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Sector Rangers – The Starsea Chronicles (Pathfinder)

Starsea Chronicles compatible with Pathfinder Roleplaying Game

When there’s a problem too large or complicated for local law enforcement to handle, and too small to involve the Navy, the Sector Rangers receive the call to action. Typically answering directly to whatever serves as a Sector Judicial System they are formed and ultimately answer to a Sector’s Governor. Their authority extends over and supersedes that of the local system of Law Enforcement, which often leads to conflict between the two groups. 

Sector Rangers can be found both operating independently or in small groups. Even an individual Ranger though will have a high-tech portable crime lab as part of their standard equipment. This gives them the ability to perform basic crime scene analysis and evidence processing even if the local area is lacking in such resources. It also provides a Ranger the means to doublecheck local results if he has reason to believe there are errors, accidental or otherwise.

Most often the Sector Rangers will be called in when a problem has proven too difficult for local law enforcement to handle, usually on sparsely or newly settled worlds, or when a problem spans multiple systems. Typical matters for the attention of the Sector Rangers are individual criminals who move from system to system, multi-system criminal gangs, kidnappings, and other matters that span beyond the capability or authority of local law enforcement. While a Sector Ranger investigation may uncover pirates and related activity, their focus will usually be on the individuals providing supplies to and buying stolen goods from pirates. While it has happened occasionally, as a rule, the Sector Rangers lack the numbers and firepower to tackle pirates and will request Navy assistance on such occasions.

Single Rangers often travel by commercial transport from assignment to assignment. Only the most high-need or wealthy sectors provide personal transport for individual Rangers as standard. Small groups will often be provided with a small patrol ship for transportation and to operate out of as a field base. (See below for a typical example).

Polyhedral dice, d20 and d10

Bloodhound Law Enforcement Mobile Base

BP: 40 CR: 2Size: Medium   Origin: Alliance
DV: 13 (Hull +10, Dex +1, Armor +2) SR: n/aDR: 30
HP: 200                                       Speed: 4  FTL: 10/ly    BaB Hit: +1
SAV: +2             SDV: 12
Weapons:
1 Dual Light Laser Turret (FT): +2 (S) 6d10x2   -4 (M) 2d10x2  
1 Light Railgun Turret (AT) +1 (S) 1d10
Skills: Pilot +1, Use Computer +2, Repair +2
Equipment: Fast FTL Drive, Average Sublight Engines, Basic Maneuvering Engines, Small Powerplant, Advanced Mainframe, Basic Standard (Alliance) Armor, Improved SIF, Crime Lab
Dex: 12, Int: 14
Crew: 6-10
Carried Craft: n/a
Magazine: n/a

Description: The venerable Bloodhound LEMB is a good example of the sort of vessel a small team of Sector Rangers might have in a less prosperous, developed, or low-crime sector. Not very fancy, it carries a relatively fast FTL drive to respond quickly when it needs to move between systems, but is otherwise relatively slow and clumsy. What it does do well is serve as a mobile base for criminal investigations. Able to land in remote areas with little to no support for spacecraft, it carries a small but comprehensive crime lab with significant computer support, living quarters for a ranger team, storage, an armory, an interrogation room, and cells for holding suspects.

The Bloodhound is not intended for combat, as reflected by its poor stock armament, defenses, and handling characteristics. But it efficiently does what it is designed for and has for centuries with only minor upgrades. 

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Bloodmoon Rising Campaign

The continent of Luncres has always been at war. Different powers control the land and sea across the small continent, with only a few unclaimed lands across perilous mountain passes. Which power is the salvation of humanity, if any, and which are the true threats to their existence?

Empire of Eternal Night

In the east, the Empire of Eternal Night has ruled for thousands of years. The “civilized” parts of the empire are established into cities surrounded by walls made of bone. The feudal society is ruled by local barons, organized into duchies, led by the current Grand Duchess Elzibet von Nochte.

The currency system is very similar to most others in Pathfinder Second Edition, with one notable exception. Instead of silver pieces, they use “Imperial Wings” which are made from bronze with a gold ring around the core.

Outside of the cities live nomadic humanoids that don’t fit well within the rest of civilization. This includes bands of orcs as well as some humans and ratfolk. The Empire doesn’t mind the nomadic nature of these groups, but if they turn to banditry the empire tends to crack down on them swiftly and brutally.

The other group that exists in the badlands between cities are undead. The Empire of Eternal Night has a massive number of undead roving around but they never approach the bone walls of the cities. Merchants and travelers, however, must be constantly on watch for trouble from these unnatural enemies.

