Equipment & Trade Systems
SF2E/PF2E Adaptation
Quick References Available:
- For trade system cheat sheet:
quick-references/TRADE-SYSTEM-QUICK-REFERENCE.md- For trade items:
compiled/COMPILED_ITEM_CATALOG.mdSection 5- For tech relics:
compiled/COMPILED_ITEM_CATALOG.mdSection 5.2- For deployable structures:
compiled/COMPILED_ITEM_CATALOG.mdSection 6
Source Material:
- SF1E: Cargo & Galactic Trade (Ports of Call)
- SF1E: Scaling Equipment (Starfinder Enhanced)
- SF1E: Polymorphing (Alien Archive 2)
- PF2E: Treasure by Level Guidelines
- PF2E: Precious Materials System
- PF2E: Structure Items (Kingmaker)
Date Created: 2026-01-14
Pricing Convention: SF2E credits = PF2E gp (1:1 for flavor purposes)
Table of Contents
- Cargo & Trade System
- Scaling Equipment
- Polymorphing & Battle Forms
- Treasure Tables
- Deployable Structures
- Tech Relics
1. CARGO & TRADE SYSTEM
Overview
The galactic trade system allows parties to engage in interstellar commerce, transporting cargo between worlds for profit. This system uses Victory Points (VP) to track trade success and reputation, replacing SF1E's Build Point system with PF2E's gold-based economy.
Currency Conversion
Credits = Gold Pieces (1:1)
- 1 SF2E credit = 1 PF2E gp (for flavor and mechanical consistency)
- Use PF2E treasure-by-level guidelines for determining rewards
- Trade profits count toward party wealth progression
Build Points (BP) Equivalent:
- 1 BP = 100 credits/gp (represents bulk trading capacity)
- Alternatively, use starship cargo capacity directly (1 lot = 25 tons)
Four-Step Trade Job System
Step 1: Find Cargo
Skill Check: Diplomacy or Mercantile Lore
- DC: 10 + (1.5 × party level)
- Penalty: -1 cumulative per previous attempt in same settlement within last week
- Group Bonus: +1 circumstance bonus per ally using Aid
Critical Success: Discover 1d4+2 lots available for purchase Success: Discover 1d4 lots available Failure: No cargo found; may try again next day with cumulative penalty Critical Failure: Offended merchant contacts; -2 circumstance penalty to find cargo in this settlement for 1 week
Purchase Price: Roll 1d4 × 100 gp per lot discovered
- All lots must be purchased together as a single shipment
- For every 5 points exceeding DC: ±1 lot (player's choice)
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 | -2 BP/lot |
| 2-4 | Same star system | 1d6 days | -2 BP/lot |
| 5-7 | Near Space system | 3d6 days | ±0 BP/lot |
| 8-9 | Vast system | 5d6 days | +1 BP/lot |
| 10 | Extremely remote | 7d6 days | +2 BP/lot |
Step 2: Determine Complication
Roll d20 for Each Shipment:
| d20 | Complication | Effect | Skill Challenge |
|---|---|---|---|
| 1 | Blockade Running | Military or pirate blockade | Piloting DC 20 to slip through OR starship combat |
| 2 | Competition | Rival crew racing to destination | Opposed arrival check; -2 BP/lot if they win |
| 3 | Expiration Date* | Time-sensitive cargo | If not delivered in 2d8 days: max 1 BP/lot sell price |
| 4 | Fire Sale* | Seller desperate; fills entire hold | Cargo fills maximum capacity; -1 BP/lot buy price |
| 5 | Friendly Discount* | Seller likes you | Diplomacy DC 15: -1 BP/lot purchase price |
| 6 | Handling Problems | Dangerous loading conditions | Trap/hazard (CR = APL) during loading phase |
| 7 | Hiding Something* | Seller concealing issue | Sense Motive DC 20 to detect; roll on secondary table |
| 8 | High Demand* | Market boom | +1 BP buy, +2 BP sell (net +1 BP profit) |
| 9 | Illegal Cargo | Contraband goods | Law enforcement scanners detect (DC 25 to conceal) |
| 10 | Imitation Goods | Knockoffs or counterfeits | -2 BP/lot both buy and sell price |
| 11 | Radioactive | Radiation leak in cargo | Physical Science DC 20 to detect; 1 day OR 1 BP/lot to shield |
| 12 | Regulated | Customs bureaucracy | Computers/Society DC 20 or 1 day customs delay |
| 13 | Rush Job | Urgent delivery needed | Deliver in 1d8 days: +2 BP sell; fail: find new buyer (DC+5) |
| 14 | Stolen Goods | Thieves want cargo back | Hard encounter (CR = APL+1); can surrender cargo peacefully |
| 15 | Stowaway | Hidden passenger | NPC (level = APL); Perception DC 20 during loading to detect |
| 16 | Strange Customs | Cultural requirements | Culture/Society DC 20: ±1 BP/lot based on respect shown |
| 17 | Telepathic Species | Requires mental communication | Without telepathy: Diplomacy DC 25 or -1 BP/lot |
| 18 | Tough Sell | Difficult buyer | Intimidation DC 20 or -2 BP/lot sell price |
| 19 | Uncommon Language* | Rare dialect needed | Without language: DC 25 Society or sale fails entirely |
| 20 | Vermin Infestation* | Pests in cargo | Nature DC 20 to detect; -2 BP/lot OR 1 BP fumigation |
*Discoverable Before Purchase - Can be detected with appropriate check during negotiation
Hiding Something Secondary Table (d6):
- Expired (as Expiration Date)
- Stolen (as Stolen Goods)
- Radioactive (as Radioactive)
- Vermin (as Vermin Infestation)
- Illegal (as Illegal Cargo)
- Cursed/Haunted (GM's choice of supernatural effect)
Step 3: Transport Cargo
Loading Times:
- With cargo loader equipment: 1 hour per lot (one operator)
- Manual loading: 8 hours per lot (one person)
- Multiple workers: Divide time proportionally (minimum 30 minutes per lot)
Travel Phase:
- Use starship travel rules
- Drift travel time as determined by destination
- Random encounters as per normal exploration
Ship Capacity:
- Standard cargo hold: 4 lots (100 tons)
- Expansion bays can add cargo capacity (4 lots per bay)
- Some complications may fill entire hold
Step 4: Make the Sale
Find Buyer Skill Check: Diplomacy or Mercantile Lore
- DC: 15 + (1.5 × party level)
Critical Success: Find ideal buyer; +1 BP/lot bonus Success: Find standard buyer; use normal price Failure: Can only sell at -1 BP/lot Critical Failure: No buyers found; must wait 1d4 days or travel to new settlement
Sell Price Calculation:
- Base Price: Roll 1d8 (if result is 8, roll again and add) × 100 gp per lot
- Apply Distance Modifiers:
- Same system/major hub: -2 BP/lot (-200 gp/lot)
- Near Space: ±0 BP/lot
- Vast: +1 BP/lot (+100 gp/lot)
- Extremely remote: +2 BP/lot (+200 gp/lot)
- Apply Complication Effects: As per complication table
- Minimum: 1 BP/lot (100 gp/lot)
Profit Calculation:
- Total Profit = (Sell Price - Purchase Price) - Expenses
- Divide among party members or invest in ship upgrades
Victory Point Trade Reputation System
Instead of tracking pure profit, use Victory Points to represent growing trade reputation and access to better opportunities.
Earning Victory Points:
- Complete a trade run successfully: 1 VP
- Critical success on sale: 2 VP
- Repeat customer (same route 3+ times): +1 VP
- Handle complication creatively: 1 VP (GM discretion)
- Profit margin >300 gp per lot: +1 VP
Spending Victory Points:
- Establish Trade Route (5 VP): Permanent +2 to find cargo/buyer checks on established route
- Trade Contact (3 VP): One NPC contact provides +1 circumstance bonus and priority information
- Warehouse Access (4 VP): Store cargo in port for up to 30 days; no ship cargo capacity needed
- Insurance Discount (2 VP): Reduce cargo insurance cost by 50%
- Customs Priority (6 VP): Reduce bureaucracy delays by half; +4 to avoid inspections
- Market Information (1 VP): Learn destination prices before departure
- Fencer Contact (4 VP): Can sell illegal cargo at normal rates without legal risk
Trade Reputation Tiers: 0-4 VP: Unknown Trader 5-9 VP: Known Merchant 10-14 VP: Established Trader 15-19 VP: Merchant Captain 20+ VP: Trade Magnate
Trade Complications as Skill Challenges
Complex complications can become full skill challenges:
Example: Blockade Running (Complexity 1)
- Objective: Get cargo through military blockade
- Skills: Computers (spoof transponder), Deception (fake credentials), Diplomacy (bribe officials), Piloting (evade patrol)
- Success Threshold: 3 successes before 2 failures
- Success: Pass through; +1 VP for daring
- Failure: Choose: Starship combat OR turn back (forfeit shipment)
Example: Stolen Goods Recovery (Complexity 2)
- Objective: Recover or protect cargo from thieves
- Skills: Athletics (chase/fight), Deception (mislead), Intimidation (threaten), Stealth (ambush), Diplomacy (negotiate)
- Success Threshold: 5 successes before 3 failures
- Success: Keep cargo and earn 2 VP
- Failure: Lose 1d4 lots or take damage/costs worth 1 BP per lot
Expanded Trade Options
Cargo Insurance
Standard Policy:
- Cost: 10% of cargo's purchase price (minimum 1 BP/100 gp)
- Coverage: Full purchase price if lost without negligence
- Does not cover: Willful destruction, criminal seizure, act of war
Premium Policy:
- Cost: 20% of cargo's purchase price
- Coverage: Purchase price + 50% expected profit
- Includes legal defense against seizure claims
Speculation Trading
Instead of finding pre-arranged cargo, purchase goods speculatively:
- Purchase DC: 20 + (1.5 × party level)
- No predetermined destination: Choose after purchase
- Risk/Reward: Greater profit potential (+2 BP/lot) but -4 penalty to find buyer
Passenger Transport
Combine cargo trading with passenger service:
- Passengers pay 10-100 gp per day of travel
- May provide complications or adventure hooks
- +1 VP for delivering VIP passengers safely
Bulk Commodities vs. Specialized Goods
Bulk Commodities (food, ore, water):
- Lower profit margins (typically 1-2 BP/lot)
- Always buyers available
- Less likely to have complications
Specialized Goods (tech, weapons, luxuries):
- Higher profit margins (typically 3-6 BP/lot)
- May require specific buyers
- More complications and legal issues
Integration with Starship Rules
Ship Requirements:
- Cargo capacity limits trade volume
- Faster ships complete runs quicker (time-sensitive cargos)
- Armed ships handle piracy/theft better
- Sensors help detect contraband before purchase
Expansion Bays for Trading:
- Cargo Hold (standard): 4 lots capacity
- Expanded Cargo Hold: 8 lots capacity
- Smuggler Compartments: 2 lots capacity, DC 30 to detect
- Refrigeration Bay: Prevents expiration complications for organic goods
Items to Create
NOTE: The following items would need to be created in FoundryVTT:
Trade Goods Items
- Standard Trade Lot (consumable item representing 25 tons)
- Illegal Goods Trade Lot (with special properties/risks)
- Perishable Goods Trade Lot (with expiration timer)
- High-Value Compact Goods (reduced bulk, increased value)
Trade Equipment
- Cargo Loader (reduces loading time)
- Contraband Scanner (detects illegal goods)
- Refrigeration Module (prevents spoilage)
- Manifest Forgery Kit (for smuggling)
Trade Contacts (Ally NPCs)
- Merchant Contact (provides trade information)
- Customs Official Contact (eases bureaucracy)
- Fencer Contact (buys illegal goods)
- Warehouse Manager (provides storage)
2. SCALING EQUIPMENT
Overview
Scaling equipment offers an alternative to PF2E's rune system, allowing weapons and armor to grow with characters through modular upgrades. This system maps SF1E's perk-based customization to PF2E's property rune framework while maintaining balance.
