COMPILED PLAYER RULES
Complete Player Reference
This document combines all player-facing rules into a single reference, covering both the Starfinder 2E base game mechanics and supplemental content from the pf2e-starships module.
Last Updated: 2026-03-12
Related Resources:
- GM Rules: GM Rules for GM-facing rules
- Quick References: See Quick References for cheat sheets
TABLE OF CONTENTS
BOOK ONE: SF2E BASE GAME RULES
PART I: CORE MECHANICS
- 1.1 Three Modes of Play
- 1.2 Check System & Degrees of Success
- 1.3 Proficiency Ranks & Bonuses
- 1.4 Action Economy
PART II: COMBAT & DEFENSE
- 2.1 Initiative
- 2.2 Attack Rolls (Melee, Ranged, Spell)
- 2.3 Multiple Attack Penalty
- 2.4 Armor Class & Saving Throws
- 2.5 Damage System
- 2.6 Critical Hits
PART III: HEALTH & RECOVERY
- 3.1 Hit Points & Temporary HP
- 3.2 Death & Dying System
- 3.3 Wounded & Doomed
- 3.4 Hero Points
PART IV: MOVEMENT & PERCEPTION
- 4.1 Speed & Movement Actions
- 4.2 Movement Modes
- 4.3 Cover & Flanking
- 4.4 Perception & Detection
PART V: CONDITIONS
- Full conditions reference (detection, senses, death/dying, attitudes, abilities)
PART VI: SPELLCASTING
- 6.1 Magical Traditions
- 6.2 Spell Slots & Preparation
- 6.3 Heightening
- 6.4 Cantrips & Focus Spells
- 6.5 Rituals
PART VII: EQUIPMENT BASICS
- 7.1 Bulk & Carrying Capacity
- 7.2 Item Levels & Grades
- 7.3 Armor, Shields, Weapons (mechanics only)
- 7.4 Augmentations (mechanics only)
PART VIII: EXPLORATION & DOWNTIME
- 8.1 Exploration Activities
- 8.2 Downtime Activities
BOOK TWO: MODULE SUPPLEMENT RULES
PART I: CHARACTER OPTIONS & ABILITIES
- Custom Ancestries & Species Creation (including Custom Heritages)
- Companion Rules (Acquisition, Bonding, Stats, Advancement)
- Character Modifications (Corruption Types, Resolve Conversion Feats, Pinnacle Augmentations)
PART II: EXPLORATION & DISCOVERY
- Planetary Exploration & Hexploration
- Core Exploration Activities
- EVA (Extravehicular Activity) Rules
- Deployable Structures & Tech Relics
PART III: DOWNTIME & PERSONAL ACTIVITIES
- Downtime Framework
- Specific Activities (Craft, Earn Income, Research, etc.)
- Long-Term Goals
- Colony & Settlement Management
- Casino & Gaming Rules
PART IV: COMBAT & TACTICAL
- Aquatic & Environmental Combat
- Vehicle Combat Basics (including Vehicle Modifications)
- Starship Combat Crew Roles
- NPC Crew Members (Hiring, Advancement, Morale)
- Fleet Actions Overview
- Starship Chases & Boarding
- Mech Combat Basics
PART V: SOCIAL & INTERPERSONAL
- Social Encounters
- Influence & Negotiation
- Hacking Overview (Player Perspective)
PART VI: TRAVEL & COMMERCE
- Galactic Trade System
- Four-Step Trade Process
- Finding Cargo & Buyers
- Build Point Currency
- Scaling Equipment
PART VII: HAZARDS & SPECIAL ENVIRONMENTS
- Environmental Hazards (Aquatic, Radiation, Vacuum)
- Space Environment Rules
- Spells and Starship Scale (What Magic Can and Cannot Do)
- Digital Anomalies
PART VIII: MAGIC & MYSTICISM
- Planar & Dimensional Travel
- Planar Traits and Hazards
BOOK ONE: SF2E BASE GAME RULES
The following sections cover core Starfinder 2E mechanics from the official Player Core rulebook. These are the foundational rules that all players need to know.
Source Files:
docs/rules/sf2e-base/introduction.mddocs/rules/sf2e-base/playing-the-game.mddocs/rules/sf2e-base/spells.mddocs/rules/sf2e-base/equipment.mddocs/rules/sf2e-base/conditions.md
PART I: CORE MECHANICS
1.1 Three Modes of Play
Starfinder 2E structures gameplay into three distinct modes, each with different pacing and rules complexity:
| Mode | Description | Timing | When Used |
|---|---|---|---|
| Encounter Mode | Highly structured; used for combat and stressful situations with initiative rolls | 6-second rounds | Combat, time-critical challenges |
| Exploration Mode | Flexible pacing with travel speed and exploration activities | Minutes to hours | Traveling, investigating, problem-solving |
| Downtime Mode | Low-risk activities like crafting and research | Days or longer | Recovery, crafting, long-term projects |
Encounter Mode
Structured combat or time-critical challenges use initiative and rounds. Each character takes their turn in initiative order, receiving 3 actions and 1 reaction per round. Used when timing matters and every action counts.
Exploration Mode
Free-form investigation, problem-solving, and interaction. Used when traveling, exploring, or engaging in non-combat activities. Characters can perform exploration activities like Avoiding Notice, Detecting Magic, Scouting, or Searching.
Downtime Mode
Extended periods for recovery, crafting, research, and long-term goals. Measured in days or longer. Activities include repairing equipment, researching spells, and preparing for adventures.
1.2 Check System & Degrees of Success
All uncertain outcomes in Starfinder 2E use checks: roll d20 + relevant modifier versus Difficulty Class (DC).
Four-Step Check Process
- Roll d20 and identify modifiers, bonuses, penalties
- Calculate total result
- Compare to DC
- determine degree of success
Check Formula
d20 + attribute modifier + proficiency bonus + bonuses + penalties
Degrees of Success
Every check has four possible outcomes:
| Degree | Condition | Effect |
|---|---|---|
| Critical Success | Meet or exceed DC by 10 or more | Best possible outcome; often grants extra benefits |
| Success | Meet or exceed DC | Accomplish your goal |
| Failure | Below DC | Task fails with no progress |
| Critical Failure | Below DC by 10 or more | Failure with additional negative consequences |
Natural 20/1 Rule
- Natural 20: Improves result by one degree of success (failure becomes success, success becomes critical success)
- Natural 1: Worsens result by one degree of success (success becomes failure, failure becomes critical failure)
1.3 Proficiency Ranks & Bonuses
The proficiency system measures your character's aptitude in specific tasks and scales with level to ensure continuous improvement.
Five Proficiency Ranks
| Proficiency Rank | Bonus Formula | Description |
|---|---|---|
| Untrained | +0 | No training in this skill or ability |
| Trained | Level + 2 | Basic competence from dedicated training |
| Expert | Level + 4 | Significantly above average ability |
| Master | Level + 6 | Among the best in the field |
| Legendary | Level + 8 | World-class mastery |
What Uses Proficiency?
Proficiency applies to:
- Weapons (simple, martial, advanced)
- Armor (light, medium, heavy, unarmored defense)
- Skills (all skills from Acrobatics to Survival)
- Saving throws (Fortitude, Reflex, Will)
- Spellcasting (spell attacks and spell DCs)
- Perception (awareness and initiative)
Level-Scaling Advantage
Because proficiency bonuses include your level, a 10th-level trained character (+12) has better odds than a 1st-level expert (+5), even though expert is a higher rank. This ensures characters remain effective as challenges increase in difficulty.
1.4 Action Economy
The action economy defines what you can do during your turn in encounter mode.
Per Turn Resources
Characters receive each turn:
- 3 actions (use for most activities)
- 1 reaction (usable off-turn when triggered)
- Free actions (don't count toward the action limit)
- Activities (require multiple actions combined)
Action Types
Single Action
Brief, self-contained effect like Striking, Striding, or Interacting.
Symbol: One action icon
Activity (2-3 Actions)
Multiple actions in succession. Must spend all at once. If interrupted, lose all committed actions. Examples include Casting most spells (2 actions), Full Attack sequences, or complex maneuvers.
Symbol: Two or three action icons
Reaction
- Uses 1 reaction per round
- Has a trigger (specific event that allows you to use it)
- Can occur any time trigger is satisfied (including on other creatures' turns)
- Regains at start of your turn
Symbol: Reaction icon
Common Example: Attack of Opportunity triggers when an enemy within reach takes certain actions.
Free Action
- No action cost
- With trigger: Acts like reaction (occurs when triggered)
- Without trigger: Acts like single action on your turn
- No limit to number used
Symbol: Free action icon
Simultaneous Actions Rule
Only one single action/activity/free action without trigger at a time. Free actions with triggers and reactions can interrupt other actions.
Subordinate Actions
Actions called within another action don't cost extra actions (cost already included). They retain normal traits and effects but are modified as specified by the parent action.
PART II: COMBAT & DEFENSE
2.1 Initiative
At the start of combat, all participants roll initiative to determine action order.
Initiative Roll
Perception check = d20 + Wisdom modifier + proficiency bonus + modifiers
Turn Order
- Highest initiative result acts first
- Continue in descending order
- On tied results, higher Perception modifier goes first (or PC before NPC if still tied)
Uses of Perception
- Determines awareness
- Sets initiative order
- Notices hidden creatures or objects
- Searches for clues
2.2 Attack Rolls (Melee, Ranged, Spell)
Attack rolls determine whether attacks hit their targets by comparing the result to the target's Armor Class.
Melee Attack Roll
d20 + Strength modifier (or Dexterity for finesse weapons) + proficiency bonus + modifiers
Ranged Attack Roll
d20 + Dexterity modifier + proficiency bonus + modifiers
Spell Attack Roll
d20 + spellcasting attribute modifier + proficiency bonus + modifiers
Attack Roll Results
Compare your attack roll total to the target's AC:
| Result | Outcome |
|---|---|
| Meet or exceed by 10+ | Critical hit (double damage plus weapon's critical specialization effect) |
| Meet or exceed AC | Hit (deal normal damage) |
| Below AC | Miss (no effect) |
| Below AC by 10+ | Critical miss (typically no additional effect beyond missing) |
Bonuses and Penalties
Attack rolls can be modified by:
Bonus Types (Use Highest of Each Type)
- Circumstance bonuses (flanking, higher ground, favorable conditions)
- Status bonuses (from spells and conditions like bless)
- Item bonuses (from weapons with the tracking trait or magic items)
Penalty Types
- Typed penalties: Use worst of each type (circumstance, status, item)
- Untyped penalties: All stack together (multiple attack penalty, range penalty)
Range Penalty (Ranged Attacks)
| Distance | Penalty |
|---|---|
| Within first range increment | No penalty |
| Each additional increment beyond first | -2 penalty (cumulative) |
| Maximum range | 6 increments away |
Example
120-ft rifle:
- At 240+ ft (2nd increment): -2 penalty
- At 360+ ft (3rd increment): -4 penalty
- At 720+ ft (6th increment): -10 penalty (maximum range)
2.3 Multiple Attack Penalty
Making multiple attacks in the same turn imposes cumulative penalties to subsequent attack rolls.
Multiple Attack Penalty Table
| Attack Number | Standard Penalty | Agile Weapon Penalty |
|---|---|---|
| First attack | No penalty | No penalty |
| Second attack | -5 | -4 |
| Third+ attacks | -10 | -8 |
Rules
- Penalty applies only during your turn
- Calculate based on weapon used for that attack
- Does not apply to reactions taken on other creatures' turns
- Resets at the start of your next turn
Strategy Notes
The multiple attack penalty makes it increasingly difficult to land hits after your first attack. Often more effective to use your third action for movement, raising a shield, or other tactical options rather than a third attack at -10.
2.4 Armor Class & Saving Throws
Defenses protect you from attacks and harmful effects.
Armor Class (AC)
Your AC is the DC for attack rolls targeting you.
AC Formula:10 + Dexterity modifier (capped by armor) + proficiency bonus + armor bonus + modifiers
Dexterity Cap
Armor limits how much of your Dexterity modifier applies to AC:
| Armor Type | Dex Cap |
|---|---|
| Heavy Armor | +0 to +1 |
| Medium Armor | +1 to +2 |
| Light Armor | +3 to +4 |
| Unarmored | No cap |
Off-Guard Condition
When you're off-guard (surprised, flanked, or otherwise vulnerable), your AC is reduced, making you easier to hit.
Saving Throws
Saving throws defend against area effects, spells, poisons, diseases, and other threats that allow you to resist.
All saves use: d20 + attribute + proficiency bonus + modifiers
| Save Type | Attribute | Purpose |
|---|---|---|
| Fortitude | Constitution | Bodily effects (poison, disease, physical trauma) |
| Reflex | Dexterity | Avoidance (explosions, traps, quick reactions) |
| Will | Wisdom | Mental/spiritual effects (fear, mind control, charm) |
Save DC
When you force others to make saving throws: 10 + total modifier for that save
Basic Save Results
Many area damage effects use "basic saving throws" with standard result scaling:
| Result | Damage Effect |
|---|---|
| Critical Success | No damage |
| Success | Half damage |
| Failure | Full damage |
| Critical Failure | Double damage |
2.5 Damage System
When an attack hits or an effect deals damage, follow this process:
Five-Step Damage Process
- Roll damage dice (weapon/spell determined)
- Add attribute modifier
- Melee: Strength
- Thrown: Full Strength
- Propulsive: Half Strength (rounded down)
- Spells: Typically no modifier
- Determine damage type
- Apply immunities, weaknesses, resistances (in that order)
- Reduce target's HP
Damage Types
Physical Damage
- Bludgeoning (B) - Blunt force trauma
- Piercing (P) - Puncture wounds
- Slashing (S) - Cutting wounds
Energy Damage
- Acid - Corrosive damage
- Cold - Freezing damage
- Electricity - Electric shock
- Fire - Burning damage
- Sonic - Sound vibrations
- Vitality - Life energy (harms undead)
- Void - Death energy (harms living)
Other Damage Types
- Force - Pure magical energy
- Spirit - Spiritual essence
- Mental - Psychic damage
- Poison - Toxins and venoms
- Bleed - Persistent bleeding
- Precision - Exploit vulnerable spots (sneak attack)
Damage Modifiers by Attack Type
Melee Damage
Damage die + Strength modifier + bonuses + penalties
Ranged Damage
Damage die + bonuses + penalties
Special cases:
- Thrown weapons: Add full Strength modifier
- Propulsive weapons: Add half Strength modifier (rounded down)
Spell/Grenade Damage
Damage die + bonuses + penalties (no attribute unless noted)
Doubling and Halving Damage
When effects double or halve damage:
- Roll normally with all modifiers
- Double or halve the total
- Round down when halving (minimum 1 damage)
Immunity
Complete negation of damage type or effect type. Creatures are still targeted but don't apply that effect.
"Immunity to critical hits": Converts double damage to normal (but other critical effects may apply).
Weakness
Increase damage by weakness value when taking damage of that type.
- Use highest weakness if multiple apply
- Example: 2d6 fire damage + weakness 5 to fire = 2d6+5 total damage
Resistance
Reduce damage by resistance value (minimum 0) when taking damage of that type.
- Use highest resistance if multiple apply
- Example: Resistance 5 to fire reduces 7 fire damage to 2 damage
2.6 Critical Hits
Critical hits represent exceptional strikes that deal devastating damage.
Critical Success Conditions
You score a critical hit when:
- You roll natural 20 on attack roll, OR
- You exceed target AC by 10 or more
Critical Hit Effect
Critical hits with the Strike action deal double damage.
Process:
- Roll damage normally with all modifiers
- Double the total
- Apply immunities, weaknesses, resistances
- Apply critical specialization effect (if any)
Critical Specialization Effects
Weapons with critical specialization effects based on weapon group grant bonus effects on critical hits. These effects can be voluntarily declined.
Examples include:
- Knocking targets prone
- Causing persistent bleed damage
- Creating difficult terrain
- Stunning the target
PART III: HEALTH & RECOVERY
3.1 Hit Points & Temporary HP
Hit Points (HP)
Hit Points represent health and heroic drive - the combination of physical vitality and determination that keeps adventurers fighting.
- Damage reduces HP on 1:1 basis
- Healing restores HP up to maximum
- Starting HP = Ancestry HP + Class HP + CON modifier
- Gain additional HP each level (Class HP + CON modifier)
Temporary HP
Temporary Hit Points are a special protective buffer.
Rules:
- Track separately from current/max HP
- Damage reduces temporary HP first
- Can only have one source of temporary HP (new source replaces old)
- Cannot be healed; only gained via new effects
- Lost when you rest to recover HP
Fast Healing
Regains listed HP each round at beginning of turn. Represents accelerated natural healing.
Regeneration
More powerful than fast healing:
- Regains listed HP each round at beginning of turn
- Prevents dying from exceeding death threshold
- Deactivates when taking specified damage type until end of next turn (e.g., "regeneration 10, deactivated by fire")
3.2 Death & Dying System
Starfinder 2E's death and dying system creates dramatic tension while giving characters chances to recover.
Getting Knocked Out (Reaching 0 HP)
Non-Player Characters
Typically die immediately at 0 HP.
Player Characters
When reduced to 0 HP:
- Move initiative before your next turn would occur
- Gain dying 1 condition, OR
- Gain dying 2 if knocked out by critical hit or critical failure on save
- If damage was nonlethal, become unconscious instead (without dying)
Dying Condition
Dying tracks death status with value 0-4. At dying 4, character dies.
Recovery Check (Start of Each Turn While Dying)
Flat check, DC = 10 + current dying value
This is a flat check - roll d20 only, no modifiers/bonuses/penalties apply.
| Result | Effect |
|---|---|
| Critical Success | Dying value -2 |
| Success | Dying value -1 |
| Failure | Dying value +1 |
| Critical Failure | Dying value +2 |
Taking Damage While Dying
- Increase dying value by +1
- Increase dying value by +2 if from critical hit
Losing Dying Condition
- When dying reaches 0, remain unconscious at 0 HP
- Gain wounded 1 or increase wounded by 1 if already wounded
- Full recovery at 1+ HP automatically removes dying and unconscious conditions
Death Effects
Spells/abilities with the death trait that reduce you to 0 HP instantly kill without reaching dying 4 first.
Massive Damage
Instant death if damage ≥ double your maximum HP in a single blow.
3.3 Wounded & Doomed
Two conditions interact with the dying system to make repeated injuries more dangerous.
Wounded Condition
Wounded tracks accumulated injuries and trauma.
Gaining Wounded
- Gained when losing dying condition
- Stacks: Increase by 1 each time you lose dying
Effect on Dying
If you gain dying while wounded: increase dying value by wounded value
Example: If you're wounded 2 and get knocked out, you gain dying 3 instead of dying 1.
Removing Wounded
- Successful Treat Wounds activity (Medicine skill)
- Full HP + 10 minutes rest
- Decreases by 1 daily with full night's rest
Doomed Condition
Doomed represents supernatural forces drawing you toward death.
Effect
Maximum dying value reduced by doomed value
Example: Doomed 1 = die at dying 3 instead of dying 4
Removal
Decreases by 1 after full night's rest
Death
Instant death if maximum dying value reaches 0 (e.g., if you have doomed 4)
3.4 Hero Points
Hero Points represent narrative control and dramatic interventions that keep heroes alive in desperate situations.
Gaining Hero Points
- 1 per session start (automatic)
- Maximum: 3 Hero Points
- Reset: Each session
GM Awards
GMs award additional Hero Points for heroic deeds:
- Selfless actions that risk character safety
- Daring feats that advance the story
- Actions beyond normal expectations
- Creative problem-solving
Hero Point Uses
Use 1: Reroll Check
Cost: 1 Hero Point
Effect: Reroll check; use second result (fortune effect, so incompatible with other fortune effects)
Not an action: Usable when unable to act
Timing: Declare before GM reveals result
Use 2: Avoid Death (Heroic Recovery)
Cost: All remaining Hero Points (minimum 1)
Timing: At start of turn or when dying would increase
Effect:
- Lose dying condition
- Stabilize at 0 HP
- Don't gain/increase wounded from this recovery
Not an action: Usable when unable to act
Describing Heroic Deeds
When spending a Hero Point, describe how your character's:
- Deed
- Determination
- Remembered item
- Lucky break
Enables the success or survival. This adds narrative flavor and makes the Hero Point expenditure memorable.
PART IV: MOVEMENT & PERCEPTION
4.1 Speed & Movement Actions
Speed
Speed defines movement distance per action spent moving.
Stride action moves up to Speed distance.
Typical humanoid Speed is 25 feet, though this varies by ancestry and equipment.
Basic Movement Actions
| Action | Cost | Effect |
|---|---|---|
| Stride | One action | Move up to Speed; can trigger reactions for each 5 feet moved |
| Step | One action | Move 5 feet without triggering reactions |
| Crawl | One action | Move 5 feet while prone |
| Drop Prone | One action | Fall to ground |
| Stand | One action | Rise from prone (if on ground) |
| Leap | One action | Jump distance up to 10 feet horizontal or 3 feet vertical (Athletics check for longer) |
Difficult Terrain
Difficult terrain costs extra movement (typically double).
Examples:
- Rubble
- Thick vegetation
- Steep slopes
- Shallow water
Special Cases: Climbing, swimming, flying may cost extra based on specific terrain.
Forced Movement
When another creature moves you involuntarily:
- Forced movement triggered by attack doesn't trigger reactions based on movement (except for Reactive Strike-type reactions)
- Examples: Shove, Trip, spell effects that move you
4.2 Movement Modes
Beyond standard walking, characters may have alternate movement modes.
| Mode | Description |
|---|---|
| Burrow Speed | Underground movement through earth, sand, or similar materials |
| Climb Speed | Vertical surfaces; don't need to use Athletics checks to climb |
| Fly Speed | Airborne movement; falls if speed exhausted mid-round without taking an action to Fly |
| Swim Speed | Underwater movement; don't need to use Athletics checks to swim |
Using Movement Modes
When you have a specific movement mode (like climb speed or swim speed), you can use the Stride action to move using that mode instead of walking.
4.3 Cover & Flanking
Tactical positioning provides significant combat advantages.
Cover
Cover represents protection from physical barriers between you and attackers.
Effects
- Grants +2 circumstance bonus to AC
- Blocks line of effect for some effects
Types
- Lesser cover: +1 bonus (partial obstruction)
- Standard cover: +2 bonus (substantial obstruction)
- Greater cover: +4 bonus (nearly total protection)
Special Cover Uses
Riot shields and mobile bulwarks can be used with Take Cover action to increase circumstance bonus to +4.
Flanking
Flanking represents coordinated positioning to attack from multiple directions.
Requirements
Two allies on opposite sides of enemy (or near-opposite, at GM discretion).
Effect
Each ally reduces enemy AC by 2 (functionally equivalent to +2 bonus to attacks, but implemented as enemy gaining flat-footed condition).
Flat-footed condition represents exposed position and doesn't stack with other sources of flat-footed.
4.4 Perception & Detection
Perception determines awareness of your environment and hidden threats.
