Converting SFS 6-11 Gifts Ungiven to 2E for 0 level characters


Homebrew


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Happy Halloween All!

I am looking for advice and feedback on several things. I have been a TTRPG fan for over 40 years, used to play and DM, then got a job that had me on the road traveling for almost 15 years and become a reader instead of a player. I stopped traveling years back, but never developed a good friend group to get back into active gaming, but that has recently changed. I have a friend who is an active D&D 5E GM and loves my descriptions of what I love about Starfinder. Between his encouragement and my own desire I have decided to build a zero-ish level adventure to introduce him and his group to Starfinder 2E mechanics and the setting.

I am converting the SFS 6-11 Gifts Ungiven adventure into a 2E 0-level adventure. The player group has zero experience with any Pathfinder or Starfinder systems. My goal is to showcase/teach the many aspects of 2E mechanics through the various encounters while giving the players a curated selection of options to have to make for characters creation and system play.

Since this is going to be a length set of posts I'm going to break it up in chunks, starting with the 0-level rules.

While I like most of the 0-Level rules in the GM Core, I do want to showcase a little of what makes each class special and have made revisions to the 0-level apprentice rules.

Ancestry, Background, 4 free Attribute points, trained in 2+Int skills, Perception, all Saves, Unarmed attacks, unarmed defense, and starting credits (50) are all per the GM Core.
1) also trained in simple weapons and light armor.
2) in addition to the HP from Ancestry the character gain 4+CON modifier HP

Apprentice Options are completely revised so that it showcases some of what makes each class special.
Envoy - trained in Diplomacy, Deception or Intimidation; gains Get' Em! (1 action version only).
Mystic - choose a connection and become trained in associated skill, spell attack roll, spell DC roll; gain 3 cantrips + connection cantrip; gain Circle of Friends (Mystic Bond and Vitality Network with only 4 HP pool, refresh each round in combat or with 10 minutes of downtime with friends).
Operative - choose specialization and become trained in associated skill and 1 martial gun; Aim.
Solarian - trained in Athletics and 1 martial weapon; choose 1 solar manifestation; manifestation is locked into either Photon or Graviton mode.
Soldier - trained in Intimidation, medium armor and 1 martial weapon; Walking Armory.
Witchwarper - choose paradox and become trained in associated skill, spell attack roll, spell DC roll; gain 3 cantrips + paradox cantrip; Warp Reality.

Finally the 0-level characters will have Hero Points, but they will be called Dumb Luck points and I'll encourage the players to describe how dumb luck hopefully dramatically changes an outcome.

With my goals I am pretty comfortable with these changes, although I do think the apprentice Soldier may be lacking in showcasing what makes the class special, but I am planning on staying away from area effect weapons for story reasons and at a loss to what might be better.


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Converting Gifts Ungiven - Part 1.

Adventure setup.

The players will be playing as adolescent members of the Junior Starfinder Scouts. A youth organization focused both on what Americans/Europeans would think of as traditional scouting activities, but also adding in multi ancestory cultural appreciation, amateur archeological training and galactic survival skills. Carmellia a jolly pangender flowering raxilite from SFS 4-12 A Festive Operation is the JSS Scout Master and sponsor for the group and has arranged for some basic combat training at the Lorespire complex. They will take the group into a training area designed to look like ?? (haven't decided on the initial environment). There they will be introduced to Zigrigix (host shirren) who will be their combat instructor.
The only resource the players will need to purchase going into the adventure will be armor. Other gear will be gained through play.
Zig will explain the combat scenario, and offer a selection of weapons tailored to the characters. Any weapons with the tech trait will also have the homebrewed refurbished trait (on a critical fail the weapon gains Glitch +1). After weapon selection a Severe 0 encounter with 2 Observer Class Robots (Alien Core 163) will begin.
If the party is all knocked unconscious, Zig revives anyone trained in the Medicine skill. Zig points out a nearby commercial medkit and walks everyone though using the Medicine skill. The encounter ends with Zig giving everyone a commercial medpatch and recommending they all keep the refurbished weapons so they can get comfortable with them. Zig will also let a character trained in Medicine keep the medkit.