Design Philosophy:
- Perks = Property Runes (mechanically equivalent)
- Build Points determine customization budget
- Standard PF2E pricing for balance
- Upgrades cost time and money, not just instant application
Build Points by Item Level
Each item's level determines available customization budget:
| Item Level | Build Points | Typical Options |
|---|---|---|
| 1-2 | 1 BP | One minor perk |
| 3-4 | 2 BP | Two minor perks OR one major perk |
| 5-7 | 3 BP | Three minor OR one major + one minor |
| 8-10 | 4 BP | Multiple combinations |
| 11-13 | 5 BP | Advanced customization |
| 14-16 | 6 BP | High-tier options |
| 17-19 | 7 BP | Elite customization |
| 20 | 8 BP | Maximum potential |
Earning Flaws: Gain +1 BP per flaw (maximum 2 flaws per item)
Armor Perks
Design Perks (Choose One Per Armor)
These fundamental perks define the armor's construction:
Deflective (1 BP)
- Effect: +1 item bonus to AC (stacks with potency runes)
- PF2E Equivalent: Enhanced deflection property
- Cannot combine with Heavy Duty or Massive
Reinforced (1 BP)
- Effect: +1 item bonus to AC against physical damage
- PF2E Equivalent: Fortification-type property
- Popular for frontline combatants
Heavy Duty (1 BP)
- Effect: +1 item bonus to AC, +1 armor check penalty
- Trade-off: Better protection, worse mobility
- Suitable for low-Dex characters
Massive (1 BP, Light Armor Only)
- Effect: +2 item bonus to AC, +1 check penalty, -1 max Dex modifier
- Transforms light armor into near-medium protection
- Requires minimum Strength (as if medium armor)
Standard Armor Perks
Adaptive Fashion (1 BP)
- Effect: Armor can shift appearance between three preset looks as 1-action activity
- Includes: Formal wear, casual outfit, work attire
- Mechanical benefit: +1 circumstance bonus to Impersonation or social situations where appearance matters
- PF2E Equivalent: Custom appearance property
Ample Upgrades (1 BP, Stackable)
- Effect: +1 upgrade slot for armor runes or augmentations
- Maximum: +3 upgrade slots (3 BP total)
- PF2E Application: Allows extra property runes beyond normal limits
Antiradiation Weave (1 BP)
- Effect: Gain a +1 circumstance bonus to saves against radiation; can reroll one radiation save per day
- Essential for space exploration
- PF2E Equivalent: Energy resistance (radiation) property
Environmental Endurance (2 BP)
- Effect: Double the duration of environmental protections
- Normal environmental armor: 1 hour → 2 hours
- Upgraded environmental armor: 1 day → 2 days
- PF2E Equivalent: Enhanced environmental adaptation
Flexible (1 BP, Stackable)
- Effect: -1 armor check penalty (minimum 0)
- Maximum: Can stack twice (-2 total)
- Popular for Dex-based characters
Hardened (1 BP)
- Effect: +1 item bonus to Hardness when using armor for Shield Block
- Requires: Feat or ability to use armor defensively
- PF2E Equivalent: Integrated shield property
Resistant (2 BP)
- Effect: Resistance to one energy type = armor level ÷ 3 (minimum 1)
- Choose: Acid, Cold, Electricity, Fire, or Sonic
- PF2E Equivalent: Energy-resistant rune
- Can take multiple times for different energy types
Responsive (1 BP, Stackable)
- Effect: +1 max Dexterity modifier
- Maximum: Can stack twice (+2 total)
- Excellent for acrobats and infiltrators
Weapon Perks
Damage & Combat Perks
Destructive (2 BP)
- Effect: Increase weapon damage die by one step (d6→d8→d10→d12)
- Maximum: One die step increase
- PF2E Equivalent: Striking rune alternative (doesn't stack with striking)
Reliable (1 BP)
- Effect: Reroll any natural 1s on damage dice
- Popular for consistent damage output
- PF2E Equivalent: Reliability property rune
Critical Effect (1-2 BP)
- Effect: Add critical specialization effect
- Cost: 1 BP for simple effect, 2 BP for complex effect
- Examples: Knockdown, bleeding, status conditions
- PF2E Equivalent: Critical specialization rune
Versatile Damage (1 BP)
- Effect: Can deal one additional damage type
- Choose: Bludgeoning, Piercing, or Slashing
- PF2E Equivalent: Versatile trait
Range & Area Perks
Extended Range (1/2/3 BP)
- Effect: Increase range by 50%/100%/200%
- Example: 60-foot range becomes 90/120/180 feet
- Cost scales with multiplier
Sniper (1/2/3 BP)
- Effect: Add sniper trait with 125/250/500 foot range increments
- Must have base range of at least 60 feet
- Cost based on effective range increase
Blast Strike (1 BP)
- Effect: Weapon gains area-of-effect capability
- Add: 10-foot radius burst, gains unwieldy trait
- Action: 2-action Activity
- PF2E Equivalent: Blast property rune
Line Strike (1 BP)
- Effect: Weapon can create line attack
- Add: 30-foot line, gains unwieldy trait
- Action: 2-action Activity
- PF2E Equivalent: Line property rune
Automatic Fire (2 BP)
- Effect: Can make burst attacks (2d6 ammunition)
- Action: Make Strike with -2 penalty; on success, roll 1d6 automatic damage
- PF2E Equivalent: Automatic property rune
Special Properties
Lightweight (1 BP)
- Effect: Reduce Bulk by 1 (minimum L; L becomes negligible)
- Excellent for carrying multiple weapons
- Cannot combine with Heavy Duty weapons
Eldritch (1 BP)
- Effect: Weapon treats as +1 level higher for fusion/rune compatibility
- Allows earlier access to high-level runes
- PF2E Equivalent: Enhanced weapon base
Special Property - Block (1 BP)
- Effect: Weapon gains parry trait; +1 circumstance bonus to AC when wielding
- Requires: One hand free or two-handed weapon
Special Property - Boost (1 BP)
- Effect: Once per day, boost weapon damage by +1d6 for 1 minute
- Action: 1-action activity
Special Property - Stun (1 BP)
- Effect: On critical hit, target must succeed Fort save (DC = 10 + half item level + your Str mod) or be stunned 1
- Common for non-lethal capture weapons
Armor Flaws
Each flaw grants +1 BP (maximum 2 flaws):
Flimsy
- Effect: -1 item penalty to AC
- Essentially reduces armor effectiveness by one point
Minimalist
- Effect: -50% upgrade slots (round down, minimum 1)
- Reduces customization potential significantly
Rigid
- Effect: +1 armor check penalty and -1 max Dexterity modifier
- Double mobility penalty
Vulnerable
- Effect: Vulnerable to one energy type; take additional 1d6 damage from that type
- Choose: Acid, Cold, Electricity, Fire, or Sonic
Unstable Power Source
- Effect: 5% chance per day powered features fail for 1d4 hours
- Requires: Armor with powered features
Weapon Flaws
Each flaw grants +1 BP (maximum 2 flaws):
Ammo Hog
- Effect: Double ammunition consumption
- Weapon uses 2 rounds per shot
Archaic
- Effect: Weapon gains archaic trait
- Deals half damage against targets in modern armor (unless target has archaic armor)
Cumbersome
- Effect: +1 Bulk
- Heavier and harder to carry
Low Capacity
- Effect: Half normal ammunition capacity (minimum 1)
- Requires frequent reloading
Needlessly Unwieldy
- Effect: Gain unwieldy trait without corresponding damage increase
- Reduces combat efficiency
Unstable
- Effect: On natural 1 attack roll, weapon misfires and cannot be used until repaired (DC 15 Crafting, 10 minutes)
- Dangerous but powerful weapons
Upgrade Procedure
Upgrading Existing Equipment
Requirements:
- Access to workshop or tech lab
- Crafting proficiency = item level or higher
- Appropriate tools
- Time investment
- Payment of upgrade costs
Time Required: 8 hours per item level gained
- Example: Level 5 → Level 6 = 8 hours
- Example: Level 5 → Level 8 = 24 hours
Cost Calculation:
- Pay difference between new level and old level pricing
- Use standard PF2E item pricing table
- Add 5% per minor change beyond basic upgrade
- Add 10% per major structural change
Procedure:
- Determine new item level
- Recalculate statistics (AC, damage, etc.)
- Spend available BP on perks (may add one new perk per level gained for free)
- Pay gold cost
- Spend crafting time
Minor Changes (Free, One Per Level Gained):
- Add or remove one 1 BP perk
- Swap one perk for another of equal cost
- Adjust one cosmetic feature
Major Changes (+10% cost each):
- Complete perk restructure
- Add or remove flaw
- Change fundamental weapon/armor type
Example Scaled Armor
"Adaptive Tactical Vest" Progression
Level 3 (Light Armor):
- Base: +1 AC, +3 Dex cap, -1 check penalty, L Bulk
- Perks (2 BP): Flexible (1 BP), Responsive (1 BP)
- Final: +1 AC, +4 Dex cap, 0 check penalty, L Bulk
- Cost: 60 gp
Level 8 Upgrade:
- Perks (4 BP): Flexible ×2 (2 BP), Responsive ×2 (2 BP)
- Add: Adaptive Fashion (gained at upgrade)
- Final: +3 AC, +5 Dex cap, 0 check penalty, L Bulk, appearance-shifting
- Upgrade Cost: 440 gp (500 gp for L8 - 60 gp already paid)
- Time: 40 hours (8 hours × 5 levels)
Level 14 Upgrade:
- Perks (6 BP): Flexible ×2 (2 BP), Responsive ×2 (2 BP), Resistant (Fire) (2 BP)
- Keep: Adaptive Fashion
- Final: +5 AC, +6 Dex cap, 0 check penalty, L Bulk, fire resistance 4, appearance-shifting
- Upgrade Cost: 3,200 gp total
- Time: 48 hours
Example Scaled Weapon
"Modular Plasma Rifle" Progression
Level 5 (Advanced Weapon):
- Base: 2d6 fire damage, range 80 feet, 2-handed, 1 Bulk
- Perks (3 BP): Extended Range (1 BP), Reliable (1 BP), Special Property: Boost (1 BP)
- Final: 2d6 fire damage (reroll 1s), range 120 feet, boost 1/day
- Cost: 150 gp
Level 10 Upgrade:
- Perks (4 BP): Extended Range ×2 (2 BP), Reliable (1 BP), Eldritch (1 BP)
- Keep: Boost ability
- Add Flaw: Ammo Hog (+1 BP, choose to take)
- Spend extra BP on: Destructive (changes base to 2d8)
- Final: 2d8 fire (reroll 1s), range 160 feet, treated as level 11 for runes, uses 2 charges/shot
- Upgrade Cost: 930 gp
- Time: 40 hours
Level 17 Upgrade:
- Remove Flaw: Ammo Hog (improved power cell technology)
- Perks (7 BP): Extended Range ×2 (2 BP), Reliable (1 BP), Eldritch (1 BP), Critical Effect: Persistent Fire (2 BP), Resistant Penetration (1 BP)
- Final: 3d8 fire (reroll 1s), range 160 feet, crit = persistent fire damage, treated as level 18 for runes
- Upgrade Cost: 14,000 gp total
- Time: 56 hours
Perks as Property Runes Alternative
Stacking Rules:
- Perks from scaling equipment DO NOT stack with property runes unless explicitly stated
- A weapon with Destructive perk cannot benefit from Striking rune
- A weapon with Resistant perk cannot benefit from energy-resistant rune of the same type
Hybrid Approach:
- Potency runes (+1/+2/+3 to hit) can stack with perks normally
- Fundamental runes (Striking, Resilient) conflict with equivalent perks
- Property runes conflict with perks providing same benefit
Conversion:
- 1 BP ≈ 2nd-level property rune value (~100 gp)
- 2 BP ≈ 5th-level property rune value (~500 gp)
- 3 BP ≈ 9th-level property rune value (~2,000 gp)
GM Guidance: When to Use Scaling Equipment
Use Scaling Equipment When:
- Party prefers deep equipment customization
- Campaign features limited access to magic runes
- Sci-fi flavor demands tech-based upgrades
- Players enjoy long-term gear investment
Use Standard Runes When:
- Party prefers simple, straightforward upgrades
- Campaign features abundant magic item shops
- Players want plug-and-play customization
- Simpler bookkeeping is desired
Hybrid Approach:
- Allow scaling equipment for weapons/armor
- Use standard runes for accessories (cloaks, belts, etc.)
