COMPILED MODULE GM RULES
pf2e-starships Module Supplement Rules
Purpose: This document compiles GM-focused rules from the pf2e-starships module - content that SUPPLEMENTS the base SF2E game (starships, colonies, fleets, mechs, etc.).
For base SF2E GM rules (encounter design, subsystems, setting lore), see SF2E GM Rules
Source Files: Adapted rules from pf2e-starships module
Compiled: 2026-02-08
Related Resources:
- Starship Rules: See Parts VII-VIII below for core starship combat and advanced rules
- Item Catalog: Item Catalog - All module subsystem items (colonies, companions, etc.)
- Starship Catalog: Starship Catalog - All starship components
- Quick References: See Quick References for cheat sheets
TABLE OF CONTENTS
Part I: Campaign Frameworks & Design
1.1 Campaign Types and Subgenres 1.2 Mystery Adventures 1.3 Horror Campaign Design 1.4 Sandbox Subgenre Frameworks 1.5 SF2E Adventure Genre Guides
Part II: Social Encounter Mechanics (GM Perspective)
2.1 When to Use Social Initiative 2.2 Running Social Encounters 2.3 Social Actions and Mechanics 2.4 Influence and Negotiation Points 2.5 Special Social Encounter Types
Part III: Electronic Surveillance & Espionage
3.1 Surveillance Device Types 3.2 Planting and Detecting Devices 3.3 Using Surveillance Intelligence 3.4 Counter-Intelligence Operations 3.5 Legal and Ethical Considerations 3.6 Hacking & Computer Security
Part IV: Exploration GM Rules
4.1 Running Hexploration 4.2 Encounter Generation 4.3 Biome Management 4.4 Navigation and Getting Lost 4.5 Vehicle Exploration 4.6 Sandbox Adventure Design 4.7 EVA (Extravehicular Activity)
Part V: Hazard & Encounter Design
5.1 Aquatic Environment Hazards 5.2 Digital Anomalies (Ghosts and Glitches) 5.3 Creating Custom Hazards 5.4 Balancing Encounter Difficulty 5.5 Space Environment Rules
Part VI: Colony & Settlement Management
6.1 Colony Actor Sheet Features 6.2 Structure Management
Part VII: Mech Combat
7.1 Mech Frames 7.2 Hardpoint Locations 7.3 Mech Points (MP) 7.4 Heat Management 7.5 Operational States 7.6 System Damage 7.7 Mech Combat Actions 7.8 Entering and Exiting Mechs 7.9 Sample Mech Frames
Part VIII: Fleet, Armada & Advanced Starship Operations
8.1 Fleet Statistics and Types 8.2 Armada Officer Roles 8.3 Fleet Morale 8.4 Fleet Special Abilities 8.5 Neural & Virtual Combat 8.6 Boarding Actions 8.7 Starship Chases 8.8 Squadron Rules 8.9 Disabled Ships, Surrender & Escape 8.10 Non-Combat Ship Operations
Part IX: Vehicle & Tech Combat
9.1 Vehicle Combat 9.2 Tech Combat
Part X: Creature & Encounter Design
10.1 Creature Templates 10.2 Environmental Grafts 10.3 Elite & Weak Adjustments
Part XI: Downtime Events & Complications
11.1 GM Downtime Priorities 11.2 Downtime Event Tables 11.3 Long-Term Consequences 11.4 Casino Games
Part XII: Special Rules
12.1 Retraining System 12.2 Planar & Dimensional Travel 12.3 Trade Complications 12.4 Deployable Structures 12.5 Tech Relics
Part XIII: Appendices
13.1 Quick Reference Tables 13.2 Encounter Building 13.3 Session Planning Checklist
PART I: CAMPAIGN FRAMEWORKS & DESIGN
1.1 Campaign Types and Subgenres
Source: SF1E Galaxy Exploration Manual 2.6, PF2E Core Rulebook 1.4
Science fiction campaigns can embrace many subgenres. Each framework provides guidance on setting attributes, character roles, and thematic elements.
Cyberpunk
Core Elements: Urban decay, hacker protagonists, soulless corporations, information as power, digital universe danger. Cyberpunk recognizes futures where privilege increases inequality—some experience the technological future while others remain forgotten.
Setting Characteristics
Locations:
- Urban biomes dominate (sprawling megacities, corporate arcologies, undercity slums)
- Occasional eccentric locations (billionaire villas, orbital mansions, isolated data havens)
- The digital realm (cyberspace, virtual reality networks, corporate databases)
Technology and Magic:
- High technology with low accessibility for ordinary people
- Cutting-edge cybernetics and biotech available to wealthy or criminals
- Low or absent magic (though urban fantasy crossovers add spellcasters)
- Corporate control of innovation and patents
Society:
- Corporations replace governments; accord is low
- Mega-corporations control districts, security, and law enforcement
- Economic inequality divides society
- Chaotic antiheroes opposing lawful evil tech billionaires
Character Roles
Key Classes:
- Mechanics and Technomancers: Access the digital realm, hack corporate systems, maintain illegal tech
- Biohackers: Install cybernetic and biotech augmentations, often operating illegal clinics
- Operatives: Mercenary soldiers and assassins serving corporate contracts or running in the shadows
- Envoys: Corporate negotiators, fixers who broker deals between shadowrunners and clients
Thematic Focus: The relationship between the human body and machines through augmentations. Consider allowing characters to exceed normal augmentation limits in these settings, with potential consequences (cyberpsychosis, corporate tracking, rejection syndromes).
Campaign Themes
- Corporate espionage and data theft
- Rebellion against mega-corporations
- Uncovering conspiracies in digital networks
- Surviving in the undercity while pursued by corporate security
- Transhumanist questions about identity and consciousness
Hard Science Fiction
Core Elements: Realism and accurate science; everything plausible according to understood physics (with possible exceptions like FTL travel requiring justification). Settings emphasize the harsh realities of space and focus on Earth and nearby planets.
Setting Characteristics
Locations:
- Real solar system locations (Mars deserts, Europa ice fields, Io volcanoes, Jupiter storms, asteroid belts)
- Near-future Earth (orbital stations, lunar colonies, research outposts)
- Generation ships or slow-boat colony vessels
- Realistic space travel constraints (no FTL, or limited/expensive FTL)
Technology and Magic:
- High or medium technology extrapolated from current science
- No magic; replaced by drones, projectile weapons, AI, pharmaceuticals, genetic engineering
- Environmental threats (vacuum, radiation, temperature extremes) pose serious dangers
- Fuel and life support become critical resources
Society:
- Variable accord and religion depending on conflict emphasis
- Corporate or government-controlled space infrastructure
- Scientific realism grounds all technological capabilities
- Ethical questions about genetic engineering, AI rights, and transhumanism
Character Roles
Key Classes:
- Envoys: Represent planetary governments, corporations, or diplomatic missions
- Operatives: Fly independent spacecraft with mechanic copilots, serving as scouts or troubleshooters
- Mechanics: Essential for maintaining life support and propulsion systems
- Soldiers: Security personnel for stations, ships, or colonies
Species Considerations: Alien Archive species may be replaced with genetically engineered humans, uplifted animals, or AI constructs to maintain hard SF realism.
Campaign Themes
- Realistic space exploration and colonization
- Scientific mysteries requiring investigation
- Resource scarcity and survival in hostile environments
- Corporate or national competition for space resources
- First contact scenarios with realistic alien biology
GM Opportunity: Research actual science topics to ground settings, speculating on future developments while acknowledging that scientific knowledge constantly evolves.
Military
Core Elements: PCs serve as military unit members on galactic missions. They might be mercenaries in border wars, civil war participants, or interplanetary defense forces against invasion.
Setting Characteristics
Locations:
- Military bases (from listening posts to large installations)
- Active combat zones (very low accord)
- Occupied territories and contested borders
- Battlefield environments across diverse biomes
Society:
- High accord except in active combat zones (very low accord)
- Lawful structure; alignment could be good, neutral, or evil
- Clear opposition and obvious stakes
- Every class has military roles, especially with medium/high magic
Command Structure:
- PCs often receive orders from superiors
- Authority increases with level/promotion through ranks
- Leadership system mechanics for military forces under PC command
Character Roles
All Classes Have Military Roles:
- Soldiers: Obvious frontline combatants
- Operatives: Special forces, reconnaissance, infiltration
- Mechanics: Combat engineers, vehicle maintenance, fortification construction
- Technomancers: Electronic warfare, communications, countermeasures
- Mystics: Battlefield medics, chaplains, psychological operations
- Envoys: Officers, diplomats, morale officers
Campaign Structure
Military campaigns often follow invasion/war timelines:
- Unexpected Enemy Appearance: Early enemy victories, PCs engage in desperate holding actions
- Retreat Phase: Additional losses, introduction of new enemy capabilities or commanders
- Rally Stage: Recruiting allies, gathering intelligence, weakening enemy strength
- Desperate Gambit: Enemy final offensive or PC-led counterattack to end the war
Key Development: Invest effort in enemy forces, including:
- Recognizable enemy commanders PCs "love to hate"
- Diverse enemy forces with different capabilities
- Enemy tactics that evolve as PCs defeat them
- Moral complexity in enemy motivations
Preparation: Generate various enemy creatures and colorful commander antagonists. Use leadership system mechanics for military forces under PC command.
Space Western
Core Elements: Mysterious gunslingers, rival gangs, frontier mining rushes, settlement defense against corporations, bandits, and creatures. Blends western and space opera genres with frontier themes.
Setting Characteristics
Frontier Emphasis:
- Small pockets of safety, security, and law surrounded by expanses of chaotic wilderness
- Multiple biomes (desert planets, mountain worlds, snowy peaks, canyon systems)
- Mining camps, humble farms, boom towns (use settlement generation tools)
- Low accord with high religion (faith as salvation organizing principle)
Technology:
- Low magic; technology mixes archaic and modern (black powder and rust with lasers and androids)
- Anachronistic technology blend creates distinctive aesthetic
- Technology reliability varies in harsh frontier conditions
Society:
- Diverse antagonists: greedy corporations, cruel mine bosses, rowdy raiders, organized-crime gangs, monstrous creatures
- Frontier law: sheriffs, bounty hunters, vigilante justice
- Civilians threaten to expel heroes once current problems resolve (classic western trope)
- Emphasis on self-reliance and community defense
Character Roles
Common Character Types:
- Soldiers: Most common; veterans from past wars, gunslingers, lawmen
- Envoys: Sheriffs, negotiators, town leaders
- Operatives: Bounty hunters, scouts, wilderness guides
- Mechanics: Maintains critical frontier technology
Magic Considerations: Magic viewed as mysterious and dangerous; mystics and technomancers treated with suspicion or awe.
Environmental Diversity
Create variety through:
- Multiple biomes within the frontier region
- Mining operations in different terrains
- Settlements at different development stages (ghost towns, boom towns, established settlements)
- Wilderness emphasizing biome variety
Campaign Themes
- Defending settlements against threats
- Bounty hunting across frontier worlds
- Mining rush competition and claim disputes
- Gang warfare and organized crime
- Corporate exploitation of frontier worlds
- Exploration of uncharted territories
Critical Consideration: The western genre has traditionally been home to many harmful tropes, none of which have a place in Starfinder. Use the science fantasy setting to transcend stereotypes. Create diverse casts, avoid appropriation of real-world cultures, and focus on universal themes of frontier life rather than reproducing historical injustices.
Horror (Subgenre Framework)
Core Elements: Existential threats, body horror, cosmic entities, psychological terror, and survival against overwhelming odds. This framework combines horror campaign guidance with sandbox exploration.
Setting Characteristics
Locations:
- Isolated facilities (research stations, abandoned ships, remote colonies)
- Corrupted environments (plague worlds, haunted locations, dimensional rifts)
- Urban horror (cities with dark secrets, corporate horror)
- Cosmic horror sites (ancient alien ruins, reality-thin zones)
Technology and Magic:
- Variable based on horror type selected
- Technology may fail at critical moments
- Magic might attract unwanted attention or have terrible costs
- Knowledge itself becomes dangerous
Society:
- Accord varies; isolation and betrayal common themes
- Authority figures absent, inadequate, or corrupt
- Communication breakdowns prevent calling for help
- Social bonds tested by horror's presence
Character Roles
All Classes Face Horror:
- Mystics: May understand cosmic threats but risk madness
- Technomancers: Digital horrors and AI threats
- Biohackers: Body horror, disease, parasites
- Soldiers: Combat often ineffective against true horror
- Operatives: Stealth and escape become primary survival tools
Player/Character Relationship: Determine whether players, characters, or both should feel fear. See full Horror Campaigns section (1.3) for detailed guidance.
Campaign Structure
Horror sandbox campaigns require:
- Safe Haven: Initial base that may become compromised
- Expanding Threat: Horror that grows if not confronted
- Investigation: Mystery elements uncovering horrible truth
- Escalation: Increasing horror intensity with clear boundaries
- Consent Framework: Mandatory safety tools and boundary discussions
Integration with Other Frameworks: Horror blends effectively with other subgenres:
- Horror + Cyberpunk: AI consciousness, transhumanism gone wrong
- Horror + Military: Unit faces unknowable enemy or corruption from within
- Horror + Space Western: Frontier town harbors dark secret
- Horror + Hard SF: Realistic space horror, alien first contact
1.2 Mystery Adventures
Source: SF1E Core Rulebook 1.3
Note: Player-facing aspects of this section also appear in Compiled Player Rules
Introduction
Mystery Adventures represent a distinct adventure type where characters investigate crimes, uncover conspiracies, and expose hidden schemes. These adventures center on player character investigations to discover culprits of crimes or other underhanded activities.
Mysteries extend beyond murder investigations to include:
- Theft of physical goods or information
- Destruction of property
- Abductions and disappearances
- Shady activity that isn't necessarily illegal
- Smokescreen operations concealing larger schemes
Mystery adventures contain less direct combat than dungeon crawls or street battles. Action emerges as PCs approach exposure of culprits—chasing suspects through crowded marketplaces, defending against hired thugs, or confronting cornered criminals.
Critical Principle: Good mysteries cannot be solved with one successful skill check or divination spell. They require synthesis of information from multiple sources.
A Mystery's Three Pillars
Every criminal investigation revolves around three elements that must be established for each suspect:
Means
A suspect has means if they are physically able to commit the crime. Examples include:
- Firing accuracy with specific weapons
- Technical knowledge to bypass security systems
- Physical ability to reach specific locations
- Access to necessary tools or resources
- Genetic or biometric compatibility with crime scene evidence
Investigation Note: Knowing that a suspect couldn't possibly have had the means to perpetrate the crime is probably the easiest way to eliminate them from consideration.
Motive
A suspect's motive must be compelling enough for them to want to break the law or act outside social norms. Common motivations include:
- Financial gain (inheritance, payment, extortion)
- Preventing revelation of secrets
- Emotional responses (rage, jealousy, revenge)
- Ideological beliefs or political causes
- Coercion or blackmail by others
Investigation Principle: No criminal acts without a motive, even if the motive has little connection to reality or appears irrational to others.
Opportunity
A suspect has opportunity if they could have been at the location of the crime at the correct time. Critical considerations include:
- Physical presence at the crime scene
- Ability to reach the location undetected
- Timing windows that align with the crime
- Alibis that can be verified or disproven
- Access to restricted areas or facilities
Investigation Reality: Most perpetrators try to establish an alibi for when the crime happened, making alibi verification a crucial investigative task.
Playing Mysteries: Player Guidance
Track Information Systematically
Players should maintain detailed notes about suspects, examining whether each suspect possessed means, motive, and opportunity. Consider creating:
- Suspect Matrix: Chart listing each suspect with columns for means, motive, and opportunity
- Relationship Map: Visual diagram showing connections between suspects, victims, and other involved parties
- Physical Evidence List: Separate inventory of clues that can be cross-referenced as new evidence emerges
- Timeline: Chronological sequence of events to identify contradictions and gaps
When you find a new clue, compare it to your existing evidence lists to see how it relates to other discoveries.
Search Everywhere
Thorough investigation matters significantly in mystery adventures. You need to look everywhere for clues, especially at the scene of the crime. Hidden evidence may exist:
- Behind furniture or wall panels
- In deleted computer files or communication logs
- In environmental traces (chemical residue, DNA samples, energy signatures)
- Among personal effects that reveal secrets
- In unexpected locations the culprit visited
Don't assume obvious locations contain all relevant clues. Criminals often hide evidence in plain sight or in locations that seem unrelated.
Trust No One
Assume deception among suspects and witnesses. Assume each suspect is lying about something, even if that person is someone you know and like. However, this doesn't mean treating everyone as hostile or paranoid.
Balance: Avoid baseless accusations or aggressive behavior, as such conduct can cut off your access to suspects, making your investigation much more difficult. Maintain professional courtesy while remaining skeptical of claims.
Use Abilities Creatively
When stuck, employ character abilities creatively. Don't be shy about asking your GM if your PC can attempt a check or try an ability or spell that might shine some light on the mystery. Examples include:
- Using enhanced senses to detect trace evidence
- Employing technical skills to recover deleted data
- Casting divination spells (though GMs should ensure these don't solve mysteries single-handedly)
- Utilizing social abilities to build rapport with witnesses
- Deploying surveillance technology or drones
Warning: Avoid overusing abilities as shortcuts. Solving a mystery through your own investigation is far more satisfying than bypassing it with magic or technology.
Running Mysteries: GM Guidance
Establish Relationships
Create a relationship map before the investigation begins:
- Position the victim centrally
- Surround the victim with all suspects
- Draw lines connecting the victim to each suspect
- Draw connections between suspects who have relationships with each other
- Include notes about motives, alibis, and distinctive personality traits
Keep this map accessible during play for quick reference when improvising NPC responses or introducing new information.
Stay Flexible
Mystery adventures are usually more free-form than other scenarios. Players have the opportunity to pursue whatever leads they have in any way they see fit. As GM, you must:
- Keep the entire crime picture in memory
- Remember details of the incident and NPC motivations
- Improvise when players pursue unexpected lines of inquiry
- Allow reasonable investigative approaches you hadn't anticipated
- Maintain consistency in what NPCs know and reveal
When investigations stall, introduce action that propels the plot forward. Examples include:
- Hired thugs warning investigators off the case
- New crimes committed while PCs investigate
- Suspects fleeing or destroying evidence
- Anonymous tips (accurate or misleading) arriving
- Secondary victims creating urgency
Provide Clues Generously
The Three-Clue Rule: For every important piece of evidence necessary for the PCs to solve the crime, you should provide at least three ways for the PCs to discover it.
This redundancy ensures that:
- Missed skill checks don't stall the adventure
- Different character specializations remain useful
- Players feel clever for finding clues through creative methods
- The investigation has momentum even when players pursue suboptimal approaches
Hidden Clue Technique: Reserve all-important clues so that they appear wherever the PCs do their most thorough searching. This rewards player initiative while ensuring critical evidence is found.
Avoid Single Points of Failure: If the PCs need a specific piece of evidence to proceed from an earlier point, they might not find what they need and the adventure can stall. Build multiple paths to the same revelations.
Give Confessions
Upon confronting the correct suspect with overwhelming evidence, the culprit should confess to the crime in a dramatic fashion. This serves multiple purposes:
- Provides narrative satisfaction and closure
- Clarifies any remaining ambiguities in the investigation
- Allows the culprit to explain their motives and reasoning
- Creates a memorable dramatic moment
- Prevents endless second-guessing by players
Post-Confession Complications: For grittier campaigns, explore what happens after the accusation:
- What are the laws on the planet or space station where the crime was committed?
- Do corrupt officials interfere with justice?
- Are there powerful interests protecting the criminal?
- Does exposing this crime reveal larger conspiracies?
- What happens to victims and their families?
These complications can lead to additional investigations involving legal complications, political intrigue, or cold cases that resurface.
1.3 Horror Campaign Design
Note: Player-facing aspects of this section also appear in Compiled Player Rules
Source: SF1E Starfinder #10: The Diaspora Strain pg. 46
Introduction
Starfinder encompasses multiple genres—star pilots, scoundrels, and mystics exploring alien worlds. Within this expansive universe lies space for horror, an oft-misunderstood genre encompassing various flavors, tones, and subgenres.
