Chapter 1: Running the Game
This chapter provides the tools you need to successfully shoulder the responsibilities of a Game Master. The following sections break down the various components of a campaign, discuss the different modes of play and how to set {rules 702 "DCs"}} for the tasks the PCs attempt, provide different ways of rewarding player characters, and describe aspects of the environment that might affect an adventuring party.
A Welcoming Environment
Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for inappropriate behavior, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.
If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.
Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts make games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.
Objectionable Content
It can help to start with a rating, like those used for movies or video games. Starfinder games often include violence. What's the limit on how graphically violence should be described? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror? Does anyone have pet peeves that might anger or irritate them and should be avoided? Are there any vices a player would prefer to remain off-screen or omit completely, such as gambling, alcoholism, or drug use?
After you figure out the limits on objectionable content, you have four important tasks:
- Clearly convey these limits to the other players.
- Ensure you and other players abide by the boundaries.
- Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't banned in a prior discussion. Once the issue is resolved, move on.
- Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content.
The Starfinder Baseline
- Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.
- Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens “off-screen.” Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers or minors).
- Avoid excessively gross or scatological descriptions.
The following acts should never be performed by player characters:
- Torture
- Rape, nonconsensual sexual contact, or sexual threats
- Harm to children, including sexual abuse
- Owning slaves or profiting from the slave trade
- Reprehensible uses of mind-control magic
Villains might engage in such acts, but they won't happen “on-screen” or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely.
Social Spillover
Preparing Adventures
You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.
Published Adventures
A published adventure is prewritten, but it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's encouraged! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, excising particular scenes if you know they won't appeal to your players, or including additional scenes and side quests tailored to the interests of your players or the background and preferences of their characters.
Starfinder Society
At the start of a session when you're running a Starfinder Society adventure (known as a scenario), you'll collect your players' information. At the end of the scenario, you'll write down the rewards their characters earn for completing the scenario on a chronicle sheet your players can keep for their records. The rewards they gain are detailed in each scenario. Once you report the session's results online, the rewards become a persistent part of these characters, even if they play in other games with other groups. These scenarios include important choices, and you can report what your group chose—decisions that will guide the future of the campaign!
Your Own Adventures
Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting. You can start with even less—perhaps a moment or interaction you'd like to see occur, an item or subsystem you'd like to incorporate, a genre you want to explore, or simply an atmosphere you'd like to create.
Character Creation
Session Zero
Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each other's characters by organically learning what decisions other players made. It also enables the players to ensure a variety of skills and abilities are represented across the whole adventuring party and plan strategic synergies between their characters. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways.
Planning a Session
One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.
Plan a time for everybody to arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Starfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed).
Running a Session
You're the interface between the rules and the imagined universe you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the game, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the bartender of a cantina to be kindly and wellintentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the friendly bartender into an agent of evil after all.
You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.
Pacing Game Sessions
Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you'd like to end. It can be memorable to end with a cliffhanger—a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure. Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, roleplaying casual character interactions, or completing downtime tasks.
Starting a Session
- Recap what happened during the previous sessions.
- Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a deserted hangar, preparing to break through the airlock into a derelict shuttle? Tell players whether their characters had time to rest or recover since the last session.
- Remind players that they each have 1 Hero Point at the start of the session.
- Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.
- Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react.
The Spotlight
Stakes and Consequences
Consequences should be specific and evocative. Don't just tell the players what happened after success or failure; let their characters witness it in the game universe. Are they treated as celebrities or pariahs? Does the reactor deep within the derelict ship stutter and ignite, exploding as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? It's usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to attack a planet, and the PCs don't stop them, then the planet is invaded by imperial troopers or hired guns. It's okay if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy.
Failing Forward
Improvisation
- Does something already established in our story so far tell me what should happen here?
- What would the NPC's personality lead them to do?
- What does the player expect to happen?
- What would best fit the themes of our story?
You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or setting, there's nothing wrong with asking the group to take a little break while you fill in the gap. You can even ask players to invent details. If it's not particularly significant and you can't come up with anything more compelling, it's also okay to say “Nothing happens” and move on.
Often, a player will ask, “What happens when I do that?” This is a good indicator that the player expects that what they've done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an ingame response, even if it's minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game.
Special Circumstances
You can also add traits to actions. Let's say that during a fight against a security robot in a mechanic's garage, Obozaya Interacts to give the blades of her doshko an electric charge using jumper cables and a nearby hovercar. You could add the electricity trait to her next Strike so Obozaya can take advantage of the security robot's weakness to electricity. A PC getting an advantage in this way should usually have to use an action to do so, so Obozaya would get the benefit for one attack, but to do it again she'd need to use the jumper cables once more.
False Information
Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future. Avoid dispensing false information that might not be used for hours or entire sessions after the check is forgotten. If you're unsure, the safest form of false information is information that's wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get important-seeming false information. Erroneously believing Damoritosh's symbol is a sword instead of the blades of a doshko might lead to a miscommunication, but one that's not dangerous, easy to clear up, and only a little embarrassing for the PC.
Secret Checks
You can still have the players roll the checks even if an action has the secret trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that they'll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters' mistakes.
Metagaming
Roleplaying NPCs
Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single “hook” into their concept: a retired space pirate, a refugee from a war in distant space, or a contemplative who constantly asks awkward questions. Each hook hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later.
NPCs from adventures and other sourcebooks often include basic information about their personality, gender, and role in the game. Important NPCs often include more in-depth roleplaying tips, personal edicts, anathemas, and more.
NPC Limitations
Betrayal
Respecting the Character
A Proper End
Special Considerations
- Adjudicating Rules gives guidelines for how to use your judgment if a rule is unclear or if you find yourself unsure how to implement it.
- Resolving Problems contains some strategies for how to deal with common issues that can cause problems at the table.
- Narrative Collaboration lets you know some strategies for involving your players in constructing the story of your campaign and world.
- Group Composition covers some important information for playing with nonstandard groups.
- Characters with Disabilities offers some rules you might want to use if a player creates a character with disabilities.
- Rarity explains how you can use the rarity system to both deepen your setting and reward players with unusual game elements.
Adjudicating Rules
While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and be creative with their characters' decisions and actions. If your group is satisfied with the interpretation, you've made the right adjudication!
The Basics
- If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.
- If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action and add any necessary traits (usually attack, concentrate, manipulate, or move).
- When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).
- If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.
- If you're not sure how difficult a significant challenge should be, use the DC for the party's level.
- If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).
- If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).
- Use the characters' daily preparations as the time to reset anything that lasts roughly a day.
- When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described in XP Awards).
- When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negativeconsequence rather than the failure halting progress entirely.
Consistency and Fairness
Achieving consistency is as easy as explaining why you're ruling a certain way and comparing this ruling to past rulings you've made in a way that makes sense to your players. For example, you might say something like “When Dae swung from the streetlamp and attacked the skreeling, I required an Athletics check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the catwalk to attack the garaggakal sounds similar, so why don't you roll an Athletics check.” Do this any time it's applicable when you make a ruling, but don't feel compelled to do so for truly new rulings.
Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group—or even become formalized house rules. Over time, your players will think about these examples when planning their actions, which can improve consistency during play.
Looking Up Rules
Listen to the Players
Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment. In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a group's rulings.
Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to them. Remember, though—while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you.
Make the Call
The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a character's story.
Take Time for Review
Saying "Yes, but"
This is where you can use a variant of the well-known improv “Yes, and,” technique: you can say “Yes, but.” With “Yes, but,” you allow the player's creative idea, but tie it into the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool:
- Get a fleeting benefit without a roll. Example: stick a dueling sword into a deep fryer to add 1 fire damage on the next attack against a bloodbrother; coat a battle ribbon with glue to grant it the grapple trait on the next attack before the end of the turn.
- Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe; subtly pilfer stylish sunshades and quickly don them to blend in among a crowd and lose pursuers.
- Require a check, then apply a circumstance penalty or condition to a foe. Example: activate a device to surround a foe with holograms; splash slippery grease across a foe's feet and the surrounding floor.
- Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a billboard down onto a foe for a small amount of damage, potentially knocking the foe prone; spray caustic chemicals in an opponent's eyes.
- Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a telekinetic projectile spell at a mine to trigger its explosion; fire an arc pistol at
- a malfunctioning power generator to cause it to overload.
Another powerful tool you can use to help you say “Yes, but” when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PC's attempt to Grapple an empathnid to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around an empathnid to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on.
House Rules
The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your group's play style, the more often you'll find times where you and your group feel it's correct to institute a house rule of some sort.
Resolving Problems
Distractions and Interruptions
Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical— many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or gamerelated, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a nonurgent text. You can relax these rules for players when their characters are “offstage.” If a player's character isn't in a scene, that might be a good time for the player to use a mobile device.
Problematic Players
Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages, and the like can lose the subtlety of speech—it's better to meet the player face-to-face, if possible.
Here are some problematic behaviors that often come up and might require you to intervene.
- Obsessing over the letter of the rules.
- Constantly “helping” other players make the optimal choice on their turn.
- Making their character the center of attention without allowing space for other players.
- Repeatedly including other players' characters in the area of a harmful effect without their permission, such as an Area Fire or Auto-Fire weapon attack or a damaging spell.
Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve.
- Repeatedly arguing with decisions made by other players or the GM.
- Ignoring other players' opinions.
- Deliberately derailing the adventure's plot.
- Purposefully disregarding or subverting the game's agreed upon content expectations and limitations.
- Being deliberately rude or cruel to other players— especially if it's on the basis of their ethnicity, gender, sexual orientation, age, political or religious affiliation, the color of their skin, appearance, or the like.
Safety Tools
Ejecting a Player
Before meeting with the problematic player, discuss the situation with the other players in private to ensure you make the right call and figure out what repercussions you expect and whether the game should continue at all.
When you break the news to the problematic player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a player's behavior merits other changes to your relationship.
Power Imbalances
Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative—or consider a power up for the whole party! If you meet resistance from the player, listen to their counterpoints. If you're still convinced they need to change, you might need to be more firm.
It's worth stating that players might still have fun, or even enjoy an instance of power imbalance. You don't have to do anything to address it unless it limits fun at your table.
Narrative Collaboration
Idea Farm
Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. It's best to take this step before you even set to work on crafting the world or plot, so that player input can define what's important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players launch their starship into space, you might ask where they want their voyage to end and what planets, if any, they'd like to explore along the way.
Creative Collaboration
Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesn't want to do anything beyond playing their character. There's a trade-off here, because while you'll be off-loading some of your work, you'll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting. If you expect one of a player's specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you.
Decentralized Storytelling
This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. It's well suited for shorter campaigns, or ones in which players take turns in the GM's seat.
Challenges
Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in Alien Core or another monster book to avoid spending hours of work on creatures you won't use.
Also, don't lose sight of your own enjoyment! You shouldn't sacrifice how much fun you have for others.
Story Points
Group Composition
Starfinder Society Organized Play
To allow this flexibility while maintaining a fair experience, the Starfinder Society campaign handles some tasks that are normally in the GM's purview, such as selecting which rules options are available to PCs. Starfinder Society GMs are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use holograms, magic, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. For more information about playing, running, and organizing games for Starfinder Society Organized Play, visit StarfinderSociety.club.
Unusual Group Sizes
Small Groups
Large Groups
Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the party's armory, looking up rules, or helping with accessories like props and music. Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table.
Inevitably, there will be situations and circumstances that don't involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected.
Player Needs
Sensory Differences
Attention Span
Some players remain more engaged if they have something else to do while playing, such as doodling, pacing, stacking dice, or fiddling with a tangible object, sensory gadget, or fidget tool. Work with your players to identify which preferred behaviors satisfy these players without distracting the rest of the group and to ensure everyone's needs are met. Some players might prefer to take on extra tasks at the gaming table, such as tracking initiative during combat or managing background music to help them stay focused on the game.
Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active.
Characters with Disabilities
Blindness or Impaired Vision
A character with impaired vision might take a –2 to –4 penalty to vision-based Perception checks. Spectacles or other corrective devices and augmentations might reduce or remove this. Such devices are commonplace and accessible throughout the universe and can be found in most settlements or created on demand at UPB printing kiosks. They usually cost 5 credits and are available in a variety of forms. If the device is an augmentation, it doesn't count toward a character's implant limit. Likewise, if it's an armor upgrade, it doesn't occupy an upgrade slot.
Deafness or Being Hard of Hearing
A hard-of-hearing character might take a –2 to –4 penalty to Perception checks that are hearing-based. Like spectacles, corrective devices and augmentations for hearing are commonplace and accessible across the universe and can be found in most settlements or created on demand at UPB printing kiosks. Such corrective devices usually cost 5 credits and are available in a variety of forms. If the device is an augmentation, it doesn't count toward a character's implant limit. Likewise, if it's an armor upgrade, it doesn't occupy an upgrade slot.
Missing Limbs and Mobility
A character with a missing hand or arm might need to spend 2 actions to Interact with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. Someone missing a foot or leg might take a small penalty to Speed, and if they have no legs or are unable to walk, they might use a wheelchair, hoverchair, vehicle, jetpack, flight magic, or other items, armor upgrades, and augmentations. Prosthetics are common and come in many different materials, styles, and sizes. Characters can acquire prosthetics in most settlements across the universe or create them on demand at UPB printing kiosks. Prosthetic limbs are an augmentation that cost 5 credits, and don't count toward a character's implant limit.
Rarity
The Four Rarities
- Common elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any).
- Uncommon elements are difficult to access or regionally specific, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down.
- Rare elements are lost technology, ancient magic, cutting edge biotech, and other options that PCs can access only if you specifically make them available.
- Unique elements are one of a kind, like a specific magical artifact, one-of-a-kind prototype, or a named creature. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesn't mean their base creature type is unique. For instance, a shirren named Zazi is unique, but that doesn't mean it would be any harder for a PC encountering her to tell she's a shirren—just to discern specific information about her.
Rarity and Power
Different Contexts
Because uncommon elements are available in certain circumstances, they often vary by locale, even within the same solar system. For instance, weapons wielded by soldiers of the Azlanti Star Empire, such as the aeon rifle might be uncommon in the Pact Worlds, but in the Azlanti Star Empire, an aeon rifle would be common and some Pact Worlds weapons, perhaps the aucturnite chakram, might be uncommon. Similarly, in the Veskarium, uncommon vesk weapons like the doshakari might be common. Some items are uncommon everywhere, such as the quasar solarian crystal.
The same is true of many ancestries and alien creatures. While ijtikri and talphi are common in the Veskarium, they're less often encountered in the Pact Worlds. This is particularly noticeable for ancestries who live primarily on a single planet, such as copaxis, or who lack access to Drift travel. Likewise, khefaks are common creatures on Akiton but are uncommonly encountered on Castrovel and are rarely encountered on Vesk-8, though they've infested many desert worlds, industrial parks, and junkyards near and far. Creatures that are native to a specific place are more likely to be found in other places with similar environments.
Similarly, technology levels can be a factor in rarity. Civilizations with industrial levels of technology probably lack access to starships but likely still have machine guns and shock truncheons, while civilizations with medieval levels of technology might treat all Starfinder items as rare or unique and instead use items from Pathfinder in their place. Conversely, PCs accustomed to Pact Worlds level technology who suddenly find themselves on a technologically advanced world will encounter rare and unique items that are common in this new region. Using rarity in this way can help differentiate technology levels for adventures that occur on isolated planets, alternate realities, or in other time periods.
Access Entries
Starting Elements
Storytelling
World Building
You can add, remove, or alter Access entries to fit your universe. For instance, if in your universe the creator god is really an immortal fungal colony, you might add an Access entry to raise dead and resurrection for characters who were infected by divine spores. In a campaign where everyone's a lab-grown clone, you might limit Access to one ancestry to start. These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited.
Running Encounters
- Stakes: Moderate to high. Encounters always have significant stakes, and they're played in a step-by-step time frame to reflect that.
- Time Scale: Encounter mode is highly structured and proceeds in discrete rounds, with each character taking their turn to act in a set order. In combat encounters, each round is 6 seconds long (so a minute-long duel would take 10 rounds). In social encounters, you might decide play proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.