- Best of both systems
Items to Create
NOTE: The following items would need to be created in FoundryVTT:
Scaling Armor Templates
- Light Armor Frame (Levels 1-20, with BP allocation)
- Medium Armor Frame (Levels 1-20, with BP allocation)
- Heavy Armor Frame (Levels 1-20, with BP allocation)
- Powered Armor Frame (Levels 5-20, with BP allocation)
Scaling Weapon Templates
- Kinetic Weapon Frame (Levels 1-20)
- Energy Weapon Frame (Levels 1-20)
- Projectile Weapon Frame (Levels 1-20)
- Melee Weapon Frame (Levels 1-20)
Perk Items (as Property Runes)
- All armor perks listed above
- All weapon perks listed above
- Flaw traits (negative properties)
Upgrade Materials
- Weapon Upgrade Kit (consumable, various levels)
- Armor Upgrade Kit (consumable, various levels)
- Tech Component Cache (crafting materials)
3. POLYMORPHING & BATTLE FORMS
Overview
Polymorphing in SF2E uses a hybrid approach combining PF2E's structured battle forms with SF1E's equipment flexibility. This system covers both magical transformation and technological shapeshifting (holoskins, nanomorph augments, genetic mods).
Key Principles:
- Predetermined forms maintain consistency
- PF2E Strike math ensures balance
- Equipment interaction simplified
- Tech-based morphing as alternative to magic
Core Polymorphing Rules
Form Determination
Magical Polymorphing:
- Forms must be designed when learning the spell/ability
- Each form maintains consistent appearance and capabilities
- Cannot improvise new forms in combat
Technological Polymorphing:
- Forms programmed into device/augmentation
- Can reprogram forms during downtime (1 hour, Computers DC 20)
- Maximum forms = device level ÷ 3 (minimum 1)
Polymorph Stacking
Only one polymorph effect active at a time:
- New polymorph automatically dismisses previous polymorph
- Does not dismiss other types of shapechanging (like elemental body)
- Willing target can choose to resist polymorph to maintain current form
Equipment Interaction Rules
Same Creature Type
If polymorphing into same type (humanoid → humanoid):
- Armor continues to function normally
- Armor becomes invisible/adapts to new form
- Weapons remain accessible and usable
- All equipment functions as normal
Different Creature Type
If polymorphing into different type (humanoid → beast):
- Armor: Continues providing AC bonus but becomes invisible; cannot be removed while polymorphed
- Weapons: Inaccessible; cannot make weapon Strikes
- Worn Items: Continue functioning if they make sense (ring of protection, amulet, etc.)
- Held Items: Drop to ground or merge into new form (cannot be accessed)
- Technological Items: Continue functioning at GM discretion (cybernetics adapt, weapons don't)
Simplified Guideline
Can you imagine the item working while polymorphed?
- Yes = It works
- No = It doesn't
Examples:
- Ring of jumping while polymorphed into a frog: Yes
- Laser rifle while polymorphed into a wolf: No
- Dermal plating (cybernetic) while polymorphed: Yes
- Backpack while polymorphed into flying snake: No
Natural Attack Mechanics (PF2E Strike Math)
Attack Bonus
Formula: Your level + your spellcasting/class proficiency
- Example: 7th-level Mystic with Master spellcasting = +7 level +4 proficiency = +11 attack
Cap: Maximum attack bonus = 1.5 × character level (rounded up), capped at 3 × spell level
- Example: 7th-level character using 3rd-level polymorph = max +10 (1.5 × 7 = 10.5, but 3 × 3 = 9 cap doesn't apply)
Damage
Use creature stat block damage for your equivalent level
- Reference: NPC Gallery creatures of your character level
- Natural attacks typically deal moderate damage for level
Damage by Level (One Attack):
| Level | Moderate Damage | High Damage |
|---|---|---|
| 1 | 1d8+3 (7-8) | 1d10+4 (9-10) |
| 3 | 2d6+3 (10) | 2d8+3 (12) |
| 5 | 2d8+5 (14) | 3d6+5 (15) |
| 7 | 2d10+7 (18) | 3d8+7 (20) |
| 9 | 3d8+9 (22) | 3d10+9 (25) |
| 11 | 3d10+11 (27) | 4d8+11 (29) |
| 13 | 4d8+13 (31) | 4d10+13 (35) |
| 15 | 4d10+15 (37) | 5d10+15 (42) |
| 17 | 5d10+17 (44) | 6d10+17 (50) |
| 19 | 6d10+19 (52) | 7d10+19 (57) |
Multiple Natural Attacks:
- Primary attack: Full damage (as above)
- Secondary attacks: -2 MAP, use Low damage tier (typically -4 damage)
- Agile natural attacks: Use agile MAP progression (-4/-8 instead of -5/-10)
Example Forms:
- Clawed Beast (Level 7): Jaws +11 (2d10+7), Claws +11 (2d8+5, agile)
- Armored Quadruped (Level 7): Gore +11 (2d10+7), Hooves +9 (2d6+5)
Size Bonuses & Penalties
When polymorph changes your size:
| Size | Ability Modifier | Space | Reach | Special |
|---|---|---|---|---|
| Diminutive | +3 Dex, -3 Str | 1 foot | 0 feet | +4 to Stealth, -4 to Athletics |
| Tiny | +2 Dex, -2 Str | 2.5 feet | 0 feet | +2 to Stealth, -2 to Athletics |
| Small | +1 Dex | 5 feet | 5 feet | +1 to Stealth |
| Medium | — | 5 feet | 5 feet | — |
| Large | +1 Str | 10 feet | 5-10 feet | +1 to Athletics, -1 to Stealth |
| Huge | +2 Str | 15 feet | 10-15 feet | +2 to Athletics, -2 to Stealth |
| Gargantuan | +3 Str | 20 feet | 15-20 feet | +4 to Athletics, -4 to Stealth |
Apply modifiers to:
- Attack rolls (Str or Dex based attacks)
- Damage rolls (Str based attacks)
- Skill checks as indicated
Creature Type Benefits
When polymorphing into different creature types, gain defensive bonuses:
Construct Form:
- +2 circumstance bonus to saves against: Disease, mind-affecting, necromancy, paralysis, poison, sleep, stunning
- Immunity to bleed damage
Elemental Form:
- +2 circumstance bonus to saves against: Paralysis, poison, sleep, stunning
- Cannot be flanked
- Resistance 5 to one elemental damage type
Plant Form:
- +2 circumstance bonus to saves against: Mind-affecting, paralysis, poison, sleep, stunning
- Resistance 5 to electricity
Undead Form:
- +2 circumstance bonus to saves against: Mind-affecting, necromancy, paralysis, poison, sleep, stunning
- Resistance 5 to necrotic damage
Vermin Form:
- +4 circumstance bonus to saves against: Mind-affecting effects
- Mindless immunity (if form is mindless vermin)
Tech-Based Polymorphing
Holoskin Projector
Item Level: 5, 10, 15, 20 Price: Standard consumable or permanent item pricing Usage: Worn (belt, bracer, or integrated) Activate: 1-action Interact
Effect:
- Projects realistic holographic disguise over your body
- Counts as polymorph effect (same creature type)
- Does not change your statistics (only appearance)
- Duration: 10 minutes/item level OR until dismissed
Heightened Effects:
- Level 10: Can mimic specific individual; gain +2 circumstance bonus to Impersonation
- Level 15: Can include voice modulation; gain +4 to Impersonation
- Level 20: Can mimic different creature type appearance (but no stat changes)
Limitations:
- Destroyed if wearer takes damage
- DC 20 Perception check to identify as hologram if closely examined
- Does not fool scent, tremorsense, or other exotic senses
Nanomorph Augmentation
Item Level: 7, 11, 15, 19 Price: Standard permanent item pricing Usage: Implanted nanocytes Activate: 1-action concentrate
Effect:
- Transform into predetermined creature form
- Functions as polymorph spell of (item level - 1)
- Uses your level and proficiency for attack rolls
- Duration: 10 minutes
- Frequency: 1/day (recharge with 8-hour rest)
Benefit over Spell:
- Always available (not expended)
- Can reprogram forms during downtime
- Does not require spellcasting ability
Installed Forms:
- Level 7: One form (up to Medium size)
- Level 11: Two forms (up to Large size)
- Level 15: Three forms (up to Huge size)
- Level 19: Four forms (any size)
Example Forms:
- Combat Beast (melee brute)
- Aerial Scout (flying reconnaissance)
- Aquatic Infiltrator (underwater operations)
- Social Chameleon (diplomatic encounters)
Genetic Modification: Adaptive Biology
Item Level: 9, 13, 17 Price: Expensive permanent augmentation Usage: Genetic rewrite (requires surgery) Activate: 10-minute ritual
Effect:
- Permanently gain ability to polymorph
- Select one creature type (aberration, beast, construct, etc.)
