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COMPILED MODULE GM RULES

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:

  1. Unexpected Enemy Appearance: Early enemy victories, PCs engage in desperate holding actions
  2. Retreat Phase: Additional losses, introduction of new enemy capabilities or commanders
  3. Rally Stage: Recruiting allies, gathering intelligence, weakening enemy strength
  4. 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:

  1. Position the victim centrally
  2. Surround the victim with all suspects
  3. Draw lines connecting the victim to each suspect
  4. Draw connections between suspects who have relationships with each other
  5. 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

CRITICAL REQUIREMENT: Before playing horror games, groups must examine why they're drawn to the genre and establish boundaries together.

The Three Essential Questions

  1. Why horror? What compels the group to play this genre?
  2. What's out? What topics remain unexplored and off-limits?
  3. 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:

  1. Stop immediately - Don't finish the sentence or scene
  2. Take a break - Step away from the table if needed
  3. Private clarification - If the GM needs to understand what boundary was crossed, speak privately and briefly
  4. Focus on boundaries - Discuss what bothered the player and where boundaries exist, not why they feel this way
  5. 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:

  1. What ghastly PC revivification options exist in your setting?
  2. 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:

  1. Investigation Phase: Mystery elements, gathering clues, surveillance
  2. Social Phase: High-stakes negotiations using social initiative
  3. Action Phase: Combat or other challenges based on investigation outcomes
  4. 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

GenreSettingCharacter TypesTone
DystopianUrban sprawl, megacorp territory, criminal underworldAnti-heroes, criminals, rebelsDark, gritty, morally gray
High-TechMachine worlds, ancient tech ruins, industrial planetsAndroids, hackers, tech priestsWonder, mystery, philosophical
FantasyMagic-heavy worlds, dragon-ruled planets, ancient ruinsSpellcasters, chosen heroes, fey alliesEpic, mythic, magical
War-tornBattlefields, contested space, military installationsSoldiers, refugees, spies, politiciansGrim, tactical, dramatic
WeirdAnomalies, other dimensions, reality-bending locationsInvestigators, anomaly huntersMysterious, 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

GenreRecommended Module Subsystems
DystopianTrade system (smuggling), hacking, colony management (oppressive settlements)
High-TechTech relics, mech combat, starship exploration
FantasyCorruptions, planar travel, creature companions
War-tornFleet combat, mech combat, boarding actions, deployable structures
WeirdMindscapes, 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 QualityPerception DC to DetectCost ModifierComputers DC to Disable
Cheap15×0.520
Standard20×125
Professional25×530
Military Grade30×2535
Intelligence Agency35×10040
Experimental40×50045

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

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 LevelDCExamples
Minimal15Personal commlinks, civilian terminals
Basic20Small business systems, residential locks
Average25Corporate workstations, secured doors
Good30Financial institutions, research labs
Excellent35Military installations, corporate HQ
Masterful40Intelligence agencies, AI core systems
Legendary45+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:

ActionActionsDCEffect
Hack System2-3Security DCGain access to system
Detect Intrusion1/Reactionvs. intruder's DCSpot and counter-hack
Create Backdoor2Security DCFuture access without checks
Copy Data115Duplicate desired information
Alter Data2Security DCMake convincing alterations
Delete Data2Security DC -5Destroy information
Crash System3Security DC +5Render system inoperable
Control Device1-2Device DCIssue 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

  1. Evoke Settings - Use vivid sensory details for alien environments
  2. Control Time Flow - Emphasize tension or speed through uneventful periods
  3. Prompt Reactions - Ask players how characters respond to discoveries
  4. Present Mysteries - Create small-scale hooks encouraging investigation
  5. Move Forward - Add complications on failures rather than stopping progress
  6. 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:

SpeedActivities Per Day
15 ft or less0.5
20-25 ft1
30-35 ft2
40-45 ft3
50+ ft4

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

ConditionModifier
Heavily populated area+10%
Wilderness0%
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
01-10Discovery (no creatures)
11-25Neutral creatures
26-35Potential allies
36-70Hostile creatures
71-80Environmental hazard
81-90Clue or mystery
91-00Special (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

ConditionDetection Range
Open terrain, clear weather1d6 × 100 feet
Moderate terrain/weather1d6 × 50 feet
Dense terrain/poor weather1d6 × 20 feet
Sensor detection×2 to visual range

