Chapter 4: Subsystems
Subsystems are a great way to add depth to aspects of your game that don't occur in combat but still have high stakes. This chapter begins with Victory Points, a structure that underlies much of the chapter, to help you build your own subsystems. Next are some of the most common subsystems you might need in your game, with advice on how to use and modify them. This chapter is organized into the following sections.
- Victory Points provides a framework with which to build your own subsystems, detailing the fundamental structure that Starfinder uses for its subsystems.
- Influence gives rules for more in-depth social encounters involving influencing NPCs.
- Research shows you how to build an interesting structure for scenes where PCs research topics and seek information.
- Chases are designed to represent the fast-paced feel of movie chase scenes.
- Infiltration allows you to build infiltrations and heists where careful planning helps the PCs maintain an edge against their adversaries and pull off incredible capers.
- Hacking provides a narrative challenge that represents accessing a secured computer.
- Cinematic Starship Combat provides rules for cinematic and fast-paced starship combat that focuses on narrative interactions between the fighting starships.
- Vehicles introduces aerial, terrestrial, aquatic, and space vehicles.
Deciding to Use a Subsystem
It's important to leave enough time and mental energy to make the subsystem feel special and to bring all the components and elements of the subsystem to life in the game world. Subsystems often require strategic thinking for players to succeed but also require roleplaying to glue together in a satisfying way. When presented with a specific structure on how to complete a challenge or obstacle, it can be natural for players to focus on that structure rather than the story that the mechanics are trying to tell. A subsystem stripped of all its life and narrative depth can become nothing more than a large number of die rolls, however, and the last thing you want is to lose the magic, especially with a subsystem the PCs enjoy. Sometimes, a simple check is the right way to handle the scene, and that's okay! The subsystems will be there when you need them to spice up an adventure or really dive deep into a particular element or scene.
Victory Points
Victory Points (or VP) allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points have almost unlimited potential as a campaign tool; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the outcome of a particular story element.
Naming Your Victory Points
Victory Point Subsystem Structures
Accumulating Victory Points
In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target—either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total since it's dynamic and less at risk of resulting in a stalemate.
You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each have varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing a mining colony to support work reforms only for it to escalate to an armed revolution. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end.
Accumulating Rolls
Diminishing Victory Points
Diminishing Rolls
Multiple Point Subsystems
Infiltration offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure.
Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate.
Obstacles and DCs
Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge.
Setting your Scale
This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the “adventure-wide, sideline” value. It could be even lower, such as if you have a city-based adventure including several opportunities to interact with a street gang to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all.
The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time.
The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points—such as checks to Discover information about NPCs using the influence subsystem. Keep all these in mind when deciding what end point you want to use.
| Duration of Challenge | VP End Point | VP Thresholds |
|---|---|---|
| Quick encounter | 3–5 | — |
| Long encounter | 7–10 | 4 |
| Most of a session | 15–25 | 5, 10, 15 |
| Adventure-wide, sideline | 15–20 | 5, 10, 15 |
| Adventure-wide, forefront | 25–50 | 10, 20, 30, 40 |
Running Your Subsystem
You can even have challenges that require all the PCs to participate. For instance, if a ritzy nightclub's owner is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to Impersonate or Sneak. You'll likely find that some approaches should be automatic successes if the character making an attempt is well-suited to the task, or automatic failures for ideas that are likely impossible or that rely on abilities the character doesn't possess.
Rewards
Influence
Because of the variety of Influence skill options and the ability to use Perception to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has Diplomacy.
The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical.
During each round of an influence encounter, each PC can act once to either Influence or Discover.
Influence Stat Blocks
NPC Name
Traits
A succinct description of the NPC, such as “award-winning pop diva” or “famous ace pilot.”
Perception The NPC's Perception modifier, plus potentially relevant abilities such as scent or truesight.
Will The NPC's Will modifier, plus any special adjustments.
Discovery The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs.
Influence Skills The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). Diplomacy should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC's interests.
Influence Thresholds The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds.
Resistances Some NPCs are resistant to certain tactics, biased against certain types of people, or can get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike technomancers, or bristle at any mention of their ex-spouse. Typically, an NPC's resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible.
Weaknesses Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it's a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC's weakness, it typically decreases the associated Influence check's DC by 2 (or 5 for stronger weaknesses), but it could have farther-ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far.
Setting DCs
For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say that's the DC for Diplomacy but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the Intimidation DC 24.
Returning to the example above, maybe you also determine that the hacker NPC loves talking about vidgames, resulting in an incredibly easy DC adjustment to get DC 12 for Vidgame Lore. To represent her judgmental nature, you might decide the hacker isn't easily impressed by others' technical prowess and make the check to show off with Computers challenging, applying the hard DC adjustment to make the Computers DC 24.
Runing an Influence Encounter
Think about how the number of rounds of a social encounter relates to the overall event. For instance, if you have a four-course brunch that takes 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change helps make the NPC feel a bit more real and helps break up any repetition in your encounter.
Experience Points
Research
In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. This subsystem is great for granting PCs more in-depth pieces of information as they continue to explore an area at large. Here, time passes in rounds spanning anywhere from 10 or so minutes to a full day. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with a lonely artificial intelligence or a combat encounter against a malfunctioning security robot.
Research challenges work best when the PCs face a time constraint, rival research group, or other form of external condition that presents additional pressures—if the PCs have all the time in the world to safely investigate a database or ruin, you can usually simplify things to a simple skill check since the PCs are free to keep rolling until they uncover everything there is to find.
