Faction: ACE or “Who taught you how to fly?” (Starjammer/Starfinder)

The tentacle is back for another article. This time we need to talk about who taught you to fly? What academy did you part-take in? Well let’s make an organization/faction that with built-in plot device.

he tentacle is back for another article. This time we need to talk about who taught you to fly? What academy did you part-take in? Well let’s make an organization/faction that with built-in plot device.

I give you ACE, or Accelerated Certifications of Explorers…

Accelerated Certification of Explorers (ACE)

Pilots for Hire

Leader: CEO and board Chairmen Sheyenne Alexxandra
Headquarters: Alpha Zeta, mobile space station

Two score ago, Accelerated Certification of Explorers, also known as ACE, started as a top gun pilot training academy boasting of the best and brightest from the civilized races around the Quad and beyond the Void. The academy offered a variety of classes ranging from weekend seminars teaching kids to pilot simple single man watercrafts to month-long training simulations on tactical heavy freighter combat. It was in a pilots favor and respected if a pilot held an ACE-approved certification pilot license.

As technology advanced and potential pilots sought cheaper training elsewhere, the ACE program expanded beyond the academy portion of the businesses and branched out to planetary expeditions. They serve as aerial surveillance and security for industrial corporations performing planet side surveys for future developments. The Alpha One (A1) Department services its clients with manned craft and aerial drones protecting the ground crew and providing surveillance shielding for clients that wish to keep operations secret. Providing services of radar jamming and scan deflectors are optional for an additional service fee.

Department Alpha Two (A2) handles requests for security of over long distance travel through hyperspace. Elite A2 starfighter pilots take on escort missions for freighter caravans that need defending from space pirates and organic threats traveling in deep space. This department gives guidance astral navigation through safe routes and pilots assigned to the contract will respond defensively to aggressive actions against employers. However, ACE policy dictates a responsive reaction versus initial confrontation. The pilots that join this department must be skilled in negotiation.

Department Alpha Three (A3) is the salvage and rescue fleet of the ACE company. A3 operates under contracts consisting of simple missions of planet-side equipment retrieval for corporations who left items behind, to answering distress beacons that the Union Worlds do not have time or resources in the area to inspect. The makeup of the A3 hosts a number of large freighters, tow ships, and starfighters equipped with the most advanced scanners and towing technology available.

Rumors persist of a division of the company that offers select services to only the most high profile of clients. ACE Public Relations (PRD) will never confirm the existence of the whispered department within the organization that performs these hush services. However, conspiracy theorists say the Delta Nova Zeta (DNZ) is a corporate mercenary division taking contracts of black ops rescue and withdraws, acting as crack pilot dog fighters bombarding slave ships, emergency medical extractions for undercover corporate or government agents, and performs ethical espionage and sabotage. The DNZ operatives fly in on unmarked ships and disappear before targets can register their movement.

Lead by CEO and Board Chairman Sheyenne Alexxandra, ACE Headquarters is located on a mobile space station that wonders the quadrant known as Alpha Zeta. This station houses a large percentage of ACE internal fleet of ships and offers a wide variety of services to ACE Certified Pilots. These services include medical services and resupply, dormitories for rent, refueling capabilities, including ship repairs and upgrades, an array of equipment (personal and otherwise) for rental and purchase, a job board access with access to freelance contracts and a number of essential services provided to members only.

ACE still operates a number of pilot training facilities among several Union planets, offering local licenses and higher quality ACE certifications. Local licenses focus on the society regulations of the planet, local government and Union qualifications for registered operation of the required craft. Then they offer a more intensive course designed with higher standards and lower graduation rate that qualify the individual as an ACE Certified Pilot. They use these higher courses to scout for potential recruits.

There you go. Small article today. But you have a faction of pilots that do cool stuff.

~Tentacle out!

What if: 3rd Party Starfinder Organized Play

How do you qualify and quantify cargo and list what is contraband from so much material that is floating in atmo?

