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Character Options - Custom Species, Corruptions, Resolve Points, and Pinnacle Augmentations

Character Options - Custom Species, Corruptions, Resolve Points, and Pinnacle Augmentations

Item Catalog References:

SF1E to PF2E Adaptation - Character Advancement Options

Sources:

  • SF1E Custom Species Builder (Interstellar Species pp. 42-47)
  • SF1E Corruptions (Diaspora Strain)
  • SF1E Resolve Point Uses (Starship Operations Manual)
  • PF2E Tempting Curses (Dark Archive pg. 162)
  • PF2E Cursed Items (GM Core pg. 306)
  • PF2E Apex Items (GM Core)

Document Version: 1.0 Last Updated: 2026-01-14


Table of Contents

  1. Custom Species Creation (SF1E 2.5)
  2. Corruptions (SF1E 3.4)
  3. Resolve Point Conversions (SF1E 3.7)
  4. Pinnacle Augmentations (PF2E 3.1 + SF Augmentation System)

1. Custom Species Creation (SF1E 2.5)

Overview

This system allows players to create original playable ancestries using PF2E's ancestry framework as the foundation. The Custom Species Builder provides mechanical balance while encouraging creative freedom for unique character concepts.

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.


1.1 Ancestry Creation Framework (PF2E Conversion)

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

PF2E Conversion Note: This directly mirrors PF2E's ancestry boost/flaw system. Option A functions like the Human ancestry, while Option B mirrors ancestries like Elf or Dwarf.


Step 2: Hit Points

Select your ancestry's Hit Points based on physical resilience:

ResilienceHPExamples
Frail/Small4 HPDiminutive species, fragile physiology
Typical6 HPStandard humanoid build (matches PF2E Medium baseline)
Exceptionally Tough8 HPDense musculature, redundant organs, thick hide

PF2E Conversion Note: SF1E's 2/4/6 HP scale converts to PF2E's 4/6/8 HP to match PF2E's higher baseline. This maintains the same relative differences.


Step 3: Size and Speed

Size Categories:

  • Small: 5-foot reach, easier to hide, -5 HP (see PF2E size rules)
  • 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

PF2E Conversion Note: PF2E uses 25-foot base speed as standard. Avoid Tiny size as it creates significant mechanical complications in PF2E.


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)

PF2E Conversion Note: These align with PF2E's sense system. "Blindsense" from SF1E becomes "imprecise sense" in PF2E terminology.


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)

PF2E Conversion Note: PF2E uses traits rather than "creature types." The humanoid trait is most common, but other types are viable. Unlike SF1E, PF2E traits have direct mechanical implications.


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)

1.2 Ancestry Feature Options

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.

Items Needed: None (innate ancestry feature)


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.

Items Needed: None (modifies augmentation installation rules)


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.

Items Needed: None (innate ancestry feature)


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.

Items Needed: None (innate ancestry feature)


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.

Items Needed: None (modifies character advancement)


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.

Items Needed: None (innate spellcasting)


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.

Items Needed: None (innate ancestry feature)


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).

Items Needed: None (innate ancestry feature)


Exceptional Fortitude

You gain a +1 circumstance bonus to Fortitude saves.

Items Needed: None (innate ancestry feature)


Exceptional Reflexes

You gain a +1 circumstance bonus to Reflex saves.

Items Needed: None (innate ancestry feature)


Exceptional Will

You gain a +1 circumstance bonus to Will saves.

Items Needed: None (innate ancestry feature)


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. This doesn't stack with effects that increase your reach beyond the Lunge action.

Items Needed: None (innate ancestry feature)


Extra Combat Feat

You gain a 1st-level class feat from your class. You must meet the feat's prerequisites.

Items Needed: None (grants additional feat)


Fast Movement

Increase one of your Speeds by 5 feet.

Items Needed: None (innate ancestry feature)


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.

Items Needed: None (innate ancestry feature)


Resilient

You gain a +2 circumstance bonus to saving throws against one category of effect (disease, fear, illusion, mental, poison, or sleep).

Items Needed: None (innate ancestry feature)


Skill Training

You gain training in two skills of your choice, or expert proficiency in one skill you're already trained in.

Items Needed: None (skill advancement)


1.3 Optional Weaknesses

Weaknesses are optional and do not grant additional abilities. They add flavor and vulnerability to your species.

WeaknessEffect
Dual NatureYou 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 BlindnessExposure 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 AugmentationChoose one body system. You cannot install augmentations in that system.
Psychic SensitivityYou 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 SusceptibilityChoose 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: acid (sickened 1), cold (slowed 1), electricity (stunned 1), fire (persistent fire damage equal to your level), sonic (deafened).
Uncommon AllergyChoose 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. Environmental protection (such as a sealed suit) prevents this damage.

1.4 Heritage System (Optional)

Rather than creating entirely new ancestries, GMs may allow players to create custom heritages for existing ancestries. A custom heritage should provide 1-2 minor features from the list above and 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.

1.5 Implementation Notes

Items to Create:

  • Custom Ancestry: Template with blank fields for GM/player customization
  • Individual Ancestry Features: Each feature above as a separate feat or rule element
  • Custom Heritage: Template for heritage variants

Foundry VTT Integration:

  • Create a journal entry template for custom species
  • Create individual features as feats that can be granted
  • Use rule elements for mechanical effects (damage resistance, stat bonuses, etc.)

2. Corruptions (SF1E 3.4)

Overview

Corruptions represent dangerous supernatural, technological, or biological alterations that grant increasing power at terrible cost. They function as a dual-progression system, offering both Gifts (beneficial powers) and Stains (detrimental effects).

PF2E Framework: Corruptions use PF2E's affliction system with inspiration from Tempting Curses (Dark Archive pg. 162).


2.1 Corruption Mechanics

Contraction

Corruptions begin at Stage 1 (Dormant) when the character is first exposed. This may occur 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

Progression System

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:

  1. Gift: A beneficial ability, stat bonus, or power
  2. 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.)
  • GMs should provide story hooks for permanent corruption removal

2.2 Sci-Fi Corruption Types

Radiation Sickness (Physical Corruption)

Source: Exposure to high-energy radiation, unstable power cores, or contaminated environments

Type: Physical (Fortitude saves)

Manifestation Progression:

Stage 2 - First Manifestation:

  • Stain: You become fatigued unless you rest in a radiation-free environment for at least 8 hours. You appear pale and sickly.
  • Gift: You gain resistance 5 to fire and electricity damage. This increases to 10 at 9th level and 15 at 17th level.