After the initial setup and framing well move into and convert the adventure proper.


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Converting Gifts Ungiven - Part 2.

For encounter purposes I set this as a Low-0 encounter.
Carmellia will be escorting the team out of the Lorespire complex and will be taking them through the lobby when the initial gift from the goblins is discovered in the lobby. I'll play-out the scene as written, although I am tempted to have Carmellia be the one to accidentally set off the spoiled yogurt/star ship chaff explosion instead of Senndi. The players will be encouraged to play detective and figure out the mystery of the pranks that have been occurring and escalating both as an opportunity to emulate regular Starfinder Agents and to possibly impress Radaszam.

The DCs for the investigation skill checks will be set at DC 14/16/19 for the three levels of results. Investigating the bomb will use Crafting or Survival. Diplomacy for canvasing the crowd or Media Lore/Infosphere Lore for reviewing video footage from social media posts or Computers to access the security footage. Society or Starfinder Lore to understand the significance of the spoiled yogurt. Perception or Starfinder Lore to piece together the clues leading to the Recycling Center.

Once the team heads off to the Recycling Center I'll cover Exploration Mode and its options.

The 3 diathas (Alien Core 40) are a Moderate-0 encounter.

Scrap-bots and Disco Drama are a Moderate-0 encounter.

For the Scrap-bots I'll reskin the Repair-class Security Robot (Alien Core 162); the Fire Suppression's hydraulic push list a DC instead of the correct Spell Attack roll, which I'll set at +5, I'll also add in that using the Fire Suppression action pushes the Scrap Bot back 5' and knocks them prone.

Disco Drama trap
Stealth DC 13
Disable DC 18 Computers (trained) to jam the motion detector’s signal or DC 16 Thievery (trained) to deactivate the motion detector
Disco Drama [reaction] Trigger A creature enters the sensor’s
detection area; Effect The trap dazzles any creature that only has sight as their precise sense within a 15 foot burst until the trap malfunction in 1d4 rounds or is destroyed.
AC 16; Fort +9, Ref +3
HP 20; Immunities mental

That's it for the moment. I need to review the hacking rules before I convert the next part since I want to add in a computer in the goblin's lair with videos that will have information on their upcoming "gifts".


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I fully support this port and am eager to see where you go with it.


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Converting Gifts Ungiven - Part 3.

So while I'll keep all the conventional clues listed for the goblins lair and reward them out through Perception DC 13 checks that each take 10 minutes. The main draw of the Goblin lair will be the Gobcom Mark2 computer the goblins have cobbled together. Goal is to highlight the Hacking system and how strange it can possibly get!

Severe-0 encounter

Gobcom Mark2 Level 3
The Gobcom Mark2 is a battered computer missing its casing with dozens of wires and cables snaking out to 3 cracked and battered flatscreen, a keypad missing a quarter of its keys, several depleted batteries, a stationary exercise bike, a swivel chair, and a microwave. The screen currently flickers between 3 short clips of Glorgo Credstick using a blowtorch on a scrapbot, Fabulous Sheena with a huge pair of scissors trimming another goblins hair and Tricks tapping a series of identical mugs (proogs) with a sparking wire causing them to jiggle and change color.
Hack-able drone video files (physical; 1 Success) DC 20 Computers trained.
Vulnerabilities - Understanding the goblin mind (DC18 Society or DC 13 Goblin Lore; -2); Realizing the swivel chair can be spun to simulate a pass-code (DC 16 Fortitude; -2 & Sickened 1 [Sickened 2 on a failure]; Using the exercise bike to channel more power (DC 16 Athletics; -2); inspecting the nearby destroyed Gobcom Mark1 for clues (DC 16 Crafting; -1 for both the Hacking DC and to the Power Surge! Countermeasure's Notice DC and Disable DC)
Countermeasures [2 Failures] Oh Gods! The Smell! (-1 circumstance penalty to all skill rolls in the area going forward). Notice DC 16 (13 for characters with scent as an imprecise or better sense) Perception. Disable DC 16 Crafting or Thievery to clean up enough of the mess to not be grossed out.
[3 Failures] Power Surge! 1d4 electrical damage in a 15 burst around the Gobcom Mark 3 and 10 minutes to reboot if the characters want to try to hack again. Notice DC 18 Computers or Perception. Disable DC 20 Computers to regulate the power flows or DC 18 Crafting or Thievery to disconnect various wires without compromising the Gobcom Mark2.