Rising Moon Clans

On the western half of the continent are the loose association of the Rising Moon Clans. With each group revering a different animal spirit the power dynamics shift regularly. Villagers are free to move from area to area and revere their original spirit, but each of the major cities has a “primary” animal spirit For example, a member of the tiger clan can move and feel perfectly at home in a village that reveres the rat.

For either the clans’ reverence to animals or other reasons, the Delands, where the Rising Moon Clans thrive, can find many different anthropomorphic groups and awakened animals. These groups tend to avoid the villages unless required but they are fairly common in the area.

Protectorate of the Sacred Flame

The center of the continent is controlled by the religious zealots of the Sacred Flame. Technically not a single religion, but a conglomeration of several gods of fire, the Protectorate themselves have plenty of tension. The differing factions, however, seem to be united in their resistance against the Empire and the Clans

The Protectorate has a few distinct features. Among them is the fact it is the only surface empire to mine silver at all. Both the Empire and the Clans avoid the metal and outlawed its possession and production. The Protectorate also boasts the largest elf population and the largest factory for constructs and automatons.

Northern Wastes

Across the mountains from the Protectorate and the Delands of the Clans lies hostile lands covered in permafrost and constant snow. Covered by immense glaciers and deadly chilling winds very few creatures can survive, especially on the surface. Those that do thrive here are powerful and deadly to any travelers.

Along the coasts and deep in the glaciers a few humanoid villages have formed by those capable of surviving the harsh environment. Consisting of arctic elves, snow orcs, or descendants of frost giants the villages are small and rely on fishing or hunting huge animals to survive.

Submerged Sea Sovereignty

Covering the seas south of the continent of Luncres as well as a few small islands in that area, the Submerged Sea Sovereignty is incredibly territorial and holds a choke hold on trade in the region. Due to the capital existing over two miles beneath the surface, they are difficult to attack or negotiate with. Ships that do not have the support of The Sovereignty rarely survive through the reefs and channels to make it safely to port.

The Sovereignty does have an embassy in the city of Bloodmoon Bay where negotiations for safe travel can be held. Their presence there also allows some of their non-aquatic citizens a safe place to support The Sovereignty and live their private lives.

Subterrain Alliance

Beneath the surface of the continent of Luncres lies the Subterrain Alliance. This collection of subterranean humanoids has banded together for survival, mutual profitability, and to stand as a line of defense to protect the Near Surface from the terrifying creatures of the Deep Dark. They may not be light-embracing humanoids, but they accept almost all others seeking a place to hide from oppression.

The Subterrain Alliance consists of dark elves, duergar, dero, some tieflings, and even deep gnomes. They run each city-state as a democratic republic with representatives forming a council and choosing one Consul to serve as the voice of the city-state in external affairs and administrator of the city. All representatives, including the Consul, serve for five years. All citizens of a city-state are expected to contribute to the city-state by some means, either producing food, serving in the significant military, or paying financial support from businesses.

The city-state beneath Blood Moon Bay is the largest city-state in the region. Known as Under Moon, it facilitates trade between the bay itself and the docks there (controlled by the Sovereignty), and the city above (controlled by the Empire, Clans, and Protectorate). Under Moon also has a sealed entrance to the Deep Dark, protected by a massive bronze door covered in magical runes.

Blood Moon Bay

The city of Blood Moon Bay is located in a unique position. Two rivers, the Blood River from the northeast and the Moon River from the northwest merge as they enter the town, forming the Bloodmoon River, which then falls two hundred feet into the bay below. This deep water bay allows for large ships to be built and trade extensively throughout the world, but it also requires the cooperation of all five powerful groups to facilitate that trade. As such, the Empire, Clans, Protectorate, Sovereignty, and Alliance all work together here for mutual benefit.

They do not trust each other and there are significant disputes between these groups, but the leaders of each faction in the area realize the need for the finances provided by the trade and strive to maintain peace openly. They have agreed to stick to their own districts which are separated by a series of bridges between the Protectorate, Empire, and Clans. The Alliance has two iron gates that goods must pass through, one at the bay level and one at the surface two hundred feet above. The Sovereignty controls the docks where the ships are loaded, unloaded, and built.

More on Blood Moon Bay will be forthcoming as it is the starting point for much adventure in the region and a place for players from across the world to meet.

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Dire Corgi Limited 2023 Miniature Status

set of 5 figures of dire corgi and dread corgi

This year, we released a free promotional Dire Corgi miniature for 2023. Initially, we were able to get the first set available for Origins in June. But we agreed we could only afford to do 40 total to limit our costs of advertising. Each had a sticker on the top saying “Dire Corgi Games 2023 Special”. They also have a sticker on the bottom linking to our website where we have stats for corgis, dire corgis, and dread corgis for your favorite system.