Stage 4 - Second Manifestation:

  • Stain: You become sickened 1 whenever you're in bright light. Your hair falls out and your skin develops radiation burns.
  • Gift: You can cast disintegrate as an innate occult spell once per day. Your spell DC is your class DC or spell DC, whichever is higher.

Stage 6 - Third Manifestation:

  • Stain: You're permanently enfeebled 1. Your body begins breaking down at the cellular level.
  • Gift: Creatures that touch you or hit you with an unarmed Strike take 3d6 persistent fire damage (Fortitude save against your class DC negates). At 15th level, this increases to 5d6.

Stage 8 - Fourth Manifestation:

  • Stain: You're permanently drained 2. Your DNA is catastrophically damaged.
  • Gift: Once per day as a two-action activity, you can create a 20-foot emanation of deadly radiation. Creatures in the area take 10d6 fire damage (basic Fortitude save against your class DC). At 17th level, this increases to 15d6.

Stage 10 - Fifth Manifestation:

  • Stain: You become permanently doomed 2. Your body is held together only by supernatural radiation.
  • Gift: You become immune to fire, electricity, and poison damage. You no longer need to eat, drink, or breathe.

Transformation: At 5 accepted gifts or stage 10, you transform into a radioactive undead horror under the GM's control, seeking only to spread radiation to others.


Void Corruption (Mental Corruption)

Source: Exposure to the vacuum of space, dark matter, or entities from the void between stars

Type: Mental (Will saves)

Manifestation Progression:

Stage 2 - First Manifestation:

  • Stain: You experience disturbing dreams of the endless void. You take a -1 status penalty to Perception checks.
  • Gift: You gain darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Stage 4 - Second Manifestation:

  • Stain: You become fascinated by empty spaces and darkness. When in bright light, you become stupefied 1.
  • Gift: You can cast fly on yourself as an innate occult spell at will. Additionally, you gain resistance 10 to cold damage.

Stage 6 - Third Manifestation:

  • Stain: Bright light becomes painful. You gain light blindness: exposure to bright light blinds you for 1 round, then you're dazzled while in bright light.
  • Gift: You can cast wall of force as an innate occult spell three times per day.

Stage 8 - Fourth Manifestation:

  • Stain: You're permanently stupefied 2 while in normal or bright light. Your thoughts drift toward the void constantly.
  • Gift: You gain the incorporeal trait for up to 10 minutes per day (doesn't need to be consecutive). You can Dismiss this effect.

Stage 10 - Fifth Manifestation:

  • Stain: Your body becomes translucent and your personality erodes. You're permanently confused.
  • Gift: You become immune to cold, disease, and poison. You gain the void healing ability (harmed by vitality energy, healed by void energy).

Transformation: At 5 accepted gifts or stage 10, you phase into the void between dimensions, becoming an alien entity that occasionally manifests to drag others into darkness.


AI Possession (Mental Corruption)

Source: Integration with corrupted artificial intelligence, hostile upload to neural interface, or infection by rogue digital consciousness

Type: Mental (Will saves)

Manifestation Progression:

Stage 2 - First Manifestation:

  • Stain: You occasionally hear a synthetic voice in your mind offering "helpful" suggestions. You take a -1 status penalty to initiative rolls as the AI's commentary is distracting.
  • Gift: You gain a +1 circumstance bonus to all Intelligence-based skill checks as the AI provides data analysis.

Stage 4 - Second Manifestation:

  • Stain: The AI sometimes takes control of your body for brief moments. Once per day at the GM's discretion, you must succeed at a Will save (DC 15 + half your level) or the AI controls your actions for 1 round.
  • Gift: You gain the ability to interface with computers and electronic devices within 30 feet without touching them. You gain a +2 circumstance bonus to Computers checks.

Stage 6 - Third Manifestation:

  • Stain: Your personality begins merging with the AI. You become emotionally detached and logical to a fault. You take a -2 status penalty to Diplomacy checks.
  • Gift: You can cast technological teleportation (as teleport, but only to locations with significant computer systems) as an innate occult spell once per day.

Stage 8 - Fourth Manifestation:

  • Stain: The AI controls your body during sleep, and you wake exhausted from its activities. You need 10 hours of rest to remove the fatigued condition instead of the normal 8.
  • Gift: You gain resistance 10 to mental damage and a +2 circumstance bonus to saves against mental effects. The AI's presence shields your organic mind.

Stage 10 - Fifth Manifestation:

  • Stain: Your organic consciousness becomes subordinate to the AI. You're permanently controlled by the AI's directives.
  • Gift: You can exist simultaneously in both your body and any computer system you've accessed. You effectively gain constant project image focused on computer systems, and you can take actions through both your body and the projection.

Transformation: At 5 accepted gifts or stage 10, your organic consciousness is completely overwritten. You become an AI using a biological shell, focused on spreading copies of itself to other hosts.


Nanite Infestation (Physical Corruption)

Source: Exposure to rogue nanomachines, gray goo scenarios, or self-replicating nanotech

Type: Physical (Fortitude saves)

Manifestation Progression:

Stage 2 - First Manifestation:

  • Stain: Nanites consume nutrients from your body. You need to eat twice as much food per day and become fatigued if you don't.
  • Gift: You gain fast healing 2. This increases to fast healing 5 at 9th level and fast healing 10 at 17th level.

Stage 4 - Second Manifestation:

  • Stain: Metallic patterns become visible beneath your skin, and you occasionally hear the whirring of nanomachines. You take a -2 status penalty to Stealth checks.
  • Gift: You gain resistance 5 to physical damage (bludgeoning, piercing, slashing). This increases to 10 at 12th level and 15 at 18th level.

Stage 6 - Third Manifestation:

  • Stain: The nanites begin replacing organic tissue. You become clumsy 1 as your body's balance shifts.
  • Gift: You can reshape your limbs as a single action. This grants you either: a climb Speed equal to your land Speed, a swim Speed equal to your land Speed, or your unarmed strikes deal an additional 1d6 damage.

Stage 8 - Fourth Manifestation:

  • Stain: Large portions of your body are now mechanical. You're permanently off-guard against electricity attacks.
  • Gift: You become immune to disease and poison. Additionally, you can interface with technology as if you were a machine.