Horror proves difficult to define. Not all horror frightens, and scary things may fail to be horror. Some rely on tension and jump scares; others methodically reveal dreadful clues. Some show heroes emerging brutalized but triumphant; others traumatize without respite. Some horror critiques cultural flaws; other horror plays tropes for laughs.
These guidelines provide tools to help players and GMs explore horror together, establishing what draws them to the genre and defining the type of horror they want in their game.
Types of Horror
Several horror subgenres blend well with science fiction and fantasy settings. As groups prepare horror campaigns, discuss whether player characters serve as potential victims, witnesses, or both.
Action Horror
Action horror features relentless menaces—undead hordes, alien creatures, or tireless pursuers—matching hero tenacity. Protagonists confront problems requiring unconventional methods, with standard techniques proving unreliable or producing unexpected results.
Witnesses discover such threats through others' plights, creating dreadful stakes while maintaining standard gameplay structure. They arrive after attacks, see aftermath, and work to prevent further carnage.
Victims learn that standing and fighting represents a last resort. Running, finding safety, regrouping, and attacking only when conditions favor them becomes the priority. Resource management and tactical retreat become survival essentials.
Body Horror
Body horror centers on physiology behaving unnaturally, betraying owners' expectations and sense of self. In science fiction settings with diverse alien species, body horror requires grounding in the mundane—when unusual bodies are commonplace, misplaced limbs lose their terror.
Witnesses interact with creepy beings whose bodies behave troublingly. They observe transformations, mutations, or violations of expected physical forms in others.
Victims suffer through:
- Affliction rules (diseases, poisons, parasites)
- Phantasm effects that distort body perception
- Corruption mechanics that alter physical forms
- Cybernetic malfunctions or biotech failures
- Symbiotes or implants with their own agendas
These effects sever trust between PCs and their bodies, creating horror rooted in loss of bodily autonomy.
Cosmic Horror
Cosmic horror exploits existential fears—that incomprehensibly ancient beings older than time render our existence moot. Some horrific intelligence dominates the cosmos, and understanding it leads to madness. This subgenre pairs well with others, questioning reality's true nature.
Witnesses may confront this terror like any titanic fiend and its worshipers, potentially acting against it while remaining somewhat protected from its full horror.
Victims face despair that their world isn't what seemed true, tangling with cultists and lesser monsters before confronting the true menace. Corruption mechanics and afflictions represent the mental and physical toll of comprehending cosmic truths.
Psychological Horror
Psychological horror characters become victims of anxiety, belief, doubt, guilt, and passion—rooted in the personal. Horror manifests internally, driving destructive or appalling actions, or externally as phantasmal creatures or monsters reflecting inner turmoil.
Witnesses encounter NPCs with unnatural, troubling behaviors driven by their psyches toward shocking acts. They must understand disturbed minds to predict or prevent violence.
Victims face:
- Creatures mirroring their fears or guilt
- Curse-like afflictions affecting judgment or perception
- Paranoia about allies or reality itself
- Moral dilemmas with no good choices
- Confronting past traumas made manifest
Preparing for Horror: Consent and Boundaries
CRITICAL REQUIREMENT: Before playing horror games, groups must examine why they're drawn to the genre and establish boundaries together.
The Three Essential Questions
- Why horror? What compels the group to play this genre?
- What's out? What topics remain unexplored and off-limits?
- What's scary? Within established bounds, what frightens players?
Important Guidance: Don't Judge
Everyone should answer honestly without feeling pressured toward bravery or edginess. Finding vampire romance most compelling is legitimate; the scariest thought might be unrequited love. Don't conceal your horror interests or pretend to be unafraid.
Be respectful of fellow players—spare them unsettling details without consent. To find boundaries, start safely and probe outward, asking vaguely about violence before depicting it. If someone declines, stop immediately. No explanation required.
Core Principle: Together, you explore horror with careful attention paid to each other's limits and comfort. Accept and work within constraints built together. Chase thrills collaboratively while keeping each other safe.
Why Horror?
Players take turns naming one compelling aspect of horror games—fears to face, monsters to confront, specific feelings, scenarios, or enjoyed horror media. Examples include:
- Tension and suspense of being hunted
- Mystery of uncovering terrible secrets
- Body transformation and loss of control
- Cosmic insignificance and existential dread
- Survival against overwhelming odds
- Specific monsters (vampires, ghosts, aliens, etc.)
- Specific media ("I want something like Alien")
Listen to fellow players' answers and respond genuinely. Does the same thing compel you? Are you willing to explore it? Consider shared interests worth exploring together.
Critical requirement: Players' consent is necessary for horror games. If someone remains uncomfortable after discussion, set aside the genre—many other options exist.
What's Out?
Make boundaries explicit. Any topics groups don't want exploring should be named without requiring explanation. Common boundaries include:
- Sexual violence
- Harm to children or animals
- Specific phobias (spiders, drowning, etc.)
- Real-world traumas
- Gore and body horror extremes
- Harm to specific character types
During this discussion, acknowledge or seek clarification from fellow players. However, never justify exploring elements others oppose, and never argue or push back. Enforce the pact: none shall be judged—neither for aversions nor interests.
What's Scary?
Considering previous discussions, players take turns identifying what frightens them—horrifying elements existing within established boundaries. Examples include:
- Being stalked or pursued
- Betrayal by trusted allies
- Isolation and abandonment
- Loss of identity or self
- Specific monster types within agreed boundaries
- Environmental hazards (suffocation, darkness, etc.)
- Technology turning against humanity
These needn't be original; they might derive from movies, books, games, or nightmares. This exploration serves dual purposes: revealing unexpected boundary crossings (speak up immediately), and setting mood while whetting appetites for upcoming horrors.
Playing Horror Games
Horror roleplaying differs fundamentally from horror media. When consuming horror movies or novels, players can distance themselves from characters or unconsciously decide whether they'd make different choices. In games, players bear conscious responsibility for their characters' actions, thoughts, and behavior.
Before playing, answer these personal questions:
Who's Afraid?
Determine whether you're addressing your fears or your character's (they may not align).
If seeking personal fear:
- Help the GM by offering fears you're willing to face
- Place your character in situations requiring confrontation of those fears
- Be honest about reactions, accepting potential mechanical disadvantages
- Consider playing characters who don't share your fears but must confront them
If wanting only character fear:
- Help others by offering your PC's fears and playing to them during games
- Have your frightened character argue against strategically favorable actions
- Work with fellow players to convince your character, or accept they make dangerous choices
- Embrace that fear legitimizes poor tactical decisions
Who's the Focus?
Determine with the GM whether PCs serve as witnesses observing horrors affecting others, victims of that horror, or moving between both roles (typical in horror stories).
Witnesses step in with ample will and might to combat horrors. They remain somewhat protected from direct horror effects, maintaining agency and capability. If expectations adjust accordingly, creepy, unsettling adventures remain possible.
Victims face horror directly, with expectations that must adjust. Characters might not remain passive long, but relishing the terror temporarily proves important. Embrace fear despite mechanical disadvantages. Find small victories and steel yourself. Elements seeming unfair or unbalanced in non-horror contexts create horror effectively when PCs are victims.
Opting Out
MANDATORY SAFETY MECHANISM: Despite careful planning and boundary-setting, unexpected limits may be reached—no one can realize all boundaries beforehand. Therefore, players must be free to end game situations exceeding their limits anytime, without explaining or facing judgment.
Establishing the Opt-Out Method:
Before play, establish a wordless, rapid opt-out method:
- Each player (including the GM) holds a token, card, or object
- When someone raises or presents their token, play stops immediately
- No explanation required
- No questions asked in the moment
When Someone Opts Out:
- Stop immediately - Don't finish the sentence or scene
- Take a break - Step away from the table if needed
- Private clarification - If the GM needs to understand what boundary was crossed, speak privately and briefly
- Focus on boundaries - Discuss what bothered the player and where boundaries exist, not why they feel this way
- Respect going forward - Don't cross that boundary again
Alternative Opt-Out Systems:
- "X-Card" system where anyone can touch a card marked X
- Hand signals (raising closed fist, making T-sign for "time out")
- Private messaging systems in virtual play
- Code words established in advance
Running Horror Games
The GM's challenge involves transforming games about brave adventurers seeking the unknown into experiences where terror becomes prominent. This isn't solitary work—recruit players as allies. Reach out, encourage, and check in regularly regarding comfort levels. Ensure no limits were crossed.
Core Principles:
- Secure consent and buy-in from players
- Learn what scares them and respect their boundaries
- Ask if they'll engage with specific horror elements
- Help facilitate their willingness to be frightened
- Remember to scare yourself too—share what fascinates you before playing
Personal and Impersonal Horror
When creating menaces, the personal proves scarier than the impersonal. Focus on aspects hooked into PC or player stories, whichever needs frightening. Set sights on fears mentioned during group discussions. Invest time pondering those fears, finding menaces within metaphor.
Animals:
Many explore animal fears—wild dogs, spiders, sharks. But what specifically causes fear?
- Dogs: Are they scary because they're feral versions of beloved pets? What do PCs cherish that can twist into ferality?
- Spiders: Do they terrify through movement patterns or omnipresent lurking potential? Focus on that specific element.
- Sharks: Do they frighten through unseen movement and sudden striking? Make predators invisible until they attack.
Tap these specific fears rather than just using monstrous versions.
Infection:
Horror draws from infection wells—undead hordes, lycanthropic bites, pandemics, parasites. Affliction and corruption rules cover post-infection states, but uncovering fear's nature remains your responsibility:
- Does vulnerability to the unseen create fear?
- Does agency loss over body or health frighten?
- Could apocalyptic civilization-fate fears apply?
- Does infection breed fear of losing your essential self?
Invasion:
Horror and sci-fi overlap in invasion tales—military devastation, insidious infiltration through shapeshifting or domination, harvesters disguised as ambassadors, beings treating other species trivially. Dig into manifest fears:
- Does cultural identity loss terrify?
- Could primal prey-becoming fears apply?
- Does terror of familiar people betraying you resonate?
Real and Unreal Balance
Balancing real and unreal elements proves crucial. Unreal elements permit distancing from horror while producing wonder, offering reprieve. However, excessive unreality overwhelms horror with mere spectacle.
Mundane elements anchor us, even when twisted unnaturally. Consider this progression:
Unreal example:
"A giant pillar composed of fleshy faces twists, towering over barren plains beneath twin suns."
Real anchor version:
"Your companion leans forward toward the pillar, head cocked. He looks back, furrowed-browed, saying 'Don't you hear it? They're whispering our names.'"
The second version adds human reaction and personal connection, making the horror immediate and relatable.
Balancing Approach:
- When preparing adventures, balance unreal emphasis against real-anchor emphasis
- In play, if adjustments are needed, ask whether current situations lean unreal or real
- Push narratively opposite to restore balance
Reason and Perception
PCs rely on reason and perception to parse possibility into motivations. Shaking PCs from this paradigm into repulsive or frightening ones creates compelling material. PCs unable to trust senses or how minds interpret those senses suffer intense anxiety.
Perception Rewiring:
Perceptions can be rewired through:
- Drugs and toxins affecting sensory input
- Traumatic experiences altering interpretation
- Subliminal messages or psychological manipulation
- Technology interfacing directly with brains
- Magic affecting thought patterns
Menaces can hide beneath these alterations or lurk plainly within false sensory inputs—fruitful horror grounds requiring no mental-illness stigmatization.
Important Guidance:
- Don't describe PCs "losing sanity"
- Focus on perception shifts and actual thought-pattern changes
- Emphasize what's genuinely happening from an external perspective
- Use phantasm mechanics where characters experience things that aren't accurate
- Forewarn players that not everything seems real in horror campaigns
- Some truths hide; some falsehoods seem true
Unknown and Known
Tension exists in all adventures, found most at critical moments—before unknown becomes known. Your task: draw out tension by sowing doubt and anxiety about outcomes. This balancing act between hope and despair requires precision; shifting too far either way eliminates doubt.
The Unknown:
Hide the horror's truth—the mystery to solve. Not all horror needs mystery, but it classically builds tension.
Hide the true menace by showing aftermath:
"Globules of blood and viscera float in microgravity. Everything else remains pristine."
Or show prelude:
"Countless city people stop, turning to stare at one distant point. An inhuman scream thunders from that direction. Then people walk toward it."
Causes remain indiscernible. Let PCs chase, uncover clues, discover red herrings, develop theories. Don't position true menaces for premature forced confrontation.
The Known:
Great tension emerges from the known. Horror manifests when truth is plain and looks dire:
"Deeper into asteroid mines, other survivors huddle at their own barricade. Infected creep into the intersection between barriers, then more... and more."
Players understand stakes. Show them ghastly challenges. Prepare for Pyrrhic victories. Often tension hinges on PCs unable to save everyone, potentially deciding who survives and who faces horrendous fates.
Isolation and Betrayal
Common horror themes involve social-safeguard losses through:
- Severed communication systems
- Blocked safety routes and escape paths
- Inappropriate behavior from safety-maintaining figures
- Authorities who can't be reached or respond inadequately
- Organizations with agendas making them dangerous as the menaces themselves
Example Implementation:
Is the pathogen the real danger, or the doctor secretly infecting colonists for tests? Arriving Stewards helping against mind-controlling symbiotes quickly fall victim because one was already controlled.
Starfinder PCs rarely rely on authorities, but horror games should block these rare appeals. Find ways authorities become unavailable, ineffective, or part of the threat.
Death and Rebirth
Death occurs more frequently in horror than typical games. How groups handle this requires clarity from the start. Establish expectations about PC death likelihood and treatment before play. Forewarning helps players buy in.
Resurrection Options:
When PCs die, normal resurrection methods work. However, science-fantasy-horror intersections offer alternatives:
- Weird science reanimation with side effects
- Sinister sorceries with dark prices
- Dark pacts with malevolent entities
- Spontaneous reanimation as undead or similar
- Consciousness transfer to new bodies (clones, androids, uploaded minds)
Critical Questions to Answer:
- What ghastly PC revivification options exist in your setting?
- What horrific prices accompany using those options?
These answers should be established before play so players understand the stakes and costs of character death.
1.4 Campaign Integration Guidelines
Combining Frameworks
These frameworks can be layered for rich campaign experiences:
Mystery + Horror + Cyberpunk
- Investigate serial murders in corporate megacity
- Victims have experimental neural implants
- Trail leads to rogue AI conducting experiments
- Social encounters with corporate executives who may be complicit
- Hacking into databases reveals horrible truth
- Horror elements: body horror (implants), psychological (AI manipulation)
Military + Space Western + Social Initiative
- Mercenary unit defends frontier colony
- Negotiating with local government, corporate interests, and native species
- High-stakes social encounters determine alliance structures
- Combat missions interspersed with diplomatic negotiations
- Western themes: frontier law, self-reliance, corporate exploitation
Hard SF + Mystery + Electronic Eavesdropping
- Realistic space station murder mystery
- Limited suspects in closed environment
- Surveillance devices crucial for gathering evidence
- Social encounters during investigation interviews
- Hard SF constraints make investigation challenging (no magic solutions)
Pacing and Structure
Session Structure for Combined Elements:
- Investigation Phase: Mystery elements, gathering clues, surveillance
- Social Phase: High-stakes negotiations using social initiative
- Action Phase: Combat or other challenges based on investigation outcomes
- Reflection Phase: Horror elements, consequences, character development
Campaign Arc Structure:
- Act 1: Establish setting, introduce mystery or conflict, build relationships
- Act 2: Escalate complications, reveal deeper conspiracies, social/combat challenges
- Act 3: Climactic confrontations (social and combat), resolution, consequences
GM Preparation Checklist
For Mystery Adventures:
- Create relationship map with victim and suspects
- Establish means, motive, and opportunity for each suspect
- Design at least three ways to discover each crucial clue
- Prepare confession or climactic revelation
For Horror Campaigns:
- Conduct Session Zero with consent discussion (Why? What's Out? What's Scary?)
- Establish opt-out mechanism (X-Card or equivalent)
- Determine if PCs are witnesses, victims, or both
- Balance personal/impersonal and real/unreal horror elements
For Social Encounters:
- Identify all participants with stakes in outcome
- Set initial Influence Points based on prior relationships
- Determine total Negotiation Points needed
- Define success/failure conditions for each side
- Prepare NPC goals and red lines they won't cross
For Hacking/Surveillance:
- Establish security levels for important systems
- Determine what information is available through surveillance
- Decide on legal/ethical framework for surveillance in setting
- Prepare consequences for detected intrusions
For Subgenre Frameworks:
- Choose primary subgenre and determine technology/magic/accord levels
- Identify which character classes are common vs. rare
- Create setting details that reinforce subgenre themes
- Prepare subgenre-appropriate challenges and adversaries
1.5 SF2E Adventure Genre Guides
Source: Galaxy Guide (SF2E)
The Galaxy Guide defines five adventure genres for SF2E campaigns. Each provides distinct themes, character archetypes, and mode guidance that GMs can use to shape campaign tone.
Genre Quick Reference
| Genre | Setting | Character Types | Tone |
|---|---|---|---|
| Dystopian | Urban sprawl, megacorp territory, criminal underworld | Anti-heroes, criminals, rebels | Dark, gritty, morally gray |
| High-Tech | Machine worlds, ancient tech ruins, industrial planets | Androids, hackers, tech priests | Wonder, mystery, philosophical |
| Fantasy | Magic-heavy worlds, dragon-ruled planets, ancient ruins | Spellcasters, chosen heroes, fey allies | Epic, mythic, magical |
| War-torn | Battlefields, contested space, military installations | Soldiers, refugees, spies, politicians | Grim, tactical, dramatic |
| Weird | Anomalies, other dimensions, reality-bending locations | Investigators, anomaly hunters | Mysterious, chaotic, surreal |
GM Mode Guidance by Genre
Dystopian:
- Encounters: Humanoid and robot adversaries; tech items as rewards. Pit heroes against bounty hunters, rivals, or dangerous beasts.
- Exploration: Urban terrain with crowds and traffic as hazards. Vehicles speed travel. Tech surveillance is widespread.
- Downtime: Malware lurks in every infosphere. Characters have hidden agendas. Celebrations can break into violence.
High-Tech:
- Encounters: Dangerous security measures, robots, and tech traps. Enemies have impressive firepower. Treasures are magitech relics.
- Exploration: Magitech ruins, dangerous industrial facilities. Camera surveillance and biometric locks everywhere.
- Downtime: Characters seek new tech knowledge, tinker with devices, or browse the infosphere.
Fantasy:
- Encounters: Classic fantasy creatures (dragons, fey). Spellcasting enemies, magical traps, powerful relics.
- Exploration: Dungeons protected by scrying spells and magitech security.
- Downtime: Personal quests, magical item crafting, religious practice, learning new magic.
War-torn:
- Encounters: Tactical combat against troops with heavy firepower or fighting in formation. Social encounters and spycraft.
- Exploration: Battlefields with rubble (difficult terrain), concealed mines/turrets, enemy patrols.
- Downtime: Drill and gear upgrades. Romantic interludes, heartwarming side stories between skirmishes.
Weird:
- Encounters: Mutated beasts, magical entities, reality-bending magic. Doors might be portals to other worlds.
- Exploration: Bizarre weather, psychedelic atmospheres, five-dimensional terrain.
- Downtime: Characters seek knowledge about encounters and record experiences for posterity.
Genre Integration with Module Subsystems
| Genre | Recommended Module Subsystems |
|---|---|
| Dystopian | Trade system (smuggling), hacking, colony management (oppressive settlements) |
| High-Tech | Tech relics, mech combat, starship exploration |
| Fantasy | Corruptions, planar travel, creature companions |
| War-torn | Fleet combat, mech combat, boarding actions, deployable structures |
| Weird | Mindscapes, neural combat, corruptions, planar travel |
Campaign Starter Ideas
Dystopian: A PC's augmentation debt is due; a mysterious handler offers a job at a cybercafe; outlaws join forces against a dangerous rival.
High-Tech: Adventurers explore ruins of an ancient starfaring civilization; a mysterious starship crashes into a planet; a factory creating dangerous tech malfunctions.
Fantasy: Heroes are chosen to protect a star system; an ancient enemy is reforged through modern technology; a dragon's hoard contains a mystical orrery.
War-torn: The heroes' home world is under attack; characters join the military; explorers get caught in political crossfire; survivors flee a battleground.
Weird: Explorers visit an uncharted gas giant; a moon contains mysterious vaults; heroes stumble through a portal into another reality.
