I'll do as I need to. In the ORC License is Final thread, it encourages publishers to start using the ORC license now. I want to, but having issues trying... There isn't a ton of SF2 content in it. Only backgrounds, new ancestries for 4 new species, a handful of feats, and new monsters - that's it. The only other mechanics are my own which are minimal. The rest is setting fluff...
I'm Gamer Printshop and I create third party content for Starfinder RPG. I have a setting guide I want to publish using the ORC License. I cannot seem to find an ORC Logo or Orc for Starfinder Compatiblity to put on the cover of my product. I have been using the Starfinder Compatibility logo, but I assume that's for the OGL license. I don't want to use the wrong logo, but in all my searches on this site, I cannot find a link to download ORC License logo. How do I release this product without that?
I'm planning on releasing a setting guide for Starfinder 2.0 and hava already placed the ORC license within my product. Is there an ORC License logo to place on the cover of my product? I'm currently using the Starfinder Compatibility License and logo on my products. I'd assume that's for Starfinder Compatibility License, which is different from ORC. I don't want to place the wrong logo on the cover, using ORC.
Maps for Gamers Patreon offering bi-weekly map, map object and 3D printable downloads has gone LIVE! Look in the posts, once you sign up, I've attached 2 huge 48 inch x 72 inch maps of an asteroid space station (pirate base), available as 2, 4 page PDFs at sliced at 24 x 36 inches that are print ready, 2 each 48 x 72 (70 dpi) Roll20 ready maps, 4 each (100 dpi) virtual tabletop ready maps for each level - Only $10/month as a single payment tier. Read our offers, I think you'll love this!
It depends. I think Medical bays and Tech Shops are almost a must need to include on any ship - people get hurt and so does your ship and repairing those are critical just for survival. Some ships and groups like to be traders and cargo bays are essential for that. Notably I published Starships, Stations and Salvage Guide which includes 47 new expansion bays, many I use quite often. I have ships built for combat, others for traders, some as science ships, even included arcane options to offer more magical ship operations like going invisible and non-detection. Currently working on a book 2 for that, with even more new expansion bays included.
Got delayed doing a bunch of other Starfinder publications, mostly as illustration, maps and page layout work, but getting back to this project now. I have an Artstation Gallery page showing all my maps, look at the Sci-Fi maps link to find some of the work for this project.
I published The Complete Mecha Factory by Edward Moyer, which is available in the Paizo Store. Uses elements of the both the Core vehicle and starship rules. Includes new bay options, even includes power armor rules, but it's best to use power armor or mecha, not both, since the smaller sized mechas overlap with power armor. Fully illustrated and comes with a full star systems and planets setting where mecha leagues compete for a galactic audience.
Complete Mecha Factory - Mecha Entertainment Capital by Edward Moyer, is botha rules supplement for the creation and combat of Mecha, as well as a setting guide to a star system and planets where Mecha competitions are televised for galactic entertainment. If you're looking for rules where mecha can interact with characters, vehicles and starships, then this book is for you! Check it out!
T. H. Gulliver who wrote Dead in Space, a series of 4.5 one-shot space horror modules for Starfinder as 3PP, that I published is built around a setting where MegaCorps are the driving force "governments" in interstellar space. The five largest MegaCorps control most of the main region of space. One those five, is called Anomaly Investments, which if you look at the acronym for Anomaly Investments, the CEO, board of directors and all the owners of this MegaCorp are artificial intelligences.
Now available at the Paizo Store - Rogue's Run Rogue's Run is a two-shot adventure module (ended up longer than I attempted) for a party of 5 player characters of 7th level. Pregen characters are included. But this is more than an adventure module. It includes 4 custom starships with stats and full deck plans, 2 starships with stats only, a two level asteroid space station with full maps, a planet map and corporate mining town map, new personal equipment, new bays and systems for starships, 3 monster bestiary, a new pirate theme and space pirate class. A band of trader-smugglers get a job to give passage to a paying guest, and to take a tech lifeform to be smuggled to a distant pirate asteroid station. Because the pirate station is under a corporate naval blockade, the PCs are force to use an ancient (pre-Drift) smuggler's route to get there, called Rogue's Run. A point A to point B starship run that more than interesting and troubling, but the rewards are great and establishing a contact with a power ally, as well as a free upgrade of their starship.
Goth Guru wrote:
While it's 3PP, already have Grappler Arms in Starships, Stations and Salvage Guide by Edward Moyer, that I published.