Building a Research Challenge
Designing the Library
Throughout the library, you'll place research checks. These describe the task that the party is doing to Research—asking in a chat room, skimming books, chemically testing samples, or talking to a stubborn administrator—and a number of skills and DCs the party can use with the Research activity, in order from the lowest DC (the skill that works best) to the highest DC.
Designing the Stat Block
Reaching thresholds can also change the state of the library, in the PCs' favor or otherwise. In a poorly managed database, the first threshold might simply be cable management to help subsequent checks, but in a haunted database, necrolinked undead might appear to check their feeds. Reaching a research threshold can do just about anything, but it should have impact.
You don't need to evenly space thresholds—you could require very few Research Points for crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward.
Published adventures use stat blocks like the one below.
Research Topic's NameResearch (Level)
Traits
Research Checks The checks PCs can attempt to conduct research listed alongside their locations, tagged with area codes or page references when appropriate.
Research Thresholds Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold).
Chases
The Speed rules in Player Core and vehicle rules work well for short sprints through fairly clear terrain. Over longer distances and through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit, so you can create a thrilling chase scene.
Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point.
Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days?
Obstacles
Each obstacle requires a certain number of Chase Points to overcome. Typically, half the obstacles require 1 point fewer than the number of party members, and half require 2 points fewer (with a minimum of 1 Chase Point per obstacle). Particularly challenging obstacles might require more. Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a security officer or give a bribe to ignore them. Each approach usually requires a skill check or Perception check, but sometimes a saving throw, an attack roll, or something even more unusual, like casting a certain spell.
On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains.
Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill, or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who's legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using Acrobatics to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful.
Once the PCs accumulate enough Chase Points to overcome the obstacle, they move on to the next. Extra Chase Points don't carry over to the next obstacle. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0.
It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows.
Crowd Obstacle 1
Chase Points 3; Overcome DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow
Throngs of people crowd the space station corridors, making it difficult to continue the chase.
Building a Chase
Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses Stealth, selecting Thievery as the other option doesn't really offer opportunities for different types of characters since those who are good at Thievery are very likely the same ones who are good at Stealth. On the other hand, offering Athletics as an alternative gives a soldier who's terrible at Stealth a way to help. The group can help cover for a character who's less capable at a particular obstacle, but it's more fun for players when you present substantially different options for each obstacle.
Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles.
Short: 6 obstacles, about 10–20 minutes of game time
Medium: 8 obstacles, about 15–25 minutes of game time
Long: 10 obstacles, about 20–30 minutes of game time
Setting Obstacle DCs
If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC to be easy or very easy because the PC is likely to be good at the skill they've chosen.
Shortcuts and Split Paths
Ending Chases
Types of Chases
- Chase Down: The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape.
- Run Away: The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of the foes at the end of a round.
- Beat the Clock: The PCs try to get through all the obstacles before a certain number of rounds pass, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually equal the number of rounds.
- Competitive Chase: The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there's more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate).
Running a Chase
Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the very least, you should indicate the relative difficulty of the clear paths.
Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment as well. For instance, if a colossus is chasing after the PCs, after the PCs overcome an obstacle consisting of a cluttered construction site, you could describe how the colossus flattens the structure beneath its feet as it stomps after them.
Visual Aids
If the PCs get Stuck
Sample Obstacles
| Crumbling Corridor (1st) | DC 13 Acrobatics to avoid damaging the walls, DC 15 Crafting to repair the walls; Quaking Corridor (11th) DC 25 Acrobatics, DC 30 Crafting |
|---|---|
| Fungal Grotto (1st) | DC 15 Fortitude to endure poisonous spores, DC 13 Survival to avoid fruiting bodies; Virulent Fungi (5th) DC 20 Fortitude, DC 18 Survival |
| Collapsed Tunnel (5th) | DC 20 Athletics to dig through, DC 18 Perception to find another path; Ancient Collapse (12th) DC 30 Athletics, DC 28 Perception |
| Mining Drill (5th) | DC 20 Reflex to dodge the drill, DC 15 Thievery to disable the drill; Fleet of Drills (12th) DC 30 Reflex, DC 28 Thievery |
| Chain Link Fence (1st) | DC 13 Athletics to climb, DC 15 Thievery to unlock the gate; High Welded Wire Fence (8th) DC 20 Athletics, DC 25 Thievery |
|---|---|
| Crowd (1st) | DC 15 Acrobatics or Athletics to weave or push through, DC 13 Society to follow the flow; Convention Crowd (4th) DC 20 Athletics, DC 18 Society |
| Illegally Parked Vehicle (1st) | DC 13 Crafting or Piloting to cut the brakes, DC 15 Intimidation to make the owner move it; Food Truck (5th) DC 20 Crafting or Piloting, DC 22 Intimidation |
| Rickety Fire Escape (1st) | DC 15 Acrobatics to slide down, DC 13 Athletics to swing from landing to landing; Crumbling, Steep Fire Escape (5th) DC 18 Acrobatics, DC 20 Athletics |
| Security Drone (1st) | DC 14 Computers to reprogram, DC 16 Stealth to sneak past; Security Robot (9th) DC 26 Computers, DC 28 Stealth |
| Viral Flash Mob (2nd) | DC 15 Performance to join in, DC 13 Thievery to disable the sound system; Viral Surprise Concert (12th) DC 30 Performance, DC 28 Thievery |
| Confusing Side Streets (1st) | DC 13 Society to recall the street layout, DC 15 Survival to navigate through the tangle; Twisting Back Alleys (5th) DC 18 Society, DC 20 Survival |
