Chapter 4: Subsystems

When your game veers into uncharted territory or you want to emphasize an element of gameplay that usually gets overlooked or condensed into a single check, you can use a subsystem. As the name implies, subsystems are extensions of the main rules system that allow you to explore a particular topic or style of play at your table.

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

When you have an exciting subsystem available, it can be tempting to use it anytime it can possibly come up (for instance, replacing every social scene with the influence subsystem). However, subsystems are most effective when used with intention. They're best when used for a component of the game that's meant to be at least a significant portion of a single session, when you want a different style of play than normal. You should avoid using a particular subsystem if many members of your group don't like it, or if use of a subsystem during play devolves into the PCs making a series of rolls that don't contribute to telling an interesting story. You should also be careful to ensure that whatever subsystem you use doesn't predominantly favor a specific player character or class since this can result in one person dominating the scene while the other players have nothing useful to do. Taking note of each PC's skills in advance can help make sure that each player has at least one opportunity to shine and help inspire certain elements of your subsystems by offering uses for skills that don't see as much use in your campaign, especially obscure Lore skills.

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

Establishing a standard for when your players successfully overcome a complex obstacle ensures that the consequences of the challenge are meaningful and rewarding. Victory Points are a valuable tool to help build your own subsystems for tracking these successes. Many other subsystems throughout this chapter use these as well, though often by a different name.

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

Selecting an evocative name for your Victory Points can better reflect the subsystem they track. The term “Victory Points” is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they're taking part in the type of activity your subsystem represents. Examples of renamed VPs include Awareness Points, Influence Points, and Research Points. The name should be representative, and the PCs should understand what it refers to. You can leave off the word “Points” if you prefer, though this section often retains it while describing how Victory Points can be used.

Victory Point Subsystem Structures

There are a few common structures for tracking Victory Points that you might use for your new subsystem. You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way you're running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points.

Accumulating Victory Points

The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC.

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
In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases.
Critical SuccessThe PCs gain 2 Victory Points.
SuccessThe PCs gain 1 Victory Point.
Critical FailureThe PCs lose 1 Victory Point.
This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare-brained schemes have a fair chance of losing the PCs 1 Victory Point.

Diminishing Victory Points

Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to prevent a hacker from getting into a database, keep an evacuation center safe during a hurricane, preserve a celebrity's untarnished reputation despite their troublemaking behavior, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it's great at conveying the urgency of a situation as the PCs lose points. Sometimes it's necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs. If they're on a timer, the final results might be better the more points they manage to keep before the time runs out.
Diminishing Rolls
Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows.
Critical SuccessIf regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.
SuccessThe PCs avoid losing any Victory Points.
FailureThe PCs lose 1 Victory Point.
Critical FailureThe PCs lose 2 Victory Points.

Multiple Point Subsystems

In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a virtual racing vidgame, the PCs and their opponents both try to gain their own Lap Points, and whoever gets to 10 points first wins!

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

When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale).

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

The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if it's meant to take up most or all of a game session. The Victory Point Scales table below suggests possible values for your Victory Point scale. The “adventure-wide” scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds.

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.
Victory Point Scales
Duration of ChallengeVP End PointVP Thresholds
Quick encounter3–5
Long encounter7–104
Most of a session15–255, 10, 15
Adventure-wide, sideline15–205, 10, 15
Adventure-wide, forefront25–5010, 20, 30, 40

Running Your Subsystem

When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check.

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

How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it's particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem that is fairly low profile and behind the scenes or isn't success-oriented, such as a subsystem to track what type of fan base the PCs' touring aggrosynth band will end up attracting based on the PCs' decisions, you might not give XP directly from the subsystem since, in that case, “success” is undefined.

Influence

Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence. These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. It's perfect for a single social gathering—whether it's a party, a boardroom meeting, or even an attempt to persuade a panel of judges during a game show.

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

NPCs in the influence subsystem have little need for many of the statistics you'll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight. Influence stat blocks are flexible and contain only the stats that are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC's Perception and Will modifiers.

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

When setting DCs, it's often good to start with a noncombat level or “social level” for the NPC and set their DCs accordingly. Use the DC adjustments just like you normally would. A good starting place is setting the NPC's Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work.

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

When running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. It's up to you to make sure every NPC is distinct, react to the PCs' interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks.

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

An influence encounter is typically worth the same amount of XP as a moderate combat encounter of its level would be.

Research

Information is a powerful tool and an invaluable reward. While firsthand experience and Recall Knowledge checks are useful for piecing together clues, the research subsystem provides a way for the PCs to discover important information while challenged by a time limit or other interesting twist.

