Starfinder Samplings

Starfinder Samples

I am in the process of doing what I usually do — arrive very late to the wrong party — and am trying to get in on the 985th floor of the great RPG PDF boom! Go me!

I’m working on a handful of small Starfinder supplements. Unlike this blog, whose motto is “Free, And Worth It!”, these will have some modicum of attention paid to editing, playtesting, and layout. Only a modicum, of course. Let’s not get ridiculous, here.

Anyway, that’s been occupying my limited free time for the past few weekends, and I haven’t had much chance to post anything. So, here’s a few sample of things that are in progress. This includes a new starship bay, an NPC/Monster, and a new critical effect (that’s part of the backstory for the aforementioned NPC, but could be used for different things.)

(Note: The actual PDFs have appropriate layout, formatting, design, etc. I do not have the time to figure out how to define the CSS here to match what I’m setting up in MS Word. So take this as a preview of content, not of appearance.)

From Honest Grek’s Starship Fittings

Coldsleep Bay

Sometimes, even the most basic accommodations are not suited for the task at hand. A coldsleep bay has 16 cryonic preservation units, each holding one medium size creature. (Each can be swapped for 2 small units, or 2 of the standard units can be swapped for a large unit. This choice is made when the bay is installed.)

The coldsleep bay can’t be used as a cheap way to carry crew; those emerging from cryostasis suffer 1 negative level until they succeed at a DC 20 Fortitude save, which can be attempted once per day after the first.

If a starship with a coldsleep bay is damaged, the “cargo” is placed at risk. Each time either Life Support or Power takes damage (moving from normal to Glitching, or Glitching to Malfunctioning, etc.), an Engineering check must be made.

This check does not consume an action. It represents how well the systems in general have been maintained, as they need to adapt in microsecond time to sudden, random fluctuations in power and have safety overrides and backups kick in before any serious harm can occur. If the check fails, the listed result occurs:

Damage Level DC Result
Glitching 20 2 negative levels on awakening.
Malfunctioning 25 As above, plus 1d2 points of ability drain to all physical abilities.
Wrecked 30 50% chance of above, 50% chance passenger is dead.

Normally, coldsleep bays are programmed to safely revive passengers at a given point in the voyage. This takes one hour. Forcing a particular chamber open can be done with a DC 20 Engineering check. This takes 10 minutes, and imposes severe system shock. The passenger must make a Fortitude save (DC 20) or fall to 0 hit points and begin dying. Medical care (DC 15 Medicine check, trained only) gives a +5 to this roll.

Honest Grek Says: If you see a transit corp offering cheap, ‘No Questions Asked’ passage out to distant worlds, pack some warm undies.

 

From “Creatures Of The Void: Yuggbound”

Yuggbound, Recruiter      CR 3

XP 800

LE Medium humanoid envoy (fungal)

Init +0; Senses darkvision 60 ft., low-light vision; Perception +8

Defense                                            HP 35

EAC 14; KAC 15

Fort +2; Ref +4; Will +6; +2 vs mind-affecting (plantlike), +2 vs. inhaled

Resistances cold 5

Offense

Speed 30 ft.

Melee encrusted battle staff +7 (1d4+3 C; knockdown, corrode 1d4)

Ranged azimuth laser pistol +9 (1d4+3 F; burn 1d4)

Offensive Abilities embrace of Yugg

Statistics

Str +0; Dex +2; Con +0; Int +1; Wis +0; Cha +4

Skills Bluff +13, Diplomacy +8, Intimidate +13, Perception +8, Sense Motive +13

Languages Common

Other Abilities envoy improvisations (dispiriting taunt, inspiring boost), plantlike, vacuum resistance

Gear fungus-infected cult robes, alloy staff, azimuth laser pistol, 2d10 credits

Ecology

Environment any urban

Organization solitary, brethren (2-3), conference (4-6)

SPECIAL ABILITIES

Embrace of Yugg (Ex): The recruiter can release a cloud of intoxicating spores in a 10′ burst as a standard action that does not provoke. All allies who are exposed to these spores either heal 1d6+2 hit points, or can immediately make a saving throw to shake off any ongoing condition imposed by an earlier failed save. All enemies exposed to the spores must make a DC 14 Will save or be affected as if the recruiter had cast charm person with a caster level equal to their CR. This ability does not recharge until after a short rest.

Encrusted Staff (Ex): The recruiter usually carries a two-handed fighting staff which is coated with a highly destructive mold. See “Encrusted”, below.

Vacuum Resistance (Ex) The fungal covering that encrusts the yuggbound stores and releases oxygen as well as providing other protection. A yuggbound can spend up to one hour in vacuum without ill effect, and gains a +2 on saving throws vs. inhaled gasses.

Description

Yuggbound recruiters take the lead in finding likely candidates to serve the glory of Yugg. They are usually accompanied by 2-3 yuggbound watchmen, or sometimes a single watchman of a higher CR.

They usually take up residence in the lower decks of dubious space stations, in the shanty towns around starports on remote worlds, or in the lower levels of massive megacities. They prefer to avoid direct confrontation; if forced into combat, they will use their embrace of Yugg to pacify as many enemies as possible, then have their guards kill those who are unaffected.

Weapon Critical Effect: Encrusted

Encrusted: A weapon with this critical effect will transfer some sort of rapidly-growing parasitic life form to the target, which will rapidly begin to consume their flesh. This inflicts the encrusted condition.

The damage type is considered to be disease, for purposes of potential immunities and saving throw bonuses.

The target takes the listed damage per round (or 1d6 if there is no amount listed). At the end of each round with this condition, a Fortitude Save (DC 10+amount of damage taken from the encrustation this round) may be made, with a +2 for each failed prior save.

A Medicine check may be made, by you or an ally, as a full round action to end the condition. The DC for this check is 10+the damage done this round.

Finally, you, or an adjacent ally, may attempt to kill or scrape off the infection. This is a standard action, and it requires making an attack against AC 10 with a weapon that does slashing, fire, or cold damage. On a hit, the target takes 1d4 damage of the appropriate type, and the encrusted condition ends.

While Yugg weapons inflict a fungal growth, other attacks that inflict this condition might cause the growth of barnacles, creeping vines, or robotic circuitry.

 

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