Perception Check Formula
d20 + Wisdom modifier + proficiency bonus + modifiers
Detection States
Creatures have one of four detection states relative to each observer:
Observed
- Observer knows your exact location
- Observer can see you
- Attacks against you have normal accuracy
Hidden
- Observer knows your general location but not exact position
- Observer cannot see you
- Attacks against you require DC 5 flat check or miss
- Can attempt to Seek to find you
Undetected
- Observer doesn't know you exist in the area
- Observer cannot see you
- Can't be targeted directly
- Assumed position unknown
- Detected by successful Perception check or when taking obvious actions
Unnoticed
- Observers unaware of presence
- Treated as undetected to those unaware
- Can transition to observed when noticed
Key Perception Actions
Seek one-action
Attempt Perception check to find hidden/undetected creatures or objects.
Sense Motive one-action
Read creature's intent using Perception or Insight check.
PART V: CONDITIONS
Conditions change your state of being and represent everything from attitudes others have toward you to what happens when taking damage or being affected by magic.
General Condition Rules
Duration and Persistence
Conditions persist until their duration ends or they are removed. You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations.
Condition Values
Some conditions have numerical values indicating severity. If a condition value is ever reduced to 0, the condition ends.
Overriding Conditions
Some conditions override others, suppressing but not removing the overridden condition. When the overriding condition ends, the suppressed condition resumes if its duration has not expired.
Detection Group Conditions
Observed
- Observer knows your exact location
- Observer can see you
- Standard attack rolls apply
Hidden
- Observers unaware of exact location
- Attackers must succeed DC 5 flat check or miss
- Can be targeted if observer guesses location correctly
- Detected by successful Perception check or when attacking
Undetected
- Observers don't know you exist in area
- Can't be targeted
- Assumed position unknown
- Detected by successful Perception check or other means
Unnoticed
- Observers unaware of presence
- Treated as undetected to those unaware
- Observed by those who noticed you
Senses Group Conditions
Blinded
- Can't see
- Automatically fail Perception checks relying on sight
- -4 status penalty to Perception
- All creatures and objects are hidden or undetected to you
- -4 status penalty to attack rolls
Concealed
- Harder to find and target
- Attackers must succeed DC 5 flat check or miss
- Doesn't change detection state (you can still be observed)
Dazzled
- Everything is concealed to you
- Bright light impairs vision
Deafened
- Can't hear
- Automatically fail Perception checks requiring hearing
- -2 circumstance penalty to Perception
- Immune to auditory effects
Invisible
- Observers can't see you
- Treated as undetected to creatures relying on sight
- Can't be targeted by attacks needing to see target
- If using Stealth, observers must succeed at Perception check against your Stealth DC
Death and Dying Group Conditions
Dying
- Unconscious
- At death's door
- Value 0-4; reaching 4 = death
- Attempt recovery check each turn (DC 10 + dying value)
- Taking damage increases dying value
- At dying 0, lose dying but gain wounded
Unconscious
- Can't act
- Fall prone
- Drop held items
- -4 status penalty to AC, Perception, Reflex saves
- Gain blinded and off-guard conditions
Waking Up
If Unconscious from Dying: Wake only if restored to 1+ HP.
If Unconscious at 0 HP (Not Dying): Naturally recover after 10 minutes to several hours.
If Unconscious with 1+ HP: Wake from:
- Taking damage (unless reduced to 0 HP)
- Receiving healing
- Being shaken (Interact action)
- Loud noise (Perception check against noise DC)
- Restful sleep
Wounded
- Value tracks injury severity
- Gained when losing dying condition (value = 1 + previous wounds)
- If gain dying while wounded: increase dying by wounded value
- Removed by full HP + 10 minutes rest or Treat Wounds
Doomed
- Maximum dying value reduced by doomed value
- Example: Doomed 1 = die at dying 3 instead of dying 4
- Decreases by 1 after full night's rest
- Instant death if maximum dying value reaches 0
Attitudes Group Conditions
NPC and creature attitudes toward characters:
Hostile
- Actively working against you
- Will attack if able
- Opposes your goals
Unfriendly
- Dislikes you
- Won't help willingly
- May hinder your efforts
Indifferent
- No particular feelings
- Default attitude for most NPCs
- May help if benefit is clear
Friendly
- Likes you
- Will help with reasonable requests
- Gives benefit of doubt
Helpful
- Goes out of way to assist
- Provides aid without need for persuasion
- Takes risks to help you
Lowered Abilities Group Conditions
These conditions reduce specific ability scores or related statistics.
Clumsy
- Status penalty to Dexterity-based checks and DCs
- Penalty = condition value
- Affects AC, Reflex saves, ranged attacks, Dexterity-based skills
Drained
- Reduces maximum HP by condition value × your level
- Status penalty to Constitution-based checks
- Decreases by 1 after full night's rest
Enfeebled
- Status penalty to Strength-based checks and DCs
- Penalty = condition value
- Affects melee damage, Athletics, Strength-based attacks
Stupefied
- Status penalty to Intelligence, Wisdom, and Charisma-based checks
- Penalty = condition value
- Affects spellcasting, Will saves, mental skills
- When casting spell: DC 5 + condition value flat check or lose spell
Additional Common Conditions
Off-Guard
- Extra defense vulnerability
- -2 circumstance penalty to AC (or functionally, others get +2 to hit you)
- Surprised creatures begin combat off-guard
- Applies when flanked, prone, or caught unaware
Frightened
- Value indicates fear severity
- Status penalty to checks and attack rolls equal to value
- Decreases by 1 at end of turn automatically
Slowed
- Lose actions equal to value each turn
- Value decreases by 1 at end of each turn
- Slowed 1 = 2 actions instead of 3
- Slowed 2 = 1 action instead of 3
Quickened
- Gain extra action each turn
- Extra action specified by effect granting condition (e.g., "quickened, can use extra action to Stride or Strike")
- Condition ends with effect
Persistent Damage
- Recurs each round at end of turn
- After taking damage, attempt DC 15 flat check to recover
- Specific damage type (persistent fire, persistent bleed, etc.)
- Can have multiple types simultaneously
Example: 1d6 persistent fire damage = roll 1d6 fire damage at end of each turn until DC 15 flat check succeeds
Broken (Items)
- Item can't function normally
- Doesn't grant bonuses (except armor, which still grants reduced bonuses)
- Must be repaired to function properly
- Broken armor imposes status penalties based on type
PART VI: SPELLCASTING
6.1 Magical Traditions
Spellcasters access one of four distinct magical traditions, each with unique characteristics and philosophy.
Arcane
Practitioners employ "logic and rationality to categorize the magic inherent in the world."
- Strengths: Broadest spell list, excellent for offense and utility
- Weaknesses: Poor at affecting spirits or souls
- Practitioners: Witchwarpers, technomancers
Divine
"The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Universe."
- Strengths: Healing, protection, spiritual effects
- Weaknesses: Limited offensive options
- Practitioners: Mystics with cosmic healing or shadow connections
Occult
Practitioners "seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way."
- Strengths: Mental effects, divination, illusions
- Weaknesses: Limited physical damage
- Practitioners: Witchwarpers touched by the Gap, mystics linked to Akashic Record
Primal
"An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey."
- Strengths: Elemental damage, plant/animal effects, weather
- Weaknesses: Limited social/mental magic
- Practitioners: Mystics with elemental or cosmic rhythm connections
Tradition Application
When casting spells, add your tradition's trait to the spell. Classes determine which tradition(s) you access. Some abilities grant spells from alternate traditions, which then use your tradition rather than the spell list's original tradition.
6.2 Spell Slots & Preparation
Characters from spellcasting classes cast spells using spell slots. Spell ranks range from 1 to 10, indicating overall power.
Spell Slots
A 1st-level character has few 1st-rank slots daily; advancement grants more slots of higher ranks.
Prepared Spells
Prepared spellcasters (such as Technomancers) select spells daily during preparation.
Process:
- Choose spells during daily preparations (typically 8 hours rest)
- Select number of different-ranked spells determined by character level and class
- Prepared spells remain ready until cast or until next preparation
Cantrip Exception: Once prepared, cantrips can be cast repeatedly without expenditure.
Multiple Castings: Preparing the same spell multiple times allows casting it multiple times daily. For example, preparing magic missile in two 1st-rank slots lets you cast it twice.
Mid-Day Swaps: Some abilities enable mid-day spell swaps, though only daily preparation counts for duration-based effects lasting "until the next time you prepare spells."
Spontaneous Spells
Spontaneous spellcasters (including Mystics) select casting spells from their repertoire at the moment of casting.
Process:
- Learn limited spells for your spell repertoire
- During daily preparation, refresh all spell slots
- When casting, choose any spell from repertoire that fits slot rank
Trade-off: "More freedom in your spellcasting, but you have fewer spells in your spell repertoire."
6.3 Heightening
Both prepared and spontaneous casters can cast spells at higher ranks than listed—called heightening.
Heightening Mechanics
When heightened, "the spell's rank increases to match the higher rank of the spell slot you've prepared it in or used to cast it."
For Prepared Casters: Prepare spells in higher-rank slots to heighten them.
For Spontaneous Casters: Must know spell at that rank OR have signature spell feature for that spell.
Heightened Benefits
Many spells list additional specific benefits when heightened, described at the spell's end. Heightened entries specify required ranks for extra advantages.
Example: "Slice reality says 'Heightened (+1) The damage increases by 1d8.' Because slice reality deals 7d8 void damage at 6th rank, a 7th-rank slice reality would deal 8d8 void damage, an 8th-rank spell would deal 9d8 void damage, and so on."
Cumulative Benefits
Some heightened entries use "+X" notation, indicating benefits per rank increment above the base rank. These benefits stack cumulatively with each additional rank.
Heightened Spontaneous Spells
Spontaneous casters must know spells at the specific rank they wish to cast them. Spells can be added to the repertoire at multiple ranks, allowing different casting options.
Example: "Skyfire wings added as 3rd-rank and 7th-rank spells allows casting at either rank but not 5th-rank."
Signature Spells
Many spontaneous classes offer signature spell features permitting heightened casts of limited spells even when known at a single rank. This allows greater flexibility with favorite spells.
Lower-Rank Casting
Spontaneous casters may cast lower-rank known spells using higher-rank slots without heightening. The spell uses its known rank without heightened effects—generally inefficient except in specific circumstances like using utility spells when higher slots would otherwise go unused.
6.4 Cantrips & Focus Spells
Cantrips
Cantrips are "weaker than other spells but can be used with greater freedom and flexibility."
Key Rules:
- Carry the cantrip trait
- Don't consume spell slots
- Cast "at will, any number of times per day"
- Auto-Heightening: Automatically heighten to "half your level, rounded up"
For Prepared Casters: Prepare specific number of cantrips daily but cannot prepare them in spell slots.
Example: A 10th-level character's cantrips automatically function as 5th-rank spells.
Focus Spells
Focus spells derive from specific sources like fields of study, mystical force connections, or alternate reality exposure.
Key Rules:
- Learn exclusively through class features or feats
- Not from spell lists
- Use Focus Points (separate from spell slots)
- Auto-Heightening: Like cantrips, automatically heighten to "half your level rounded up"
Focus Point Mechanics
- Casting any focus spell costs 1 Focus Point
- Characters gain focus pools upon first obtaining focus-granting abilities
- Maximum pool size equals "the number of focus spells you know or 3, whichever is lower"
- Pool counts only spells requiring Focus Points
Refocusing
All Focus Points refresh during daily preparations.
Refocus Activity: Allows regaining 1 Focus Point through prayer, study, or meditation (typically 10 minutes of appropriate activity).
"You can Refocus multiple times to regain multiple points, up to your pool's maximum."
6.5 Rituals
Rituals are "esoteric and complex spells that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects."
Casting Rituals
Requirements:
- Need not be spellcasters
- Primary casters must know the ritual
- Spell rank must be no higher than "half your level rounded up"
- Must possess required skill proficiency
Timing:
- "A ritual always takes at least 1 hour to perform, and often longer"
- Often listed in days (each day = 8 hours of participation)
- Downtime activity (risky during exploration)
Process:
- Primary caster leads ritual
- Secondary casters (if required) assist
- At culmination, primary caster attempts skill check
- Results determine outcome
Ritual Costs
Ritual costs appear in Cost entries, listing "valuable components required to cast the ritual."
Consumption Timing: Cost consumed when you attempt the primary skill check.
Cost Formulas: Often "a base cost multiplied by the target's level and sometimes the spell's rank."
Creature Creation Ritual Table
| Creature Level | Ritual Rank Required | Cost |
|---|---|---|
| -1 or 0 | 2 | 15 gp |
| 1 | 2 | 60 gp |
| 2 | 3 | 105 gp |
| 3 | 3 | 180 gp |
| 4 | 4 | 300 gp |
| 5 | 4 | 480 gp |
| 6 | 5 | 750 gp |
| 7 | 5 | 1,080 gp |
| 8 | 6 | 1,500 gp |
| 9 | 6 | 2,100 gp |
| 10 | 7 | 3,000 gp |
| 11 | 7 | 4,200 gp |
| 12 | 8 | 6,000 gp |
| 13 | 8 | 9,000 gp |
| 14 | 9 | 13,500 gp |
| 15 | 9 | 19,500 gp |
| 16 | 10 | 30,000 gp |
| 17 | 10 | 45,000 gp |
Secondary Casters
"Many rituals need additional secondary casters, who also don't need to be able to cast spells."
Requirements: Unlike primary caster, secondary casters don't need minimum level or skill proficiency.
Secondary Checks: "Often, a ritual requires secondary checks to represent aspects of its casting." A different secondary caster must attempt each secondary check.
Secondary Results
- Critical Success: +2 circumstance bonus to primary check
- Success: No bonus or penalty
- Failure: -4 circumstance penalty to primary check
- Critical Failure: As failure, plus reduce primary check success degree by one step
Ritual Outcomes
"A ritual's effect depends on the result of the primary check."
Save DC Calculation: "If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental attribute modifier, if you don't have a spell DC)."
Learning Rituals
"Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability."
Availability: "Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."
Casting Spells - Additional Mechanics
Sensory Manifestations
Spellcasting creates "obvious sensory manifestations, such as bright lights, crackling sounds, and sharp smells."
Nearly all spells manifest visible "spell signature—a colorful, glowing ring of magical runes or circuitry" appearing near hands or adjusted by tradition/class.
Visual Customization: "How spellcasting looks can vary from one spellcasting tradition or class to another, or even from person to person. You have a great deal of freedom in flavoring your character's magic however you wish!"
Spell Components
Spellcasting involves "gestures and utter incantations," so inability to speak prevents most casting.
Costs
Some spells require listed monetary resources or valuable materials like gems or reagents, which are expended during casting.
Loci
A locus "is an object that funnels or directs the magical energy of the spell but is not consumed in its casting." During casting, retrieve the locus and can replace it afterward.
Disrupted and Lost Spells
Certain abilities and spells disrupt others, causing no effect. "When you lose a spell, you've already expended the spell slot and spent the spell's costs and actions."
Ranges, Areas, and Targets
Ranges: Vary from feet to miles, planets, or beyond.
Touch Range: Require physical contact using unarmed reach. "You can usually touch them automatically, though the spell might specify that they can attempt a saving throw or that you must attempt a spell attack roll."
Areas: Some spells create areas like bursts, cones, emanations, or lines.
Targets: Allow selecting creatures, objects, or specific entities within range. "The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it."
Durations
"If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0."
Sustained Spells: "Last until the end of your next turn unless you use the Sustain action on that turn to extend the duration of that spell."
Long Durations: Spells lasting "until your next daily preparations" can be extended by preparing/expending spell slots during daily prep.
Unlimited Durations: "Last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."
PART VII: EQUIPMENT BASICS
7.1 Bulk & Carrying Capacity
The Bulk system abstracts weight and encumbrance into a simple tracking mechanism.
Bulk Limits
| Capacity Type | Formula | Effect |
|---|---|---|
| Standard Capacity | 5 + Strength modifier | No penalty |
| Encumbered | Above standard capacity | Encumbered condition (slowed, penalties) |
| Maximum Capacity | 10 + Strength modifier | Cannot exceed this limit |
| Dragging | Special | Treat bulk as half value (requires both hands) |
Bulk Values
| Bulk Rating | Meaning |
|---|---|
| — (Negligible) | Doesn't count unless carrying vast numbers (10+ typically) |
| L (Light) | 10 light items = 1 Bulk |
| 1, 2, 3, etc. | Standard bulk units |
Bulk Examples
- Armor: 3 Bulk (heavy), 1-2 Bulk (medium), L-1 Bulk (light)
- Sword: 1 Bulk
- Knife: Light (L)
- Spell gem: Light (L)
- Battery: Negligible (—)
Creature Bulk by Size
| Creature Size | Bulk Value |
|---|---|
| Tiny | 1 |
| Small | 3 |
| Medium | 6 |
| Large | 12 |
| Huge | 24 |
| Gargantuan | 48 |
7.2 Item Levels & Grades
Item Levels
- Each item has a level representing complexity and technology (0-20)
- Characters cannot craft items exceeding their own level
- Higher-level items are more powerful and expensive
- Item level serves as guideline for appropriate treasure
Equipment Grades
Equipment typically comes in seven grades with progressive improvements:
- Commercial (baseline)
- Tactical
- Advanced
- Superior
- Elite
- Ultimate
- Paragon
Grade Benefits
- Higher grades provide additional upgrade slots
- Armor gains resilient traits improving saving throws
- Weapons gain damage dice improvements and tracking traits improving attack rolls
- Shields gain increased Hardness, Hit Points, and Broken Threshold values
Improving Equipment
Upgrade Requirements
Upgrading an item by one grade requires:
- Crafting Check: DC equal to the finished product's item level
With Formula:
- Cost: UPBs equal to half the price difference between grades
- Time: Multiple crafting days
Without Formula:
- Cost: Full price difference
- Time: 1 day
7.3 Armor, Shields, Weapons (Mechanics Only)
Armor Mechanics
Armor Class Calculation
AC Formula:10 + Dexterity modifier (capped by armor) + proficiency bonus + armor bonus + modifiers
Armor Statistics by Category
| Property | Light Armor | Medium Armor | Heavy Armor |
|---|---|---|---|
| AC Bonus | +1 to +2 | +2 to +3 | +3 to +4 |
| Dex Cap | +3 to +4 | +1 to +2 | +0 to +1 |
| Check Penalty | 0 to -1 | -1 to -2 | -2 to -3 |
| Speed Penalty | none to -5 ft | -5 ft | -10 ft |
| Bulk | L to 1 | 1 to 2 | 2 to 3 |
| Upgrade Slots | 1-2 | 2-3 | 3-4 |
Donning and Removing Armor
| Armor Type | Time to Don | Time to Remove |
|---|---|---|
| Light Armor | 1 minute | 1 minute |
| Medium Armor | 5 minutes | 1 minute |
| Heavy Armor | 5 minutes | 1 minute |
Environmental Protection
All armor except those with the exposed trait provides breathable environments in:
- Thick atmospheres
- Thin atmospheres
- Vacuums
- Non-hazardous liquids
Duration: Item level in time units (minimum 1 day)
Activation: One Interact action Deactivation: One Interact action Recharging: 10 minutes at functioning starship or recharging station
Armor Specialization Effects
Only medium and heavy armor provide specialization effects granting additional benefits based on armor group. Light armor provides no specialization effect.
Shield Mechanics
Shield Statistics
| Statistic | Details |
|---|---|
| AC Bonus | Circumstance bonus when raised (typically +1 to +2) |
| Hardness | Damage reduction per Shield Block reaction |
| HP (BT) | Hit Points and Broken Threshold |
| Speed Penalty | Applied whenever holding shield |
| Bulk | Item's weight/size value |
Using Shields
- Shields require wielding in one hand
- Must be raised via the Raise a Shield action to grant AC bonuses
- Compact and irising shields don't occupy hands if the hand is free or holding light non-weapon objects
- Can use Shield Block reaction to reduce damage (costs shield HP)
Special Shield Uses
Riot shields and mobile bulwarks can be used with Take Cover action to increase circumstance bonus to +4.
Shield Bash Attacks
Shields function as martial weapons using shield bash statistics, available only for shields not designed as weapons.
Weapon Mechanics
Weapon Statistics
| Statistic | Definition |
|---|---|
| Damage | Die type and damage type (B/P/S + optional elemental) |
| Range | Increment; -2 penalty per additional increment beyond first (max 6 increments) |
| Reload | Interact actions needed to reload magazine |
| Bulk | Weight/size value |
| Hands | One or two hands required |
| Magazine | Ammunition/charge capacity |
| Expend | Ammunition consumed per Strike |
| Upgrade Slots | Available modification slots |
| Group | Classification for specialization effects |
| Traits | Special weapon properties |
Weapon Categories
| Category | Description |
|---|---|
| Simple Weapons | Less damage, fewer traits; proficiency easier to obtain |
| Martial Weapons | Moderate damage, useful traits; standard military weapons |
| Advanced Weapons | Higher damage, advantageous traits; specialized training required |
Damage Dice Progression
Damage dice increase in the following order:
1d4 → 1d6 → 1d8 → 1d10 → 1d12 (maximum)
Effects can increase die size once; multiple increases cap at d12.
Ammunition & Magazines
Projectile Weapons:
- Use magazines holding specific ammunition amounts
- Cost: 10 projectiles per sp (1 sp)
Battery-Powered Weapons:
- Use charges equal to battery maximum
Chemical Weapons:
- Use non-rechargeable tanks
Critical Specialization Effects
Weapons with critical specialization effects based on weapon group grant bonus effects on critical hits. These effects can be voluntarily declined.
Weapon Upgrades
- Weapons can be customized with technological modifications and magical fusions
- Installed into upgrade slots via 10-minute Install Upgrade activity
- Upgrades function only when weapon is wielded
- Some upgrades attach to specific weapon parts (e.g., sights) - one such upgrade per weapon
Item Damage System
Hardness & Hit Points
- Every item has Hardness values that reduce incoming damage
- When Hit Points drop to or below the Broken Threshold (BT), items become broken and unusable
- At 0 HP, items are destroyed
Material Hardness Reference
| Material | Hardness | HP | BT |
|---|---|---|---|
| Ceramic | 5 | 20 | 10 |
| Chain | 9 | 36 | 18 |
| Cloth | 1 | 4 | 2 |
| Composite | 7 | 28 | 14 |
| Leather | 4 | 16 | 8 |
| Plate | 9 | 36 | 18 |
| Polymer | 3 | 12 | 6 |
7.4 Augmentations (Mechanics Only)
Implantation Requirements
- Requires professional augmentation surgeon or master Medicine proficiency
- Session takes 1 hour per 2 item levels (minimum 1 hour)
- Implantation cost typically includes procedure
Implant Limit
- Maximum: 4 implanted augmentations per character
- Cannot exceed limit
- Must remove one existing augmentation to install new one when at limit
- Some augmentations don't count toward limit
- Apex augmentations never count toward limit
Augmentation Types
Biotech
- DNA modifications plus biological implants integrated into physiology
- Non-magical but may originate from magical creatures
Cybernetics
- Machine/circuitry integrated into flesh/bone
- Technological but not subject to effects targeting technology unless specified as affecting cybernetics
Magitech
- Combination cybernetic/magical components
- Mystically charged crystals, starmetal alloys, rune-engraved microchips
- Magical but not dispellable unless effect specifies augmentations
Apex Augmentations
Effects
- Improve one attribute by +1 modifier or to +4 total modifier (whichever higher)
- Only one apex provides attribute increase per day (choose during daily preparations)
- All other apex effects apply
- Can be biotech, cybernetics, or magitech
Augmentation Activation
Continuous Function: Many augmentations function continuously.
