Setting:Star*Finder: Difference between revisions
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Equal parts famous and infamous, the engineers of the Starmech Collective are some of the most talented starship designers alive, while simultaneously known throughout space as the galaxy's foremost hedonists. The collective owes its existence to a diplomatic coup during the negotiation of the treaty that concluded the first galactic war, by means of the most debauched party ever held at a peace summit. | Equal parts famous and infamous, the engineers of the Starmech Collective are some of the most talented starship designers alive, while simultaneously known throughout space as the galaxy's foremost hedonists. The collective owes its existence to a diplomatic coup during the negotiation of the treaty that concluded the first galactic war, by means of the most debauched party ever held at a peace summit. | ||
In order to support their lifestyle, the Starmechs rely heavily on androids. Wile free androids do exist in the Collective, the overwhelming majority are lawfully indentured, having been built specifically to serve (with most | In order to support their lifestyle, the Starmechs rely heavily on androids. Wile free androids do exist in the Collective, the overwhelming majority are lawfully indentured, having been built specifically to serve (with most working in the Collective's vast starship yards). However, all androids do enjoy some legal protections and overall while the Starmech view on machine rights is far from egalitarian, it falls far short of being brutally tyrannical. | ||
{| class="wikitable" | {| class="wikitable" | ||
Revision as of 03:25, 21 May 2020
Star*Finder is a module which adapts the Star*Drive setting from Alternity for Starfinder. The various stellar nations are represented as character themes. If integrating the Pact Worlds into Star*Drive, the Union of Sol should be omitted.
New Races
Fraal
Mechalus
Sesheyan
T'sa
Weren
Stellar Nation Themes
Austrin
Austrin-Ontis is the galaxy's most prolific arms manufacturer. The right to carry weaponry holds an almost spiritual significance to them, and it is normal in Austrin cities to see virtually every person carrying arms at all times. Building on this, they also possess a very strong sense of personal honor. Within Austrin territory, dueling (subject to strict rules) is a legal and accepted method of mediating disputes over matters of honor.
| Theme Bonus | +1 Dex | |
| 1st | Theme Knowledge | You're a little gun crazy. You gain heavy weapons proficiency if you did not already have it. If you have a Weapons Focus for ranged weapons, you always receive the +2 instead of +1. |
| 6th | This is my Weapon | You ignore the unwieldy property for ranged weapons. |
| 12th | Austrin Reputation | People know you're a straight talker and a fast shooter. In all interactions, the NPC's base attitude towards the player begins one step higher. |
| 18th | Master Door Gunner | Twice per day after you use the Suppressive Fire feat, you regain 1 Resolve Point. |
Borealin
The Borealins began as a monarchy built upon widespread use of cloning to create a serf underclass. However, a revolution led to the abdication of the king and the elevation of everyone to peerage, resulting in a meritocracy where social standing is based on academic achievement.
| Theme Bonus | +1 Int | |
| 1st | Theme Knowledge | (Same as Scholar) |
| 6th | I Think I'm a Clone Now | The DC of checks to recognize you is increased by 5. |
| 12th | Esteemed Associate | You are familiar with the labyrinthine bureaucracy of educational and research institutions. The DC of Bluff and Diplomacy checks with intellectual or scholarly characters is reduced by 5. |
| 18th | Master Academic | Twice per day after you Take 20 on a skill check for Life Science or Physical Science, you regain 1 Resolve Point. |
Hatire
The Hatire are both a nation and religion devoted to the worship of Cosmir, the god of Humanity Fuck Yeah. Essentially Iomedae's lawful evil twin. The Hatire are vehemently opposed to technology and cybernetics in particular, seeing androids as soulless abominations to be destroyed.
| Theme Bonus | +1 Wis | |
| 1st | Theme Knowledge | (Same as Priest) |
| 6th | Pontificate | You may use the Antagonize feat with the Mysticism skill. |
| 12th | Faith Provides | You may spend a resolve point to reduce the DC of ANY skill check by 5. Including a check performed by a different character. |
| 18th | Master Evangelist | Twice per day after you Take 20 on a skill check for Mysticism, you regain 1 Resolve Point. |
Insight
Insight was born in the waning days of the second galactic war, when a division of Voidcorp went rogue and declared independence, taking with them most of their parent nation's computing talent. While a very small nation with a weak military, Insight's expertise in digital attack is unparalleled.