Surprise: Compare Stealth vs. Perception

3. Creature Attitude

Roll or choose attitude:

d6AttitudeResponse
1HostileAttacks immediately
2-3UnfriendlyThreatening; may attack if provoked
4-5NeutralObserves; responds to PC actions
6FriendlyOpen 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:

BiomeActivity CostEncounter DCNavigation DC
Airborne11718
Aquatic11416
Arctic21720
Desert21719
Forest31215
Marsh21217
Mountain21618
Plains11614
Space11720
Subterranean21619
Urban11012
WeirdVariable (1-3)14Variable

Sci-Fi Biomes:

BiomeActivity CostEncounter DCNavigation DCSpecial
Toxic Waste21817Corrosive atmosphere
Radiation Zone22016Radiation exposure
Vacuum Breach11918No atmosphere
Zero-G Environment11722Special movement rules
Crashed Starship21514Urban-like terrain with hazards
Crystal Fields21616Difficult terrain, EM interference
Fungal Jungle31315Dense vegetation, spore hazards
Lava Flows21918Extreme heat, changing terrain
Methane Sea11617Liquid methane, extreme cold
Nanotech SwarmVariable1819Actively 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

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)

ResultEffect
Critical SuccessEfficient travel; reduce activity cost by 1 (minimum 1)
SuccessStay on course
FailureVeer off course; +1 activity to correct
Critical FailureBecome lost; GM determines new location
ConditionDC Modifier
Clear weather, good visibility-2
Overcast but clear0
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 TypeRestricted Terrain
WheeledMountain, Marsh, Subterranean
TrackedMountain (steep), Dense Forest
HoverNone (uses hover speed)
WalkerDense 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 SpeedHexes Per DayActivities Per Day
50 ft1 hex4 (modified by terrain)
100 ft2 hexes8 (modified by terrain)
150 ft3 hexes12 (modified by terrain)
200 ft4 hexes16 (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 SpeedHexes Per DayWeather Restriction
200 ft8 hexesNormal weather
300 ft12 hexes-4 in heavy weather
400 ft16 hexes-8 in severe weather
500+ ft20+ hexesMust land in storms

Vehicle-Specific Hazards

Mechanical Failure:

ConditionBreakdown DCEffect on Failure
PristineNo check needed
Good15Minor issue (-10% speed)
Damaged18Major issue (1d4 hours repair)
Critical22Breakdown (4d4 hours repair)

Environmental Damage:

EnvironmentDamageFrequencyProtection
Corrosive Atmosphere1d6Per hourSealed hull (+2 AC)
Extreme Heat2d6 firePer 10 minThermal shielding
Extreme Cold2d6 coldPer 10 minInsulation
RadiationSpecialSee radiation rulesShielding
Nanotech Swarm4d6Per roundEM shielding

Collision and Obstacles:

ObstacleDCDamage to Vehicle (Failure)
Small rocks/debris141d6
Large boulder183d6
Tree/structure205d6
Cliff/ravine2510d6 + 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):

ResultEffect
Critical SuccessMove as intended; can take other actions
SuccessMove as intended
FailureContinue drifting in original direction
Critical FailureBegin 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

HazardFrequency/TriggerEffect
Micrometeorite5% per hour2d6 piercing (ignores 5 armor); may breach suit
Suit BreachCrit hit or 20+ damageLose 1 hr oxygen/min; seal DC 15 Engineering, 2 actions
Tether FailureCrit fail on physical check, or 20+ damageBegin drifting; need thrusters or rescue
DisorientationFort DC 15 per hour (zero-G)-2 all checks; reorient with 1 min rest or Perception DC 15
Equipment Malfunction5-15% per hour (hostile env.)Minor (1 hr warning), Major (immediate), Critical (catastrophic)

EVA Time Limits

ResourceStandard DurationExtension
Oxygen8 hoursLight activity +50%, Survival DC 15 +25%, emergency reserve +2 hrs
Power24 hours (8 hrs with continuous thrusters)Failure: lose temperature regulation, comms, thrusters
Physical EnduranceFort/Athletics DC 15 every 4 hoursFailure: 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:

ResultEffect
Critical SuccessRegain 1 round of breath
SuccessContinue functioning
FailureDrop to 0 HP and unconscious
Critical FailureDrop to 0 HP and dying 2

Resuscitation: Medicine DC 15 (3 actions)

Depth Pressure

Pressure Zones:

DepthZoneEffects
0-99 feetSafe DepthNo pressure effects
100-999 feetDeep WaterModerate pressure effects
1,000-2,999 feetSevere DepthSevere pressure effects
3,000+ feetCrushing DepthExtreme 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)