|---|---|
| Demonstration (1st) | DC 15 Intimidation to part the crowd, DC 13 Performance to sway the masses; Parade (5th) DC 20 Intimidation, DC 18 Performance |
| Red Light (1st) | DC 13 Computers to hack the lights, DC 15 Piloting to drive through oncoming traffic; Busy Red Light (11th) DC 25 Computers, DC 30 Piloting |
| Spiked Rail (1st) | DC 15 Athletics or Crafting to create an improvised ramp, DC 13 Perception to find a way around; Blockaded Street (5th) DC 20 Athletics or Crafting, DC 18 Perception |
| Traffic Jam (1st) | DC 13 Perception to spot an opening, DC 15 Piloting to swerve through traffic; Rush Hour (5th) DC 18 Perception, DC 20 Piloting |
| Construction Site (2nd) | DC 17 Piloting to swerve through the site, DC 13 Society to understand the site's organization and layout; Demolition Site (5th) DC 20 Piloting, DC 18 Society |
| Deep Mud (1st) | DC 15 Athletics to slog through, DC 13 Perception to find a path; Horrid Bog (5th) DC 20 Athletics, DC 18 Perception |
|---|---|
| Downpour (1st) | DC 13 Fortitude to push through, DC 15 Nature to predict the weather; Magical Thunderstorm (11th) DC 25 Fortitude, DC 30 Nature |
| Rope Bridge (1st) | DC 15 Acrobatics to cross carefully, DC 13 Crafting to make repairs; Solitary Frayed Rope (11th) DC 30 Acrobatics, DC 25 Crafting |
| Rushing River (1st) | DC 15 Athletics to swim or hop across stones, DC 13 Survival to find a ford nearby; Flash Flood (5th) DC 20 Athletics, DC 18 Survival |
| Tangled Forest (2nd) | DC 17 Perception to find the way, DC 13 Survival to plot a path; Enchanted Forest (5th) DC 20 Perception, DC 18 Survival |
Infiltration
An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs' goal might be sneaking into a crime syndicate's warehouse to relieve them of ill-gotten gains, navigating the winding passages of a prison mining colony to free a friend framed for murder, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the crime syndicate lookouts, the prison's security robots, or the guests at a celebrity's party. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out—in any case, blocked from accomplishing their goal.
An infiltration is fundamentally a roleplaying activity. The players narrate their characters' actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though it's up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different, depending on the story and your group's preferences.
Building an Infiltration
Objective
To achieve an objective, the PCs must overcome a certain number of obstacles—specific challenges the PCs face, such as maneuvering past a laser sensor grid or persistent paparazzi. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several.
It's a good idea to offer more obstacles as options than the characters need to overcome, and the PCs don't all have to choose the same ones. This represents the fact that there's more than one way into a base and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective.
Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success!
While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs' actions and apply to the party as a whole. As the PCs' Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they're found out, and their infiltration fails altogether!
Obstacles
The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a storage unit for clues, and once one PC has disabled a lock, everyone can enter.
A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once.
Obstacles in Play
Pacing
Sample Obstacles
Locked Door Obstacle
Infiltration Points 1 (group); Overcome hard or very hard Athletics, Computers, or Thievery
A locked door separates the heroes from their target.
Security Checkpoint Obstacle
Infiltration Points 2 (individual); Overcome standard, hard, or very hard Deception, Diplomacy, or Stealth
Security officers cluster at a checkpoint, alert for unusual activity.
Surveillance Camera Obstacle
Infiltration Points 1 (group); Overcome standard or hard Acrobatics, Computers, or Stealth
A live camera monitored by security guards is looking out for suspicious activity.
Trap Obstacle
Infiltration Points 3 (group); Overcome hard or very hard Thievery
A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure.
Awareness Points
Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure). Other failed checks during the infiltration typically don't increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion.
The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails.
Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesn't have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way.
This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game.
5 Awareness Points: Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs.
10 Awareness Points: The first time the PCs reach this tier, a complication occurs.
15 Awareness Points: Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs.
20 Awareness Points: The infiltration fails.
Complications
Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of security guards or robots who try to stop, capture, or even kill the PCs. When this happens, the infiltration might briefly shift into encounter mode as the PCs attempt to defeat their assailants. The sounds of battle are loud, and guards often have ways to trigger alarms or call for backup, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat causes them to gain Awareness Points, at the very least.
Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and you'll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a character's turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle.
Don't overwhelm the characters with complications. Typically, you'll want to aim for two complications per AP threshold. Otherwise, the PCs might end up spending more time on the complications than on the infiltration itself, and the chance of failure might be too high.
The following example is a common complication that could occur in almost any infiltration.
Submit Identification Complication
Trigger The PCs reach 5 Awareness Points for the first time.
Overcome standard, hard, or very hard Deception, Computers, Crafting, or Stealth
A security drone confronts the party and demands to see their credentials before asking them to vacate the area.
Opportunities
Some opportunities might be available at almost any time in any infiltration, like this example.
Smooth the PathOpportunity
Requirements The PC has successfully completed an individual objective, and some other PCs haven't.
Having completed your objective, you help an ally who's still trying to reach that goal. Describe how you're helping. This gives the ally the benefits of Following the Expert. In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead.