In two products I developed for my Kaidan setting of Japanese horror by Jonathan McAnulty as author/designer - Way of the Samurai (PFRPG) and Way of the Yakuza, I wanted rules to create custom samurai clans and yakuza gangs based on the Pathfinder city stat block, so I directed Jonathan to go that route, and he did all the design. It's designed as a subsystem to work with the Core rules. It was simply a chapter in my guide titled Custom Samurai Clan Creation Rules - and the rules were presented, along with many tables, and a stat block was created (based on the Pathfinder city stat block). Since that's not the way Pathfinder creates a faction as it's closest comparison, it's a subsystem. Just present your rules, don't reprint actual Core rules. Here's a look at my subsystem on d20pfsrd...
You needn't and shouldn't reprint the actual rules from the core, just title your section as Feats (or whatever), and present your content with mechanics and description in appropriate stat block, with a table. If it's a combat feat, list them that way. If you add a new combat feature (?), just state where, when, how it's used and the mechanics appropriate for it. You don't need to reprint the combat rules, though you can mention a reference to a subject found in the core (don't use page numbers, as that could change with new printings).
Yeah, I'm working on my own third party setting for Starfinder - which has nothing to do with Golarion, the Gap, or the Pact Worlds (as third party, I'm not allowed to use Paizo IP). I've been updating my published Kaidan setting of Japanese Horror (PFRPG) which I published as an imprint under Rite Publishing. There will be new themes, classes, archetypes, magic, spells, equipment, magic items, starships, races and monsters. Nine planets will be detailed with maps, globe view, list of major sites, etc. I've already gotten the compatibility logo approved for use, and I've already released 4 products: Rude Awakening (a free one-shot module), Dead in Space (a book as a series of one-shot space horror modules), Starships, Stations and Salvage Guide (a rules supplement for starship and station options), and Ultimate Vehicle (a rules supplement for createing custom vehicles for Starfinder). I'm creating content that I feel is missing in the Core rules with my rules supplements.
Kuma wrote:
Which is why I won't let them be my only distritubor of products, though I will say, that I sell in the Paizo Store too, but don't get nearly the same level of purchases as I get at DTRPG.
Metaphysician wrote:
Nobody goes skiing at 30 below zero though, the snow is too hard. I'm sure they get dressed after their run though.
Too bad they're 2nd level, I have a FREE first level module, that you could raise the CR in the challenges included. Of course this is third party published material, called Rude Awakening. The party gets a small starship at the end of it. It's in the Paizo Store... HERE.
For those who allow third party material in their Starfinder game, could look to Starships, Stations and Salvage Guide by Edward Moyer, published by Gamer Printshop (my company). We don't fix these specific issues to ship combat, but it does include more options. We've included both collision damage table and capabilities for your ship like ramming prows - once your opponents shields are down ram their ship. With a ramming prow included, which must be built into the original ship, because the frame is strengthened as part of purchasing a ramming prow with 75% of the damage done to the ramming ship applying to the ramming prow only and not the rest of the ship. You can also purchase a boarding hold, which requires a successful piloting check to get where you need to be without damagin either ship - your boading extender magnetizes or with grappling arms grapples the opponent ship, cutting lasers on the boarding hold cuts a hole, and boarders enter this ship for normal non-ship combat applications. For those wanting magic capability with your ship, the primary purchase is for a spell-primed shield augmentation bay, though BP-wise is expensive, and you purchase to the level of magic being used as a multiplier in it's cost. With this bay and expenditure of spell slots, you can give your ship non-detection, invisibility, greater invisibility, holographic image (a kind of mirror image for your ship) and more. Also with this bay, you can purchase arcane sensors allowing you to detect magic, detect invisibility and other scanner options. There is even a limited blink stunt you can perform where you can have your ship blink to a hex in a random direction up to six hexes away (roll d6 twice). Though you could land in the same hex as another ship, just a necessary risk. Combined with an advanced spell-primed science bay, you can enhance one attuned weapon system and spend spell slots to grant bonuses with that weapon, including individual missiles. You can also purchase an arcane command chair that allows the captain to grant bonuses to any one ship system during combat, and by spending 1 first level spell slot, you can switch that to a different position (pilot, gunner, science officer, mechanic). There are many new armors, shielding and special systems to grant a cloaking shield, an ECCM system to mitigate targeting your ship (TL), a reflective coating on your armor to mitigate laser weapons and more. Basic combat still works the same, but with more options to use ship combat can be more exciting...