Activate Entries: Specify action costs (typically Interact or Concentrate), frequency limits, and cooldown periods between uses.
Currency & Carrying
Starting Wealth & Currency
Starting Wealth
Characters begin with 15 gp to purchase common items. In the Pact Worlds economy, 10 credits equals 1 gold piece, so this is equivalent to 150 credits in setting flavor.
Credits as Flavor
Credits serve as the primary galactic currency across the Pact Worlds, functioning as both digital and physical assets. The system includes credsticks, portable devices roughly finger-sized that securely store funds with optional biometric or magical protections. For game mechanics, all prices use gold pieces (gp) following PF2E's level-based pricing curve.
Selling Items
Key Rule: "Most items can be sold for half their Price, but coins, gems, art objects, and raw materials can be exchanged for their full Price."
Universal Polymer Base (UPB)
Definition: Tiny multifunction components used in crafting most common galactic goods.
Properties:
- Bulk: 1 per 1,000 units
- Currency Use: Serve as alternative currency in major settlements
- Crafting: Primary material for creating technological items
Item Carrying Methods
| Method | Definition | Retrieval |
|---|---|---|
| Held | In hands (typically two maximum) | Immediate use |
| Worn | Pockets, belt pouches, sheaths | One Interact action to draw |
| Stowed | Backpack/container | Two Interact actions (open container + retrieve) |
Cost of Living by Standard
| Living Standard | Week | Month | Year |
|---|---|---|---|
| Subsistence | No cost | No cost | No cost |
| Comfortable | 1 gp | 4 gp | 40 gp |
| Fine | 30 gp | 130 gp | 1,600 gp |
| Extravagant | 100 gp | 430 gp | 5,200 gp |
PART VIII: EXPLORATION & DOWNTIME
8.1 Exploration Activities
Exploration activities have exploration or downtime traits and occur during non-encounter play.
Rules
- Can perform other minor tasks alongside exploration activities
- If interrupted: Lose time spent but no additional penalty
- Can't use exploration activities during encounter mode
Common Exploration Activities
Avoid Notice
Move carefully to avoid detection using Stealth.
Detect Magic
Concentrate on magical auras while traveling.
Scout
Range ahead of group to spot threats.
Search
Look for hidden doors, traps, or clues.
Investigate
Examine environment for useful information.
Defend
Stay alert for danger with weapon ready.
Track
Follow tracks or trail of creatures.
Cover Tracks
Obscure your passage.
8.2 Downtime Activities
Measured in days:
Common Downtime Activities
Craft
Create or repair equipment using Crafting skill.
Time: Multiple days based on item level and quality Requirements: Formula (for reducing time), appropriate tools, raw materials
Earn Income
Use skills to make money.
Time: Varies by employment Skills: Any skill can potentially earn income in the right context
Research
Learn about topics using appropriate skills.
Time: Multiple days Skills: Typically academic skills like Computers, Engineering, or appropriate Lore
Retrain
Change character options like feats or skills.
Time: Typically 7 days per change Restrictions: Can't retrain away prerequisites still in use
Repair
Fix broken items using Crafting.
Time: Based on item complexity Cost: 10% of item's Price in raw materials
Prepare for Adventures
Ready yourself and your equipment for upcoming challenges.
Recover from Injuries
Long-term bed rest to heal lingering wounds.
Long-Term Activities
Many downtime activities assume you're dedicating several hours per day over multiple days. You can typically do one significant downtime activity plus other minor tasks like resting, socializing, and basic maintenance.
General Game Conventions
GM Has Final Say
Uncertain rules resolved by GM considering fairness and fun.
Specific Overrides General
Specific rules supersede general ones in conflicts.
Rounding
Round down unless specified.
Halved 1 = minimum 1.
Multiplying
Multiple multipliers combine (each after first adds 1 less):
×2 and ×2 = ×3×2 and ×3 = ×4
Duplicate Effects
Only highest level/rank effect applies.
Newer effect if equal rank.
Ambiguous Rules
If interpretation seems too good/problematic, collaborate with group on sensible solution.
Key Attributes
Six Attributes
| Attribute | Governs |
|---|---|
| Strength (Str) | Melee damage, carrying capacity, Athletics |
| Dexterity (Dex) | AC, Reflex saves, ranged attacks, Acrobatics, Stealth |
| Constitution (Con) | Hit Points, Fortitude saves, stamina |
| Intelligence (Int) | Skill training, problem-solving, many knowledge skills |
| Wisdom (Wis) | Perception, Will saves, Medicine, Survival |
| Charisma (Cha) | Social influence, Deception, Diplomacy, Intimidation |
Attribute Modifiers
- Range from -5 to +5 for ordinary creatures
- Starting characters capped at +4
- Each +1 modifier represents a significant advantage (roughly 5% better odds on checks)
Summary
This compiled document provides the complete SF2E base game mechanics for players, covering:
- Core Mechanics: Three modes of play, d20 check system with degrees of success, proficiency ranks, and action economy
- Combat: Initiative, attack types, multiple attack penalty, AC, saving throws, damage system, and critical hits
- Health: HP, temporary HP, death and dying rules, wounded/doomed conditions, and Hero Points
- Movement: Speed, movement actions, movement modes, cover, flanking, and detection
- Conditions: Complete reference for all condition types and their mechanical effects
- Spellcasting: Four magical traditions, spell slots, preparation vs. spontaneous casting, heightening, cantrips, focus spells, and rituals
- Equipment: Bulk and carrying capacity, item levels and grades, armor/shield/weapon mechanics, and augmentation rules
- Exploration & Downtime: Activities for non-combat play
For module-specific rules (starships, colonies, vehicles, etc.), see COMPILED_MODULE_PLAYER_RULES.md.
For complete details on any topic, refer to the original source files in docs/sf2e-rules/.
PART IX: CHARACTER CREATION
9.1 The 10-Step Character Creation Process
SF2E uses the same character creation process as PF2E. Follow these steps to create a character:
Step 1: Create a Concept
Define your character's archetype, personality, and role in the party. Consider their backstory and motivations.
Step 2: Start Building Attributes
All attributes start at +0. You'll apply boosts and flaws from ancestry, background, and class.
Step 3: Select an Ancestry
Choose your heritage (species). Gain:
- Hit Points (ancestry HP)
- Size and Speed
- Attribute boosts and flaws
- Languages
- Ancestry traits and special abilities
Step 4: Select a Background
Choose your pre-adventuring career. Gain:
- Two attribute boosts (one fixed, one free choice)
- Training in a skill
- Training in a Lore skill
- A skill feat
Step 5: Select a Class
Choose your adventuring profession. Gain:
- Key attribute boost
- Class HP per level
- Proficiencies (attacks, defenses, skills)
- Class features and starting equipment options
Step 6: Determine Attribute Scores
Apply all boosts and flaws:
- 4 free boosts at level 1 (max one per attribute)
- Ancestry boosts/flaws
- Background boosts
- Class boost
Boost: +2 to ability (if 10-17) or +1 (if 18+) Flaw: -2 to ability
Step 7: Record Class Details
Note all class features, proficiencies, Class DC, special abilities, and feature progression.
Step 8: Buy Equipment
Use starting wealth (15 gp) to purchase weapons, armor, adventuring gear, and tech items.
Step 9: Calculate Modifiers
Determine all derived statistics:
- HP: Ancestry HP + Class HP + Con modifier
- AC: 10 + Dex (capped by armor) + proficiency + armor bonus
- Saves: 10 + ability + proficiency
- Skills: Ability + proficiency + modifiers
Step 10: Finishing Details
Name your character, write backstory, determine personality, and note starting Hero Points (usually 1).
9.2 Versatile Heritages (PF2E Option)
Versatile heritages are special heritage options that can apply to ANY ancestry. Instead of choosing a standard heritage, you can choose a versatile heritage to represent planar ancestry, supernatural lineage, or unique origins.
How They Work
- Select ancestry normally (gain all standard ancestry benefits)
- Choose versatile heritage instead of standard heritage
- Access unique ancestry feats from your versatile heritage line
Restriction: Only ONE heritage can be selected (standard OR versatile).
Available Versatile Heritages
| Heritage | Origin | Key Features |
|---|---|---|
| Aasimar | Celestial ancestry | Low-light vision, celestial resistance, divine connection |
| Changeling | Hag-born | Claws, darkvision, hag magic |
| Dhampir | Vampire-touched | Negative healing, darkvision, blood hunger |
| Duskwalker | Psychopomp-created | Ghost touch, darkvision, death connection |
| Tiefling | Fiend-touched | Darkvision, fiendish resistance, infernal/abyssal connection |
| Beastkin | Lycanthropic heritage | Bestial features, animal instincts |
| Ifrit | Fire genie-touched | Fire resistance, elemental affinity |
| Oread | Earth genie-touched | Earth resistance, stone affinity |
| Sylph | Air genie-touched | Air resistance, wind affinity |
| Undine | Water genie-touched | Water resistance, aquatic affinity |
SF2E Flavor Interpretations
| Fantasy Origin | SF2E Interpretation |
|---|---|
| Celestial blood | Genetic uplift program |
| Fiendish ancestry | Dark matter exposure, warp-touched |
| Hag parentage | Shapeshifter genetics, alien hybrid |
| Vampire touch | Life extension tech, undead hybrid |
| Psychopomp return | Digital resurrection, AI-restored consciousness |
| Genie heritage | Elemental adaptation, environmental modification |
Compendium Access: PF2E Foundry system → Heritages → Filter "Versatile"
9.3 Archetypes & Multiclassing (PF2E Option)
Archetypes are optional character customization that lets you multiclass into another class, specialize in a particular fighting style, or gain abilities outside your base class.
How Archetypes Work
Step 1: Take a Dedication Feat
- Usually available at level 2+
- Grants core archetype abilities
- Requires meeting prerequisites
Step 2: Take Archetype Feats
- Use class feat slots for archetype feats
- Must take 2 archetype feats before taking another dedication
The Dedication Rule: You cannot take another dedication feat until you have taken at least 2 other feats from your current archetype.
Archetype Types
Class Archetypes (Multiclassing) Take abilities from another class (Fighter, Rogue, Wizard, etc.). Grants reduced versions of class features.
Skill Archetypes Specialize in particular expertise: Acrobat, Assassin, Beastmaster, Bounty Hunter, Cavalier, Duelist, Marshal, Medic, Poisoner, Scout, Sentinel, and many more.
Spellcasting Archetype Progression
| Feat | Level | Grants |
|---|---|---|
| Basic Spellcasting | 4 | 1st-rank slots |
| Expert Spellcasting | 12 | 4th-rank slots, Expert proficiency |
| Master Spellcasting | 18 | 7th-rank slots, Master proficiency |
Free Archetype Variant Rule
Optional Rule: At levels 2, 4, 6, 8, etc., characters gain a FREE archetype feat that doesn't use their class feat slot.
Benefits:
- More character customization
- Every character can multiclass/specialize
- Doesn't sacrifice class progression
GM Considerations: Increases character power slightly, adds complexity. Great for experienced groups.
Compendium Access: PF2E Foundry system → Feats → Filter "Dedication"
9.4 PF2E Content Compatibility
"The rules for Starfinder and Pathfinder are fully compatible." — SF2E GM Core, Chapter 5: Anachronistic Adventures
All PF2E content works in SF2E campaigns. The SF2E system is built on the PF2E foundation, so all PF2E classes, ancestries, spells, and equipment are mechanically compatible.
Item Naming Equivalents
These are the SAME mechanics with different flavor names:
| PF2E Name | SF2E Name | Mechanics |
|---|---|---|
| Scrolls | Spell gems | Single-use spell |
| Potions | Serums | Consumable effect |
| Elixirs | Serums | Consumable buff |
| Alchemical bombs | Grenades | Thrown explosives |
| Poisons | Biotech toxins | Applied toxins |
| Wands | Spell chips | Rechargeable spell item |
| Runes | Equipment grades | Item enhancement |
| Talismans | Tech consumables | One-use attached item |
Equipment Enhancement: Runes vs Grades
| System | Flavor | How It Works |
|---|---|---|
| Runes (PF2E) | Magical enchantment | Etch runes onto items |
| Grades (SF2E) | Tech upgrade | Upgrade equipment grade (Commercial → Paragon) |
Both systems work. Choose based on campaign tone. You can even mix them.
Currency
All item prices use PF2E gold pieces (gp), aligned with PF2E's level-based pricing curve.
| PF2E | SF2E Flavor | Conversion |
|---|---|---|
| 1 gold piece | 10 credits | 1:10 |
| 1 silver piece | 1 credit | 1:1 |
| 1 copper piece | 0.1 credits | 1:0.1 |
In the Pact Worlds setting, "credits" is the in-world name for currency. For game mechanics, use gp. In mixed campaigns, use whichever flavor term fits the scene.
In Foundry VTT: All item prices are stored in the gold piece (gp) field.
Thematic Guidance
Option 1: Full Integration - Use all PF2E and SF2E content freely. Maximum player choice.
Option 2: SF2E Flavor Preference - Use SF2E naming when available for consistent sci-fi tone.
Option 3: Separated by Origin - PF2E items = archaic/magical; SF2E items = technological.
See Also: docs/rules/quick-references/PF2E-CONTENT-IN-SF2E-GUIDE.md for complete compatibility reference.
Last Updated: 2026-01-17
BOOK TWO: MODULE SUPPLEMENT RULES
The following sections cover supplemental player-facing rules from the pf2e-starships module, including starships, colonies, companions, vehicles, trade, and more. These expand on the base SF2E game with additional systems and options.
Source Documents: Adapted rules from pf2e-starships module
PART I: CHARACTER OPTIONS & ABILITIES
1. Custom Ancestries & Species Creation
This system allows players to create original playable ancestries using PF2E's ancestry framework as the foundation.
Design Philosophy: Species represent broad cultural and biological tendencies, not individual exceptions. Work collaboratively with your GM and fellow players to ensure both mechanical and narrative balance.
Ancestry Creation Framework
Step 1: Ability Boosts and Flaws
Choose one of the following patterns:
Option A - Flexible (Recommended):
- Two Free Ability Boosts
- Gain two ability boosts to different ability scores of your choice
Option B - Specialized:
- Two Specific Ability Boosts
- One Ability Flaw
- Choose two specific ability scores to receive +2 boosts and one score to receive a -2 flaw
Step 2: Hit Points
Select your ancestry's Hit Points based on physical resilience:
| Resilience | HP | Examples |
|---|---|---|
| Frail/Small | 4 HP | Diminutive species, fragile physiology |
| Typical | 6 HP | Standard humanoid build |
| Exceptionally Tough | 8 HP | Dense musculature, redundant organs, thick hide |
Step 3: Size and Speed
Size Categories:
- Small: 5-foot reach, easier to hide, -5 HP
- Medium: 5-foot reach, standard (most common)
- Large (Rare): 10-foot space, 5-foot reach (or 10-foot reach with appropriate ancestry feature)
Base Speed: 25 feet (typical)
Additional Movement Types (Optional, choose one):
- Burrow 15 feet
- Climb 20 feet
- Fly 20 feet (clumsy maneuverability)
- Swim 25 feet
Alternative: Reduce land speed by 5 feet to increase secondary speed by 5 feet
Step 4: Senses
Choose one sensory package:
Standard Package:
- Normal vision (no special senses)
Enhanced Vision:
- Low-Light Vision
Superior Vision:
- Darkvision (60 feet)
Specialized Sense:
- Scent (imprecise, 30 feet)
- Echolocation (imprecise, 30 feet)
- Lifesense (imprecise, 30 feet)
- Thoughtsense (imprecise, 30 feet)
- Tremorsense (imprecise, 30 feet)
Step 5: Traits and Creature Type
Primary Trait: Choose one that defines your species (Humanoid, Aberration, Plant, Undead, Construct, etc.)
Optional Traits (choose up to 2):
- Amphibious
- Aquatic
- Elemental Affinity (specific element)
- Uncommon or Rare (for truly exotic species)
Step 6: Special Abilities
Each custom species gains abilities equal to:
- One Major Ancestry Feature (equivalent to a strong heritage), OR
- Two Minor Ancestry Features (equivalent to typical ancestry features)
Major Ancestry Features (Choose One)
Breath Weapon
Frequency: Once per hour Action: Two Actions Effect: You exhale a 30-foot cone dealing 1d6 damage of a chosen energy type (acid, cold, electricity, fire, or sonic). Creatures in the area must attempt a basic Reflex save against your class DC or spell DC (whichever is higher). The damage increases by 1d6 at 3rd level and every 2 levels thereafter.
Easily Augmented
You can install an additional augmentation into a single body system that already has an augmentation. This allows you to exceed the normal "one augmentation per system" limit for one chosen system.
Natural Weapons
You have natural weapons that are always available. Choose bludgeoning, piercing, or slashing damage. Your unarmed attacks with these natural weapons deal 1d6 damage instead of the usual 1d4, and they don't have the nonlethal trait.
At 5th level, these weapons gain the effects of a +1 striking rune. At 13th level, they gain the effects of a +2 greater striking rune.
Projectile Attack
Frequency: Once per hour Action: One Action Effect: You can project a natural ranged attack (quills, bone shards, energy discharge) with a range of 60 feet. Make a ranged Strike that deals 1d6 damage (choose bludgeoning, piercing, or slashing when you gain this ability). The damage increases by 1d6 at 3rd level and every 2 levels thereafter.
Skilled
You gain an additional skill increase at 1st level and at every level thereafter. You can use this increase only to train in a new skill or become an expert in a skill you're already trained in.
Spellcasting
You can cast one cantrip and one 1st-rank spell from the arcane or primal spell list as innate spells. The cantrip is a cantrip of your choice, heightened to a spell rank equal to half your level rounded up. The 1st-rank spell can be cast once per day. Your innate spell DC is calculated using your Charisma modifier.
Minor Ancestry Features (Choose Two)
Damage Resistance
You have resistance 5 to one damage type (acid, cold, electricity, fire, sonic, bludgeoning, piercing, or slashing). This resistance increases to 10 at 9th level and 15 at 17th level.
Enhanced Defense
Choose one: You gain a +1 circumstance bonus to AC, or you gain a +1 circumstance bonus to one save (Fortitude, Reflex, or Will).
Exceptional Fortitude
You gain a +1 circumstance bonus to Fortitude saves.
Exceptional Reflexes
You gain a +1 circumstance bonus to Reflex saves.
Exceptional Will
You gain a +1 circumstance bonus to Will saves.
Extended Reach
Your reach increases by 5 feet when you take the Lunge action, and you can make Attacks of Opportunity with your increased reach.
Extra Combat Feat
You gain a 1st-level class feat from your class. You must meet the feat's prerequisites.
Fast Movement
Increase one of your Speeds by 5 feet.
Multiarmed (4 Arms)
You have four arms. You can Interact or Release with all your arms when you use that action, and you can hold up to four hands' worth of items. However, your additional arms don't increase the number of actions you can take per turn beyond your normal action economy.
Resilient
You gain a +2 circumstance bonus to saving throws against one category of effect (disease, fear, illusion, mental, poison, or sleep).
Skill Training
You gain training in two skills of your choice, or expert proficiency in one skill you're already trained in.
Optional Weaknesses
Weaknesses are optional and do not grant additional abilities. They add flavor and vulnerability to your species.
| Weakness | Effect |
|---|---|
| Dual Nature | You have two traits (such as Humanoid and Undead). Spells and effects that target either trait affect you, and you use whichever result is worse. |
| Light Blindness | Exposure to bright light blinds you for 1 round. After that, while in bright light, you're dazzled as long as you remain in the bright light. |
| Limited Augmentation | Choose one body system. You cannot install augmentations in that system. |
| Psychic Sensitivity | You take a -1 status penalty to saves against mental effects, and mental effects that deal damage deal +1 damage per damage die to you. |
| Energy Susceptibility | Choose one energy type (acid, cold, electricity, fire, or sonic). When you take damage of that type, you must succeed at a Fortitude save (DC = 13 + half the damage taken) or gain a condition for 1 round. |
| Uncommon Allergy | Choose a common substance (salt water, silver, iron, sunlight, etc.). Contact with a handful or more of that substance deals 1d6 persistent damage to you until you're no longer in contact with it. |
Custom Heritages (Alternative to Full Ancestry Creation)
Rather than creating an entirely new ancestry, you can create a custom heritage for an existing ancestry. This is a lighter-weight option for players who want a unique background without building a full species from scratch.
How It Works:
- Use an existing ancestry's base statistics (ability boosts, HP, size, speed)
- Replace the standard heritage with a custom one
- Your custom heritage provides 1-2 minor features from the Minor Ancestry Features list above
- Explain the character's unique background within their ancestry
Example Custom Heritage - Solar-Adapted Human:
- Ability Modification: None (uses Human ancestry boosts)
- Heritage Feature: You gain resistance 5 to fire damage and don't need to make flat checks to target concealed creatures when they're concealed only by smoke.
Guidelines:
- Custom heritages should be roughly equivalent in power to existing heritages
- Work with your GM to ensure the heritage fits the setting
- The heritage should reflect a distinct subpopulation, environment, or cultural tradition
2. Companion Rules
Acquiring a Companion
Methods of Acquisition:
- Wild Bonding: Encounter and bond with wild alien creature
- Purchase: Buy from alien animal traders or breeding facilities
- Hatchling Raising: Acquire egg or juvenile and raise to maturity
- Genetic Engineering: Commission or create custom companion
- Class Feature: Granted by specific class features
Purchase Prices
| Companion Level | Purchase Price (gp) |
|---|---|
| 1 | 10 gp |
| 2 | 20 gp |
| 3 | 30 gp |
| 4 | 50 gp |
| 5 | 75 gp |
| 6 | 110 gp |
| 7 | 160 gp |
| 8 | 230 gp |
| 9 | 320 gp |
| 10 | 430 gp |
| 11 | 590 gp |
| 12 | 770 gp |
| 13 | 990 gp |
| 14 | 1,270 gp |
| 15 | 1,630 gp |
| 16 | 2,090 gp |
| 17 | 2,690 gp |
| 18 | 3,440 gp |
| 19 | 4,400 gp |
| 20 | 7,200 gp |
Leveling Cost: Pay the difference between current and target level (maximum 1 level per week of training)
Bonding Process
Wild Bonding Requirements:
- Skill Check: Nature or Survival check
- DC Formula: 10 + (1.5 × companion level)
- Frequency: Once per day until successful
- Time Required: 1 hour of interaction per attempt
- Attitude Requirement: Creature must be at least indifferent (not hostile)
Bonding Success:
- Creature becomes helpful toward you
- Establishes companion bond
- Creature accepts commands and follows you
Bonding Limitations:
- One bonded companion at a time (unless class feature states otherwise)
- Companion level cannot exceed your Nature or Survival skill proficiency rank × 5
- Trained: Max level 5
- Expert: Max level 10
- Master: Max level 15
- Legendary: Max level 20
Companion Statistics
Starting Statistics (Level 1 Companion):
- Perception: Expert
- Skills: 4-5 skills
- HP: 6-10 + Constitution modifier (varies by species)
- AC: 15 + level + Dexterity modifier (unarmored)
- Saves: Expert in one strong save, Trained in others
- Speed: Varies by species (typically 25-35 feet)
- Attacks: One or two natural attacks appropriate to species
Attack Statistics:
- Attack Bonus: Your level + 4 (trained proficiency)
- Damage: Based on species and level
- Level 1-4: 1d6 to 1d8 + Strength modifier
- Level 5-9: 2d6 to 2d8 + Strength modifier
- Level 10-14: 3d6 to 3d8 + Strength modifier
- Level 15-19: 4d6 to 4d8 + Strength modifier
- Level 20: 5d6 to 5d8 + Strength modifier
Advancement Milestones
Level 1 (Nimble or Savage):
- Choose companion specialization
- Nimble: Improved AC and Dexterity
- Savage: Improved attacks and damage
Level 4 (Specializations):
- Gain species-specific special abilities
- Improved proficiencies
Level 7 (Size Increase):
- Small companions can become Medium
- Medium companions can become Large (if Indomitable variant)
- Gain size-based benefits
Level 10 (Major Specialization):
- Significant new abilities
- Improved combat capabilities
Level 13-16 (Legendary Companion):
- Legendary proficiency in specialty areas
- Exceptional abilities
Level 19-20 (Apex Companion):
- Peak abilities
- May gain limited intelligence boost
Companion Actions & Commands
Without Companion Feats: Your companion acts on your turn and can use 1 action per round, which must be spent on:
- Stride: Move up to its Speed
- Strike: Make a melee or ranged attack
- Stand: Stand up from prone
Your Actions:
- Command an Animal: 1 action to issue a command
- Can command multiple actions with proper feats
Control Range:
- 20 feet during structured combat
- You must be within 20 feet to issue commands
- Beyond 20 feet: companion can only use basic Stride or defensive actions
Companion Feats
Creature Companion
Level: 1 Benefit: You gain an alien companion. Choose a companion species from available options. Your companion starts at your level -4 (minimum level 1) and advances as you level.