Edge Points
PC Preparations
Typically, you'll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs aren't entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity—most activities should grant their benefits only once.
You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story.
Hacking
The hacking subsystem enables PCs to gain access to and control secure computers. PCs work together to discover and exploit a computer's vulnerabilities in order to help bypass the system's security without triggering its countermeasures. Using the hacking subsystem, characters who are untrained in Computers can help using magic, social skills, and more. There are two kinds of hacking encounters: simple and complex.
Simple hacking is quick, streamlined, and functions like a simple hazard. Simple computers have one access point and no vulnerabilities. Hacking a simple computer or Disabling the computer's countermeasures is a two-action activity. If the PCs have the time to gain access to a simple computer without the pressure of an accompanying encounter, you can allow the PCs up to two additional failures before triggering the computer's countermeasures. Alternatively, you can use the guidelines for building a computer to introduce a custom vulnerability or otherwise modify a simple computer, but adding more than one vulnerability runs the risk of making it a complex encounter that takes much more time to hack!
Complex hacking occurs over multiple rounds that might last a variable amount of time. During each round of a complexh acking encounter, each PC can act once, attempting to either exploit vulnerabilities, notice and disable countermeasures, or Hack one of the computer's points of access. Each time a character successfully exploits an access point's vulnerability, the DC to Hack the associated access point is lowered by the indicated value. If a character fails to Disable the access point's countermeasures or fails to Hack an access point, they accrue one failure (two on a critical failure) for that access point. Each access point has one or more countermeasures that trigger when a group accrues enough failures. Characters in the same group can act in whatever order they prefer, each taking a turn. Usually, the character attempting to Hack the computer will go last, giving the rest of the party an opportunity to disable the computer's countermeasures and lower the DC by exploiting vulnerabilities. While a group of hackers might be tempted to take their time and explore every avenue before attempting to Hack a computer, doing so is risky! During each round the PCs attempt to exploit one or more vulnerabilities, but don't attempt to Hack an access point or disable a countermeasure, they accrue one failure for an associated access point.
Building a Computer
Concept
Computer Types
Setting the Statistics
Simplified Quick Hacking
Computer Stat Blocks
Computer's Name Computer Level
TraitsThis provides information about the computer and its purpose.
Access Point Each access point should be noted as physical (if it requires the character to be physically adjacent) or remote (if it can be accessed from a distance). This is followed by the number of successes required to Hack the access point. The DC of skill checks that can be attempted to use the access point are listed here, followed by the minimum proficiency rank required for the skills (if any) in parentheses. Each access point is associated with its own unique vulnerabilities and countermeasures. If a computer has multiple access points, these access points (and their associated vulnerabilities and countermeasures) are listed separately.
Vulnerabilities Each vulnerability lists in parentheses the DC of any skill checks that can be attempted to exploit it, followed by a value of how much it lowers the access point's DC. Some computers don't have this entry.
Countermeasures Lists the nature of the countermeasures that trigger after reaching the number of failures in the parentheses; the DC of any skill checks required to notice and disable the countermeasures are also here. Some countermeasures have the persistent trait, meaning once they've been triggered, they automatically trigger again at the end of each ensuing round. Persistent countermeasures can be disabled even after they've been triggered, and doing so prevents them from triggering again (but doesn't erase the effects of previous triggers).
Sample Stat Blocks
Additional Rewards
Cinematic Starship Scenes
Cinematic starship scenes occur in encounter mode and require the PCs to work together onboard a starship by taking on different roles. Starship scenes often involve combat between two or more starships, but they might present a unique challenge like a high-speed chase against enemy starships through an asteroid field, or a scientific mission to scan a planet before a black hole consumes it. Cinematic starship scenes often incorporate magic, such as a friendly race with spectra in the Drift.
Cinematic starship scenes are similar to a complex hazard but are presented as a new type of stat block that also includes details for the PCs' starship, threats (including enemy starships, dangerous creatures, hazardous terrain, gravity wells, and more), and victory conditions for the encounter.
Running Cinematic Starship Scenes
At the beginning of a round, each starship role becomes available, as determined by the scene. At the start of a PC's turn, they select an available role to occupy, maintaining that role until the beginning of the next round. This means a PC who acted as pilot in the previous round could act as captain in the following round, as long as the role is currently available and unoccupied. Some roles can be occupied by multiple PCs, such as a ship that has two gunners or even two science officers. The available roles and the number of characters who can occupy each role are noted in the scene.
Based on the role a PC selects, they have one or more special actions they can use on their turn. This might represent a special piloting maneuver to try to escape the threat, a counterhacking endeavor the science officer might need to commit to, a magical ritual necessary to close a nearby rift into Hell, or even a simple firing of the ship's laser cannon at a foe! As usual, PCs have 3 actions during their turn, which they'll use to perform special actions granted by their role or other actions of their choice. As most starship actions require 2 actions to use, each PC is likely to have a single action to spare on their turn, which might include a PC preparing to Aid an ally, a spellcaster casting guidance to improve their odds of success on a skill check, or a PC taking a shot at an enemy boarder invading the bridge.
Unlike the PCs onboard their starship, who are the stars of the show and guide the story with their choices, the threats in a cinematic starship scene operate using preset routines— though some scenes might provide variations on a routine to keep the PCs on their toes! Enemy starships involved in the scene perform routines and don't perform crew actions.