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

A research challenge has two components: the library, which is an area containing the various research checks PCs need to attempt to learn about the topic (as well as obstacles that the PCs face while doing so); and a research stat block, which details the topic being researched and contains the information, rewards, and additional complications that happen when the PCs reach certain thresholds of RP.

Designing the Library

“Library” is the general term to designate the setting of the PCs' research. Despite the name, it doesn't necessarily consist of a collection of books. It could be a computer database, astral memory palace, a club where the party questions the other guests, or even an infosphere. In many ways, designing a library is similar to designing any other adventure locale, with various rooms or other areas, each with its own complications for the PCs to overcome. If your library has a tactical map, these are likely hazards or encounters with hostile creatures; if your library is cinematic, especially if it's a virtual space, these might instead be skill-based or social encounters with NPCs. The PCs might even need a skill check or the Hacking subsystem to gain access to 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

Once you've decided how your library and its research options are structured, it's time to build the stat block and set research thresholds for each topic. Thresholds are your opportunity to reward your PCs with intriguing new information (like the history of the planet they're on), tactical intel (such as a prototype robot's only weakness), uncommon or rare options (like item formulas of lost technology), or anything else. A mix of rewards is best! Backstory can be interesting but isn't much of a reward on its own, so it should appear only at the lowest thresholds.

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

When the PCs pursue a fleeing target—or someone is hunting them down—adding twists and turns to the pursuit builds suspense and makes the outcome more uncertain than if it were based on Speed alone. The chases subsystem helps you create cinematic scenes where the PCs must quickly overcome obstacles, from fleeing a secret laboratory set to self-destruct to desperately escaping pursuers trying to destroy an encrypted message.

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

During a chase, all the characters must overcome a series of obstacles that represent challenges—from security check points to quicksand—during the different legs of the pursuit. These obstacles aren't separated by specific distances; rather, the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle.

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.
Critical SuccessThe PCs gain 2 Chase Points.
SuccessThe PCs gain 1 Chase Point.
Critical FailureThe PCs lose 1 Chase Point.
If the means of bypassing the obstacle helps automatically without requiring a check—such as using a certain spell to assist—the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful.

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

When building a chase, first build your obstacles, and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation and should especially be slower against obstacles that require more than the typical number of Chase Points to overcome.

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

When you set the DCs for an obstacle, you'll typically be using simple DCs. Use a proficiency rank that's generally appropriate for the PCs' level if you want the obstacle to be a significant obstacle. As noted earlier, you'll typically want to select a couple different ways the group can get past an obstacle. At least one check should have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases, you might use something other than a simple DC; for example, if a specific NPC has put up a wall of steel, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully!

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

You might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a Perception check to find a faster path through an air duct, without the obstacles of navigating a busy nightclub. This can be fun, but it can also split up the group. Familiarize yourself with the Solo Chases sidebar to make similar adjustments for a divided group.

Ending Chases

Once you have the obstacles, decide the end conditions. Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, it's less clear when to end a chase otherwise. It's typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens.

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

When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and attempting checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing and how they're helping their comrades overcome each obstacle.

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

It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance.

If the PCs get Stuck

Sometimes, despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it's a good idea to just say they found another way around it. If presenting another way around the obstacle just doesn't make sense, such as if the PCs can't hot-wire an abandoned vehicle, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost.

Sample Obstacles

You can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group they're best suited for, and many include both a basic version for lower levels and a higher-level version.




Underground 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
Urban Obstacles
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
Vehicle Obstacles
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
Wilderness Obstacles
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

Not all elements of an adventure can be resolved with a hail of bullets and magical explosions. Sometimes subtlety is required to circumvent foes or accomplish a goal. When the characters need to rely on improvisation and fast thinking to infiltrate an enemy space station or organization to save the day, the infiltration subsystem provides a framework for those adventures.

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

When creating an infiltration, you'll want to start with the party's broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table.

Objective

The first thing you'll need to determine is the party's objective, or broad goal. Maybe the PCs need to find their way into a hidden laboratory, locate a particular person within a corporation, rob a bank, or plant a piece of incriminating evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence—the PCs might first need to find a way to enter the corporation's headquarters, then find the starship with the experimental Drift engine, and then escape in the ship before the authorities have a chance to set up a blockade.

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

Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a character's progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome—typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways—usually through a skill or Perception check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacle's Overcome entry. Unlike obstacles for chases, these use a difficulty range for the PCs' level instead of set DCs.