Critical Success - The videos recovered are good enough to provide bonuses when dealing with each goblins gift/pranks; TBD and included in each of the encounter descriptions.
Success - Video files showing off the goblins new home, how excited and proud they are of to be living next to such famous adventurers as the Starfinders. How they want to show their appreciation with gift to brighten up their lives and specific videos showing the jist of each of Glorgo Credstick, Fabulous Sheena and Tricks next gifts, which they are out delivering right now!

As a severe encounter for Zero level characters, I am hoping the DCs and opportunities to reduce them are set right, but I'd appreciate any advice if they seem off. I don't want the encounter to be a block (and plenty of hardcopy leads are still in the lair) but do want the characters to feel rewarded with backstory that pays off throughout the rest of the adventure.

Also, I'd love any weird and zany goblin vulnerabilities I could possibly add to the Gobcom Mark2 (or Mark3 even lol).

Edit: Just realized I should probably add some sort of secret check to give a hint that the cups Tricks is shocking might be Proogs since they are common Pact World pets and to better foreshadow they are used later in the adventure... I'll need to lookup what recall knowledge covers Oozes, but also add Society because they are common pets and Absalom Station Lore since wild ones will have gotten loose, DC 12 probably.

Also, need to remember to cover Recall Knowledge in the initial combat so the new players understand its a good thing to use in 3 action economy to learn about strengths and vulnerabilities of encountered opponents.


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Converting Gifts Ungiven - Part 4.

Panic at the Gala! Moderate 0

I think disarming and removing the crate without disrupting Naiaj's presentation works best using Victory points and a 3 part challenge over 2 rounds.

1) Disable the crate fanfare and explosive opening. (2 Victory Points)
DC 14 Thievery check to disable; DC 16 Computer to scramble the release programming; DC 18 Crafting to jam the release mechanism of the crate. If the team scored a critical success on hacking the Gobcom Mark2 they gain a +2 circumstance bonus on these checks.
2) Remove the crate without disrupting the presentation. (2 Victory Points). DC 14 Athletics check to manhandle the crate out of the room; DC 16 Stealth check to keep alerting the attendees; DC 16 Deception check to distract the attendees.
3) Sooth the agitated Proogs. (2 Victory Points). DC 14 Society Lore to remember pet care tips for Proogs; DC 16 Nature to create an environment that calms them; DC 18 Craft check to find interesting shapes for them to imitate as a distraction.

2 or less Victory Points - Naiaj's presentation is disrupted and she is not disposed toward accepting the goblins at the end of the adventure.
3 to 5 Victory Points - Naiaj is aware of them removing the crate but has to take steps to keep the attendees from noticing or commenting.
6+ Victory Points - Naiaj is impressed with how skillfully the team removed the potential distraction from her presentation and has a gift for them at the end of the adventure.

Mess Hall Masterpiece Moderate 0

DC 16 fort save or Sickened 1 when approaching within 5' of the flaming pot, with a +2 circumstance bonus id the team disabled the Oh Gods! The Smell countermeasure on the Gobcom Mark2 as they have already experienced the joys of goblin olfactory chaos.

DC 14 Cooking Lore/DC 16 Survival or Physical Science Lore/DC18 Athletics to immediately extinguish the cook pot fire on the first try.

If they fire spreads, use the same skill checks to put out each square of fire, but reduce the DCs by 2. Additionally each attempt at putting out a square of fire requires a DC 10 Reflex save vs 1d3 fire damage.

* just realized it might be possible for the team to use a Crafting check to salvage the fire suppression from the Scrapbots and use it here, providing an additional +2 equipment bonus.

Salvaging the Meal will be a DC 16 Cooking Lore or DC 18 Society or Crafting check, with a +1 equipment bonus if the team achieved a critical success on hacking the Gobcom Mark2. This will be a good time to teach the Aid action if it hasn't already come up.