- Actions and Reactions: In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur. Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.
Starting the Encounter
When do you ask players to roll initiative? In most cases, it's simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a tense negotiation, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there isn't much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there's no reason to roll initiative only to drop out of combat immediately!Alternatively, many GMs running for larger groups or in Organized Play settings prefer to run social encounters and skill challenges using initiative order but likely call for players to use a skill such as Deception, Diplomacy, or Performance, depending on their approach to the scene.
Alternative Initiative Skills
- You'll likely call for Stealth for a character who's Avoiding Notice or hiding before combat.
- You might call for Deception if a character decides to initiate a surprise attack during a negotiation.
- You might call for Diplomacy for a character who is about to engage in a public debate or is determined to talk down aggressive foes.
- You might call for Society for a character who realizes the diplomat they're talking to is a spy based on misinformation in their cover story.
- You might call for a magical skill like Arcana or Occultism for a spellcaster studying a strange magical phenomenon that suddenly summons a monster to fight the party.
- You might call for Piloting for a character driving a vehicle.
- You might call for Performance for a character participating in a dance-off or trying to soothe a rampaging alien beast with song.
You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Iseph's player had said, “I'm going to dangle down off the catwalk to get the drop on them,” you could let them use Acrobatics for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without having established a reason beforehand, you probably shouldn't allow it.
You might find that if a player has a low Perception but a high modifier in another skill, that player might keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. However, if you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using Perception for a while.
Initiative with Hidden Enemies
To determine whether someone is undetected by other participants in the encounter, you still compare their Stealth check for initiative to the Perception DC of their enemies. They're undetected by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC? Well, all the enemies are undetected, but not unnoticed. That means the participant who rolled high still knows someone is around and can start moving about, Seeking, and otherwise preparing to fight. The characters Avoiding Notice still have a significant advantage since the other characters need to spend actions and attempt additional checks to find them.
What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location.
Batch Initiative
Placing Characters on the Map
Setting the Scene
Running the Encounter
Choosing Adversaries' Actions
When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the envoy has a high Will save modifier, but a monster might still try to use a fear ability on them. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make plans, and even research the player characters in advance.
Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.
Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the soldier taunts a bastorox to draw its attention away from the fragile witchwarper, the tactically sound decision is for the bastorox to keep pummeling the witchwarper, but is that the best choice for the scene? Perhaps everyone will have more fun if the bastorox redirects its ire to the infuriating soldier who can better withstand its blows.
Speed of Play
Looking up Rules
Rewinding
Complex Rolls
- Get the PC's Difficulty Class first, and have the player roll damage while you roll the saving throws.
- Use separate colors of dice for the different types of foes, or arrange the dice in such a way that it's easier for you to tell which creatures or NPCs are which.
- Go in order from the best enemy results (the highest total) to the worst. This means you'll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when you're moving to a lower degree of success, rather than recalculating them each time.
This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll, but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC. Say, “Who critically succeeded?” and “Who succeeded?” and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and it's still possible that the players can determine or estimate the DC anyway.
Adjudicating Actions
Aid
Ready
Seek
Sense Motive
Take Cover
Ad Hoc Bonuses and Penalties
When you're determining whether to grant a special bonus that isn't defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions.
- Is this the result of an interesting, surprising, or novel strategy by the character?
- Did this take effort or smart thinking to set up?
- Is this easy to replicate in pretty much every battle?
If you answered yes to either of the first two, it's more likely you should assign a bonus—typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldn't unless you want to see that tactic used over and over again.
- Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following.
- Does the environment or terrain create any applicable disadvantages for the character?
- Should the character have expected that this would be more difficult based on what they already knew?Was this circumstance caused by a bad decision on the part of the one taking the penalty?
- Is this negative circumstance easy to replicate in pretty much every battle?
Once again, answering yes to most of these questions means it's more likely you should apply a penalty, and answering yes to the final question means it's less likely you should do so.
Maps and Miniatures
You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3D elements that aren't represented on your map. Describing the echoing ring of a bullet rebounding off a carbon shield, an errant sonic scream spell that shatters all the bottles in the cantina, and the like makes the game feel more alive.
Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but there's still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. You're empowered to give players minor boosts that fit the story you want to tell and to fill in nuances of the location beyond what appears on the map.
Cover
Splitting and Combining Movement
This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a Strike usually arrests movement long enough that doing so in the middle of movement isn't practical.
Special Battles and Movement
Vehicular and Mounted Combat
The logistics of vehicular combat and mounted combat take some extra work. Ensure the fight takes place in a location with plenty of space to move since you'll likely be dealing with multiple larger creatures or vehicles. For a fight in which only one side has vehicles or mounts, you might want to use an environment with a few areas too small for vehicles and mounts, so the side on foot can get a tactical advantage there to offset the other side's greater mobility.
When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. When PCs fight mounted enemies, try to keep the mount's level fairly close to the PCs' level; rather than putting an 11th-level enemy on a 2nd-level shotalashu, use a 9th-level surnoch, an 8th-level arabuk, or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls prone. Setting a simple expert DC of 20 often works well for such checks.
When the PCs are driving vehicles, their enemies should focus most of their attacks on the PCs, not their vehicles. Alternatively, if the PCs have greater or total cover while within their vehicle, their enemies should focus on either forcing or drawing the PCs out of their vehicle or on boarding the vehicle. When the PCs fight enemies in vehicles, try to keep the vehicle's level fairly close to the PCs' level. Consider the transport method of selected vehicles. Enemies driving wheeled vehicles are easier to stop or hinder than enemies driving hover vehicles, and the tactics PCs can employ against such enemies should likewise differ.
Vehicular and mounted combat on a grid is difficult for a running fight with both sides racing at full speed. In these situations, it's better to forgo the grid, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead.
The mount rules are for common cases: intelligent creatures riding animals. However, you might allow someone to ride a beast, robot, or other type of creature by making a few adjustments. For an intelligent mount (such as a skreesire), use the standard rules for mounted combat, but instead of attempting a check to Command an Animal, the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether Diplomacy checks or the like are needed. For a technological mount, instead replace the check to Command an Animal with a Computers check. If one of your PCs is Tiny, they might want to ride on another PC's shoulder. In this case, the two PCs should both roll initiative and act together on the lower count, and they gain only two actions at the start of their turns instead of three since the larger PC must spend one action keeping the smaller PC balanced, and the smaller PC must spend one action holding on.
Aerial Combat
Determining positioning in the air can be tricky, and it's best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid. Note that battles can get more spread out with flight. If any creature is flying, it's important to establish the height of potential obstacles in the area early. This way, no one is surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier.
The rules for flight say that a creature might need to attempt an Acrobatics check to Maneuver in Flight to pull off tricky motions. You can generally use the same judgment you would while calling for Acrobatics checks when someone is moving on the ground. Trying to dive through a narrow space or make a sharp turn might require checks, usually with a simple DC.
Falls can be deadly and often happen when fly or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or they might use magic or equipment to prevent or reduce the damage.
Aquatic Combat
Like aerial combat, determining positioning underwater can be tricky, and it's best to be relaxed with movement rules, flanking, and so forth when running aquatic combat. When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink.
When one group is in the water and another is outside it, note that the aquatic combat rules for attacks apply when either party is in water. You might decide that a character in the water is concealed against someone outside it due to distortion, and vice versa. All nonhazardous liquids use the same rules as water.
Zero-Gravity Combat
To run efficient encounters in a vacuum, ensure you and your players know how the untethered condition and Push Off action function. Many characters will develop strategies to mitigate the untethered condition or its penalties, whether through ancestry feats, magic spells like personal gravity, or technological items like magboots. Even simple cables used as a tether can be useful tools to PCs fighting in a vacuum!
Ensure the environments you describe have plenty of material around for PCs to Push Off of, cling to, use as cover, and fling at their attackers. Remember that the threat of being pushed out a starship's airlock or falling off a ruined structure floating in the Drift can bring an effective narrative tension to an encounter, even if the PCs manage to avoid being tossed into the vacuum!