Kuma wrote: For sure you'd want to link your product to more places than Amazon but I don't think OBS does p-o-d. That's a big hurdle. OBS definitely does Print-on-Demand, soft cover, hard cover, premium to lower grade paper, and they have a printer in the US and a printer in the UK, so shipping costs to Europe for N. American publishers are far more reasonable.
And me looking at the Facebook Starfinder communities, activity is picking up, getting lots of new faces that claim never having played Stafinder before and just now getting in. My third party Starfinder books are selling well - that wouldn't be the case if SF was suffering somehow. I think your experience is just anecdotal. I know many who play and run Pathfinder and never come to this board, so it's not a surprise that SF seems to be getting less attention here. Just my observation...
While it's 3PP, in my Starships, Stations and Salvage Guide, we have huge drop pods that kind of go around the "large is the largest ship that can enter, land and takeoff on an atmosphere", with a huge drop ship that can enter the atmosphere of a planet, land on the opposite side, but once landed it cannot take off again. At 2000 feet long, it can carry multiple large vehicles, battallions of marines, giant 3D printers, planetary defense equipment, terraforming equipment or any large equipment or supplies needed to land on a planet quickly. Because these huge drop pods cannot leave the planet, they are often repurposed as fortifications and pre-fab building for other purposes.
In my Starships, Stations and Salvage Guide by Ed Moyer, 3PP supplement for Starfinder, we have a tech based cloaking device which offers in reduction in detection and temporary hit points. But the guide also offers a more effective arcane (technomancer) defenses, including a Spell-Primed Shield Bay which can grant abilities like a limited Mirror Image (holographic image), invisibility, greater invisibility, even a limited Blink stunt and many others, that is more expensive BP wise, but better than just a cloaking device.
I have a third party book that offers many bay options, as well as already designed dropships, called Starships, Stations and Salvage Guide by Edward Moyer, published by Gamer Printshop (and is available at the Paizo Store). We designed cargo bays to vary with the size of the ship - from small as a 10 x 10 x 10 space, medium 20 x 20 x 20 space, large 40 x 40 x 40 space, huge as a 80 x 80 x 80 ft space, etc. However, you don't have to have a 40' tall space on a large ship, you can displace the cargo area to be 20' x 40' x 80' on a large ship, just the volume of space is defined per scale of ship. Of course it is not official, rather third party content.
And don't forget to download this FREE 1st level one-shot module, as a great way to get comfortable with the rules - varying gravity, hazards and traps, combat encounters and leaky space suits make for a high tension evening session, worth check out... I am biased of course, being the author/publisher of this.
There are some ships shown on Gamer Printshop FB page, but my personal FB page has a lot more of the ship content from this guide, plus lots of other content - I don't really use my personal FB page much for personal stuff, it's mostly maps, deck plans, and projects I work on, including commissions and settings I build. But do join the Gamer Printshop page linked in the post above this one and like the page, please.
Indeed a corvette is a small destroyer, so as KittyBurger states, a medium sized ship is optimally a corvette, since a destroyer is a large ship. Since a transport has more guns than an explorer, I'd make a corvette having more guns than a transport - 2 large weapons on the forward arc, a turret with 2 light weapons, 1 light aft weapon and 1 light weapons on port and starboard arc. 1 minimum crew, 6 maximum crew. I'd go with 4 expansion bay slots like the Explorer. Maneuverability average (Piloting +0, turn 2).
pirateprincess23 wrote: I want something like Ultimate Campaign. I want to build planets and colonies on other worlds. While not an Ultimate Campaign guide, following the release of my Kaidan Interstellar Empire of Japanese setting guide, will be a Planets of Kaidan book, which will include planet stat blocks, as well as an explanation on the stat block itself and how to determine it's parameters for creating your own worlds. As far as establishing colonies, Starships, Stations and Salvage Guide includes huge drop ships that can carry the cargo needed to establish colonies fast. Once the drop ships land, they cannot leave the planet again, however they can be taken apart allowing a colony to reuse the pods power core to power the entire colony. The pods themselves often become a government center, and fortress with weapons to defend the colony against outside attack.
