Setting:Star*Finder

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Star*Finder is a module which adapts the Star*Drive setting from Alternity to work for Starfinder. The various stellar nations are represented as character themes.

Setting

The Stellar Ring

It is the summer of a era. Five hundred years have passed since the Fraal revealed themselves to the denizens of Golarion, bringing about the discovery of drift travel. Waves of colonization soon followed, the myriad peoples of Golarion charging forth into the void in search of new worlds, new life, and new opportunities. As the boundaries of known space expanded the central power of Golarion waned, and it was not long before the growing settlements aspired to control their own destinies, free from taxation and oversight.

The First Galactic War was a brief affair which pitted the combined forces of the colonies against the fledgling Golarian defense forces, and the outcome was never in doubt. The so-called and much reviled "Golarian Empire" existed mostly in the minds of the colonial secessionists; there was little popular support for war in the core worlds. The peace treaty recognized the sovereignty of roughly two dozen stellar nations and established the Union of Gol as the stellar nation of the core worlds.

For a time there was peace. The stellar nations grew, encountering dozens of races and sending expeditions to the nearby globular clusters such as Far Reach, Orion Frontier, and the Verge. But peace feeds complacency and complacency invites predation.

The Second Galactic War was a ruthless and tortuously protracted affair which lasted nearly a century. Hundreds of worlds and trillions of lives would be lost before the combatants would exhaust their will to fight. More than twenty nations went into the war and only a dozen survived it, largely due to the great alliances.

Most historians pin blame for the war on the belligerence of the Expansion Pentad, led by the Thuldan Empire and VoidCorp. The Thuldans made no effort to conceal their aspirations of human dominance over all of space, and their alliance with VoidCorp amounted to an agreement to divide the universe between themselves and then fight each other last.

Opposing them was the FreeSpace Alliance, anchored by the sister states of the Orion League and the Orlamu Theocracy. While not as powerful as the combined Pentad forces, they were more than a match for either the Thuldans or VoidCorp alone, and they had the advantage of not sharing a border with either.

Caught between them were the nations of the Profit Confederation, a motley assortment led by the Rigunmor Star Consortium. The Profit nations would see much of the worst fighting; the Thuldan navy would ultimately be crushed in StarMech space at the Battle of Songham, while the savagery of the Austrin-Nariac front is without match in history.

The conclusion of the war saw the establishment of a new entity, the Galactic Concord. Created as a neutral party to govern the border regions of the most contested areas, Concord was half stellar nation and half peacekeeping force. As part of its mandate, the Concord was accepted by all nations as the supreme authority for mediating disputes over territory in the frontier regions. To give it the power to carry out its mission, each nation ceded a portion of their navy to Concord, and recruited millions of colonists to repopulate its territory. While initially their were concerns about divided loyalties, today an entire generation thinks of themselves as citizens of the Concord, and it has rapidly become a force to match any power in the stellar ring.

Content from Starfinder

The Gol system is the homeworld of Humans, and all human adjacent species (Elves, Dwarves, Gnomes, Haflings, Drow, and Half Elves). Since first contact with the Fraal, they have expanded into space as one, founding nations and discovering new races. The Lashunta and Ysoki homeworlds fall in the Far Reach. The Vesk claim substantial portions of the Orion Frontier, as do the Kasanthas. The Swarm reside somewhere beyond Hammer's Star; free Shirrens are found mostly in the Verge. Half-Orcs are found in the Thuldan Empire, the product of radical genetic experimentation after their discovery of the brutish Orcs. Other homeworlds of various races can be found throughout and beyond known space, although the territory of the Orion League is particularly known for its unusual concentration of sentient species.

Standing in for the Pact Worlds' politically weak Stewards are the much stronger Concord Administrators. Several orders of Star Knights exist, particularly in the Hatire Community. Attitudes towards mindwalking vary greatly by discipline. Technomancers are widely accepted and have a mercenary reputation. Mystics are respected in some nations but deeply distrusted in others. Solarians are rare but universally regarded with awe; most individuals who manifest a solar revelation are recruited into civil service and academy trained; several high profile Concord Administrators are solarians, as were many heroes of the Second Galactic War. Witchwarpers are exceptionally rare, the stuff of battlefield horror stories of squads of men mangled and burned by a shadowy figure's mere glance.