Social Encounters
Using the structure of an encounter is helpful because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.
You have much more flexibility in how you run a social encounter than a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combative one. In most cases, you don't need to worry about characters' movements, nor do you need a map. Be flexible and encouraging as you run a social encounter, and don't worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs they're lying, assume they can easily convey that to other characters subtly. It's good to remind players of things their characters might know or be likely to notice even if the players, in the moment, don't have them in mind. Describe NPCs' mental states and ask for clarification about the PCs' attitudes when needed.
Some examples of social encounters include:
- Proving someone's innocence in front of a judge
- Convincing a nearby planet's leaders to help defend against a system-wide invasion
- Showing up a rival celebrity in public
- Exposing a villain's deception before the media
- Ending a tense standof
Non-Combat Level
Award XP for defeating an NPC in a social encounter based on the relevant level rather than the creature's combat level. Such an NPC might have an ability similar to the following.
Courtroom Specialist In a court case or other legal proceeding, the judge is a 6th-level challenge.
Initiative and Actions
Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a crowd that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it's doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly crowd, you might need nothing more than to establish a set of increasingly difficult DCs.
Measuring Success and Progress
The attitude conditions—hostile, unfriendly, indifferent, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or similar. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you or to calm a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.
Another option is to track the number of successes or failures the characters accrue, either using a subsystem like Victory Points or Influence, or else something more ad hoc. For instance, the PCs might need to trick four guards into leaving their posts, and you might count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can also combine these two methods; if the PCs need a group of important politicians to vote their way, the goal of the encounter might be to ensure that most of the politicians have a better attitude toward the PCs than they have of a rival—all within a limited time frame.
Consequences
The outcome of a social encounters should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story
Ending the Encounter
You can decide a fight is over if there's no challenge left and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points run out, or you can simply say the battle is over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, “Is everyone okay if we call the fight?” to make sure your players are on board.
One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter a short negotiation. These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.
Fleeing Enemies
Total Party Kills
TPKs are rarely unavoidable. Usually it becomes evident at some point during the session—whether to everyone or only to you—that disaster looms. What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs' foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take—perhaps with a few characters still falling along the way. It isn't entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters' fates.
Should a TPK occur anyway, the kind of game you're running should influence your approach to the situation. For example, in a relatively story-light campaign centered around dungeon crawling, a TPK is less of a problem—the players simply form a new adventuring party and take up where the dead ones left off. If you're running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the city, or the like, a TPK could require you to rework multiple plot threads. Here, you might use the story you have in place; for example, a player's new character might be the sibling of their previous, slain character, thus creating some continuity between the two characters and ensuring that the new character still has a stake in defeating the villain.
Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isn't always a bad thing. If the group is interested in moving on, there's nothing wrong with ending the campaign and starting something different.
Running Exploration
Fundamentally, exploration is about rewarding the PCs for learning about their surroundings. To facilitate this, it's important to have and to convey a clear mental picture of the group's surroundings.
Exploration mode is intentionally less regimented than encounters, so you'll be making a lot of judgment calls as you build the world and describe how it changes in response to the players' actions. Encourage the PCs to explore, and reward their curiosity. As you play, you'll get a feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.
Stakes: Low to moderate. Exploration mode is used when there's some amount of risk, but no immediate danger. The PCs usually stay in exploration mode until they enter a fight or engage in some other direct interaction.
Time Scale: In exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed.If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.
Actions and Reactions: Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions during exploration mode.
Scenes within Exploration
When you transition between scenes, describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, “You've been making your way through the dark corridors of the abandoned starship, but after a moment of debate, you stop, your footsteps and voices still echoing down the corridor. The computer terminal before you is five feet wide and built into the wall. It has a touchscreen interface, but the screen is cracked, and the text it displays is garbled and difficult to discern. What do you do?”
When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed during play. Since players aren't bound in a strict initiative order in exploration mode, it can be useful to proactively call on PCs to avoid everybody talking at once. If possible, start with someone who instigated the scene change, or perhaps with the PC using the most relevant exploration activity, like a PC Hacking, Investigating, or Repairing the terminal, Deciphering the text, or Searching for secrets in the example above.
Daily Preparations
- Spellcasters who Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.
- Each character equips their gear.
- Characters invest up to 10 worn magic items to gain their benefits for the day.
Daily preparations are also a good time to ask how players think their characters are feeling. The twentieth morning of a long voyage through the Drift might see the characters wearily strapping on their boots and armor as listlessness sets in, but the sky being blacked out by hundreds of enemy starships could have a tense air of fear. Use this time to set the stage for the adventuring day to come!
Hazards
Simple hazards occur in exploration mode, but when a complex hazard triggers, move to exploration mode. When any hazard triggers, clearly depict what action by a PC set off the hazard, what happens as the hazard activates, and illustrate any aftereffects. Remember that a damaging hazard won't always have a huge effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar narrative setback beyond just damage or another easily removed condition.
Searching for Traps
Investigations
If these details pique a player's interest, transition to a more detailed investigation. They might look at the vidgame console more closely or search the ajar specimen cell. Avoid calling for checks if it isn't necessary. In the last example, you'd likely tell them the specimen cell is empty without another Perception check, and if the missing specimen left a trail you want the PCs to follow, asking for a Perception check to find it might stall the investigation in an uninteresting way. Discerning information about the missing specimen from clues in the cell or a nearby computer console could require a skill check, as lacking this additional information won't stop the investigation.
Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas.
Roleplaying Investigations
Travel
For survival-themed adventures, or for adventures that focus on exploring newly discovered planets or low-tech worlds, you can lean heavier into the details of overland trips. You might want to have the group Analyze their Environment, Navigate or Sense Direction daily, or Subsist if they run out of food or water.
Starship Travel Times
Drift lanes first appeared in the aftermath of the Drift Crisis, a year during which the Drift was dangerously unstable. Drift lanes are essentially hyperspace highways through the Drift with consistent end points. They connect two locations in a chain and can't be used to rapidly reach other regions of space not on the chain, nor can they be entered at other locations. Some Drift lanes have one or more nodes along their route, which are early exits, similar to a highway's off-ramp. Like the Drift lane itself, these stops are consistent and don't change. Exiting at a node along a Drift lane shortens the overall travel time by an amount determined by you, likely by half or a third depending upon how many nodes are along a Drift lane's route. A starship that purposefully flies out of, or is knocked out of, a Drift lane is deposited in a random location in the Drift and must begin to Plot a Course through the Drift, as normal.
Typical travel times using standard engines, Drift engines, and Drift lanes are noted on the Starship Travel Time table below. These travel times are further modified by the result of a PC's check to Plot Course.
| Destination | Standard Engines | DriftEngines |
|---|---|---|
| Travel Point-to-Point on Planet | 1d4 Hours | N/A |
| Go Into Orbit or Land | 1 Hours | N/A |
| Reach Satellite from Orbit | 1 Hours | N/A |
| Travel In-System | 1d6+2 Days | 1d6 Days |
| Travel to Absalom Station | N/A | 1d6 Days |
| Travel to Near Space | N/A | 3d6 Days |
| Travel to the Vast | N/A | 5d6 Days |
| Travel a Drift Lane | N/A | 7 Days |
| Travel Between Galaxies | Unknown | Unknown |
Overland Travel Speed
The rates on the Travel Speed table assume that the characters are traveling over flat and clear terrain at a determined pace, but one that's not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, you might call for a check once per hour, referencing the resulting distance on the Travel Speed table to determine the group's progress.
| Speed | Feet per Minute | Miles per Hour | Miles per Day |
|---|---|---|---|
| 10 feet | 100 | 1 | 8 |
| 15 feet | 150 | 1-1/2 | 12 |
| 20 feet | 200 | 2 | 16 |
| 25 feet | 250 | 2-1/2 | 20 |
| 30 feet | 300 | 3 | 24 |
| 35 feet | 350 | 3-1/2 | 28 |
| 40 feet | 400 | 4 | 32 |
| 50 feet | 500 | 5 | 40 |
| 60 feet | 600 | 6 | 48 |
Navigating
Getting Lost
If the PCs get unlucky or are just awful at Piloting and Survival, they might end up stuck with no way to reorient themselves. In these cases, have someone come to them! They might meet some locals, get captured by predators, or even stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be!