Cinematic Starship Scene XP
You can also grant the PCs additional XP as a story award for succeeding at a scene's victory conditions, doubling the Victory Points threshold for a victory condition, completing additional objectives, achieving an important story milestone, or even coming up with creative solutions.
| Level | XP |
| Party level – 4 | 10 XP |
| Party level – 3 | 15 XP |
| Party level – 2 | 20 XP |
| Party level – 1 | 30 XP |
| Party level | 40 XP |
| Party level + 1 | 60 XP |
| Party level + 2 | 80 XP |
| Party level + 3 | 100 XP |
| Party level + 4 | 120 XP |
Additional Considerations
Balancing for More Crew: Most encounters, including those in printed adventures, assume a baseline number of four PCs acting onboard a starship. Sometimes a scene might include a friendly NPC and their presence is balanced for in the encounter. When accounting for additional PCs beyond four, it's important to look at the number of successes required for any associated Victory Points system at play as well as the potential output of enemy starships. Generally, the number of gunners available on the PCs' starship accounts for damage output, so adding more PCs won't necessarily increase damage output, but instead provide the PCs with more options on how to complete the encounter or better their chances with other checks.
Character Abilities: Some characters might have special abilities, such as feats or spells, they can use during a cinematic starship scene. Core class abilities, like Aim for an operative or Suppressing Fire for a soldier, aren't intended for cinematic starship scenes. Most applications for feats and spells are left up to the GM's discretion for what's appropriate to the specific encounter but generally should veer on the more permissive side when it makes sense. Spells might be usable on a PC's turn, with some single-action enhancement spells like guidance fitting exceptionally well into the action economy a character receives during their turn. Similarly, a GM might provide a bonus or reward for casting particularly powerful spells, like phantasmal fleet, instead of taking a bespoke starship action on their turn. Remember, the goal is for every player to have fun playing the characters they created.
Conditions on Starships: Sometimes, the PCs' starship might gain a condition or similar negative effect that has a timing element. In most cases, these conditions last for a specified duration; however, persistent damage requires a slight adjustment as it shouldn't trigger on each player's turn, as the damage affects the starship and not the PCs. Instead, resolve persistent damage on a starship at the end of each round, having one PC roll the flat check to recover. A PC occupying the engineer role can spend 2 actions on their turn to perform Assisted Recovery on their starship, reducing the flat check's DC to 10. This allows the engineer to attempt an extra flat check to end the persistent damage immediately, but only once per round. This is a replacement for the normal Assisted Recovery rules.
Weapon Ranges: For simplicity of running these encounters, there are no range increments for starship attacks in cinematic starship scenes. This keeps things simple and avoids the need for the encounter to have a tactical map. There might be a special action that allows a pilot to line up a better shot or move the starship further out of range to make hitting it more difficult. When accounting for the effects of character actions, such as spells, the distance between starships is up to the GM's discretion but generally should be assumed to be at least several hundred feet apart unless the pilot takes a special action to safely maneuver close to the other starship.
Scene Format
Scene Name Scene (Level)
Trait
An overall description of the overall encounter.
Victory Conditions Explanation of how the PCs succeed or measure success during the encounter. This might include options like reducing one or more threats to 0 Hit Points, obtaining a certain number of Victory Points, or that the encounter ends after a set number of rounds.
Additional Objectives Explanation of any optional objectives the PCs can attempt to accomplish, including information on how these objectives are accomplished. Most cinematic starship scenes don't include additional objectives, and additional objectives never contribute to a scene's victory conditions or end the encounter.
Starship Description Details about the PCs' starship, including notable components.
Available Roles A list of the roles that PCs can occupy on the starship. A PC determines their role at the start of their turn, but the crew of any given starship can never take more actions with the associated role trait than the number of roles listed here.
Starship Bonuses Core numerical details about the PCs' starship, including any relevant skill bonuses or notable information that could affect PCs or the encounter.
AC the PCs' starship AC; Saving Throws the PCs' starship saves
Shields the PCs' starship shields with a parenthetical on how many it regains at the start of each round; HP the PCs' starship Hit Points. If this is reduced to 0, then the starship is disabled.
Starship Actions Specific actions the PCs can take in their starship during the encounter. Some actions, particularly Strikes, will specify a proficiency necessary.
Threat Name A description of the threat, such as enemy starships or dangerous environmental effects.
Initiative The specific skill the threat uses to roll its initiative along with appropriate bonus.
Skills the threat's skills, if any
AC the threat's AC, if any; Saving Throws the threat's saves, if any
Shields the threat's shields with a parenthetical on how many it regains at the start of each round, if any; HP the threat's Hit Points, if any; Immunities the threat's immunities, if any; Weaknesses the threat's weaknesses, if any; Resistances the threat's resistances, if any
Special Abilities Abilities that occur outside of the threat's regular routine.
Threat Routine (number of actions) This entry describes what the threat does on each of its turns during an encounter; the number in parentheses indicates how many actions the threat can use each turn.
Threat Action Any action the threat can use appears here.
Additional Threats You can include multiple threats in a cinematic starship encounter; each should include the same information as detailed above.
Ending the Encounter Specifics on how the encounter can end. This is separate from victory conditions, as an encounter might end before the PCs achieve a victory condition, or the PCs might only be partway to complete victory when an encounter ends.