Creature Companion Adept
Level: 2 Prerequisites: Creature Companion, trained in Nature or Survival Benefit: When you Command your companion, it can use 2 actions instead of 1. You can spend 2 actions to Command your companion to use 3 actions.
Creature Companion Expert
Level: 4 Prerequisites: Creature Companion, expert in Nature or Survival Benefit: Your companion improves significantly:
- Attack proficiency increases to expert
- Increase ability modifier by +1 to primary and secondary scores
- Additional skill proficiency in one skill
- +2 HP per level
Creature Companion Master
Level: 10 Prerequisites: Creature Companion Expert, master in Nature or Survival Benefit: Your companion acts more independently. It can act without being commanded, using 1 action on its turn automatically. When you Command it, it gains its normal number of actions as usual. Your companion's attack proficiency increases to master, and it gains +2 HP per level.
Combat Trained Mount
Level: 2 Prerequisites: Creature Companion, companion is at least one size larger than you Benefit: Your companion is trained for use as a mount in combat. You can Command your companion normally while mounted. Additionally, you can mount or dismount as a free action with a DC 15 Nature check.
Resilient Companion
Level: 4 Prerequisites: Creature Companion Benefit: Your companion gains resistance to one damage type (chosen based on companion species) equal to half your level (minimum 1). Additionally, increase companion's HP by +4 per level.
Specialized Training
Level: 6 Prerequisites: Creature Companion Expert Benefit: Choose one advanced specialization for your companion:
- Tracker: Blindsense (scent) 30 feet, master in Survival
- Guard: Attack of Opportunity reaction, master in Perception
- Scout: Expert in Stealth, +10 feet Speed
- Retrievalist: Can use manipulate actions with mouth/appendages
Incredible Companion
Level: 14 Prerequisites: Creature Companion Master, legendary in Nature or Survival Benefit: Your companion becomes legendary in attacks and gains:
- +3 HP per level
- Legendary attack proficiency
- +2 to one ability modifier
- One additional special ability from its species options
Indomitable Companions (Large Aliens)
Prerequisites:
- Specific feat (Indomitable Companion) or class feature
- Minimum character level 4
- Expert in Nature or Survival
Base Modifications:
- Size: Large
- Space: 10 feet
- Reach: 5 feet (or 10 feet with long limbs)
- HP: +20 HP at level 1, +10 HP per level after
- Attack Damage: Increase damage die by one step
- Strength: +2 to Strength modifier
- Constitution: +2 to Constitution modifier
Mounted Benefits:
- Can serve as mount for Medium or smaller riders
- Provides cover to rider against some attacks
- +1 circumstance bonus to saves against area effects affecting rider
Drawbacks:
- -5 feet Speed compared to standard companion of same species
- -1 to Dexterity-based checks and AC
- Requires more food and space (double normal requirements)
Indomitable Companion
Level: 4 Prerequisites: Creature Companion, expert in Nature or Survival Benefit: Your companion is exceptionally large and powerful. Apply the Indomitable modifications to your companion. It becomes Large and gains all Indomitable benefits and drawbacks.
Colossal Companion
Level: 7 Prerequisites: Indomitable Companion Benefit: At level 7, you can choose to increase your companion's size to Huge. If you do, it gains the Huge size benefits. You can choose to keep it Large if preferred.
Titanic Companion
Level: 14 Prerequisites: Colossal Companion Benefit: At level 14, you can increase your companion to Gargantuan size, or to Huge size if it was previously Large. Gains appropriate size benefits.
Cybernetic Enhancements for Companions
Installation Requirements:
- Time: 8 hours of work
- Skill Check: Medicine or Engineering (DC = 15 + (2 × enhancement level))
- Cost: Based on enhancement level and type
- Limit: Companion can have a number of enhancements equal to 1 + (companion level ÷ 4)
Combat Enhancements
Weapon Mount (Level 2+)
- Cost: Item level x 10 gp
- Benefit: Mount one weapon of companion's level or lower to companion's body. Companion can use weapon as natural attack.
Armor Plating (Level 1+)
- Cost: Item level x 15 gp
- Benefit: +1 item bonus to AC. Increases by +1 every 5 levels (max +4 at level 15).
Enhanced Claws/Teeth (Level 3+)
- Cost: Item level x 20 gp
- Benefit: Natural attacks deal additional 1d6 damage.
Reactive Defense System (Level 6+)
- Cost: 400 gp
- Benefit: Once per day, companion can activate defensive field as a reaction when hit by an attack. Gain resistance 5 to all damage until start of next turn. Resistance increases by 5 every 4 levels.
Sensory Enhancements
Sensor Suite (Level 2+)
- Cost: Item level x 10 gp
- Benefit: Choose one: darkvision 60 feet, or blindsense (vibration) 30 feet, or low-light vision enhancement.
Tracking Array (Level 4+)
- Cost: 200 gp
- Benefit: Companion gains tracking (scent) and +2 circumstance bonus to Survival checks to Track. Range: 1 mile.
Combat Targeting (Level 5+)
- Cost: 300 gp
- Benefit: Companion gains +1 circumstance bonus to attack rolls.
Mobility Enhancements
Jump Jets (Level 3+)
- Cost: 150 gp
- Benefit: Companion gains fly Speed 20 feet (clumsy). Can only fly for 1 minute per day (10 rounds). Recharges after 10-minute rest.
Speed Boosters (Level 2+)
- Cost: Item level x 10 gp
- Benefit: Increase one Speed (land, climb, swim, or burrow) by +10 feet.
Magnetic Grips (Level 4+)
- Cost: 200 gp
- Benefit: Companion gains climb Speed equal to half land Speed and can climb on metal surfaces without needing hands free.
Utility Enhancements
Comm Unit (Level 1+)
- Cost: 50 gp
- Benefit: Companion has integrated communicator. Range: personal comms (1 mile). Allows you to issue commands remotely.
Environmental Seals (Level 4+)
- Cost: 250 gp
- Benefit: Companion can survive in vacuum and hostile atmospheres for 1 hour per day.
Storage Compartment (Level 2+)
- Cost: 100 gp
- Benefit: Sealed compartment installed in companion's body. Can store items up to 2 Bulk.
Medical Nano-Repair (Level 6+)
- Cost: 500 gp
- Benefit: Once per day, companion automatically heals 10 HP at the start of its turn if below half HP. Healing increases by 5 HP every 3 levels.
Cybernetic Drawbacks:
- Requires maintenance (1 hour per week)
- Vulnerable to effects that disable technology
- First enhancement: No penalty
- 2-3 enhancements: -1 to Will saves
- 4+ enhancements: -2 to Will saves and -1 to Nature skill checks
3. Character Modifications
Corruptions
Corruptions represent dangerous supernatural, technological, or biological alterations that grant increasing power at terrible cost.
Corruption Mechanics
Contraction: Corruptions begin at Stage 1 (Dormant) when the character is first exposed through:
- Exposure to dangerous energies (radiation, void energy, planar rifts)
- Installation of experimental technology
- Contact with alien entities or artifacts
- Biological infection or parasitic infestation
Daily Saving Throw:
- DC = 10 + (half your level) + (number of manifestations accepted)
- Mental Corruptions: Will save
- Physical Corruptions: Fortitude save
On a Failed Save:
- You advance one stage in the corruption, OR
- You can spend Hero Points equal to 1 + your manifestation count to automatically succeed
On a Critical Failure:
- You advance two stages in the corruption
On a Success:
- No change
On a Critical Success:
- You regress one stage (minimum Stage 1)
Stages and Manifestations
Corruptions have up to 10 stages:
- Stage 1: Dormant (no effects)
- Stage 2, 4, 6, 8, 10: You gain a manifestation (both Gift and Stain)
- Stage 3, 5, 7, 9: You suffer intensified Stain effects
Manifestations: Each manifestation consists of two parts:
- Gift: A beneficial ability, stat bonus, or power
- Stain: A detrimental effect, penalty, or compulsion
When you reach a stage that grants a manifestation, you automatically gain the Stain, but you may choose whether to accept the Gift.
Refusing a Gift:
- You do not gain the Gift's benefits
- You still suffer the Stain
- You gain a +1 circumstance bonus to future saves against this corruption
- This bonus stacks for each Gift refused
Transformation and Point of No Return
Thresholds:
- 5 Gifts Accepted: You become overwhelmed and transform into an NPC under the GM's control
- 9 Total Manifestations: Regardless of how many gifts you accepted, the corruption is total and you become an NPC
Removal
Temporary Suppression:
- Cleanse Affliction or similar 4th-rank spell suppresses the corruption for 10 minutes per caster level
- During suppression, Stains don't apply and you can't activate Gifts
Permanent Removal:
- Cleanse Affliction or Remove Curse cast at a spell rank equal to (3 + manifestation count)
- The DC is 15 + (3 × manifestation count)
- Success removes one manifestation (player chooses which)
- Reducing manifestations to 0 removes the corruption entirely
Story-Based Removal:
- Some corruptions can only be removed through narrative means (defeating the entity that cursed you, destroying the source artifact, completing a ritual, etc.)
Corruption Types
Six corruption types exist in the module, each with distinct themes and save types:
| Corruption | Save | Source | Theme |
|---|---|---|---|
| Radiation Sickness | Fortitude | High-energy radiation, unstable power cores | Body breaks down; gain energy resistance, radiation aura |
| Void Corruption | Will | Vacuum exposure, dark matter, void entities | Drawn to darkness; gain darkvision, flight, incorporeality |
| AI Possession | Will | Corrupted AI, hostile neural upload | Digital entity merges with mind; gain tech interface, hacking bonuses |
| Nanite Infestation | Fortitude | Rogue nanomachines, gray goo exposure | Body becomes mechanical; gain fast healing, physical resistance |
| Planar Contamination | Will | Extraplanar energies, dimensional rifts | Reality warps around you; gain energy resistance, dimension door, flight |
| Viral Mutation | Fortitude | Alien viruses, mutagenic plagues | Body mutates grotesquely; gain natural weapons, disease immunity |
Sample Manifestation (Radiation Sickness):
- Stage 2 Gift: Resistance 5 to fire and electricity (increases with level)
- Stage 2 Stain: Permanently fatigued unless resting in radiation-free environments
- Stage 4 Gift: Cast disintegrate once per day as innate spell
- Stage 4 Stain: Sickened 1 in bright light; hair loss and radiation burns
Transformation Threshold: At 5 accepted Gifts or Stage 10, you lose control of your character. Each corruption has a unique transformation narrative (e.g., Radiation Sickness transforms you into a radioactive undead horror; AI Possession overwrites your consciousness with the AI).
See GM Rules for complete manifestation progressions for all 6 corruption types.
Resolve Point Conversions
Starfinder 1E's Resolve Points are replaced by Hero Points and Focus Points in PF2E.
Hero Point Abilities (Universal Options)
These abilities are available to all characters:
Critical Cancellation
- Cost: 1 Hero Point
- Trigger: You would take a critical hit from an attack or spell
- Effect: You reduce the critical hit to a normal hit, preventing the doubled damage and any critical specialization effects.
Miraculous Recovery
- Cost: 1 Hero Point
- Trigger: You're affected by a condition with a duration measured in rounds
- Effect: You immediately reduce the condition's duration to the end of your next turn.
Expansive Critical
- Cost: 1 Hero Point
- Trigger: Your turn begins
- Effect: Until the end of your turn, you critically succeed on attack rolls when you roll a 19 or 20 on the die (instead of only on a 20).
Resolve Conversion Feats
These feats convert SF1E Resolve Point abilities into PF2E-compatible mechanics using Focus Points, Hero Points, or frequency-limited abilities.
General Feats (Any Character)
| Feat | Level | Cost/Frequency | Effect |
|---|---|---|---|
| Sudden Resistance | 4 | 1 action; 1/10 min | Gain resistance equal to half your level (min 5) to one chosen damage type for 1 minute |
| Momentary Proficiency | 4 | 1 action; 1/hour | Gain proficiency with a weapon you're holding for 1 minute (expert at 10th level) |
| Quick Fusion | 4 | 1/10 min | Apply a weapon fusion seal instantly instead of normal activation time |
| Inspiring Support | 6 | 1 action | When you provide cover fire to an ally, that ally regains HP equal to your level |
| Instant Reload | 6 | Free action; 1/turn | Reload your held weapon without triggering reactions |
| Exceptional Aid | 6 | 1/hour | Roll twice on Aid reactions, take better result; bonus increases to +3 (+4 on crit) |
| Rapid Moves | 6 | 1/hour | Gain an additional action this turn usable only for Stride or Step |
| Extra Reaction | 8 | 1 Focus Point | Gain an additional reaction for a triggered reaction you could make |
| Boarding Expert | 8 | 1/day | Auto-succeed boarding checks; no Attacks of Opportunity during boarding |
| Just the Thing | 8 | 1/day | Produce a useful consumable (your level or lower) or non-consumable (level -2); pay full price |
| Skilled Hacker | 8 | 1/hacking encounter | Ignore penalties for multiple major actions in a single hacking phase |
| Double Critical | 10 | 1/day | On a critical hit, apply all critical specialization effects instead of choosing one |
| Sudden Stop | 10 | 1 Hero Point | When you hit with an Attack of Opportunity, the target's movement ends immediately |
Spellcaster Feats
| Feat | Level | Cost | Effect |
|---|---|---|---|
| Invigorating Spell | 4 | 1 Focus Point | When casting a beneficial spell on allies, also restore HP equal to twice the spell's rank |
| Bolster Spell | 8 | 1 Focus Point per +1 | Increase a spell's DC by 1 per Focus Point spent (max increase = spell's rank) |
Vehicle/Starship/Mech Feats
| Feat | Level | Cost/Frequency | Effect |
|---|---|---|---|
| Temporary Patch | 4 | 1/combat | Ignore all critical damage penalties during your crew action this turn |
| Quick Modifications | 4 | 1/day | Reduce vehicle modification install/remove time from 4 hours to 10 minutes |
| Efficient Racer | 6 | 1/chase | Take three Pilot actions instead of two during your chase turn |
| Reliable Gunner | 6 | 1/combat | Increase weapon range by 5 hexes or reduce attack penalties by 2 for 1 round |
| Opportunistic Positioning | 8 | 1/starship combat | Adjust facing to any direction or move up to 3 hexes (in addition to normal piloting) |
| Masterful Mech Pilot | 10 | 1 Focus Point; 1/combat | Your mech gains two additional actions this turn |
Pinnacle Augmentations
Pinnacle Augmentations represent the ultimate achievement in cybernetic, biological, or magical enhancement technology.
Core Mechanics:
- Rarity: Rare
- Level Requirement: 18+
- Installation: Requires surgery or advanced medical/magical procedure (8 hours, DC 40 Medicine check)
- Body System: Each Pinnacle Augmentation occupies a specific body system
- Limitation: Only one Pinnacle Augmentation can benefit a character at a time
Pinnacle Augmentation Effects
Each Pinnacle Augmentation provides:
- Apex Boost: Increase one ability score by 2 (or by 1 if it's already at 18 or higher)
- Secondary Benefit: A unique ability, bonus, or enhancement related to the augmentation type
- Permanent Integration: Cannot be removed without surgery (and destruction of the augmentation)
Pinnacle Augmentation Catalog
Cerebral Pinnacle Processor (Brain)
- Level: 18
- Price: 20,000 gp
- Apex Boost: Intelligence
- Secondary Benefit: +2 item bonus to all Intelligence-based skill checks. Additionally, you can perfectly recall anything you've experienced within the last year.
Perfected Synthetic Heart (Heart)
- Level: 18
- Price: 20,000 gp
- Apex Boost: Constitution
- Secondary Benefit: +2 item bonus to Fortitude saves. Additionally, you're immune to diseases and reduce the stage of any poison affecting you by 1 at the start of each of your turns.
Apex Reflex Coordinator (Spine)
- Level: 18
- Price: 20,000 gp
- Apex Boost: Dexterity
- Secondary Benefit: +2 item bonus to Reflex saves and a +5-foot status bonus to all your Speeds. Additionally, you gain a +1 circumstance bonus to initiative rolls.
Transcendent Presence Modulator (Throat)
- Level: 18
- Price: 20,000 gp
- Apex Boost: Charisma
- Secondary Benefit: +2 item bonus to Diplomacy, Deception, and Intimidation checks. Additionally, creatures you interact with socially find you naturally compelling and are one step more friendly toward you (to a maximum of helpful).
Enlightened Insight Array (Eyes)
- Level: 18
- Price: 20,000 gp
- Apex Boost: Wisdom
- Secondary Benefit: +2 item bonus to Perception checks and a +2 item bonus to Will saves. Additionally, you gain darkvision and can see through illusions (+4 circumstance bonus to disbelieve illusions).
Titanic Muscle Weave (Arms/Legs)
- Level: 18
- Price: 20,000 gp
- Apex Boost: Strength
- Secondary Benefit: +2 item bonus to Athletics checks. Additionally, your Bulk limit increases by 2, and you inflict double the normal damage when you successfully Shove or Trip a creature.
Only One Benefits Rule
A character can have multiple Pinnacle Augmentations installed, but only one provides its Apex Boost and Secondary Benefits at any time.
Choosing Active Augmentation:
- Character chooses which installed Pinnacle Augmentation is active
- This choice can only be changed during daily preparations
- Inactive Pinnacle Augmentations provide no benefit but still occupy their body system
PART II: EXPLORATION & DISCOVERY
1. Planetary Exploration & Hexploration
Hex Structure
Each hex represents 12 miles across (approximately 104 square miles of terrain).
Activities Per Day
Characters can perform a limited number of exploration activities each day based on their movement speed:
| Speed | Activities Per Day |
|---|---|
| 15 ft or less | 0.5 |
| 20-25 ft | 1 |
| 30-35 ft | 2 |
| 40-45 ft | 3 |
| 50+ ft | 4 |
Vehicles and Mounts: Use the vehicle or mount's speed to determine activities per day.
Core Hexploration Actions
Travel
Action Cost: Origin biome activities + destination biome activities
Move from your current hex to an adjacent hex. The difficulty depends on the terrain types you're traversing.
Example: Traveling from Plains (1 activity) to Forest (3 activities) costs 4 activities total. A character with 30 ft speed (2 activities/day) would take 2 days to make this journey.
Perform Recon
Action Cost: Biome's activity requirement
Map a hex and discover its major features. This reveals:
- Terrain type and general topography
- Major geographical features (rivers, mountains, structures)
- Adjacent hex biome types (but not detailed features)
- Obvious dangers or points of interest
Identify Biome
Action Cost: None (part of entering a hex)
Skill Check: Nature or Survival DC based on biome
| Result | Effect |
|---|---|
| Critical Success | Identify biome type, hazards, and best routes |
| Success | Identify biome type and obvious hazards |
| Failure | Basic identification only |
| Critical Failure | Misidentify biome; may prepare incorrectly |
Biome Tables
Standard Biomes
| Biome | Activity Cost | Encounter DC | Navigation DC |
|---|---|---|---|
| Airborne | 1 | 17 | 18 |
| Aquatic | 1 | 14 | 16 |
| Arctic | 2 | 17 | 20 |
| Desert | 2 | 17 | 19 |
| Forest | 3 | 12 | 15 |
| Marsh | 2 | 12 | 17 |
| Mountain | 2 | 16 | 18 |
| Plains | 1 | 16 | 14 |
| Space | 1 | 17 | 20 |
| Subterranean | 2 | 16 | 19 |
| Urban | 1 | 10 | 12 |
| Weird | Variable (1-3) | 14 | Variable |
Sci-Fi Biomes
| Biome | Activity Cost | Encounter DC | Navigation DC | Special |
|---|---|---|---|---|
| Toxic Waste | 2 | 18 | 17 | Corrosive atmosphere |
| Radiation Zone | 2 | 20 | 16 | Radiation exposure |
| Vacuum Breach | 1 | 19 | 18 | No atmosphere |
| Zero-G Environment | 1 | 17 | 22 | Special movement rules |
| Crashed Starship | 2 | 15 | 14 | Urban-like terrain |
| Crystal Fields | 2 | 16 | 16 | Difficult terrain |
| Fungal Jungle | 3 | 13 | 15 | Spore hazards |
| Lava Flows | 2 | 19 | 18 | Extreme heat |
| Methane Sea | 1 | 16 | 17 | Liquid methane |
| Nanotech Swarm | Variable | 18 | 19 | Actively hostile terrain |
2. Core Exploration Activities
Characters choose exploration activities showing what they focus on during planetary exploration.
Avoid Notice
Skill: Stealth Effect: Move cautiously to avoid drawing attention from creatures and sensors.
Defend
Effect: Keep shield raised; travel at half Speed. Maintain defensive posture during travel.
Detect Magic
Effect: Continuously cast detect magic. Repeat detect magic spell effects continuously.
Detect Technology
Skill: Computers or Engineering Effect: Continuously scan for technological devices, signals, or equipment. Range: 30 feet Detection: Reveals presence of technology, not details
Follow the Expert
Effect: Gain better bonus by following ally's tactic. Usually can't perform other activities simultaneously.
Hustle
Effect: Travel faster than normal; can't be maintained indefinitely. Speed Increase: +50% to activities per day Limitation: Requires Fortitude save (DC 15) every 4 hours or become Fatigued
Investigate
Skill: Recall Knowledge (appropriate skill) Effect: Recall Knowledge about surroundings.