ResultEffect
Critical SuccessNo effect
SuccessSickened 1 for 1 hour
FailureSickened 2 and 3d6 damage; lasts 24 hours
Critical FailureSickened 4, drained 2, and 6d6 damage; lasts 1 week

Underwater Combat

Attack Penalties: All creatures without a swim speed suffer penalties:

Attack TypePenalty
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 TypeEffect
Bludgeoning/Slashing meleeHalf damage (minimum 1)
Piercing meleeFull damage
Projectile weaponsHalf 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 weaponsFull damage; range normal
Electricity weaponsSee electricity effects
Thrown weaponsMaximum 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:

MethodEffectiveness
VisionLimited by clarity and light
DarkvisionFunctions normally within range; still limited by murky water
TremorsenseFunctions normally; may be more sensitive
Blindsight (sound)Functions excellently; +2 circumstance bonus to Perception
Sonar/EcholocationFunctions perfectly; ignores visibility limitations
Thermal SensorsReduced effectiveness; -2 penalty in water
Motion SensorsFunctions 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 LevelPerception DC
1-420
5-825
9-1230
13+35

Active Investigation: Computers DC = 15 + Ghost Level

ResultEffect
Critical SuccessLearn ghost's trigger, nature, and weakness; +2 to neutralization attempts
SuccessLearn ghost's trigger and general nature
FailureLearn only that the system is compromised
Critical FailureTrigger 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

ResultEffect
Critical SuccessIdentify root cause and optimal repair method; +2 to repairs
SuccessIdentify glitch behavior pattern and trigger
FailureKnow system is malfunctioning but not why
Critical FailureMisdiagnose problem; repair attempts have -2 penalty

Neutralizing Digital Threats

1. Direct Deletion: Computers DC = 20 + Anomaly Level

ResultEffect
Critical SuccessAnomaly completely removed; no side effects
SuccessAnomaly removed but system damaged (loses 1d4 functions)
FailureAnomaly persists; becomes aware of attempt (if ghost)
Critical FailureAnomaly 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 LevelChallengeAppropriate For
1-3Simple glitch or weak ghostTutorial encounters; minor obstacles
4-6Moderate threatStandard encounters; skill challenges
7-9Significant dangerMajor obstacles; memorable encounters
10-12Extreme hazardClimactic battles; important story beats
13+Legendary anomalyCampaign-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.

TierLevel RangeSignposting
SafeParty level -2 or lowerFriendly NPCs, peaceful environments
StandardParty level ±1Standard encounter indicators
DangerousParty level +2 to +3Environmental devastation, massive tracks, NPC warnings
DeadlyParty level +4 or higherCorpses 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):

  1. Suffocation begins immediately (hold breath for Con modifier rounds, minimum 1)
  2. Pressure damage: 1d6 bludgeoning/round (cannot be reduced)
  3. 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 SizePull DC ModSeal DC (Crafting, 2 actions)
Small (1 ft.)-215
Medium (5 ft.)+018
Large (10 ft.)+222
Massive (20+ ft.)+528

Radiation

LevelFort DCDamageCondition
Low151d4Sickened 1
Medium182d6Sickened 2
High224d6Sickened 3, Drained 1
Severe288d6Sickened 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

GravitySpeedJumpsCarryingSpecial
Low (1/3x)Normalx3x2-2 ranged beyond 1st increment
StandardNormalNormalNormal--
High (2x)x0.5x0.5x0.5-2 Athletics; Fort DC 18/hr or Fatigued
Extreme (5x)x0.5x0.5x0.51d6 bludgeoning/round; DC 20 to stand
Zero-GDrift 10 ftPush 30 ftx10Melee -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

TypeFort DCEffectProtection
Thin15/hrFatiguedBreathing apparatus
Thick15/hrSickened 1Environmental seal
Corrosive (Mild-Extreme)--1 to 4d6 acid/roundSealed hull (standard protects vs. mild/moderate)
Toxic (Low-High)15-25Sickened to DeathEnvironmental seal
Unbreathable--SuffocationBreathing apparatus
No atmosphere--Vacuum rulesFull 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):

ComponentACHPIf Destroyed
Sensor Array1520System Glitching
External Turret1830Weapon disabled
Thruster Nozzle1625Speed -1
Viewport1215Breach (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-structures compendium

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

FrameHPHardpointsSpeedMP/TurnLevel Range
Light20340 ft21-6
Medium40430 ft35-12
Heavy60525 ft410-16
Superheavy100620 ft514-20