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
On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle—or whether they instead raise suspicions and accrue Awareness Points!
Critical SuccessThe PC gains 2 Infiltration Points.
SuccessThe PC gains 1 Infiltration Point.
FailureThe PCs accrue 1 Awareness Point.
Critical FailureThe PCs accrue 2 Awareness Points.
If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly helpful actions. Sometimes a PC might become stuck on an individual obstacle. Some opportunities allow PCs to spend their turn helping others overcome a tricky obstacle.
Pacing
The number of obstacles you require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for.
Sample Obstacles
The following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles as starting points.

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.
Critical FailureThe PCs accrue 2 AP as normal, and the PC who critically fails the Thievery check also triggers the trap.

Awareness Points

The trick to any infiltration is to get it done before anyone notices. Awareness Points measure the opposition's awareness of the PCs' efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants.

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

Sometimes, when a plan goes sour and seems like it can't get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions—maybe the supernatural research station is protected by several magical wards, each triggering different traps when a PC attempts to use a different kind of magic.

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.
SuccessYou use fake credentials or convince the drone you're leaving.
FailureYou're caught in the act, security is notified of your presence, and the party accrues 1 AP.
Critical FailureAs failure, but the party accrues 2 AP.

Opportunities

Not everything that happens during an infiltration is a challenge that must be solved—sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they don't provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a password to disable security features further along, reducing the party's Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks—failing can increase the PCs' Awareness Points or trigger complications. You'll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the CEO's keycard only once but can cause a distraction several times.

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
Edge Points (EP) represent advantages the party gains by planning, quick thinking, an ally's intervention, or some other benefit. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances—for instance, even if you avoid the security robots' patrols, that won't help you unlock a door—so consider using unique tokens to represent such Edge Points.

PC Preparations

Sometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, hacked credentials, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points—but in this case, before the infiltration even begins!

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

A computer is only as secure as its weakest vulnerability; every computer has a terminal, and every terminal is another weakness. The hacking subsystem provides a framework for accessing computers using the versatile skill set of an entire party.

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

Every hacker needs a computer to hack! The form a computer takes can vary greatly, from a secure technological database accessed via a holographic interface to an interdimensional tree that grows across realities and stores its data inside colorful, intangible fruits accessible only through lucid dreaming. While incredibly different and bound to sport unique vulnerabilities and countermeasures, both are computers for the purpose of the hacking subsystem.

Concept

The first step to building a computer is to develop an initial concept. What does accessing the computer allow your players to accomplish? What level is it? Is it simple or complex? Is it magical, technological, or hybrid? Does it have a virtual intelligence, or is it a living creature? Does it use remote access points, or does it require direct physical access? You should brainstorm the computer's name and description, as that can help you plan its vulnerabilities and countermeasures.

Computer Types

Most computers have the tech trait and can be hacked using skills like Computers, Crafting, and Thievery. Magic computers might incorporate programmable aeon stones or bound machine spirits that command ancient constructs and are usually Hacked using Arcana, Nature, Occultism, or Religion. Hybrid computers have the tech and magic traits, such as a password-protected spell chip or an arcane barrier controlled by a console. Hybrid computers often have different access points for their magical and technological components, but Hacking either should grant access to the computer. A computer's stat block will never be able to list every possible skill a character might use during a hacking encounter. You can use the values listed in a computer's stat block as a guideline to resolve creative, unlisted solutions to a hacking encounter.

Setting the Statistics

Use a hazard's Stealth and Disable DCs to determine the computer's DCs. Successfully exploiting vulnerabilities with a low DC should reduce the DC to Hack by 1, those with a high DC should reduce it by 2, and those with an elite DC by 3. Penalties to the Hacking DC incurred while exploiting a vulnerability are cumulative and should never be enough to reduce the DC below the low DC. The DC to notice a countermeasure is usually lower than the DC to disable it, which is always high or elite.

Simplified Quick Hacking

For a simplified quick hacking encounter, you can ask each of your players to roll appropriate skill checks to support the character(s) attempting the Hacking check. Each successful skill check lowers the Hacking DC by 1, or 2 on a critical success; a critical failure raises the Hacking DC by 1 instead.

Computer Stat Blocks

A computer's stat block is only necessary when hacking the computer is the primary obstacle. As many vulnerabilities and access points can take several minutes to bypass, consider using a single access point with no vulnerabilities or additional success benefits if your players are Hacking during an encounter. You can use this simplified method to allow players to Hack a basic computer with a complete stat block to perform simple commands, such as unlocking a door, but doing so shouldn't award XP or additional success benefits, and an additional check should be required for each subsequent command.