At Origins, we gave out 22 of these special miniatures. Two more are committed to some friends we have not been able to corner quite yet. What does that mean? It means we have only 16 left to give out for the rest of the year. I can guarantee there will be several at GenCon but beyond that, I cannot make any promises.

Well, actually, I can make one more promise. I can guarantee we are examining what we want to do for next year. I have specifically promised the first limited edition was 40 and that will hold true. I want to make a different unique miniature every year as long as the interest is there and we are examining our 2024 special. I have also had people interested in buying the corgis, but those will not happen quite yet.

Stay tuned corgis!

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StarSea Chronicles – Strike Craft

StarSea Chronicles – Strike Craft

In a futuristic setting, such as the Starsea Chronicles the question may be raised, why use strike craft? Arguments can be made that long-range missile strikes can fulfill many of the requirements of strike craft. Alternatively, automated drones might be used, to avoid loss of life and extend endurance. The bottom line comes down to the fact that when you have opponents throwing antimatter weapons at each other, you need the flexibility and adaptability that a living pilot provides. A living pilot allows for the strike craft to fit many different roles, and shift rapidly between them. Everything from recon, external ship inspections, intimidation, escort, missile defense, and more can be provided by strike craft, and just as importantly, a strike craft can shift in functionality as needed.

Combat Flaws and Advantages

In terms of firepower, one individual strike craft has little to boast about. Most ships, including many merchant vessels, possess enough defensive weaponry to protect themselves from one or two strike craft with a reliable chance of success. The power of strike craft, therefore, comes in numbers. Twelve strike craft each launching four missiles individually are little threat to even a small warship as long as its crew is alert. Twelve strike craft launching forty-eight missiles simultaneously is a serious threat, even to smaller capital ships.

Even before the adoption of shielding technology, the presence of military-grade structural integrity fields meant that a single strike craft would be unlikely to inflict any significant damage to a vessel, assuming it survived to get into range of its internal weaponry, even with precision strikes. This leads to another reason strike craft are best used en masse, and why it’s so important to have strike craft of your own to break up and disrupt such attacks. Even if only a few strike craft of an incoming attack are destroyed, the rest can often be thrown into confusion, or have their formation broken, greatly limiting their ability to get in that all-important concentrated attack.

Conclusion

In short, strike craft provide a number of advantages to their users, both in terms of defense, and force projection. Relatively cheap and requiring few trained crew in relation to the potential damage they can cause, they are and will continue to be a vital aspect of warfare in the Starsea Chronicles for the foreseeable future.

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Pathfinder Second Edition Character Creation

Making Characters in Pathfinder Second Edition

Creating characters for the Pathfinder Second Edition game is a simple step-by-step process. Many of these steps can easily be rearranged, but this is my preferred order to create characters. Each character is unique and some are serious while others are comedic. As an example, I will explore a few of my own characters and how that process played out when I created them.

Download the PDF directly.

Concept

The concept doesn’t technically need to be part of character creation, but it serves well as a cohesive way of tying the rest of the process together. The concept can either serve a purpose within a party, such as the tank, healer, DPS, or other function. My character Myseela, for example, is a highly intelligent master of knowledge skills as well as an offensive powerhouse.

Characters should serve a function within a party, even if that function is painted over in a comical way. I have another character, named Karen, who constantly berates enemies and improves her allies’ abilities in combat. She constantly talks about speaking to the manager, but her value to the party is still in her leadership skills, her ability to demoralize opponents, and her ability to improve the combat effectiveness of everyone around her.

Ancestry

Your family tree is referred to as ancestry in Pathfinder Second Edition. Whether you are an elf or a dwarf, a human or a halfling, ancestry is the basic building block. However, that choice is only the first piece of defining your ancestry.

The next piece of the ancestry puzzle is what is referred to as a heritage. Not all elves are identical and your heritage determines some unique abilities. For example, if you come from an arctic area you might have resistance to the harsh cold weather of your homeland. Perhaps your dwarf was from a deep forge near an underground lava pool, you may have resistance to fire.

The final piece is an ancestry feat. They allow you to customize your character and their history a little further and you get additional abilities based on that ancestry as you level your character up. Many ancestries have traditional weapons that these feats allow access to and better training with them. Myseela, for example, picked up the ability to wear armor as part of her ancestral training.

Background

Characters were not born as adventurers. They had a history before accepting their current position of defenders or conquerors. What did your character do before their current life? There are several options available, depending on the specifics of the campaign in which your character is participating. Myseela, for example again, My goblin monk, Gnashak, for example, was an artist and found painting brought her enjoyment and peace. My kobold druid, Lychana, was an herbalist and learned the benefits of plants to treat wounds.