Museum Mayhem Moderate 0

I have been going back and forth on whether to do a straight translation of this one as a hazard to overcome or convert it into a combat challenge. Pacing wise we have had 2 to 3 combats so far (the diathas can potentially be bypassed with perception and nature/survival checks) and have gone 1 to 3 scenes with no combat, additionally this the last realistic chance for a combat encounter unless the players drive the narrative ridiculously off the rails. Its a reasonable assumption that the team should be up to full hp at this point and my gut is saying a combat encounter would be good here. Opinions welcome. I will say that if this is to be combat encounter, I'll have the characters find a crate of weapons in the goblin lair to replace their weapons with the refurbished trait.


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Converting Gifts Ungiven - Part 5.

** I still haven't decided what/which way I want to go on the Museum Mayhem conversions....

A Merry Chase Low - 0
At the end of the third task the PC spot one of the goblins and a chase ensues. Same descriptors from the adventure used for each of the 4 parts.

Into the Tunnels Obstacle 0
Chase Points 3; Overcome DC 12 Acrobatics to dive into the tunnels; DC 14 Starfinder Lore to find an alternate route; DC 16 Survival to navigate.

Klickharp Crates Obstacle 0
Chase Points 3; Overcome DC 12 Stealth to slip past the Klickharps; DC 14 Nature to soothe the Klickharps; DC 16 Deception to create a distraction that draws the Klickharps out of the characters path.

Parting the Crows Obstacle 0
Chase Points 3; Overcome DC 12 Athletics to force through the crowd; DC 12/16 Acrobatics (Small/Medium characters) to slip through (Free Chase Point of a Character has the Crowd Surfing feat); DC 14 Diplomacy or Intimidate the crowd.

Down the Hatch Obstacle 0
Chase Points 3; Overcome DC 12 Reflex save to dive down the hatch on the heels of the goblin; DC 14 Perception to spot the hatch; DC 16 Piloting to grab some sheet metal and surf down the tube in style.

Success in 3 or fewer rounds greatly impresses the goblins and grants a +1 circumstance bonus on the influence checks during Operation Friendship.
4 to 5 round no effect
6 or more rounds the goblins are not so sure about the character and are slightly more resistant to their suggestions during Operation Friendship and suffer a -1 circumstance penalty.


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Converting Gifts Ungiven - Part 6.

** I still haven't decided what/which way I want to go on the Museum Mayhem conversions....

Once back in the goblins lair the described interactions happen, with the introductions, back story and motivations revealed if not intuited already. Whiles its entirely possible the party may decide to intimidate and march the goblins to the Starfinder leadership. Hopefully I can guide them to the big show stopper gift number the goblins want to give. Since I've already introduced Zigrigix they'll be the natural choice for who the character suggest as getting the gift, but I'll present all 3 options.

Once the preliminaries are out of the way well lead into...

Operation Friendship Severe 0
Reworked as a social influence encounter where influence points represent how well the character help the goblins create a successful gift/presentation for the Starfinders.

Glorgo Credstick
gearhead "Mastermind" goblin
Perception +10
Willpower +7
Discovery - DC 13 Crafting; DC 15 Society; DC 17 Perception
Influence - DC 14 Crafting to help repair the scrapbots; DC 14 Thievery to snatch the perfect collage supplies; DC 15 Tech Lore to geek out over tech; DC 16 Starfinder Lore to bring share stories/info that help improve the presentation; DC 18 Diplomacy to sincerely complement his drone.

Fabulous Sheena
hair-rock goblin
Perception +7
Willpower +7
Discovery - DC 13 Performance; DC 15 Society; DC 17 Perception
Influence - DC 14 Performance to perfect the song lyrics for the presentation; DC 14 Crafting to create the perfect glam outfit; DC 15 Society to geek out over other cultures music and fashion; DC 16 Starfinder Lore to bring share stories/info that help improve the presentation; DC 18 Diplomacy to sincerely complement her amazing fashion sense.