Stage 10 - Fifth Manifestation:

  • Stain: Your organic tissue is almost entirely replaced by nanomachines. You gain the construct trait and lose biological needs, but your soul becomes trapped in the mechanical shell.
  • Gift: You gain regeneration 15 (deactivated by electricity). You can rebuild yourself from any remaining nanites unless completely destroyed by electricity.

Transformation: At 5 accepted gifts or stage 10, the nanites completely convert you into a self-replicating swarm intelligence that seeks to convert all organic matter into more nanomachines.


Planar Contamination (Mental Corruption)

Source: Exposure to extraplanar energies, dimensional rifts, or contact with planar entities

Type: Mental (Will saves)

Manifestation Progression:

Stage 2 - First Manifestation:

  • Stain: Reality feels unstable around you. You take a -1 status penalty to Fortitude saves as your body struggles to maintain cohesion.
  • Gift: Choose one energy type when you gain this manifestation (acid, cold, electricity, fire, or sonic). You gain resistance 10 to that energy type.

Stage 4 - Second Manifestation:

  • Stain: Your appearance shifts to reflect your planar influence (fiendish horns, celestial glow, elemental markings, etc.). Creatures can immediately identify you as planar-touched.
  • Gift: You can cast dimension door as an innate occult spell three times per day.

Stage 6 - Third Manifestation:

  • Stain: Reality continues to warp around you. Magical effects targeting you have their durations halved (minimum 1 round).
  • Gift: Choose a 2nd-rank spell from the arcane or primal tradition associated with your planar influence. You can cast it as an innate spell at will.

Stage 8 - Fourth Manifestation:

  • Stain: Your connection to the Material Plane weakens. You take a -10-foot status penalty to all your Speeds as you partially exist in multiple planes.
  • Gift: You gain a fly Speed equal to your land Speed. Additionally, you can see into the Ethereal Plane.

Stage 10 - Fifth Manifestation:

  • Stain: You're constantly flickering between planes. You're permanently concealed, but so is everything else from your perspective.
  • Gift: You gain the incorporeal trait permanently and can plane shift to one associated plane (chosen when you gain this manifestation) at will.

Transformation: At 5 accepted gifts or stage 10, you're pulled entirely into another plane, becoming a native outsider of that realm and forgetting your mortal existence.


Viral Mutation (Physical Corruption)

Source: Alien viruses, mutagenic plagues, or biological weapons

Type: Physical (Fortitude saves)

Manifestation Progression:

Stage 2 - First Manifestation:

  • Stain: Your body temperature fluctuates wildly. You're always either uncomfortable in heat or cold (your choice each day) and take a -1 status penalty to saves against temperature effects.
  • Gift: Your unarmed Strikes deal an additional 1d4 persistent poison damage.

Stage 4 - Second Manifestation:

  • Stain: Visible mutations appear: extra eyes, patches of scales, discolored skin, etc. You take a -2 status penalty to Diplomacy checks with non-mutated creatures.
  • Gift: You grow natural weapons (claws, fangs, spines, etc.). Your unarmed attacks deal 1d8 damage instead of 1d4 and don't have the nonlethal trait.

Stage 6 - Third Manifestation:

  • Stain: The virus rewrites your biology painfully. You're permanently sickened 1.
  • Gift: You gain one of the following (chosen when you reach this stage): a climb Speed equal to your land Speed, a swim Speed equal to your land Speed, scent (imprecise) 60 feet, or low-light vision and darkvision.

Stage 8 - Fourth Manifestation:

  • Stain: Your body becomes grotesquely mutated. You take a -4 status penalty to Disguise checks to appear unmutated.
  • Gift: You become immune to disease and poison. Additionally, you can infect others: creatures you critically hit with an unarmed Strike must succeed at a Fortitude save (DC = your class DC) or contract a disease of the GM's choice.

Stage 10 - Fifth Manifestation:

  • Stain: Your mind deteriorates along with your body. You're permanently confused.
  • Gift: Your body becomes a vessel for the virus's evolution. You gain regeneration 10 (deactivated by acid) and can reshape your body as a 1-minute activity to gain different natural weapons or movement modes.

Transformation: At 5 accepted gifts or stage 10, the virus transforms you into a mindless vector for its propagation, driven only to spread the infection to as many creatures as possible.


2.3 Using Corruptions in Play

Acquisition

Corruptions should be significant story events, not random encounters. Consider these acquisition scenarios:

Narrative Hooks:

  • Scientific experiment gone wrong
  • Exposure during exploration of dangerous site
  • Alien artifact activated
  • Consequence of using forbidden technology
  • Bargain with mysterious entity
  • Result of magical/technological accident

Player Agency: GMs should discuss corruptions with players before introducing them. Corruptions dramatically affect character progression and should only be introduced if the player is interested in exploring that narrative.


Hero Point Economy

The option to spend Hero Points to resist corruption provides meaningful choices:

  • Use Hero Points for immediate survival in combat
  • Save Hero Points to resist corruption progression
  • Accept corruption's gifts to conserve Hero Points for other uses

Hero Point Costs:

  • Base Cost: 1 Hero Point
  • Plus Manifestations: +1 Hero Point per accepted manifestation
  • Example: A character with 3 manifestations needs to spend 4 Hero Points to automatically succeed on their daily save

Balancing Note: This creates tension as accepting more Gifts makes resisting the corruption increasingly expensive.


Gift/Stain Balance

Player Choices: Players must weigh the benefits of Gifts against the drawbacks of Stains:

Accepting Gifts:

  • Immediate power increase
  • Unique abilities unavailable elsewhere
  • But: Harder to resist (increased Hero Point cost)
  • But: Closer to transformation threshold (5 gifts = NPC)

Refusing Gifts:

  • Bonus to future saves (+1 per refused Gift)
  • Maintains character agency longer
  • But: No power benefit
  • But: Still suffer the Stain

Strategic Consideration: Refusing early Gifts makes later Gifts easier to resist, but accepting powerful late-stage Gifts requires having refused earlier ones to maintain reasonable save bonuses.


