Unless otherwise mentioned, using a reward gained from a preparatory task requires no action. If a reward gives a bonus to a check or otherwise affects a check, the PCs must declare the use of that reward before rolling. These rewards apply to the group, and the group must agree to use the bonus before a PC can gain the benefits.
BUFFET CRISIS
Easy Thankful for the help, the head caterer gifts the PCs with a vacuum-sealed, spoilage-resistant takeout container full of scrumptious food. Once during the adventure, a PC can consume this food to gain a +1 bonus to Skill checks and Saves for a number of Minutes equal to their Character Level.
Hard In addition to the reward above, the food also functions as a Mk 3 Serum of Healing that must be used during this adventure.
MEDIA BOOST
Easy The PCs launch a social media tag about the upcoming events that quickly gains momentum throughout the local infosphere.
Average Once during the adventure, each PC gains a +2 bonus to a Charisma-based skill check attempted when interacting with an individual who is not a Starfinder.
Hard When using the reward above, the PCs can roll their check twice and take the better result (in addition to gaining the +2 bonus).
MEDIA CONTROL
Easy The PCs end the peaceful, albeit misguided, protest. They learn from the demonstrators that despite the Society's efforts to counteract Datch's smear campaign, many individuals in the Pact Worlds still distrust their organization.
Average The PCs gain valuable insight into the crowd’s behavior. At any point during the adventure, a PC can attempt a Hard Bluff, Diplomacy, or Intimidate check to influence a crowd.
Hard Once during the adventure when the group encounters a team of two or more adversaries, the group can activate this reward to grant each PC a +4 bonus to their initiative checks for that encounter.
SOUND CHECK
Easy While helping Fitch and her brood, the prodigious young ysoki offer a few helpful tips about fixing equipment on the fly.Each time the PCs attempt a skill check to repair or reprogram a technological item during the adventure, one PC can gain a +1 bonus to the check.
Average As above, but instead the PCs gain a +3 bonus.
Hard Once during the adventure, each PC can roll twice (to repair or reprogram a technological item) and take the better result.
VALET PILEUP
Easy Solving the problem gives Tall Sam free reign of the Society's parking garage and starship hangars. With Zigvigix's permission, Tall Sam modifies several of the parked vehicles. Once during the adventure, the party can flip a boost switch to add a +4 to a single Piloting check during starship combat or a vehicle chase.
Average When using the reward above, the starship or vehicle can also move one additional hex or zone.
Hard In place of the reward above, the PCs can force the crew of an enemy ship or vehicle to take a –2 penalty to all Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat or vehicle chase round.
VIP ROUNDUP
Easy After a hectic search of the grounds, the PCs locate each of the missing guests of honor. The three VIPs are grateful for the escort and give each PC a Mk 1 Serum of Healing that must be used during the course of this adventure.
Average The magnanimous Zo! thanks the PCs by gifting them a voucher for a one-time 10% discount on gear or equipment purchased on Absalom Station for the duration of the adventure. This discount does not stack with any other discount, and Table GMs should mark its use on the Chronicle sheet.
Hard The VIPs pool their resources together to offer the group some special swag. Each PC can select a serum or grenade from the Core Rulebook with an item level less than or equal to the group's APL to receive free of charge. This item must be used during the course of this adventure.