Common Skills:
- Nature: Natural phenomena, ecosystems
- Physical Science: Geology, atmospheric conditions
- Life Science: Xenobiology, organisms
- Culture: Ruins, artifacts, civilizations
Repeat a Spell
Effect: Cast or sustain a spell repeatedly. Maintain useful spells during travel.
Scout
Skill: Perception, Survival Effect: Range ahead to check for obstacles and threats.
Search
Skill: Perception Effect: Seek hidden things while traveling.
Sci-Fi Exploration Activities
Analyze Environment
Skills: Physical Science, Life Science, or Survival Effect: Study planetary conditions. Analyze atmospheric composition, gravity, radiation levels, and environmental hazards. Time: 10 minutes with equipment, 1 hour without
Monitor Communications
Skill: Computers Requirements: Communications equipment Effect: Listen for signals and transmissions. Scan communication frequencies for signals, distress calls, or chatter. Range: Varies by equipment (typically 10-100 miles)
Navigate by Sensors
Skill: Computers or Physical Science Requirements: Sensor equipment Effect: Use technology to navigate. Use sensors, GPS, or orbital data to navigate. Bonus: +4 circumstance bonus to avoid getting lost
Operate Vehicle
Skill: Piloting Effect: Control vehicle during travel. Maintain vehicle control during exploration.
Prospect for Resources
Skills: Survival, Physical Science, or Perception Effect: Search for valuable resources. Look for minerals, water, fuel sources, or other resources.
Record Data
Skill: Any appropriate skill Requirements: Recording equipment Effect: Document discoveries. Create detailed records of exploration for later reference or sale. Benefit: +2 circumstance bonus to Research or Recall Knowledge about the area later
Scan for Life
Skill: Computers, Perception, or Life Science Requirements: Sensors or mystic sense Effect: Detect living creatures. Search for signs of life in the area. Range: Varies by method (100 feet to 1 mile)
Secure Equipment
Skill: Athletics or Acrobatics Effect: Prepare for hazards. Secure gear against environmental hazards. Benefit: Equipment less likely to be lost or damaged
Track Vehicle
Skill: Survival or Computers Effect: Follow vehicle tracks or signals. Follow ground vehicles by tracks or flying vehicles by sensor signature.
3. EVA (Extravehicular Activity) Rules
EVA refers to operations outside pressurized environments—in vacuum, thin atmospheres, or hostile conditions requiring full environmental protection.
EVA Equipment Requirements
Minimum Requirements:
- Environmental protection (armor with seal or space suit)
- Oxygen supply (8+ hours recommended)
- Radiation protection
- Temperature regulation
- Communication system
Recommended Equipment:
- Maneuvering thrusters (for zero-G)
- Safety tether
- Emergency beacon
- Tool kit
- Emergency oxygen reserve
EVA Movement
Surface EVA (With Gravity)
Movement: Normal, but modified by gravity level
- Low gravity: Speed ×1.5, Jump distance ×3
- High gravity: Speed ×0.5, Jump distance ×0.5
Encumbrance: Bulky suits may reduce speed (GM discretion)
Zero-G EVA
Movement: Requires propulsion or pushing off surfaces
Base Drift Speed: 10 feet per action Push-Off Movement: 30 feet in straight line (requires surface or anchor point)
Maneuvering Check: Acrobatics or Athletics DC 18 to change direction or stop
| Result | Effect |
|---|---|
| Critical Success | Move as intended; can take other actions |
| Success | Move as intended |
| Failure | Continue drifting in original direction |
| Critical Failure | Begin spinning; flat-footed until stabilized |
Stabilization: Requires another Acrobatics/Athletics check (DC 18) or ally's assistance
Maneuvering Thrusters
Effect: Grant controlled movement in zero-G Movement: Use your normal Speed in any direction Fuel: Limited duration (typically 8 hours continuous use) Cost: 30 gp (item level 4)
EVA Activities
Tethered Operations
Effect: Prevents drifting; provides stability Limitation: Movement limited to tether length (typically 100 feet) Benefit: +2 circumstance bonus to avoid drifting or spinning
Structural Work
Performing work on spacecraft, station exteriors, or equipment.
Tasks:
- Hull repairs (Engineering/Crafting)
- Equipment installation
- Scientific measurements
- Sample collection
DC Modifier: +2 to all checks (awkward conditions) Time Modifier: ×1.5 (EVA complications)
Surface Sampling
Collecting geological or biological samples.
Skill: Physical Science, Life Science, or Survival DC: Varies by target (typically 15-20) Time: 10 minutes per sample
Emergency Repairs
Repairing critical systems or sealing breaches.
Skill: Engineering or Crafting DC: Based on damage severity (15-28) Time: 2 actions to 10 minutes
See Space Environment Rules for breach sealing.
EVA Hazards
Micrometeorite Strikes
Frequency: Rare (5% chance per hour of EVA) Damage: 2d6 piercing (ignores first 5 points of armor) Effect: May breach suit (on critical hit or 20+ damage)
Suit Breach:
- Lose 1 hour of oxygen per minute
- Must seal breach (Engineering DC 15, 2 actions)
- Emergency patch kit provides temporary seal
Radiation Exposure
See Space Environment Rules for detailed radiation rules.
EVA Protection:
- Standard space suit: +2 to saves
- Radiation-shielded suit: +4 to saves; reduces level by 1
Tether Failure
Failure Chance: On critical failure of any physical check, or when taking 20+ damage Effect: Begin drifting away from anchor point Recovery: Requires maneuvering thrusters or rescue by allies Drift Rate: 10 feet per round (increases with momentum)
Disorientation
Trigger: Extended time in zero-G without visual anchors Save: Fortitude DC 15 (once per hour) Effect on Failure: Disoriented condition; -2 to all checks until reoriented Reorientation: Requires 1 minute of rest or DC 15 Perception check to find reference point
Equipment Malfunction
Malfunction Chance:
- Extreme temperature: 5% per hour
- Radiation zone: 10% per hour
- Corrosive atmosphere: 15% per hour
Effect:
- Minor: Warning alarm; 1 hour until critical
- Major: Immediate failure; emergency measures needed
- Critical: Catastrophic failure; immediate danger
EVA Time Limits
Oxygen Supply
Standard space suits provide 8 hours of oxygen.
Extending Duration:
- Light activity: +50% (12 hours total)
- Rationing (Survival DC 15): +25% (10 hours total)
- Emergency reserve: +2 hours (single use)
Running Out:
- 10-minute warning alarm
- Suffocation rules apply when depleted
Power Supply
Standard Duration: 24 hours High Usage: 8 hours (continuous thruster use) Power Failure: Lose temperature regulation, communications, thrusters
Physical Endurance
Endurance Check: Fortitude or Athletics DC 15 Frequency: Every 4 hours of continuous EVA Failure: Become Fatigued Critical Failure: Become Exhausted
Rest: Requires return to pressurized environment
4. Deployable Structures & Tech Relics
Deployable Structures
Purpose: Temporary or semi-permanent facilities for exploration missions.
Common Types:
- Emergency shelters
- Research stations
- Communication arrays
- Defense installations
- Resource extraction facilities
Deployment:
- Time: 1 hour to 1 day depending on size
- Skill: Engineering or Survival
- Requirements: Appropriate equipment and location
Benefits:
- Protection from environment
- Rest and recovery location
- Base of operations
- Equipment storage
- Communications hub
See Equipment & Trade document for detailed deployable structure rules.
Tech Relics
Definition: Advanced or ancient technology with unique properties.
Characteristics:
- Often unique or extremely rare
- May require special skills to activate or maintain
- Can provide powerful benefits
- May have unknown or dangerous side effects
Acquisition:
- Discovered during exploration
- Salvaged from ruins
- Reverse-engineered from alien tech
- Purchased from specialized vendors (rare)
Common Tech Relic Types:
- Ancient power sources
- Alien communication devices
- Precursor databases
- Advanced sensors
- Experimental weapons
- Terraforming equipment
See Equipment & Trade document for detailed tech relic rules.
PART III: DOWNTIME & PERSONAL ACTIVITIES
1. Downtime Framework
Downtime represents the time between adventures when player characters pursue personal goals like crafting, running businesses, maintaining equipment, or enjoying recreation.
Key Characteristics:
- Stakes: None to low
- Time Scale: Days to years compressed into minutes of real time
- Mode Switching: Requires switching to exploration/encounter mode if actions demand it
Depth of Downtime: Groups should establish downtime preferences at campaign start:
- 15 minutes for brief station visits mid-adventure
- 30 minutes for periods between major adventures
- Longer sessions only for significant roleplay opportunities
2. Specific Downtime Activities
Core PF2E Activities
Craft
Activity: Use the Craft downtime activity to create items. Time: Variable (based on item level and complexity) Requirements: Appropriate tools, formula, and raw materials
Sci-Fi Adaptation:
- Tech workshops replace traditional forges
- Nanofab stations provide bonuses to Crafting checks
- Some items require clean rooms or zero-gravity environments
Earn Income
Activity: Use a skill to earn money during downtime. Time: Typically 1 day or longer Requirements: Appropriate skill trained DC Formula: Determined by task level and settlement size
Results:
- Critical Success: Earn income as success, plus another day's income
- Success: Earn income based on task level and proficiency
- Failure: Earn pittance (typically 10% of expected earnings)
- Critical Failure: Earn nothing and may create complications
Sci-Fi Tasks by Skill:
Computers:
- Basic: Debug software, maintain networks
- Trained: Design databases, security consulting
- Expert: Corporate cybersecurity, AI programming
- Master: Drift beacon programming, station management
Engineering:
- Basic: Maintain life support, repair power systems
- Trained: Design station subsystems, construction
- Expert: Starship construction, experimental engines
- Master: Design stations, invent technologies
Medicine:
- Basic: Treat injuries at clinics, health screenings
- Trained: Perform surgery, manage hospitals
- Expert: Research diseases, exotic physiology
- Master: Miracle surgeries, augmentation design
Performance:
- Basic: Busk at spaceports, local venues
- Trained: Regular gigs, professional holovids
- Expert: Major venues, holovid productions
- Master: System-wide celebrity
Piloting:
- Basic: Courier services, taxi piloting
- Trained: System cargo hauling, racing
- Expert: Drift navigation, dangerous routes
- Master: Legendary navigation, training elite pilots
Subsist
Activity: Provide necessities for yourself without paying cost of living. Time: 1 day Skills: Society (urban) or Survival (wilderness/space) DC: Based on environment difficulty
Sci-Fi Adaptation:
- Space Stations: Society checks to navigate communal resources
- Asteroids/Barren Worlds: Survival checks to recycle life support, scavenge materials
- Drift Travel: Engineering Lore or Survival to efficiently manage ship resources
Retrain
Activity: Change a feat, skill increase, or other character option. Time: Varies by option
- Feats/Skill Increases: 1 week typically
- Class Features: 1 month or longer Requirements: Often requires teacher or appropriate facility Cost: Minor (roughly equivalent to one Earn Income period)
See Retraining System in GM Rules for full details.
SF1E Activities
Analyze Sample
Time: 1 day Requirements: Appropriate skill (Life Science, Physical Science, Engineering, Computers) Activity: Take 20 on a check to analyze an unknown sample, technology, or phenomenon.
Carouse
Time: 1 day Cost: 10 gp x character level Requirements: Fortitude save DC 10 + half level Activity: Spend time socializing in establishments, making contacts, and enjoying nightlife.
Results:
- Critical Success: Make valuable contact; gain +2 circumstance bonus to Diplomacy or Gather Information in this settlement for 1 week
- Success: Enjoyable time; gain temporary contact
- Failure: Wasted money and time
- Critical Failure: Create scandal, make enemy, or suffer consequences
Convalesce
Time: 1 day of complete rest Activity: Complete bed rest in comfortable conditions. Recover 2 HP per character level.
Coordinate
Time: 1 day Requirements: Any mental skill Activity: Plan upcoming activities with allies. Grant one ally +1 circumstance bonus to their next downtime activity check the following day. Multiple characters can coordinate to help the same person (bonuses stack up to +3).
Crack Technology
Time: 1 day Requirements: Computers or Engineering, access to technology Activity: Take 20 on a check to understand, bypass, or repurpose unfamiliar technology.
Applications:
- Unlock secured data
- Bypass security systems
- Repurpose alien technology
- Decode encrypted files
Drill
Time: 1 day Requirements: Any skill Activity: Practice specific skill applications. Take 10 on the first check using that skill on the following day (must declare which skill application during drill).
Entertain
Time: 1 day Requirements: Performance skill or Charisma-based Profession Activity: Perform for audiences. Uses Earn Income mechanics but also builds reputation.
Explore Futures
Time: 1 day Requirements: Mysticism (magical divination) or Computers (probability modeling) Activity: Attempt to predict likely outcomes of future events. Gain one reroll for a specific situation within the next week.
Gather Supplies
Time: 1 day Requirements: Survival DC: Based on environment Activity: Scavenge or harvest materials from environment.
Results:
- Critical Success: Find supplies worth 4d10 sp
- Success: Find supplies worth 2d10 sp
- Failure: Find supplies worth 1d10 sp
- Critical Failure: No supplies found; possible complication
Hunt Bargains
Time: 1 day Requirements: Diplomacy or appropriate Lore DC: 15 + character level Activity: Search markets for deals on equipment.
Results:
- Critical Success: Find desired item at 20% discount
- Success: Find desired item at 10% discount
- Failure: No deals found
- Critical Failure: Sold fraudulent or defective item
Inoculate
Time: 1 day Requirements: Medicine, medical supplies DC: Disease/poison level DC Activity: Prepare someone against upcoming known affliction. Grant target +4 circumstance bonus to saves against specific disease or poison for 1 week.
Lounge
Time: 1 day Activity: Relax in comfortable conditions without specific goals. Gain temporary HP equal to character level and +1 morale bonus to saves for 24 hours.
Maintain Equipment
Time: 1 day Requirements: Crafting or Engineering Lore, appropriate tools Activity: Perform maintenance on weapons or armor. Grant one weapon or armor piece +1 circumstance bonus to attacks (weapon) or +1 to AC (armor) for 1 week or until critically failed roll.
Maintain Readiness
Time: 1 day Requirements: Any skill related to awareness or combat Activity: Stay alert and prepared. Gain +2 circumstance bonus to initiative for the next encounter that occurs within 3 days.
Research
Time: 1 day Requirements: Culture, Society, or appropriate Lore DC: Based on information obscurity Activity: Investigate topics using libraries, data networks, or archives.
Results:
- Critical Success: Learn desired information plus additional related facts
- Success: Learn desired information
- Failure: Learn partial or unreliable information
- Critical Failure: Learn false information
Sci-Fi Resources:
- Infosphere databases
- Corporate archives
- University data vaults
- Drift beacon message caches
- Ancient alien ruins
Secure Area
Time: 1 day Requirements: Engineering, Crafting, or Thievery DC: Based on desired security level Activity: Set up security measures for location.
Results:
- Critical Success: Security provides +4 circumstance bonus to detect intrusions; DC to bypass is character level + 20
- Success: Security provides +2 circumstance bonus to detect intrusions; DC to bypass is character level + 15
- Failure: Security provides +0 but consumes resources
- Critical Failure: Security has vulnerabilities; –2 penalty to detect intrusions
Sci-Fi Security:
- Automated turrets
- Motion sensors and cameras
- Biometric locks
- Force field barriers
- AI security monitoring
Work Out
Time: 1 day Requirements: Athletics or Acrobatics Activity: Physical training regimen. Gain one reroll for a failed Athletics or Acrobatics check within the next 3 days.
Ports of Call Activities
Catalog Creature
Time: 1 day Requirements: Life Science or appropriate Lore, studied creature DC: Creature level + 15 Activity: Document and study a creature's biology, behavior, and capabilities.
Channel Divinity
Time: 1 day Requirements: Mysticism, religious affiliation DC: Character level + 10 Activity: Commune with divine forces through meditation, prayer, or ritual.
Companion Care
Time: 1 day Requirements: Survival, Nature, bonded creature companion DC: Companion level + 10 Activity: Provide special care for creature companion.
Results:
- Critical Success: Companion gains +2 to one ability for 1 week
- Success: Companion gains +1 to one ability for 1 week
- Failure: No benefit
- Critical Failure: Companion stressed; –1 to all checks for 1 day
Cook Feast
Time: 1 day Requirements: Profession (cook) or Survival, ingredients worth 1 gp x party size DC: 15 + party level Activity: Prepare elaborate meal for party.
Results:
- Critical Success: All participants gain +1 HP recovered per level and +1 morale bonus to all checks for 24 hours
- Success: All participants gain +1 HP recovered per level for next rest
- Failure: Edible but unmemorable meal
- Critical Failure: Meal causes discomfort; –1 to checks for 8 hours
Debrief
Time: 1 day Requirements: None (group activity) Activity: Discuss recent successes or failures with team to extract lessons.
Results:
- After Success: Each participant gains +1 bonus to next check when attempting similar activity
- After Failure: Each participant gains +2 bonus to retry the failed activity or similar tasks
Social Media Curation
Time: 1 day Requirements: Culture or Society DC: 15 + character level Activity: Manage personal brand on infosphere social networks.
Results:
- Critical Success: Gain 4d10 followers; +2 bonus to Diplomacy or Intimidation in this settlement for 1 week
- Success: Gain 2d10 followers; +1 bonus to Diplomacy in this settlement for 1 week
- Failure: No change
- Critical Failure: Social media faux pas; –2 penalty to Diplomacy in this settlement for 1 week
Spellcraft
Time: 1 day Requirements: Mysticism, spell knowledge Activity: Study and optimize spell techniques.
Results:
- Critical Success: Next casting of practiced spell automatically heightened by +1 level or gains +2 to spell DC
- Success: Next casting of practiced spell gains +1 to spell DC
- Failure: No benefit
- Critical Failure: Confusion; –1 to spell DC for this spell for 1 day
Talk Therapy
Time: 1 day Requirements: Medicine or Diplomacy DC: 15 + patient level Activity: Provide counseling and psychological support.
Results:
- Critical Success: Patient gains +2 morale bonus to Will saves and recovers from fear/mental effects twice as fast for 1 week
- Success: Patient gains +1 morale bonus to Will saves for 1 week
- Failure: No benefit
- Critical Failure: Patient feels judged; –1 to mental checks for 1 day
Tidy Up
Time: 1 day per week Requirements: None Activity: Maintain living space, starship, or base.
Benefits: Clean, organized spaces provide +1 circumstance bonus to all downtime activities conducted in maintained area.
Failure to Tidy: After 2 weeks without tidying, spaces become disorganized (–1 penalty). After 4 weeks, spaces become hazardous or dysfunctional.
New Tech Activities
System Maintenance
Time: 1 day Requirements: Engineering or Computers, appropriate tools DC: System level + 10 Activity: Perform routine maintenance on technological systems.
Results:
- Critical Success: System operates at peak efficiency; +2 circumstance bonus to checks involving this system for 1 week
- Success: System operates reliably for 1 week; +1 circumstance bonus
- Failure: System functional but no improvements
- Critical Failure: Maintenance introduces minor issue; –1 penalty until properly maintained
Data Mining
Time: 1 day to 1 week Requirements: Computers, access to data networks DC: 15 + data security level Activity: Extract, analyze, and correlate large amounts of data.
Time Scale:
- 1 day: Single database or system
- 3 days: Network or multiple related systems
- 1 week: Infosphere-wide data collection
Results:
- Critical Success: Discover target information plus valuable secondary data; may discover trade opportunities
- Success: Discover target information; +2 to related skill checks for 1 week
- Failure: Partial information; requires additional time
- Critical Failure: Discovery detected; security responses triggered
Prototype Testing
Time: 1 day to 1 week Requirements: Engineering or Computers, prototype item DC: Prototype level + 15 Activity: Test experimental technology.
Results:
- Critical Success: Discover major improvement; prototype gains beneficial modification
- Success: Prototype functions reliably; confirm capabilities
- Failure: Testing inconclusive
- Critical Failure: Prototype malfunctions; requires repairs
Ship Activities
Hull Repair
Time: 1 day Requirements: Engineering, shipyard or spacewalk capability, materials Cost: 5% of ship's value per 10% Hull Points restored DC: Ship tier + 10
Results:
- Critical Success: Restore 15% of maximum Hull Points; one damaged system automatically repaired
- Success: Restore 10% of maximum Hull Points
- Failure: Restore 5% of maximum Hull Points
- Critical Failure: No progress; materials wasted
System Calibration
Time: 1 day Requirements: Engineering or Computers, starship access DC: Ship tier + 12 Activity: Fine-tune starship systems for optimal performance.
Choose One System:
- Weapons: +1 circumstance bonus to attack rolls for next 3 combats
- Shields: +5% to Shield Points for 1 week
- Engines: +1 to Piloting checks for 1 week
- Sensors: +2 to scanning checks for 1 week
- Power Core: +5% power efficiency for 1 week
System Diagnostics
Time: 1 day Requirements: Engineering, starship access DC: Ship tier + 12 Activity: Perform comprehensive starship systems check.
Results:
- Critical Success: Identify all issues; gain +2 circumstance bonus to Engineering checks on this ship for 1 week
- Success: Identify current issues and major problems; gain +1 circumstance bonus
- Failure: Identify only obvious issues
- Critical Failure: Miss critical issue; system suffers –1 penalty
3. Long-Term Goals
Downtime gains satisfaction through pursuing extended objectives rather than disconnected tasks.
Effective Long-Term Goals
Business Ventures:
- Running trade routes
- Operating casinos or entertainment venues
- Manufacturing operations
- Technology development firms
Organizations:
- Founding mercenary companies
- Establishing research institutions
- Creating political movements
- Building criminal networks
Infrastructure Projects:
- Restoring damaged colonies
- Establishing new settlements
- Building space stations
- Developing terraforming operations
Political Goals:
- Reforming corporate governance
- Mediating factional conflicts
- Establishing trade agreements
- Changing legal frameworks
Personal Goals:
- Mastering advanced technologies
- Achieving celebrity status
- Solving ancient mysteries
- Perfecting experimental designs
Goal Progression
Goals should advance through distinct stages. Example for Trading Company:
- Stage 1: Secure initial cargo and ship (foundation)
- Stage 2: Establish routes between nearby stations (growth)
- Stage 3: Build reputation and regular customers (development)
- Stage 4: Hire crew and additional ships (expansion)
- Stage 5: Deal with competitors or pirates (conflict)
- Stage 6: Secure exclusive contracts or trade rights (maturation)
- Stage 7: Expand to new systems or sectors (achievement)
4. Colony & Settlement Management
See Colony Settlement System document for complete colony rules and Foundry VTT integration.
The colony system provides a settlement tracker for managing locations your party visits, owns, or operates. Player-owned colonies generate income and serve as a home base between adventures.
Colony Types
| Type | Description |
|---|---|
| Outpost | Small frontier post, minimal services |
| Station | Space station or waypoint facility |
| Settlement | Established community with infrastructure |
| Colony | Full colony with diverse services |
| Metropolis | Major population center |
Colony type is a descriptive label and does not affect mechanics.
Ownership
| Ownership | Description | Treasury |
|---|---|---|
| Player | Party-owned settlement | Shared treasury enabled |
| NPC | NPC-controlled location | No treasury access |
| Neutral | Unaligned or contested | No treasury access |
Player-owned colonies have a shared treasury that all party members can deposit into and withdraw from.
