Rewards

In Starfinder, player characters can receive three kinds of rewards for their heroic deeds: Experience Points, which they'll use to level up; treasure, which can be anything from powerful items to more intangible benefits; and Hero Points, which they can use to get out of sticky situations.

Experience Points

As characters adventure, they earn Experience Points (XP). These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.

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

Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.

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

Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size for details).

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

Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to the XP Awards table below to award an appropriate amount of XP.

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.
XP Awards
AccomplishmentXP Award
Minor10 XP
Moderate*30 XP
Major*80 XP
* Typically earns a Hero Point as well.
Adversary LevelXP Award
Party level – 410 XP
Party level – 315 XP
Party level – 220 XP
Party level – 130 XP
Party level40 XP
Party level + 160 XP
Party level + 280 XP
Party level + 3120 XP
Party level + 4160 XP
Hazard LevelSimple HazardComplex Hazard
Party level – 42 XP10 XP
Party level – 33 XP15 XP
Party level – 24 XP20 XP
Party level – 16 XP30 XP
Party level8 XP40 XP
Party level + 112 XP60 XP
Party level + 216 XP80 XP
Party level + 324 XP120 XP
Party level + 432 XP160 XP

Party Size

The rules for advancement assume a group of four PCs. The rules for building encounters describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though. Since they can pursue multiple accomplishments at once, it can lead to the PCs leveling up too fast.

Group Parity and Party Level

It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easilyand their players feel less effective, which in turn makes the game less fun for those players.

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

Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted in Player Core, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.

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

As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.

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 Party Treasure by Level table shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes credits, UPBs, and other valuables.

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

A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The credit values in the Party Currency column don't refer only to credits found on credsticks. Gems, collectibles, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a fully loaded credstick.

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

Not all treasure has to be items or currency. Crafters can use the Crafting skill to turn raw materials directly into items instead of buying those items with credits. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A prepared spellcaster might get access to new spells from an enemy's computer, while an operative or soldier might learn new fighting techniques.

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

Giving out uncommon and rare items can get players more interested in treasure. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.

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

The levels listed for items on the Party Treasure by Level table aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs an elite laser rifle (with a Price of 20,000 credits) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level superior freebooter armor (14,000 credits) instead. Since the armor has a lower Price than the weapon, you might also add a 9th-level tactical active camouflage armor upgrade (6,500 credits) to make up the difference. The total isn't exactly the same, but that's all right.

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

If a party has more than four characters, add the following for each additional character:
  • 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.
Party Treasure by Level
LevelTotal ValuePermanent Items (By Item Level)Consumables (By Item Level)Party CurrencyCurrency per Additional PC
11,750 credits2nd: 2, 1st: 22nd: 2, 1st: 3400 credits100 credits
23,000 credits3rd: 2, 2nd: 23rd: 2, 2nd: 2, 1st: 2700 credits180 credits
35,000 credits4th: 2, 3rd: 24th: 2, 3rd: 2, 2nd: 21,200 credits300 credits
48,500 credits5th: 2, 4th: 25th: 2, 4th: 2, 3rd: 22,000 credits500 credits
513,500 credits6th: 2, 5th: 26th: 2, 5th: 2, 4th: 23,200 credits800 credits
620,000 credits7th: 2, 6th: 27th: 2, 6th: 2, 5th: 25,000 credits1,250 credits
729,000 credits8th: 2, 7th: 28th: 2, 7th: 2, 6th: 27,200 credits1,800 credits
840,000 credits9th: 2, 8th: 29th: 2, 8th: 2, 7th: 210,000 credits2,500 credits
957,000 credits10th: 2, 9th: 210th: 2, 9th: 2, 8th: 214,000 credits3,500 credits
1080,000 credits11th: 2, 10th: 211th: 2, 10th: 2, 9th: 220,000 credits5,000 credits
11115,000 credits12th: 2, 11th: 212th: 2, 11th: 2, 10th: 228,000 credits7,000 credits
12165,000 credits13th: 2, 12th: 213th: 2, 12th: 2, 11th: 240,000 credits10,000 credits
13250,000 credits14th: 2, 13th: 214th: 2, 13th: 2, 12th: 260,000 credits15,000 credits
14365,000 credits15th: 2, 14th: 215th: 2, 14th: 2, 13th: 290,000 credits22,500 credits
15545,000 credits16th: 2, 15th: 216th: 2, 15th: 2, 14th: 2130,000 credits32,500 credits
16825,000 credits17th: 2, 16th: 217th: 2, 16th: 2, 15th: 2200,000 credits50,000 credits
171,280,000 credits18th: 2, 17th: 218th: 2, 17th: 2, 16th: 2300,000 credits75,000 credits
182,080,000 credits19th: 2, 18th: 219th: 2, 18th: 2, 17th: 2480,000 credits120,000 credits
193,550,000 credits20th: 2, 19th: 220th: 2, 19th: 2, 18th: 2800,000 credits200,000 credits
204,900,000 credits20th: 420th: 4, 19th: 21,400,000 credits350,000 credits

Treasure for New Characters

When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to the Character Wealth table, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants an armor or a weapon made of a precious material, they must pay for the precious material separately.

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

You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.

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.
Character Wealth
LevelPermanent ItemsCurrencyLump Sum
1150 credits150 credits
21st: 1200 credits300 credits
32nd: 1, 1st: 2250 credits750 credits
43rd: 1, 2nd: 2, 1st: 1300 credits1,400 credits
54th: 1, 3rd: 2, 2nd: 1, 1st: 2500 credits2,700 credits
65th: 1, 4th: 2, 3rd: 1, 2nd: 2800 credits4,500 credits
76th: 1, 5th: 2, 4th: 1, 3rd: 21,250 credits7,200 credits
87th: 1, 6th: 2, 5th: 1, 4th: 21,800 credits11,000 credits
98th: 1, 7th: 2, 6th: 1, 5th: 22,500 credits16,000 credits
109th: 1, 8th: 2, 7th: 1, 6th: 23,500 credits23,000 credits
1110th: 1, 9th: 2, 8th: 1, 7th: 25,000 credits32,000 credits
1211th: 1, 10th: 2, 9th: 1, 8th: 27,000 credits45,000 credits
1312th: 1, 11th: 2, 10th: 1, 9th: 210,000 credits64,000 credits
1413th: 1, 12th: 2, 11th: 1, 10th: 215,000 credits93,000 credits
1514th: 1, 13th: 2, 12th: 1, 11th: 222,500 credits135,000 credits
1615th: 1, 14th: 2, 13th: 1, 12th: 232,500 credits200,000 credits
1716th: 1, 15th: 2, 14th: 1, 13th: 250,000 credits300,000 credits
1817th: 1, 16th: 2, 15th: 1, 14th: 275,000 credits450,000 credits
1918th: 1, 17th: 2, 16th: 1, 15th: 2120,000 credits690,000 credits
2019th: 1, 18th: 2, 17th: 1, 16th: 2200,000 credits1,120,000 credits

Buying and Selling Items

Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price. The PCs' ability to sell items plays a big part in their ability to equip themselves how they want. However, it may not make sense for the story that PCs can find a buyer for every item, especially if they're selling multiple copies of the same thing. In a megacity, port of call, or major trade hub a PC should generally be able to sell whatever they want whenever they want thanks to convenient infosphere shopping, all-hours markets, and high population of buyers. They might be unable to sell items that wouldn't be in demand or have to take a lower percentage in remote places that have low populations or lack wealth.

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.