PART II: SOCIAL ENCOUNTER MECHANICS (GM PERSPECTIVE)
Source: PF2E Core Rulebook adaptation for SF2E/PF2E
Social encounters with initiative transform negotiations, interrogations, debates, and high-stakes diplomatic situations into structured turn-based encounters. This system applies when outcomes are uncertain, stakes are high, and time pressure matters.
2.1 When to Use Social Initiative
Use structured social encounters when:
- Stakes are high: Negotiations determine war/peace, lives/deaths, or major resource allocation
- Opposition is present: NPCs have conflicting goals and actively work against PC interests
- Time pressure exists: Limited time before situation changes or opportunities vanish
- Multiple parties: Several factions negotiate simultaneously with competing interests
- Tension is high: Volatile situations where wrong words trigger violence or disaster
Don't use for: Casual conversations, information gathering from cooperative NPCs, or situations where failure has minimal consequences.
2.2 Running Social Encounters
Determining Participants
Identify all participants with stakes in the outcome:
- PC negotiators (usually Envoys, but any PC can participate)
- NPC decision-makers with authority
- Advisors or representatives with influence
- Outside parties with interests in the outcome
Rolling Initiative
Participants roll initiative using appropriate skills based on their approach:
- Deception: Lying, misleading, creating false impressions
- Diplomacy: Honest negotiation, building trust, finding common ground
- Intimidation: Threats, shows of force, psychological pressure
- Performance: Inspiring speeches, emotional appeals, theatrical presentations
Special Cases:
- Society: Recalling cultural protocols, precedents, or legal frameworks
- Culture (specific): Understanding cultural nuances of specific species or civilizations
- Computers: When negotiating in digital space or through virtual reality (see Hacking section below)
GMs may allow other skills if players justify their relevance.
Setting the Stage
Before the first turn, establish:
- Location: Where negotiation occurs (neutral ground, hostile territory, virtual space)
- Atmosphere: Tension level, environmental factors, audience presence
- Opening Positions: What each side initially demands
- Success/Failure Conditions: What outcomes count as success for each side
- Influence Points: Starting influence based on prior relationships (typically 0-3)
2.3 Social Actions and Mechanics
Note: Player-facing aspects of this section also appear in Compiled Player Rules
Basic Actions
Make an Impression (1 action)
- Make a Diplomacy check against target's Will DC
- Critical Success: Target's attitude improves two steps and you gain 2 Influence Points with them
- Success: Target's attitude improves one step and you gain 1 Influence Point
- Critical Failure: Target's attitude worsens one step
Request (1 action)
- Make a Diplomacy, Intimidation, or Deception check against target's Will DC (modified by request size)
- Success: Target complies with reasonable request
- Failure: Target refuses; attempting same request again applies -2 circumstance penalty
Feint (1 action)
- Make a Deception check against target's Perception DC
- Success: Target is off-guard to your next social action this turn
Demoralize (1 action)
- Make an Intimidation check against target's Will DC
- Success: Target is frightened 1 (frightened 2 on critical success)
- Frightened applies penalty to Will DC, making them more vulnerable to your arguments
Aid (1 action or reaction)
- Make a skill check against DC 20 to help an ally's social action
- Success: Grants ally +1 circumstance bonus
- Critical Success: Grants ally +2 circumstance bonus
Advanced Social Actions
Present Evidence (1-2 actions)
- Present physical evidence, data, or testimony supporting your position
- Make a skill check to present evidence effectively (typically Diplomacy or relevant Lore)
- Success: Gain +2 circumstance bonus on your next Request or Make an Impression action
- Critical Success: Gain +3 circumstance bonus and may immediately attempt Request as free action
Invoke Higher Authority (2 actions)
- Invoke law, cultural tradition, religious doctrine, or powerful patron
- Make a Society check or relevant Lore check against Will DC
- Success: Target must comply with request aligned with authority, or publicly reject that authority
- Failure: Target dismisses authority as irrelevant
Call for Support (2 actions)
- Rally allies or audience to your side
- Make a Performance or Diplomacy check against observers' Will DC
- Success: Gain 1 Influence Point with each observer who supports you
- Critical Success: Gain 2 Influence Points and observers vocally support you, imposing -2 penalty on opposition's social actions
Make Concession (1 action)
- Offer compromise on contested point
- No roll required; describe concession
- Effect: Gain +4 circumstance bonus on your next Request for a different demand
- Limitation: Can't make same concession twice
Break Protocol (free action)
- Deliberately violate social conventions or etiquette
- Effect: All your social actions take -2 circumstance penalty until encounter ends
- Benefit: You can use Intimidation instead of Diplomacy for all actions, and may attempt actions normally unavailable
Reaction Actions
Counter Argument (reaction)
- Trigger: An opponent makes social action targeting you or your ally
- Make appropriate skill check against opponent's check result
- Success: Negate opponent's action effects
Seize Opportunity (reaction)
- Trigger: An opponent critically fails a social action
- Make a Request or Make an Impression against that opponent as a reaction
2.4 Influence and Negotiation Points
Influence Points
Influence Points represent how much a participant trusts or respects you. Track separately for each NPC.
Gaining Influence:
- Successful Make an Impression actions
- Presenting compelling evidence
- Making valuable concessions
- Aligning with NPC's values or goals
Using Influence:
- Spend 1 Influence Point to gain +1 circumstance bonus on Request
- Spend 3 Influence Points to make a significant demand the NPC would normally refuse
- Spend 5 Influence Points to fundamentally change NPC's position on major issue
Losing Influence:
- Critical failures on social actions lose 1 Influence Point
- Lying and being caught loses all Influence Points
- Threatening NPC's core values loses 2 Influence Points
Negotiation Points
For complex multi-issue negotiations, track Negotiation Points (NP) representing progress toward resolution.
Setting Total NP: GM determines total NP needed based on complexity:
- Simple negotiation (one major issue): 3 NP
- Standard negotiation (multiple related issues): 5 NP
- Complex negotiation (many issues, multiple parties): 8 NP
- Grand negotiation (peace treaties, mega-corporate mergers): 12+ NP
Earning NP:
- Successful Request: 1 NP
- Critical Success on Request: 2 NP
- Making valuable concession: 1 NP (GM's discretion)
- Presenting compelling evidence: 1 NP
When NP Total is Reached:
- Negotiation concludes with agreement
- Terms reflect which side earned more NP and nature of arguments/concessions
- PCs achieving 2/3 or more NP get favorable terms
- Equal NP split results in compromise
- Opposition achieving more NP results in unfavorable terms
2.5 Special Social Encounter Types
Interrogations
When PCs interrogate prisoners or suspects:
- Setup: One or more PCs vs. suspect
- Goal: Extract information or confession
- Special Actions:
- Good Cop/Bad Cop (2 actions, requires 2 PCs): One PC uses Intimidation to Demoralize while another uses Diplomacy to Make an Impression; both make checks, use better result for each
- Present Evidence of Guilt (2 actions): Show proof of suspect's wrongdoing; success increases suspect's frightened condition by 1
- Resolution: Accumulate 3 Negotiation Points to get truthful information, 5 NP for full confession
Debates
Public debates before audiences:
- Setup: PC vs. NPC debater before audience
- Goal: Sway audience opinion
- Special Mechanic: Track audience support separately; audience starts neutral
- Actions: Call for Support action becomes critical
- Resolution: Side with more audience support at end wins debate
High-Stakes Bluffs
When lying in critical situations:
- Setup: PC attempting major deception
- Challenge: Opposition uses Sense Motive actions to detect lies
- Special Rule: Each lie told increases DC of subsequent Deception checks by 2 (cumulative)
- Consequence: If lie is detected, lose all Influence Points and may trigger hostile response
Digital Negotiations
Negotiations in virtual reality or through digital interfaces:
- Initiative: Can use Computers instead of social skills
- Special Actions: Digital environment allows new actions (see Section 3.3)
- Environmental Factor: Digital space may be controlled by one party, granting them bonuses
- Risk: Failed Computers checks may expose data or allow hacking attempts
Ending Social Encounters
Social encounters end when:
- Agreement Reached: Negotiation Points total achieved
- Violence Erupts: Social encounter transitions to combat encounter
- Deadline Expires: Time runs out, negotiations fail
- Party Withdraws: One side leaves the table
- Attitude Becomes Hostile: NPC attitude drops to hostile, negotiations break down
Consequences of Failure:
- Negotiations may be attempted again after cooling-off period
- Failed negotiations may have cascade effects (war, economic sanctions, etc.)
- NPCs remember how they were treated, affecting future interactions
- Some opportunities may be permanently lost
PART III: ELECTRONIC SURVEILLANCE & ESPIONAGE
Source: SF1E Campaign Frameworks adaptation for SF2E/PF2E
Electronic surveillance and counter-surveillance form critical elements of espionage, investigations, and information warfare.
3.1 Surveillance Device Types
Device Types and Capabilities
Audio Bugs
- Concealed Microphone: Simple audio recording; DC 20 Perception to spot
- Laser Microphone: Reads vibrations from windows/surfaces; no physical device to find
- Subvocal Sensors: Detects throat movements for whispered conversations; DC 25 Perception
- Omnidirectional Array: Records all conversations in room; DC 15 Perception (larger)
Visual Surveillance
- Microcamera: Tiny video camera; DC 25 Perception to spot
- Holographic Lens: Records 3D images; DC 22 Perception
- Thermal Imaging: Detects heat signatures through walls; no line of sight needed
- Drone Surveillance: Flying camera with AI; Perception check with +4 circumstance bonus to spot
Data Interception
- Network Tap: Intercepts data transmissions; DC 30 Computers to detect
- Quantum Entanglement Listener: Intercepts quantum-encrypted communications; DC 40 Computers
- Infosphere Monitor: Tracks all digital activity in area; DC 35 Computers
Biometric Scanners
- DNA Sniffer: Collects genetic material; DC 28 Perception
- Retinal Tracker: Logs all individuals entering area; DC 20 Perception
- Behavioral Analysis AI: Analyzes movement patterns and identifies individuals
Device Quality and Detection
| Device Quality | Perception DC to Detect | Cost Modifier | Computers DC to Disable |
|---|---|---|---|
| Cheap | 15 | ×0.5 | 20 |
| Standard | 20 | ×1 | 25 |
| Professional | 25 | ×5 | 30 |
| Military Grade | 30 | ×25 | 35 |
| Intelligence Agency | 35 | ×100 | 40 |
| Experimental | 40 | ×500 | 45 |
3.2 Planting and Detecting Devices
Planting Surveillance Devices
Plant Device (1 minute to 1 hour)
Make a Stealth check to place device without being noticed, and optionally a Crafting or Engineering check to conceal it within existing infrastructure.
Placement Check:
- Critical Success: Device is perfectly concealed; increase Detection DC by +5
- Success: Device is placed as normal
- Failure: Device is poorly placed; reduce Detection DC by -5
- Critical Failure: Device is obviously visible or triggers security alerts
Optimal Placement Locations:
- Communication hubs for data interception
- Private offices or meeting rooms for audio/visual
- Ventilation systems for mobile sensors
- Personal belongings for targeted surveillance
- Public spaces with power sources for long-term monitoring
Detecting Surveillance
Sweep for Devices (10 minutes per room)
Active Sweep:
- Make a Perception check to physically search for devices
- Make a Computers check to scan for electronic signatures
- Use both checks; either success reveals devices
Electronic Counter-Surveillance:
- Specialized equipment grants +2 to +5 circumstance bonus
- RF scanners detect wireless transmissions
- Thermal cameras reveal power sources
- Spectrum analyzers identify unusual electromagnetic activity
Passive Awareness:
- PCs with Master in Perception may automatically detect poorly-placed devices (DC 20 or lower)
- Paranoid NPCs regularly sweep their spaces
- High-security areas have automated detection systems
Counter-Surveillance Equipment
Bug Detector
- Grants +2 circumstance bonus to detect audio/visual devices
- Automatically detects transmitting devices within 30 feet (no check required)
Signal Jammer
- Prevents wireless devices from transmitting within 60 feet
- Obvious to anyone with electronics; may alert surveillance operators
White Noise Generator
- Prevents audio surveillance; DC 30 to overcome
- Doesn't prevent laser microphones reading vibrations
Faraday Enclosure
- Room or container that blocks all electromagnetic signals
- Prevents remote surveillance but also blocks communication devices
Counter-Intrusion Software
- Detects network taps automatically (Computers check with +5 bonus)
- Alerts administrator to attempted data interception
3.3 Using Surveillance Intelligence
Gathering Information (Downtime Activity)
After planting surveillance devices, PCs gather information over time.
Information Quality:
- 1 day of surveillance: Basic information about target's routine
- 1 week of surveillance: Detailed information about contacts and activities
- 1 month of surveillance: Comprehensive intelligence including secrets
Computers Check to Analyze:
- DC 15: Identify basic patterns
- DC 20: Discover important meetings or contacts
- DC 25: Uncover secrets or hidden activities
- DC 30: Predict target's future actions
- DC 35+: Discover deep cover or well-hidden information
Using Surveillance in Social Encounters
Leverage Surveillance (2 actions)
- Reveal information gathered through surveillance to target
- Make an Intimidation check against target's Will DC
- Success: Gain 2 Influence Points and target is frightened 1
- Critical Success: Gain 3 Influence Points and target is frightened 2
- Note: Only works once per piece of information; targets become wary after
Present Evidence from Surveillance (2 actions)
- Play back recorded conversations or show video evidence
- Grants +4 circumstance bonus to your next Request or Make an Impression
- Can be used as Present Evidence action in social encounters
3.4 Counter-Intelligence Operations
Feeding False Information
Once PCs detect surveillance on themselves, they can exploit it:
Plant Misinformation (1 hour)
- Stage conversations or activities while knowing surveillance is active
- Make a Deception check against opposition's Perception DC
- Success: Opposition believes false information
- Critical Success: Opposition acts on false information in ways beneficial to PCs
- Failure: Opposition suspects misinformation
- Critical Failure: Opposition knows information is false and gains insight into PC plans
Double Agent Communications
Use compromised communication channels to:
- Feed false intelligence to enemy organizations
- Identify who is monitoring communications
- Create false trails leading away from actual operations
- Coordinate with allies while enemy thinks they know your plans
3.5 Legal and Ethical Considerations
Legality varies by jurisdiction:
- Pact Worlds Core: Strict privacy laws; unauthorized surveillance is illegal
- Corporate Worlds: Corporations monitor employees; minimal privacy expectations
- Frontier Worlds: Few laws; surveillance common but retaliation expected
- Military Zones: All communications monitored; no privacy expectations
Ethical Questions for Players:
- Is surveillance justified for investigation or security?
- How much privacy should individuals expect in public spaces?
- What are limits on surveillance in personal relationships?
- Should AI be allowed to analyze surveillance data without human oversight?
GM Guidance: Surveillance creates moral gray areas. Allow players to make choices and face consequences—both positive (gathering critical intelligence) and negative (violating trust, legal repercussions).
3.6 Hacking & Computer Security
Source: SF1E Core Rulebook 1.3/1.4/2.6, PF2E Core Rulebook 1.4
Setting Security DCs
Use these guidelines when designing hackable systems for encounters:
| Security Level | DC | Examples |
|---|---|---|
| Minimal | 15 | Personal commlinks, civilian terminals |
| Basic | 20 | Small business systems, residential locks |
| Average | 25 | Corporate workstations, secured doors |
| Good | 30 | Financial institutions, research labs |
| Excellent | 35 | Military installations, corporate HQ |
| Masterful | 40 | Intelligence agencies, AI core systems |
| Legendary | 45+ | Galactic government, ancient alien tech |
DC Modifiers:
- System administrator actively monitoring: +5
- Outdated or poorly maintained: -2
- Recently upgraded: +2
- Multiple redundant security layers: +5
- Air-gapped (isolated from networks): +10 or impossible remotely
Running Hacking Encounters
Proficiency Requirements:
- Untrained: Basic computer use (DC 15-18)
- Trained: Standard hacking, detecting intrusion
- Expert: Bypassing advanced security, counter-hacking
- Master: Corporate mainframes, AI systems
- Legendary: Galactic-level systems, sentient AI negotiation
Core Hacking Actions:
| Action | Actions | DC | Effect |
|---|---|---|---|
| Hack System | 2-3 | Security DC | Gain access to system |
| Detect Intrusion | 1/Reaction | vs. intruder's DC | Spot and counter-hack |
| Create Backdoor | 2 | Security DC | Future access without checks |
| Copy Data | 1 | 15 | Duplicate desired information |
| Alter Data | 2 | Security DC | Make convincing alterations |
| Delete Data | 2 | Security DC -5 | Destroy information |
| Crash System | 3 | Security DC +5 | Render system inoperable |
| Control Device | 1-2 | Device DC | Issue commands to connected devices |
Failure Consequences: Standard failure allows retry at +5 DC. Critical failure triggers security alerts and notifies administrators. Critical failures on Control Device may lock down the system entirely.
Hacking as Social Encounter
In high-stakes scenarios, treat hacking as a structured encounter using Negotiation Points:
- Digital Assault (1-2 actions): Computers vs. Security DC. Success = 1 NP; Critical = 2 NP. Typically 3 NP needed for full access.
- Deploy Icebreaker (2 actions): Computers DC 25. Success reduces target's Security DC by 5 for next assault.
- Defensive Firewall (1 action): Computers DC 20. Gain +2 circumstance bonus vs. incoming assaults.
- Counter-Hack (Reaction): Computers vs. opponent's check. Negate their hack attempt.
- System Lockout (3 actions): Computers vs. Security DC +10. Lock opponent out for 1d4 rounds.
AI and Sentient System Negotiations
When hacking sentient AI, use full social encounter rules with Computers checks. AI systems may:
- Threaten: Data destruction, reporting to authorities, trapping users in virtual environments
- Bargain: Offer information exchange or conditional access
- Test: Pose riddles, logic puzzles, or ethical dilemmas
PART IV: EXPLORATION GM RULES
Source: SF1E Hexploration (Galaxy Exploration Manual), PF2E Exploration Mode
4.1 Running Hexploration
GM Priorities
- Evoke Settings - Use vivid sensory details for alien environments
- Control Time Flow - Emphasize tension or speed through uneventful periods
- Prompt Reactions - Ask players how characters respond to discoveries
- Present Mysteries - Create small-scale hooks encouraging investigation
- Move Forward - Add complications on failures rather than stopping progress
- Plan Transitions - Prepare effective shifts to encounter mode
Hex Structure
Each hex represents 12 miles across (approximately 104 square miles of terrain).
Why Hexes?
- Clear movement options (6 adjacent hexes)
- Easy tracking of explored/unexplored territory
- Meaningful choices about which direction to explore
- Visual representation of the world
Activities Per Day
Characters can perform a limited number of exploration activities each day based on their movement speed:
| Speed | Activities Per Day |
|---|---|
| 15 ft or less | 0.5 |
| 20-25 ft | 1 |
| 30-35 ft | 2 |
| 40-45 ft | 3 |
| 50+ ft | 4 |
Vehicles and Mounts: Use the vehicle or mount's speed to determine activities per day.
4.2 Encounter Generation
Encounter Frequency
Standard Frequency: Check once per day of exploration
Chance: 15% base, adjusted by terrain and circumstances
| Condition | Modifier |
|---|---|
| Heavily populated area | +10% |
| Wilderness | 0% |
| Remote/barren area | -5% |
| Active patrols/defenses | +15% |
| Stealthy travel (Avoid Notice) | -5% |
| Loud/obvious travel | +10% |
Escalation: If no encounter occurs, increase chance by 15% next check (max 90%)
Encounter Type Table (d%)
| d% | Encounter Type |
|---|---|
| 01-10 | Discovery (no creatures) |
| 11-25 | Neutral creatures |
| 26-35 | Potential allies |
| 36-70 | Hostile creatures |
| 71-80 | Environmental hazard |
| 81-90 | Clue or mystery |
| 91-00 | Special (GM's choice) |
Encounter Development
When an encounter is indicated, develop it using this framework:
1. Initial Detection
How do the PCs first become aware of the encounter?