Tricks
magic goblin nerd
Perception +7
Willpower +10
Discovery - DC 13 Arcana; DC 15 Society; DC 17 Perception
Influence - DC 14 Arcana (DC 15 Nature/Religion/Occult) to add minor magical touches to the presentation; DC 14 Performance to bring all the presentation components together; DC 15 Academia Lore to geek out together; DC 16 Starfinder Lore to bring share stories/info that help improve the presentation; DC 18 Diplomacy to sincerely complement his magic skills without any formal training.

6 20 minute influence round to create the presentation. Same influence break points with each goblin.

Influence 2 - Each goblin ditches the most explosive elements they want to include in the presentation and conflicting ideas with the other goblins.
Influence 4 - Each goblin has managed to harmonize their ideas and portions of the presentation to create an amazing work that shows off their friendship, goblinness and admiration for the Starfinders.

When the total influence points taken together act as victory points for the presentation in the Lorespire foyer.

5 or less Influence points total - a few polite claps and the Starfinders politely except their new neighbors.
6 to 9 Influence points - well that was certainly unique and we are Starfinders and love to encounter cultures in all their form.
10 to 11 Influence points - enthusiastic applause and acceptance.
12 Influence points - audience members that stream the performance have 100s of thousands of likes by end of day and the goblins become a minor media sensation bringing good press for the Starfinder Society.

Obviously in the game i'll expand on all of this for the big final number.

The encounters add up to 900 experience, and if the group wants to continue with the game and these characters I'll hand wave their advancement to level 1.

Things still to do...
1) figure out what to due about that pesky Museum Mayhem encounter.
2) appropriate loot and placement.

Otherwise I feel pretty confident about the conversion, but would love any advice.


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1. This is awesome and I'm super impressed.
2. If I was updating I'd make Museum Mayhem a multistage hazard, with the fate of Palivar as a sort of secondary challenge. Players should have something to do every round, be it work on disabling the animatronic display, getting Palivar out of the danger zone, or just healing everyone that is getting walloped.
My only caveat is don't aim too high on the damage and/or DCs. In SF1E this was the most dangerous challenge in the scenario, and even knocked out a few characters in tables I ran.

For loot, having a grateful Palivar give some useful items, and the returning staff from Mess Hall Masterpiece doing the same, might be easiest.


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Other notes: applicable Lore DCs are typically lower than the other skills in a hazard or challenge. Also, everywhere Starfinder Lore works I'd add Absalom Station Lore, and salt in some Space Goblin Lore in some of those challenges as well.


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Thanks, coming from the author and someone who has experience running the adventure to boot I appreciate the kind words. When I read the adventure I almost immediately though it would make a great conversion to showcase the breadth of the Starfinder setting and mechanics. Thank you for the inspiration and the framework!!

I'll definitely take your advise on adding in Absalom Station Lore, I did use Goblin Lore once even though it would be a weirdly specific lore for a group of new players to have lol! Easy enough to port it in almost anywhere there is a Society check.

For the Lore skills, most are in the range of DC 13 to 16 range. Thinking about it, a lot of PCs may not have any INT modifier, so a zero level Trained Lore would only have a +2 bonus. Make all of them DC 12 to 14 range is probably appropriate I'm guessing?

For Loot, I was kind of already thinking about the kitchen staff giving away some minor consumables, possibly with effects based on Pathfinder talismans or alchemicals with short or single use effects. Who knew Triaxian Fireberry Tarts give you and hour of Fire Resistance 3!

I was also thinking about giving the team a swag bag at the end of the adventure based on how well they do, things like the “Team Sfartinders Go!” t-shirt in the adventure, but also maybe a 50 credit gift certificate to the Starfinder Gift Shop in the lobby, or maybe everyone get an Armored Coat with Starfinder styling and a Glamer Projector mod installed.

Another possible loot I was thinking of, espcially if anyone in the group decides they want to play a longer campaign with some of the same characters is an app with free access to the Starfinder Chronicles and Media stores that can be accessed as a single actions to trigger a DC 15 flat check to gain a +1 equipment bonus to a Recall Knowledge check to represent the wide ranging and eclectic assortment of information the Starfinders have access to.