Building Starship Scenes
Victory Conditions
Victory conditions represent the ways in which the PCs overcome the encounter and measure their success. This might include something as simple as “destroy the Corpse Fleet starship” with that starship being one of the threats in the encounter. There might also be an objective of “escape the asteroid field by gaining 5 or more Escape Points,” which can be earned by actions the PCs take during the encounter. Some scenes might even provide the PCs with multiple means of achieving victory, such as combining the idea of a Corpse Fleet vessel attacking the PCs inside an asteroid field—the PCs might win the encounter by either of the two options listed above!
Ending a starship scene can be determined by a variety of factors. It might be timed based on a number of rounds that pass, until the PCs or one or more threats are disabled, or when the PCs (or a threat) achieve a certain threshold of successes on relevant checks.
Additional Objectives
Player Starships
Available Roles: Each starship the PCs operate has several different starship roles PCs can occupy. This typically includes captain, engineer, gunner, magic officer, pilot, and science officer. Not every starship in a starship scene has every role available; a smaller shuttle might not benefit from a specialized captain, while an organic space whale might not benefit from a mechanical engineer. Generally, there should be at least four roles available (the average assumed party size in Starfinder) with a potential for up to six to eight to allow for allies or other NPCs to contribute. Some starship scenes have entirely unique roles a PC can occupy with niche applications.
Starship Bonuses: Different starships might provide different bonuses to skills that the PCs can utilize during a cinematic starship scene. A high-speed fighter might provide a bonus to Piloting, while a scientific research vessel might provide a bonus to Computers checks. This area compiles the bonuses and details them. They should be treated as item bonuses to the relevant skills, though there might be situations where a different bonus is applied, and that can be indicated in a parenthetical. Skill bonuses provided here should match skills required for the scene, whether as part of starship actions or in response to the actions of threats.
AC: The effective Armor Class of the PCs' starship in the encounter, representing how difficult it is to hit. You can use the AC presented on the Armor Class table in Building Creatures, selecting the extreme, high, moderate, or low value depending on the type of starship the PCs use in the encounter. A lower AC should correspond to the PCs' starship having higher Hit Points and Shields.
Saving Throws: The saving throws associated with a PCs' starship. This will generally only include Fortitude and Reflex saves, though sometimes a Will save might appear if the PCs are piloting a living creature like an oma or a starship with a sentient intelligence that's susceptible to mental effects. You can use the saves presented on the Saving Throw table in Building Creatures, selecting the extreme, high, moderate or low value depending on the type of starship the PCs use in the encounter.
Hit Points & Shields: The Hit Points of a starship represent the physical damage it can take, while Shields are akin to temporary Hit Points that regenerate at the start of every round. You can use the Hit Points presented on the Hit Points table in Building Creatures, selecting the high, moderate or low value depending on the type of starship the PCs use in the encounter. You'll generally want the PCs' starship to have at least moderate Hit Points. For shields, the value should match the maximum value found on the Resistances and Weaknesses table in Building Creatures, such as 5 Shields for a 2nd-level scene starship or 18 Shields for a 15th-level scene starship.
Starship Actions: This lists the actions the crew of a starship (likely the PCs plus any NPCs aboard) can perform as part of the encounter. Actions are usually a 2-action activity so that a PC can perform only one of these actions during their turn. If there's an expectation of combat, such as fighting another ship, the starship should have at least one weapon the PCs can fire. Other actions might include special ship actions or actions related to the scene, like scanning or using a magical aeon stone console.
Designing Player Starships
Necessary Tools: Make sure the starship can satisfy the victory conditions for the scene. If there's a need for Computers checks to obtain successes to end the encounter, there should be at least one role and associated action that enable the PCs to obtain those successes. To give the PCs more of an edge, you might decide to grant a starship bonus to Computers, which can assist the PCs and compensate for groups that might not have full mastery of one or more necessary skills.
Survivability: A player starship should generally skew to higher Hit Points if its AC is low and slightly lower Hit Points if the AC is higher. You'll want to compare these values to the damage output of the threats in your scene as detailed later in this chapter. A starship should be able to survive for multiple rounds in an encounter, unless the encounter is intended to be short or the PCs critically fail several key checks.
Action Variety: Create starship actions that use different skills and can be spread among different roles. Letting a pilot role focus on checks that involve Piloting is obvious, but you might combine that with an Escape the Area action that allows the science officer to perform the same action but using Computers instead. This lets multiple PCs contribute to the encounter.
Try to make sure that most actions, with the general exception of ranged gunner attacks, have multiple skills that a crew member can employ. Include some basic skills like Crafting and Athletics for some engineering tasks while also keeping Perception in mind as something most classes have training in. More esoteric skills, like Lore skills and skills related to magical traditions (Arcana, Nature, Occultism, or Religion), should generally tie to a magic officer role or bespoke actions like scanning related cosmic events
Threats
Threat Name: A name and general description of the threat the PCs face.
Initiative: The statistic and appropriate modifier the threat uses to determine its initiative.
Skills: A list of skills relevant to the threat in an encounter. This should be filled in only if the threat has some means of using the skill or the skill is relevant to an ability the PCs might possess in the encounter.
AC: The Armor Class of the threat, if any. Some threats might be intangible (such as a computer virus affecting the PCs' starship during the scene) or too large in scope to attack (like an asteroid field) and won't require an AC entry.
Saving Throws: The relevant saving throws of the threat. In most cases, this indicates a Fortitude and Reflex save, but sometimes (such as with a living creature) a Will save might be necessary.
Hit Points & Shields: The Hit Points and Shields of the threat when relevant. Generally, a threat should have no higher than moderate Hit Points and only have Shields equal to the minimum resistance of the scene's level, if shields are appropriate on the threat.