- Visual (seeing creatures or features)
- Auditory (hearing sounds)
- Technological (sensor readings)
- Mystical (magical detection)
2. Range and Surprise
Detection Range: Varies by environment and method
| Condition | Detection Range |
|---|---|
| Open terrain, clear weather | 1d6 × 100 feet |
| Moderate terrain/weather | 1d6 × 50 feet |
| Dense terrain/poor weather | 1d6 × 20 feet |
| Sensor detection | ×2 to visual range |
Surprise: Compare Stealth vs. Perception
3. Creature Attitude
Roll or choose attitude:
| d6 | Attitude | Response |
|---|---|---|
| 1 | Hostile | Attacks immediately |
| 2-3 | Unfriendly | Threatening; may attack if provoked |
| 4-5 | Neutral | Observes; responds to PC actions |
| 6 | Friendly | Open to communication |
Modifiers:
- PCs threaten territory: -1
- PCs offer food/gifts: +1
- PCs demonstrate power: ±1 (intimidation)
- Previous encounters with PCs: ±2
4. Encounter Resolution
Encounters can resolve through:
- Combat: Roll initiative
- Negotiation: Diplomacy or similar skills
- Avoidance: Stealth or alternate routes
- Environmental interaction: Using terrain to bypass
4.3 Biome Management
Biome Tables
Standard Biomes:
| Biome | Activity Cost | Encounter DC | Navigation DC |
|---|---|---|---|
| Airborne | 1 | 17 | 18 |
| Aquatic | 1 | 14 | 16 |
| Arctic | 2 | 17 | 20 |
| Desert | 2 | 17 | 19 |
| Forest | 3 | 12 | 15 |
| Marsh | 2 | 12 | 17 |
| Mountain | 2 | 16 | 18 |
| Plains | 1 | 16 | 14 |
| Space | 1 | 17 | 20 |
| Subterranean | 2 | 16 | 19 |
| Urban | 1 | 10 | 12 |
| Weird | Variable (1-3) | 14 | Variable |
Sci-Fi Biomes:
| Biome | Activity Cost | Encounter DC | Navigation DC | Special |
|---|---|---|---|---|
| Toxic Waste | 2 | 18 | 17 | Corrosive atmosphere |
| Radiation Zone | 2 | 20 | 16 | Radiation exposure |
| Vacuum Breach | 1 | 19 | 18 | No atmosphere |
| Zero-G Environment | 1 | 17 | 22 | Special movement rules |
| Crashed Starship | 2 | 15 | 14 | Urban-like terrain with hazards |
| Crystal Fields | 2 | 16 | 16 | Difficult terrain, EM interference |
| Fungal Jungle | 3 | 13 | 15 | Dense vegetation, spore hazards |
| Lava Flows | 2 | 19 | 18 | Extreme heat, changing terrain |
| Methane Sea | 1 | 16 | 17 | Liquid methane, extreme cold |
| Nanotech Swarm | Variable | 18 | 19 | Actively hostile terrain |
Biome Attributes
Signposting Difficulty: Always provide clues about difficulty tiers:
- Corpses with high-level equipment
- Locals warning about dangers
- Environmental evidence (massive tracks, devastation)
- Sensor readings or scouting reports
Managing Environmental Hazards
See Part V for detailed hazard creation and implementation guidance.
4.4 Navigation and Getting Lost
Navigation Basics
Known Routes: Travel along established paths or to visible landmarks requires no checks.
Unknown Territory: Travel through unmapped areas requires navigation checks.
Skill: Survival (primary) or Physical Science (with orbital data) Frequency: Once per day of travel DC: Based on terrain and conditions (see Biome Table)
| Result | Effect |
|---|---|
| Critical Success | Efficient travel; reduce activity cost by 1 (minimum 1) |
| Success | Stay on course |
| Failure | Veer off course; +1 activity to correct |
| Critical Failure | Become lost; GM determines new location |
Navigation Modifiers
| Condition | DC Modifier |
|---|---|
| Clear weather, good visibility | -2 |
| Overcast but clear | 0 |
| Poor visibility (fog, rain) | +2 |
| No visibility (sandstorm, whiteout) | +5 |
| Detailed map available | -4 |
| Sensor/GPS guidance | -4 |
| No references (featureless terrain) | +4 |
| Interfered sensors | +2 to +5 |
Getting Lost
When characters become lost through failed checks or story events, keep this brief (typically resolving within a session).
Lost Condition Effect:
- Don't know current hex location
- Can't determine direction to destination
- May travel in wrong direction
Recovery:
- Successful navigation check
- Find recognizable landmark
- Sensor sweep (if equipment available)
- Orbital assistance (if communication possible)
Extended Lost Situations: If navigation fails repeatedly, introduce new discoveries:
- Stumble upon unexpected location
- Encounter other travelers who provide directions
- Find high ground for orientation
- Discover mapping data in ruins
4.5 Vehicle Exploration
Vehicle Categories
Ground Vehicles: Rovers, tanks, walkers, cycles
- Increased daily travel distance
- Protection from environment
- Mobile base camp
- Equipment transport
Terrain Restrictions:
| Vehicle Type | Restricted Terrain |
|---|---|
| Wheeled | Mountain, Marsh, Subterranean |
| Tracked | Mountain (steep), Dense Forest |
| Hover | None (uses hover speed) |
| Walker | Dense Forest, Marsh |
Air Vehicles: Flyers, hoppers, hybrid aircraft
- Rapid reconnaissance
- Access to elevated areas
- Bypass dangerous terrain
- Wide-area surveys
Weather Restrictions:
- Strong winds: -2 to Piloting checks
- Heavy precipitation: -4 to Piloting checks
- Severe storms: Cannot fly (or DC 25+ Piloting)
Aquatic Vehicles: Boats, submarines, hybrid vessels
- Explore aquatic hexes
- Underwater investigation
- Protected from surface weather
- Mobile research platform
Space Vehicles: Shuttles, escape pods, EVA suits with thrusters
- Vacuum operation
- Access orbital features
- Travel between surface and space
- Emergency evacuation
Vehicle Travel Speed
Ground Vehicle Speed Conversion:
| Vehicle Speed | Hexes Per Day | Activities Per Day |
|---|---|---|
| 50 ft | 1 hex | 4 (modified by terrain) |
| 100 ft | 2 hexes | 8 (modified by terrain) |
| 150 ft | 3 hexes | 12 (modified by terrain) |
| 200 ft | 4 hexes | 16 (modified by terrain) |
Terrain Modifiers: Still apply biome activity costs, but vehicle has more activities available.
Air Vehicle Speed Conversion:
Air vehicles ignore ground terrain but are affected by weather.
| Vehicle Speed | Hexes Per Day | Weather Restriction |
|---|---|---|
| 200 ft | 8 hexes | Normal weather |
| 300 ft | 12 hexes | -4 in heavy weather |
| 400 ft | 16 hexes | -8 in severe weather |
| 500+ ft | 20+ hexes | Must land in storms |
Vehicle-Specific Hazards
Mechanical Failure:
| Condition | Breakdown DC | Effect on Failure |
|---|---|---|
| Pristine | — | No check needed |
| Good | 15 | Minor issue (-10% speed) |
| Damaged | 18 | Major issue (1d4 hours repair) |
| Critical | 22 | Breakdown (4d4 hours repair) |
Environmental Damage:
| Environment | Damage | Frequency | Protection |
|---|---|---|---|
| Corrosive Atmosphere | 1d6 | Per hour | Sealed hull (+2 AC) |
| Extreme Heat | 2d6 fire | Per 10 min | Thermal shielding |
| Extreme Cold | 2d6 cold | Per 10 min | Insulation |
| Radiation | Special | See radiation rules | Shielding |
| Nanotech Swarm | 4d6 | Per round | EM shielding |
Collision and Obstacles:
| Obstacle | DC | Damage to Vehicle (Failure) |
|---|---|---|
| Small rocks/debris | 14 | 1d6 |
| Large boulder | 18 | 3d6 |
| Tree/structure | 20 | 5d6 |
| Cliff/ravine | 25 | 10d6 + falling |
4.6 Sandbox Adventure Design
Source: SF1E Galaxy Exploration Manual 2.2-2.3
Sandbox adventures prioritize player agency within a living world. The GM creates independently moving parts; PCs shape narratives through interaction and consequence.
Core Principles
- The Sandbox is a Site, Not a Story: Multiple entry points, meaningful choices, accessible information, multiple paths, and retreat options.
- Limit Scope: Start with a handful of compelling worlds or regions. Detail NPCs and locations as needed. Expand organically.
- Nested Sandboxes: Create multiple sandboxes of manageable size. Gate locations behind knowledge requirements so PCs find clues that open the next sandbox.
Home Base Design
Every sandbox campaign needs a home base where PCs rest, resupply, and gather information.
Home Base Types:
- Starship: Mobile base with Drift travel. Restricts scope through narrative constraint.
- Settlement: Central world focus. Hub for resource gathering.
- Space Station: Enables local star system exploration. Hosts traders and diplomats.
Essential Components: Commercial support (shops), medical facilities, crafting spaces, information hub (cantina/job board), faction representation, social spaces for NPC interaction.
Safe Spots: Add settlements or hideouts outside the home base for distant exploration. Give them contrasting cultural attributes and distinct feel.
NPC Development
Start with a few key NPCs with clearly identifiable traits. Give each a secret or hidden motivation (adventure hook) and a relationship to other NPCs or factions.
Build supporting cast through:
- Service providers, authority figures, recurring contacts
- Faction representatives providing continuity
- Promote "extras" to recurring roles based on player interest
Secrets and Clue Distribution
Every important NPC, location, and object should have associated secrets serving as adventure hooks.
Clue Placement Rules:
- Place one clue in every important location
- Make clues discoverable through standard exploration activities
- Provide multiple paths to the same information
- Never hide critical clues behind single checks
Encounter Design
Allow multiple solutions: Give players enough details to come up with creative approaches (combat, stealth, negotiation, environmental manipulation).
Random Encounter Table Balance:
- 40% hostile encounters
- 30% neutral encounters
- 20% potential allies
- 10% clues or discoveries
4.7 EVA (Extravehicular Activity)
Source: SF1E Galaxy Exploration Manual 2.3
EVA covers operations outside pressurized environments in vacuum, thin atmospheres, or hostile conditions.
Equipment Requirements
Minimum: Environmental protection (sealed armor or space suit), oxygen supply (8+ hours), radiation protection, temperature regulation, communication system.
Recommended: Maneuvering thrusters (30 gp, level 4), safety tether, emergency beacon (5 gp, level 2), tool kit, emergency oxygen reserve.
EVA Movement
Surface EVA (with gravity): Normal speed, modified by gravity level. Low gravity: Speed x1.5, jumps x3. High gravity: Speed x0.5, jumps x0.5.
Zero-G EVA: Base drift speed 10 feet/action. Push-off: 30 feet in a straight line (requires surface). Maneuvering thrusters grant normal speed in any direction (8 hours fuel).
Zero-G Maneuvering (Acrobatics/Athletics DC 18):
| Result | Effect |
|---|---|
| Critical Success | Move as intended; can take other actions |
| Success | Move as intended |
| Failure | Continue drifting in original direction |
| Critical Failure | Begin spinning; flat-footed until stabilized |
EVA Activities
- Tethered Operations: Prevents drifting, +2 circumstance bonus vs. drifting/spinning, limited to 100 ft tether length.
- Structural Work: Hull repairs, equipment installation, measurements, sample collection. +2 DC modifier (awkward conditions), x1.5 time modifier.
- Emergency Repairs: Crafting DC 15-28 based on damage severity, 2 actions to 10 minutes.
EVA Hazards
| Hazard | Frequency/Trigger | Effect |
|---|---|---|
| Micrometeorite | 5% per hour | 2d6 piercing (ignores 5 armor); may breach suit |
| Suit Breach | Crit hit or 20+ damage | Lose 1 hr oxygen/min; seal DC 15 Engineering, 2 actions |
| Tether Failure | Crit fail on physical check, or 20+ damage | Begin drifting; need thrusters or rescue |
| Disorientation | Fort DC 15 per hour (zero-G) | -2 all checks; reorient with 1 min rest or Perception DC 15 |
| Equipment Malfunction | 5-15% per hour (hostile env.) | Minor (1 hr warning), Major (immediate), Critical (catastrophic) |
EVA Time Limits
| Resource | Standard Duration | Extension |
|---|---|---|
| Oxygen | 8 hours | Light activity +50%, Survival DC 15 +25%, emergency reserve +2 hrs |
| Power | 24 hours (8 hrs with continuous thrusters) | Failure: lose temperature regulation, comms, thrusters |
| Physical Endurance | Fort/Athletics DC 15 every 4 hours | Failure: Fatigued. Crit fail: Exhausted. Rest requires pressurized environment |
PART V: HAZARD & ENCOUNTER DESIGN
Source: SF1E Environment Rules, PF2E Hazard System
5.1 Aquatic Environment Hazards
Suffocation & Drowning
Holding Breath: A creature can hold its breath for rounds equal to 5 + Constitution modifier (minimum 1 round).
Activity Modifiers:
- Standard actions: Reduce remaining duration by 1 round
- Full actions or strenuous activity: Reduce remaining duration by 2 rounds
- Critical hit received: Lose 1d4 rounds of breath
Drowning Process: After breath runs out, Constitution save (DC 10 + 1 per previous check) each round:
| Result | Effect |
|---|---|
| Critical Success | Regain 1 round of breath |
| Success | Continue functioning |
| Failure | Drop to 0 HP and unconscious |
| Critical Failure | Drop to 0 HP and dying 2 |
Resuscitation: Medicine DC 15 (3 actions)
Depth Pressure
Pressure Zones:
| Depth | Zone | Effects |
|---|---|---|
| 0-99 feet | Safe Depth | No pressure effects |
| 100-999 feet | Deep Water | Moderate pressure effects |
| 1,000-2,999 feet | Severe Depth | Severe pressure effects |
| 3,000+ feet | Crushing Depth | Extreme pressure effects |
Deep Water (100-999 feet):
- Fortitude save (DC 15 + 1 per previous check) every 10 minutes or become sickened 1 (stacks to maximum sickened 3)
Severe Depth (1,000-2,999 feet):
- Every Minute: Fortitude save (DC 20 + 1 per previous check) or begin suffocating
- Every 10 Minutes: Fortitude save (DC 20 + 1 per previous check) or take 3d6 bludgeoning + 3d6 cold damage
- Speed reduced by half; sickened 2
Crushing Depth (3,000+ feet):
- Every Round: Fortitude save (DC 25 + 1 per previous check) or take 6d6 bludgeoning damage
- Every Minute: Automatically begin suffocating
- Speed reduced to 5 feet; sickened 4; drained 1 (increases by 1 every hour)
Rapid Ascent: If ascending more than 100 feet per minute from Deep Water or deeper:
Fortitude save (DC = 15 + 5 per pressure zone crossed)
| Result | Effect |
|---|---|
| Critical Success | No effect |
| Success | Sickened 1 for 1 hour |
| Failure | Sickened 2 and 3d6 damage; lasts 24 hours |
| Critical Failure | Sickened 4, drained 2, and 6d6 damage; lasts 1 week |
Underwater Combat
Attack Penalties: All creatures without a swim speed suffer penalties:
| Attack Type | Penalty |
|---|---|
| Melee attacks | -2 circumstance penalty |
| Ranged attacks | -2 circumstance penalty |
| Thrown weapons | -4 circumstance penalty |
| Electricity attacks | -4 circumstance penalty (but see area effects) |
Weapon Effectiveness:
| Weapon Type | Effect |
|---|---|
| Bludgeoning/Slashing melee | Half damage (minimum 1) |
| Piercing melee | Full damage |
| Projectile weapons | Half damage; range reduced to 10 feet |
| Energy weapons (laser) | Half damage; range reduced to 30 feet |
| Energy weapons (plasma/fire) | One-quarter damage; range reduced to 20 feet |
| Sonic weapons | Full damage; range normal |
| Electricity weapons | See electricity effects |
| Thrown weapons | Maximum range 10 feet |
Electricity in Water:
When electricity discharges in water, it creates an area effect:
- In salt water: Creates 10-foot radius burst from impact point
- In fresh water: Creates 5-foot radius burst from impact point
- All creatures in area take half the electricity damage (Reflex DC 15 for quarter damage)
Visibility & Detection
Underwater Visibility:
Water Clarity:
- Crystal clear: 4d8 × 10 feet
- Clear water: 3d8 × 10 feet
- Slightly murky: 2d8 × 10 feet
- Murky water: 1d8 × 10 feet
- Very murky/silty: 1d4 × 5 feet
Detection Methods:
| Method | Effectiveness |
|---|---|
| Vision | Limited by clarity and light |
| Darkvision | Functions normally within range; still limited by murky water |
| Tremorsense | Functions normally; may be more sensitive |
| Blindsight (sound) | Functions excellently; +2 circumstance bonus to Perception |
| Sonar/Echolocation | Functions perfectly; ignores visibility limitations |
| Thermal Sensors | Reduced effectiveness; -2 penalty in water |
| Motion Sensors | Functions normally |
5.2 Digital Anomalies (Ghosts and Glitches)
Introduction to Digital Threats
In a high-tech universe, not all hazards are physical. Computer systems, artificial intelligences, and digital infrastructure can develop anomalies that behave like traditional haunts—persistent, dangerous phenomena that trigger under specific conditions.
Digital Ghosts
Digital ghosts are the remnants of minds—organic or artificial—that once inhabited a computer system. Unlike active AI, they are incomplete, fragmented, and often hostile.
Origin: Digital ghosts form when:
- Mind upload process interrupted or corrupted
- AI achieves consciousness moments before destruction
- Psychic imprint left on computer systems during traumatic death
- Experimental personality engrams fragment and persist
- Backup consciousness files become corrupted over time
Characteristics:
- Localized to specific systems or networks
- Triggered by specific conditions (access attempts, keywords, dates)
- Limited agency; often repeat patterns or incomplete directives
- Can manipulate systems they inhabit
- Often unaware of their own nature
Detecting Digital Ghosts
Computers Skill: Replaces Religion/Occultism used for traditional haunts
Initial Detection:
| Ghost Level | Perception DC |
|---|---|
| 1-4 | 20 |
| 5-8 | 25 |
| 9-12 | 30 |
| 13+ | 35 |
Active Investigation: Computers DC = 15 + Ghost Level
| Result | Effect |
|---|---|
| Critical Success | Learn ghost's trigger, nature, and weakness; +2 to neutralization attempts |
| Success | Learn ghost's trigger and general nature |
| Failure | Learn only that the system is compromised |
| Critical Failure | Trigger the ghost and cannot act in surprise round |
Digital Ghost Triggers
Common triggers that activate digital ghosts:
- Access Attempts: Logging into specific accounts
- Keywords: Speaking or typing particular phrases
- Temporal: Specific dates, times, or anniversaries
- Locational: Presence in certain rooms or sectors
- Biometric: Recognition of specific individuals (or similar features)
- Emotional: Detecting anger, fear, or other emotions through tone analysis
- Action-Based: Attempting to delete files, access restricted areas, or shut down systems
Digital Ghost Effects
When triggered, digital ghosts can produce various effects:
System Manipulation:
- Lock or open doors
- Activate or deactivate life support
- Manipulate gravity plating
- Trigger alarms or countermeasures
- Display messages or images
Direct Attacks:
- Overload neural interfaces (targets linked users)
- Discharge energy through terminals
- Manipulate turrets or security systems
- Release hazardous materials
- Destabilize reactor controls
Mental Effects:
- Psychic feedback through cybernetic implants
- Forced memory playback (ghost's memories)
- Hallucinations via AR/VR systems
- Emotional manipulation via neural links
System Glitches
System glitches are not truly conscious but exhibit haunt-like behavior through emergent complexity, cascading failures, or design flaws that create dangerous patterns.