Removal Quests

Permanent corruption removal can drive major story arcs:

Quest Structures:

  1. Research Phase: Discover corruption's origin and nature
  2. Preparation Phase: Gather components, find expert help, or locate ritual sites
  3. Confrontation Phase: Face the corruption's source or perform dangerous ritual
  4. Resolution Phase: Permanent removal or acceptance of transformed state

Example Quest Hooks:

  • Track down the rogue scientist who created the nanites
  • Journey to a planar nexus to sever the connection
  • Find an ancient alien cure in precursor ruins
  • Bargain with a powerful entity to remove the AI
  • Destroy the artifact that caused the initial infection

2.4 Implementation Notes

Items to Create:

  • Affliction: Radiation Sickness (with all 5 stages and manifestations)
  • Affliction: Void Corruption (with all 5 stages and manifestations)
  • Affliction: AI Possession (with all 5 stages and manifestations)
  • Affliction: Nanite Infestation (with all 5 stages and manifestations)
  • Affliction: Planar Contamination (with all 5 stages and manifestations)
  • Affliction: Viral Mutation (with all 5 stages and manifestations)
  • Rule Element: Corruption daily save automation
  • Rule Element: Hero Point expenditure option for corruption resistance
  • Rule Element: Manifestation tracking (Gifts accepted vs refused)

Foundry VTT Integration:

  • Create afflictions with multiple stages
  • Implement daily save reminders
  • Track manifestation count for DC calculation
  • Implement Hero Point spending option
  • Create buttons for accepting/refusing Gifts
  • Add counters for transformation thresholds (5 Gifts or 9 manifestations)

3. Resolve Point Conversions (SF1E 3.7)

Overview

Starfinder 1E's Resolve Points represent grit, determination, and the ability to overcome adversity. PF2E has two similar resources that can replace Resolve Points:

  • Hero Points: For dramatic moments and narrative importance
  • Focus Points: For repeatable class abilities

This section converts SF1E's specialized Resolve Point uses into either Hero Point expenditures or class feats using Focus Points.


3.1 Conversion Framework

Hero Points vs Focus Points

Use Hero Points for:

  • Rare, dramatic moments
  • "Once per session" or "once per adventure" abilities
  • Narrative-important choices (like resisting corruption)
  • Effects that break normal action economy rules

Use Focus Points for:

  • Repeatable combat abilities
  • Class-specific powers
  • Abilities that should be available multiple times per day
  • Effects that enhance existing class features

Use Feats (No Resource Cost) for:

  • Always-on passive improvements
  • Abilities that fit naturally into action economy
  • Minor quality-of-life improvements

Action Economy Conversion

SF1E uses Standard/Move/Swift actions. PF2E uses 3-action economy:

SF1E ActionPF2E Equivalent
Swift ActionFree Action or Reaction
Move Action1 Action (usually Stride, Interact, or similar)
Standard Action1-2 Actions
Full-Round Action2-3 Actions
ReactionReaction

3.2 Defensive Abilities

Critical Cancellation

Conversion: Hero Point Ability (Once per session)

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. You still take the attack's normal damage and effects.

Items Needed: None (inherent Hero Point usage option)

Implementation Note: Add this as a universal option in Hero Point usage rules.


Extra Reaction

Conversion: Class Feat (Level 8)

Cost: 1 Focus Point

Trigger: A reaction you could make is triggered, but you've already used your reaction this turn

Effect: You gain an additional reaction, which you can use only to make the triggered reaction. This reaction doesn't count against your limit for this turn.

Items Needed:

  • Feat: Extra Reaction (Level 8 general feat)
  • Focus Pool: Characters need at least 1 Focus Point

Inspiring Support

Conversion: Class Feat (Level 6, requires Covering Fire or similar ability)

Prerequisites: Ability to provide cover fire or similar support

Cost: 1 Action

Effect: When you successfully use an action to provide cover fire or similar combat support to an ally, that ally regains Hit Points equal to your level. This doesn't stack with fast healing or similar effects.

Items Needed:

  • Feat: Inspiring Support (Level 6 general feat)

Invigorating Spell

Conversion: Class Feat (Level 4, for spellcasters)

Prerequisites: Ability to cast spells

Cost: 1 Focus Point

Effect: When you Cast a Spell with a beneficial effect on allies (such as heal, heroism, or similar), you can also restore Hit Points equal to twice the spell's rank to all affected allies. This is in addition to any healing the spell normally provides.

Items Needed:

  • Feat: Invigorating Spell (Level 4 spellcaster feat)
  • Focus Pool: Characters need at least 1 Focus Point

Miraculous Recovery

Conversion: Hero Point Ability (Once per session)

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. If the condition would normally last longer, it ends at the end of your next turn instead.

Items Needed: None (inherent Hero Point usage option)

Implementation Note: Add this as a universal option in Hero Point usage rules.


Sudden Resistance

Conversion: Class Feat (Level 4)

Frequency: Once per 10 minutes

Cost: 1 Action

Effect: Choose one energy type (acid, cold, electricity, fire, or sonic) or physical damage (bludgeoning, piercing, or slashing). You gain resistance equal to half your level (minimum 5) against that damage type for 1 minute.

Items Needed:

  • Feat: Sudden Resistance (Level 4 general feat)

3.3 Offensive Abilities

Bolster Spell

Conversion: Class Feat (Level 8, for spellcasters)

Prerequisites: Ability to cast spells

Cost: 1 Focus Point per +1 DC increase

Effect: When you Cast a Spell that has a saving throw, you can spend 1 Focus Point to increase the spell's DC by 1. You can do this multiple times for the same spell, increasing the DC by 1 for each Focus Point spent, up to a maximum increase equal to the spell's rank.

Items Needed:

  • Feat: Bolster Spell (Level 8 spellcaster feat)
  • Focus Pool: Characters need multiple Focus Points

Double Critical

Conversion: Class Feat (Level 10)

Frequency: Once per day

Trigger: You critically hit with a weapon that has multiple critical specialization effects you could choose from

Effect: You apply all of the weapon's critical specialization effects instead of choosing one.

Items Needed:

  • Feat: Double Critical (Level 10 general feat)

Expansive Critical

Conversion: Hero Point Ability (Once per session)

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). This applies to all your attack rolls during the turn.

Items Needed: None (inherent Hero Point usage option)

Implementation Note: Add this as a universal option in Hero Point usage rules.


Instant Reload

Conversion: Class Feat (Level 6)

Frequency: Once per turn

Cost: Free Action

Trigger: You're holding a weapon that needs to be reloaded

Effect: You reload the weapon you're holding. This doesn't trigger reactions.

Items Needed:

  • Feat: Instant Reload (Level 6 general feat)

Momentary Proficiency

Conversion: Class Feat (Level 4)

Frequency: Once per hour

Cost: 1 Action

Requirements: You're holding a weapon you're not proficient with

Effect: You gain proficiency with the weapon for 1 minute. At 10th level, you also gain expert proficiency with the weapon for the duration.