Welcome back to the world of deep space where only the tentacle lives. In no attempt is this space creature attempting to get oxygen chords twisted. Just laying out some examples for race acceptation of organized play of third party material available on StarfinderSRD.com in a logical thought processes.

What if: Starfinder 3-Play open gaming organized play

A long time ago, in a galaxy far, far away the Admiral of the D20pfsrd.com fleet, John Reyst, put forth the idea of a collective of starship captains to take up arms and guide ships to the unknown quadrants of the universe. Through many talks and deliberations with wonderful ideas, time to explore the opportunity to lead the squad of ships was a restricting factor for many.

How do you qualify and quantify cargo and list what is contraband from so much material that is floating in atmo?

A new Verse, Explore the Void.

Starfinder is still a new toy fresh from the packaging that has a fantastic future to explore. Several companies have set up campaign settings, such as Legendary Planet: Worlds, Starfarer’s Companion, and even Starjammer. There are plenty of worlds to explore and traverse in your starship. The galaxy is open and the best part about these books, is that you can take some or a whole of it and make it your own. Qualifying what worlds should and shouldn’t be in is something we’ll discuss in a further in another article.

Let us talk races.

Races of the Galaxy.

Starting off we should look at what races should be incorporated and “legal” by the material that is available. Let’s nail down a transmission. StarfinderSRD.com. Makes sense, right? Since it’s part of the Opengamingnetwork.com, that should be a primary source. Bring it up on your view screen in a new window.

So we have the set list of Starfinder races from the core book. Make them legal, because they are the start of the system. Standard fantasy races are from the core book, so why not? (Personal opinion, you can use them, but I like to stray from them)

Next up click the “Races by Other Publishers”.

Oh look, the first one is Amora Game, Umvee. Enough detail on the home world, how they interact, and follows a basic standard format presented in the core book. Accepted (based on bias opinion).

Next up is D20PFSRD.com Publishing: abiarazi, manu, pasimachi, & transgenic. Again, the information presented follows the same format as the core, and pretty well balanced. Accepted.

Rogue Genius Games is next up. aasimar, catfolk, grippli, kitsune. As the other two, they come off as balanced with the detail needed on world, alignment, etc to be incorporated into your home game. Accepted

Then last but not least, STROH HAMMER races; given that we have accepted StarfinderSRD.com as the source of our material, we have to reject the asquenti and bethonir races. This is due to the quantifying of the cargo.

We have accepted the fact that the standard format for races should (if not MUST) adhere to the Starfinder core book to help us get the information we need, or at least conform to the set up of the “standard fantasy races” section with enough detail to add to your galaxy. In no way shape or form am I saying you can’t use these races, but for an organized play document, they don’t adhere to the format of a unifying information for all to use. It leaves too much for the GM & PC to come up with the information needed. Of course I always recommend you buy the 3PP PDF at all times for the race you want to play. Not everything on the StarfinderSRD has all the information needed for the race. Like our Umvee, if you want to know more of the goddess Daji, you need to buy the Xeno File issue that it appears in.

But it does raise the question, what data do you need to qualify the cargo? It has the racial stats you need to play the race. It fails to give alignment advice on playing or even a description of the race. With this in mind, let’s forget the sections: Homeworld & Adventures.  Society and Alignment, IMHO, is a required field for the race. Tell us about it. Relations is a grey area. There are a lot of races in the Quad to deal with. Names, it is the small flavor text that help in the growth of a character and makes it a little more personable. Physical Description is a MUST have. What does the race look like, what am I looking for, is it a fish or a bird?

Quantifying Cargo

In my opinion as a GM and Player of Starfinder rules, Races should have at a minimum format for organized play:

  1. Small intro like they do
  2. Ability Adjustments, HP, and Racial Traits
  3. Physical Description
  4. Society and Alignment
  5. Names
  6. Adventures (helps, but not needed)

Bonus: Homeworld, Adventures, Relations.