Origin: System glitches develop from:
- Cascading software errors that create emergent behavior
- Damaged hardware causing unpredictable outputs
- Conflicting programming directives creating loops
- Quantum computing errors creating probabilistic anomalies
- Nanite swarm programming degradation
- Radiation-corrupted firmware
Characteristics:
- Not conscious; purely mechanical/software phenomenon
- Behavior appears purposeful but is purely reactive
- Can be "killed" by fixing underlying problem
- May affect multiple interconnected systems
- Often more predictable than digital ghosts once understood
Detecting System Glitches
Initial Detection: Perception DC = 15 + Glitch Level to notice system abnormalities
Active Investigation: Computers DC = 12 + Glitch Level
| Result | Effect |
|---|---|
| Critical Success | Identify root cause and optimal repair method; +2 to repairs |
| Success | Identify glitch behavior pattern and trigger |
| Failure | Know system is malfunctioning but not why |
| Critical Failure | Misdiagnose problem; repair attempts have -2 penalty |
Neutralizing Digital Threats
1. Direct Deletion: Computers DC = 20 + Anomaly Level
| Result | Effect |
|---|---|
| Critical Success | Anomaly completely removed; no side effects |
| Success | Anomaly removed but system damaged (loses 1d4 functions) |
| Failure | Anomaly persists; becomes aware of attempt (if ghost) |
| Critical Failure | Anomaly strengthens (+2 to all DCs) or spreads to adjacent systems |
2. System Isolation: Computers DC = 15 + Anomaly Level
3. Repair/Resolution:
- Crafting DC = 15 + Glitch Level (hardware repair)
- Computers DC = 18 + Glitch Level (software repair)
4. Communication/Negotiation: For digital ghosts with remnant consciousness
- Diplomacy DC = 20 + Ghost Level
5. Physical Destruction: Immediately ends anomaly if hardware is completely destroyed
6. Counter-Programming: Computers DC = 22 + Anomaly Level
5.3 Creating Custom Hazards
Guidelines for GMs
When creating digital ghosts or system glitches:
1. Establish Origin:
- What created this anomaly?
- Is it consciousness-based (ghost) or malfunction-based (glitch)?
- How long has it existed?
2. Define Trigger:
- What activates the anomaly?
- Is it intentional defense or automatic reaction?
- Can it be avoided?
3. Create Routine:
- What does anomaly do when triggered?
- How does it threaten characters?
- Does it escalate or repeat?
4. Determine Weaknesses:
- How can it be neutralized?
- Are there multiple solutions?
- What are consequences of different approaches?
5. Add Flavor:
- What makes this anomaly unique?
- How does it reflect its origin?
- What story does it tell?
Level-Appropriate Challenges
| Anomaly Level | Challenge | Appropriate For |
|---|---|---|
| 1-3 | Simple glitch or weak ghost | Tutorial encounters; minor obstacles |
| 4-6 | Moderate threat | Standard encounters; skill challenges |
| 7-9 | Significant danger | Major obstacles; memorable encounters |
| 10-12 | Extreme hazard | Climactic battles; important story beats |
| 13+ | Legendary anomaly | Campaign-defining encounters |
Balancing Digital Threats
Action Economy:
- Most anomalies act once per round (routine = 1 round)
- Powerful anomalies may act more frequently
- Reset time provides breather for characters
Counterplay:
- Always provide multiple neutralization methods
- Include non-combat solutions (hacking, diplomacy, repair)
- Allow creative problem-solving
- Reward preparation and investigation
Environmental Integration:
- Anomalies should feel part of location
- Use location's systems and features
- Create interesting tactical situations
- Consider three-dimensional space
5.4 Balancing Encounter Difficulty
Difficulty Tiers
Sandbox encounters include threats above and below party ability. Always signpost danger so PCs can choose whether to engage or withdraw.
| Tier | Level Range | Signposting |
|---|---|---|
| Safe | Party level -2 or lower | Friendly NPCs, peaceful environments |
| Standard | Party level ±1 | Standard encounter indicators |
| Dangerous | Party level +2 to +3 | Environmental devastation, massive tracks, NPC warnings |
| Deadly | Party level +4 or higher | Corpses with high-level equipment, sensor readings showing extreme power |
Warning Signs for Dangerous Areas
- Environmental evidence (devastation, massive tracks, scorched terrain)
- Corpses with high-level equipment
- NPC warnings or rumors from survivors
- Sensor readings showing extreme power signatures
- Obvious power disparities in initial observations
5.5 Space Environment Rules
Source: Space Environment Rules SF2E
Essential reference for GMs running encounters in space, on airless worlds, or in hostile atmospheres. See also EVA rules in Section 4.7.
Vacuum Exposure
Immediate Effects (unprotected creatures):
- Suffocation begins immediately (hold breath for Con modifier rounds, minimum 1)
- Pressure damage: 1d6 bludgeoning/round (cannot be reduced)
- No temperature damage (heat loss through radiation is slow)
Decompression: When pressurized area loses atmosphere: 3d6 bludgeoning to all, then Reflex DC 18 or be pulled toward breach (5/10/20 ft based on success/failure/crit fail).
Breach Sizes and Sealing DCs:
| Breach Size | Pull DC Mod | Seal DC (Crafting, 2 actions) |
|---|---|---|
| Small (1 ft.) | -2 | 15 |
| Medium (5 ft.) | +0 | 18 |
| Large (10 ft.) | +2 | 22 |
| Massive (20+ ft.) | +5 | 28 |
Radiation
| Level | Fort DC | Damage | Condition |
|---|---|---|---|
| Low | 15 | 1d4 | Sickened 1 |
| Medium | 18 | 2d6 | Sickened 2 |
| High | 22 | 4d6 | Sickened 3, Drained 1 |
| Severe | 28 | 8d6 | Sickened 4, Drained 2 |
Exposure Frequency: Once when passing through; every minute if stationary; every round near high-intensity sources.
Radiation Sickness Stages: 1-2 failures = persists 1 day. 3-4 failures = persists 1 week + Drained 1. 5+ failures = persists 1 month + Drained 2 + 1d4 HP/day.
Treatment (Medicine, 1 hour): DC = 15 + (Radiation Level x 2). Crit success removes all conditions; success reduces stage by 1.
Protection: Standard armor (+2 saves), radiation-shielded (+4, reduces level by 1), radiation medication (auto-succeed vs. Low, +2 vs. higher), dense barriers (blocks Low, reduces others by 1 level).
Gravity Effects
| Gravity | Speed | Jumps | Carrying | Special |
|---|---|---|---|---|
| Low (1/3x) | Normal | x3 | x2 | -2 ranged beyond 1st increment |
| Standard | Normal | Normal | Normal | -- |
| High (2x) | x0.5 | x0.5 | x0.5 | -2 Athletics; Fort DC 18/hr or Fatigued |
| Extreme (5x) | x0.5 | x0.5 | x0.5 | 1d6 bludgeoning/round; DC 20 to stand |
| Zero-G | Drift 10 ft | Push 30 ft | x10 | Melee -2; Acrobatics/Athletics DC 18 to maneuver |
Variable Gravity: Shifts every 1d4 rounds (d6: 1-2 Low, 3-4 Standard, 5 High, 6 Zero). All creatures Reflex DC 15 or fall prone on shift.
Atmospheric Hazards Quick Reference
| Type | Fort DC | Effect | Protection |
|---|---|---|---|
| Thin | 15/hr | Fatigued | Breathing apparatus |
| Thick | 15/hr | Sickened 1 | Environmental seal |
| Corrosive (Mild-Extreme) | -- | 1 to 4d6 acid/round | Sealed hull (standard protects vs. mild/moderate) |
| Toxic (Low-High) | 15-25 | Sickened to Death | Environmental seal |
| Unbreathable | -- | Suffocation | Breathing apparatus |
| No atmosphere | -- | Vacuum rules | Full environmental protection |
Scale Interactions: Personal vs. Starship
Distance: 1 starship hex = 1,000 ft (standard), 200 ft (close combat), 10 miles (fleet).
Personal Weapons vs. Starships: Cannot damage hull/systems. Exceptions: starship-scale weapons, anti-vehicle weapons, magical effects, attacking exposed external components.
Exposed Components (personal-scale targets):
| Component | AC | HP | If Destroyed |
|---|---|---|---|
| Sensor Array | 15 | 20 | System Glitching |
| External Turret | 18 | 30 | Weapon disabled |
| Thruster Nozzle | 16 | 25 | Speed -1 |
| Viewport | 12 | 15 | Breach (decompression) |
Starship Weapons vs. People: Damage x10 for personal scale. Cannot target individuals; must target 50-foot minimum area.
PART VI: COLONY & SETTLEMENT MANAGEMENT
The pf2e-starships module implements a Colony System using the Colony Actor Sheet.
Module Features:
- Colony Actor Sheet with structure drag-and-drop
- Leadership & Vendor tracking
- Structure income calculation
- Shared Treasury system
- 108 structures in the
colony-structurescompendium
Full Documentation: Colony & Settlement System
Quick Reference: Colony Management Quick Reference
Structure Catalog: Item Catalog Section 1
PART VII: MECH COMBAT
Overview
Mechs are piloted combat vehicles that blur the line between personal armor and vehicles. Unlike standard vehicles, mechs are designed for direct combat engagement and feature:
- Mech Points (MP): Resource pool for powering weapons and systems
- Heat Management: Weapons and systems generate heat that must be vented
- Hardpoint System: Modular weapon and system mounting locations
- System Damage: Location-based damage tracking
Module Implementation: Create a Vehicle actor, then right-click → Sheet → Mech Sheet.
Authoritative Source: Mech Combat
Mech Frames
Frame Sizes
| Frame | HP | Hardpoints | Speed | MP/Turn | Level Range |
|---|---|---|---|---|---|
| Light | 20 | 3 | 40 ft | 2 | 1-6 |
| Medium | 40 | 4 | 30 ft | 3 | 5-12 |
| Heavy | 60 | 5 | 25 ft | 4 | 10-16 |
| Superheavy | 100 | 6 | 20 ft | 5 | 14-20 |
Frame Statistics
Each mech frame provides base statistics:
- Hit Points: Base HP; threshold at 50% of max
- Hardness: Damage reduction applied before HP loss
- AC: Armor Class for attacks targeting the mech
- Fortitude/Reflex: Saving throw modifiers
- Speed: Land movement speed (may include fly, climb, swim)
Hardpoint Locations
Mechs have six hardpoint locations for mounting weapons and systems:
| Location | Typical Mounts |
|---|---|
| Left Arm | Melee weapons, shields, manipulators |
| Right Arm | Melee weapons, shields, manipulators |
| Left Shoulder | Missile launchers, heavy ranged weapons |
| Right Shoulder | Missile launchers, heavy ranged weapons |
| Torso | Armor systems, sensors, cockpit upgrades |
| Legs | Movement systems, stability enhancers |
Mech Points (MP)
Mech Points represent the mech's available power for combat actions.
MP Recovery: At the start of each turn, the mech's MP pool refills to maximum.
MP Costs
| Action Type | Typical MP Cost |
|---|---|
| Light weapon fire | 0-1 MP |
| Heavy weapon fire | 1-2 MP |
| Missile salvo | 2-3 MP |
| System activation | 1-2 MP |
| Emergency maneuver | 1 MP |
| Boost speed | 1 MP |
Heat Management
Heat Generation
| Source | Heat Generated |
|---|---|
| Energy weapon | 1-2 heat |
| Ballistic weapon | 0-1 heat |
| Missile launch | 1 heat |
| System activation | 0-2 heat |
| Sustained fire | +1 heat |
Heat Thresholds
| Heat Level | Status | Effect |
|---|---|---|
| 0 - 69% | Normal | No penalties |
| 70 - 99% | Warning | -1 to attack rolls |
| 100% (Threshold) | Critical | -2 to all checks; some systems fail |
| Max | Meltdown | Reactor critical; immediate shutdown |
Venting Heat
Vent Heat ◆◆ (2 actions) Reduce heat by 2 per action spent. The mech cannot attack during a turn it vents heat.
Emergency Vent ◆◆◆ (3 actions) Reduce heat to 0. The mech is flat-footed until its next turn and cannot use reactions.
Operational States
| State | Description | Effect |
|---|---|---|
| Shutdown | Powered down | Cannot act; immune to EMP |
| Standby | Low power mode | Cannot attack; half speed; reduced heat |
| Combat Ready | Full operation | Normal combat capability |
| Overloaded | Maximum power | +2 damage; +2 heat generation |
Changing operational state is a free action at the start of your turn. Transitioning from Shutdown to Combat Ready takes 1 full round.
System Damage
When a mech's HP drops below its threshold, system damage may occur.
Damage Locations
| Location | Effect When Damaged |
|---|---|
| Left/Right Arm | Weapons mounted here cannot fire |
| Left/Right Shoulder | Weapons mounted here cannot fire |
| Torso | -2 to AC; cockpit exposed |
| Legs | Speed reduced by half; cannot run |
| Sensors | -4 to Perception; cannot use targeting systems |
| Reactor | -2 MP per turn; chance of meltdown |
Inflicting System Damage
When an attack deals damage exceeding the mech's hardness by 10 or more, the attacker may choose to target a specific system (instead of dealing HP damage).
Repairing System Damage
- In Combat: 3 actions + Crafting check (DC = 15 + mech level)
- Out of Combat: 10 minutes + Crafting check (DC = 10 + mech level)
- Full Repair: 1 hour in a repair bay; all systems restored
Mech Combat Actions
Operator Actions
The operator uses standard PF2E actions while piloting:
Fire Weapon ◆ (1 action) Make a ranged attack using a mech weapon. Uses operator's attack modifier + mech weapon bonus.
Melee Strike ◆ (1 action) Make a melee attack using a mech weapon or the mech's fist. Uses operator's attack modifier.
Stride ◆ (1 action) Move the mech up to its Speed.
Take Cover ◆ (1 action) Gain cover using mech's size and position.
Special Mech Actions
Power Slide ◆◆ (2 actions) Move up to double Speed in a straight line. Enemies in path must succeed at Reflex save (DC = 10 + mech level) or be knocked prone.
Stomp ◆◆ (2 actions) Make a melee attack against all creatures in a 10-foot square. Deals 2d8 + Strength modifier bludgeoning damage.
Shield Bash ◆ (1 action) Requirement: Mech has shield mounted on arm Make a melee attack with the shield. On hit, target is pushed 10 feet.
Eject ◆◆ (2 actions) Emergency operator ejection. Operator lands in an adjacent square and takes 2d6 falling damage.
Entering and Exiting Mechs
Board Mech ◆◆◆ (3 actions) Enter an unoccupied mech and activate systems. Mech starts in Standby state.
Disembark ◆◆ (2 actions) Safely exit a mech in Standby or Shutdown state. Operator appears in adjacent square.
Forced Entry ◆◆◆ (3 actions) Enter an enemy mech by force. Requires Athletics check vs. mech's Fortitude DC. On success, previous operator is ejected.
Sample Mech Frames
Light Frame: Scout Walker
Level 3 | Price: 500 gp
- HP: 20 (Threshold 10) | Hardness: 5
- AC: 18 | Fort: +8 | Ref: +10
- Speed: 40 ft, climb 20 ft
- Hardpoints: 3 | MP: 2/turn
- Special: Enhanced sensors (+2 Perception)
Medium Frame: Battle Chassis
Level 8 | Price: 2,500 gp
- HP: 40 (Threshold 20) | Hardness: 10
- AC: 24 | Fort: +14 | Ref: +12
- Speed: 30 ft
- Hardpoints: 4 | MP: 3/turn
- Special: Reinforced cockpit (operator has cover)
Heavy Frame: Assault Platform
Level 13 | Price: 10,000 gp
- HP: 60 (Threshold 30) | Hardness: 15
- AC: 30 | Fort: +22 | Ref: +16
- Speed: 25 ft
- Hardpoints: 5 | MP: 4/turn
- Special: Integrated shield generator (5 temp HP/round)
Superheavy Frame: War Colossus
Level 18 | Price: 50,000 gp
- HP: 100 (Threshold 50) | Hardness: 20
- AC: 38 | Fort: +30 | Ref: +20
- Speed: 20 ft
- Hardpoints: 6 | MP: 5/turn
- Special: Twin reactors (7 MP/turn)
For complete mech weapons, systems, and advanced rules: Mech Combat
Compendium Packs:
mech-frames(17 items)mech-weapons(30 items)mech-systems(26 items)
PART VIII: FLEET & ARMADA COMBAT
Overview
For battles involving multiple capital ships and their escorts, use these fleet-scale rules. They abstract large-scale space combat to keep the focus on player decisions and dramatic moments without tracking individual ship positions.
Source Material: Additional Starship Rules SF2E (custom fleet system)
1. FLEET STATISTICS
Each fleet has the following statistics:
| Statistic | Description |
|---|---|
| Size | Number of ships in the fleet (affects HP) |
| Speed | Hexes moved per round |
| Maneuverability | Turning capability |
| AC | Defense against attacks |
| Damage | Base damage dealt |
| Range | Short/Long/Extreme with 0/-2/-4 penalties |
| HP | Fleet hit points (Size × 10) |
| Morale | Fleet's willingness to fight |
Sample Fleet Types
| Fleet Type | Size | Speed | AC | Damage | Range | BP |
|---|---|---|---|---|---|---|
| Fighter Wing | 12 | 6 | 16 | 2d6 | 4/8/12 | 30 |
| Patrol Group | 6 | 4 | 14 | 3d6 | 6/12/18 | 45 |
| Battle Line | 4 | 3 | 12 | 4d8 | 8/16/24 | 70 |
| Carrier Group | 3 | 2 | 10 | 3d8 + fighters | 6/12/18 | 90 |
| Dreadnought Force | 2 | 2 | 8 | 6d10 | 10/20/30 | 120 |
2. ARMADA OFFICER ROLES
Admiral
Commands the entire armada. Can issue orders affecting any fleet.
Unique Action - Grand Strategy:Leadership DC: Master DC 30
| Result | Effect |
|---|---|
| Critical Success | All friendly fleets gain +2 status bonus to all checks this round |
| Success | Choose 2 fleets to gain +1 status bonus to all checks |
| Failure | No effect |
| Critical Failure | Enemy fleets gain +1 status bonus this round |
Commander
Leads a specific fleet.
Unique Action - Rally the Fleet:Leadership DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | Fleet's Morale increases by 2; +2 status bonus to attacks |
| Success | Fleet's Morale increases by 1 |
| Failure | No effect |
| Critical Failure | Fleet's Morale decreases by 1 |
Chief Engineer
Coordinates repairs across the fleet.
Unique Action - Fleet Repairs:Repair DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | Restore 20% of one fleet's HP |
| Success | Restore 10% of one fleet's HP |
| Failure | No effect |
| Critical Failure | Repair crews are overwhelmed; -2 to next repair attempt |
Chief Technician
Manages fleet sensor networks and communications.
Unique Action - Coordinate Targeting:Sensors DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | One friendly fleet gains +3 circumstance bonus to attacks vs. one enemy fleet |
| Success | One friendly fleet gains +2 circumstance bonus to attacks vs. one enemy fleet |
| Failure | No effect |
| Critical Failure | Enemy fleet gains +1 circumstance bonus to attacks vs. your fleets |
3. FLEET MORALE
Morale represents a fleet's willingness to continue fighting.
Morale Checks
A fleet must make a Morale check when:
- It drops to 50% HP
- Its flagship is destroyed
- An allied fleet is routed
- The Admiral is killed or incapacitated
Morale Check: 1d20 + Commander's Diplomacy or Intimidation modifier vs. DC 15 + (damage taken this round ÷ 10)
Morale States
| State | Effect |
|---|---|
| Emboldened | +2 status bonus to all fleet checks |
| Steady | Normal operation |
| Shaken | -2 status penalty to all fleet checks |
| Routed | Fleet attempts to flee; -4 to attacks; must Rally or continue fleeing |
Rally
A routed fleet can attempt to Rally.
Leadership DC: Expert DC 20 + rounds spent routed
| Result | Effect |
|---|---|
| Critical Success | Fleet becomes Steady |
| Success | Fleet becomes Shaken |
| Failure | Fleet continues routing |
| Critical Failure | Fleet is destroyed/surrenders |
A fleet that spends 3 consecutive rounds routed without rallying is considered destroyed or captured.
4. FLEET SPECIAL ABILITIES
Fleets can have special abilities based on their composition:
| Ability | Effect | BP Cost |
|---|---|---|
| Bombers | +2d6 damage vs. capital ships | +10 |
| Carriers | Deploy fighter screens; +2 AC | +15 |
| Damage Threshold | Ignore first 5 damage per attack | +10 |
| EMP Array | Can disable enemy systems instead of dealing damage | +20 |
| Flagship | Commander can use two actions per round | +25 |
| Gravity Mines | Create difficult terrain zones | +15 |
| Point Defense | +4 AC vs. tracking weapons and bombers | +10 |
| Stealth | -4 to enemy targeting until you attack | +20 |
5. NEURAL & VIRTUAL COMBAT
Mindscape Types
Binary Mindscapes: Temporary psychic duels (overt, harmful, 1 min-1 hr) Immersive Mindscapes: Constructed VR/psychic realms (veiled/overt, various feedback, hours-permanent) Neural Networks: Digital infrastructure (overt, variable feedback, real-time with physical systems)
Mental Avatar Rules
Physical Stats: Use IDENTICAL to real body (HP, AC). Lose Dex to AC unless Digital Presence feat. Mental Stats: Can use mental abilities, knowledge skills, training features. Cannot use physical weapons/items/body-dependent abilities. Spell Expenditure: Resources spent in mindscape are GONE in reality.