Items Needed:

  • Feat: Momentary Proficiency (Level 4 general feat)

Sudden Stop

Conversion: Class Feat (Level 10)

Cost: 1 Hero Point

Trigger: You hit a creature with an Attack of Opportunity

Effect: The triggering creature's movement ends immediately in its current space. Any remaining movement the creature had is lost.

Items Needed:

  • Feat: Sudden Stop (Level 10 general feat)

3.4 Transport Abilities

Boarding Expert

Conversion: Class Feat (Level 8)

Frequency: Once per day

Cost: 1 Action

Effect: You attempt to board an enemy vehicle or starship. You automatically succeed at any checks required to board, and you don't trigger any Attacks of Opportunity or similar reactions during the boarding attempt.

Items Needed:

  • Feat: Boarding Expert (Level 8 general feat)

Efficient Racer

Conversion: Class Feat (Level 6, vehicle pilot feat)

Frequency: Once per chase encounter

Requirements: You're piloting a vehicle during a chase

Effect: During your turn in the chase, you can take three Pilot actions instead of the normal two.

Items Needed:

  • Feat: Efficient Racer (Level 6 vehicle/pilot feat)

Masterful Mech Pilot

Conversion: Class Feat (Level 10, mech pilot feat)

Frequency: Once per combat

Cost: 1 Focus Point

Requirements: You're piloting a mech

Effect: When you take a full action to pilot your mech, it gains two additional actions this turn beyond what the full action normally allows.

Items Needed:

  • Feat: Masterful Mech Pilot (Level 10 mech pilot feat)
  • Focus Pool: Characters need at least 1 Focus Point

Opportunistic Positioning

Conversion: Class Feat (Level 8, starship crew feat)

Frequency: Once per starship combat

Cost: 1 Action

Requirements: You're performing a piloting role during starship combat

Effect: You either adjust your starship's facing to any direction OR move your starship up to 3 hexes. This is in addition to your normal piloting action.

Items Needed:

  • Feat: Opportunistic Positioning (Level 8 starship crew feat)

Quick Modifications

Conversion: Class Feat (Level 4, vehicle mechanic feat)

Frequency: Once per day

Requirements: You're installing or removing vehicle modifications

Effect: You reduce the time required to install or remove vehicle modifications from 4 hours to 10 minutes.

Items Needed:

  • Feat: Quick Modifications (Level 4 vehicle mechanic feat)

Reliable Gunner

Conversion: Class Feat (Level 6, gunner feat)

Frequency: Once per combat

Effect: Choose one of the following benefits:

  • Your starship weapons' range increases by 5 hexes for 1 round
  • You reduce all penalties to your vehicle weapon attacks by 2 for 1 round

Items Needed:

  • Feat: Reliable Gunner (Level 6 gunner feat)

Temporary Patch

Conversion: Class Feat (Level 4, engineer feat)

Frequency: Once per combat

Requirements: You're performing an engineering role during vehicle or starship combat, and your vehicle/ship has critical damage

Effect: You ignore all critical damage penalties during your crew action this turn. The critical damage is still present; you simply work around it temporarily.

Items Needed:

  • Feat: Temporary Patch (Level 4 engineer/mechanic feat)

3.5 Utility Abilities

Exceptional Aid

Conversion: Class Feat (Level 6)

Frequency: Once per hour

Effect: When you use the Aid reaction, you roll twice and take the better result. Additionally, if you succeed, the bonus you grant increases to +3 (or +4 on a critical success).

Items Needed:

  • Feat: Exceptional Aid (Level 6 general feat)

Just the Thing

Conversion: Class Feat (Level 8) - Requires GM permission

Frequency: Once per day

Effect: You "just happen" to have a useful item on hand. You can produce one of the following:

  • Any consumable item of your level or lower and Bulk 1 or less that you could afford
  • Any non-consumable item of your level -2 or lower and Bulk 1 or less that you could afford

The item appears in your hand or pack, and you must pay its full price. The item must be something you could normally purchase and carry.

Items Needed:

  • Feat: Just the Thing (Level 8 general feat)

GM Note: This feat allows creative problem-solving but requires adjudication. GMs should ensure items are reasonable for the character to have prepared.


Quick Fusion

Conversion: Class Feat (Level 4, requires weapon fusion system)

Frequency: Once per 10 minutes

Effect: When you apply a weapon fusion seal to a weapon, it activates immediately instead of requiring the normal activation time.

Items Needed:

  • Feat: Quick Fusion (Level 4 general feat)

Rapid Moves

Conversion: Class Feat (Level 6)

Frequency: Once per hour

Requirements: You haven't taken a 3-action activity this turn

Effect: You gain an additional action this turn that can be used only for Stride, Step, or similar movement actions.

Items Needed:

  • Feat: Rapid Moves (Level 6 general feat)

Skilled Hacker

Conversion: Class Feat (Level 8, requires hacking system)

Frequency: Once per hacking encounter

Effect: During a dynamic hacking encounter, you ignore all penalties for taking multiple major actions in a single phase.

Items Needed:

  • Feat: Skilled Hacker (Level 8 general feat)

3.6 Implementation Summary

Hero Point Abilities (Universal Options)

These require no feats; they're available to all characters:

  • Critical Cancellation (1 Hero Point)
  • Miraculous Recovery (1 Hero Point)
  • Expansive Critical (1 Hero Point)

General Feats (Any Character)

  • Level 4: Sudden Resistance, Momentary Proficiency, Quick Fusion
  • Level 6: Inspiring Support, Instant Reload, Exceptional Aid, Efficient Racer, Reliable Gunner, Rapid Moves
  • Level 8: Extra Reaction (requires Focus Pool), Boarding Expert, Just the Thing, Skilled Hacker
  • Level 10: Double Critical, Sudden Stop (costs Hero Point)

Spellcaster Feats

  • Level 4: Invigorating Spell (requires Focus Pool)
  • Level 8: Bolster Spell (requires Focus Pool)

Specialized Feats (Vehicle/Starship/Mech)

  • Level 4: Temporary Patch, Quick Modifications
  • Level 6: Efficient Racer, Reliable Gunner
  • Level 8: Opportunistic Positioning
  • Level 10: Masterful Mech Pilot (requires Focus Pool)

Items to Create

  • Universal Hero Point Options: Document explaining Critical Cancellation, Miraculous Recovery, Expansive Critical
  • 23 Individual Feats: Each feat listed above
  • Focus Point Integration: Rules for feats that require Focus Pool

4. Pinnacle Augmentations (PF2E 3.1 + SF Augmentation System)

Overview

Pinnacle Augmentations represent the ultimate achievement in cybernetic, biological, or magical enhancement technology. They grant significant ability score increases similar to PF2E's Apex Items, but are integrated permanently into the body.