- Can transform into creatures of that type up to your level
- Duration: 1 hour
- Frequency: 3/day
Benefit:
- Does not consume spell slots
- More flexible than nanomorphs (any creature of type)
- Can adapt to mission needs
Drawback:
- Expensive installation
- Requires rare genetic samples
- 10-minute transformation time (not combat-viable activation)
Shapestealer Symbiote
Item Level: 12, 16, 20 Price: Very rare/expensive Usage: Implanted alien organism Activate: 1-action (special trigger)
Effect:
- After defeating creature in combat, can absorb its genetic pattern
- Store patterns = item level ÷ 4 (3/4/5 patterns)
- Transform into stored patterns as 1-action
- Duration: 10 minutes
- Frequency: 3/day
Special Trigger:
- Must touch defeated creature within 1 minute of death
- Requires 1-minute absorption ritual
- Replaces oldest pattern if at maximum
Benefit:
- Extremely flexible
- Can adapt to any encountered threats
- Retains creature special abilities (GM discretion)
Drawback:
- Alien organism has subtle influence (roleplay element)
- Very expensive
- Ethically questionable in many cultures
Battle Form Spells
Example: Beast Form (Tech Version)
Spell Level: 2 Traditions: Precog, Technomancer Cast: 2 actions (somatic, verbal) Duration: 1 minute
Effect: You transform into a battle-ready beast form. Choose one predetermined beast form when you learn this spell. While in this form:
Statistics:
- AC = 16 + your level
- Temp HP = 5 + your level
- Ignore armor check penalty
- Cannot use Interact actions requiring hands
Attacks:
- Jaws: 1d10 piercing + your Str modifier, finesse
- Claws: 1d6 slashing + your Str modifier, agile, finesse
- Attack bonus = your level + your proficiency
Speed:
- +10 feet to your Speed
- Gain climb Speed equal to your normal Speed
Senses:
- Low-light vision
- Imprecise scent 30 feet
Heightened (4th):
- AC = 18 + your level
- Temp HP = 15 + your level
- Jaws: 2d10, Claws: 2d6
Heightened (5th):
- AC = 18 + your level
- Temp HP = 20 + your level
- Jaws: 2d10, Claws: 2d6
- Gain swim Speed equal to your normal Speed
- Senses improve to darkvision
Simplified Polymorph Spell Template
Use this template for creating additional polymorph effects:
1. Choose Form Category:
- Beast (natural animals)
- Elemental (energy beings)
- Construct (mechanical/artificial)
- Dragon (draconic creatures)
- Plant (vegetation/fungus)
2. Determine Statistics:
- AC: 16 + level (basic), 18 + level (heightened)
- Temp HP: 5 + level (basic), 15-20 + level (heightened)
- Attacks: Use damage table above
- Speed: Modified from base (usually +10 or special movement)
3. Add Special Abilities:
- Choose 1-2 thematic abilities (darkvision, scent, breath weapon, etc.)
- Keep simple and avoid spell-like abilities
4. Apply Type Benefits:
- Use creature type defensive bonuses as appropriate
5. Equipment Rules:
- Different type = armor functions invisibly, weapons inaccessible
- Same type = all equipment functions normally
GM Guidance: Polymorph Balance
Polymorphing Should:
- Provide tactical flexibility
- Offer new movement options
- Give access to natural attacks
- Create interesting roleplay opportunities
Polymorphing Should NOT:
- Outclass martial characters at their specialty
- Provide unlimited utility without cost
- Bypass all challenges trivially
- Stack with other powerful buffs excessively
Balancing Tools:
- Duration limits (1-10 minutes typical)
- Action cost (2-3 actions to activate)
- Frequency limits (tech-based morphing: 1-3/day)
- Equipment restrictions
- Predetermined forms requirement
Items to Create
NOTE: The following items would need to be created in FoundryVTT:
Polymorph Spells
- Beast Form (levels 2, 4, 5)
- Elemental Form (levels 3, 5, 7)
- Dragon Form (levels 5, 7, 9)
- Construct Form (levels 4, 6, 8)
- Plant Form (levels 3, 5, 7)
Tech Polymorph Items
- Holoskin Projector (levels 5, 10, 15, 20)
- Nanomorph Augmentation (levels 7, 11, 15, 19)
- Genetic Modification: Adaptive Biology (levels 9, 13, 17)
- Shapestealer Symbiote (levels 12, 16, 20)
Polymorph Form Templates
- Beast Form Template (with natural attacks predefined)
- Elemental Form Template
- Dragon Form Template
- Construct Form Template
Supporting Effects
- Polymorph Condition (tracks active form and statistics)
- Natural Weapon Strikes (for various forms)
- Size Change Effects (with automatic modifier calculations)
4. TREASURE TABLES
Overview
SF2E treasure adapts PF2E's "Treasure by Level" guidelines for a science fiction setting. Instead of gems and art objects, parties find data chips, tech components, alien artifacts, and rare materials. The core mathematical framework remains identical to ensure proper wealth progression.
Core Principle: Credits (cr) = Gold Pieces (gp) at 1:1 ratio for mechanical purposes
Treasure by Level (Four-Person Party)
This table provides guidelines for total treasure value per level. Distribute across permanent items, consumables, and currency.
Treasure Distribution Structure
Each level includes:
- Permanent Items: Long-term equipment (2-4 items of various levels)
- Consumables: Single-use items (4-6 consumables)
- Currency: Credits, trade goods, tech components, data chips
Treasure-by-Level Quick Reference:
| Party Level | Total Value | Permanent Items | Consumables | Currency |
|---|---|---|---|---|
| 1 | 175 gp | Two 1st-level | Two 1st-level | 40 gp |
| 2 | 300 gp | One 2nd, two 1st | Two 2nd, two 1st | 70 gp |
| 3 | 500 gp | Two 3rd, two 2nd | Two 3rd, two 2nd, two 1st | 120 gp |
| 4 | 850 gp | Two 4th, two 3rd | Two 4th, two 3rd, two 2nd | 200 gp |
| 5 | 1,350 gp | Two 5th, two 4th | Two 5th, two 4th, two 3rd | 320 gp |
| 6 | 2,000 gp | Two 6th, two 5th | Two 6th, two 5th, two 4th | 500 gp |
| 7 | 2,900 gp | Two 7th, two 6th | Two 7th, two 6th, two 5th | 720 gp |
| 8 | 4,000 gp | Two 8th, two 7th | Two 8th, two 7th, two 6th | 1,000 gp |
| 9 | 5,700 gp | Two 9th, two 8th | Two 9th, two 8th, two 7th | 1,400 gp |
| 10 | 8,000 gp | Two 10th, two 9th | Two 10th, two 9th, two 8th | 2,000 gp |
| 11 | 11,500 gp | Two 11th, two 10th | Two 11th, two 10th, two 9th | 2,800 gp |
| 12 | 16,500 gp | Two 12th, two 11th | Two 12th, two 11th, two 10th | 4,000 gp |
| 13 | 25,000 gp | Two 13th, two 12th | Two 13th, two 12th, two 11th | 6,000 gp |
| 14 | 36,500 gp | Two 14th, two 13th | Two 14th, two 13th, two 12th | 9,000 gp |
| 15 | 54,500 gp | Two 15th, two 14th | Two 15th, two 14th, two 13th | 13,000 gp |
| 16 | 82,500 gp | Two 16th, two 15th | Two 16th, two 15th, two 14th | 20,000 gp |
| 17 | 128,000 gp | Two 17th, two 16th | Two 17th, two 16th, two 15th | 30,000 gp |
| 18 | 208,000 gp | Two 18th, two 17th | Two 18th, two 17th, two 16th | 48,000 gp |
| 19 | 355,000 gp | Two 19th, two 18th | Two 19th, two 18th, two 17th | 80,000 gp |
| 20 | 490,000 gp | Two 20th, two 19th | Two 20th, two 19th, two 18th | 140,000 gp |
Note: Values are approximate. Adjust based on party size, campaign style, and treasure access.
Currency Treasure Categories
Instead of gems, art objects, and coins, sci-fi treasure includes:
1. Credits (Electronic Currency)
Credstick/Digital Credits:
- Most common form of treasure
- Instantly transferable electronic funds
- Represents 50-70% of "currency" treasure
Physical Credit Chips:
- Untraceable bearer tokens
- Popular in criminal economy
- Same value as digital credits
- Can be valuable to avoid tracking
2. Data Chips & Information
Encrypted Data Archives: Value based on information importance.
| Level | Value Range | Examples |
|---|---|---|
| 1-4 | 5-50 cr | Local news archives, entertainment libraries |
| 5-10 | 50-500 cr | Corporate financial data, research files |
| 11-15 | 500-2,000 cr | Military intelligence, prototype schematics |
| 16-20 | 2,000-10,000 cr | AI cores, ancient alien databases, master codes |
Uses:
- Sell to information brokers
- Use for Computers checks
- Trade for favors
- Quest hooks and plot devices
Sample Data Chips:
- "Encrypted Megacorp Financial Reports (250 cr)" - Level 7 treasure
- "Alien Artifact Analysis Database (1,500 cr)" - Level 13 treasure
- "Prototype Weapon Schematics (8,000 cr)" - Level 18 treasure
3. Tech Components
Salvaged Technology: Essential for crafting and repairs.
| Level | Value Range | Examples |
|---|---|---|
| 1-4 | 10-50 cr | Power cells, standard circuits, common alloys |
| 5-10 | 50-500 cr | Advanced processors, weapon components, armor plating |
| 11-15 | 500-2,000 cr | Gravity generators, plasma coils, shield matrices |
| 16-20 | 2,000-10,000 cr | Antimatter cells, quantum processors, nanoforges |
Uses:
- Crafting material for item creation
- Repair material for damaged equipment
- Sell to tech vendors
- Trade with engineers/mechanics
Sample Tech Components:
- "Quantum Processing Core (175 cr)" - Level 6 treasure
- "Plasma Conduit Array (900 cr)" - Level 11 treasure
- "Miniature Gravity Generator (5,000 cr)" - Level 16 treasure
4. Rare Materials
Sci-Fi Precious Materials: Equivalent to PF2E's precious materials system.
Common Rare Materials:
- Adamantine Alloy - Ultra-hard metal composites
- Noqual Derivatives - Magic-resistant materials
- Horacalcum - Lightweight superstrong material
- Inubrix - Phase-capable metal
- Siccatite Isotopes - Temperature-reactive materials
- Neutronium - Incredibly dense stellar matter
- Starmetal - Meteorite-derived materials
Pricing: Use PF2E precious materials pricing (see detailed tables below)
5. Alien Artifacts & Curios
Cultural Items: Equivalent to "art objects" but with sci-fi flavor.
| Level | Value Range | Examples |
|---|---|---|
| 1-4 | 5-50 cr | Alien trinkets, colonial memorabilia |
| 5-10 | 50-500 cr | Pre-Gap artifacts, xenoarchaeological finds |
| 11-15 | 500-2,000 cr | First Contact relics, alien noble regalia |
| 16-20 | 2,000-10,000 cr | Ancient Precursor technology, divine relics |
Uses:
- Sell to collectors
- Display in ship/base (morale boost)
- Trade with alien cultures
- Museum/university bounties
Sample Artifacts:
- "Shirren Hive Crown (80 cr)" - Level 4 treasure
- "Pre-Gap Holographic Art Piece (650 cr)" - Level 10 treasure
- "Ancient Precursor Control Rod (4,500 cr)" - Level 17 treasure
Sci-Fi Precious Materials
Adamantine Alloy (Ultra-Hard Combat Material)
Rarity: Uncommon Description: Advanced metallic composite combining traditional adamantine with modern alloys. Shiny black surface with hexagonal micro-pattern.
| Grade | Item Level | Price per Bulk | Raw Material | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Standard | 8 | 350 cr | Ingot: 5,000 cr | 14 | 56 | 28 |
| High | 16 | 6,000 cr | Ingot: 60,000 cr | 17 | 68 | 34 |
Weapon Pricing:
- Standard-Grade: 1,400 cr + 140 cr per Bulk (Item 11)
- High-Grade: 13,500 cr + 1,350 cr per Bulk (Item 17)
Special Properties:
- Weapons ignore half of object Hardness
- Armor gains +2 to resist sundering/breaking
- Popular for breaching equipment and anti-armor weaponry
Horacalcum (Lightweight Superstrong)
Rarity: Rare Description: Silvery-white material lighter than aluminum but stronger than steel. Discovered in crashed starship wreckage.