If I was in charge of a Third Party Organized Play system (for Starfinder), I would require the above.

Thoughts? Comments? Questions?

I would love to hear from you.

-Tentacle out!

Symbiotes and You (Starfinder)

Adding Symbiotes to your Starfinder game.

All Hail the Tentacle!

Let’s talk Starfinder. I’m the owner of Amora Game and our focus for this blog is working on a project for an upcoming Xeno Files issue.  Until Alien Archives is released we are limited to a number of speculations about how to billed races, but more importantly, how to build a monster. Specifically…..Symbiotes. I’m not talking Venom from Spider-Man fame, I speak of little creatures you cram into your ear like the “babble fish” from Hitchhiker’s Guide to the Galaxy.  Stick that guy in your ear and BAM!, you can understand all the languages while the goldfish sucks on your brain waves. So let’s make up some rules.

Symbiotes and You

The number of symbiotes that a character’s body can maintain at one time is related directly in portion to the starting racial hit points (HP) a race begins play with. For example, a Human begins play with 4 HP, allowing their body to only host 4 different types of symbiotes at once. An Abiarazi can support up to six different symbiotes, as their starting racial HP is 6. Umvee can host four symbiotes due to only have 4 HP,  and so on and so forth.

Each symbiote comes with a benefit. This benefit also comes with a cost, a price to that will be paid for cohabitation of the same body. A character’s starting racial HP also acts as a number of maximum slots that can be filled to host a symbiote. Each symbiote has a minimum slot cost, as some take more space than others do, due to size or benefit.

A host cannot gain double the benefit from having more than one of the same type of symbiote at a given time. Example: a character with two Cearkif symbiotes, can only gain the benefit as though he had one Cearkif. This also applies to symbiotes that give a numerical bonus, such as a +2 bonus to Fortitude Saves, the character can only benefit from one of these bonuses from the same type of symbiote.

For symboites that give numerical bonuses to the same statistic, but are a different type of symbiote, these bonuses stack together.

Symbiote Description

Name
Description
Level:  
Price: 
Size:  
Bonding: Time it takes to form a relationship and gain the benefit
Life Span: x; breed able; HP: 

Name: The name will state the name of the creature
Underneath the name will describe the creature, the benefits, and where they can be applied.
Level: This level will list the availability of the symbiote
Price: This is the price of the little bugger
Size: F-Fine; D-Diminutive; T-Tiny; S-Small
Bonding:
This section will explain the time it takes to form a perfect symbiosis with the creature and gain it’s benefits.
Life Span: Will list the duration a symbiote can live.
HP: In this section, it will explain the HP slot & “cost”; also how much HP the creature has.

Now that we have that taken care of as a general layout, let’s make a Cearkif. 

Cearkif
The cearkif of Epsilon-7782 is bright silver colored minnow-like creature with the capacity to help it’s host understand languages of a xeno humaniod race. These little brain-wave sucking cearkif must be inserted into the body via a cavity that will allow it to work it’s way to the host’s brain. Such as up a nose or through an ear opening. Cearkif than makes it’s home living in the cerebral brain fluid of sentient beings. It is a common companion for ambassadors and those that possess telepathy. It gives the host the ability to speak, read, and understand all languages.
Level: 1; Price: 125; Size: F
Bonding:
Cearkif bond with their host as soon as it is physically able to enter the host’s brain fluid.
Life Span: Once bonded, cearkif have an accelerated life span. So long as the host is in dialogue with an unknown language it naturally doesn’t speak, the cearkif can live indefinitely. After an hour of inconsistent chatter and inactive speech, it dies causing nausea and vomiting in the host until it is expelled (1d20 minutes).
HP: 1

 

So that’s some of the rules and preview of the Cearkif symbiote  that is being developed for a future Xeno File issue. Something to ponder and enjoy.

Tentacle Out!