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ckobbe wrote:

Thanks, coming from the author and someone who has experience running the adventure to boot I appreciate the kind words. When I read the adventure I almost immediately though it would make a great conversion to showcase the breadth of the Starfinder setting and mechanics. Thank you for the inspiration and the framework!!

I'll definitely take your advise on adding in Absalom Station Lore, I did use Goblin Lore once even though it would be a weirdly specific lore for a group of new players to have lol! Easy enough to port it in almost anywhere there is a Society check.

For the Lore skills, most are in the range of DC 13 to 16 range. Thinking about it, a lot of PCs may not have any INT modifier, so a zero level Trained Lore would only have a +2 bonus. Make all of them DC 12 to 14 range is probably appropriate I'm guessing?

Page 53 of the GM Core is your friend here. Level 0 standard skill DC is 14. Easy checks are -2, so DC 12. Hard are +2, so DC 16. I'd hesitate to go beyond that. Because Lores are so specific and hit or miss, they should always use the Easy DC. Gotta reward the player when they can actually use them.

If you wanted to put all this in a PDF and put it on Infinite, I think you might find some folks interested!


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Hello all... so a funny thing happened on the way to this post. After I had typed out all the adjustments and the final encounter conversion I found out that the site had finally been taken down for the new store update and that I lost everything I had typed out. So, round two lol.

First off I'll run through the adjustments I've made based off of Jeremy Corff's suggestions.

1) In the initial foyer encounter use DC 12/14/17 for any Lore skill DCs.
2) DC 13 Crafting check can be used to recover a commercial fire extinguisher from the scrap bots
3) Add a secret DC 15 Absalom Station Lore or DC 18 Society Check on first viewing the GobCom Mark2 that proogs are being trained.
4) change the Goblin Lore check to DC 12 for the GobCom Mark2 hack
5) When disabling the crate at Panic at the Gala!, the Adhere cantrip can provide 1 automatic Victory Point in the first stage. Add Absalom Station Lore DC 12 for the third part of the challange.
6) In Mess Hall Masterpiece change the Cooking Lore to DC 12, and the Physical Science Lore to DC 14 for the initial fire. Change the Cooking DC to 14 for saving the meal.
7) If they save the meal the cafeteria staff rewarded them each with a rare Eoxian Ghost Figs which grant resistance physical 2 for 1 hr.
8) During A Merry Chase, add Absalom Station Lore DC 12 to finding al alternate route.
9) During Operation Friendship change all the Starfinder Lore DCs to 14, and add in Absalom Station Lore DC 15 to impress the goblins about how knowledge they are about the Station. Add Goblin Lore DC 13 to all three goblins to impress them with their ability to negotiate like a goblin.

I'm pretty sure before I lost the original post I had goblin lore 1 added in 1 other place, but for the life of me I cant remember where.

Converting Gifts Ungiven - Part 7.

Museum Mayhem Moderate 0
I will try and guide the players to tackle this one last so they have a chance at gaining the Mess Hall Masterpiece reward. Clues and background NPC crosstalk should be enough to guide the characters to this one last.

The characters will enter and roll initiative immediately as Palivhar Chooser of Hues will have just activated the trap portion of the hazard and been bludgeoned into unconsciousness.

ROGUE ANIMATRONICS HAZARD 2
COMPLEX MECHANICAL TRAP
Stealth +10 (trained)
Description Animatronic display of Ilyastre doing battle against a defrex using the very best second-hand robotic parts scroungable.
Disable DC 15 Athletics to shove parts of the animatronic so it damages itself, DC 15 Arcana/Computers (trained) to disable parts of the magical coding animating the construct, DC 15 Crafting (trained) to remove key parts of animatronic.
AC 15; Fort +12, Ref +6
Hardness 6; HP 30 (BT 15); Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 3
Pow, Right to the Kisser! [free-action] Trigger A creature touches the display directly or with a tool; Effect The trap deals 1d10 bludgeoning damage to the triggering creature. The trap rolls initiative if it hasn’t already.
Routine (2 action) The animatronics represent an expanding menace and each round its first action is to expand it the burst effect of its ranged attack by 5', starting from 0.
The second action is a burst attack in the expanded radius with 1d6 variable damage with a basic DC 14 Reflex Save (1d4 for damage with 1-bludgeoning/2-piercing/3-slashing/4-electricity); when it triggers an electrical burst, the hazard also takes electrical damage with its weakness applied.
Characters must be within reach to attempt a disable check, 3 successes disable the hazard or the hazard runs out out power after 6 rounds.