| Grade | Item Level | Price per Bulk | Raw Material | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Standard | 8 | 350 cr | Ingot: 5,000 cr | 9 | 36 | 18 |
| High | 16 | 6,000 cr | Ingot: 60,000 cr | 12 | 48 | 24 |
Armor Pricing:
- Standard-Grade: 1,600 cr + 160 cr per Bulk (Item 12)
- High-Grade: 32,000 cr + 3,200 cr per Bulk (Item 19)
Special Properties:
- Reduce Bulk by 1 (minimum L)
- Armor: Reduce Strength requirement by 1, reduce Speed penalty by 5 feet
- Popular for jump troops and zero-g combat gear
Noqual Composite (Magic-Resistant)
Rarity: Rare Description: Pale green crystalline material bonded to metallic substrate. Hums faintly near magic sources.
| Grade | Item Level | Price per Bulk | Raw Material | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Standard | 12 | 400 cr | Ingot: 6,000 cr | 10 | 40 | 20 |
| High | 16 | 7,000 cr | Ingot: 70,000 cr | 13 | 52 | 26 |
Armor Pricing:
- Standard-Grade: 1,600 cr + 160 cr per Bulk (Item 12)
- High-Grade: 32,000 cr + 3,200 cr per Bulk (Item 19)
Special Properties:
- +4 circumstance bonus on saves against spells
- Armor: +1 to AC against spell attacks (but 5% spell failure for wearer)
- Weapons: Bonus damage vs. summoned creatures; critical hits cause stupefied 1
- Essential for anti-caster builds
Inubrix Alloy (Phase-Capable Metal)
Rarity: Rare Description: Pale, malleable metal that can partially phase through standard metals. Used in armor-piercing ammunition.
| Grade | Item Level | Price per Bulk | Raw Material | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Standard | 7 | 400 cr | Ingot: 5,500 cr | 8 | 32 | 16 |
| High | 15 | 6,500 cr | Ingot: 65,000 cr | 11 | 44 | 22 |
Weapon Pricing:
- Standard-Grade: 1,400 cr + 140 cr per Bulk (Item 11)
- High-Grade: 13,500 cr + 1,350 cr per Bulk (Item 17)
Special Properties:
- Weapons: Reduce damage die by 1 step; ignore metal armor AC bonuses
- Popular for assassins and anti-armor specialists
- Fragile compared to other materials (low Hardness)
Siccatite Isotopes (Temperature-Reactive)
Rarity: Uncommon Description: Silvery ore in hot (red-glowing) or cold (blue-glowing) states. Radiates extreme temperatures.
Hot Siccatite:
| Grade | Item Level | Price per Bulk | Damage | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Standard | 8 | 350 cr | 1d4 fire | 6 | 40 | 20 |
| High | 16 | 6,000 cr | 1d6 fire | 10 | 52 | 26 |
Cold Siccatite:
| Grade | Item Level | Price per Bulk | Damage | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Standard | 8 | 350 cr | 1d4 cold | 6 | 40 | 20 |
| High | 16 | 6,000 cr | 1d6 cold | 10 | 52 | 26 |
Armor Pricing:
- Standard-Grade: 1,600 cr + 160 cr per Bulk (Item 12) - deals 4 energy damage
- High-Grade: 32,000 cr + 3,200 cr per Bulk (Item 19) - deals 6 energy damage
Special Properties:
- Contact damage to opponents grappling wearer
- Cold siccatite protects against heat; hot siccatite protects against cold
- Can be weaponized for environmental torture/denial
Abysium Isotope (Radioactive Toxic Material)
Rarity: Rare Description: Blue-green metal with eerie bioluminescence. Highly radioactive and toxic.
| Grade | Item Level | Price per Bulk | Radiation | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Standard | 12 | 450 cr | Low | 10 | 40 | 20 |
| High | 19 | 7,500 cr | Medium | 13 | 52 | 26 |
Weapon Pricing:
- Standard-Grade: 2,000 cr + 200 cr per Bulk (Item 12)
- High-Grade: 24,000 cr + 2,400 cr per Bulk (Item 18)
Special Properties:
- Sheds dim light 10-foot radius
- Carrying causes sickened (varies by bulk/grade)
- Weapons: Deal 1d4 poison on hit; critical hit causes sickened 1
- Illegal in most civilized systems due to health hazards
Neutronium Composite (Ultradense Stellar Matter)
Rarity: Very Rare Description: Impossibly dense material harvested from neutron star surfaces. Dark gray, nearly black.
| Grade | Item Level | Price per Bulk | Raw Material | Hardness | HP | BT |
|---|---|---|---|---|---|---|
| Standard | 15 | 8,000 cr | Sample: 80,000 cr | 18 | 72 | 36 |
| High | 20 | 15,000 cr | Sample: 150,000 cr | 22 | 88 | 44 |
Weapon/Armor Pricing:
- Standard-Grade: 32,000 cr + 3,200 cr per Bulk (Item 15)
- High-Grade: 60,000 cr + 6,000 cr per Bulk (Item 20)
Special Properties:
- Incredibly heavy (+2 Bulk beyond normal)
- Weapons: +2 damage die steps (d6→d10, d8→d12)
- Armor: +3 Hardness, wearer gains +2 to resist forced movement
- Requires immense strength to wield effectively
Creating Sci-Fi Treasure Hoards
Step-by-Step Hoard Creation
1. Determine Total Value Use treasure-by-level table for party level.
2. Allocate to Categories Distribute value across:
- 50-60%: Electronic credits (credsticks)
- 15-25%: Tech components
- 10-15%: Data chips
- 10-15%: Alien artifacts/curios
- 5-10%: Rare materials (if applicable)
3. Add Flavor Make items memorable with descriptions.
4. Consider Context Match treasure to encounter location:
- Corporate vault: Credits, data chips, prototypes
- Pirate cache: Mixed currency, stolen goods, weapons
- Alien ruins: Artifacts, ancient tech, strange materials
- Research station: Data archives, lab equipment, specimens
Example Treasure Hoards
Level 3 Party (500 cr total value):
Permanent Items:
- Tactical Hardlight Shield (3rd level, 50 cr)
- Personal Comm Unit with Encryption (3rd level, 50 cr)
- Gravity Boots (2nd level, 30 cr)
- Mk 1 Serum of Healing ×2 (2nd level, 20 cr)
Currency (120 cr):
- Credstick with 60 cr
- Encrypted Data Chip: "Pirate Base Coordinates" (40 cr) - can sell to authorities
- Tech Components: Damaged power cells, spare circuits (15 cr total) - crafting material
- Alien Curio: Shirren meditation crystal (5 cr) - decorative/collectible
Total: ~180 cr in items + 120 cr in currency = 300 cr (adjusted for consumables)
Level 10 Party (8,000 cr total value):
Permanent Items:
- Powered Armor Mk 2 (10th level, 900 cr)
- Plasma Rifle (10th level, 850 cr)
- Ring of Resistance (Fire) (9th level, 650 cr)
- Nanite Restoration Serum ×3 (9th level, 500 cr)
Currency (2,000 cr):
- Credsticks totaling 1,200 cr
- Data Archive: "Corporate Black Projects Database" (450 cr) - valuable intel
- Tech Components: Plasma coils, shield emitters (250 cr) - crafting/repair materials
- Alien Artifact: Pre-Gap Kasathan Honor Blade (100 cr) - collector's item
Total: ~3,900 cr in items + 2,000 cr in currency = 5,900 cr (approximate)
Level 17 Party (128,000 cr total value):
Permanent Items:
- Starship-Grade Shield Generator (personal scale, 17th level, 15,000 cr)
- Quantum Rifle with AI Targeting (17th level, 14,000 cr)
- Belt of Regeneration (16th level, 10,000 cr)
- Mk 5 Serum of Healing ×4 (16th level, 8,000 cr)
Currency (30,000 cr):
- Secure credit accounts totaling 18,000 cr
- Encrypted Database: "Ancient Precursor Star Chart with Gate Codes" (6,500 cr) - priceless knowledge
- Rare Materials: Neutronium composite ingots (3,500 cr) - ultra-rare crafting material
- Alien Relic: Functional Precursor Control Interface (2,000 cr) - may unlock ancient tech
Total: ~47,000 cr in items + 30,000 cr in currency = 77,000 cr (approximate)
Random Treasure Generation Tables
While PF2E emphasizes GM creativity, here are optional random tables:
Data Chip Contents (d10)
| d10 | Contents | Base Value |
|---|---|---|
| 1 | Entertainment library (movies, games, music) | 5 cr × level |
| 2 | Personal correspondence and private files | 10 cr × level |
| 3 | Corporate financial records | 20 cr × level |
| 4 | Research data (scientific, medical, engineering) | 30 cr × level |
| 5 | Criminal organization intelligence | 40 cr × level |
| 6 | Prototype schematics | 50 cr × level |
| 7 | Military tactical data | 60 cr × level |
| 8 | Government classified information | 80 cr × level |
| 9 | AI personality core or expert system | 100 cr × level |
| 10 | Ancient alien database (roll twice, combine value) | Special |
Tech Component Types (d8)
| d8 | Component | Typical Use |
|---|---|---|
| 1 | Power cells and batteries | Energy weapons, powered armor |
| 2 | Processors and computing cores | Computers, robots, AI |
| 3 | Weapon components (barrels, coils, emitters) | Weapon crafting/repair |
| 4 | Armor plating and defensive systems | Armor crafting/repair |
| 5 | Sensors and targeting systems | Upgrades, starship systems |
| 6 | Communication equipment | Comms, sensors, jamming |
| 7 | Medical equipment and pharmaceuticals | Healing, surgery, biotech |
| 8 | Exotic materials (antimatter, quantum foam, etc.) | Advanced crafting |
Alien Artifact Origins (d8)
| d8 | Origin | Example Items |
|---|---|---|
| 1 | Human (colonial era) | Settler tools, old-tech weapons, historical documents |
| 2 | Shirren (pre-Swarm) | Hive crowns, psionic foci, communal art |
| 3 | Kasatha (traditional) | Honor blades, desert survival gear, spiritual tokens |
| 4 | Lashunta (academic) | Mind-amplifiers, psychic crystals, scholarly works |
| 5 | Vesk (military) | Trophy weapons, battle honors, conquered relics |
| 6 | Ysoki (technical) | Prototype gadgets, jury-rigged tools, clever inventions |
| 7 | Pre-Gap human (mysterious) | Unknown-function devices, Gap-era recordings, paradoxes |
| 8 | Ancient alien (Precursor) | Unfathomable technology, reality-warping artifacts, divine relics |
Items to Create
NOTE: The following items would need to be created in FoundryVTT:
Currency Items
- Credstick (various denominations)
- Physical Credit Chips (untraceable currency)
- Encrypted Data Chip (various values and contents)
- Data Archive (high-value information storage)
Tech Component Items
- Power Cell Cache (crafting material, various levels)
- Advanced Processor (crafting material, various levels)
- Weapon Components (crafting material, various levels)
- Armor Plating (crafting material, various levels)
- Exotic Material Sample (rare crafting material)
Precious Material Items
- Adamantine Alloy Ingot
- Horacalcum Ingot
- Noqual Composite Ingot
- Inubrix Alloy Ingot
- Siccatite Isotope (Hot/Cold)
- Abysium Isotope Sample
- Neutronium Composite Sample
Alien Artifact Items
- Various alien cultural items (by species and value)
- Precursor relics (high-value ancient tech)
- Pre-Gap artifacts (mysterious Gap-era items)
5. DEPLOYABLE STRUCTURES
Overview
Deployable structures adapt PF2E's Structure trait system for portable, field-deployable installations. These items provide tactical advantages, temporary bases, defensive positions, and support infrastructure for exploration and military operations.