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:

LocationTypical Mounts
Left ArmMelee weapons, shields, manipulators
Right ArmMelee weapons, shields, manipulators
Left ShoulderMissile launchers, heavy ranged weapons
Right ShoulderMissile launchers, heavy ranged weapons
TorsoArmor systems, sensors, cockpit upgrades
LegsMovement 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 TypeTypical MP Cost
Light weapon fire0-1 MP
Heavy weapon fire1-2 MP
Missile salvo2-3 MP
System activation1-2 MP
Emergency maneuver1 MP
Boost speed1 MP

Heat Management

Heat Generation

SourceHeat Generated
Energy weapon1-2 heat
Ballistic weapon0-1 heat
Missile launch1 heat
System activation0-2 heat
Sustained fire+1 heat

Heat Thresholds

Heat LevelStatusEffect
0 - 69%NormalNo penalties
70 - 99%Warning-1 to attack rolls
100% (Threshold)Critical-2 to all checks; some systems fail
MaxMeltdownReactor 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

StateDescriptionEffect
ShutdownPowered downCannot act; immune to EMP
StandbyLow power modeCannot attack; half speed; reduced heat
Combat ReadyFull operationNormal combat capability
OverloadedMaximum 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

LocationEffect When Damaged
Left/Right ArmWeapons mounted here cannot fire
Left/Right ShoulderWeapons mounted here cannot fire
Torso-2 to AC; cockpit exposed
LegsSpeed 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:

StatisticDescription
SizeNumber of ships in the fleet (affects HP)
SpeedHexes moved per round
ManeuverabilityTurning capability
ACDefense against attacks
DamageBase damage dealt
RangeShort/Long/Extreme with 0/-2/-4 penalties
HPFleet hit points (Size × 10)
MoraleFleet's willingness to fight

Sample Fleet Types

Fleet TypeSizeSpeedACDamageRangeBP
Fighter Wing126162d64/8/1230
Patrol Group64143d66/12/1845
Battle Line43124d88/16/2470
Carrier Group32103d8 + fighters6/12/1890
Dreadnought Force2286d1010/20/30120

2. ARMADA OFFICER ROLES

Admiral

Commands the entire armada. Can issue orders affecting any fleet.

Unique Action - Grand Strategy:Leadership DC: Master DC 30

ResultEffect
Critical SuccessAll friendly fleets gain +2 status bonus to all checks this round
SuccessChoose 2 fleets to gain +1 status bonus to all checks
FailureNo effect
Critical FailureEnemy fleets gain +1 status bonus this round

Commander

Leads a specific fleet.

Unique Action - Rally the Fleet:Leadership DC: Expert DC 20

ResultEffect
Critical SuccessFleet's Morale increases by 2; +2 status bonus to attacks
SuccessFleet's Morale increases by 1
FailureNo effect
Critical FailureFleet's Morale decreases by 1

Chief Engineer

Coordinates repairs across the fleet.

Unique Action - Fleet Repairs:Repair DC: Expert DC 20

ResultEffect
Critical SuccessRestore 20% of one fleet's HP
SuccessRestore 10% of one fleet's HP
FailureNo effect
Critical FailureRepair 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

ResultEffect
Critical SuccessOne friendly fleet gains +3 circumstance bonus to attacks vs. one enemy fleet
SuccessOne friendly fleet gains +2 circumstance bonus to attacks vs. one enemy fleet
FailureNo effect
Critical FailureEnemy 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

StateEffect
Emboldened+2 status bonus to all fleet checks
SteadyNormal operation
Shaken-2 status penalty to all fleet checks
RoutedFleet 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

ResultEffect
Critical SuccessFleet becomes Steady
SuccessFleet becomes Shaken
FailureFleet continues routing
Critical FailureFleet 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:

AbilityEffectBP Cost
Bombers+2d6 damage vs. capital ships+10
CarriersDeploy fighter screens; +2 AC+15
Damage ThresholdIgnore first 5 damage per attack+10
EMP ArrayCan disable enemy systems instead of dealing damage+20
FlagshipCommander can use two actions per round+25
Gravity MinesCreate 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):

CenterSkillReaction Effect
Armor of InsightPerceptionResistance to mental = half level
Empathic OrbitDiplomacyAttacker stupefied 1 until end of their turn
Ire's SpearIntimidationDeal level + Cha mod mental damage to attacker
Rational LabyrinthOccultism+2 circumstance to Will DC
Sensory PhantasmDeceptionBecome 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