Encounters During Travel
Adverse Weather and Terrain
Difficult Terrain
Hazardous Terrain
Environmental Hazards
Surprise Attacks
Starting Encounters
Fleshing Out Exploration
Evocative Environments
Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to make that unimportant thing as important as the players think it is!
Exploration Activities
Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which activity applies and describing any details or alterations for the situation. If a player says, “I'm Avoiding Notice,” add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps and keeping their shield raised and covering the group's tracks, ask them which of these they're prioritizing to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone Scouting might trigger a laser turret before their group can reach them, or someone Investigating ancient alien carvings might critically fail and lead the party in the wrong direction. This doesn't apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as Treat Wounds. Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are fatigued and can't sustain an exploration activity as they travel), and they can change activities at any time.
The main exploration activities described in Player Core and what PCs can accomplish with them are as follows.
- Analyze Environment: Check for hazards.
- Avoid Notice (Stealth): Sneak around undetected.
- Defend: Keep a shield raised.
- Detect Magic: Repeat the detect magic spell (advice under Detect Magic).
- Follow the Expert: Improve your bonus with another tactic by following an ally's example (advice under Follow the Expert).
- Hustle: Travel faster.
- Install Upgrade: Use a repair toolkit to upgrade items.
- Investigate: Recall Knowledge of your surroundings (advice under Investigate).
- Livestream: Broadcast or record footage.
- Recharge: Charge a battery.
- Repeat a Spell: Cast or sustain a spell over and over.
- Scout: Look ahead for danger.
- Search (Perception): Seek out hidden things as you travel (advice under Search).
Skills also have exploration activities linked to them.
- Access Infosphere (Computers): Search local networks for information (advice under Access Infosphere).
- Borrow an Arcane Spell (Arcana): Prepare a spell from someone else's spellbook.
- Coerce (Intimidation): Threaten a creature so it does what you want.
- Cover Tracks (Survival): Obscure the PC's passing.
- Decipher Writing (Varies): Understand archaic, esoteric, or obscure texts.
- Gather Information (Diplomacy): Canvass the area to learn about a specific individual or topic (DCs listed here).
- Hack (Computers): Access, control, or make changes to a secure computer system.
- Identify Magic (Varies): Learn about a magic item, location, or ongoing effect (DCs listed here).
- Impersonate (Deception): Create a disguise.
- Implant Augmentation (Medicine): Use a medkit to implant augmentations.
- Learn a Spell (Varies): Use the skill corresponding to the spell's tradition to gain access to a new spell (Learn a Spell DCs).
- Make an Impression (Diplomacy): Make a good impression on someone.
- Navigate (Piloting): Plan a short journey overland or in space.
- Plot Course (Piloting): Plan a long journey in space.
- Repair (Crafting): Using a repair toolkit, fix a damaged item.
- Sense Direction (Survival): Get a sense of where the PC is or determine the cardinal directions.
- Squeeze (Acrobatics): Squeeze through very tight spaces.
- Track (Survival): Find and follow creatures' tracks (Tracking DCs).
- Treat Wounds (Medicine): Treat a living creature's wounds.
Access Infosphere
A character can't retry a check to Access Infosphere, but they can perform a follow-up search based on newly discovered information. If a player is slowing down the game with their incessant searches, tell that player they've found all they're capable of discovering from the infosphere for now, and consider decreasing the amount of information you provide in the future.
Detect Magic
When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap.
Follow the Expert
It's important that this doesn't become too rote. Let the players decide how one of them is helping the other. The description can give you more to work with and add flavor to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of character growth. If the envoy has helped the soldier Avoid Notice over and over, the soldier is essentially receiving training in Stealth at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters.
Investigate
Search
If an area contains many objects or something that will take a while to search (such as a computer full of files), Searching would reveal the computer, but the PCs would have to examine it more thoroughly to check the files.
You roll a secret Perception check for a Searching character to detect any secrets they pass that are hidden in a place that stands out (such as near a door or a turn in a corridor), but not one in a more inconspicuous place (like a random point in a hallway) unless they're searching particularly slowly and meticulously.
The rules for Searching deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely. If the group isn't in any danger and has time for a very thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in a dangerous location, their efforts might draw unwanted attention!
PCs might get to attempt another check if their initial search fails. It's best to tie this to taking a different tactic. Just saying “I search it again” isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early so the group doesn't waste too much time on it. If they're determined to keep going—which they often are—you might have them find something useful but minor in the search.
Improvising New Activities
When improvising an exploration activity, consider some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities that the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced.
Setting a Party Order
When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid. If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the operative starts attempting to disarm it, the other characters can move to whatever locations they think are safe.
Resting
- The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).
- The character loses the fatigued condition.
- The character reduces the severity of the doomed and drained conditions by 1.
- Most spellcasters need to rest before they regain their spells for the day.
A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest don't need to be consecutive, however, and after an interruption, characters can go back to sleep.
Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would've recovered from fatigue, sleeping in armor prevents it.
If a character goes more than 16 hours without going to sleep, they become fatigued.
Taking long-term rest for faster recovery is part of downtime and can't be done during exploration.
Watches and Surprise Attacks
If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a Stealth check against all characters' Perception DCs to see if anyone noticed its approach.
| Groups Size | Total Time | Duration of Each Watch |
|---|---|---|
| 2 | 16 hours | 8 hours |
| 3 | 12 hours | 4 hours |
| 4 | 10 hours, 40 minutes | 2 hours, 40 minutes |
| 5 | 10 hours | 2 hours |
| 6 | 9 hours, 36 minutes | 1 hour, 36 minutes |
Environmental Protections
Starvation and Thirst
Running Downtime
Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. On rare occasions, you might have a whole session of downtime to play out a specific story. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.
- Stakes: None to low. Downtime is the counterpart to adventuring and covers low-risk activities.
- Time Scale: Downtime can last days, weeks, months, or years in the game world in just a few minutes of real time at your game table.
- Actions and Reactions: If you need to use actions and reactions, switch to exploration or encounter mode. A creature that can't act is unable to perform most downtime activities, but it can take longterm rest.
Depth of Downtime
Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a port of call briefly in the middle of an adventure. You can extend this time as needed for more detailed roleplaying scenes.
For the level of detail, it's important to give more than just an overview, but often the basics will do. “A fleet of ships await boarding clearance, and a uniformed vesk officer puts you to work double-checking manifests” might do for using Piloting to Earn Income, and “Your shipment of UPBs arrives late, but you're able to complete the armor” could be enough for Crafting. Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae.
Group Engagement
If a player really isn't interested in downtime, they might not want to engage at all. In that case, it's best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players.
Campaigns without Downtime
In the second, you and the other players just don't care about downtime at all. It doesn't interest you. In this case, just summarize what happens between adventures and skip using any downtime rules.
If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures. However, the PCs will have less choice in what items they get if they don't Craft or earn extra money to buy items.
Long-Term Goals
Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs' efforts, both in downtime and on their adventures if applicable. This doesn't have to be subtle! You can directly say, “You've been trying to get an audition with a media label, but the infosphere gossip campaign orchestrated by your rival diva means nobody's calling you back.”
Think ahead in stages. For instance, if a PC wants to be a pop star, you might have them...
- Start by performing on the infosphere as a virtual avatar.
- Get enough fans that you plan a live show.
- Sell so many tickets you book another concert at a bigger venue.
- Get a small but loyal following.
- Sign with a media label.
- You're invited to perform with Strawberry Machine Cake as the opening act in their upcoming galactic tour!
And so on. You can deliver each of these details through a little vignette. For example, if you use the fifth bullet point, you might describe the bodyguards, manager, and other label staff as NPCs in later downtime activities or skill encounters. Downtime goals are a great way to weave the PCs' agency into the story.