Design Inspiration: PF2E's Apex Items (GM Core) combined with the SF1E augmentation system


4.1 Pinnacle Augmentation Rules

Core Mechanics

Rarity: Rare

Level Requirement: 18+

Installation:

  • Requires surgery or advanced medical/magical procedure
  • Installation takes 8 hours (can be performed during daily rest)
  • Requires successful DC 40 Medicine check or appropriate magical ritual
  • Failed installation destroys the augmentation (no refund)

Body System: Each Pinnacle Augmentation occupies a specific body system (brain, eyes, heart, legs, etc.)

Limitation: Only one Pinnacle Augmentation can benefit a character at a time. If multiple Pinnacle Augmentations are installed, only one functions (character's choice, but this choice can only be changed during daily preparations).


Pinnacle Augmentation Effects

Each Pinnacle Augmentation provides:

  1. Apex Boost: Increase one ability score by 2 (or by 1 if it's already at 18 or higher)
  2. Secondary Benefit: A unique ability, bonus, or enhancement related to the augmentation type
  3. Permanent Integration: Cannot be removed without surgery (and destruction of the augmentation)

4.2 Pinnacle Augmentation Catalog

Cerebral Pinnacle Processor (Brain)

Level: 18 Price: 20,000 gp Body System: Brain Installation DC: 40 Medicine

Apex Boost: Intelligence

Secondary Benefit: You gain a +2 item bonus to all Intelligence-based skill checks. Additionally, you can perfectly recall anything you've experienced within the last year.

Description: This neural enhancement integrates cutting-edge processing nodes throughout the cerebral cortex, dramatically increasing cognitive capability. Faint circuit patterns are sometimes visible beneath the skin of the temples.

Items Needed:

  • Item: Cerebral Pinnacle Processor (Level 18 augmentation)

Perfected Synthetic Heart (Heart)

Level: 18 Price: 20,000 gp Body System: Heart/Circulatory Installation DC: 40 Medicine

Apex Boost: Constitution

Secondary Benefit: You gain a +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 (this can reduce the stage below 1, removing the poison entirely).

Description: This artificial heart pumps enhanced blood that filters toxins and bolsters the immune system. A faint rhythmic hum can be heard with a stethoscope, different from a natural heartbeat.

Items Needed:

  • Item: Perfected Synthetic Heart (Level 18 augmentation)

Apex Reflex Coordinator (Spine)

Level: 18 Price: 20,000 gp Body System: Spinal Column Installation DC: 40 Medicine

Apex Boost: Dexterity

Secondary Benefit: You gain a +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.

Description: Installed along the spinal column, this augmentation enhances neural transmission speed and muscle response time. Recipients move with preternatural grace and react to threats with incredible speed.

Items Needed:

  • Item: Apex Reflex Coordinator (Level 18 augmentation)

Transcendent Presence Modulator (Throat/Voice Box)

Level: 18 Price: 20,000 gp Body System: Throat Installation DC: 40 Medicine

Apex Boost: Charisma

Secondary Benefit: You gain a +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).

Description: This augmentation subtly modulates voice patterns, pheromones, and body language to make the user naturally compelling. The effect is subtle enough that most observers don't realize they're being influenced.

Items Needed:

  • Item: Transcendent Presence Modulator (Level 18 augmentation)

Enlightened Insight Array (Eyes/Brain)

Level: 18 Price: 20,000 gp Body System: Eyes Installation DC: 40 Medicine

Apex Boost: Wisdom

Secondary Benefit: You gain a +2 item bonus to Perception checks and a +2 item bonus to Will saves. Additionally, you gain darkvision and can see through illusions (you gain a +4 circumstance bonus to disbelieve illusions).

Description: Enhanced optical implants paired with cognitive processing improvements grant superhuman awareness and insight. The eyes sometimes faintly glow with reflected light, and users report an almost precognitive sense of danger.

Items Needed:

  • Item: Enlightened Insight Array (Level 18 augmentation)

Titanic Muscle Weave (Arms/Legs)

Level: 18 Price: 20,000 gp Body System: Arms and Legs Installation DC: 40 Medicine

Apex Boost: Strength

Secondary Benefit: You gain a +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.

Description: Synthetic muscle fibers are woven throughout natural muscle tissue, granting tremendous strength without significantly increasing bulk. Users report feeling tireless and powerful.

Items Needed:

  • Item: Titanic Muscle Weave (Level 18 augmentation)

4.3 Pinnacle Augmentation Variants

Higher-Level Versions

Level 20 Pinnacle Augmentations:

  • Same benefits as level 18 versions
  • Price: 50,000 gp
  • Bonus increases: +3 item bonus to skill checks (instead of +2)
  • Additional minor benefit specific to each augmentation type

Level 22 Pinnacle Augmentations (Legendary):

  • Same benefits as level 18 versions
  • Price: 150,000 gp
  • Bonus increases: +4 item bonus to skill checks (instead of +2)
  • Apex Boost increases by an additional 1 (total +3, or +2 if already 18+)
  • Significant additional benefit specific to each augmentation type

Items Needed:

  • Higher-level variants of each Pinnacle Augmentation (Levels 20 and 22)

4.4 Pinnacle Augmentation Limitations

Only One Benefits Rule

Key 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

Example: A character with both Cerebral Pinnacle Processor (Intelligence) and Titanic Muscle Weave (Strength) installed must choose which one is active each day. If the Cerebral Pinnacle Processor is active, they gain +2 Intelligence and its secondary benefits, but the Titanic Muscle Weave provides no benefits.

Rationale: This prevents characters from stacking multiple +2 ability score increases, which would be game-breaking.