MethodCheckSpecial
Anchoring WeaponsGunnery vs. ACShips locked together; can't move until released
RammingFlight vs. ACBoth ships take collision damage; adjacent 1 round
Breaching PodsGunnery vs. AC (no shields)PCU 5/pod; up to 4 crew enter next round
Creature InjectionSpecial vs. TLPathogens/creatures affect enemy crew

Boarding Combat Statistics

Boarding Attack = 1d20 + leader's Intimidation or Athletics + size modifier

Party Size vs. ComplementModifier
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

SystemBR BonusBPSpecial
Basic Locks+11--
Biometric Locks+23DC 25 to bypass
Anti-Personnel Turrets+252d6 damage on failed boarding
Shock Grid+383d6 electricity on failed boarding
Automated Defenders+412Deploy robots (level = ship level -2)
Maze Protocol+24DC 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

RoleActionDCSuccessCrit Success
PilotNavigate HazardGM-setPass obstacle+1 additional success
PilotOutmaneuvervs. Piloting DC+1 success+2 successes
PilotSpeed UpExpert DC 20+1 success (-1 next round)+2 successes (no penalty)
EngineerBoost EnginesTrained DC 15Pilot +1 bonusPilot +2 bonus
EngineerEmergency RepairsSystem DCRemove 1 hitRemove 2 hits
ScienceFind ShortcutExpert DC 20+1 success+2 + reveal route
ScienceJam Sensorsvs. TLOpponent -1 checksOpponent -2 checks
GunnerCovering Firevs. ACOpponent -1 success-1 success + 1 hit
GunnerDisable Pursuitvs. AC +5Engines GlitchingEngines Malfunctioning
CaptainCoordinateTrained DC 15One crew +1 bonusTwo crew +2 bonus

Chase Obstacles (GM Tool)

ObstacleNavigation DCFailure Effect
Debris Field151 hit, reduced speed
Asteroid Belt202 hits
Nebula Cloud18Sensors Glitching
Gravity Well22Lose 1 success
Solar Flare202 hits + radiation
Space-Time Anomaly25Random 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

StuntDCSuccessCrit Success
EscortLevel DC of allyAlly +2 AC/TLAlly +3 AC/TL
Flank (requires positioning)Level DC of enemyAlly +2 gunnery vs. targetAlly +3 gunnery
Intercept tracking weaponDC 15 + weapon speedWeapon -4 to hitWeapon destroyed
Formation FlyingTrained DC 15All ships +1 ACAll 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

StateConditionEffect
Disabled0 HPFloats at half speed; no offensive actions; crew safe unless life support wrecked
DestroyedDamage > 2x Max HPHull compromised; crew exposed to vacuum; 1d4 rounds to evacuate
Wrecked SystemsAll systems wreckedEffectively 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

Plotting a Course (Piloting, 10 minutes):

DestinationDCCrit SuccessFailureCrit Failure
FamiliarTrained DC 15-10% time+10% timeUnaware of error
ChartedExpert DC 20-10% time+10% timeSerious complications
UnchartedMaster DC 30-10% time+10% timeSerious 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:

TypeDCTimeCost
Minor (1-10 HP)Trained DC 151 hour10 UPB/HP
Moderate (11-30 HP)Expert DC 204 hours10 UPB/HP
Major (31+ HP)Expert DC 208 hours15 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 SizeMod Slots
Medium2
Large4
Huge6
Gargantuan8
Colossal12

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:

SizeBase HPHardness Mod
Tiny20+(Lv×5)+0
Small30+(Lv×7)+2
Medium50+(Lv×10)+4
Large80+(Lv×15)+6
Huge120+(Lv×20)+8
Gargantuan200+(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):

  1. Constant pheromone/telepathic communication
  2. Shared awareness (if one perceives, all do; cannot be flanked unless all flanked)
  3. Mental Resilience (1/round, roll twice vs. mental effects, take better)
  4. 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)

d20EventDescription
1-5Peaceful ProgressActivity proceeds normally
6-8OpportunityBonus progress/benefit (roll Opportunity Table)
9-11Social EncounterNPC contact, invitation, relationship
12-14Minor ComplicationSmall setback (roll Complication Table)
15-16Major ComplicationSignificant problem (roll Complication Table)
17-18DiscoveryFind valuable info, item, or contact
19Adventure HookLead to new quest/mystery
20Critical EventMajor story development/crisis