Computer's Name Computer Level

Traits
This 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).
Critical SuccessThis additional bonus is earned if a character achieves a number of successes equal to two times more than is necessary to Hack an access point, or if more than one access point is successfully Hacked. While this is most common for access points that only require one success, it can also happen when multiple characters attempt to Hack a computer at the same time. Some computers don't have this entry.
SuccessThe basic computer functions and benefits available when the characters successfully Hack this computer.

Sample Stat Blocks

In the simple computer example, an aeon stone taken from a defeated guard can be used to control security in an Azlanti prison. In the lower-level complex computer example, the PCs need to learn about Zo!'s unannounced show, either by hacking into the Zo! media server directly or by trying to steal his comm unit to get the information using his personal device. In the higher-level complex computer example, the PCs are trying to identify a contact using data from an AbadarCorp server.

Additional Rewards

While the hacking subsystem enhances an existing adventure, countermeasures can provide fertile ground for future encounters and threats, which makes hacking riskier than most subsystems. With greater risk comes greater reward! You can even use the hacking subsystem to supplement a character's income. Depending on the ethics of your party and the nature of the target, hackers could potentially drain funds from a credstick plugged into a hacked device, route funds from an account into a burner credstick, steal or counterfeit credentials, or transfer proprietary vidgame items onto their own devices. Information found on a computer could be extremely valuable to the right client, and might contain corporate secrets, evidence of a crime, secret magic rituals or crafting formulas, or military intelligence. You should give hints to your players when they discover these additional rewards that someone might find them valuable; perhaps allow them to Recall Knowledge checks on the spot, knowing that even if they fail, they might run into an interested contact in the future. If you're worried that these leads might slow down the game, you can make it more obvious by including the price and contact information of a potential buyer in another file on the computer.

Cinematic Starship Scenes

Blasting off into space requires a starship, and traveling space can be both dangerous and full of exciting encounters. Cinematic starship scenes thrust the PCs right into the action, setting up chases, bombastic skirmishes, dramatic dogfights, boarding an enemy ship, and more.

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

A cinematic starship scene runs like most encounters, with players rolling initiative for their characters based on how their characters entered the scene and taking individual turns in that order during each round. Prior to the start of a cinematic starship scene, each player selects one of the starship roles their character occupies, which determines the skill they roll for initiative. Someone acting as a pilot is likely to roll Piloting for initiative, while a science officer might roll Computers or Perception. Remember that each PC might receive a bonus to their rolls based on the Starship Bonuses available!

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

Characters gain Experience Points (XP) for encountering a cinematic starship scene, whether they succeed or not. The scene's level indicates what level of party the scene is a good challenge for. The XP values for a cinematic starship scene are equal to the XP for a monster or complex hazard of the same level. To best challenge your players, you should aim to design scenes that range in difficulty from the party's level – 1 to the party's level + 1. Scenes of a lower level than the party's level – 4 are beyond trivial and award no 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.
Cinematic Starship Scene XP
LevelXP
Party level – 410 XP
Party level – 315 XP
Party level – 220 XP
Party level – 130 XP
Party level40 XP
Party level + 160 XP
Party level + 280 XP
Party level + 3100 XP
Party level + 4120 XP

Additional Considerations

There are a few situations that might occur in cinematic starship scenes that are different from normal encounters.

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

Rather than individual stat blocks for different elements within a scene, starship scenes are presented as one large stat block for you to reference. These scene stat blocks are broken down into pertinent information, going on to describe information about the encounter and how to win it, the PCs' starship, specific threats found within the encounter, and finally an explanation on how the encounter is assumed to end. These scenes can be exceptionally large stat blocks depending on the overall theme of the encounter and, depending on complexity, can take the same time as running a complex encounter in encounter mode.

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

Every scene starts with a vision: what exactly are the PCs doing inside of a starship? Are they battling an enemy starship in the atmosphere of a planet or attempting to escape the jaws of some predatory interstellar megafauna before becoming trapped inside? Designing these encounters should always begin with a basic concept of what situation the PCs will be part of, how to overcome the scene, and how the scene ultimately concludes.

Victory Conditions

Along with the details on the PCs' starship and the threats relevant to the encounter, there are two notable elements of a cinematic starship scene: the victory conditions and ending the encounter.

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

Some scenes include additional, optional objectives the PCs can accomplish during the encounter. This might include performing daring maneuvers during a widely broadcast starship race or obtaining additional (but not integral) information on a stellar anomaly or a new model of enemy warships. Accomplishing these optional objectives doesn't contribute to the scene's victory conditions or end the encounter but is likely to earn the PCs additional story awards, information, or other narrative advantages beyond the scene.

Player Starships

The first element of designing a starship encounter is to determine the appropriate statistics for the PCs' starship.

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
Player starships must be built to provide the necessary tools to overcome the scene.