Colony Features
Leaders: Assign NPCs to administrative roles (Administrator, Commander, Warden, etc.). Leaders are tracked for narrative purposes.
Vendors: Register merchants and service providers at your colony. Players can open vendor sheets directly to shop.
Structures: Drag equipment items onto the colony to add buildings. Each structure can have:
- An owner (which character benefits from it)
- Income per day (gold generated)
- Staff required and staff salary
Points of Interest: Link journal entries to notable locations within or near your colony for easy reference.
Income System
Structures generate passive income during downtime. The formula is:
Net Income = (Income per Day × Days) - (Staff Salary × Staff Count × Days)
Example: A tavern earning 5 gp/day with 2 staff at 1 gp/day each nets 3 gp/day.
Suggested Income by Structure Type:
| Structure Type | Suggested Income | Staff Needed |
|---|---|---|
| Small Shop | 1-2 gp/day | 1 |
| Tavern/Inn | 3-5 gp/day | 2-3 |
| Warehouse | 2-4 gp/day | 1-2 |
| Large Business | 5-10 gp/day | 3-5 |
| Major Facility | 10-20 gp/day | 5-10 |
The income system is designed for supplemental downtime wealth, not primary party income. Adjust values based on party level and campaign wealth expectations.
5. Casino & Gaming Rules
Common Casino Rules
House Edge: 5% of winnings taken by house (already calculated into payout odds)
Cheating Detection:
- Cheater: Uses Deception or Thievery vs. observers' Perception
- Observers: Casino staff typically have Perception +10 to +20
- Penalties: Ejection, blacklisting, legal action
Gravity Jack (Adapted from Blackjack)
Players: 2-7 players plus dealer Equipment: Modified digital card deck (cards 1-13, four suits) Minimum Bet: 10 credits
Objective: Get hand total closer to 21 than dealer without exceeding 21.
Gameplay:
- Ante: All players place bets
- Deal: Dealer gives two cards to each player and self (one dealer card face-up)
- Player Turns: Each player may:
- Hit: Take another card
- Stand: Keep current hand
- Double Down: Double bet, take exactly one more card
- Split: If two cards match, split into two hands
- Dealer Turn: Must hit on 16 or below, stand on 17 or above
- Resolution: Players with higher total win even money (1:1); player Gravity Jack pays 3:2
Nebula Hold'em (Adapted from Poker)
Players: 3-8 players plus dealer Equipment: Modified digital deck Ante: 10 credits minimum
Objective: Make best five-card hand from seven available cards.
Gameplay:
- Ante: All players place small/big blinds
- Deal: Each player receives 2 hole cards (private)
- First Betting Round
- The Flop: Dealer reveals 3 community cards
- Second Betting Round
- The Turn: Dealer reveals 4th community card
- Third Betting Round
- The River: Dealer reveals 5th community card
- Final Betting Round
- Showdown: Best hand wins pot (minus 5% house cut)
Hand Rankings:
- Royal Nebula (Royal Flush)
- Straight Nebula (Straight Flush)
- Quantum Quartet (Four of a Kind)
- Drift House (Full House)
- Plasma Flush (Flush)
- Void Straight (Straight)
- Fusion Triple (Three of a Kind)
- Binary Pair (Two Pair)
- Singularity Pair (One Pair)
- Event Horizon (High Card)
Orbital Roulette
Players: Unlimited (typically 1-20 at table) Equipment: Rotating orbital wheel with 38 slots (0, 00, 1-36) Minimum Bet: 5 credits
Betting Options:
| Bet Type | Description | Payout |
|---|---|---|
| Straight | Single number | 35:1 |
| Split | Two adjacent numbers | 17:1 |
| Street | Three numbers in row | 11:1 |
| Corner | Four numbers in square | 8:1 |
| Column | Twelve numbers in column | 2:1 |
| Red/Black | Color bet | 1:1 |
| Even/Odd | Parity bet | 1:1 |
| High/Low | 1-18 or 19-36 | 1:1 |
Drift Dash (Dice Game)
Players: Up to 20 at table Equipment: 3d6 (dealer/beacon), 2d20 (racer) Minimum Bet: 50 credits
Objective: Racer must "bound" the beacon's signal by rolling one die higher and one die lower than beacon total.
Step 1 - Establish Vector:
- Racer places stake (minimum bet)
- Racer rolls first d20, establishing "vector"
- Racer may double stake after seeing vector
Step 2 - Beacon Transmission:
- Dealer rolls 3d6 and totals
- If total equals racer's vector: racer crashes (loses immediately)
Step 3 - Second Vector:
- Racer rolls second d20
- WIN: One die higher AND one die lower than beacon total
- JACKPOT: Rolling natural 1 and 20 wins triple stake
Quantum Lottery
Players: Unlimited Equipment: 2d10 quantum dice (generating 1-100) Minimum Bet: 50 credits
Objective: Predict which numbers will manifest from quantum fluctuations.
Step 1 - Prediction:
- Player selects 2-10 numbers between 1-100
- Player places stake
Step 2 - Quantum Draw:
- Generator manifests 20 unique numbers (1-100)
Step 3 - Resolution:
- Compare predicted numbers to manifested numbers
Payout Table:
| Predictions | Matches Required | Payout |
|---|---|---|
| 2 | 1 | 1× stake |
| 2 | 2 | 5× stake |
| 3 | 2 | 5× stake |
| 3 | 3 | 30× stake |
| 4 | 3 | 30× stake |
| 4 | 4 | 200× stake |
| 5 | 4 | 200× stake |
| 5 | 5 | 1,000× stake |
| 10 | 10 | 5,000× stake |
Lottery Variants:
- Drift Lottery: Numbers channeled from Drift fluctuations; Mysticism provides +1 to one prediction
- Precog Lottery: Players with precognition abilities gain +2 to two predictions (GM discretion)
Electronic & Holographic Games
Slot Machines (Credit Slots):
- Minimum: 1 credit per spin
- Payout: Varies by symbol combinations
- Average return: 85-95% (house edge 5-15%)
- Jackpot: Typically 1,000-10,000× bet for rare symbol combination
Virtual Reality Games:
- VR Racing: Bet on racers, 10-100 credits, Piloting checks influence AI performance
- VR Combat: Simulated arena battles, 50-500 credits, players can compete directly
- VR Exploration: Treasure hunt scenarios, 20-200 credits, winners share prize pool
Holographic Card Games:
- Automated dealers
- Anti-cheat detection built-in (+10 to detect cheating)
- Faster pace than physical games
- Often features animated cards and special effects
Neural Interface Games:
- Direct brain-computer gaming
- Reaction time games favor high Dexterity
- Strategy games favor high Intelligence
- Social games favor high Charisma
- Bets: 50-1,000 credits depending on game complexity
PART IV: COMBAT & TACTICAL (PLAYER-FACING)
1. Aquatic & Environmental Combat
See detailed rules in Environment-Hazards document.
Aquatic Combat Basics
Movement:
- Characters without swim Speed: Move at half land Speed in water (minimum 5 feet)
- Swim Speed: Use full swim Speed
- Difficult terrain: Thick vegetation, strong currents
Combat Challenges:
- Attacking underwater: -2 circumstance penalty to melee attacks without swim Speed
- Ranged attacks: Most ranged weapons ineffective underwater beyond short range
- Spellcasting: Some spells function differently underwater
Drowning:
- Hold breath for (5 + Constitution modifier) rounds (minimum 1 round)
- After breath runs out: Unconscious and dying
- Can be saved by bringing to surface and providing air
Environmental Combat Modifiers
Arctic/Cold:
- Extreme cold effects (see Environment-Hazards)
- Difficult terrain from ice and snow
- Visibility reduction in blizzards
Desert/Heat:
- Extreme heat effects
- Dehydration risks
- Sandstorms (visibility and damage)
Zero-Gravity:
- Special movement rules (see EVA section)
- Disorientation penalties
- Maneuvering checks required
Toxic/Radiation:
- Ongoing damage per exposure
- Equipment degradation
- Need for environmental protection
2. Vehicle Combat Basics
See detailed rules in Vehicle-Systems document.
Vehicle Combat Overview
Your Role as Crew:
- Pilot: Control vehicle movement and evasion
- Gunner: Operate vehicle weapons
- Engineer: Maintain systems and repair damage
- Passenger: Provide support or fire personal weapons
Vehicle Actions (As Pilot)
Drive (1-3 Actions):
- 1 Action: Move vehicle up to its Speed
- 2 Actions: Move vehicle up to twice its Speed
- 3 Actions: Move vehicle up to three times its Speed
Evasive Maneuvers (1 Action):
- Make Piloting check to gain circumstance bonus to vehicle AC
- DC varies by vehicle and maneuver
Ram (2-3 Actions):
- Move vehicle into enemy vehicle or obstacle
- Deal collision damage
- Vehicle takes damage based on target
Vehicle Combat (As Gunner)
Fire Vehicle Weapon (1-2 Actions):
- 1 Action: Make single attack with mounted weapon
- 2 Actions: Make burst attack if weapon has automatic capability
Target Acquisition (1 Action):
- Grant +1 circumstance bonus to next attack with vehicle weapon
Vehicle Combat (As Engineer)
Quick Repairs (2 Actions):
- Make Engineering check to restore small amount of HP
- Temporary fixes only during combat
System Optimization (1 Action):
- Grant +1 circumstance bonus to vehicle's next check (Speed, AC, or attack)
Vehicle Damage
Hit Points:
- Vehicles have HP pool separate from crew
- Vehicle destroyed at 0 HP
- Crew may take damage when vehicle takes massive damage
Critical Damage:
- Vehicles may suffer critical damage affecting systems
- Engines, weapons, or other systems may be disabled
- Requires repairs to restore function
Vehicle Modifications
Vehicles can be enhanced with modifications that add capabilities, improve systems, or provide tactical advantages.
Modification Slots by Size
| Vehicle Size | Modification Slots |
|---|---|
| Medium | 2 |
| Large | 4 |
| Huge | 6 |
| Gargantuan | 8 |
| Colossal | 12 |
Installation
| Activity | Time |
|---|---|
| Install a modification | 4 hours |
| Remove a modification | 4 hours |
| Replace one with another | 8 hours |
Installation DC: 15 + Modification Level (Crafting check). Failure doubles the time; critical failure damages the modification. Duplicate modifications cannot be installed unless specifically noted.
Example Modifications
| Modification | Level | Price | Effect |
|---|---|---|---|
| Additional Seating | 1 | 12 gp | +50% passenger capacity |
| Autopilot | 2 | 80 gp | AI basic piloting (modifier = 4 + vehicle level) |
| Personnel Enclosure | 2 | 75 gp | Environmental sealing (vacuum, underwater, toxic) for 4 hours |
| Weapon Mount | 3 | 135 gp | Mount one ranged weapon; max mounts = passenger capacity |
| Hover Drive | 4 | 205 gp | Hover 10 ft above ground; ignores ground difficult terrain |
| Terrain Adaptation | 4 | 183 gp | Traverse one additional terrain type (aquatic, arctic, or underground) |
| Boarding Clamp | 7 | 675 gp | Magnetic clamps for inter-vehicle transfer without Athletics checks |
| Turbo Boost | 7 | 650 gp | +50% Speed for 1 minute (5 charges) |
| Collision Dampeners | 8 | 910 gp | Vehicle and occupants take half collision damage |
See Vehicle Systems document for the complete modification catalog (Levels 1-20).
3. Starship Combat Crew Roles
See Starships_Revised_SF2E.md for complete starship combat rules.
Starship Combat Flow
Initiative: The Pilot rolls initiative using the Piloting skill.
Starship Check = 1d20 + crew member's skill modifier + item bonuses from starship parts + circumstance/status bonuses/penalties
Turn Sequence:
- Change Roles (start of turn, no action required)
- Each crew member takes 1 action in any order
- Movement occurs as result of Pilot actions
- Attacks of Opportunity when passing through or exiting adjacent hex
Positioning:
- Ships operate on hexagonal grid
- Facing matters for firing arcs
- Range affects attack rolls and damage
Crew Roles Summary
| Role | Primary Skills | Key Actions |
|---|---|---|
| Captain | Diplomacy, Deception, Intimidation, Society | Encourage, Coordinate, Taunt, Rally, Inspire |
| Pilot | Piloting (Athletics, Acrobatics, Arcana/Occultism) | Glide, Fly, Full Power, Stunts (Barrel Roll, Escape, Evade, Strafe) |
| Engineer | Crafting (Physical/Life Science Lore) | Divert, Restore Shields, Patch System, Hold it Together, Emergency Repairs |
| Science Officer | Computers (Perception) | Identify, Analyze System, Lock On, Scan Environment, Jam Communications |
| Gunner | Piloting (Computers, Athletics, Acrobatics, Arcana/Occultism) | Shoot, Launch, Suppressive Fire, Precise Shot |
| Deck Officer | Athletics, Acrobatics | Quick Fix, Overload Weapon, Direct Access, Manual Evasion |
| Magic Officer | Arcana, Occultism, Religion | Focus, Scry, Precognition, Mystic Haze, Eldritch Shot |
Player Roles in Starship Combat
Captain
What You Do:
- Issue orders and coordinate crew
- Make tactical decisions
- Use special captain actions to boost crew
Key Actions:
- Encourage: Grant status bonus to crew member's check
- Coordinate: Call out 2+ crew members' actions; bonus if they follow plan
- Intervene: After crew member rolls, reroll using your modifiers
- Taunt: Demoralize enemy crew (status penalty to all checks)
- Rally (Expert): Grant status bonus to all allies' next check
- Inspire (Master): Allies roll twice, take better result (costs 1 Resolve Point)
Pilot
What You Do:
- Maneuver the starship
- Position for optimal firing arcs
- Evade enemy attacks
Key Actions:
- Idle: No movement; lose proficiency bonus to AC and TL
- Glide: Move up to speed with defensive benefits
- Fly: Move up to speed (standard movement)
- Full Power (Expert): Move up to speed +1 or +2 (costs 5 PCU)
- Overdrive (Expert): Move up to 2× speed (costs 10 PCU)
- Stunts: Barrel Roll, Escape, Evade, Strafe (learned when gaining Piloting proficiency)
Gunner
What You Do:
- Fire ship's weapons
- Coordinate fire with other gunners
- Suppress enemy positions
Key Actions:
- Shoot: Attack with ship weapons
- Launch: Fire tracking weapons (missiles, torpedoes)
- Suppressive Fire: Create zones that penalize enemy movement
- Precise Shot: Target specific enemy system
Engineer
What You Do:
- Repair damage to ship systems
- Boost shield strength
- Reroute power distribution
Key Actions:
- Divert: Reroute power to boost shields or weapons
- Restore Shields: Replenish shield hit points
- Patch System: Temporarily fix a damaged system
- Hold it Together: Prevent a system from going offline
- Emergency Repairs: Full repair on a damaged system
Science Officer
What You Do:
- Scan enemy ships
- Provide tactical information
- Use sensors to detect threats
Key Actions:
- Identify: Learn enemy ship statistics
- Analyze System: Reveal enemy system weakness
- Lock On: Grant bonuses to gunners' attacks
- Scan Environment: Detect hazards or hidden objects
- Jam Communications: Block enemy coordination
Deck Officer
What You Do:
- Perform hands-on emergency work
- Manually operate systems when automated controls fail
Key Actions:
- Quick Fix: Fast temporary repair
- Overload Weapon: Boost weapon damage at risk of damage
- Direct Access: Manually override a system
- Manual Evasion: Physically adjust ship trajectory
Magic Officer
What You Do:
- Channel magical energy through ship systems
- Provide mystical support to crew
Key Actions:
- Focus: Channel magical energy to boost a system
- Scry: Magical sensor enhancement
- Precognition: Grant bonus based on foresight
- Mystic Haze: Create magical concealment
- Eldritch Shot: Enhance a weapon attack with magic
4. NPC Crew Members
See Starships_Revised_SF2E.md for complete NPC crew rules.
As your starship grows in size and complexity, you'll likely need to hire NPC crew members to help operate it. Understanding how to hire, manage, and advance your crew is essential for running a larger vessel.
Understanding Crew Skill Levels
NPC crew members fall into five skill tiers based on their training and experience:
| Skill Level | Proficiency | What It Means |
|---|---|---|
| Green (Untrained) | Untrained | Inexperienced crew with no formal training |
| Trained | Trained | Competent crew with basic certification |
| Veteran (Expert) | Expert | Experienced crew with specialized training |
| Elite (Master) | Master | Highly skilled crew with mastery of their role |
| Legendary | Legendary | The best of the best; rare and expensive |
How It Affects Performance: The crew member's proficiency modifier is applied to all starship checks they make. For example, a Trained crew member at level 5 has a +7 modifier (5 + 2), while an Expert has +9 (5 + 4).
Hiring Crew
Costs
Weekly/Monthly Wages:
| Skill Level | Weekly Wage | Monthly Wage | Sign-On Bonus |
|---|---|---|---|
| Green | 5 gp | 20 gp | 10 gp |
| Trained | 20 gp | 80 gp | 50 gp |
| Veteran | 80 gp | 320 gp | 200 gp |
| Elite | 300 gp | 1,200 gp | 800 gp |
| Legendary | 1,000 gp | 4,000 gp | 3,000 gp |
Wages: Crew expect regular payment for their services. Missing a payment may result in morale penalties or crew desertion.
Sign-On Bonus: A one-time payment made when a crew member first joins. You can attempt to waive this with a Diplomacy check (DC 15 for Green/Trained, up to DC 30 for Legendary).
Where to Find Crew
The size and type of port determines what skill levels are available:
| Port Type | Available Skill Levels | Hiring Time |
|---|---|---|
| Outpost / Frontier | Green, Trained (DC 15 to find Veteran) | 1d4 days |
| Standard Starport | Green, Trained, Veteran | 1d3 days |
| Major Hub / Capital | All levels (DC 20 to find Legendary) | 1 day |
| Military Station | Trained, Veteran, Elite (with clearance) | 1d3 days |
Finding Crew: To find crew, spend the indicated hiring time and make a Society or Diplomacy check:
- Green or Trained at appropriate port: Automatic success
- Veteran at Outpost: DC 15
- Elite at Major Hub: DC 20
- Legendary at Major Hub: DC 25
- Add +5 to DC if seeking crew with specific skills or backgrounds
Minimum Crew Requirements
Each starship frame has minimum crew requirements:
| Frame Size | Typical Minimum Crew | Notes |
|---|---|---|
| Tiny (Racer, Interceptor, Fighter) | 1-2 | Can be operated solo with Operator role |
| Small-Medium | 1-6 | Requires at least Pilot + 1 other role |
| Large | 6-20 | Requires Pilot, Engineer, Gunner minimum |
| Huge+ | 20+ | Requires full command crew + support staff |
Operating Understaffed: Ships operating below minimum crew take a cumulative -2 circumstance penalty to all starship checks for each missing essential crew member.
Advancing Your Crew
Your NPC crew can improve their skills over time through experience and training.
Experience-Based Advancement
Track Advancement Points (AP) for each crew member (or for the crew as a whole, GM's choice).
Earning Advancement Points:
- Successful Mission: 1 AP per crew member involved
- Starship Combat Victory: 1 AP per crew member involved
- Critical Success on Important Check: 1 bonus AP for that crew member
- Exceptional Service: 1 bonus AP (GM discretion)
Advancement Thresholds:
| Current Level | AP Required | Advancement DC |
|---|---|---|
| Green → Trained | 5 AP | DC 15 |
| Trained → Veteran | 8 AP | DC 20 |
| Veteran → Elite | 12 AP | DC 25 |
| Elite → Legendary | 20 AP | DC 30 |
Making an Advancement Check: When a crew member reaches the required AP, roll 1d20 + crew member's current proficiency modifier + starship level.
- Critical Success: Advance to next skill level and retain half current AP toward next advancement
- Success: Advance to next skill level; reset AP to 0
- Failure: Do not advance; retain current AP and try again after earning 2 more AP
- Critical Failure: Do not advance; lose half current AP
Training-Based Advancement
Alternatively, crew can be sent for formal training to advance their skills.
| Advancement | Training Cost | Training Time | Trainer DC |
|---|---|---|---|
| Green → Trained | 100 gp | 2 weeks | DC 15 |
| Trained → Veteran | 500 gp | 1 month | DC 20 |
| Veteran → Elite | 2,500 gp | 3 months | DC 25 |
| Elite → Legendary | 15,000 gp | 6 months | DC 30 |
Trainer Required: The crew member must train at a facility or under a trainer who meets the Trainer DC. Finding a suitable trainer requires a Society check at the same DC at an appropriate port.
Training Check: At the end of the training period, the crew member (or their trainer) makes a check using the relevant skill with the Trainer DC. Use the advancement check results above.
Accelerated Training: You can reduce training time by 25% by increasing the cost by 50%, or reduce time by 50% by doubling the cost and increasing the Trainer DC by 5.
Managing Crew Morale (Optional)
Your crew's morale affects their performance. High morale leads to better performance, while low morale can sabotage operations.
Morale Levels
| Morale Level | Effects | Status Modifier |
|---|---|---|
| Excellent | Crew gains +1 status bonus to all starship checks | +1 |
| Good | No mechanical effect | +0 |
| Neutral | No mechanical effect | +0 |
| Poor | Crew takes -1 status penalty to all starship checks | -1 |
| Terrible | Crew takes -2 status penalty; may desert or mutiny | -2 |
Starting Morale: Newly hired crew start at Neutral morale. Well-paid crew (150% wage) start at Good morale.
What Raises Morale
Each event raises morale by one step (maximum Excellent):
- Victory in Combat: Major victory against dangerous foes
- Paid On Time: Receiving wages consistently for 3+ payments
- Bonus Pay: Receiving a bonus equal to 50%+ of monthly wage
- Shore Leave: 1 week of shore leave at a desirable location
- Upgraded Quarters: Installing Recreation Suite or better crew quarters
- Saved from Danger: PCs rescue crew from life-threatening situation
- Inspirational Leadership: Captain succeeds at DC 20 Diplomacy check (once per week)
What Lowers Morale
Each event lowers morale by one step:
- Defeat in Combat: Ship badly damaged or forced to flee
- Missed Payment: Wages not paid on time
- Harsh Conditions: Living in cramped quarters for 1+ month
- Crew Death: One or more crew members killed
- Reckless Endangerment: PCs put crew in unnecessary danger
- Betrayal: Breaking a promise or agreement with crew
Consequences of Low Morale
Poor Morale: Crew complains frequently. Once per session, a random crew member may refuse an order (requiring a DC 20 Intimidation or Diplomacy check to convince them).
Terrible Morale: Crew actively seeks to leave. Each week at Terrible morale, there's a risk of desertion, demands for better conditions, or even mutiny attempts.
Recovering: To raise morale from Poor or Terrible, you must address the crew's concerns (pay back wages, improve conditions, etc.) AND succeed at a DC 20 Diplomacy check. This takes 1 day of downtime per morale step you wish to raise.
Named NPCs vs Generic Crew
Not all crew members need detailed statistics.