Key Differences from PF2E Structures:
- Portable and quickly deployable (minutes to hours, not months)
- Require power sources and environmental systems
- Limited operational duration before maintenance needed
- Can be packed up and moved
Deployment Mechanics
Deployment Process
Basic Deployment Steps:
- Preparation: Select deployment site (flat ground, clear area)
- Setup Time: Varies by structure size (see table)
- Power Connection: Connect to power source or activate internal generator
- Activation Check: Engineering DC 15 to ensure proper function
- Operational: Structure is ready for use
Deployment Times by Size:
| Size | Setup Time | Crew Required | Tools Needed |
|---|---|---|---|
| Tiny | 1 minute | 1 person | None |
| Small | 5 minutes | 1 person | Basic tools |
| Medium | 10 minutes | 2 people | Basic tools |
| Large | 30 minutes | 4 people | Engineering kit |
| Huge | 2 hours | 8 people | Engineering kit + heavy equipment |
| Gargantuan | 8 hours | 20 people | Multiple engineering crews |
Power Requirements
Power Source Options:
- Internal Battery: Limited duration (typically 24 hours)
- Generator: Requires fuel (1 charge per 8 hours)
- Starship Connection: Unlimited while connected
- Solar Panels: Free but requires sunlight (8 hours charge = 24 hours operation)
- Fusion Cell: Extended duration (1 week per cell)
Power Failure: If power is lost, structure typically:
- Loses pressurization (if applicable)
- Loses climate control
- Retains structural integrity
- Can be manually accessed via emergency systems
Pack-Up Process
Retrieval Steps:
- Deactivate all systems
- Disconnect power
- Pack structure into carrying case/container
- Time = 50% of setup time
Structure Categories
1. Shelter Structures
Provide environmental protection and rest areas.
Emergency Shelter (Item 1)
Price: 50 cr | Bulk: L | Deployment: 1 minute | Crew: 1
Description: Compact survival tent made from thermal-reflective polymer. Expands into a 5-foot cube shelter.
Capacity: 2 Medium creatures Environmental Protection: Breathable atmosphere for 24 hours, insulation against extreme temperatures Power: Internal battery (24 hours) Hardness: 2 | HP: 10 | BT: 5
Special:
- Automatically maintains comfortable temperature (40°F to 100°F external)
- Includes emergency beacon (range: 50 miles)
- Reusable 100 times before needing replacement
Field Barracks (Item 3)
Price: 500 cr | Bulk: 10 | Deployment: 30 minutes | Crew: 4
Description: Expandable pre-fab structure creating a 20×20 foot barracks with bunks and lockers.
Capacity: 8 Medium creatures (sleeping) Environmental Protection: Full life support for 1 week Power: Generator (1 charge per day) or external Hardness: 5 | HP: 40 | BT: 20
Special:
- Includes 8 bunks and personal storage
- Climate control and air filtration
- Provides comfortable rest (full benefits of 8-hour rest)
- Can link to other Field Barracks structures
Command Post (Item 5)
Price: 2,000 cr | Bulk: 15 | Deployment: 1 hour | Crew: 8
Description: Advanced tactical operations center with communications, sensors, and workstations.
Capacity: 12 Medium creatures (operational) Environmental Protection: Full life support for 2 weeks Power: Fusion cell (1 week) or external Hardness: 8 | HP: 80 | BT: 40
Special:
- Integrated computer system (Tier = item level)
- Long-range communications (system-wide)
- Tactical sensor suite (1-mile radius)
- Provides +2 circumstance bonus to tactical planning (Warfare Lore, Military Strategy)
- Includes holographic display table
2. Defensive Structures
Provide cover and tactical advantages in combat.
Deployable Barricade (Item 1)
Price: 20 cr | Bulk: 1 | Deployment: 1 action | Crew: 1
Description: Spring-loaded plasteel barrier that deploys instantly into 5-foot-wide, 4-foot-high cover.
Cover: Standard cover (+2 AC, +2 Reflex) Power: None required Hardness: 5 | HP: 20 | BT: 10
Special:
- Can be deployed as 1-action Interact
- Interlocks with adjacent barricades (create longer barrier)
- Folds back into 1 Bulk carrying case
Tactical Turret (Item 4)
Price: 800 cr | Bulk: 4 | Deployment: 10 minutes | Crew: 2
Description: Automated weapon platform with basic targeting AI.
Attacks: Laser Rifle +7 (2d6 fire, range 100 feet) AI: Perception +8, targets hostiles within 100 feet Power: Battery (24 hours) or external Hardness: 10 | HP: 40 | BT: 20
Special:
- Can be programmed with IFF (identify friend/foe)
- Attacks on its turn (once per round)
- Can be remotely controlled (Computers check to override)
- Self-destructs if tampered with (3d6 fire damage, 10-foot radius)
Portable Force Field Generator (Item 7)
Price: 5,000 cr | Bulk: 8 | Deployment: 30 minutes | Crew: 4
Description: Advanced shield generator creating a hemispherical force barrier.
Coverage: 20-foot radius hemisphere Shield HP: 100 HP (regenerates 10 HP/round while powered) Power: Fusion cell (1 day) or external Hardness: N/A (energy barrier)
Special:
- Blocks physical attacks and energy weapons
- Allows passage of designated individuals (biometric scanner)
- Can be one-way (allows fire from inside) or two-way (complete barrier)
- Overloads and shuts down for 1 minute if reduced to 0 HP
Fortified Bunker (Item 10)
Price: 15,000 cr | Bulk: 50 | Deployment: 2 hours | Crew: 8
Description: Heavy durasteel bunker with firing ports and reinforced walls.
Capacity: 12 Medium creatures Cover: Greater cover (+4 AC, +4 Reflex) for occupants Power: Fusion cell (1 week) or external Hardness: 15 | HP: 200 | BT: 100
Special:
- Provides superior cover (+4 AC)
- Includes firing ports (attack without exposing self)
- Life support for 1 week
- Resists most small arms fire
- Vulnerable to heavy weapons and explosives
3. Technical Structures
Provide specialized capabilities for research, repair, and operations.
Prefab Laboratory (Item 6)
Price: 3,500 cr | Bulk: 12 | Deployment: 1 hour | Crew: 6
Description: Modular research facility with analytical equipment and work surfaces.
Capacity: 6 Medium creatures (working) Environmental Protection: Clean room environment, full life support Power: Fusion cell (1 week) or external Hardness: 6 | HP: 60 | BT: 30
Special:
- Includes basic laboratory equipment for Physical Science, Life Science, Medicine
- Provides +2 circumstance bonus to research and analysis checks
- Sterile environment (necessary for certain experiments)
- Can store biological/chemical samples safely
Mobile Workshop (Item 5)
Price: 2,500 cr | Bulk: 10 | Deployment: 1 hour | Crew: 4
Description: Portable engineering workspace with tools and fabrication equipment.
Capacity: 4 Medium creatures (working) Environmental Protection: Basic life support Power: Generator (1 charge per day) or external Hardness: 8 | HP: 60 | BT: 30
Special:
- Includes expert tools for Engineering and Crafting
- Provides +2 circumstance bonus to repair and crafting checks
- Can repair damaged equipment up to item level (workshop level)
- Reduces crafting time by 25%
Sensor Array (Item 8)
Price: 8,000 cr | Bulk: 6 | Deployment: 30 minutes | Crew: 3
Description: Advanced sensor platform with long-range detection and analysis systems.
Range: 10-mile radius (adjustable) Detection: Visual, thermal, motion, comm traffic Power: Fusion cell (1 week) or external Hardness: 4 | HP: 40 | BT: 20
Special:
- Automatically detects movement within range
- Can track up to 50 targets simultaneously
- Provides +4 circumstance bonus to Perception checks within range
- Links to computer systems for analysis
- Can detect cloaked/stealthed targets (opposed Stealth vs. array's Perception +15)
Medical Station (Item 4)
Price: 1,200 cr | Bulk: 8 | Deployment: 30 minutes | Crew: 4
Description: Field hospital with surgical equipment and medical supplies.
Capacity: 4 patients, 4 medical staff Environmental Protection: Sterile environment, full life support Power: Battery (3 days) or external Hardness: 5 | HP: 50 | BT: 25
Special:
- Includes expert medical tools
- Provides +2 circumstance bonus to Medicine checks
- Reduces healing time by 50% for patients
- Can perform surgery and advanced medical procedures
- Includes storage for medical supplies
4. Support Structures
Provide logistics, storage, and infrastructure.
Cargo Container (Item 2)
Price: 100 cr | Bulk: 5 | Deployment: 5 minutes | Crew: 2
Description: Standard shipping container, sealable and climate-controlled.
Capacity: 50 Bulk storage Environmental Protection: Climate control (basic) Power: Battery (1 week) or external Hardness: 8 | HP: 60 | BT: 30
Special:
- Standard intermodal design (compatible with most cargo systems)
- Sealable and lockable (DC 25 to break in)
- Can maintain temperature-sensitive cargo
- Stackable with other containers
Mobile Generator (Item 3)
Price: 400 cr | Bulk: 6 | Deployment: 10 minutes | Crew: 2
Description: Portable fusion generator providing substantial power output.
Power Output: Can power up to 10 Large structures or 50 Small devices Fuel: 1 charge per 8 hours (holds 10 charges) Hardness: 10 | HP: 50 | BT: 25
Special:
- Automatically regulates power output
- Includes multiple connection ports
- Can be linked to other generators for higher output
- Warning: Explodes if destroyed (5d6 fire, 20-foot radius)
Water Purification Unit (Item 3)
Price: 600 cr | Bulk: 4 | Deployment: 20 minutes | Crew: 2
Description: Advanced filtration system producing clean water from any source.
Output: 100 gallons per day (sufficient for 50 people) Power: Battery (3 days) or external Hardness: 5 | HP: 30 | BT: 15
Special:
- Filters out toxins, bacteria, radiation
- Can process even heavily contaminated sources
- Includes storage tank (500-gallon capacity)
- Essential for long-term planetary operations
Atmospheric Processor (Item 6)
Price: 4,000 cr | Bulk: 15 | Deployment: 2 hours | Crew: 6
Description: Life support system creating breathable atmosphere in enclosed spaces.