Opportunity Table (d12)

d12OpportunityBenefit
1Skilled MentorReduce Retraining time 50%
2Bulk Discount20% off supplies
3Rush OrderDouble pay for expedited work
4Valuable Find2d10×10 gp item
5Helpful Contact+4 to next downtime check
6Free ResourcesFree workshop/lab/facility access
7Networking SuccessGain long-term contact
8Critical SuccessAuto-crit on current activity
9Lucky BreakComplete in half time
10Information WindfallSecret or valuable intelligence
11Reputation Boost+2 social checks in settlement 1 month
12Double BenefitRoll twice

Complication Table (d20)

d20ComplicationEffect
1-2Equipment FailureLose 1d4 days
3-4Supply Shortage+2 DC or wait 1d6 days
5-6Rival InterferenceOpposed check or lose progress
7-8Bureaucratic DelayLose 1d4 days
9-10Personal EmergencyChoose: downtime or help friend
11-12Minor Injury/Illness1d6 damage, fatigued 1, 1d4 days
13-14Legal Trouble1 day dealing with officials
15-16Reputation Damage-2 Diplomacy in settlement 1 week
17-18Theft/SabotageLose 2d10×10 gp materials or progress
19Major SetbackAuto-crit failure on activity
20CrisisImmediate threat, switch to encounter mode

4. ACTIVITY-SPECIFIC COMPLICATIONS

Crafting (d10)

  1. Material Flaw (10% replacement cost)
  2. Design Oversight (+1 day revision)
  3. Tool Breakage
  4. Inspiration Strike (+10% cost, +1 day, +1 item bonus)
  5. Workshop Accident (2d6 damage)
  6. Perfectionism (+2 days, +1 bonus)
  7. Unexpected Visitor (NPC request/offer)
  8. Material Shortage (side quest or 2× cost)
  9. Competitor Interest (wants to buy)
  10. Divine Inspiration (auto-success next check)

Earn Income (d10)

  1. Difficult Client (-2 check, +50% pay if succeed)
  2. Payment Delay (wait 1d6 days)
  3. Job Expansion (2× earnings, extra day)
  4. Reputation Boost (+1 Earn Income here 1 month)
  5. Competing Offer (choose best)
  6. Skill Challenge (DC+5)
  7. Networking Opportunity (meet influential contact)
  8. Equipment Need (10% earnings cost)
  9. Rush Job (half time, -4 check)
  10. Perfect Conditions (max earnings auto)

Research (d10)

  1. Restricted Access (DC 20 Thievery/Deception to bypass)
  2. False Lead (waste 1 day)
  3. Rival Researcher (race or negotiate)
  4. Hidden Truth (+2 DC, +1 day to dig deeper)
  5. Helpful Librarian (+2 bonus)
  6. Unexpected Discovery (bonus info)
  7. Translation Needed (find translator)
  8. Dangerous Knowledge (attract powerful faction attention)
  9. Archive Damage (piece together fragments)
  10. Breakthrough (2× info learned)

Social/Schmooze (d10)

  1. Faux Pas (-2 Diplomacy with target 1 week)
  2. Rival Present (opposed Diplomacy)
  3. Cultural Misunderstanding (DC 20 Society to recover)
  4. Unexpected Gift (valuable item/info)
  5. Social Obligation (target asks favor)
  6. Perfect Chemistry (ally immediately)
  7. Third Party Introduction (even better contact)
  8. Scandalous Rumor (spend day clearing reputation)
  9. Romantic Complication
  10. Political Leverage (gain compromising info)

5. LONG-TERM CONSEQUENCES

Reputation System (Per Settlement)

ReputationValueEffect
Unknown0None
Known1-2+1 Diplomacy/Gather Info
Well-Regarded3-4+2 Diplomacy, better opportunities
Famous5-6+3 Diplomacy, VIP treatment, attract attention
Legendary7++4 Diplomacy, doors open, constant recognition
Infamous-1 to -3Penalties, suspicion, legal scrutiny
Notorious-4 to -6Major penalties, hostility, bounties

Gaining Reputation: +1 per month consistent work, +2 major achievement, -1 to -3 scandal/failure

Organizational Relations (Favor Points)

