village metalworker would be at least level 10 if not 15. Leaders of countries are often level 30 or higher. Generally, adventures are ignored until they reach level 10. Then their superiors of their class take notice. If a character is approaching 20th level they are considered "on the rise" and actively tracked/watched and sometimes even hunted. Anyone exceeding 20th level has to deal with a very political world. "Simply running off and rescuing a village" is not seen to be as helpful as it once was and is viewed with political overtones. Why that village? Who benefits? While there are still untamed areas where dragons roam there is often a good reason that no adventures have EVER gone in search of that very ancient red dragon and it is usually because a lord or two are happy to have it nearby to threaten villages if they don't stay loyal. Dragons are much more influential on Wyre they do not live to be several hundred years old without outthinking the last 300+ years of greedy adventures seeking fame, glory and gold.
Character classes are much the same as regular Dungeons and Dragons worlds although abilities are gained slower and spread out over 40 levels instead of 20. There are certain areas where classes are more common like the magical city of wizards or the barbarian or pirate islands. The Sorcerer class does not exist. Alternatively, psionic classes are recommended as taking the place of sorcerers on Wyre. Progress would be moved to 40 levels as has been done with other classes. Races:
The Orcs of Wyre are very different from other worlds. They are sailors and favor a barbarian class. They are culturally similar to Vikings living for battle on the sea with enemies and landing almost anywhere in the world and attacking towns and even cities. There are several clans of orcs but most live on Menos Island. Orcs encountered elsewhere are either raiding parties or have established settlements in other lands. Orcs are a selfish lot where the strongest rule and are generally considered evil alignment but there are exceptions of those who for one reason or another help others and are good alignment. These good aligned Orcs are the player characters or even NPC's sometimes integrated into towns. Not all orcs believe in the path of destruction and death of all other races. Orc characters may even have parents who live in and are part of a town or city and are good aligned.
Githyanki are also people of the sea and are the true pirates and traders. Most live on Sapin Island, but like orcs they can be encountered anywhere and have also integrated themselves into a few places. They are not as common as orcs though outside of the Sapin Islands. They are a mistrustful bunch of any and all races besides their own and hate mindflayers with a deep abiding passion. They will never forget their enslavement to the mindflayers long ago and they escaped to the surface and the sea. Githyanki are not costal raiders like Orcs and are happy to stay where they are though they do trade extensively and are not above raiding a ship for treasure. Despite their past Githyanki are known as slavers and often capture others and press them into service on their ships. A Githyanki player is one that sees the error of their culture and hates slavery of any kind. However, in costal cities Githyanki are viewed with suspicion and fear. Githyanki player characters are always outcasts. Unlike Orcs who a few have integrated into society Githyanki who do not embrace slavery are outcasts and may be wanted by others of their race.
Drow elves live on the dark Swahard Island. Much of the Island is cloaked in perpetual darkness and is controlled by groups of Drow elves. Drow player characters are also outcasts of their society. The Drow culture is one of superiority and seeing all races as inferior and deserving of elimination. They use their ancient knowledge and magic to bend everything to their will. Drow want nothing less than the genocide of all other races, even other elves.
Sea Elves hate Orcs and Githyanki with a passion. They can live on land for a full month without needing to bath in the ocean because their body exudes a natural oil that keeps them strong in both water and sea. Sea elves have sonar sight in water up to 120. Dry land vision is the same as all other races. They and can be found in several coastal cities when they trade with "dry landers". Sea elves breath water or air equally well. See elves for other stats. Oriental adventures are a part of Wyre The Fi-shi continent and the Fangir Island are both part of oriental adventures. the Oriental adventure world has no elves and their place is taken by the spirit folk. Elves and spirit folk do get along well on the extremely rare encounters they have. Kurubu races are now just dwarves, although very culturally different from dwarves of other lands. Halflings fill the place of monkey people with a culture like that of the monkey people. Gnomes are the behind the scenes traders so there are no rat people in oriental adventures. The racial classes of rat people and Monkey people do not exist (unless DM wants them). Spirit folk do however exist in Wyre and are pretty much exclusive to Fi-shi. Character classes: Another key difference in the Wyre world is that attack bonuses also apply to damage. This means that a Level 20 Warrior is dealing 20 + Str+ weapon damage (+ magical damage) on a successful hit. This damage keeps them hitting as hard as wizards or monsters. See feats for modifications. Another Key difference is the lack of Multiple attacks listed in the character class. characters must buy additional attacks as feats!! The reasoning behind this is two-fold; first it offsets the large damage done on one strike and because of the extra levels more feats are available for purchase so buying a feat for an additional attack makes sense.
Barbarian Attack/ Fort Ref Will
Fighter Base
Battle field awareness happens to truly seasoned combatants. This gives them an awareness of all visible conditions. Wind, humidity, terrain, enemy positions (visible) and where there own troops are. Treat as +5 for all leadership rolls or commands to groups. This ability is limited to line of sight so hidden and invisible are still a difficulty. |