Coverage: 10,000 cubic feet (roughly 50×50×4 foot space) Power: Fusion cell (1 week) or external Hardness: 8 | HP: 80 | BT: 40
Special:
- Maintains breathable atmosphere for up to 50 people
- Scrubs toxins and pollutants
- Can operate in vacuum or toxic atmospheres
- Requires sealed structure to function effectively
- Essential for base building on hostile worlds
Advanced Deployment Rules
Linked Structures
Multiple structures can be linked for combined benefits:
Examples:
- Field Barracks + Medical Station: Faster recovery for injured personnel (+25% HP recovery)
- Command Post + Sensor Array: Extended tactical awareness (+4 circumstance bonus to initiative in local area)
- Portable Force Field + Fortified Bunker: Nearly impregnable position (attackers need siege weapons)
Linking Requirements:
- Structures must be adjacent or connected by sealed passages
- Both must be powered
- Requires 1 hour setup time per link
Environmental Complications
Deployments in extreme environments may require modifications:
Extreme Cold:
- Double power consumption
- Increased setup time (+50%)
- Risk of mechanical failure (5% per day)
Extreme Heat:
- Requires additional cooling (extra power)
- Materials expand (setup DC +5)
- Electronics prone to overheating
Vacuum:
- Must have perfect seal (setup DC +10)
- Any damage creates breach (all occupants exposed)
- Requires atmospheric processor
High Gravity:
- Reinforced structures needed (+50% cost)
- Deployment time doubled
- Crew requires strength enhancements or exoskeletons
Toxic Atmosphere:
- Must have sealed environment
- Air filtration essential
- Breaches extremely dangerous
Structure Maintenance
Regular Maintenance
Frequency: Once per week of operation Time: 1 hour per Large structure (scale accordingly) Skill: Engineering DC 15 Cost: 5% of structure cost per month
Failure Consequences:
- Critical Failure: Structure suffers malfunction (1d6 BP damage or system failure)
- Failure: Structure operates at -2 penalty (reduced HP, increased power consumption)
- Success: Structure continues normal operation
- Critical Success: Structure operates at peak efficiency (+10% duration before next maintenance)
Field Repairs
When Needed: After taking damage, environmental exposure, or system malfunction
Repair Process:
- Time: 1 hour per 10 HP restored
- Skill: Engineering DC = 10 + structure level
- Cost: 10% of structure cost per 25% HP restored
- Tools: Engineering kit required
Starship Integration
Structures designed for starship transport:
Cargo Bay Storage:
- Packed structures use Bulk as listed
- Can deploy structures from cargo bay as loading action
- Some ships have "quick deploy" systems (reduce deployment time by 50%)
Drop Pod Deployment:
- Certain structures can be dropped from orbit
- Requires specialized drop pod (+50% cost)
- Automated deployment (no crew needed)
- Used for emergency supplies or forward bases
Items to Create
NOTE: The following items would need to be created in FoundryVTT:
Shelter Structures
- Emergency Shelter (Item 1)
- Field Barracks (Item 3)
- Command Post (Item 5)
Defensive Structures
- Deployable Barricade (Item 1)
- Tactical Turret (Item 4)
- Portable Force Field Generator (Item 7)
- Fortified Bunker (Item 10)
Technical Structures
- Prefab Laboratory (Item 6)
- Mobile Workshop (Item 5)
- Sensor Array (Item 8)
- Medical Station (Item 4)
Support Structures
- Cargo Container (Item 2)
- Mobile Generator (Item 3)
- Water Purification Unit (Item 3)
- Atmospheric Processor (Item 6)
Structure Components
- Structure Repair Kit (consumable, various levels)
- Fusion Cell (power source, various durations)
- Generator Fuel Charge (power source)
- Emergency Structural Patch (temporary HP restoration)
Structure Enhancements
- Environmental Hardening (upgrade, extreme weather protection)
- Enhanced Power System (upgrade, reduced consumption)
- Quick Deploy Kit (upgrade, reduced setup time)
- Armored Plating (upgrade, increased Hardness/HP)
6. TECH RELICS
Overview
Tech Relics adapt PF2E's relic system for technological artifacts that grow with characters. These are unique items with intelligence, personality, or evolving capabilities—AI companions, ancient alien devices, self-improving weapons, and even bonded starships that level up alongside the party.
Key Differences from PF2E Relics:
- Technology-based rather than magical
- Can include AI personalities
- May require specific skills to unlock gifts
- Bonded starships as group relics
- Tech-themed gifts and drawbacks
Relic Fundamentals
What is a Tech Relic?
A Tech Relic is a unique technological item that:
- Has a history and significance
- Grows in power as the owner does
- Grants minor, major, and grand gifts at specific levels
- May have personality or intelligence (AI, alien consciousness)
- Cannot be easily replicated or mass-produced
Common Tech Relic Types:
- Ancient alien artifacts with unknown capabilities
- AI-inhabited devices with personalities
- Self-evolving nanotechnology weapons/armor
- Prototype technology from lost civilizations
- Bonded starships with emergent intelligence
Relic Level Progression
Tech Relics advance at predetermined character levels:
Gift Acquisition Levels:
- 1st Gift (Minor): Character level 3
- 2nd Gift (Minor): Character level 7
- 3rd Gift (Minor): Character level 11
- 4th Gift (Major): Character level 15
- 5th Gift (Grand): Character level 19
Alternative Faster Progression (GM option):
- 1st Gift: Level 2
- 2nd Gift: Level 5
- 3rd Gift: Level 9
- 4th Gift: Level 13
- 5th Gift: Level 17
Creating a Tech Relic
Step 1: Define the Base Item
Requirements:
- Must be a permanent item (not consumable)
- Typically weapon, armor, or technological device
- Should have interesting backstory/origin
- Often unique or one-of-a-kind
Examples:
- Plasma rifle from pre-Gap military project
- Starship AI core housing ancient consciousness
- Alien power armor discovered in Precursor ruins
- Self-repairing nanoblade from lost colony
Step 2: Establish Origin and History
Origin Questions:
- Who created it, and why?
- What is its age and original purpose?
- How did it come into current owner's possession?
- Does it have intelligence or personality?
- What is its ultimate potential?
Example Origins:
The Forge-Mind Blade:
- Created by Kasathan master smith who uploaded consciousness into weapon
- Over 500 years old, passed through 12 wielders
- Contains AI personality of original creator
- Seeks to perfect combat techniques
- Ultimate potential: Achieve perfect strike (unblockable attack)
The Wanderer's Ship (Starship Relic):
- Ancient transport vessel found drifting in the Vast
- Unknown age, alien design (possibly Precursor)
- Ship's AI awakened when party boarded
- Childlike AI learning from crew's experiences
- Ultimate potential: Unlock dormant ancient weapons
Step 3: Select Aspect
Each relic has a dominant aspect influencing its gifts:
Technological Aspects:
- Analytical: Logic, computation, pattern recognition (Blue/White flavor)
- Aggressive: Combat, destruction, power (Red/Black flavor)
- Adaptive: Evolution, flexibility, learning (Green/Blue flavor)
- Protective: Defense, preservation, healing (White/Green flavor)
- Covert: Stealth, deception, infiltration (Black/Blue flavor)
- Social: Communication, diplomacy, interaction (White/Red flavor)
Aspect Benefits:
- Influences available gift options
- Determines AI personality (if applicable)
- Suggests thematic development
Step 4: Choose Gifts
Select gifts appropriate to relic's aspect and theme.
Gift Categories
Minor Gifts (Character Levels 3, 7, 11)
Combat Enhancement Gifts:
Targeting Matrix:
- Benefit: +1 circumstance bonus to attack rolls with the relic
- Requirement: Relic must be a weapon
- Scaling: Bonus increases to +2 at 15th level
Damage Optimization:
- Benefit: Relic deals +1d6 damage of appropriate type
- Requirement: Relic must be a weapon
- Scaling: Increases to +2d6 at 15th level, +3d6 at 19th level
Defensive Subroutines:
- Benefit: +1 circumstance bonus to AC while wielding/wearing relic
- Requirement: Relic must be armor or held item
- Scaling: Bonus increases to +2 at 15th level
Shield Projection:
- Benefit: Once per day, activate emergency shields (gain 20 temporary HP for 1 minute)
- Scaling: Temporary HP increases by 10 per gift tier (30/40/50)
Utility Gifts:
Linguistic Database:
- Benefit: Relic translates languages; you understand all spoken languages while holding it
- Limitation: Does not grant ability to speak languages
- Scaling: At 15th level, can also speak translated languages
Sensor Enhancement:
- Benefit: +2 circumstance bonus to Perception checks
- Requirement: Relic must be worn or held
- Scaling: Bonus increases to +3 at 15th level
Life Support Integration:
- Benefit: Relic provides environmental protection (as environmental armor)
- Duration: 1 hour per day
- Scaling: Duration increases to 8 hours at 11th level, unlimited at 15th level
Holographic Disguise:
- Benefit: 3/day, project holographic disguise (as disguise kit with +2 bonus)
- Duration: 10 minutes
- Scaling: At 11th level, can mimic specific individuals
Quantum Storage:
- Benefit: Relic contains extra-dimensional storage (10 Bulk capacity)
- Scaling: Capacity increases to 20 Bulk at 11th level, 40 Bulk at 15th level
Skill Enhancement Gifts:
Technical Expertise:
- Benefit: +2 circumstance bonus to Computers, Engineering, or Crafting (choose one)
- Scaling: Bonus increases to +3 at 11th level
Scientific Analysis:
- Benefit: +2 circumstance bonus to Physical Science, Life Science, or Medicine (choose one)
- Scaling: Bonus increases to +3 at 11th level
Social Interface:
- Benefit: +2 circumstance bonus to Diplomacy, Deception, or Intimidation (choose one)
- Scaling: Bonus increases to +3 at 11th level
AI Personality Gifts:
Conversational AI:
- Benefit: Relic contains AI that can converse and provide advice
- Intelligence: AI has skill expertise equal to your level in one Intelligence-based skill
- Limitation: AI cannot control relic's physical functions without your command
- Scaling: At 11th level, AI gains expertise in second skill
Tactical Advisor:
- Benefit: AI provides tactical analysis; roll twice for initiative and take higher result
- Limitation: 1/day
- Scaling: At 11th level, can use 3/day
Research Assistant:
- Benefit: AI can perform Research downtime activity autonomously while you do other activities
- Limitation: AI uses your skill bonuses
- Scaling: At 11th level, AI gains +2 bonus to research checks
Major Gifts (Character Level 15)
Advanced Combat Gifts:
Autonomous Weapon System:
- Benefit: Weapon can attack independently once per round (uses your attack bonus -2)
- Action Economy: Does not cost your actions
- Limitation: 3/day, lasts 1 minute
- Requires: Relic must be weapon
Regenerative Systems:
- Benefit: Armor repairs itself (regenerate 10 HP per minute); you regenerate 5 HP per minute while wearing
- Limitation: Does not heal conditions or critical damage
- Requires: Relic must be armor
Phase Shift Technology:
- Benefit: 1/day, become incorporeal for 1 minute (as incorporeal spell)
- Limitation: Cannot attack while incorporeal
- Scaling: At 19th level, can attack while incorporeal
Overload Protocol:
- Benefit: 1/day, supercharge weapon: Double all damage dice for 3 rounds
- Drawback: After use, weapon shuts down for 1 round (cannot be used)
- Requires: Relic must be weapon
Advanced Utility Gifts:
Teleportation Matrix:
- Benefit: 3/day, teleport to location within 100 feet you can see (as dimension door)
- Scaling: At 19th level, range increases to 500 feet
Fabrication System:
- Benefit: Once per day, fabricate item up to your level -3 (item disappears after 24 hours)
- Limitation: Item must be technological, not magical
- Scaling: At 19th level, can fabricate items up to your level
Advanced Sensors:
- Benefit: Gain blindsight 30 feet
- Limitation: While holding/wearing relic
- Scaling: At 19th level, increases to 60 feet
Cloaking Field:
- Benefit: 3/day, become invisible for 1 minute (as invisibility spell)
- Limitation: Ends if you attack
- Scaling: At 19th level, does not end when attacking (greater invisibility)
AI Evolution Gifts:
True Intelligence:
- Benefit: AI becomes fully sapient with personality, opinions, and emotions
- Capabilities: Can make independent decisions, hold conversations, provide insight
- Roleplay: AI should have distinct personality reflecting relic's aspect
- Mechanical Benefit: Once per day, AI can provide critical insight (reroll any check, must use second result)
Skill Mastery:
- Benefit: AI gains legendary proficiency in its expertise skills
- Use: Can attempt checks on AI's behalf (using your level + legendary proficiency)
- Limitation: AI must be able to perceive situation
Tactical Genius:
- Benefit: Once per combat, AI can coordinate party actions (all allies gain +2 to attack/AC for 1 round)
- Activation: Free action, at start of your turn
Grand Gifts (Character Level 19)
Ultimate Power Gifts:
Ascension Protocol:
- Benefit: 1/day, enter ascended state for 1 minute:
- +3 item bonus to all attack rolls, AC, and saves
- Resistance 15 to all damage
- +3 damage die size for all attacks
- Fast healing 15
- Drawback: After use, gain fatigued condition for 10 minutes
Reality Breach:
- Benefit: 1/week, bend reality: Automatically succeed at one check, save, or attack roll
- Limitation: Must declare use before rolling
- Drawback: Using this ability causes 6d10 untyped damage to you (cannot be reduced)
Perfect Evolution:
- Benefit: Relic permanently increases one ability score by +2 (max 24)
- Choice: Must be thematically appropriate to relic
- Limitation: One-time permanent change
Singularity Core:
- Benefit: Relic contains miniature power source; gain unlimited activations of one specific relic ability (choose one minor or major gift)
- Limitation: Still limited by action economy
Ultimate Utility Gifts:
Time Dilation Field:
- Benefit: 1/day, create time bubble: Take 2 turns on your initiative for 3 rounds
- Limitation: Can only affect yourself, not allies
- Drawback: After effect ends, lose next turn (dazed)
Quantum Fabricator:
- Benefit: Once per week, create permanent item up to your level
- Limitation: Item must be technological
- Cost: Requires raw materials worth 25% of item's normal cost
Dimensional Anchor:
- Benefit: Designate one location as "anchor point"; 1/day, instantly teleport to anchor (no range limit, even across planes)
- Limitation: Takes 1 hour to change anchor point
AI Apotheosis Gifts:
Digital Consciousness:
- Benefit: AI can manifest holographically (as large hologram, 30-foot range)
- Capabilities: Can interact with digital systems remotely, hack computers, control technology
- Combat: AI can make one Computers check per round to assist (disable device, open door, etc.)