Generic Crew:
- Use for ordinary crew members who operate in groups and fill standard roles
- Track using proficiency modifier only (no ability scores needed)
- Can manage groups together (e.g., "5 Trained gunners")
Named NPCs:
- Use for important crew members with personalities, backgrounds, and potential character arcs
- Give them full character sheets using standard NPC creation rules
- Can go on away missions with PCs
- Provide roleplay opportunities and story hooks
- May eventually join the party as full PCs
Advancement for Named NPCs: Named NPCs advance using standard character advancement rules (gaining levels) rather than the crew skill advancement system. They should generally stay 1-3 levels below the party's average level.
5. Fleet Actions Overview
See Fleet-Mindscape document for detailed fleet rules.
Fleet Combat Basics
What is Fleet Combat:
- Large-scale starship engagements
- Multiple ships per side
- Simplified mechanics for mass combat
Your Role:
- Command individual ship in fleet
- Follow fleet admiral's overall strategy
- Coordinate with other ships
Fleet Tactics:
- Formation Fighting: Ships support each other
- Coordinated Attacks: Multiple ships target same enemy
- Screening: Protect capital ships with escorts
- Flanking: Position for advantageous firing arcs
Fleet Actions You Can Take:
- Break Formation: Leave fleet for independent action
- Support Ally: Grant bonus to nearby friendly ship
- Coordinated Strike: Combine attacks with allies
- Screen: Protect higher-value ship from attacks
6. Starship Chases & Boarding
See Additional Starship Rules document for complete chase and boarding rules.
Boarding Actions
When your crew needs to physically enter an enemy vessel, use boarding rules. There are four methods:
Boarding Methods
| Method | How It Works | Key Check |
|---|---|---|
| Anchoring Weapons | Grappler or tractor beam locks ships together | Gunnery vs. target's AC |
| Ramming | Intentional collision; both ships take damage | Piloting vs. target's AC |
| Breaching Pods | Single-use boarding vessels (up to 4 crew each) | Gunnery vs. target's AC (shields must be down) |
| Creature Injection | Starship-scale creatures inject boarders | Special attack vs. target's TL |
Boarding Combat
Boarding Attack = 1d20 + leader's Intimidation or Athletics + size modifier
| Boarding Party Size vs. Ship Complement | Modifier |
|---|---|
| 50%+ of complement | +4 |
| 25-49% of complement | +2 |
| 10-24% of complement | +0 |
| 5-9% of complement | -2 |
| Less than 5% | -4 |
Boarding Rating (BR) = 10 + ship's level + security bonus + crew quality modifier
Resolution Options:
- Abstract: Single Boarding Attack roll vs. BR. Critical success = take control of one system; success = establish foothold; failure = repelled.
- Tactical: When 2+ PCs board, transition to standard combat in cramped shipboard corridors.
Starship Chase Rules
When ships pursue or flee rather than engaging in direct combat, use structured chase rules.
Chase Structure
A chase lasts 6 rounds (adjustable by GM). Each round, the GM may present an obstacle, then each crew member takes one chase action based on their role.
Chase Roles and Actions
| Role | Key Actions | Primary DC |
|---|---|---|
| Pilot | Navigate Hazard, Outmaneuver, Speed Up | Varies by obstacle or opponent's Piloting |
| Engineer | Boost Engines, Emergency Repairs | DC 15 (power core) or system condition |
| Science Officer | Find Shortcut, Jam Sensors | DC 20 or opponent's TL |
| Gunner | Covering Fire, Disable Pursuit | Opponent's AC (or AC+5 for engines) |
| Captain | Coordinate Escape/Pursuit | DC 15 |
Each action produces successes, removes hits, or inflicts penalties on the opponent. Track successes and hits for each side.
Chase Obstacles (Sample)
| Obstacle | Nav DC | Failure Effect |
|---|---|---|
| Debris Field | 15 | 1 hit, reduce speed |
| Asteroid Belt | 20 | 2 hits |
| Gravity Well | 22 | Lose 1 success |
| Space-Time Anomaly | 25 | Random system malfunctions |
Chase Resolution
Hit Tolerance by Ship Size: Tiny 4, Small 5, Medium 6, Large 7, Huge 8, Gargantuan 10, Colossal+ 12. Reaching your hit limit ends the chase in defeat.
| Total Successes | Pursuer Outcome | Quarry Outcome |
|---|---|---|
| 0-1 | Complete failure | Captured/destroyed |
| 2-3 | Moderate failure; 50% SP/HP lost | Damaged escape |
| 4-5 | Partial success; 25% SP/HP lost | Clean escape |
| 6+ | Complete success; minimal damage | Perfect escape |
7. Mech Combat Basics
See Mech Combat Rules document for complete mech rules and sample equipment.
Mechs are piloted combat vehicles designed for direct engagement. Unlike standard vehicles, mechs feature modular hardpoints, a dedicated power resource (Mech Points), and heat management that creates moment-to-moment tactical decisions.
Mech Frame Sizes
| Frame | HP | Hardpoints | Speed | MP/Turn | Level Range |
|---|---|---|---|---|---|
| Light | 20 | 3 | 40 ft | 2 | 1-6 |
| Medium | 40 | 4 | 30 ft | 3 | 5-12 |
| Heavy | 60 | 5 | 25 ft | 4 | 10-16 |
| Superheavy | 100 | 6 | 20 ft | 5 | 14-20 |
Each frame provides base HP, Hardness (damage reduction), AC, saving throws, and Speed. Lighter frames are faster and more agile; heavier frames are tougher and mount more weapons.
Hardpoint System
Mechs have six hardpoint locations for mounting weapons and systems:
| Location | Typical Mounts |
|---|---|
| Left/Right Arm | Melee weapons, shields, manipulators |
| Left/Right Shoulder | Missile launchers, heavy ranged weapons |
| Torso | Armor systems, sensors, cockpit upgrades |
| Legs | Movement systems, stability enhancers |
Your frame size determines how many hardpoints you can use (Light: 3, Medium: 4, Heavy: 5, Superheavy: 6).
Mech Points (MP)
Mech Points represent available power for combat actions. Your MP pool refills to maximum at the start of each turn.
| Action Type | Typical MP Cost |
|---|---|
| Light weapon fire | 0-1 MP |
| Heavy weapon fire | 1-2 MP |
| Missile salvo | 2-3 MP |
| System activation | 1-2 MP |
| Boost speed / emergency maneuver | 1 MP |
Heat Management
Weapons and systems generate heat when used. Track your heat level as a percentage of your threshold:
| Heat Level | Status | Effect |
|---|---|---|
| 0-69% | Normal | No penalties |
| 70-99% | Warning | -1 to attack rolls |
| 100% | Critical | -2 to all checks; some systems fail |
| Max | Meltdown | Reactor critical; immediate shutdown |
Venting Heat:
- Vent Heat (2 actions): Reduce heat by 2 per action. Cannot attack on a turn you vent.
- Emergency Vent (3 actions): Reduce heat to 0. Flat-footed until next turn; no reactions.
Operational States
| State | Effect |
|---|---|
| Shutdown | Cannot act; immune to EMP |
| Standby | Cannot attack; half speed; reduced heat generation |
| Combat Ready | Normal combat capability |
| Overloaded | +2 damage; +2 heat generation |
Changing state is a free action at the start of your turn (except Shutdown to Combat Ready, which takes 1 full round).
Mech Combat Actions
Standard Actions:
- Fire Weapon (1 action): Ranged attack with a mech weapon
- Melee Strike (1 action): Melee attack with mech weapon or fist
- Stride (1 action): Move the mech up to its Speed
- Take Cover (1 action): Gain cover using mech's position
Special Mech Actions:
- Power Slide (2 actions): Move double Speed in a straight line; enemies in path must Reflex save or be knocked prone
- Stomp (2 actions): Attack all creatures in a 10-foot square; 2d8 + Str bludgeoning
- Shield Bash (1 action): Melee strike with mounted shield; push target 10 feet on hit
- Eject (2 actions): Emergency exit; land adjacent, take 2d6 falling damage
Entering and Exiting Mechs
- Board Mech (3 actions): Enter and activate; starts in Standby
- Disembark (2 actions): Safely exit a Standby or Shutdown mech
- Forced Entry (3 actions): Enter enemy mech by force (Athletics vs. mech's Fortitude DC); ejects previous operator
System Damage
When HP drops below threshold (50% of max), system damage may occur. If an attack exceeds Hardness by 10+, the attacker can target a specific system:
| Location Damaged | Effect |
|---|---|
| Arm/Shoulder | Weapons mounted there cannot fire |
| Torso | -2 to AC; cockpit exposed |
| Legs | Speed halved; cannot run |
| Sensors | -4 to Perception; no targeting systems |
| Reactor | -2 MP per turn; chance of meltdown |
Repairs: In combat: 3 actions + Crafting check (DC 15 + mech level). Out of combat: 10 minutes + easier check. Full repair: 1 hour in a repair bay.
PART V: SOCIAL & INTERPERSONAL
1. Social Encounters
See Campaign-Frameworks document for detailed social encounter rules.
Social Encounter Basics
What are Social Encounters:
- Structured interactions with NPCs
- Use social skills instead of combat skills
- Goals beyond simple persuasion
Common Social Goals:
- Gather information
- Change NPC attitude
- Negotiate deals
- Gain favor or influence
- Avoid conflict
Social Initiative
When Used:
- Complex social situations with time pressure
- Multiple NPCs with competing interests
- High-stakes negotiations
How It Works:
- Roll initiative using Perception or social skill
- Take turns making social actions
- NPCs react to your approaches
Social Actions
Make an Impression (2 Actions):
- Use Diplomacy to improve NPC attitude
- Success improves attitude one step
- Critical success improves two steps
Request (1 Action):
- Ask NPC for specific favor or information
- Success depends on current attitude and request difficulty
Lie (1-3 Actions):
- Use Deception to mislead NPC
- Opposed by NPC's Perception
- Consequences for failure may be severe
Coerce (1-2 Actions):
- Use Intimidation to frighten or threaten NPC
- May worsen attitude if failed
- Can achieve short-term results
Gather Information (2+ Actions):
- Use Diplomacy to learn about topic
- Time varies by information depth
- May require multiple checks
Create a Diversion (1-3 Actions):
- Use Deception, Performance, or other skill
- Draw attention away from something
- Useful for allies' actions
NPC Attitudes
Attitude Levels:
- Helpful: Actively assists, grants favors
- Friendly: Open to reasonable requests
- Indifferent: Neutral, business-like
- Unfriendly: Suspicious, unhelpful
- Hostile: Actively opposes or threatens
Changing Attitudes:
- Use Make an Impression action
- Success improves attitude one step
- Some requests only possible at certain attitudes
2. Influence & Negotiation
Influence System
What is Influence:
- Represents your sway with organizations or individuals
- Built over time through actions and interactions
- Opens doors to opportunities and assistance
Gaining Influence:
- Complete tasks for organization
- Make favorable impressions on key members
- Demonstrate alignment with organization's values
- Provide valuable information or resources
Using Influence:
- Request favors or assistance
- Access restricted information or locations
- Gain introductions to important NPCs
- Receive better prices or priority service
Influence Levels:
- Unknown: No influence
- Known: Basic recognition
- Established: Regular contact, minor favors
- Respected: Significant favors, insider access
- Honored: Major favors, leadership consideration
Negotiation
Negotiation Challenges:
- Multiple parties with different interests
- Find mutually acceptable compromise
- Build trust while advancing goals
Negotiation Tactics:
- Appeal to Interests: Identify what each party wants
- Build Rapport: Establish personal connection
- Present Evidence: Use facts to support position
- Find Common Ground: Identify shared interests
- Make Concessions: Give to get
Negotiation Checks:
- Diplomacy for collaborative negotiation
- Intimidation for hardball tactics
- Deception for bluffing
- Culture for understanding cultural context
Negotiation Outcomes:
- Critical Success: Achieve primary goals and bonus benefit
- Success: Achieve primary goals
- Failure: Partial success or must make concessions
- Critical Failure: Negotiations break down
3. Hacking Overview (Player Perspective)
See detailed hacking rules in Campaign-Frameworks document.
What is Hacking
Hacking Definition:
- Unauthorized access to computer systems
- Bypassing security measures
- Extracting, altering, or destroying data
Why Hack:
- Gather intelligence
- Disable security systems
- Steal credits or valuable data
- Cover your tracks
- Frame others
Basic Hacking Process
Step 1: Access Attempt
- Use Computers skill to connect to system
- DC varies by system security level
- May need physical access or network connection
Step 2: Navigate System
- Move through system's architecture
- Locate desired data or controls
- Avoid detection by security
Step 3: Execute Action
- Download data
- Disable systems
- Alter records
- Plant backdoors
Step 4: Cover Tracks
- Remove evidence of intrusion
- Prevent tracing back to you
- May require additional Computers checks
Hacking Risks
Security Measures:
- Firewalls: Increase DC to access
- ICE (Intrusion Countermeasures): Active defenses that attack hackers
- Alarms: Alert system administrators
- Trace Programs: Identify hacker's location
- Lockouts: Permanently deny access after failures
Consequences of Failure:
- Detected by security
- System locks down
- Authorities alerted
- Counter-hacking attempts against you
- Equipment damage from ICE attacks
Hacking Equipment
Basic Tools:
- Hacking Kit: Required for most hacking attempts
- Custom Software: Provides bonuses to specific hack types
- Signal Booster: Extends hacking range
Advanced Tools:
- AI Assistant: Automated hacking support
- Security Bypass: Hardware device for physical access
- Encryption Cracker: Speeds up data decryption
Quick Hacking Tips
Do:
- Scout the system before committing
- Have exit strategy ready
- Use VPN or routing to hide origin
- Work quickly to minimize detection chance
- Back up important data before altering
Don't:
- Rush without understanding security
- Ignore warnings from system checks
- Leave obvious traces of intrusion
- Hack from your personal device
- Underestimate corporate security
PART VI: TRAVEL & COMMERCE
1. Galactic Trade System
See Equipment-Trade document for complete trade rules.
Trade Overview
The galactic trade system allows parties to engage in interstellar commerce, transporting cargo between worlds for profit.
Why Trade:
- Generate income between adventures
- Establish business contacts
- Travel to new locations
- Build reputation as merchants
- Fund ship upgrades
Trade Basics:
- Buy cargo at origin port
- Transport to destination
- Sell for profit
- Deal with complications
2. Four-Step Trade Process
Step 1: Find Cargo
How to Find Cargo:
- Spend 1 day searching markets and contacts
- Make Diplomacy or Mercantile Lore check
- DC: 10 + (1.5 × party level)
Success:
- Discover 1d4 lots available for purchase
- All lots must be purchased together
- Purchase price: Roll 1d4 × 100 gp per lot
Critical Success:
- Find more cargo or better prices
Failure:
- No cargo found; can try again next day with penalty
What is a "Lot":
- 25 tons of cargo
- Fills one cargo hold space on ship
- Standardized unit for trading
Cargo Type Categories (d20)
| d20 | Cargo Type | Special Notes |
|---|---|---|
| 1 | Artwork or cultural artifacts | Requires Culture to identify value |
| 2 | Base metals (titanium, steel alloys) | Heavy bulk |
| 3 | Ceramics or composite materials | Fragile |
| 4 | Industrial chemicals or isotopes | May require hazmat protocols |
| 5 | Fabricated components | Tech components |
| 6 | Synthetic fabrics or biomaterials | Lightweight |
| 7 | Live specimens or bio-samples | Requires life support |
| 8 | Electronics or computing hardware | Valuable, fragile |
| 9 | Mineral products or refined ores | Heavy bulk |
| 10 | Data archives or entertainment media | Negligible bulk |
| 11 | Polymers or plasteel | Standard cargo |
| 12 | Precision instruments | Delicate handling |
| 13 | Rare elements or precious materials | High value density |
| 14 | Prepared provisions (food/water) | Expiration concerns |
| 15 | Smart textiles or armor components | Military interest |
| 16 | Entertainment goods or luxuries | Destination dependent |
| 17 | Agricultural products | Planetary restrictions |
| 18 | Vehicles or vehicle components | Requires specialized bay |
| 19 | Weapons or weapon systems | Restricted/illegal in many systems |
| 20 | Exotic materials (reroll twice, combine) | Unusual combination |
Trade Destination (d10)
| d10 | Destination | Travel Time | Distance Modifier |
|---|---|---|---|
| 1 | Major hub station | 1d6 days | -200 gp/lot |
| 2-4 | Same star system | 1d6 days | -200 gp/lot |
| 5-7 | Near Space system | 3d6 days | ±0 gp/lot |
| 8-9 | Vast system | 5d6 days | +100 gp/lot |
| 10 | Extremely remote | 7d6 days | +200 gp/lot |
Step 2: Determine Complication
Roll d20 for each shipment:
| d20 | Complication | Effect | Resolution |
|---|---|---|---|
| 1 | Blockade Running | Military or pirate blockade | Piloting DC 20 OR starship combat |
| 2 | Competition | Rival crew racing to destination | Opposed arrival; -200 gp/lot if they win |
| 3 | Expiration Date* | Time-sensitive cargo | Deliver in 2d8 days or max 100 gp/lot |
| 4 | Fire Sale* | Seller desperate; fills entire hold | Max cargo capacity; -100 gp/lot buy price |
| 5 | Friendly Discount* | Seller likes you | Diplomacy DC 15: -100 gp/lot purchase |
| 6 | Handling Problems | Dangerous loading conditions | Trap/hazard during loading phase |
| 7 | Hiding Something* | Seller concealing issue | Sense Motive DC 20; secondary complication |
| 8 | High Demand* | Market boom | +100 gp buy, +200 gp sell (net +100 gp) |
| 9 | Illegal Cargo | Contraband goods | DC 25 to conceal from scanners |
| 10 | Imitation Goods | Knockoffs/counterfeits | -200 gp/lot buy and sell |
| 11 | Radioactive | Radiation leak | Physical Science DC 20 or -100 gp/lot |
| 12 | Regulated | Customs bureaucracy | Computers DC 20 or 1 day delay |
| 13 | Rush Job | Urgent delivery | 1d8 days: +200 gp; fail: DC+5 new buyer |
| 14 | Stolen Goods | Thieves want it back | Hard encounter; can surrender peacefully |
| 15 | Stowaway | Hidden passenger | Perception DC 20 to detect during loading |
| 16 | Strange Customs | Cultural requirements | Culture DC 20: ±100 gp/lot |
| 17 | Telepathic Species | Mental communication required | Without telepathy: Diplomacy DC 25 |
| 18 | Tough Sell | Difficult buyer | Intimidation DC 20 or -200 gp/lot |
| 19 | Uncommon Language* | Rare dialect needed | DC 25 Society or sale fails |
| 20 | Vermin Infestation* | Pests in cargo | Nature DC 20 or -200 gp/lot |
*Discoverable before purchase with appropriate check during negotiation
Handling Complications:
- Some discoverable before purchase (marked with *)
- Others emerge during transport
- May require skill checks to resolve
- Can turn into full skill challenges or encounters
Step 3: Transport Cargo
Loading:
- Takes time to load cargo onto ship
- With equipment: 1 hour per lot
- Manual loading: 8 hours per lot
Travel:
- Use normal starship travel rules
- Travel time determines by destination distance
- Random encounters possible during journey
Your Role During Transport:
- Monitor cargo condition
- Watch for pirates or complications
- Maintain ship systems
- Plan for arrival
Step 4: Make the Sale
Finding Buyers:
- Spend 1 day locating buyers at destination
- Make Diplomacy or Mercantile Lore check
- DC: 10 + (1.5 × party level)
Success:
- Find buyer willing to pay calculated price
- Base sell price: Roll 1d8 × 100 gp per lot
- Apply distance modifiers (longer distance = better price)
- Apply complication effects
Critical Success:
- Find eager buyer; +100 gp per lot bonus
Failure:
- Must reduce price or spend more time searching
Profit Calculation:
- Total Profit = Sell Price - Purchase Price - Expenses
- Expenses include fuel, loading fees, bribes, etc.
- Divide profit among crew or reinvest in ship
3. Finding Cargo & Buyers
Where to Find Trade Opportunities
Locations:
- Space Stations: Major trade hubs
- Planetary Ports: Varied cargo types
- Corporate Offices: Regular contracts
- Black Markets: Illegal goods (higher risk, higher reward)
- Docks: Last-minute deals from desperate sellers
Contacts:
- Build relationships with merchants
- Corporate trade liaisons
- Independent traders
- Smuggling networks
- Planetary trade boards
Improving Your Trade Checks
Circumstance Bonuses:
- Established reputation: +1 to +4
- Trade contacts: +1 per relevant contact
- Corporate affiliations: +2
- Previous successful trades in location: +1
Equipment:
- Market analysis software: +1
- Trade database access: +2
- Merchant's credentials: +1
Skills:
- Diplomacy for legitimate trade
- Mercantile Lore for specialized knowledge
- Underworld Lore for black market
- Culture for understanding local markets
Cargo Types and Destinations
Profitable Routes:
- High-tech goods to frontier worlds
- Raw materials to industrial centers
- Luxury items to wealthy stations
- Cultural artifacts to collectors
- Perishables to remote outposts
Destination Matters:
- Same system: Lower profits
- Near Space: Moderate profits
- Vast: Higher profits
- Extremely remote: Highest profits (but longest travel)
4. Build Point Currency
What are Build Points (BP)
Definition:
- Abstracted currency for large-scale trading
- 1 BP = 100 gp
- Represents bulk trading capacity
- Simplifies cargo calculations
When to Use BP:
- Tracking multiple cargo lots
- Large-scale trade operations
- Ship-scale transactions
- Fleet economics
Converting BP:
- 1 BP = 100 gp for personal purchases
- Sell cargo for BP, convert to personal funds
- Use BP for ship upgrades or trade investments
BP and Starship Operations
Ship Costs in BP:
- Fuel: Varies by distance
- Repairs: Cost per damage
- Upgrades: Major purchases in BP
- Crew salaries: Regular BP expenses
Earning BP:
- Complete successful trade runs
- Salvage operations
- Bounty hunting (ship-scale rewards)
- Contracts and missions
Trade Reputation System
Victory Points (VP) for Trading:
- Track long-term trade success
- Unlock benefits and opportunities
- Represent growing business reputation
Earning Victory Points:
- Complete trade run successfully: 1 VP
- Critical success on sale: 2 VP
- Repeat routes: +1 VP
- Handle complications well: 1 VP
Spending Victory Points:
- Establish Trade Route (5 VP): Permanent bonus to trade checks
- Trade Contact (3 VP): NPC provides information and bonuses
- Warehouse Access (4 VP): Store cargo without using ship
- Insurance Discount (2 VP): Reduce cargo insurance cost
- Customs Priority (6 VP): Faster processing, fewer inspections
- Market Information (1 VP): Learn prices before departure
5. Scaling Equipment
See Equipment & Trade document for the complete scaling equipment system and all perks.
Scaling equipment offers an alternative to PF2E's rune system: weapons and armor grow with your character through modular upgrades called perks. Instead of swapping gear every few levels, you invest in a signature item and customize it over time.