| Theme Bonus | +1 Int | |
| 1st | Theme Knowledge | (Similar to Grifter but with computers instead of culture) |
| 6th | Upgrades | You have an accelerated datajack implant. |
| 12th | Troll Extraordinaire | You may use your Computer skill as though it was the Intimidate skill. |
| 18th | Master Hacker | Twice per day after you Take 20 on a skill check for Computers, you regain 1 Resolve Point. |
Nariac
| Theme Bonus | +1 Str | |
| 1st | Theme Knowledge | |
| 6th | Something | |
| 12th | Something | |
| 18th | Master Laborer | Twice per day after you Take 20 on a skill check for Athletics or Profession, you regain 1 Resolve Point. |
Orion
| Theme Bonus | +1 Cha | |
| 1st | Theme Knowledge | |
| 6th | Something | |
| 12th | Something | |
| 18th | Master Socialite | Twice per day after you Take 20 on a skill check for Culture or Diplomacy, you regain 1 Resolve Point. |
Orlamu
Founded by the first human test pilot to enter the Drift, the Orlamu are a technocratic theocracy which reveres Triune and Drift travel. More than any other stellar nation, they invest enormous effort into studying the Drift, and produce the best Drift engines money can buy.
| Theme Bonus | +1 Wis | |
| 1st | Theme Knowledge | Reduce the DC of Mysticism checks to recall knowledge about the drift, triune, and space by 5. Mysticism becomes a class skill for you, though if its a class skill from the class you take at 1st level, you instead gain a +1 Bonus to Mysticism checks. In addition you gain an ability adjustment of +1 to Wisdom at character creation. |
| 6th | Plot your course, Mister Blair | You may navigate a starship out of combat using your Mysticism skill. |
| 12th | Litany of Percussive Maintenance | You may make Engineering skill checks on starship power and propulsion systems using your Mysticism skill. |
| 18th | Master Starfarer | Such is the power of your spiritual connection to the Drift, once per day after entering the Drift you regain two Resolve Points. |
Rigunmor
Ayn Rand in space. For a Rigunmor, wealth is everything. There is no vice in the pursuit of money for money is simply an expression of man's productivity and ingenuity. Let the richest lead, for they have proven their worth.
| Theme Bonus | +1 Cha | |
| 1st | Theme Knowledge | (Same as Noble Scion) |
| 6th | Nothing Ventured | You're the proud owner of a medium starship. |
| 12th | Nothing Gained | Within reason, money has ceased to be an object for you. Your wealth has transcended into Rogue Trader "profit factor" territory, where the ability to obtain things is driven by skill checks rather than penny pinching. You can't afford a moon... but that asteroid mining venture is paying back nicely. |
| 18th | Master Negotiator | You are a master of the deal. Up to twice per day, if you pass a Diplomacy or Bluff check to negotiate a business transaction, you regain 1 Resolve Point. |
Solar
| Theme Bonus | +1 Con | |
| 1st | Theme Knowledge | |
| 6th | Something | |
| 12th | Something | |
| 18th | Master Outdoorsman | Twice per day after you Take 20 on an skill check for Survival, you regain 1 Resolve Point. |
Starmech
Equal parts famous and infamous, the engineers of the Starmech Collective are some of the most talented starship designers alive, while simultaneously known throughout space as the galaxy's foremost hedonists. The collective owes its existence to a diplomatic coup during the negotiation of the treaty that concluded the first galactic war, by means of the most debauched party ever held at a peace summit.
In order to support their lifestyle, the Starmechs rely heavily on androids. Wile free androids do exist in the Collective, the overwhelming majority are lawfully indentured, having been built specifically to serve (with most working in the Collective's vast starship yards). However, all androids do enjoy some legal protections and overall while the Starmech view on machine rights is far from egalitarian, it falls far short of being brutally tyrannical.
| Theme Bonus | +1 Con | |
| 1st | Theme Knowledge | (Same as Sensate) |
| 6th | Pure Inebriation | +1 to all saves against poison, or +2 if the save is for a drug. |
| 12th | Called Starmechs for a Reason | You gain +5 on all engineering tests and your failed engineering tests never result in damage to the object. |
| 18th | Master Mechanic | Twice per day after you Take 20 on an skill check for Engineering, you regain 1 Resolve Point. |
Thuldan
| Theme Bonus | +1 Str | |
| 1st | Theme Knowledge | |
| 6th | Something | |
| 12th | Something | |
| 18th | Master Athlete | Twice per day after you Take 20 on a skill check for Athletics or Acrobatics, you regain 1 Resolve Point. |
Void Corp
| Theme Bonus | +1 Dex | |
| 1st | Theme Knowledge | |
| 6th | Something | |
| 12th | Something | |
| 18th | Master Executive | Twice per day after you use the Veiled Threat feat, you regain 1 Resolve Point. |
Concord
| Theme Bonus | +1 to Any | |
| 1st | Theme Knowledge | (Same as Law Officer except ability adjustment is for any.) |
| 6th | Something | |
| 12th | Something | |
| 18th | Master Mediator | Achieving understanding and cooperation is your life's work. Up to twice per day, if you succeed in raising a character's attitude towards another character, you regain 1 Resolve Point. |