Threat Routine: Like a complex hazard, each threat has a routine it performs on its turn in the initiative order. This routine lists the specific actions the threat takes during its initiative as well as relevant rules.
Designing Threats
Complications: Some threats should exist to complicate the PCs' actions. In a scene where the PCs act to obtain Victory Points, then consider having a complication that exists to stymie their efforts by imposing a skill penalty unless a crew member acts to negate the complicating hazard. In combats, this complication might be a nebula that scatters targeting and imposes a flat check on attacks akin to concealment, unless a crew member acts to overcome the effect. This works best with environmental effects and provides a good way for less direct roles, like magic and science officers, to interact with the encounter.
Indiscriminate Threats: One way to add an additional threat without breaking the overall balance of the encounter is to include a threat that targets everyone in the encounter indiscriminately. An example might be a magical effect that blasts the area with energy and blinds sensors (possibly requiring a crew action to counter) or an environmental effect that damages every side in a conflict. Having a hazard-like threat within the encounter that deals damage with a basic saving throw and affects the PCs and other present threats generally balances a combat-focused encounter but could have more ramifications in a timed event, as extra damage means the PCs can't remain operational for as long.
Multiple Starship Threats: Battling against a squadron of enemy fighters is an iconic scene, but if you include multiple enemy starship threats, the PCs can quickly find themselves overwhelmed. Instead, you might consider looking at the appropriate Hit Points and damage of one threat, then dividing it into groups. An appropriate 4th-level threat in a cinematic starship scene could have a moderate Hit Points of 60 (as per the Hit Points table in Building Creatures), which you could break down into groups of 15, giving you a total of four fighters. The damage of a moderate 4th-level threat is 2d6+5 damage per round, so you might consider having each fighter deal 1d6+3 damage with their attacks, meaning if each enemy fighter hits the PCs, they take more damage than moderate; however, the PCs compensate by being able to remove smaller threats at a faster rate.
Components of Cinematic Starship Scenes
Example Victory Conditions
Defeat a Threat: Overcome a specific threat in the scene by reducing its Hit Points to 0 or otherwise overcoming or removing it from the encounter.
Victory Points: Use the Victory Point subsystem to create a system of gradual successes or metrics for the PCs to achieve in an encounter.
Survival: A simple condition that requires the PCs' starship to survive for a set number of rounds or until a specific condition in the encounter is met.
Example Starships
Fighter: Typically, this example is the smallest starship available and can seat one or two creatures of up to Large size.
Shuttle: A smaller starship that can contain up to six or eight creatures. Shuttles travel between different locations and rarely have amenities to be comfortable for extended missions.
Explorer: A vessel used by adventurers and mercenaries across the galaxy to explore. It can operate with up to 12 crew for prolonged periods of time.
Transport: A larger vessel used primarily to move crew and cargo from one area to another. It has some amenities but isn't intended for long-term missions.
Cruiser: A starship intended for war. Cruisers act as the faster vanguards of most fleets, alongside slightly smaller destroyers. A handful of corporations and mercenary companies have vessels of this size, while many militaries operate these vessels.
Battleship: Enormous vessels that act as the mainstay of most militaries. Some factions might possess only one of these behemoths. They primarily fill the role of projecting power in a region of space, and many act as carriers that can unload swarms of smaller vessels.
Example Roles & Actions
Captain: A leader in a tense situation. The captain's role is to provide instruction and guidance to their crew while also reciting some inspiring speeches or demoralizing quips to enemy starship crews.
Engineer: A technical expert who focuses on keeping the starship running. They divert power to specific starship systems and can complete battlefield repairs.
Gunner: Gunners fire starship weapons. Whether it's unleashing a swarm of missiles or letting loose with a crackling blast of magitech electricity, gunners operate the myriad weapon systems of a starship and target threats in most starship scenes.
Magic Officer: Some starships possess esoteric systems powered by one or more of the magical traditions. Operating a magical scrying sensor or taking part in a ritual within the bowels of the vessel to increase combat capabilities are just some of the many actions this special crew role might take.
Pilot: Pilots move the ship and dictate its course. Most of the time, this movement will be achieved through a Piloting check, which might be attempted to navigate a hazard or to perform a specific maneuver in tense scenes. In longer starship scenes, a pilot might Plot a Course to navigate to a region to trigger an additional phase of a scene.
Science Officer: Employing high-tech sensors or personal knowledge, the science officer manages the tasks of scanning interstellar objects and operating certain technical aspects of the ship. They might use Computers as part of these actions or a specific Lore skill to Recall Knowledge to assist in an encounter.
Niche Roles: A catch-all for different roles onboard a starship that might not be common in most scenes but could be important to a specific scene. You might have a cook role representing the actions of a favored NPC onboard the ship who provides a small bonus or a corporate representative who can use their negotiating skills to assist in an encounter.
Example Threats
Enemy Starship: The most common threat in a cinematic starship scene is another starship. There could be one or more starships that oppose the PCs through combat or compete for similar victory conditions in an encounter. Examples: a Corpse Fleet raider, a hot-shot racer, a rival corporation science vessel, a Swarm battleship.
Environmental Effect: Though space is vast and mostly empty, there are many natural effects that can complicate a cinematic starship scene and provide the PCs with challenges to navigate around or overcome. Examples: asteroid fields, Drift storms, planetary atmosphere, solar flares.