I thought the same so when Edward Moyer was writing the rules for Starships, Stations and Salvage Guide (our 3PP Starfinder supplement), I made sure we included ways that mystics and technomancers would have something to do on a starship. We created spell-primed faculties, which work something like fusions for weapons and defensive capabilities, like converting a spell slot into bonus damage die for a given weapon and bonus based on level of spell sacrificed. If your mystic or technomancer is the captain of the ship, and the ship can include an arcane chair on the bridge, bonuses to any one starship position can be applied (piloting, gunnery, science scan checks, etc.) Working like a spelljammer helm in that way. Although it is expensive BP wise, if you spend a bay slot for spell-primed arcane bay, and a spell-primed auxillary shield bay, the ship can perform a number of special arcane defense maneuvers, including but not limited to - invisibility, greater invisibility, non-detection, holographic image (which works like mirror image, number of duplicates based on tier of ship), even a limited blink ability that lets you roll a d6 to determine the hex facing, then roll another d6 to determine which hex the ship blinked to... and other abilities. Yes, it's 3PP so something you cannot do in a society game, but if you're running something more homebrew, these can be options for your game.
While it's 3PP, the Gamer Printshop Starships, Stations and Salvage Guide by Edward Moyer includes rules that apply to actions that mystics and technomancers can perform on a starship. Either spending spell slots to grant temporary enhancements to starships weapons and defenses. By spending BP on acquisition of spell-primed Shield Bay and spell primed science bay, which grant abilities to starships such as invisibility, greater invisibility, a limited blink ability, holographic images that work like mirror image. Instead of identifying new odd crew positions, this way the spellcasters can actually use magic to enhance the capability of your party starship.
While definitely 3PP, I released over a month ago, Starships, Stations and Salvage Guide by Edward Moyer which includes Ramming Prow and Boarding Holds, as well as specialized boarding craft that are essentially flying ramming prows with 2 boarders inside that pierce the hulls of ships whose shields are down in the arc these small ships are striking. Ramming prows cost a percentage of the base frame increased for reinforced decks and bulkheads to withstand ramming other ships, the prow takes 75% of the damage of a ram. Then the rams open apart to expose an open breach that gets sealed and boarders can enter an opposing starship. Of course it's 3PP so certainly "official", but we've got rules to accommodate such a scenario.
Yeah, as Racs333 states, we have already accommodated this issue. For example, according to the Core, a cargo bay holds a maximum of 25 tons of goods, so even if a cargo bay is bigger, by the rules, a cargo bay on a tiny ship holds the same amount of weight as a huge ship with a cargo bay, which makes no sense to me. So we ruled that a tiny ship has a 10' x 10' x 10' cargo bay that holds 25 tons, but a small ship can havea 20' x 20' x 20' cargo bay that holds 100 tons of cargo, and a medium ship has a 30 x 30 x 30 ft cargo bay that holds 450 tons - each large scale holds larger cargo bays that can hold heavier amounts of cargo.
Vehicles are a necessary thing in almost any role playing game, from carts to wagons, to the science fiction of flying cars and submersibles. This guide takes the known vehicles and creates a massive guide to create over 166,000 unique vehicles with these rules, not counting weapons. Just four easy steps in building your ultimate vehicle. •Choose a vehicle frame
Just uploaded to the Paizo Store, awaiting Product Discussion thread notifying availability.
I will be getting back to Kaidan development soon - been doing illustration and page layout now for an Ultimate Vehicles (vehicle creation rules) supplement that should be out sometime next week. Also my Starship, Stations and Salvage Guide is the number one "other company" download product from the Paizo newsletter twice in a row! I am definitely using rules from that guide for the starships and stations that will be part of Kaidan as well. That's good news.
I don't know it kind of makes sense to me. A 40 foot yacht might be equivalent to a Tier 1 or 2 ship, whereas a naval aircraft carrier is probably Tier 14+. I'd think driving an aircraft sensibly is much harder to do than to operate a 40 foot yacht. I think a Tier 14 ship should be harder to fly than a Tier 4 starship... why does that not represent in-world fact.
Go to February 25th back to mid November and earlier on my personal FB page to see samples of art and maps from this pubication.
It wasn't Rude Awakening was my 2014 game system agnostic entry into the One Page Dungeon Contest which earned an award, but I converted to Starfinder, because I wanted to, and due to circumstances in the plot, cold sleep cells were important start of the module, and because the PCs spend unduly long in cold sleep (as tech devices, not magi-tech), I created additional rules for it. It wasn't a waste of time, it was providing mechanics for what was already included in the adventure. Many have commented this is a fun module, so it seems not to have been a waste, at all.
What if Starfinder is a parallel plane of Pathfinder universe, and whatever caused the Gap, Golarion is in the Pathfinder universe, and not in the Starfinder universe? A different parallel plane. For my homebrew, since I'm publishing 3PP, and I cannot use the Pact Worlds setting... Golarion is not gone, it was never there...
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