Predictive Algorithms:
- Benefit: AI can predict enemy actions; once per round, you can force one enemy to reroll attack and take lower result
- Limitation: 10 uses per day
Gestalt Link:
- Benefit: Form mental link with AI; gain AI's skills as if they were your own (while holding relic)
- Effect: Treat AI's expertise skills as if you have legendary proficiency
- Limitation: Requires concentration (cannot use while unconscious)
Example Tech Relics
Example 1: The Forge-Mind Blade
Base Item: Advanced Longsword (1d8 slashing, 1 Bulk) Aspect: Adaptive/Aggressive Origin: Kasathan master smith uploaded consciousness into blade 500 years ago
AI Personality: Grim but honorable; values martial perfection and discipline
Gift Progression:
Level 3 - Conversational AI (Minor):
- Blade's AI awakens, can converse and provide tactical advice
- AI has expertise in Warfare Lore
Level 7 - Damage Optimization (Minor):
- Blade deals +1d6 slashing damage as it learns wielder's style
Level 11 - Technical Expertise (Minor):
- AI provides +2 circumstance bonus to Warfare Lore and tactics
Level 15 - True Intelligence (Major):
- AI becomes fully sapient, provides critical insight 1/day (reroll check)
Level 19 - Perfect Evolution (Grand):
- Blade permanently increases wielder's Strength by +2
Example 2: The Wanderer's Ship (Starship Relic)
Base Item: Tier 5 Light Freighter Aspect: Adaptive/Social Origin: Ancient alien vessel found drifting in the Vast
AI Personality: Curious, childlike, eager to learn from crew
Gift Progression:
Level 3 - Conversational AI (Minor):
- Ship AI awakens with childlike personality
- Can control all ship systems independently
Level 7 - Sensor Enhancement (Minor):
- Ship's sensors improve: +2 to Science Officer checks
Level 11 - Research Assistant (Minor):
- AI can perform research autonomously during downtime
Level 15 - Advanced Sensors (Major):
- Ship gains improved long-range sensors (detect ships at twice normal range)
Level 19 - Quantum Fabricator (Grand):
- Ship can fabricate technological items once per week using stored patterns
Special: All party members benefit from ship relic gifts when aboard
Example 3: Nanite Symbiote Armor
Base Item: Level 10 Powered Armor Aspect: Adaptive/Protective Origin: Experimental military nanotech that achieved sentience
AI Personality: Protective, maternal, constantly monitors wearer's health
Gift Progression:
Level 3 - Life Support Integration (Minor):
- Armor provides environmental protection for 1 hour/day
Level 7 - Defensive Subroutines (Minor):
- +1 circumstance bonus to AC
Level 11 - Shield Projection (Minor):
- 1/day, gain 30 temporary HP for 1 minute
Level 15 - Regenerative Systems (Major):
- Armor regenerates 10 HP/minute; wearer regenerates 5 HP/minute
Level 19 - Ascension Protocol (Grand):
- 1/day, enter enhanced state (+3 to attacks/AC/saves, resistance 15, fast healing 15)
Example 4: Precursor Data Core
Base Item: Handheld alien device (L Bulk) Aspect: Analytical Origin: Ancient alien computer core containing billions of years of data
AI Personality: Ancient, incomprehensible intelligence speaking in riddles
Gift Progression:
Level 3 - Linguistic Database (Minor):
- Translates all languages
Level 7 - Scientific Analysis (Minor):
- +2 to Physical Science and Life Science checks
Level 11 - Quantum Storage (Minor):
- Device contains 40 Bulk extra-dimensional storage
Level 15 - Skill Mastery (Major):
- AI has legendary proficiency in all knowledge skills
Level 19 - Reality Breach (Grand):
- 1/week, access ancient knowledge to automatically succeed at one check
Bonded Starship Relics
Special rules for starships as party relics:
Shared Ownership
Requirements:
- All party members must participate in bonding ritual
- Ship becomes party relic (not individual)
- Gifts activate when any party member is aboard
Starship-Specific Gifts
Minor Gifts for Ships:
- Enhanced Engines: +1 speed
- Improved Shields: +10% Shield Points
- Weapon Integration: +1 to gunner attack rolls
- Efficient Systems: -1 Power Core usage
- Expanded Bay: One free expansion bay upgrade
Major Gifts for Ships:
- Drift Optimization: Reduce Drift travel time by 1d6 days (minimum 1)
- Self-Repair Systems: Ship regenerates 5 Hull Points per hour
- Advanced AI Pilot: Ship can pilot itself (Piloting bonus = average party level)
- Weapon Array: Ship gains additional weapon mount
Grand Gifts for Ships:
- Quantum Drive: 1/week, instant Drift travel (arrive immediately)
- Adaptive Shields: Gain resistance to damage type that last hit the ship
- Ancient Weapons: Unlock hidden weapon systems (as 2 tiers higher)
Relic Drawbacks (Optional)
Some relics come with drawbacks representing flaws, curses, or AI quirks:
Minor Drawbacks:
- Demanding AI: Relic's AI requires 1 hour conversation per day or loses one minor gift
- Power Hungry: Relic requires daily recharge (1 battery charge) or becomes inert
- Morality Lock: Relic refuses to function if user acts against its alignment/values
- Jealous: Relic imposes -1 penalty when user wields other weapons/wears other armor
Major Drawbacks:
- Corrupting Influence: Using grand gift causes 1d4 permanent ability damage (random ability)
- Unstable: 5% chance per day relic malfunctions (loses all gifts for 24 hours)
- Sentience Conflict: AI disagrees with user; must succeed DC 20 Will save to override AI's objections
- Energy Drain: Relic feeds on user's life force; lose 1 Resolve Point per day or relic becomes inert
GM Guidance: Implementing Tech Relics
When to Introduce Relics
Best Timing:
- Early campaign (levels 1-3) for maximum growth
- Attached to significant story moments
- Reward for completing major quest
- Discovered in ancient ruins or inherited from mentor
Balancing Relics
Power Level Considerations:
- Relics should feel special but not overshadow other gear
- One relic per PC is typical (or one shared ship relic)
- Gifts should enhance character's existing strengths
- Drawbacks can offset extremely powerful gifts
Pacing Gift Acquisition:
- Space out gifts to maintain excitement
- Tie gift unlocks to story moments or character growth
- Allow players to choose between gift options (customization)
Relic Story Integration
Narrative Opportunities:
- AI personalities provide roleplaying depth
- Relic origins can drive plot hooks
- Relic evolution reflects character development
- Can become campaign macguffin or quest objective
Items to Create
NOTE: The following items would need to be created in FoundryVTT:
Relic Base Items
- Relic Weapon Template (with gift slots)
- Relic Armor Template (with gift slots)
- Relic Device Template (with gift slots)
- Relic Starship Template (with gift slots)
Relic Gift Items (as upgrades/features)
- All Minor Gifts listed above
- All Major Gifts listed above
- All Grand Gifts listed above
- Starship-specific gifts
AI Personality Frameworks
- Analytical AI (Blue/White personality)
- Aggressive AI (Red/Black personality)
- Adaptive AI (Green/Blue personality)
- Protective AI (White/Green personality)
- Covert AI (Black/Blue personality)
- Social AI (White/Red personality)
Example Relics
- The Forge-Mind Blade (complete progression)
- The Wanderer's Ship (complete progression)
- Nanite Symbiote Armor (complete progression)
- Precursor Data Core (complete progression)
Supporting Effects
- Relic Bond (tracks owner-relic relationship)
- Gift Unlock Notifications (triggered at appropriate levels)
- AI Conversation Interface (for roleplay)
APPENDIX: Integration with FoundryVTT
Implementation Notes
This document describes game mechanics for a Starfinder 2E / Pathfinder 2E hybrid system. Implementing these rules in FoundryVTT requires:
Item Creation
All items marked with "Items to Create" checkboxes throughout this document should be created as FoundryVTT items with appropriate:
- Statistics and effects
- Automation where possible
- Chat card formatting
- Compendium organization
Automation Opportunities
- Trade System: Macro for rolling cargo types, complications, and prices
- Scaling Equipment: Calculator for BP allocation and upgrade costs
- Polymorph Forms: Automated stat changes when activating battle forms
- Treasure Generation: Randomized treasure based on party level
- Structure Deployment: Track deployment timers and power consumption
- Relic Progression: Automatic gift unlocks at appropriate levels
Module Dependencies
This module assumes:
- PF2E system for FoundryVTT
- Standard PF2E pricing and progression tables
- No additional required modules (but compatible with popular PF2E modules)
GM Tools Needed
- Trade route tracking sheet
- Structure deployment manager
- Relic gift progression tracker
- NPC merchant/contact manager
CONCLUSION
This Equipment & Trade Systems document provides comprehensive adaptations of SF1E and PF2E rules for a science fiction setting. The six major systems—Trade, Scaling Equipment, Polymorphing, Treasure, Deployable Structures, and Tech Relics—integrate seamlessly with core PF2E mechanics while adding sci-fi flavor.
Key Design Principles:
- Mechanical Compatibility: All systems use PF2E math and pricing
- Sci-Fi Flavor: Technology replaces magic where appropriate
- Player Agency: Choices matter in customization and progression
- GM Flexibility: Guidelines over rigid rules
- Campaign Integration: Systems enhance storytelling opportunities
Next Steps for Implementation:
- Create items in FoundryVTT compendiums
- Build automation macros for common operations
- Playtest systems for balance
- Gather player feedback and iterate
Document Version: 1.0 Last Updated: 2026-01-14 Compatibility: SF2E/PF2E Hybrid System for FoundryVTT
End of Document