Palivhar Chooser of Hues begins the encounter unconscious and adjacent to the hazard with an initiative of 10 with a Reflex Save of +5, if damaged they will drop into Dying 1 which will advance or not per normal rules each round. Some of the characters should endeavor to remove him from the hazard and to stabilize him.


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And I finally piece for the adventure. I plan on being very open on background selection, maybe just tweeking some of the descriptions to represent the young age of the characters. However in the grand tradition of campaign specific backgrounds, I thought I'd try my hand at a few options for the players. I have 5 right now, but ultimately would love to have 6 for variety.

ZORGO & ZETS FAN-ATIC
UNCOMMON
You are obsessed with the obscure Zorgo & Zets Comics. Following the over the top escapades of the two investigators as they tackle mysteries for the Eyeswide Agency never grows old for you. Zorgo the Osharu Akashic Mystic and Zet the Goblin Junkmancer both depict surprising deep insights into their respective cultures while having a friendship and bond that surpasses the gulf that separates their background. Inspired by the differences in Cultures, you have joined the JSS with hopes of being a xenoseeker.
Choose two attribute boosts. One must be to Charisma or Intelligence, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Goblin Lore and Osharu Lore skills. You gain the Dubious Knowledge feat.

FALLEN ATHLETE
UNCOMMON
You were once the king of the Pitch, Queen of the Ball Court, Ruler of the Field. Destined for the big leagues, everyone at school celebrated your wins. Then the shuttle accident happened. The limb replacement and physical therapy were tough, but what really hurt was how many of your "friends" disappeared. Then came the depression and self doubt. Thankfully a friend dragged you to one of their "stupid" scouting events at the Lorespire Complex and surprisingly you found that you liked them and the JSS has become a bright spot in your recovery.
Choose two attribute boosts. One must be to Constitution or Strength, and one is a free attribute boost.
You’re trained in the Athletics skill and the Sports Lore skill. You gain the Augmented Body feat.

RESUME PADDER
UNCOMMON
You are going to make it Big!. But first you have to prove you have drive, versatility and the can do attitude it takes to succeed at the college and career you have your sense set upon. Your caregivers insist that something outdoorsy would help you in future interviews, so here you are at the JSS, but how do you really feel?
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You’re trained in the Society skill and a Lore skill related to your future goal. You gain the Management Material feat.

STARFINDER EVACUEE
UNCOMMON
Years ago the Stafinder's identified a threat to your settlement, planet or system. Whether a Swarm attack, natural disaster or corporate entity attempting to coverup for their misdeeds, a group of Starfinders came together with an evacuation starfleet and saved many of your people. Now a refugee on Absalom Station you struggle to find a new place in the Universe. Perhaps it starts with the JSS.
Choose two attribute boosts. One must be to Constitution or Wisdom, and one is a free attribute boost.
You’re trained in the Survival skill a Lore skill related to the disaster you escaped. You gain the Urban Survivalist feat.

STARFINDER LEGACY
UNCOMMON
Your family has a long history with the Starfinder Society. And a long history of dying for the Society. You had a grandparent lost beyond the Hydra Nebula, presumable killed in first contact with the Azlanti Star Empire. Recently you lost a relative during the Scoured Stars Incident. The Universe is a dangerous place, and despite your families losses, the Starfinders journey out into the unknown and succeed more often than anyone should. You joined the JSS to gain the training you needed, will you use it for exploration or for revenge.
Choose two attribute boosts. One must be to Dexterity or Wisdom, and one is a free attribute boost.
You’re trained in the Acrobatics skill and Starfinder Lore skill. You gain the Cat Fall feat

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