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

The next element of a cinematic starship scene is the inclusion of one or more threats that contend with the PCs as they perform their actions. The values for many of a threat's entries, including AC, Hit Points, Initiative, Saving Throws, Shields, and Skills, should correspond to the numbers presented in Building Creatures, with the threat's numbers matching the scene's level.

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
Threats should all be designed and balanced together. The most basic threat is an enemy starship, and a one-on-one combat with a PC starship should be roughly comparable, with the multiple actions of the PCs' starship giving them an edge in the encounter. Designing multiple threats in a scene means you'll want to balance the encounter around exactly how each threat contributes.

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

The following are a series of example components that you can use to construct cinematic starship scenes.

Example Victory Conditions

These examples are some different approaches to victory conditions you can add to an encounter. The difficulty of the victory conditions often determines the difficulty (and length) of the scene. You might have more than one set of victory conditions for a specific scene, depending on the overall complexity.

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

You can create a variety of different starships for the PCs to pilot during their encounter. The following are examples of common starship hull types you can base a scene around. You can also use these general starship types as inspiration for threats.

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

Most starships have a common array of roles, though depending on the scene, you might create new or niche roles that are appropriate to the narrative. The following are examples of common starship roles the PCs can occupy.

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

Threats obstruct the PCs from achieving their victory conditions in a cinematic starship scene. There are many different approaches you can take to adding threats, whether it be direct opposition or less overt complications. The following are types of threats you can include with some specific examples.

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

Depending on the circumstances of a cinematic starship scene, there should always be some type of reward the PCs can earn. They might acquire salvage from defeated threats or obtain vital intelligence on their missions. In scenes where success is measured using Victory Points, the number of points the PCs collect might affect the rewards they receive, adding a bit of “risk versus reward” in encounters where the PCs could easily escape after hitting the necessary threshold but could remain longer to get more successes. This works especially well in scenes like intelligence gathering or asteroid mining, where the PCs might feel the need to push themselves to leave with more. Additional objectives also provide a means for PCs to earn additional rewards through their actions.

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

Whether examining the heights of an ancient alien megalith in an enercopter or weaving through the traffic of a neon-lit city on an enercycle, vehicles come in every shape and size to help fulfill a myriad of roles for both player characters and their foes!

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

Vehicles are objects. They have object immunities, and they can't act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. All vehicles come with a console that controls features like air conditioning and music and that syncs to a comm unit. Vehicles also have specialized movement rules.

Size, Space, and Capacity

Vehicles have size traits, but they don't occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block. The sizes given are for Medium humanoid creatures, and creatures with different shapes and sizes might need vehicles that are differently sized. Buying vehicles for Tiny, Small, or Large creatures rarely impacts the consumer price of the vehicle.

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

A vehicle's movement type is determined by the vehicle itself, while its movement each round is based on the pilot's actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers.

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

Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion—the way in which their movement is powered—and this propulsion often has additional considerations.

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
Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like dispel magic, using half the vehicle's level rounded up for its counteract rank and a standard DC for the vehicle's level for the counteract check. A creature can use Arcana, Nature, Occultism, or Religion (depending on the type of magic), or Piloting for a magical vehicle's piloting checks.
Motorized
Motorized vehicles are the most common but are vulnerable to effects that target tech items and can gain the glitching condition. Modern motorized vehicles don't require an expendable resource to operate, although particularly archaic models might run on batteries, petrol, or other chemicals, draining a charge of petrol per hour. Motorized vehicles are piloted using the Piloting skill.
Pulled
These vehicles are wheeled conveyances pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle don't act on their own; they instead act as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot.

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
These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover).

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
Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Pilots of wind-powered vehicles can use Nature or Piloting for piloting checks.

Piloting a Vehicle

In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round.

Vehicle Momentum

A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles.

Piloting Checks

Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use Piloting along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative.

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

Characters use the actions listed below to move and interact with vehicles. The reckless trait is described below.




Reckless Piloting

Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.
SuccessThe action occurs as described.
FailureThe vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled.

Uncontrolled Vehicles

Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers a Reactive Strike that knocks the pilot unconscious or paralyzes them, the vehicle becomes uncontrolled.

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

Whether engaging in a turf war from atop a hoverboard or chasing criminals in a patrol dirigible, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a –2 penalty, or a –4 penalty if the vehicle is uncontrolled or any action in the last round had the reckless trait.

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

When a vehicle is broken, it becomes harder to use. It takes a –2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The broken vehicle's Speeds are halved.

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

Vehicles can be as simple as a trolley or as large and complex as an airplane. Whatever the size or complexity of a vehicle, it uses the following stat block format.

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.