Success and Failure
Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve—like driving the undead out of Eox—there's a chance they might find a way. Don't undermine their efforts or ideas, but do make clear the magnitude of the task they've chosen. Remember that even if a goal fails, the effort was worthwhile, and the PCs might still achieve smaller successes along the way that open up new goals. For instance, the PCs might not succeed at driving all the undead out of Eox, but in the process, they might discover part of a powerful ritual that might restore the planet's ecosystem and allow living beings to thrive without environmental protections, if it can somehow be reassembled.
A failure or a success at a long-term goal can be a major emotional beat for the character. They've changed the world, after all! Don't shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time!
Playing Out a Downtime Day
Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.
Cooperation
Checks
Longer Periods of Downtime
Events
PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build a computer, you might decide constructing the machine and setting system preferences once construction is finished are major events. The first could be a Crafting check, and the second a Computers check.
Average Progress
The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Piloting for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks.
Tasks and Events
| Art, Library, Other Educational Lore |
|---|
| Work at a library, museum, or school |
| Compile information on another world for an expedition |
| Conduct lectures on the infosphere |
| Acquire a rare object that predates the Gap for a collector |
| Augmentation Lore |
| Try to develop new augmentations or refurbish old ones |
| Volunteer to try experimental augmentations |
| Help patients get used to their new augmentations |
| Cooking Lore |
| Compete in a cooking competition |
| Livestream cooking tutorials on the infosphere |
| Find rare alien ingredients that can't be synthesized |
| Corporate Lore |
| Get an entry-level job at a major corporation |
| Become a recruiter or manager for a major corporation |
| Conduct corporate espionage for the highest bidder |
| Crafting |
| Make handicrafts to sell on the infosphere |
| Sew a costume for an influencer going to a convention |
| Scavenge a local junkyard for working electronics |
| Gambling Lore |
| Get lucky in a casino |
| Run a betting pool for a local brutaris league |
| Operate a site that buys, opens, and sells collectibles |
| Infosphere Lore |
| Work as an IT professional helping people with tech |
| Find deals on the infosphere and resell the items for profit |
| Create, host, or administrate content on the infosphere |
| Legal Lore |
| Clear some minor red tape |
| Bring a corporation to justice through the legal system |
| Find loopholes in an EULA written by a devil |
| Life Science Lore |
| Help care for exotic animals at a local shelter |
| Give a lecture at a local university about xenobiology |
| Develop a new painless way to install a specific biotech augmentation |
| Mining Lore |
| Work a shift in a local crystal mine |
| Determine the exact composition of a composite starmetal |
| Help develop a plan to mine out a newly discovered asteroid |
| Performance |
| Play vidgame theme songs on a street corner |
| Livestream on the infosphere |
| Get a gig as a backup singer for a pop star |
| Piracy Lore |
| Sell shipping information to local pirates |
| Smuggle and sell stolen goods without getting caught |
| Recognize crew emblems and recall the history of piracy |
| Sports Lore |
| Become a player in a professional brutaris league |
| Sell merchandise or scalp tickets in front of a sports arena |
| Help condition and train athletes |
| Underworld Lore |
| Track down stolen items or missing people |
| Make a deal with the head of a crime syndicate |
| Smuggle a shipment of pirated goods into a port |
| Vidgame Lore |
| Livestream games as a professional vidgamer |
| Design, develop, and program your own vidgame |
| Charge for "gear runs" to help people beat a popular game |
| Warfare Lore |
| Teach a doshko fighting class at a dojo |
| Join one side of a conflict as a mercenary or gun for hire |
| Train fleet officers in military maneuvers and stratagems |
| Craft or Earn Income (Crafting) |
|---|
| A shipment of important materials is delayed, and the PC must track it down. |
| The PC creates a superlative work, which draws the attention of a collector or thief. |
| Create a Forgery (Society) |
| The legal format the PC is attempting to mimic gets changed, and they must adjust. |
| A mysterious benefactor gifts the PC special information but suggests they’ll ask for a favor later to reciprocate. |
| Earn Income (General) |
| A fussy client demands dramatic changes throughout the process. |
| An accident at a work site puts someone in danger. |
| Something the PC is working on becomes a fad or hit—demand skyrockets! |
| A tourist is impressed with the PC’s work and offers them a more lucrative task on a faraway planet. |
| Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the corporation. |
| Earn Income (Performance) |
| The PC launches their debut tour, becoming busier and more popular than ever! |
| A popular infosphere channel finances a special performance but demands some changes to the contents. |
| One of the PC’s fellow performers doesn’t show up, but the show must go on! |
| Subsist (Survival) |
| Over a long time subsisting in a single area, the PC finds a rare berry or herb that could be useful for making a new medicine. |
| The PC finds signs indicating some large creature has been foraging as well—possibly a monster. |
| Program (Computers) |
| An update to your computer systems makes your program unstable on any system connected to the infosphere. |
| You need help finishing a program, and the only programmer willing to help has a shady background. |
| A megacorporation steals your idea and demands you cease your operations unless you can prove the computer program was stolen. |
| Buy and Sell Items |
| The PC buys or sells a stolen item and is pursued by the organization looking to get it back at any cost. |
| A vendor sells the PC a dangerous fake item. |
| An online vendor has the item the PC wants but won’t ship it, requiring them to pick it up and smuggle it back home. |
| Retrain |
| Tapping into new magical powers inflicts a curse or creates an odd phenomenon. |
| The vids the PCs have been using to train were fraudulent and resulted in an injury during their physical training. |
Items
An item can usually be purchased at its full Price and sold for half its Price. Supply and demand can affect these numbers, but only occasionally. However, the game leaves it up to you to determine what items the PCs can and can't purchase and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and pharmaceutical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. If the settlement has access to a planetwide infosphere, it's usually possible for your PCs to find what they need that way, even if it takes 1-2 days for their item to be delivered via courier or drone. You can set the specifics where you need, but let's look at three possibilities.
PCs can buy what they want where they want. You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters' strengths. This still means there's a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your group's play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items).
PCs can buy what they want but must put in additional effort. If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for selling something already plentiful on the market could be as low as 25% (or they can ship it to a buyer in another market, if they can find one, making 40% of the item's Price after paying for shipping). Buying an item usually costs the full Price; buying higher-level items (or uncommon items if they're available at all) requires seeking out a special vendor or NPC and can take extra time, representing getting the item shipped to the PCs. They might be unable to find the item at all even after their time investment, based on the settlement's parameters. This approach allows PCs to determine some of their items, but it forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex.
High-end markets are rare or nonexistent. PCs get what they find in adventures and can Craft their own items, if you allow them to get formulas in some way. If you have high-end marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get upgraded weapons and armor fairly easily, or make sure you award those on a regular basis.
Universal Polymer Base Conversion: You can reduce the amount of time it takes for PCs to sell items by allowing PCs to reduce the items to UPBs. These services can be found at most major settlements and allows the conversion of any tech gear into its base components, resulting in 50% of the equipment's value in UPBs. You might lower the redeemed value up to 10% to represent the cost of using the facilities or the material lost in the process. Magitech and magic gear will only give up to 25% of the item's value, as most of the cost of those items is in the magic that's lost in the process of converting the items to UPBs.
Money in Downtime
Investments
When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the credits. While spending additional credits greatly increases the efficiency of Crafting an item, you can't build a shopping mall in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead.
Money During Long Periods of Downtime
Cost of Living
A character can live off the land instead, but each day they do, they typically use the Subsist activity to the exclusion of any other downtime activity.
| Standard of Living | Week | Month | Year |
|---|---|---|---|
| Subsistence | no cost | no cost | no cost |
| Comfortable | 10 credits | 40 credits | 400 credits |
| Fine | 300 credits | 1,300 credits | 16,000 credits |
| Extravagant | 1,000 credits | 4,300 credits | 52,000 credits |
Long-Term Rest
If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest.
Retraining
You can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesn't use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them by letting them simply change the decision.
Some players enjoy making retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research at a university, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.
Time
A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining.
Instruction and Costs
You don't have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with the cosmos for a solarian, training with the military for the soldier, and so on. The important part is the guidance gained from that source.
Any costs to retraining by using an NPC should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done or simply ask for a favor in return.