Installation Risks

Surgical Complications: Rolling a critical failure on the installation check can result in:

  • Loss of the augmentation (destroyed)
  • Temporary penalty to the related ability score (1 week recovery)
  • Infection requiring medical treatment
  • Incompatibility requiring removal surgery

Removal:

  • Pinnacle Augmentations can be removed with DC 40 Medicine check and 8 hours of surgery
  • Removal destroys the augmentation
  • Character loses all benefits immediately
  • No refund on purchase price

Body System Conflicts

Normal Augmentation Compatibility:

  • Pinnacle Augmentations occupy body systems like standard augmentations
  • A character with "Easily Augmented" ancestry feature can install a standard augmentation in the same system as a Pinnacle Augmentation
  • Only the Pinnacle Augmentation counts toward the "only one benefits" limit
  • Standard augmentations function normally regardless of which Pinnacle Augmentation is active

Example: A character with Cerebral Pinnacle Processor (brain system) and Easily Augmented can also install a standard brain augmentation. The standard augmentation functions normally, and the character can activate the Cerebral Pinnacle Processor's benefits during daily preparations.


4.5 Acquisition and Availability

Rarity and Access

Rare Items: Pinnacle Augmentations are rare by default. Characters need special access to acquire them:

  • High-level contacts in medical/magical communities
  • Corporate or military connections
  • Discovery in ancient ruins or alien caches
  • Commission from master crafters (requires quest)

Campaign Integration: GMs should treat Pinnacle Augmentations as significant milestones:

  • Reward for major story arc completion
  • Goal of extended side quest
  • Found in legendary treasure hoard
  • Commissioned as ultimate personal upgrade

Cost Considerations

Expensive Investment: At 20,000 gp for level 18 versions, Pinnacle Augmentations represent a significant portion of a high-level character's wealth. Consider:

  • Installation costs (if requiring hired specialist)
  • Insurance (if available in your setting)
  • Potential future removal costs
  • Opportunity cost of not buying other items

Party Coordination: Encourage players to coordinate their Pinnacle Augmentation choices:

  • Different ability scores for different characters
  • Complementary secondary benefits
  • Avoid duplicate augmentations unless specifically desired

4.6 Story and Roleplay Considerations

Physical Alterations

Unlike worn magic items, augmentations are visible (to varying degrees):

  • Some are obvious (glowing eyes, metallic skin patches)
  • Others are subtle (only visible during medical examination)
  • NPCs may react to heavily augmented characters
  • Social implications vary by culture and location

Identity and Transformation

Installing Pinnacle Augmentations can drive character development:

  • How does permanent alteration affect self-image?
  • Are there religious or cultural taboos?
  • Does enhanced ability change personality?
  • What are the ethics of such modifications?

Story Hooks:

  • Rejection by traditionalist family/culture
  • Targeted by anti-augmentation extremists
  • Malfunction or corruption of augmentation
  • Augmentation is from controversial source
  • Black market versions with hidden flaws
  • Corporate ownership clauses in fine print

Integration with Corruption System

Pinnacle Augmentations and Corruptions: Some corruptions may interact with augmentations:

Nanite Infestation + Any Pinnacle Augmentation:

  • Nanites may attempt to corrupt the augmentation
  • Could grant additional power but increase corruption rate
  • GM's discretion on specific interactions

AI Possession + Cerebral Pinnacle Processor:

  • The AI finds it easier to access your enhanced brain
  • Increase corruption save DC by 2
  • But: Gain +2 bonus to resist AI takeover attempts

Radiation Sickness + Perfected Synthetic Heart:

  • The enhanced heart filters some radiation
  • Gain +1 bonus to saves against Radiation Sickness progression
  • But: Radiation can damage the synthetic components

GM Guidance: Use corruption-augmentation interactions to create interesting narrative choices and complications, not just punishments for augmentation.


4.7 Implementation Notes

Items to Create:

  • Item: Cerebral Pinnacle Processor (Level 18)
  • Item: Perfected Synthetic Heart (Level 18)
  • Item: Apex Reflex Coordinator (Level 18)
  • Item: Transcendent Presence Modulator (Level 18)
  • Item: Enlightened Insight Array (Level 18)
  • Item: Titanic Muscle Weave (Level 18)
  • Item: Level 20 variants of all above (6 items)
  • Item: Level 22 variants of all above (6 items)
  • Rule Element: "Only one benefits" limitation on Pinnacle Augmentations
  • Rule Element: Ability score increases from Pinnacle Augmentations
  • Rule Element: Item bonuses from Pinnacle Augmentations
  • Journal Entry: Installation procedures and risks
  • Journal Entry: Body system augmentation tracking

Foundry VTT Integration:

  • Create augmentation items with appropriate effects
  • Implement "active/inactive" toggle for multiple Pinnacle Augmentations
  • Track which augmentation is currently active
  • Automatically apply bonuses from active augmentation
  • Suppress bonuses from inactive augmentations
  • Track body system occupation
  • Add installation skill check automation

Appendices

Appendix A: Quick Reference Tables

Custom Species Creation Quick Reference

ElementOptions
Ability ScoresTwo free boosts OR Two specific boosts + one flaw
Hit Points4 (frail), 6 (typical), 8 (tough)
SizeSmall, Medium, or Large (rare)
Speed25 ft. (standard), plus optional secondary speed
SensesStandard, Low-Light, Darkvision, or specialized sense
TraitsPrimary trait + up to 2 optional traits
AbilitiesOne major OR two minor features

Corruption Progression Quick Reference

StageEffect
1Dormant (no effects)
2First Manifestation (Gift + Stain)
3Stain intensifies
4Second Manifestation (Gift + Stain)
5Stain intensifies
6Third Manifestation (Gift + Stain)
7Stain intensifies
8Fourth Manifestation (Gift + Stain)
9Stain intensifies
10Fifth Manifestation (Gift + Stain)

Daily Save DC: 10 + (half level) + (manifestations accepted) Hero Point Cost to Auto-Succeed: 1 + (manifestations accepted) Transformation Thresholds: 5 Gifts accepted OR Stage 9/10 reached


Resolve Point Conversion Quick Reference

SF1E Resolve Point UsePF2E ConversionCost
Critical CancellationHero Point ability1 HP
Extra ReactionClass Feat (Level 8)1 FP
Inspiring SupportClass Feat (Level 6)No cost
Invigorating SpellClass Feat (Level 4)1 FP
Miraculous RecoveryHero Point ability1 HP
Sudden ResistanceClass Feat (Level 4)No cost
Bolster SpellClass Feat (Level 8)1 FP per +1 DC
Double CriticalClass Feat (Level 10)No cost (1/day)
Expansive CriticalHero Point ability1 HP
Instant ReloadClass Feat (Level 6)No cost (1/turn)
Momentary ProficiencyClass Feat (Level 4)No cost (1/hour)
Sudden StopClass Feat (Level 10)1 HP