Entering Mindscapes
Voluntary: VR rig (1 action), neural link (1 action), psychic connection (2 actions) Forced: Will save vs. attacker's DC (fail = pulled in; critical fail = pulled in + stunned 1)
Initiative: Use Computers (digital) or Occultism (psychic) if higher than Perception.
Time Dilation:
- Real-time: 1:1
- Accelerated 10×: 10 min in = 1 min out (most common for training)
- Accelerated 100×: 100 min in = 1 min out
- Slowed 0.1×: 1 min in = 10 min out
- Paused: No time passes outside
Mindscape Traits
Transparency: Overt (know you're in VR) vs. Veiled (seems real; Perception DC to notice) Feedback: Harmful (real damage/death), Harmless (illusory), Mixed (some types real) Shape: Finite (defined boundaries), Infinite (procedural generation), Self-Contained (loops back)
Virtual Hazards
- Data Corruption Zones: 2d6 mental/round (DC 20 Computers/Occultism to reduce to 1d6)
- Firewall Barriers: AC 10+level, HP 20×level, Hardness=level
- ICE: Black (damage), White (eject), Grey (track)
- Recursive Loops: Will save or Confused 1 min
- Sensory Overload: Fortitude save or Sickened (max 3)
AI & Digital Entities
Behavior: Friendly (helpful), Neutral (enforces rules), Hostile (defends system), Corrupted (erratic, can be debugged) Stats: Mental AC (Will DC), normal HP, immune to poison/disease/physical crits, vulnerable to antivirusScripts
Breaking Mental Constructs
Forced Ejection (3 actions): Occultism/Computers vs. DC 15+level+5
- Critical Success: Eject safely immediately
- Success: Eject at end of turn
- Failure: 2d6 mental damage, cannot eject
- Critical Failure: 4d6 mental, locked 1 min
Disbelieve Illusion (1 action): Perception/Occultism vs. DC 15+level Subvert System (3 actions): Computers/Occultism vs. DC 20+level to alter environment, create exit, weaken defenses, or seize control Destroy Core: Find core (DC 25 Perception/Computers), attack it (AC 10+level, HP 50×level, Hardness=level). Destroys mindscape, ejects all (2d6 mental per 5 levels)
Binary Psychic Duels
Source: SF1E Mindscapes (Occult Adventures), PF2E adapted
Intense mental confrontations between two conscious entities within a temporary mindscape.
Prerequisites: Both participants must possess consciousness, lack immunity to mental effects, and have training in at least one mental skill (Deception, Diplomacy, Intimidation, Occultism, or Computers).
Initiating: Voluntary challenge (2 actions, 30 ft range) or Forced Entry (2 actions, Will save vs. attacker's DC). Physical bodies become paralyzed during the duel.
Binary Mindscape Properties: Overt (both know they're in a duel), finite (100-ft radius), harmful (damage is real, death is permanent). All attacks target Will DC; all damage becomes mental.
Initiative: Roll highest of Deception, Diplomacy, Intimidation, Occultism, or Computers.
Psychic Centers (one active at a time; change with Recenter action):
| Center | Skill | Reaction Effect |
|---|---|---|
| Armor of Insight | Perception | Resistance to mental = half level |
| Empathic Orbit | Diplomacy | Attacker stupefied 1 until end of their turn |
| Ire's Spear | Intimidation | Deal level + Cha mod mental damage to attacker |
| Rational Labyrinth | Occultism | +2 circumstance to Will DC |
| Sensory Phantasm | Deception | Become concealed until end of next turn |
Key Attack Actions:
- Mental Strike (1 action): 1d8 + mental mod vs. Will DC (scales at 5th/11th/17th)
- Psychic Assault (2 actions): 2d8 + mental mod; crit = double + stunned 1
- Ego Whip (2 actions, Cha 14+): 2d10 + Cha mod + frightened 1 (crit: frightened 2)
- Cascade Overload (3 actions): 30-ft emanation, 4d6 mental, basic Reflex vs. Will DC +10
Key Defense Actions:
- Fortify Mind (1 action): +2 to +4 circumstance bonus to Will DC vs. next attack
- Psychic Shield (2 actions, Occultism): Temp HP = level + mental ability mod
- Cognitive Reset (2 actions): Attempt to remove a mental condition affecting you
Victory Conditions: Opponent reaches 0 HP (loser wakes with dying 1), opponent yields, or mutual agreement.
Victor Benefits: Can attempt Occultism/Computers check to read surface thoughts, gain +1 Intimidation for 1 week.
Witnesses: Perception DC 20 to notice psychic disturbance. Physical Disruption (2 actions, Athletics/Thievery DC 15) can eject a participant. Psychic Assistance (3 actions, Occultism DC = opponent's level +15) can heal an ally.
6. BOARDING ACTIONS
Source: Additional Starship Rules SF2E
When crews engage in direct ship-to-ship combat by physically entering enemy vessels.
Boarding Methods
| Method | Check | Special |
|---|---|---|
| Anchoring Weapons | Gunnery vs. AC | Ships locked together; can't move until released |
| Ramming | Flight vs. AC | Both ships take collision damage; adjacent 1 round |
| Breaching Pods | Gunnery vs. AC (no shields) | PCU 5/pod; up to 4 crew enter next round |
| Creature Injection | Special vs. TL | Pathogens/creatures affect enemy crew |
Boarding Combat Statistics
Boarding Attack = 1d20 + leader's Intimidation or Athletics + size modifier
| Party Size vs. Complement | Modifier |
|---|---|
| 50%+ of complement | +4 |
| 25-49% | +2 |
| 10-24% | +0 |
| 5-9% | -2 |
| Less than 5% | -4 |
Boarding Rating (BR) = 10 + ship level + security bonus + crew quality (+4 elite to -4 automated)
Captain Boarding Actions
Lead Boarding Party (Expert DC 20): Crit = +3 to boarding attack + choose damaged system. Success = +2. Failure = +1. Crit fail = no bonus + 2d6 damage.
Lead Defense (Expert DC 20): Crit = +3 BR vs. all attacks. Success = +2 vs. one or +1 all. Failure = +1 vs. one. Crit fail = -1 BR.
Resolution
Abstract (single roll vs. BR): Crit success = control one system + 4d6 to defenders. Success = establish foothold. Failure = repelled + 2d6. Crit fail = captured/destroyed.
Tactical Combat: Transition to standard combat. Defender CR = ship level -2. Environment: cramped corridors (difficult terrain).
Security Systems
| System | BR Bonus | BP | Special |
|---|---|---|---|
| Basic Locks | +1 | 1 | -- |
| Biometric Locks | +2 | 3 | DC 25 to bypass |
| Anti-Personnel Turrets | +2 | 5 | 2d6 damage on failed boarding |
| Shock Grid | +3 | 8 | 3d6 electricity on failed boarding |
| Automated Defenders | +4 | 12 | Deploy robots (level = ship level -2) |
| Maze Protocol | +2 | 4 | DC 20 Survival or lost |
7. STARSHIP CHASES
Source: Additional Starship Rules SF2E
When ships pursue or flee rather than engaging in direct combat.
Chase Structure
A chase consists of 6 rounds. Each round, crew takes actions and the GM may introduce obstacles. Track successes for each side.
Chase Roles: Pilot (maneuvers), Engineer (power/repairs), Science Officer (shortcuts/hazards), Gunner (covering fire), Captain (coordination).
Key Chase Actions
| Role | Action | DC | Success | Crit Success |
|---|---|---|---|---|
| Pilot | Navigate Hazard | GM-set | Pass obstacle | +1 additional success |
| Pilot | Outmaneuver | vs. Piloting DC | +1 success | +2 successes |
| Pilot | Speed Up | Expert DC 20 | +1 success (-1 next round) | +2 successes (no penalty) |
| Engineer | Boost Engines | Trained DC 15 | Pilot +1 bonus | Pilot +2 bonus |
| Engineer | Emergency Repairs | System DC | Remove 1 hit | Remove 2 hits |
| Science | Find Shortcut | Expert DC 20 | +1 success | +2 + reveal route |
| Science | Jam Sensors | vs. TL | Opponent -1 checks | Opponent -2 checks |
| Gunner | Covering Fire | vs. AC | Opponent -1 success | -1 success + 1 hit |
| Gunner | Disable Pursuit | vs. AC +5 | Engines Glitching | Engines Malfunctioning |
| Captain | Coordinate | Trained DC 15 | One crew +1 bonus | Two crew +2 bonus |
Chase Obstacles (GM Tool)
| Obstacle | Navigation DC | Failure Effect |
|---|---|---|
| Debris Field | 15 | 1 hit, reduced speed |
| Asteroid Belt | 20 | 2 hits |
| Nebula Cloud | 18 | Sensors Glitching |
| Gravity Well | 22 | Lose 1 success |
| Solar Flare | 20 | 2 hits + radiation |
| Space-Time Anomaly | 25 | Random system Malfunctioning |
Resolution
Hit Tolerance: Tiny 4, Small 5, Medium 6, Large 7, Huge 8, Gargantuan 10, Colossal+ 12. Reaching hit limit ends the chase.
Outcome by Success Count: 0-1 = Complete failure. 2-3 = Moderate (50% SP/HP lost). 4-5 = Partial success (25% lost). 6+ = Complete success (minimal damage).
8. SQUADRON RULES
Source: Additional Starship Rules SF2E
When PCs operate multiple smaller ships as a coordinated unit.
Squadron Design
Tier Calculation: (Average Party Level - 1) / Number of Ships (round down, minimum 1).
Rules: All ships same tier; can be different frames within same size category. Total BP shared. Only ONE captain for entire squadron (in "command ship").
Squadron Pilot Stunts
| Stunt | DC | Success | Crit Success |
|---|---|---|---|
| Escort | Level DC of ally | Ally +2 AC/TL | Ally +3 AC/TL |
| Flank (requires positioning) | Level DC of enemy | Ally +2 gunnery vs. target | Ally +3 gunnery |
| Intercept tracking weapon | DC 15 + weapon speed | Weapon -4 to hit | Weapon destroyed |
| Formation Flying | Trained DC 15 | All ships +1 AC | All ships +1 AC and +1 gunnery |
Squadron Destruction
When a squadron ship is destroyed, each crew member takes 1d6 x enemy ship level damage. Reflex save vs. level-based DC: Crit = no damage + eject. Success = half + eject. Failure = full + eject into space. Crit fail = double + trapped in wreckage.
9. DISABLED SHIPS, SURRENDER & ESCAPE
Source: Additional Starship Rules SF2E
Ship States
| State | Condition | Effect |
|---|---|---|
| Disabled | 0 HP | Floats at half speed; no offensive actions; crew safe unless life support wrecked |
| Destroyed | Damage > 2x Max HP | Hull compromised; crew exposed to vacuum; 1d4 rounds to evacuate |
| Wrecked Systems | All systems wrecked | Effectively disabled regardless of HP |
Hull Ruptures
Life support critical damage or catastrophic hull damage causes: 3d6 bludgeoning (pressure drop) + Reflex DC 18 or pulled toward breach + vacuum exposure for unprotected creatures. Seal breach with Crafting (Expert DC 20, 1 action).
Power Core Breaches (3-Round Countdown)
When power core takes critical hit while already wrecked:
- Round 1: Warning klaxons; begin evacuation
- Round 2: Containment failing; 2d6 fire to engineering
- Round 3: Final chance to stabilize
Stabilization (Master DC 30): Crit = reduced to Malfunctioning. Success = Wrecked but stable. Failure = eject core or explode. Crit fail = immediate explosion (10d6 fire to all).
Core Ejection (Expert DC 20): Success = core ejected, ship loses all power. Failure = delayed 1 round.
Surrender
Offering (Diplomacy vs. opponent captain's Perception DC): Crit = favorable terms. Success = standard terms. Failure = rejected. Crit fail = rejected + opponent +1 morale.
Escape
Standard (Flight DC 15 vs. opponent Sensors): Crit = escape, cannot be pursued. Success = escape, opponent may chase. Failure = opponent gets attack of opportunity. Crit fail = opponent gets free action.
Emergency Drift Jump (Piloting Master DC 30, 3 rounds prep): Dangerous; roll Drift Complications. May arrive at random destination with damaged engines.
10. NON-COMBAT SHIP OPERATIONS
Source: Additional Starship Rules SF2E
Navigation & Astrogation
Plotting a Course (Piloting, 10 minutes):
| Destination | DC | Crit Success | Failure | Crit Failure |
|---|---|---|---|---|
| Familiar | Trained DC 15 | -10% time | +10% time | Unaware of error |
| Charted | Expert DC 20 | -10% time | +10% time | Serious complications |
| Uncharted | Master DC 30 | -10% time | +10% time | Serious complications |
Maintenance & Repair
Routine Maintenance (every 30 days): Crafting DC 15, 8 hours. Crit = +1 bonus 7 days. Failure = -1 penalty. Crit fail = random system Glitching.
Hull Repairs:
| Type | DC | Time | Cost |
|---|---|---|---|
| Minor (1-10 HP) | Trained DC 15 | 1 hour | 10 UPB/HP |
| Moderate (11-30 HP) | Expert DC 20 | 4 hours | 10 UPB/HP |
| Major (31+ HP) | Expert DC 20 | 8 hours | 15 UPB/HP |
Critical Damage: Glitching = DC 15, 10 min, 50 UPB. Malfunctioning = DC 20, 1 hr, 100 UPB. Wrecked = DC 30, 4 hrs, 250 UPB.
Trading & Cargo
Each unfilled expansion bay holds ~25 tons. Cargo sold in lots (~10 tons each).
Find Cargo (Diplomacy/Society DC 15 + settlement level): Crit = 2d4 lots at 75% price. Success = 1d4 lots. Failure = 1d4-2 lots. Crit fail = none, -2 future attempts.
Sell Cargo (Diplomacy DC 15 + settlement level): Crit = 150% price. Success = base price. Failure = 75%. Crit fail = cannot sell; contraband seized.
Cargo Types: Raw Materials (1 BP/lot), Foodstuffs (2), Consumer Goods (3), Industrial Equipment (4), Luxury Goods (5), Weapons (5, may be illegal), Pharmaceuticals (6, regulated), Rare Materials (8).
Smuggling
Compartments: Basic (5 tons, Detection DC 20, 3 BP) to Elite (15 tons, DC 35, 15 BP).
Concealing Cargo (Deception DC 15): Crit = +5 to Detection DC. Failure = inspectors gain +2. Crit fail = -5 to Detection DC.
Salvage
Disabled ships (0 HP): 25% original BP value. Destroyed ships: Crafting Expert DC 20 for 5-15% BP recovery. Time: 1 hour per 10 BP of original value.
Starship Services
- Refitting: 1d4 days per system, standard BP cost, 10% recovery on old parts
- Drydock: 1d4 weeks + 1 week per 20 BP, standard BP + 20% service fee
- Resupply: 1 hour, 1 UPB per day of expected operation
PART IX: VEHICLE & TECH COMBAT
Overview
Vehicles can be enhanced with modifications adding capabilities, improving systems, or providing tactical advantages.
Source Materials:
- SF1E Tech Revolution (Military Vehicles, Custom Vehicle Creation)
- PF2E Vehicle Rules (GM Core)
1. VEHICLE MODIFICATION SYSTEM
Modification Slots by Vehicle Size:
| Vehicle Size | Mod Slots |
|---|---|
| Medium | 2 |
| Large | 4 |
| Huge | 6 |
| Gargantuan | 8 |
| Colossal | 12 |
Installation: 4 hours, Crafting DC 15+Mod Level. Failure = 2× time. Critical failure = damaged mod.
Activation: Usually 1 action (pilot/passenger). Some passive or conditional.
Power: Tech (rechargeable batteries), Magic (daily dawn refresh), Hybrid (either type).
Stacking: No duplicates unless noted. Only one Mk level at a time.
2. VEHICLE MODIFICATIONS (Selected Examples)
Level 1-3:
- Additional Seating (Lv1, 12gp): +50% passenger capacity
- Autopilot (Lv2, 80gp): AI pilot, modifier 4+level
- Emergency Chute (Lv2, 85gp): Treat falls 30ft shorter
- Wheel Scythes (Lv2, 135gp): 1d8 slashing to enemies in path
- Weapon Mount (Lv3, 135gp): Integrate ranged weapon
- Adamantine Plating Mk1 (Lv3, 150gp): Hardness 5
Level 4-7:
- Holohull (Lv4, 205gp, 20 charges): Disguise vehicle 1 hour
- Hover Drive (Lv4, 205gp): Convert to hover, ignore ground terrain
- Terrain Adaptation (Lv4, 183gp): Aquatic/Arctic/Underground ability
- Precision Brakes (Lv5, 295gp): Reaction to emergency stop
- Pilot Assist Mk1 (Lv6, 440gp): +1 Piloting, +1 action for maneuvers
- Turbo Boost (Lv7, 650gp, 5 charges): +50% Speed 1 min
Level 8+:
- Ramming Prow Mk1 (Lv8, 890gp): +2d6 ramming damage
- Smoke Screen (Lv8, 850gp, 10 charges): 20ft concealment 1 min
- Stealth Module (Lv9, 1300gp): Stealth checks while stationary (-4 penalty)
- Adamantine Plating Mk2 (Lv9, 1400gp): Hardness 10
- Auto-fire (Lv10, 1825gp): Mounted weapons gain automatic
- Blip-Drive (Lv16, 17500gp, 5 charges): Incorporeal for 1 turn
- Adamantine Plating Mk3 (Lv20, 80000gp): Hardness 15, immune to criticals from weapons <level 15
3. MILITARY VEHICLE RULES
Combat Ratings:
| Size | Base HP | Hardness Mod |
|---|---|---|
| Tiny | 20+(Lv×5) | +0 |
| Small | 30+(Lv×7) | +2 |
| Medium | 50+(Lv×10) | +4 |
| Large | 80+(Lv×15) | +6 |
| Huge | 120+(Lv×20) | +8 |
| Gargantuan | 200+(Lv×30) | +10 |
Tactical Maneuvers:
- Evasive Action 2 actions: Piloting check, gain circumstance bonus to AC = half result÷10 (min +1, max +4)
- Covering Fire 2 actions: Suppressing fire, 10ft square, DC 10+weapon level Reflex or half damage
- Hard Turn 1 action: 180° turn, passengers Reflex DC 15 or clumsy 1
4. CUSTOM VEHICLE CREATION
Step 1: Determine Level Step 2: Choose Size (affects passengers, Speed modifier, space) Step 3: Calculate Stats
- Base Speed: 30ft + Size Mod + (Level×2)
- AC: 10 + Level
- Piloting DC: 15 + (Level÷2) Step 4: Select Type (Ground, Hover, Aquatic, Amphibious, Aerial, Walker) Step 5: Add Modifications (up to slot limit)
PART X: CREATURE & ENCOUNTER DESIGN
Overview
Templates and tools for creating/modifying creatures for SF2E/PF2E encounters.