Extreme Retraining
Changing an ancestry or heritage requires biohacking or magic, such as reincarnation into a new form. This might take a complex ritual, exposure to experimental biotechnology, or the intervention of a deity. For instance, you might require an ysoki who wants to be a shirren to first become trained in Shirren Lore, worship Hylax, and eventually do a great service for a shirren colony to get a divine blessing of transformation.
Retraining a background requires altering the game's story so that the events the PC thought happened didn't. That can be pretty tricky to justify! One easy scenario is that they had their memory altered or replaced with memories from another timeline and need to get it restored to reveal their “true” background—the new retrained background. They might also be revealed as a clone or parallel self from another reality.
Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game and don't need an in-world justification to make certain retroactive changes. Or the justification could be something the player is unaware of until later, potentially tying the retraining into the larger ongoing themes of the campaign. It might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what previously happened in the game—retconning events—than to create an in-world justification for something like an ysoki turning into a shirren via magic or a technomancer becoming a witchwarper via reality hopping.
Difficulty Classes
Simple DCs
Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combats where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.
| Rank | DC |
|---|---|
| Untrained | 10 |
| Trained | 15 |
| Expert | 20 |
| Master | 30 |
| Legendary | 40 |
Level-Based DCs
Use these DCs when a PC needs to Identify a Spell or Recall Knowledge about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that the walls of a space station were constructed of smooth metal and are hard to climb. You could simply say only someone with master proficiency could climb them and use the simple DC of 30. Or you might decide that the 15th-level mechanic villain who built the station crafted the wall and use the 15th-level DC of 34. Either approach is reasonable!
Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually pose very little challenge for them.
| Level | DC |
| 0 | 14 |
| 1 | 15 |
| 2 | 16 |
| 3 | 18 |
| 4 | 19 |
| 5 | 20 |
| 6 | 22 |
| 7 | 23 |
| 8 | 24 |
| 9 | 26 |
| 10 | 27 |
| 11 | 28 |
| 12 | 30 |
| 13 | 31 |
| 14 | 32 |
| 15 | 34 |
| 16 | 35 |
| 17 | 36 |
| 18 | 38 |
| 19 | 39 |
| 20 | 40 |
| 21 | 42 |
| 22 | 44 |
| 23 | 46 |
| 24 | 48 |
| 25 | 50 |
| Spell Rank* | DC |
| 1st | 15 |
| 2nd | 18 |
| 3rd | 20 |
| 4th | 23 |
| 5th | 26 |
| 6th | 28 |
| 7th | 31 |
| 8th | 34 |
| 9th | 36 |
| 10th | 39 |
| * If a spell is uncommon or rare, adjust its difficulty accordingly. | |
Adjusting Difficulty
The DC Adjustments table lists the categories of adjustments. The adjustments' names are relative to the base difficulty of the task itself—a very hard 2nd-level task will not be “very hard” for a 10th-level PC to accomplish! PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high-level group.
You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about dragons. The tome is 4th-level and has the arcane trait, so you set the DC of an Arcana check to Identify the Magic to 19. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Occultism instead and set the DC at 24 for characters using that skill. If a character in your group had Physical Science Lore, you might determine that it would be easy or very easy for them to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.
Group Attempts
| Difficulty | Adjustment | Rarity |
|---|---|---|
| Incredibly easy | –10 | — |
| Very easy | –5 | — |
| Easy | –2 | — |
| Hard | +2 | Uncommon |
| Very hard | +5 | Rare |
| Incredibly hard | +10 | Unique |
Minimum Proficiency
For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed.
Specific Actions
Craft
Earn Income
Once the PC has decided on a particular level of task from those available, use the DC for that level. You might adjust the DC to be more difficult if there's network maintenance during a job over the infosphere, a rowdy audience for a performance, or the like.
Gather Information
Identify Magic or Learn a Spell
Recall Knowledge
Alternative Skills
Additional Knowledge
Creature Identification
The skill used to identify a creature usually depends on that creature's trait, as shown on the Creature Identification Skills table, but you have leeway on which skills apply. For instance, midwives are aberrations but have a strong connection to divine spells and serve a deity, so you might allow a character to use Religion to identify them without any DC adjustment and make using Occultism harder. Lore skills can also be used to identify a specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).
Navigate and Sense Direction
Social Skills
Subsist
Track
Train an Animal
Rewards
Experience Points
Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level, though you can choose to advance your players more quickly or slowly if it suits your group. These other means of advancement are noted in the Advancement Speeds sidebar below.
XP Awards
The party is a team, so any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's operative was off hacking a server during the battle. But if the operative collected valuable blueprints they could sell to a rival megacorp, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.
Adversaries and Hazards
Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure.
Accomplishments
Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.
As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any. Try to be consistent about what is worth accomplishment XP and what isn't, and give out at least some accomplishment XP every session.
If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesn't mean you should allow XP “farming,” however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragon's egg from a lair, someone collecting another egg wouldn't necessarily get accomplishment XP.
| Accomplishment | XP Award |
|---|---|
| Minor | 10 XP |
| Moderate* | 30 XP |
| Major* | 80 XP |
| * Typically earns a Hero Point as well. | |
| Adversary Level | XP Award |
|---|---|
| Party level – 4 | 10 XP |
| Party level – 3 | 15 XP |
| Party level – 2 | 20 XP |
| Party level – 1 | 30 XP |
| Party level | 40 XP |
| Party level + 1 | 60 XP |
| Party level + 2 | 80 XP |
| Party level + 3 | 120 XP |
| Party level + 4 | 160 XP |
| Hazard Level | Simple Hazard | Complex Hazard |
|---|---|---|
| Party level – 4 | 2 XP | 10 XP |
| Party level – 3 | 3 XP | 15 XP |
| Party level – 2 | 4 XP | 20 XP |
| Party level – 1 | 6 XP | 30 XP |
| Party level | 8 XP | 40 XP |
| Party level + 1 | 12 XP | 60 XP |
| Party level + 2 | 16 XP | 80 XP |
| Party level + 3 | 24 XP | 120 XP |
| Party level + 4 | 32 XP | 160 XP |
Party Size
Group Parity and Party Level
If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lowerlevel characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.
Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions.
Hero Points
In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more over-the-top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). You might also give them out at a faster rate during a shorter session. Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.
Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.
You can also give out a Hero Point for a less impactful, but still notable moments. A PC landing the killing blow on a difficult foe or successfully navigating a social challenge could earn a Hero Point. There are times when the PCs' actions aren't exceptionally dramatic or world-shattering, but that shouldn't prevent you from handing out a Hero Point as a reward.
The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment.
Treasure
The game's math is based on PCs looking to find, buy, or craft items that are the same level as them—this includes improved weapons and armor, weapon and armor upgrades, augmentations, magical items, tech items, consumable items, and items that help with the PCs' favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level).
The treasure assignment is measured across a level instead of per encounter because some encounters won't have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. You always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.
As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. It's usually best to mix “core items,” treasure linked to a PC's main abilities, with treasure that has unusual, less broadly applicable powers. For instance, the party's envoy might not go out of their way to purchase a diva's microphone, but they'll likely use it if they find it. These items should always be useful—a party without a close-quarters martial character won't have much use for hardlight handwraps. The number of core items to give out depends on you, but make sure the characters have plenty of core options. Consider opening up other options for parties traveling to other parts of the galaxy or visiting other planes.
Treasure by Level
The final column gives the amount of currency to add for each PC beyond four in the group. (Different Party Sizes provides more guidance on this.) For instance, between the time the PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 5,000 credits: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 1,200 credits worth of currency.
When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Player Core worth between 100 and 200 credits. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level. Some creature entries in Alien Core list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.
Published adventures include a suitable amount of treasure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind. You might also consider making changes to the treasure found in a published adventure to better fit the needs of the party, such as changing a tactical rotolaser into a tactical assassin rifle if none of the PCs use area or automatic weapons.
Currency
If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the credit amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly spell gems, and if you think your party will use them, count those items at their full Price.