Each background provides bonuses to ability scores and a lore skill to earn a living when not adventuring. Additionally, most have a minor feat that gives a bonus while adventuring, such as Lychana’s ability to use herbs to treat injuries and heal the party outside of combat.

Class

The core and most important decision for all adventurers is their character class. This one choice affects your abilities throughout your entire life. If a background was your character’s education and part-time job, your class is your professional career. Often there are similar choices to facilitate the same effect but examine these options carefully.

For example, I have a wizard I previously mentioned, Myseela. She learns magic using her intelligence and academic training. She reads books, scrolls, and learns the secrets of ultimate power through reason and knowledge. My sorcerer, Shumi, has the distant blood of a powerful genie flowing through him. He does not read books, scrolls, or use hours of study to learn his abilities, they are simply in his blood. He powers magic through sheer will rather than his knowledge of the arcane arts. Myseela focuses on her intelligence; Shumi focuses on his charisma.

Ability Scores

After all of the previous choices have been determined, it is time to finish the overall ability scores of your character. These scores are usually rated between 8 and 18. There are six abilities, and your choice of class, background, and ancestry will affect each of these scores.

Strength is your sheer brute muscle. It impacts your ability to wrestle, bash down a door, and move in heavy armor. Strength is the most important ability for characters focused on melee combat, like many fighters, some rogues, and even monks like Gnashak.

Constitution is about a character’s health. It affects their hit points, or durability in combat, as well as their resistance to poison, disease, and spells that have a similar impact on a character. Every character benefits from Constitution and it should never be ignored.

Dexterity is the basic ability for all things reflexive and reactionary. It directly impacts your armor class, if wearing lighter armors, as well as your ability to attack at range and manipulate small objects, such as picking a lock. Although Dexterity benefits most characters, rogues and ranged combatants rely heavily on this ability score.

Intelligence represents the ability to learn quickly and think rapidly. It is the most academic of all skills and represents knowledge of the world of magic, society, and lore. Intelligence is of critical importance to wizards, witches, inventors, alchemists, investigators, and other classes that rely on their knowledge to combat their enemies.

Wisdom reflects a character’s intuition and faith. This includes not only a character’s relationship with their deity but also their relationship with the natural world. How a character senses the world around them, the needs of a body to heal, and the feelings of the natural and unnatural world are all controlled by Wisdom. Wisdom is the main ability used by clerics, druids, and healers.

Charisma is the ability that reflects the interaction of people with each other. The ability to be a natural leader or a domineering tyrant are all expressed in Charisma. This represents confidence, self-esteem, natural appeal, the wit and humor that make and individual instantly likable. Charisma is used by sorcerers, bards, and certain rogues as well as those who negotiate, deceive, or intimidate others.

Skills

Skills represent a character’s training in various topics. Most of these are non-combat oriented, though a few such as Athletics definitely have solid uses. As a rule, only trained (or higher) abilities improve as your character levels and therefore which skills you do train are very important. Consider carefully your role and your concept when selecting skills.

Five skills are worthy of special mention here. These skills allow you to learn about the enemies you face and frequently aid in your party’s success. These are Religion, Nature, Arcana, Occultism, and Society.

Equipment

This could be the simplest step but ironically is also the easiest to forget. Starting equipment falls into three categories, and the necessity for each varies depending on your character class. Magical classes tend to require fewer weapons and less expensive armor than more heavily clad classes. Remember, you have by default 15 gold to spend on these categories:

The first category is adventuring gear. This includes the accessories needed to survive and explore, such as backpacks, rope, rations, etc. Most classes have “class kits” that include basic equipment for an adventurer. It is an excellent place to start looking.

Weapons make up the next category of equipment. Although some classes are able to deal damage with cantrips constantly, it is usually a good idea to at least have a basic weapon. Obviously, that choice is up to you. For example, my wizard, Myseela owns a staff but hasn’t swung it in most of her adventuring career. My monk, Gnashak, however, would be lost without her handwraps.

Armor is the final category for starting equipment. Most classes have several great options for armor, but there is a delicate balance between their ability to move in their armor (strength) and their ability to maximize their armor class (dexterity). Armor will have magical options available as your character gains levels, Even those classes who do not wear armor, such as monks, wizards, and sorcerers can get outfits that can be magically enchanted.

Finishing Touches

The final details for creating a character in Pathfinder Second Edition are about personal choices. These include mostly filling in blanks such as your character’s height, weight, and age. What does your character look like? What does your character believe in? This determines their religious beliefs and their alignment.

The hardest part here is picking spells for spell casters. Some classes choose from the full list of spells, like clerics or druids. Some classes have a very limited choice but can cast them more frequently, like sorcerers. Finally, other classes learn spells and can learn more as they buy and add to their list but need to select a few a day to cast, like wizards. Consider your options carefully here.