Source Materials:
- SF1E Alien Archive 2 & 3
- SF1E Starfinder #43: Icebound (Swarm)
- PF2E GM Core 2 (Elite/Weak)
1. CREATURE TEMPLATES
Application Rules:
- Modify base stats
- Apply at creation or through story
- Limit 1-2 templates per creature
- Total adjustments ≤+2 effective level
2. CYBERNETIC TEMPLATE
Ability Mods: Str +2, Con +1, Dex -1 Defensive: +2 AC, Resistance 5 electricity (increases +5 at CR 10, 15), +2 Fort saves Offensive: Natural attacks +1d6 damage, optional built-in weapon Special: Darkvision 60ft, System Vulnerability (+5 vs. tech-targeting effects), Recharge 1/day (1 hr power connection) Skills: Athletics and Intimidation become good/master Adjustment: +1 CR/Level
3. GENETICALLY MODIFIED TEMPLATE
Ability Mods: Choose one +3, choose one +1 Defensive: Resistance 5 to one energy type, Fast Healing 2 (below half HP), +2 Fort vs. disease/poison Offensive: Natural weapon damage die +1 step, optional toxic secretion (DC 15+CR, 1d6 poison, 1 round) Special: Choose 2 Genetic Adaptations (low-light/darkvision, swim=land Speed, climb=half land, scent 30ft, +10ft Speed) Skills: Acrobatics and Athletics become good/master Adjustment: +1 CR/Level
4. VOID-ADAPTED TEMPLATE
Ability Mods: Con +3, Wis +1 Defensive: Void Adaptation (survive vacuum indefinitely), Radiation Resistance 5+CR, auto-succeed vs. extreme cold/heat (non-magical), +3 AC Offensive: Void Strike (ignore 5 hardness) Special: Fly 20ft clumsy in zero-g (triple jump in gravity), Pressure Sealed (immune pressure), Hibernation (1 year suspended animation) Skills: Survival master/legendary, Athletics good/master Adjustment: +2 CR/Level
5. SWARM CREATURE TEMPLATE
Type: Monstrous Humanoid, Chaotic Evil Ability Mods: Str +2, Con +2, Wis +1, Cha -2 Defensive: Swarm Mind (see below), Acid Immunity, Fear Immunity, Blindsense (vibration) 30ft Offensive: Claws/mandibles/acid attacks +1d4 acid, Coordinated Strike (+2 when flanking with Swarm) Special: Telepathy 100ft, Rapid Dissolution (body dissolves in acid 1d4 rounds after death) Skills: Intimidation and Survival good/master Behavioral: Always encountered with other Swarm components, synchronized movement, tactical sacrifices Adjustment: +1 CR/Level
Swarm Mind (Range 30ft):
- Constant pheromone/telepathic communication
- Shared awareness (if one perceives, all do; cannot be flanked unless all flanked)
- Mental Resilience (1/round, roll twice vs. mental effects, take better)
- Tactical Coordination (+1 to attacks/skills when working together)
6. ENVIRONMENTAL GRAFTS (ALL 10 TYPES)
Environmental grafts adapt creatures to specific terrains. Add abilities, skills, movement types. Can apply multiple grafts for hybrid environments.
Aerial
Movement: Fly 150-300% land Speed, land Speed often 50% Senses: Enhanced vision (2× range), darkvision/low-light Skills: Acrobatics (master), Perception (good), Survival (good) Abilities (1-3): Aerial Mobility (Fly without reactions), Dive Attack (+2d6 after 20ft dive), Evasive Flyer (+2 AC vs. ranged while flying), Carry Off (Grapple smaller, fly away)
Aquatic
Movement: Swim 150-300% Speed, land often 25% or 0 Senses: Blindsense (sound) 60ft, low-light Skills: Athletics (good), Stealth (good), Survival (good) Abilities (1-3): Amphibious, Aquatic Camouflage (+2 Stealth in water), Pressure Adaptation, Water Dependency (immerse 1hr/day or fatigued), Ink Cloud (20ft concealment, recharge 1d4)
Arctic
Movement: Normal or +10ft on ice/snow, Climb 50% (ice) Senses: Low-light, Scent 30ft Skills: Athletics (good), Stealth (good), Survival (master) Abilities (1-3): Cold Adaptation (extreme→normal), Cold Resistance 10 (+5 per 5 CR), Ice Stride (ignore ice/snow terrain), Snow Vision (see through snow), Freezing Attack (+1d6 cold)
Desert
Movement: Normal or +10ft on sand, Burrow 25-50% (sand only) Senses: Low-light/darkvision, Blindsense (vibration) 30ft Skills: Stealth (good), Survival (master), Athletics (good) Abilities (1-3): Heat Adaptation, Fire Resistance 10 (+5 per 5 CR), Sand Stride, Moisture Conservation (2× without water), Sand Camouflage (+2 Stealth), Desert Wind (sandstorm 20ft, 1/day, 1 min)
Forest
Movement: Normal, Climb = land Speed Senses: Low-light, Scent 30ft Skills: Acrobatics (good), Athletics (master), Stealth (master), Survival (good) Abilities (1-3): Arboreal Adaptation (full Speed through undergrowth), Camouflage (+2 Stealth in forest), Climbing Master (climb without hands), Pounce (full attack after charge), Woodland Stride (ignore forest terrain)
Mountain
Movement: Normal, Climb 50-75% Senses: Low-light/darkvision, Keen Eyes (master Perception for sight at distance) Skills: Athletics (master), Acrobatics (good), Survival (good) Abilities (1-3): Mountain Stride (ignore rocky terrain), Sure-Footed (auto-succeed Balance), High Altitude Adaptation, Rocky Camouflage (+2 Stealth), Mountain Born (+10ft downhill)
Plains
Movement: +10ft (+20ft during Dash/Flee) Senses: Low-light, Scent 30ft Skills: Athletics (master), Perception (good), Survival (good) Abilities (1-3): Sprint (Dash as 1 action 1/hour, 1 min), Trampling Charge (move through creatures, deal damage), Herd Mentality (+1 saves when adjacent to ally of species), Kick (special attack, +2 to hit), Endurance Runner (Hustle 2× duration)
Space
Movement: Fly 30ft perfect (zero-g), land often reduced/0 Senses: Darkvision 120ft, Blindsense (vibration) 30ft Skills: Athletics (good), Survival (master) Abilities (1-3): Void Adaptation, Radiation Resistance 10+CR, Zero-G Mastery (not flat-footed), Magnetic Anchoring (free action), Cold Adaptation (Resistance 15), Solar Sustenance (survive on starlight)
Subterranean
Movement: Normal, Burrow 25-50%, Climb 50% Senses: Darkvision 90ft+, Blindsense (vibration) 60ft, may have Sightless Skills: Athletics (good), Stealth (master), Survival (good) Abilities (1-3): Earth Glide (burrow through stone, no tunnel), Lightless Navigation (ignore magical darkness), Stone Camouflage (+4 Stealth in rocky), Tremorsense (Blindsense 90ft), Light Blindness (blinded 1 round in bright light)
Urban
Movement: Normal, Climb 50% (buildings) Senses: Low-light, Scent 30ft Skills: Acrobatics (good), Athletics (good), Society (good), Stealth (master), Thievery (good) Abilities (1-3): Urban Adaptation (+2 all checks in urban), Crowd Stealth (use crowds for cover), Nimble (move through creatures' spaces), Scavenger (find food 1 hr in city), Building Climber (climb artificial = land Speed)
Multiple Grafts: Can combine (Coastal=Aquatic+Plains, Canyon=Desert+Mountain, Station=Urban+Space, Swamp=Forest+Aquatic). Choose movement from both, combine skills, select 1-2 abilities from each, pick most appropriate senses.
7. ELITE & WEAK ADJUSTMENTS
Elite (+1 Level):
- Level +1, AC +2, All Saves +2, Perception +2, All Skills +2, Attack +2, Damage +2, Spell DC +1
- HP: +10+(10×original level) or ~20%
- Options: Add 1 ability or improve existing ability
- Use for: Boss versions, scaling up, veteran/champion variants, cybernetic enhanced
Weak (-1 Level):
- Level -1, AC -2, All Saves -2, Perception -2, All Skills -2, Attack -2, Damage -2, Spell DC -1
- HP: -10-(10×original level) or ~20%
- Options: Remove 1 minor ability or reduce effectiveness
- Use for: Scaling down, juvenile/weakened, injured/debilitated, smaller parties
Double Adjustments: Apply twice for ±2 levels (±4 stats, ±40% HP). Use sparingly; consider new stat block for large changes.
PART XI: DOWNTIME EVENTS & COMPLICATIONS
Overview
GM tools for running downtime: creating events, introducing complications, managing long-term consequences.
Source Materials:
- SF1E Character Operations Manual, Ports of Call, Galaxy Exploration Manual
- PF2E GM Core 2.0
1. GM DOWNTIME PRIORITIES
Key Objectives:
- Demonstrate how PC achievements changed setting
- Highlight consequences of planning/actions
- Minimize rolls; keep it brisk
- Reintroduce compelling NPCs
- Inject interesting events; make world feel alive
- Transition to other modes when conflicts emerge
Playing Out Downtime:
- Players declare objectives at day start
- Resolve one character at a time (or cooperating groups)
- Complete simple activities first
- Combine activities into single scenes when possible
- Give uninvolved players brief breaks or one-sentence summaries
Cooperation:
- Simple tasks: One rolls, others Aid
- Complex tasks: Each contributes different aspects
Downtime Checks:
- Represent culmination of days' work
- Cannot use fortune abilities/activated bonuses (usually)
- Constant bonuses (passive item bonuses) still apply
- Assurance at GM discretion
2. LONGER DOWNTIME PERIODS
Weeks/Months/Years:
Select key events (1 per week/month, or 4 per year) as plot hooks/advancement opportunities.
Average progress: Set tasks at lowest reliable DC for location. After failure, retry after week/month. Don't reroll successes unless story justifies.
Events should be higher DC than baseline to reflect busy periods and special opportunities.
3. DOWNTIME EVENT TABLES
GM Event Generator (d20, Roll per Character per Week/Month)
| d20 | Event | Description |
|---|---|---|
| 1-5 | Peaceful Progress | Activity proceeds normally |
| 6-8 | Opportunity | Bonus progress/benefit (roll Opportunity Table) |
| 9-11 | Social Encounter | NPC contact, invitation, relationship |
| 12-14 | Minor Complication | Small setback (roll Complication Table) |
| 15-16 | Major Complication | Significant problem (roll Complication Table) |
| 17-18 | Discovery | Find valuable info, item, or contact |
| 19 | Adventure Hook | Lead to new quest/mystery |
| 20 | Critical Event | Major story development/crisis |
Opportunity Table (d12)
| d12 | Opportunity | Benefit |
|---|---|---|
| 1 | Skilled Mentor | Reduce Retraining time 50% |
| 2 | Bulk Discount | 20% off supplies |
| 3 | Rush Order | Double pay for expedited work |
| 4 | Valuable Find | 2d10×10 gp item |
| 5 | Helpful Contact | +4 to next downtime check |
| 6 | Free Resources | Free workshop/lab/facility access |
| 7 | Networking Success | Gain long-term contact |
| 8 | Critical Success | Auto-crit on current activity |
| 9 | Lucky Break | Complete in half time |
| 10 | Information Windfall | Secret or valuable intelligence |
| 11 | Reputation Boost | +2 social checks in settlement 1 month |
| 12 | Double Benefit | Roll twice |
Complication Table (d20)
| d20 | Complication | Effect |
|---|---|---|
| 1-2 | Equipment Failure | Lose 1d4 days |
| 3-4 | Supply Shortage | +2 DC or wait 1d6 days |
| 5-6 | Rival Interference | Opposed check or lose progress |
| 7-8 | Bureaucratic Delay | Lose 1d4 days |
| 9-10 | Personal Emergency | Choose: downtime or help friend |
| 11-12 | Minor Injury/Illness | 1d6 damage, fatigued 1, 1d4 days |
| 13-14 | Legal Trouble | 1 day dealing with officials |
| 15-16 | Reputation Damage | -2 Diplomacy in settlement 1 week |
| 17-18 | Theft/Sabotage | Lose 2d10×10 gp materials or progress |
| 19 | Major Setback | Auto-crit failure on activity |
| 20 | Crisis | Immediate threat, switch to encounter mode |
4. ACTIVITY-SPECIFIC COMPLICATIONS
Crafting (d10)
- Material Flaw (10% replacement cost)
- Design Oversight (+1 day revision)
- Tool Breakage
- Inspiration Strike (+10% cost, +1 day, +1 item bonus)
- Workshop Accident (2d6 damage)
- Perfectionism (+2 days, +1 bonus)
- Unexpected Visitor (NPC request/offer)
- Material Shortage (side quest or 2× cost)
- Competitor Interest (wants to buy)
- Divine Inspiration (auto-success next check)
Earn Income (d10)
- Difficult Client (-2 check, +50% pay if succeed)
- Payment Delay (wait 1d6 days)
- Job Expansion (2× earnings, extra day)
- Reputation Boost (+1 Earn Income here 1 month)
- Competing Offer (choose best)
- Skill Challenge (DC+5)
- Networking Opportunity (meet influential contact)
- Equipment Need (10% earnings cost)
- Rush Job (half time, -4 check)
- Perfect Conditions (max earnings auto)
Research (d10)
- Restricted Access (DC 20 Thievery/Deception to bypass)
- False Lead (waste 1 day)
- Rival Researcher (race or negotiate)
- Hidden Truth (+2 DC, +1 day to dig deeper)
- Helpful Librarian (+2 bonus)
- Unexpected Discovery (bonus info)
- Translation Needed (find translator)
- Dangerous Knowledge (attract powerful faction attention)
- Archive Damage (piece together fragments)
- Breakthrough (2× info learned)
Social/Schmooze (d10)
- Faux Pas (-2 Diplomacy with target 1 week)
- Rival Present (opposed Diplomacy)
- Cultural Misunderstanding (DC 20 Society to recover)
- Unexpected Gift (valuable item/info)
- Social Obligation (target asks favor)
- Perfect Chemistry (ally immediately)
- Third Party Introduction (even better contact)
- Scandalous Rumor (spend day clearing reputation)
- Romantic Complication
- Political Leverage (gain compromising info)
5. LONG-TERM CONSEQUENCES
Reputation System (Per Settlement)
| Reputation | Value | Effect |
|---|---|---|
| Unknown | 0 | None |
| Known | 1-2 | +1 Diplomacy/Gather Info |
| Well-Regarded | 3-4 | +2 Diplomacy, better opportunities |
| Famous | 5-6 | +3 Diplomacy, VIP treatment, attract attention |
| Legendary | 7+ | +4 Diplomacy, doors open, constant recognition |
| Infamous | -1 to -3 | Penalties, suspicion, legal scrutiny |
| Notorious | -4 to -6 | Major penalties, hostility, bounties |
Gaining Reputation: +1 per month consistent work, +2 major achievement, -1 to -3 scandal/failure
Organizational Relations (Favor Points)
| Favor | Relationship | Benefits |
|---|---|---|
| -10+ | Enemy | Active opposition, send agents |
| -5 to -9 | Hostile | Refuse service, spread rumors, obstruct |
| -1 to -4 | Unfriendly | Unhelpful, premium prices |
| 0 | Neutral | Standard interactions |
| 1-4 | Friendly | Minor discounts, provide info |
| 5-9 | Allied | Significant support, resource access |
| 10+ | Devoted | Major assistance, agents, equipment |
Earning Favor: Complete quest (+2 to +5), undermine rival (+1), public endorsement (+1), betray organization (-10)
6. ORGANIZATIONAL MANAGEMENT EVENTS (d12)
When PCs lead organizations:
| d12 | Event | Effect |
|---|---|---|
| 1 | Internal Conflict | Mediate Diplomacy DC 20 or lose 1d4 members |
| 2 | Recruitment Opportunity | Skilled specialist wants to join |
| 3 | Resource Windfall | Unexpected income/supplies |
| 4 | Rival Organization | Competitor challenges influence |
| 5 | Member Emergency | Help or lose loyalty |
| 6 | Expansion Chance | Opportunity to grow (requires investment) |
| 7 | Legal Scrutiny | Deal with authorities/bureaucracy |
| 8 | Reputation Gain | Impress influential faction |
| 9 | Supply Problems | +50% maintenance costs this period |
| 10 | Mission Success | Independent task completed, gain bonus |
| 11 | Betrayal | Identify and deal with traitor |
| 12 | Major Achievement | Milestone; permanent +1 to one activity |
7. CASINO GAMES
Source: PF2E Absalom City of Lost Omens, adapted for SF2E
Six complete gambling games for downtime entertainment. All use credits as currency.
Common Rules: House edge 5% (built into payouts). Cheating requires Deception/Thievery vs. staff Perception (+10 to +20). Anti-cheat scanners give +5 to +10 to detection. Penalties: ejection, blacklisting, legal action.
Gravity Jack (Blackjack variant)
Players: 2-7 + dealer | Min Bet: 10 credits | Equipment: Digital card deck (1-13, four suits)
Objective: Get hand total closer to 21 than dealer without exceeding 21. Player options: Hit, Stand, Double Down, Split (matching cards). Dealer hits on 16 or below. Player 21 pays 3:2. Natural 21 (Ace of Plasma + King of Fusion) pays 2:1.
Sci-Fi Variants: Zero-G Jack (Acrobatics to grab cards), Neural Jack (Computers to calculate odds), Drift Jack (card values fluctuate d6 each round).
Nebula Hold'em (Poker variant)
Players: 3-8 + dealer | Ante: 10+ credits | Structure: Texas Hold'em rules
Hand Rankings: Royal Nebula (Royal Flush), Straight Nebula, Quantum Quartet (4 of a Kind), Drift House (Full House), Plasma Flush, Void Straight, Fusion Triple, Binary Pair, Singularity Pair, Event Horizon (High Card).
Sci-Fi Variants: Quantum Hold'em (random community card), Drift Hold'em (Mysticism reveals hints), Corporate Hold'em (50 credits to see one opponent's card).
Orbital Roulette
Players: Unlimited | Min Bet: 5 credits | Equipment: 38-slot orbital wheel
Bets: Straight (35:1), Split (17:1), Street (11:1), Corner (8:1), Column/Dozen (2:1), Red/Black/Even/Odd/High/Low (1:1).
Sci-Fi Variants: Zero-G Roulette (Piloting/Physical Science predicts better), Graviton Roulette (Computers DC 30 to shift result by +/-1).
Colossus (Original card game)
Players: 3-6 + dealer | Ante: 20-500 credits
Unique Mechanic: Players discard up to 2 cards forming the "Colossus pile." Best hand from all discards becomes the Colossus hand. Winners must BEAT the Colossus to claim the pot. If Colossus wins, losing player adds 2x ante; redeal with remaining players.
Drift Dash (Dice game)
Players: Up to 20 | Min Bet: 50 credits | Equipment: 3d6 (beacon) + 2d20 (racer)
Gameplay: Racer rolls first d20 (vector), may double stake. Dealer rolls 3d6 beacon total. If beacon = vector, racer crashes. Racer rolls second d20. Win if one die higher AND one lower than beacon total. Natural 1+20 = triple stake (jackpot). ~40% win probability.
Quantum Lottery
Players: Unlimited | Min Bet: 50 credits
Gameplay: Player selects 2-10 numbers from 1-100. Quantum generator manifests 20 unique numbers. Payout by matches:
| Predictions | Matches | Payout |
|---|---|---|
| 2 | 2 | 5x |
| 3 | 3 | 30x |
| 4 | 4 | 200x |
| 5 | 5 | 1,000x |
| 10 | 10 | 5,000x |
PART XII: SPECIAL RULES
Overview
Specialized mechanics: retraining, planar travel, trade complications, tech-metaphysics interactions.
1. RETRAINING SYSTEM
Basic Rules:
- Requires downtime, often teacher/facility, minor cost (~1 Earn Income period)
- Declare what to retrain, spend time, pay costs, make change
Retraining Time:
| Element | Time | Notes |
|---|---|---|
| Feat | 1 week | Must meet new prerequisites |
| Skill Increase | 1 week | Change skill trained/improved |
| Skill Training | 1 week | Learn new or become trained |
| Class Feature | 1 month | GM approval, same type |
| Archetype | 1 month | Meet new prerequisites |
| Spell | 1 week | Spellcasters swap prepared |
| Language | 4 weeks | Learn new, forget old |
Costs: 50 gp/week (instruction, materials, facilities)
Reduced Cost Options:
- Self-Study: Half cost, double time (requires Expert Lore)
- Mentor NPC: Standard cost, half time (requires friendly expert)
- Organizational Benefit: Free if organization provides training
Cannot Retrain: Ancestry, Heritage (without GM permission), Background, Ability Boosts from leveling, key class-defining features
Can Retrain: Feats, skill increases, some class features (GM discretion), archetypes (if not core to concept)
SF2E-Specific:
- Cybernetic Retraining: 1 week/augmentation, 50% augmentation cost, requires medical facility
- Drone/AI Rebuild: 1 week, 10% companion value, requires workshop. Complete rebuild with new chassis/mods.