Other Types of Treasure
Starships, vehicles, and other large assets can't be looted as easily as most other forms of treasure. While using these rewards to give the PCs a base of operations can help progress the story, estimating their wealth and allowing PCs to sell them to buy personal treasure can unbalance a game. Thus, starships, buildings, businesses, and other such assets don't cost the PCs credits to purchase and can't be sold for credits— they're a narrative device meant to help you tell a story. Instead, consider allowing PCs to “trade up” these assets into other assets they're interested in or “trade off” these assets for other benefits, such as introductions to important people, access to previously off-limit locations, favors, street cred, fame, notoriety—in short, power or access.
For some groups, this will feel unrealistic, and you'll want to find another solution. While you could adjust the treasure in future encounters to compensate, it's easier and much safer to make the property impossible to sell, either due to legal complications (like licensing laws), due to the poor shape of the property after the battle, or due to the property's iconic status—everyone knows who it belongs to, and that person certainly isn't your players! These complications could just lower the value of the property such that it becomes an appropriate amount of treasure. This approach can make selling these assets feel like off-loading a financially draining property or tricky to sell.
If the PCs acquire an asset that could conceivably make the PCs money, like ownership of a corporation or a hovercab, remind them that such businesses and ventures require investment, upkeep, and attention—often including staff!—and treat these assets like Earning an Income during downtime. Simply ignore the financial minutiae, let the PCs roll to Earn Income (likely as a group, as such assets are usually shared), and incorporate the asset into the narrative during downtime. If you find this boosts the PCs' wealth too high, you can slightly reduce the treasure you give out to compensate. You can use such assets to provide the PCs other tangible benefits that make the effort seem worthwhile, such as access to resources or introductions to allies.
Treasure and Rarity
Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can be almost instantaneous if leaked on the infosphere, and it's usually impossible to contain information once it's been released online.
Different Item Levels
However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11th-level permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!
If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level.
Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters. They should be a bit higher, but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly.
Different Party Sizes
- One permanent item of the party's level or 1 level higher
- Two consumables, usually one of the party's level and one of 1 level higher
- Currency equal to the value in the Currency per Additional PC column
If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear to help compensate for the smaller group size.
| Level | Total Value | Permanent Items (By Item Level) | Consumables (By Item Level) | Party Currency | Currency per Additional PC |
|---|---|---|---|---|---|
| 1 | 1,750 credits | 2nd: 2, 1st: 2 | 2nd: 2, 1st: 3 | 400 credits | 100 credits |
| 2 | 3,000 credits | 3rd: 2, 2nd: 2 | 3rd: 2, 2nd: 2, 1st: 2 | 700 credits | 180 credits |
| 3 | 5,000 credits | 4th: 2, 3rd: 2 | 4th: 2, 3rd: 2, 2nd: 2 | 1,200 credits | 300 credits |
| 4 | 8,500 credits | 5th: 2, 4th: 2 | 5th: 2, 4th: 2, 3rd: 2 | 2,000 credits | 500 credits |
| 5 | 13,500 credits | 6th: 2, 5th: 2 | 6th: 2, 5th: 2, 4th: 2 | 3,200 credits | 800 credits |
| 6 | 20,000 credits | 7th: 2, 6th: 2 | 7th: 2, 6th: 2, 5th: 2 | 5,000 credits | 1,250 credits |
| 7 | 29,000 credits | 8th: 2, 7th: 2 | 8th: 2, 7th: 2, 6th: 2 | 7,200 credits | 1,800 credits |
| 8 | 40,000 credits | 9th: 2, 8th: 2 | 9th: 2, 8th: 2, 7th: 2 | 10,000 credits | 2,500 credits |
| 9 | 57,000 credits | 10th: 2, 9th: 2 | 10th: 2, 9th: 2, 8th: 2 | 14,000 credits | 3,500 credits |
| 10 | 80,000 credits | 11th: 2, 10th: 2 | 11th: 2, 10th: 2, 9th: 2 | 20,000 credits | 5,000 credits |
| 11 | 115,000 credits | 12th: 2, 11th: 2 | 12th: 2, 11th: 2, 10th: 2 | 28,000 credits | 7,000 credits |
| 12 | 165,000 credits | 13th: 2, 12th: 2 | 13th: 2, 12th: 2, 11th: 2 | 40,000 credits | 10,000 credits |
| 13 | 250,000 credits | 14th: 2, 13th: 2 | 14th: 2, 13th: 2, 12th: 2 | 60,000 credits | 15,000 credits |
| 14 | 365,000 credits | 15th: 2, 14th: 2 | 15th: 2, 14th: 2, 13th: 2 | 90,000 credits | 22,500 credits |
| 15 | 545,000 credits | 16th: 2, 15th: 2 | 16th: 2, 15th: 2, 14th: 2 | 130,000 credits | 32,500 credits |
| 16 | 825,000 credits | 17th: 2, 16th: 2 | 17th: 2, 16th: 2, 15th: 2 | 200,000 credits | 50,000 credits |
| 17 | 1,280,000 credits | 18th: 2, 17th: 2 | 18th: 2, 17th: 2, 16th: 2 | 300,000 credits | 75,000 credits |
| 18 | 2,080,000 credits | 19th: 2, 18th: 2 | 19th: 2, 18th: 2, 17th: 2 | 480,000 credits | 120,000 credits |
| 19 | 3,550,000 credits | 20th: 2, 19th: 2 | 20th: 2, 19th: 2, 18th: 2 | 800,000 credits | 200,000 credits |
| 20 | 4,900,000 credits | 20th: 4 | 20th: 4, 19th: 2 | 1,400,000 credits | 350,000 credits |
Treasure for New Characters
These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.
Item Selection
At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as credits. As usual, you determine which items the character can find for purchase.
A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.
If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items.
| Level | Permanent Items | Currency | Lump Sum |
|---|---|---|---|
| 1 | — | 150 credits | 150 credits |
| 2 | 1st: 1 | 200 credits | 300 credits |
| 3 | 2nd: 1, 1st: 2 | 250 credits | 750 credits |
| 4 | 3rd: 1, 2nd: 2, 1st: 1 | 300 credits | 1,400 credits |
| 5 | 4th: 1, 3rd: 2, 2nd: 1, 1st: 2 | 500 credits | 2,700 credits |
| 6 | 5th: 1, 4th: 2, 3rd: 1, 2nd: 2 | 800 credits | 4,500 credits |
| 7 | 6th: 1, 5th: 2, 4th: 1, 3rd: 2 | 1,250 credits | 7,200 credits |
| 8 | 7th: 1, 6th: 2, 5th: 1, 4th: 2 | 1,800 credits | 11,000 credits |
| 9 | 8th: 1, 7th: 2, 6th: 1, 5th: 2 | 2,500 credits | 16,000 credits |
| 10 | 9th: 1, 8th: 2, 7th: 1, 6th: 2 | 3,500 credits | 23,000 credits |
| 11 | 10th: 1, 9th: 2, 8th: 1, 7th: 2 | 5,000 credits | 32,000 credits |
| 12 | 11th: 1, 10th: 2, 9th: 1, 8th: 2 | 7,000 credits | 45,000 credits |
| 13 | 12th: 1, 11th: 2, 10th: 1, 9th: 2 | 10,000 credits | 64,000 credits |
| 14 | 13th: 1, 12th: 2, 11th: 1, 10th: 2 | 15,000 credits | 93,000 credits |
| 15 | 14th: 1, 13th: 2, 12th: 1, 11th: 2 | 22,500 credits | 135,000 credits |
| 16 | 15th: 1, 14th: 2, 13th: 1, 12th: 2 | 32,500 credits | 200,000 credits |
| 17 | 16th: 1, 15th: 2, 14th: 1, 13th: 2 | 50,000 credits | 300,000 credits |
| 18 | 17th: 1, 16th: 2, 15th: 1, 14th: 2 | 75,000 credits | 450,000 credits |
| 19 | 18th: 1, 17th: 2, 16th: 1, 15th: 2 | 120,000 credits | 690,000 credits |
| 20 | 19th: 1, 18th: 2, 17th: 1, 16th: 2 | 200,000 credits | 1,120,000 credits |
Buying and Selling Items
If you don't want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time. Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful.