| A Wizard Did It |
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I wanted to share some Homebrew themes that fill some of the bigger thematic holes in the initial Starfinder core book. I appreciate any feedback and of course feel free to steal any of this wholesale for your own games :)
Liaison - A political or corporate diplomat who travels abroad to secure deals/alliances for their organization.
Outlander - Someone from (relatively) undeveloped regions of space or an ascetic who has come from a society that abstains from use of technology
Ability Bonus: +1 Wisdom
Theme Knowledge (1st)
Your profession has made you well acquainted with the laws or regulations of various states and companies and you’ve become very adept at questioning suspect individuals. The DC of Culture checks to know local laws or corporate regulations or guidelines is reduced by 5. Sense Motive is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sense Motive checks. In addition you gain an ability adjustment of +1 to Wisdom at character creation.
Vigilance (6th)
You’ve obtained a natural intuition for investigating criminal activity, both physical and digital. You can make a Computers check to detect if a network has been infiltrated when suspecting a breach. This DC is equal to 10 + the Computer skill of the hacker who breached it. You can only perform this check if you have root access to the computer network in question which may require an additional Computers check be made to hack it prior to the tracking attempt if you do not have access. You also gain a +2 to Perception checks when looking for clues relating to a crime or the physical break-in of a location.
Hot Pursuit (12th)
You are adept at chasing down perpetrators and bringing them to justice (or corporate interrogation). When in a vehicle chase, you always have the "Being Ahead" bonuses (+2 to Piloting checks and +2 to attack rolls) even towards those ahead of you.
Chief Investigator (18th)
During a tough case, all it takes is a single clue to galvanize you forward. Once per day after finding a clue or trace that furthers an investigation, you recover 1 Resolve Point. If you later uncover a second clue that narrows down your search further you recover a second Resolve Point.
Ability Bonus: +1 Intelligence
Theme Knowledge (1st)
When starting off as a Liaison, you select some state entity, influential organization, or corporation which serves as your benefactor (this should be discussed with your GM before play). The Knowledge or Culture check DC to recall any knowledge related to important interests or contracts from your benefactor is reduced by 5. Diplomacy is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Diplomacy checks. In addition you gain an ability adjustment of +1 to Intelligence at character creation.
Friends in High Places (6th)
You've ascended in the ranks of your organization enough to benefit from perks of the job. In any location in which your organization has influence (generally somewhere with a corporate office or embassy) you are able to access basic services free of charge or for a reduced price. This might include a place to stay for the night, free transportation, access to medical or research facilities, or a connection to a government official whose attitude starts as friendly or helpful to you.
Diplomatic Immunity (12th)
Your associations afford you a certain level of protection in any region in which your organization holds sway. Whenever you are dealing with intelligent creatures who would reasonably fear reprisal from your association, their attitude for you shifts up one step if they are hostile or unfriendly (to unfriendly and indifferent respectively). Additionally in any combat, enemies will generally try to avoid lethal actions against you unless you have shown aggressive action towards them first (including if you assist allies doing such).
Master Liaison (18th)
You live for the deal and nothing energizes you quite like signing a lucrative contract or negotiating an alliance for your organization. Up to twice per day after you’ve negotiated some kind of deal or partnership that furthers your organization's goals, you recover 1 Resolve Point.
Ability Bonus: +1 Strength
Theme Knowledge (1st)
Without access to high level technology, you've grown more accustomed to enduring harsh environments and relying on your own physical prowess than most. The DC of Survival checks used to endure weather, live off the land, and orient yourself is reduced by 5 when you are not assisted by technological devices. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition you gain an ability adjustment of +1 to Strength at character creation.
Archaic Proficiency (6th)
While fancy chain swords or death lasers work for some, you’ve found that simple hardened steel or a taunt strung bow can do just as well when used properly. When using Archaic weapons, you bypass the damage reduction normally provided against such weapons by advanced armor. Additionally you can use the Improved Unarmed Strike feat table for damage when using an Archaic weapon if that damage would be higher.
Self Reliant (12th)
While others might scoff at you for your backwards ways, you’ve learned to thrive in situations where technology is limited or unavailable. You receive a +1 to any strength, dexterity, or wisdom based skill check that is unassisted by any kind of technological device.
Spartan Aptitude (18th)
Overcoming great challenges without relying on advanced machines or technology fills you with a sense of accomplishment. Once per day after participating in combat against a significant foe without using any kind of technological item you recover 1 Resolve Point. Additionally once per day after overcoming a skill challenge that benefits you or your group without the use of any kind of technological assistance you also recover 1 Resolve Point.