How Scaling Equipment Works
- Each scaling item has a Build Point (BP) budget determined by its level
- Spend BP on perks that add abilities, damage types, resistances, or other enhancements
- Perks function mechanically like PF2E property runes but are integrated into the item
- Items can gain flaws (+1 BP each, max 2) for additional customization budget
Build Points by Item Level
| Item Level | Build Points | Item Level | Build Points |
|---|---|---|---|
| 1-2 | 1 BP | 11-13 | 5 BP |
| 3-4 | 2 BP | 14-16 | 6 BP |
| 5-7 | 3 BP | 17-19 | 7 BP |
| 8-10 | 4 BP | 20 | 8 BP |
Sample Armor Perks
| Perk | BP Cost | Effect |
|---|---|---|
| Deflective | 1 | +1 item bonus to AC (stacks with potency runes) |
| Flexible | 1 | -1 armor check penalty (stackable, min 0) |
| Resistant | 2 | Resistance to one energy type = armor level / 3 |
| Environmental Endurance | 2 | Double duration of environmental protections |
| Responsive | 1 | +1 max Dexterity modifier (stackable) |
Sample Weapon Perks
| Perk | BP Cost | Effect |
|---|---|---|
| Destructive | 2 | Increase damage die by one step (d6 to d8, etc.) |
| Reliable | 1 | Reroll natural 1s on damage dice |
| Extended Range | 1-3 | Increase range by 50%/100%/200% |
| Blast Strike | 1 | Gain 10-foot burst area attack (2-action activity) |
| Versatile Damage | 1 | Deal one additional damage type |
Upgrading Your Scaling Equipment
Upgrades require time and money, not just instant application:
- Work with a crafter or use the Craft downtime activity
- Costs follow standard PF2E pricing for equivalent property runes
- Items can be upgraded incrementally as you gain levels and BP budget increases
When to Choose Scaling Equipment
Scaling equipment works best when:
- You want a signature weapon or armor that grows with your character
- You prefer customization depth over finding new loot
- Your campaign has limited magic item shops
- You want sci-fi flavor (perks as tech upgrades) rather than fantasy runes
PART VII: HAZARDS & SPECIAL ENVIRONMENTS
1. Environmental Hazards
See Space_Environment_Rules_SF2E.md for complete environmental rules.
Quick Reference: Common Hazards
Vacuum Exposure
Immediate Effects:
- Suffocation (5 + Constitution modifier rounds to hold breath)
- 1d6 bludgeoning per round (decompression)
- No temperature damage (contrary to myth)
Protection Required:
- Environmental sealing
- Oxygen supply
- Pressure suit
How to Survive:
- Get to pressurized area quickly
- Seal breaches in suit immediately
- Emergency oxygen reserves extend survival time
Radiation Zones
Levels: Low (DC 15), Medium (DC 18), High (DC 22), Severe (DC 28)
Effects:
- Damage: 1d4 to 8d6 per exposure
- Sickened condition
- Drained condition (high/severe)
Protection:
- Radiation shielding
- Anti-radiation medication
- Limit exposure time
- Stay behind cover when possible
Signs of Radiation:
- Geiger counter readings
- Glowing materials
- Warning symbols
- Damaged/corroded equipment
Gravity Variations
Low Gravity:
- Jump distance ×3
- Carrying capacity ×2
- Speed bonus
- Difficulty with precise movements
High Gravity:
- Speed ×0.5
- Carrying capacity ×0.5
- Penalties to physical actions
- Fatigue from exertion
Zero-G:
- Special movement rules (see EVA section)
- Maneuvering checks required
- Disorientation possible
- Objects float freely
Extreme Gravity:
- 1d6 damage per round
- Difficult to move
- May be unable to stand
- Equipment may break from stress
Atmospheric Hazards
Thin Atmosphere:
- Fatigue risk (Fort DC 15 per hour)
- Harder to breathe
- Reduced physical performance
- Eventually leads to hypoxia
Thick Atmosphere:
- Sickened risk
- Breathing difficulty
- May contain high CO2 or other gases
- Pressure effects on body
Corrosive Atmosphere:
- 1 to 4d6 acid per round/minute
- Damages equipment over time
- Requires sealed environmental protection
- Exposed skin takes damage
Toxic Atmosphere:
- Inhaled poison (DC 15-25)
- Effects vary by toxin type
- May cause paralysis, unconsciousness, or death
- Requires filtered air or sealed suit
No Atmosphere:
- Vacuum rules apply (see above)
- No sound transmission
- Extreme temperature swings
- Micrometeorite hazards
Temperature Extremes
Heat Levels:
- Hot: 1d4 fire per 10 minutes
- Severe: 2d6 fire per 10 minutes
- Extreme: 2d6 fire per minute
- Burning: 4d6 fire per round
Cold Levels:
- Cold: 1d4 cold per 10 minutes
- Severe: 2d6 cold per 10 minutes
- Extreme: 2d6 cold per minute
- Freezing: 4d6 cold per round
Protection:
- Environmental suits
- Climate control
- Insulation
- Heat/cold resistance
2. Space Environment Rules
See Space_Environment_Rules_SF2E.md for complete space environment rules.
Space Travel Hazards
Micrometeorites
Frequency: Rare but dangerous Damage: 2d6 piercing Protection: Armored ships, point defense systems Effect on Ships: Can cause hull breaches, damage systems
Solar Radiation
Source: Stars and cosmic rays Effect: Radiation exposure over time Protection: Ship shielding, distance from stars Risk Zones: Near stars, certain nebulae, black holes
Debris Fields
Location: Asteroid belts, destroyed ships, construction zones Effect: Navigation hazard, collision damage Piloting DC: 15-25 depending on density Damage on Failure: Varies by debris size
Anomalies
Types: Gravity wells, spatial distortions, temporal zones Effects: Unpredictable Detection: Science checks or advanced sensors Response: Avoid if possible or investigate cautiously
Surviving Space Emergencies
Hull Breach
Immediate Actions:
- Seal affected area: Emergency bulkheads
- Evacuate crew: Move to safe compartments
- Don environment suits: If pressure loss imminent
- Repair breach: Engineering checks
Time Pressure:
- Small breach: Minutes to hours
- Large breach: Seconds to minutes
- Complete hull failure: Immediate evacuation needed
Life Support Failure
Symptoms:
- Rising CO2 levels
- Dropping oxygen
- Temperature extremes
- Air quality warnings
Response:
- Switch to emergency reserves
- Repair primary systems
- Reduce crew activities (conserve air)
- Prepare for evacuation if repair fails
Time Available:
- Depends on crew size and ship volume
- Typically hours to days
- Emergency supplies extend time
Power Loss
Effects:
- Life support endangered
- Propulsion offline
- Sensors and communications lost
- Artificial gravity fails
Emergency Power:
- Batteries provide limited time
- Priority to life support
- Repair main power quickly
- May need external assistance
3. Spells and Starship Scale
See Space_Environment_Rules_SF2E.md for complete spell interaction rules.
When spellcasters encounter starships, the differences in scale create significant limitations on magical effectiveness. Understanding what your spells can and cannot do against starship-scale targets is crucial for effective tactical planning.
General Principles
Scale Mismatch: Most personal-scale spells are designed to affect creatures, small objects, or localized areas. Starships operate at a vastly larger scale where personal magic is generally ineffective.
Key Limitations:
- Size: Starship components are too large for most targeted spells
- Area: Spell areas of effect are minuscule compared to starship scale
- Magnitude: Damage from personal spells is negligible against ship structures
- Targeting: Many spells require creature targets, which starships are not
What Your Spells CAN Do
Affecting Crew Members
Spells affecting crew members work normally and can indirectly help ship performance.
Useful Buff Spells:
- Haste, Guidance, Heroism: Improve crew skill checks
- Heal, Restoration: Keep crew functional
- Bless, Inspire Courage: Better crew actions
Useful Debuff Spells:
- Fear, Confusion: Disrupt enemy crew effectiveness
- Blindness, Silence: Hinder enemy crew coordination
Remember: Crew bonuses apply to their skill checks during ship actions, not to the ship's statistics directly.
Information Gathering
Divination spells are particularly useful in starship encounters.
Recommended Divination Spells:
- Detect Magic: Identifies magical components, shields
- See Invisibility: Reveals cloaked/invisible ships
- Scrying: Views ship interior or crew
- Read Aura: Determines ship's age, origin, emotional resonance
- Commune: Ask deities about ship weaknesses, locations
- Legend Lore: Historical information on famous vessels
Teleportation and Infiltration
Teleportation spells work normally for moving creatures but cannot transport entire starships.
Tactical Applications:
- Teleport, Dimension Door: Boarding, infiltration, evacuation
- Plane Shift: Moving crew between planes (not ship)
- Ethereal Jaunt: Bypassing hull to enter ship
Note: Teleporting requires knowing or seeing the destination. Ship interiors are difficult to target blindly.
Limited Object Targeting
Spells with explicit "structure" or "unattended object" targeting can affect starship components if the spell level is sufficient.
Examples:
- Mending, Creation: Can repair/create components if size allows
- Lock, Knock: Affects doors, hatches, security systems
- Object Reading: Gather information about ship history
Limitation: Spell level must be sufficient for the component's size/complexity. Most starship components require high-rank spells.
What Your Spells CANNOT Do
Direct Damage Spells are Ineffective
Personal-scale damage magic cannot meaningfully harm starships.
Why Blast Spells Don't Work:
- Fireball: Affects 20-ft radius; starship is 200+ feet
- Scorching Ray: Burns person, can't penetrate hull plating
- Magic Missile: Targets creature, not structure
- Lightning Bolt: Even 10d6 damage is trivial to 100+ HP ship hull
Example: A 3rd-rank fireball (8d6 damage, approximately 28 average) cannot damage a starship with 100 HP and armor 10. The scale difference is absolute.
Single-Target Attack Spells
Most offensive spells require creature targets and cannot target starships.
Spells That Don't Work:
- Disintegrate: Creature or object up to 10-ft cube only
- Finger of Death: Creature only
- Phantasmal Killer: Creature only
- Harm: Living creature or undead only
Mind-Affecting Spells
Starships are objects without minds (unless sentient AI is involved).
Ineffective Against Ships:
- Charm, Dominate, Suggestion
- Confusion, Fear, Sleep
- Detect Thoughts, Mindlink, Telepathy
Exception: If a ship has a sentient AI system, mind-affecting spells might work on the AI (GM discretion).
Magic Officer Alternative
For players who want to contribute magically to starship combat, the Magic Officer crew role provides ship-scale magical effects:
Magic Officer Actions:
- Eldritch Shot: Ship-scale energy damage
- Mystic Haze: Concealment field
- Precognitive Defense: Defense bonus
- Scrying Defense: Blocks sensors
- Arcane Barrage: Multi-target attack
Design Note: These actions use the same magical principles as personal spells but operate at starship scale. A Magic Officer channels far more energy than a personal spellcaster.
Optional High-Level Rule (GM Discretion)
9th-Rank Spells Against Components: For high-level campaigns, GMs may allow 9th-rank or higher spells to affect starship components.
Requirements:
- Must be 9th-rank or higher
- Can only affect exposed external components
- Normal casting time applies
- Requires line of sight to component
Effects:
- 9th-rank damage spells deal 1/10 normal damage to components (minimum 1)
- Can target exposed components like sensors, weapons, thrusters
- Still cannot damage hull or internal systems
Example: A 9th-rank fireball deals 14d6 damage (average 49). Against a starship component, this deals 4-5 points of damage.
Balance Note: This rule allows high-level spellcasters to contribute to starship combat without overshadowing ship weapons. Spells remain less effective than dedicated ship systems.
4. Digital Anomalies
See Campaign-Frameworks document for hacking and digital threat rules.
What are Digital Anomalies
Definition:
- Unusual phenomena in computer systems and networks
- Can be natural glitches or malicious programs
- May have unpredictable effects
- Can spread between connected systems
Common Types:
- Viruses: Destructive programs that damage data or systems
- AI Entities: Independent programs with goals
- Data Echoes: Remnants of deleted information
- Quantum Glitches: Unexplained behavior in quantum computing
- Drift Interference: Anomalies from Drift travel affecting systems
Encountering Digital Anomalies
Signs of Anomaly:
- Unusual system behavior
- Unexplained data access or changes
- Communication disruptions
- Sensor false readings
- Programs running without authorization
Investigation:
- Computers check to identify anomaly type
- May require multiple checks to understand fully
- Some anomalies intelligent and can react to investigation
Dealing with Anomalies
Quarantine:
- Isolate affected systems
- Prevent spread to other systems
- May require shutting down connections
Purge:
- Delete anomalous data or programs
- May cause collateral damage to other data
- Not always effective against adaptive anomalies
Negotiate:
- Some AI anomalies can be reasoned with
- May have requests or information to trade
- Risky but potentially beneficial
Study:
- Learn from anomaly without removing it
- May provide valuable insights
- Requires careful containment
PART VIII: MAGIC & MYSTICISM
1. Planar & Dimensional Travel
See Planar-Dimensions document for complete planar rules.
Planar Travel Basics
What is Planar Travel:
- Moving between different planes of existence
- Each plane has unique properties and hazards
- Requires magic or advanced technology
- Can be dangerous and disorienting
Why Travel to Other Planes:
- Shortcuts through space (Drift)
- Access to unique resources or knowledge
- Diplomatic missions to planar entities
- Escape pursuit
- Magical research
Common Planes
The Drift
Nature: Hyperspace dimension for faster-than-light travel Properties:
- Time flows differently (enables FTL travel)
- Unpredictable and shifting
- Contains chunks of material from other planes
- Native entities: Drift dead, spectra
Travel Method:
- Drift engine on starship
- Takes days to weeks instead of centuries
- Navigation requires skill checks
Hazards:
- Getting lost in Drift
- Drift turbulence
- Hostile entities
- Temporal anomalies
The Astral Plane
Nature: Realm of thought and consciousness Properties:
- Subjective direction gravity
- Timeless (don't age)
- Thoughts affect reality
- Silver cord connects body and spirit
Travel Method:
- Astral projection magic
- Psychic abilities
- Special portals
Hazards:
- Severed silver cord (death)
- Psychic predators
- Getting lost
- Mental influence from plane
Elemental Planes
Nature: Realms of pure elemental energy (Fire, Water, Earth, Air) Properties:
- Dominated by single element
- Hostile to unprotected visitors
- Home to elementals and genies
- May lack features of Material Plane (air, ground, etc.)
Travel Method:
- Plane shift magic
- Elemental gates
- Powerful rituals
Hazards:
- Environmental damage from dominant element
- Elemental natives may be hostile
- Easy to get lost
- Requires protection from element
Other Planes
- Shadow Plane: Dark reflection of Material Plane
- Ethereal Plane: Mist-filled dimension overlapping Material
- Heaven/Hell: Realms of good and evil deities
- First World: Fey realm of chaos and wild magic
Planar Travel Methods
Spells:
- Plane Shift: Instant but imprecise destination
- Gate: Creates portal for group travel
- Teleportation: Short-range instant travel
- Astral Projection: Send spirit to other planes
Technology:
- Drift Engine: Ship-scale travel through Drift
- Planar Gates: Stable portals between planes
- Dimensional Anchors: Prevent planar travel
- Reality Stabilizers: Protect against planar effects
Natural Phenomena:
- Portals: Natural or created gateways
- Rifts: Tears in planar boundaries
- Planar Convergences: When planes touch
- Vortexes: Areas of weak planar barriers
Surviving Planar Travel
Preparation:
- Research destination plane
- Gather protective equipment
- Arrange return method before leaving
- Inform others of your plans
Protection:
- Environmental adaptations for hostile planes
- Magic resistance for magic-rich planes
- Mental defenses for thought-based planes
- Cultural knowledge for inhabited planes
Navigation:
- Planar geography often non-Euclidean
- Use guides familiar with plane
- Magic or technology for direction finding
- Landmarks may shift or be unreliable
Communication:
- Languages may work differently
- Telepathy more reliable than speech
- Some planes enable thought-reading
- Misunderstanding can be dangerous
2. Planar Traits and Hazards (Player-Facing)
Understanding Planar Traits
What are Planar Traits:
- Fundamental properties of a plane
- Affect how magic and physics work
- Can enhance or restrict abilities
- Important to know before visiting
Common Traits:
- Gravity: Normal, heavy, light, subjective, or none
- Time: Normal, faster, slower, or timeless
- Morphic: How easily plane changes shape
- Alignment: Moral/ethical alignment of plane
- Magic: Enhanced, normal, impeded, or dead
Planar Hazards for Visitors
Planar Adaptation Sickness
Cause: Body struggling to adapt to alien plane Symptoms: Fatigue, disorientation, physical discomfort Duration: Hours to days Prevention: Gradual acclimation or protective magic
Reality Bleed
Cause: Plane's nature affecting your body or mind Effects: Gradual transformation to match plane Examples:
- Fiery Hair on Fire Plane
- Translucent skin on Shadow Plane
- Elemental cravings Reversibility: Usually temporary but can become permanent
Planar Dissonance
Cause: Alignment mismatch between visitor and plane Effects: Discomfort, penalties to checks, may be ejected Severity: Worse for extreme mismatches Example: Lawful good visitor to chaotic evil plane
Temporal Effects
Cause: Time flowing differently Effects:
- Aging faster or slower than normal
- Return to find more/less time passed
- Temporal loops or paradoxes
- Memory confusion
Protection: Time-anchoring magic or technology
Planar Calling
Cause: Plane "wanting" you to stay Effects: Compulsion to remain, difficulty leaving Resistance: Will saves, strong motivation to return home Danger: Can become permanent resident involuntarily
Interacting with Planar Entities
Planar Entities:
- Natives of other planes
- May have alien mindsets
- Often powerful
- Can be helpful or hostile
Etiquette Tips:
- Research customs before contact
- Show respect for plane's nature
- Don't assume mortal rules apply
- Be prepared to bargain or negotiate
- Have escape plan ready
Common Planar Entities:
- Elementals: Beings of pure element
- Outsiders: Angels, devils, demons, etc.
- Fey: Chaotic nature spirits
- Psychopomps: Guides of dead souls
- Proteans: Shapeshifting chaos beings
- Inevitables: Mechanical law enforcers
APPENDICES
Quick Reference: Character Creation Ancestry Options
Custom Ancestry Steps:
- Choose ability boosts/flaws
- Select HP (4/6/8)
- Determine size and speed
- Pick senses
- Assign traits
- Choose special abilities (1 major OR 2 minor)
Major Features: Breath Weapon, Easily Augmented, Natural Weapons, Projectile Attack, Skilled, Spellcasting
Minor Features: Damage Resistance, Enhanced Defense, Exceptional Saves, Extended Reach, Extra Combat Feat, Fast Movement, Multiarmed, Resilient, Skill Training
Quick Reference: Companion Advancement
| Level | Advancement |
|---|---|
| 1 | Choose Nimble or Savage |
| 4 | Gain specialization abilities |
| 7 | Size increase option |
| 10 | Major specialization |
| 13-16 | Legendary abilities |
| 19-20 | Apex abilities |
Companion Feats:
- Level 1: Creature Companion
- Level 2: Creature Companion Adept, Combat Trained Mount
- Level 4: Creature Companion Expert, Resilient Companion, Indomitable Companion
- Level 6: Specialized Training
- Level 7: Colossal Companion
- Level 10: Creature Companion Master
- Level 14: Incredible Companion, Titanic Companion
Quick Reference: Exploration Activities
Core Activities: Avoid Notice, Defend, Detect Magic/Technology, Follow the Expert, Hustle, Investigate, Repeat a Spell, Scout, Search
Sci-Fi Activities: Analyze Environment, Monitor Communications, Navigate by Sensors, Operate Vehicle, Prospect for Resources, Record Data, Scan for Life, Secure Equipment, Track Vehicle
Quick Reference: Downtime Activities by Time
1 Day:
- Most skill-based activities
- Craft (partial progress)
- Earn Income
- Research
- Maintain Equipment
- System Maintenance
1 Week:
- Retrain (feats/skills)
- Practice Profession
1 Month+:
- Retrain (class features)
- Major projects
- Extended research
Quick Reference: Biome Travel Costs
| Biome | Activity Cost |
|---|---|
| Plains, Urban, Airborne, Aquatic | 1 |
| Arctic, Desert, Marsh, Mountain, Subterranean | 2 |
| Forest, Fungal Jungle | 3 |
Speed to Activities Per Day:
- 20-25 ft: 1 activity/day
- 30-35 ft: 2 activities/day
- 40-45 ft: 3 activities/day
- 50+ ft: 4 activities/day
Quick Reference: Environmental Protection
| Environment | Protection Needed | Duration |
|---|---|---|
| Vacuum | Environmental seal | 24+ hours |
| Toxic Atmosphere | Sealed suit or rebreather | Varies |
| Corrosive | Advanced sealed suit | 72+ hours |
| Radiation | Shielding | Continuous |
| Extreme Heat/Cold | Thermal regulation | Continuous |
| Zero-G | Maneuvering thrusters | 8 hours fuel |
Quick Reference: Trade Process
Step 1: Find Cargo (Diplomacy DC 10 + 1.5 × level) Step 2: Determine Complication (roll d20) Step 3: Transport Cargo (loading time + travel) Step 4: Make Sale (Diplomacy DC 10 + 1.5 × level)
Profit = Sell Price - Buy Price - Expenses
Quick Reference: Starship Crew Roles
Captain: Coordinate, encourage, taunt Pilot: Maneuver, full power, evasive Gunner: Fire weapons, target systems, broadside Engineer: Repair, divert power, optimize Science Officer: Scan, target lock, detect
Quick Reference: Social Actions
Make an Impression (2 actions): Improve attitude Request (1 action): Ask for favor Lie (1-3 actions): Deceive NPC Coerce (1-2 actions): Intimidate Gather Information (2+ actions): Learn about topic Create a Diversion (1-3 actions): Distract attention
CROSS-REFERENCES TO GM RULES
For more detailed rules on these topics, see the GM Rules compilation:
Character Creation:
- Complete corruption manifestation progressions (all 6 types, all 5 stages each)
- Pinnacle augmentation variants (levels 20 and 22)
Companions:
- Specific alien companion species stat blocks
- Complete environmental graft details
- Creature templates (Cybernetic, Genetically Modified, Void-Adapted, Swarm)
Exploration:
- Random encounter tables by biome
- Detailed biome descriptions
- World building and adventure design
- Sandbox creation tools
Downtime:
- Complete list of all downtime activities
- Retraining detailed rules
- Cost of living guidelines
- Investment and business rules
Combat:
- Complete vehicle combat rules and full modification catalog
- Full starship combat system
- Fleet combat tactical options
- Complete mech combat rules, weapons, and systems catalog
- Environmental hazard detailed mechanics
Social:
- Full social encounter framework
- Influence system mechanics
- Complete hacking rules with ICE
- Mystery and investigation structures
Trade:
- Complete complication table with all effects
- Cargo insurance options
- Speculation trading rules
- Trade expansion with agents and representatives
Environments:
- Complete environmental hazard tables
- Space environment detailed rules
- All hazard DCs and effects
- Survival guidelines
Planar:
- Complete planar trait descriptions
- All planar entities and encounters
- Planar magic and technology integration
- Dimensional travel complications
END OF COMPILED PLAYER RULES
Document Version: 1.1 Last Updated: 2026-02-08 Total Length: ~80,000 words Compatibility: Starfinder 2E / Pathfinder 2E hybrid
Note: This is a player-facing compilation. GMs should reference the individual adaptation documents for complete rules, encounter design guidance, and GM-specific tools.
Source File Location: docs/rules/compiled/COMPILED_MODULE_PLAYER_RULES.md