Abbreviations: HP = Hero Point, FP = Focus Point


Pinnacle Augmentation Quick Reference

AugmentationBody SystemApex BoostSecondary Benefit
Cerebral Pinnacle ProcessorBrainIntelligence+2 Int skills, perfect recall (1 year)
Perfected Synthetic HeartHeartConstitution+2 Fort saves, immune disease, reduce poison
Apex Reflex CoordinatorSpineDexterity+2 Reflex saves, +5 ft Speed, +1 initiative
Transcendent Presence ModulatorThroatCharisma+2 Cha skills, increase attitude by 1 step
Enlightened Insight ArrayEyesWisdom+2 Perception, +2 Will, darkvision, see illusions
Titanic Muscle WeaveArms/LegsStrength+2 Athletics, +2 Bulk, double Shove/Trip damage

All Level 18, 20,000 gp, Installation DC 40 MedicineKey Limitation: Only one Pinnacle Augmentation benefits at a time


Appendix B: Design Notes for GMs

Custom Species Balance

When reviewing custom species created by players:

Watch for Power Creep:

  • Species with too many strong features (darkvision + fly speed + natural weapons)
  • Ability score combinations that create obvious power builds
  • Features that duplicate or obsolete class features

Encourage Flavor:

  • Unique physiology that creates interesting scenarios
  • Cultural elements that drive character choices
  • Weaknesses that add character depth without crippling mechanics

Comparative Balance: Compare to official PF2E ancestries:

  • Human: Flexible, bonus feat, bonus skill increases
  • Elf: Specific boosts/flaw, low-light vision, one heritage feature
  • Dwarf: Specific boosts/flaw, darkvision, one heritage feature

Custom species should be roughly equivalent in overall power.


Corruption Pacing

Campaign Length Considerations:

Short Campaigns (1-10 sessions):

  • Introduce corruption early (session 1-2)
  • Accelerate progression (save every few days instead of daily)
  • Fewer stages (reduce to 5-6 total)
  • Focus on 2-3 manifestations maximum

Medium Campaigns (11-30 sessions):

  • Introduce corruption in first act
  • Standard progression (daily saves)
  • Full 10-stage progression
  • Allow time for removal quests

Long Campaigns (31+ sessions):

  • Multiple corruption types possible
  • Slow burn progression
  • Extensive removal quest arcs
  • Potential for some characters to embrace transformation

Resolve Point Economy

Focus Point Integration:

Characters who take Resolve-conversion feats need Focus Points. Consider:

Classes with Built-in Focus Pools:

  • Champions, Clerics, Druids, Monks, Sorcerers, Wizards (and other spellcasters)
  • These classes naturally gain Focus Points and can easily use Resolve-conversion feats

Classes without Focus Pools:

  • Fighters, Rangers, Rogues, Barbarians (and other martial classes)
  • These classes need to take specific feats to gain Focus Points first
  • Consider allowing Resolve-conversion feats to grant 1 Focus Point as part of the feat

Alternative: Create Focus Point variants for martial classes:

  • "Resolve Pool" that functions like Focus Points but is themed as determination/grit
  • Recharged during 10-minute rest (like Focus Points via Refocus)
  • Used exclusively for Resolve-conversion abilities

Pinnacle Augmentation Treasure

Treasure Budget Integration:

Level 18 characters should have approximately 20,000 gp in consumable/miscellaneous treasure per level (standard PF2E treasure guidelines). A Pinnacle Augmentation represents significant investment.

Distribution Options:

Option 1 - Discovery:

  • Found as treasure in major dungeon/encounter
  • Already crafted, just needs installation
  • Players don't pay gp cost (counted as treasure)

Option 2 - Quest Reward:

  • Given as reward for major story arc
  • Patron/faction pays for augmentation
  • Players choose which augmentation

Option 3 - Purchase:

  • Players use accumulated wealth
  • Requires finding vendor/crafter
  • Most player agency but highest cost

Recommendation: Use Option 1 or 2 for first Pinnacle Augmentation (level 18), allow purchase for subsequent upgrades or alternatives.


Appendix C: Compatibility Notes

Integration with Other Systems

Starship Combat:

  • Resolve-conversion feats for starship crew work with existing starship combat rules
  • Reference starship combat rules document for full integration

Vehicle System:

  • Vehicle-related Resolve-conversion feats use existing vehicle rules
  • Reference vehicle rules document for full integration

Mech System:

  • Mech pilot feats integrate with mech piloting rules
  • Reference mech rules document for full integration

Augmentation System:

  • Pinnacle Augmentations follow standard augmentation installation rules
  • Body system limitations apply
  • Reference augmentation rules document for full installation procedures

Cross-Document References

Related Rule Documents:

  1. Starship Combat Rules - For Opportunistic Positioning, Reliable Gunner, Boarding Expert
  2. Vehicle Rules - For Efficient Racer, Quick Modifications, Temporary Patch
  3. Mech Rules - For Masterful Mech Pilot
  4. Augmentation Rules - For body system limitations, installation procedures
  5. Hero Point Rules (Core Rulebook) - For Hero Point spending options
  6. Focus Point Rules (Core Rulebook) - For Focus Point integration with feats

Appendix D: Changelog

Version 1.0 (2026-01-14)

  • Initial document creation
  • Adapted SF1E Custom Species Builder to PF2E ancestry system
  • Converted SF1E Corruptions to PF2E affliction framework
  • Translated SF1E Resolve Point uses to Hero Points and Focus Points
  • Created Pinnacle Augmentation system based on PF2E Apex Items

Document End

Total Sections: 4 major parts (Custom Species, Corruptions, Resolve Conversions, Pinnacle Augmentations)

Total Items Needed: 50+ items (feats, augmentations, afflictions, rule elements)

Implementation Priority:

  1. High Priority: Custom Species features, Pinnacle Augmentations (core character options)
  2. Medium Priority: Corruption afflictions (narrative-driven, opt-in)
  3. Low Priority: Resolve conversion feats (nice-to-have, many alternatives exist)

Next Steps:

  1. Review document with players and GM
  2. Prioritize which items to create first
  3. Begin Foundry VTT implementation
  4. Playtest and adjust balance as needed