Magical Effect: In a science-fantasy setting, there's always something magical around the next turn. Strange effects related to the different traditions of magic can have an overt impact on starship scenes or even act as time pressure, or have a more mental effect. Examples: a magically animated landscape that reaches up through the atmosphere to strike a starship, a mental compulsion on another threat in the scene, another plane of reality transposed into the scene.
Megafauna: Though similar in almost every respect to enemy starships, some foes are simply so large they can be treated as starships. Examples: dragons, omas, swarms of alien fauna.
Rewards & Consequences
Failure in a starship scene should rarely end with the party dying. A PC starship brought to 0 Hit Points becomes disabled, meaning it can be boarded or left adrift for the PCs to enact emergency repairs on. Some encounters, such as a sun about to go nova, might necessitate PC death, but you should always ensure that the PCs have ample time to escape. Instead of death, consider consequences such as the losing of vital intelligence, entering the next encounter at a disadvantage, or facing enemy forces that have had more time to prepare.
Vehicles
Vehicles play many roles in a game. They're the primary modes of transportation in most settlements, but when your urban cruiser is attacked, it becomes part of an encounter.
The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and downtime. A starship doesn't follow the same rules as other vehicles (see Cinematic Starship Scenes for more information).
Vehicle Basics
Size, Space, and Capacity
Most vehicles are Large or larger, and many are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. Most land transportation can haul around 500 Bulk of goods, while pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as a ship, have limits that are more based on volume than weight; a ship can hold upward of 1,500 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne. The GM might rule that unique or unusual vehicles can hold different amounts of Bulk.
Movement and Heading
Creatures can rotate and turn freely, so when you play a creature, you usually don't need to keep track of which way it's facing. However, vehicles can't turn on a dime, so when controlling a vehicle, you need to keep track of which direction it's facing. This is called the vehicle's heading.
When a vehicle moves, it must move in the direction of its heading—it can't move backward or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long enercycle could turn left in only 10 feet. A 100-foot-long cargo ship, however, would need 100 feet to make the same turn; so if the cargo ship has a 30-foot Speed, turning typically requires several actions' worth of movement. Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicle's front edge, and it can skew up to 45 degrees from the vehicle's current heading.
When using a vehicle in exploration mode, the vehicle's Speed determines its travel speed just like a creature (for more information, see the Travel Speed table), multiplied by 10 if the vehicle is motorized or magical. No Drive actions or Piloting checks are necessary to pilot a vehicle at these speeds.
Propulsion
There are five main types of propulsion: magical, motorized, pulled, {rules 1205 "rowed"}}, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. The vehicle's means of propulsion informs the skills a pilot can use for piloting checks, and some means of propulsion have additional rules.
Magical
Motorized
Pulled
When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control.
For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use Nature for piloting checks; for sapient pulling creatures, the pilot can instead use Diplomacy or Intimidation for piloting checks. Piloting can usually be substituted for these skills.
Rowed
When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle but usually doesn't damage the vehicle.
A pilot on a vehicle rowed by other people can use Diplomacy or Intimidation for piloting checks.
Wind
Piloting a Vehicle
Vehicle Momentum
Piloting Checks
The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through difficult terrain increases the DC to a hard DC for its level, and moving through greater difficult terrain increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures in a motorized vehicle, or rough seas for a water-based vehicle, could all increase the DC of a vehicle's piloting checks.
Piloting Actions
Reckless Piloting
Uncontrolled Vehicles
An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, difficult terrain, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds.
An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action.
Vehicles in Combat
While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a convertible, usually provides lesser cover, or standard cover from an attacker on the ground. An enclosed vehicle, such as a car, provides greater cover or might prevent attacks entirely. Breaking the vehicle can reduce the cover it provides.
Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a plasma cannon, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction.
Broken Vehicles
A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it's flying, it falls and everyone aboard takes falling damage.
Vehicle Statistics
Vehicle Name Vehicle [Level]
SizeOther Traits
Price This entry lists the vehicle's Price. This doesn't include creatures for pulling a vehicle, materials needed to power the vehicle, or the cost of rowers.
Space This entry gives the vehicle's dimensions, not including any creatures pulling the vehicle.
Crew The crew members required to operate the vehicle; Passengers The number of passengers the vehicle is typically configured to carry, if any, when the vehicle isn't carrying cargo. The number might be reduced if the vehicle is carrying cargo, at the GM's discretion.
Piloting Check This entry lists the skills that can be used for piloting checks while operating the vehicle. Some skills might increase the DC; these list the DC adjustment in parentheses following the skill name.
AC The vehicle's AC; Saving Throws The vehicle's saves (typically only Fortitude). If a vehicle needs to attempt a saving throw that isn't listed, the pilot attempts a piloting check at the same DC instead.
Hardness The vehicle's hardness, HP The vehicle's Hit Points, with its Broken Threshold in parentheses; Immunities The vehicle's immunities; Weaknesses The vehicle's weaknesses, if any; Resistances The vehicle's resistances, if any.
Speed The vehicle's Speeds, each followed by the propulsion type for that Speed in parentheses. A pulled vehicle indicates the number and size of the pulling creatures.
Collision The vehicle's collision damage and the DC for saving throws to mitigate that damage. Unless otherwise stated, collisions deal bludgeoning damage. If the vehicle has any other form of attack, like mounted weaponry, they appear in their own entries below this one.
Special Abilities Any abilities unique to the vehicle are listed at the end of the stat block.