FavorRelationshipBenefits
-10+EnemyActive opposition, send agents
-5 to -9HostileRefuse service, spread rumors, obstruct
-1 to -4UnfriendlyUnhelpful, premium prices
0NeutralStandard interactions
1-4FriendlyMinor discounts, provide info
5-9AlliedSignificant support, resource access
10+DevotedMajor 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:

d12EventEffect
1Internal ConflictMediate Diplomacy DC 20 or lose 1d4 members
2Recruitment OpportunitySkilled specialist wants to join
3Resource WindfallUnexpected income/supplies
4Rival OrganizationCompetitor challenges influence
5Member EmergencyHelp or lose loyalty
6Expansion ChanceOpportunity to grow (requires investment)
7Legal ScrutinyDeal with authorities/bureaucracy
8Reputation GainImpress influential faction
9Supply Problems+50% maintenance costs this period
10Mission SuccessIndependent task completed, gain bonus
11BetrayalIdentify and deal with traitor
12Major AchievementMilestone; 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:

PredictionsMatchesPayout
225x
3330x
44200x
551,000x
10105,000x

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:

ElementTimeNotes
Feat1 weekMust meet new prerequisites
Skill Increase1 weekChange skill trained/improved
Skill Training1 weekLearn new or become trained
Class Feature1 monthGM approval, same type
Archetype1 monthMeet new prerequisites
Spell1 weekSpellcasters swap prepared
Language4 weeksLearn 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

DestinationBase TimeEncounter %
In-System1d6 days1%/day
Near Space3d6 days5%/day
The Vast5d6 days10%/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:

PlaneEffect
First World-2 Computers, unpredictable glitches
AbyssTech corrupts, -2 all tech checks
Maelstrom1d20 per use (1=malfunction)
Positive Energy2× PCU consumption (overcharge)
Negative EnergyHalf 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)

d20ComplicationEffectSkill Challenge
1Blockade RunningMilitary/pirate blockadePiloting DC 20 or combat
2CompetitionRival racingOpposed check; -2 BP/lot if lose
3Expiration DateTime-sensitive2d8 days max; 1 BP/lot after
4Fire SaleDesperate sellerFill hold; -1 BP/lot buy
5Friendly DiscountSeller likes youDiplomacy DC 15: -1 BP/lot
6Handling ProblemsDangerous loadingTrap/hazard CR=APL
7Hiding SomethingConcealed issueSense Motive DC 20; roll secondary
8High DemandMarket boom+1 BP buy, +2 BP sell (net +1)
9Illegal CargoContrabandDC 25 to conceal from scanners
10Imitation GoodsCounterfeits-2 BP/lot buy and sell
11RadioactiveRadiation leakPhys Science DC 20; 1 day or 1 BP shield
12RegulatedCustoms bureaucracyComputers/Society DC 20 or 1 day
13Rush JobUrgent delivery1d8 days: +2 BP; fail: DC+5 find buyer
14Stolen GoodsThieves want backHard encounter CR=APL+1 or surrender
15StowawayHidden passengerNPC level=APL; Perception DC 20 to detect
16Strange CustomsCultural requirementsCulture/Society DC 20: ±1 BP/lot
17Telepathic SpeciesMental comms neededWithout telepathy: Diplomacy DC 25 or -1 BP
18Tough SellDifficult buyerIntimidation DC 20 or -2 BP/lot
19Uncommon LanguageRare dialectWithout: DC 25 Society or sale fails
20Vermin InfestationPestsNature 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:

SizeSetup TimeCrewTools
Tiny1 minute1None
Small5 minutes1Basic tools
Medium10 minutes2Basic tools
Large30 minutes4Engineering kit
Huge2 hours8Engineering kit + heavy equipment
Gargantuan8 hours20Multiple 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:

StructureLevelPriceCapacitySpecial
Emergency Shelter150 cr2 Medium24 hr atmosphere, insulation, beacon (50 mi)
Field Barracks3500 cr8 sleepingFull life support 1 week, bunks, climate control
Command Post52,000 cr12 operationalComputer system, long-range comms, +2 tactical planning

Defensive Structures:

StructureLevelPriceSpecial
Deployable Barricade120 crStandard cover (+2 AC/Reflex), 1-action deploy
Tactical Turret4800 crLaser +7 (2d6 fire, 100 ft), AI targeting, IFF
Portable Force Field75,000 cr20-ft hemisphere, 100 HP (regen 10/round), biometric pass-through
Fortified Bunker1015,000 crGreater 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

GiftLevel (Standard)Level (Fast)Type
1st32Minor
2nd75Minor
3rd119Minor
4th1513Major
5th1917Grand

Creating a Tech Relic

  1. Define Base Item: Must be permanent (not consumable). Typically weapon, armor, or device with interesting backstory.
  2. Establish Origin: Who created it? What age? Does it have intelligence? What's its ultimate potential?
  3. Select Aspect: Analytical (logic), Aggressive (combat), Adaptive (evolution), Protective (defense), Covert (stealth), Social (communication). Influences available gifts and AI personality.
  4. 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

