Strange Aeons Starfinder Conversion


General Discussion


Now that my homebrew pbp is back on track (kind of), I can go back to using my notes for that campaign.

So, while I wait for them to go off the rails again, I'm going to start work on my next project, an extensive conversion of the Strange Aeons AP to the Starfinder universe.

This thread is going to be my progress journal/feedback area because I am more likely to continue working on something if I can share it as it's being worked on. As I post things here, feel free to comment on it and provide your own input.

First things first, I want to have the game start on a mysterious spaceship instead of an asylum. Is there a place where I can get a starship map? I'm terrible at map making.

Second, while traits have always been a big part of pathfinder APs, starfinder doesn't have them. Instead, I'm going to provide a couple of new themes for the players to choose from.

Third, I can't wait for Alien Archive to come out. Does first contact have monster creation rules?

I don't expect to play this campaign until either my Iron Gods game or my homebrew game have wrapped up, so it'll be a while.


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You can fully re-use the asylum map from the original and simply handwave that the building is a space station. Actually, having an insane asylum built inside a space station orbiting whatever planet you're going to replace for the nation of Ustalav could make a lot of sense.


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I finished a rough draft of the first theme. I have decided to make four for the AP. Cultist, Investigator, Sensitive, and Mutated.

Cultist Theme (Cha)
When you awake from your deep sleep and find yourself in an unfamiliar location, you are as confused as everyone else. However, you are quick to recognize certain supernatural aspects of the ship around you and the denizens that prowl its corridors, almost as if they were once the subjects of your own curiosity and study.

Theme Knowledge (1st)
You have some kind of connection to the dark horrors that come from the Dark Tapestry. You gain a +1 Insight Bonus to Life Science and Mysticism to identify aberrations and creatures and items associated with the Dark Tapestry.

Dark Insight (6th)
You can occasionally call upon the dark powers of deep space to aid you in a pinch. Once per day, you can spend 10 minutes in meditation to gain a +4 insight bonus to any mysticism skill check or skill check to gain information or answer a question. If you spend 2d4 hours on the check, you may automatically succeed on it.

Obtuse Mind (12th)
Your constant interaction with the dark horrors that lurk on the edge of the galaxy has strengthened your mind to better withstand attacks to your sanity and independence. You get a +2 Enhancement Bonus to all of your Will saves.

Dark Slayer (18th)
You are emboldened when you overcome powerful horror of the Dominion of the Black. Once per day, whenever you are defeat an aberration with a challenge rating of at least your level, you gain 1 Resolve Point. You may gain a second Resolve Point by defeating an aberration with a challenge rating of at least your level plus 3. It does not have to be the same aberration that you defeated to gain the first Resolve Point.

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Addams Family DM wrote:

I finished a rough draft of the first theme. I have decided to make four for the AP. Cultist, Investigator, Sensitive, and Mutated.

Cultist Theme (Cha)
When you awake from your deep sleep and find yourself in an unfamiliar location, you are as confused as everyone else. However, you are quick to recognize certain supernatural aspects of the ship around you and the denizens that prowl its corridors, almost as if they were once the subjects of your own curiosity and study.

Theme Knowledge (1st)
You have some kind of connection to the dark horrors that come from the Dark Tapestry. You gain a +1 Insight Bonus to Life Science and Mysticism to identify aberrations and creatures and items associated with the Dark Tapestry.

Dark Insight (6th)
You can occasionally call upon the dark powers of deep space to aid you in a pinch. Once per day, you can spend 10 minutes in meditation to gain a +4 insight bonus to any mysticism skill check or skill check to gain information or answer a question. If you spend 2d4 hours on the check, you may automatically succeed on it.

Obtuse Mind (12th)
Your constant interaction with the dark horrors that lurk on the edge of the galaxy has strengthened your mind to better withstand attacks to your sanity and independence. You get a +2 Enhancement Bonus to all of your Will saves.

Dark Slayer (18th)
You are emboldened when you overcome powerful horror of the Dominion of the Black. Once per day, whenever you are defeat an aberration with a challenge rating of at least your level, you gain 1 Resolve Point. You may gain a second Resolve Point by defeating an aberration with a challenge rating of at least your level plus 3. It does not have to be the same aberration that you defeated to gain the first Resolve Point.

totally stealing this :)


Here's the Investigator Theme. I'm not as in love with this one as I am with the Cultist Theme.

Investigator (Int)
Before you found yourself in lost in the orbital prison, you were an astute observer of the world around you, a seeker of mystery and fact. Or so you think. Truthfully, while you have no recollection of your identity beyond some faint childhood imaginings, you do have a keen sense of observation and deduction.

Theme Knowledge (1st)
You are quick to observe you surroundings and making quick connections to seemingly insignificant details. You gain a +1 Insight Bonus to Perception checks and Perception is always a class skill for you.

Astute Observation (6th)
You power of observation is such that you seem to surprise even yourself with your deductions, but your conclusions are merely the result of taking the world as it is. You may always Take 10 on your Perception checks. In addition, you are never flat-footed.

Penetrating Mind (12th)
Your skills at focusing, deduction, and observation allow you to see the world as it is, even when your senses tell you otherwise. You gain a +2 Insight Bonus on all saves against illusion spells.

Mental Supremacy (18th)
You have reached the pinnacle of logical thinking. Fooling our senses is nearly impossible with or without magic. Increase your Resolve Points by 1. You may spend a Resolve Point to reroll a failed save against an Illusion Spell.

Comments? Critiques?


This ever pan out?

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