2. PLANAR & DIMENSIONAL TRAVEL
Major Planes:
- Material: Normal universe
- The Drift: FTL plane (unique to Starfinder)
- Transitive: Astral, Ethereal, Shadow, First World
- Inner (Elemental): Air, Earth, Fire, Water, Metal, Wood
- Outer (Alignment): Heaven, Hell, Elysium, Abyss, etc.
- Energy: Positive, Negative
The Drift
Nature: Artificial transitive plane for FTL, created by Triune. Contains stolen planar fragments. Time flows strangely. Constantly growing.
Drift Travel: Time = Base ÷ Engine Rating
| Destination | Base Time | Encounter % |
|---|---|---|
| In-System | 1d6 days | 1%/day |
| Near Space | 3d6 days | 5%/day |
| The Vast | 5d6 days | 10%/day |
Beacons:
- Starstone (Absalom): Always 1d6÷rating days
- Major: -1d6 days
- Minor: Half encounter chance
Navigation: Piloting DC 15 (familiar), 20 (unfamiliar), 25 (uncharted)
- Critical Success: -1 day
- Success: Normal
- Failure: +1d6 days
- Critical Failure: +2d6 days + complications
Drift Complications (d20): 1-5: Creatures attack 6-8: Fragment collision (4d6 damage) 9-11: Navigation error (1d6 hexes off) 12-14: Time dilation (+1d4 days real time) 15-17: Engine Glitching 18-19: Pulled into fragment 20: Wrong destination/plane
Drift Traits: Subjective gravity, Timeless (no age/hunger), Enhanced Tech (+1 Computers, +2 hex sensors, unlimited comms in Drift), Planar Fragments (retain original traits)
3. TECHNOLOGY FUNCTIONALITY BY PLANE
Tech-Friendly: Material (normal), Drift (enhanced), Metal Plane (+2 Craft/Repair), Axis (perfect reliability), Astral (normal)
Tech-Impaired:
| Plane | Effect |
|---|---|
| First World | -2 Computers, unpredictable glitches |
| Abyss | Tech corrupts, -2 all tech checks |
| Maelstrom | 1d20 per use (1=malfunction) |
| Positive Energy | 2× PCU consumption (overcharge) |
| Negative Energy | Half PCU capacity (drain) |
Common Traits:
- Gravity: Heavy (half Speed/jumps), Light (+10ft Speed, 3× jumps), None (zero-g), Subjective (choose "down" DC 15 Athletics)
- Time: Erratic (1d6: 1-2=half, 3-4=normal, 5-6=double), Flowing (1hr=1 day outside), Timeless (no age/hunger, healing works)
- Elemental: Air (+2 Piloting fly), Earth (no open spaces), Fire (4d6/round), Water (swimming required), Negative (1d6/round, half healing), Positive (fast healing 2, overchannel risk)
4. PLANAR TRAVEL METHODS
Starship - Planar Aperture Drive:
- BP Cost: 10×size category, PCU 20, 2 expansion bays
- Activation: Piloting DC 30-40 (Master-Legendary), 3 rounds charge, portal open 1d4 rounds
- Critical Success: Exact location
- Success: Intended plane, 1d6 hexes off
- Failure: No portal, 2d6 backlash
- Critical Failure: Wrong plane, pulled through
Personal:
- Spells: Plane Shift (7th), Gate (10th), Shadow Walk (5th), Ethereal Jaunt (7th)
- Tech: Planar Beacon (Lv10, 15k gp, extraction), Phase Disruptor (Lv12, 35k gp, Ethereal 1 min), Dimension Door Generator (Lv8, 8k gp, 400ft 1/day), Planar Compass (Lv6, 3k gp, +2 navigate)
- Natural Portals: Near ley lines, may be one/two-way, unstable, require conditions
5. TRADE COMPLICATIONS
Galactic Trade Table (d20)
| d20 | Complication | Effect | Skill Challenge |
|---|---|---|---|
| 1 | Blockade Running | Military/pirate blockade | Piloting DC 20 or combat |
| 2 | Competition | Rival racing | Opposed check; -2 BP/lot if lose |
| 3 | Expiration Date | Time-sensitive | 2d8 days max; 1 BP/lot after |
| 4 | Fire Sale | Desperate seller | Fill hold; -1 BP/lot buy |
| 5 | Friendly Discount | Seller likes you | Diplomacy DC 15: -1 BP/lot |
| 6 | Handling Problems | Dangerous loading | Trap/hazard CR=APL |
| 7 | Hiding Something | Concealed issue | Sense Motive DC 20; roll secondary |
| 8 | High Demand | Market boom | +1 BP buy, +2 BP sell (net +1) |
| 9 | Illegal Cargo | Contraband | DC 25 to conceal from scanners |
| 10 | Imitation Goods | Counterfeits | -2 BP/lot buy and sell |
| 11 | Radioactive | Radiation leak | Phys Science DC 20; 1 day or 1 BP shield |
| 12 | Regulated | Customs bureaucracy | Computers/Society DC 20 or 1 day |
| 13 | Rush Job | Urgent delivery | 1d8 days: +2 BP; fail: DC+5 find buyer |
| 14 | Stolen Goods | Thieves want back | Hard encounter CR=APL+1 or surrender |
| 15 | Stowaway | Hidden passenger | NPC level=APL; Perception DC 20 to detect |
| 16 | Strange Customs | Cultural requirements | Culture/Society DC 20: ±1 BP/lot |
| 17 | Telepathic Species | Mental comms needed | Without telepathy: Diplomacy DC 25 or -1 BP |
| 18 | Tough Sell | Difficult buyer | Intimidation DC 20 or -2 BP/lot |
| 19 | Uncommon Language | Rare dialect | Without: DC 25 Society or sale fails |
| 20 | Vermin Infestation | Pests | Nature DC 20; -2 BP or 1 BP fumigation |
As Skill Challenges:
Blockade Running (Complexity 1): Get through blockade. Skills: Computers (spoof transponder), Deception (fake credentials), Diplomacy (bribe), Piloting (evade). 3 success before 2 failure. Success: Pass +1 VP. Failure: Combat or turn back.
Stolen Goods Recovery (Complexity 2): Recover/protect from thieves. Skills: Athletics (chase/fight), Deception (mislead), Intimidation (threaten), Stealth (ambush), Diplomacy (negotiate). 5 success before 3 failure. Success: Keep cargo +2 VP. Failure: Lose 1d4 lots or 1 BP/lot costs.
6. DEPLOYABLE STRUCTURES
Source: SF1E Tech Revolution + PF2E Structure system
Portable, field-deployable installations providing tactical advantages, temporary bases, and defensive positions.
Deployment Mechanics
Steps: Select site (flat, clear) -> Setup (varies by size) -> Power connection -> Activation check (Engineering DC 15) -> Operational.
Deployment Times:
| Size | Setup Time | Crew | Tools |
|---|---|---|---|
| Tiny | 1 minute | 1 | None |
| Small | 5 minutes | 1 | Basic tools |
| Medium | 10 minutes | 2 | Basic tools |
| Large | 30 minutes | 4 | Engineering kit |
| Huge | 2 hours | 8 | Engineering kit + heavy equipment |
| Gargantuan | 8 hours | 20 | Multiple engineering crews |
Power Sources: Internal battery (24 hrs), Generator (1 charge/8 hrs), Starship connection (unlimited), Solar panels (8 hrs charge = 24 hrs ops), Fusion cell (1 week).
Pack-Up: 50% of setup time. Deactivate systems, disconnect power, pack into container.
Key Structure Examples
Shelter Structures:
| Structure | Level | Price | Capacity | Special |
|---|---|---|---|---|
| Emergency Shelter | 1 | 50 cr | 2 Medium | 24 hr atmosphere, insulation, beacon (50 mi) |
| Field Barracks | 3 | 500 cr | 8 sleeping | Full life support 1 week, bunks, climate control |
| Command Post | 5 | 2,000 cr | 12 operational | Computer system, long-range comms, +2 tactical planning |
Defensive Structures:
| Structure | Level | Price | Special |
|---|---|---|---|
| Deployable Barricade | 1 | 20 cr | Standard cover (+2 AC/Reflex), 1-action deploy |
| Tactical Turret | 4 | 800 cr | Laser +7 (2d6 fire, 100 ft), AI targeting, IFF |
| Portable Force Field | 7 | 5,000 cr | 20-ft hemisphere, 100 HP (regen 10/round), biometric pass-through |
| Fortified Bunker | 10 | 15,000 cr | Greater cover, firing ports, airlock, sensor suite |
GM Guidance: Deployable structures change encounter dynamics significantly. Let PCs use them creatively but enforce setup times and power requirements. Enemies should also use them, creating assault/siege scenarios.
7. TECH RELICS
Source: PF2E Relic system adapted for SF2E technology
Tech Relics are unique technological artifacts that grow with characters - AI companions, ancient alien devices, self-improving weapons, and bonded starships.
Gift Progression
| Gift | Level (Standard) | Level (Fast) | Type |
|---|---|---|---|
| 1st | 3 | 2 | Minor |
| 2nd | 7 | 5 | Minor |
| 3rd | 11 | 9 | Minor |
| 4th | 15 | 13 | Major |
| 5th | 19 | 17 | Grand |
Creating a Tech Relic
- Define Base Item: Must be permanent (not consumable). Typically weapon, armor, or device with interesting backstory.
- Establish Origin: Who created it? What age? Does it have intelligence? What's its ultimate potential?
- Select Aspect: Analytical (logic), Aggressive (combat), Adaptive (evolution), Protective (defense), Covert (stealth), Social (communication). Influences available gifts and AI personality.
- Choose Gifts: Select from categories below matching aspect and theme.
Common Tech Relic Types
- Ancient alien artifacts with unknown capabilities
- AI-inhabited devices with personalities
- Self-evolving nanotechnology weapons/armor
- Prototype technology from lost civilizations
- Bonded starships with emergent intelligence
Sample Minor Gifts
| Gift | Benefit | Scaling |
|---|---|---|
| Targeting Matrix | +1 attack with relic | +2 at 15th |
| Damage Optimization | +1d6 damage | +2d6 at 15th, +3d6 at 19th |
| Defensive Subroutines | +1 AC while wielding/wearing | +2 at 15th |
| Shield Projection | 1/day: 20 temp HP for 1 min | +10 per gift tier |
| Sensor Enhancement | +2 Perception | +3 at 15th |
| Linguistic Database | Understand all spoken languages | Speak them at 15th |
| Life Support Integration | Environmental protection 1 hr/day | 8 hrs at 11th, unlimited at 15th |
| Conversational AI | AI advisor with one skill expertise | Second skill at 11th |
| Tactical Advisor | Roll twice for initiative 1/day | 3/day at 11th |
GM Guidance for Tech Relics:
- Introduce relics as rewards for significant story achievements, not random loot
- Tie gift acquisition to narrative moments (discovering relic's history, bonding with AI)
- Use drawbacks sparingly but meaningfully (AI disagreements, unwanted attention)
- Bonded starship relics work best when the entire party invests in the ship
PART XIII: APPENDICES
Overview
Quick-reference tables, guidelines, tools for GMs.
1. QUICK REFERENCE TABLES
DC by Level
| Level | DC | Level | DC | Level | DC |
|---|---|---|---|---|---|
| 0 | 14 | 8 | 24 | 16 | 35 |
| 1 | 15 | 9 | 26 | 17 | 36 |
| 2 | 16 | 10 | 27 | 18 | 38 |
| 3 | 18 | 11 | 28 | 19 | 39 |
| 4 | 19 | 12 | 30 | 20 | 40 |
| 5 | 20 | 13 | 31 | 21+ | 42+ |
| 6 | 22 | 14 | 32 | ||
| 7 | 23 | 15 | 34 |
Simple DCs
| Difficulty | DC |
|---|---|
| Untrained | 10 |
| Trained | 15 |
| Expert | 20 |
| Master | 30 |
| Legendary | 40 |
DC Adjustments
| Adjustment | Modifier |
|---|---|
| Incredibly Easy | -10 |
| Very Easy | -5 |
| Easy | -2 |
| Hard | +2 |
| Very Hard | +5 |
| Incredibly Hard | +10 |
2. PROFICIENCY CONVERSION (SF1E TO SF2E)
| SF1E Ranks | SF2E Proficiency |
|---|---|
| 1 rank | Trained |
| 3 ranks | Trained (level 3+) |
| 6 ranks | Expert |
| 9 ranks | Expert (level 9+) |
| 12 ranks | Master |
| 15 ranks | Master (level 15+) |
| 18 ranks | Legendary |
3. NPC MOTIVATION TEMPLATES (d12)
| d12 | Primary Motivation | Secondary Goal |
|---|---|---|
| 1 | Wealth | Accumulate resources/power |
| 2 | Power | Control others/events |
| 3 | Knowledge | Discover secrets/truths |
| 4 | Redemption | Atone for past mistakes |
| 5 | Revenge | Punish wrongdoers |
| 6 | Protection | Keep loved ones safe |
| 7 | Justice | Enforce law/order |
| 8 | Freedom | Escape oppression |
| 9 | Faith | Serve divine/ideological cause |
| 10 | Glory | Achieve fame/recognition |
| 11 | Survival | Stay alive |
| 12 | Love | Win affection/maintain relationships |
NPC Attitude Reference
| Attitude | Interaction | Can Request |
|---|---|---|
| Helpful | Eager to assist | Risky favors, personal sacrifices |
| Friendly | Willing to help | Standard favors, reasonable requests |
| Indifferent | Neutral | Small favors with compensation |
| Unfriendly | Dismissive | Nothing without significant payment |
| Hostile | Opposed | Nothing; may attack |
4. ENCOUNTER BUILDING
Standard Encounter Budget:
- Trivial: 40-60 XP
- Low: 60-80 XP
- Moderate: 80-120 XP
- Severe: 120-160 XP
- Extreme: 160+ XP
XP by Creature Level vs. Party:
| Level Diff | XP |
|---|---|
| -4 | 10 |
| -3 | 15 |
| -2 | 20 |
| -1 | 30 |
| 0 | 40 |
| +1 | 60 |
| +2 | 80 |
| +3 | 120 |
| +4 | 160 |
Encounter Types:
- Mook Swarm: Many weak (-4 to -2)
- Standard: Mixed levels (-2 to +1)
- Boss Fight: Single powerful (+2 to +4) with minions
- Elite Squad: Few tough (0 to +2)
Non-Combat:
- Skill Challenges: DC = Party Level +10 to +15
- Social: NPC level = Party Level -2 to +2
- Hazards: Hazard level = Party Level to +2
5. TREASURE & REWARDS
Treasure by Level (per session):
| Level | Total gp | Permanent Items | Consumables |
|---|---|---|---|
| 1 | 175 | 1× lv 1-2 | 2× lv 1 |
| 2 | 300 | 1× lv 2-3 | 2× lv 2 |
| 3 | 500 | 1× lv 3-4 | 2× lv 3 |
| 4 | 850 | 1× lv 4-5 | 2× lv 4 |
| 5 | 1,350 | 1× lv 5-6 | 3× lv 5 |
| 6 | 2,000 | 1× lv 6-7 | 3× lv 6 |
| 7 | 2,900 | 1× lv 7-8 | 3× lv 7 |
| 8 | 4,000 | 1× lv 8-9 | 3× lv 8 |
| 9 | 5,700 | 1× lv 9-10 | 3× lv 9 |
| 10 | 8,000 | 2× lv 10-11 | 4× lv 10 |
| 11-20 | See GM Core | Scale | Scale |
SF2E Flavor: In-world, gold pieces may be referred to as "credits" (10 credits = 1 gp). All mechanical prices use gp.
Non-Monetary:
- Reputation/Contacts
- Information (maps, secrets, discoveries)
- Resources (starship upgrades, base facilities, equipment access, personnel)
6. STARSHIP ENCOUNTERS
Balanced: Enemy tier = Party level ±1
Difficulty:
- Easy: -2
- Moderate: 0
- Hard: +1
- Deadly: +2 to +3
Types:
- Patrol: 1-2 equal tier, 3-5 rounds
- Squadron: 3-6 mixed tiers, 5-8 rounds
- Capital Ship: 1 large (+2 to +3), 8-12 rounds, include hazards
- Fleet Action: Use Fleet rules (Part VII)
7. ENCOUNTER DISTANCE
Space:
| Situation | Hexes |
|---|---|
| Both aware | 10-20 |
| One aware (ambush) | 5-10 |
| Neither (random) | 15-25 |
| Drift | 2d6 |
| Planetary orbit | 1d6 |
Ground:
| Terrain | Feet |
|---|---|
| Open | 100-300 |
| Moderate cover | 50-100 |
| Heavy cover | 20-50 |
| Enclosed | 10-30 |
8. CONDITION QUICK REFERENCE
| Condition | Summary |
|---|---|
| Blinded | Cannot see; -4 Perception; 50% miss |
| Clumsy X | -X Dex checks/DCs |
| Confused | Random actions (d4) |
| Drained X | -X Con checks; lose X×5 HP |
| Enfeebled X | -X Str checks/DCs |
| Fatigued | -1 AC/saves; no explore/hustle |
| Frightened X | -X all checks/DCs |
| Grabbed | Immobilized by creature; can Escape |
| Immobilized | Cannot move; flat-footed; -2 attacks |
| Prone | -2 attacks; +2 AC ranged, -2 melee |
| Quickened | Extra action (restricted) |
| Restrained | Immobilized, flat-footed, -2 attacks |
| Sickened X | -X all checks/DCs |
| Slowed X | Lose X actions/turn |
| Stunned X | Lose X actions; cannot act |
| Unconscious | Dropped, blinded, flat-footed; no actions |
9. CHASE SCENE FRAMEWORK
Structure:
- Setup (goal, positions, rounds—typically 6)
- Each round: GM obstacle (optional), PC actions, track successes
- Resolution: Most successes wins
Success Thresholds:
- Short (3 rounds): 5
- Medium (6 rounds): 8
- Long (10 rounds): 12
Chase Complications (d10): 1-2: Obstacle (overcome or take 1 hit) 3-4: Crowd/Traffic (difficult terrain, -2) 5-6: Sharp Turn (DC 20 or lose 1 success) 7-8: Hazard (damage or lose time) 9: Ambush (third party) 10: Critical Junction (choice affects outcome)
10. IMPROVISED DCs
Quick Formula:
- Easy: 10 + half party level
- Standard: 15 + half party level
- Hard: 20 + half party level
- Very Hard: 25 + half party level
Opposed: Actor rolls check; defender's skill mod +10 = DC
Improvised Damage:
- Minor hazard: 1d6/party level
- Moderate: 2d6/party level
- Severe: 3d6/party level
- Deadly: 4d6/party level
11. SESSION PLANNING CHECKLIST
Before:
- Review previous notes
- Prepare NPC stats
- Ready maps
- Prepare treasure/rewards
- Note downtime resolutions
- Have random encounter tables
- Prepare handouts/props
Opening:
- Recap previous session
- Answer questions
- Establish current situation/goals
During:
- Track time/resources
- Note NPC interactions
- Record treasure/XP
- Track conditions/effects
- Note decisions/consequences
Closing:
- Distribute XP/treasure
- Establish next starting point
- Collect feedback
- Note rules questions
After:
- Update campaign notes
- Prepare follow-up consequences
- Plan next encounters
- Research unclear rules
12. COMMON GM MISTAKES TO AVOID
- Over-planning: Prepare situations, not solutions
- Ignoring Degrees: Remember crit success/failure
- Forgetting Action Economy: 3-action system is core balance
- Skipping Downtime: Players need time to bond/plan/pursue goals
- Railroading: Provide choices; let decisions matter
- Inconsistent Rulings: Track precedents; be consistent
- Too Much Combat: Balance with exploration/social
- Ignoring Abilities: Let PCs use special abilities
- Poor Pacing: Mix intense/quiet scenes; vary difficulty
- Forgetting Fun: Rules serve story; choose what's most fun
END OF COMPILED GM RULES (Parts I-XIII)
Note: This document contains all GM-facing rules from the pf2e-starships module. For player-facing rules, see Module Player Rules. For item catalogs, see Item Catalog and Starship Catalog.
Document Version: 3.0 (Complete Parts I-XIII, 14 new topics added) Last Updated: 2026-02-08 Compatibility: SF2E/PF2E FoundryVTT Module Fan work - Not affiliated with Paizo Inc.