GiftBenefitScaling
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 Projection1/day: 20 temp HP for 1 min+10 per gift tier
Sensor Enhancement+2 Perception+3 at 15th
Linguistic DatabaseUnderstand all spoken languagesSpeak them at 15th
Life Support IntegrationEnvironmental protection 1 hr/day8 hrs at 11th, unlimited at 15th
Conversational AIAI advisor with one skill expertiseSecond skill at 11th
Tactical AdvisorRoll twice for initiative 1/day3/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

LevelDCLevelDCLevelDC
0148241635
1159261736
21610271838
31811281939
41912302040
520133121+42+
6221432
7231534

Simple DCs

DifficultyDC
Untrained10
Trained15
Expert20
Master30
Legendary40

DC Adjustments

AdjustmentModifier
Incredibly Easy-10
Very Easy-5
Easy-2
Hard+2
Very Hard+5
Incredibly Hard+10

2. PROFICIENCY CONVERSION (SF1E TO SF2E)

SF1E RanksSF2E Proficiency
1 rankTrained
3 ranksTrained (level 3+)
6 ranksExpert
9 ranksExpert (level 9+)
12 ranksMaster
15 ranksMaster (level 15+)
18 ranksLegendary

3. NPC MOTIVATION TEMPLATES (d12)

d12Primary MotivationSecondary Goal
1WealthAccumulate resources/power
2PowerControl others/events
3KnowledgeDiscover secrets/truths
4RedemptionAtone for past mistakes
5RevengePunish wrongdoers
6ProtectionKeep loved ones safe
7JusticeEnforce law/order
8FreedomEscape oppression
9FaithServe divine/ideological cause
10GloryAchieve fame/recognition
11SurvivalStay alive
12LoveWin affection/maintain relationships

NPC Attitude Reference

AttitudeInteractionCan Request
HelpfulEager to assistRisky favors, personal sacrifices
FriendlyWilling to helpStandard favors, reasonable requests
IndifferentNeutralSmall favors with compensation
UnfriendlyDismissiveNothing without significant payment
HostileOpposedNothing; 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 DiffXP
-410
-315
-220
-130
040
+160
+280
+3120
+4160

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):

LevelTotal gpPermanent ItemsConsumables
11751× lv 1-22× lv 1
23001× lv 2-32× lv 2
35001× lv 3-42× lv 3
48501× lv 4-52× lv 4
51,3501× lv 5-63× lv 5
62,0001× lv 6-73× lv 6
72,9001× lv 7-83× lv 7
84,0001× lv 8-93× lv 8
95,7001× lv 9-103× lv 9
108,0002× lv 10-114× lv 10
11-20See GM CoreScaleScale

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:

SituationHexes
Both aware10-20
One aware (ambush)5-10
Neither (random)15-25
Drift2d6
Planetary orbit1d6

Ground:

TerrainFeet
Open100-300
Moderate cover50-100
Heavy cover20-50
Enclosed10-30

8. CONDITION QUICK REFERENCE

ConditionSummary
BlindedCannot see; -4 Perception; 50% miss
Clumsy X-X Dex checks/DCs
ConfusedRandom 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
GrabbedImmobilized by creature; can Escape
ImmobilizedCannot move; flat-footed; -2 attacks
Prone-2 attacks; +2 AC ranged, -2 melee
QuickenedExtra action (restricted)
RestrainedImmobilized, flat-footed, -2 attacks
Sickened X-X all checks/DCs
Slowed XLose X actions/turn
Stunned XLose X actions; cannot act
UnconsciousDropped, blinded, flat-footed; no actions

9. CHASE SCENE FRAMEWORK

Structure:

  1. Setup (goal, positions, rounds—typically 6)
  2. Each round: GM obstacle (optional), PC actions, track successes
  3. 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

  1. Over-planning: Prepare situations, not solutions
  2. Ignoring Degrees: Remember crit success/failure
  3. Forgetting Action Economy: 3-action system is core balance
  4. Skipping Downtime: Players need time to bond/plan/pursue goals
  5. Railroading: Provide choices; let decisions matter
  6. Inconsistent Rulings: Track precedents; be consistent
  7. Too Much Combat: Balance with exploration/social
  8. Ignoring Abilities: Let PCs use special abilities
  9. Poor Pacing: Mix intense/quiet scenes; vary difficulty
  10. 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.