New Races from Star*Drive

Fraal

Mechalus

Sesheyan

T'sa

Weren

Stellar Nation

Austrin-Ontis Unlimited

Predominant Species: Human and Dwarf with significant Drow minority

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

Predominant Species: Overwhelmingly Human with extensive use of cloning, sizable Bleachling Gnome minority

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.

Daily life in the Republic is dominated by the interactions of the philosophical colleges. Part political party and part caste, every borealin adult claims membership in one. Colleges rise and fall over time, with typically a dozen commanding enough popular support to be significant. The rising upstart is the College of Justice Ethics; drawing support among the military and in remote settlements, Justice Ethics advocates a simple view of society where the survival of the community takes precedence over other concerns.

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

Predominant Species: Elf and Halfing; synthetic population is virtually zero

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

Predominant Species: Human and Android plurality

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 to bully as if it was intimidate. In order to use this you must have access to the public network to uncover dirt on target.
18th Master Hacker Twice per day after you Take 20 on a skill check for Computers, you regain 1 Resolve Point.

Nariac

Predominant Species: Almost entirely Human and Dwarf, largest minority are synthetics

The Nariacs began as a colony founded on a marginally habitable planet. With little margin for waste or error they were forced by circumstances to create a collectivist technocracy and a spartan lifestyle with no tolerance for dissent or corruption. To make the most of their scarce manpower they embraced cybernetic augmentation, while those able to manifest powers were inducted into service or placed under observation if they refused.

Theme Bonus +1 Str
1st Theme Knowledge Reduce the DC of Survival checks by 5. Survival 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 Survival checks. In addition you gain an ability adjustment of +1 to Strength at character creation.
6th Flesh is Weak You gain one cybernetic augmentation.
12th Ignorance is Strength You gain a +2 bonus to saving throws against mind-affecting effects.
18th Master Laborer Twice per day after you Take 20 on a skill check for Profession, you regain 1 Resolve Point.

Orion

Predominant Species: Elf and Fraal plurality, although no species exceeds 10% of population.

The Orion League formed out of an alliance of several smaller colonies seeking to protect their trading fleets from harassment. The resulting nation is a prosperous and cosmopolitan society that is unusually accepting of new members as long as they subscribe to its core beliefs of liberalism and autonomy.

Theme Bonus +1 Cha
1st Theme Knowledge Reduce the DC of all Culture checks by 5. Culture 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 Culture checks. In addition you gain an ability adjustment of +1 to Charisma at character creation.
6th Well Traveled You can use your Culture skill to make Gather Information checks in place of Diplomacy.
12th Socialite When encountering a creature with a base Attitude of Unfriendly or Indifferent, their base attitude towards you is instead Indifferent or Friendly respectively.
18th Master Socialite Twice per day after you Take 20 on a skill check for Culture or Diplomacy, you regain 1 Resolve Point.

Orlamu

Predominant Species: Human majority, significant Weren and Driftborn Gnome minority

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

Predominant Species: Human and Mechalus plurality, no other species exceeds 5% of population.

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.

Starmech Collective

Predominant Species: Overwhelming SRO majority, Human and Feychild Gnome minority

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. When sun arose the next morning, the Starmechs had secured enough support to ensure themselves control over a sparsely populated region of space.

In order to support their lifestyle with a comparatively small population, the Starmechs rely heavily on robots. Wile free androids do exist, the overwhelming majority of synthetics are lawfully indentured, having been built specifically to serve (with most working in the Collective's vast starship yards). However, all synthetics do enjoy some legal protections and overall while the Starmech view on machine rights is far from egalitarian, it tries to stop 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

Predominant Species: Overwhelming Human majority; widespread use of genetic manipulation including Half-Elf and Half-Orc minorities

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, you regain 1 Resolve Point.

Union of Gol

Predominant Species: Human plurality but short of majority, no other species exceeds 5% of population.

Theme Bonus +1 Con
1st Theme Knowledge Reduce the DC of Survival checks by 5. Survival 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 Survival checks. In addition you gain an ability adjustment of +1 to Constitution at character creation.
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.

Void Corp

Predominant Species: Predominately Human and Drow, significant Sesheyan minority

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

Predominant Species: Human and T'sa plurality, although no species exceeds 10% of population.

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.