Documente Academic
Documente Profesional
Documente Cultură
Destination:
Absalom Station
Volume 19 | PaizoCon 2019 | Not For Sale
This product makes use of the Starfinder Core Rulebook, Starfinder Alien Archive, Starfinder Alien Archive 2, Starfinder Armory, and Starfinder Pact Worlds. These rules can be found online as part of the Starfinder
Reference Document at https://www.aonsrd.com/. Open Content: The game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d), found on page 69 of
this magazine.
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Foreword
W hat an honor it is to be asked to write Wayfinder's foreword
for the PaizoCon 2019 issue, which will be my… hold
on a second… *checks calendar*… FIFTH PaizoCon as a Paizo
party, adjusting the friction of the track or the arena's gravity. I won't
go into too many details, because, who knows, I could still use this idea
in a future Adventure Path!
employee?! No, that can't be right. Surely, it was only last year When James Sutter was working on the article about Absalom
when I submitted a short story for the Katapesh issue as I began Station for that first adventure, he sent out an email to the
the process of making this RPG thing my full-time job. The only Starfinder team (which I was a part of by then) to ask for small
explanation is that I must have fallen through some kind of time ideas they could use to fill out the setting. I sent him the Click-Clack
warp to have the years pass so quickly. Or perhaps little gray aliens Club, and while he made a few small changes, I was excited that it
have stolen my memories. got included. Of course, I've had plenty of other opportunities to
Time warp? Aliens? Why, it's almost as if this issue is about a contribute to and mold the setting of Starfinder since then, but I
game of science-fantasy adventure among the stars! always get a little thrill out of it!
Yes, it's the very first Starfinder issue of Wayfinder! Specifically, I hope that the authors of this issue get the same kind of kick to
in these pages, you'll find articles about the technology, culture, be contributing to the rich tapestry of Starfinder.
and dangers found on Absalom Station, the beating heart of the Whether you are a GM or a player,
Pact Worlds system. If you are unfamiliar with the this issue has you covered. Need some
Starfinder setting, it takes place in Pathfinder's interesting allies and foes--ranging
far future… but Golarion is missing! In its place from lashunta gang members
is a massive space station that holds a couple to golden skittermanders--to
million inhabitants of many species. As a throw at your players? What
beacon for Starfinder's faster-than-light about a short side adventure
travel through the dimension called the that takes place near the
Drift, Absalom Station is a hub of trade Starstone Reactor at the heart
and politics. From the lush central of Absalom Station? Follow that
park and exclusive residences up with some starship combat
of the Eye to the hundreds against vessels piloted by winter
of hazardous and neglected witches! Interested in some new
levels of the Spike, there is options for your mechanic or
always adventure to found technomancer character? Or
within Absalom Station. if you are creating a 1st-
One particular site on level character, check out
the station holds great the several themes found
significance for me, as I here!
invented it as part of a few Finally, I'd like to
sessions of Starfinder give a special shout
playtesting I ran out to the "Absalom
online. Located in Eats" article, an
one of the Arms, examination of some
the Click-Clack Club strange and delicious
is a bar and VR parlor fast-food cuisine
where the PCs could get unique to the station,
information from the written by Chris L.
arcade's owner, a Kimball and illustrated
dragonkin named by Andrew DeFelice,
Tsalu, if they bested two of my friends and
his ryphorian gaming buddies. Well done,
bond partner you two!
Barnaba in a game And to everyone, see you in the
of his choosing. future!
The players met
the two NPCs, but
we never got around
to playing out the VR part of
the encounter; I had a racing-
style game planned where it was Jason Keeley
clear that Barnaba was cheating and Developer
computer-capable PCs could counter Paizo Inc.
that advantage and even cheat for the
Starship Combat Solutions: Use starship combat cheat sheets. A one page cheat sheet is
less intimidating to a new player than the CRB Starship Combat chapter,
and it gets them oriented quickly. If your players still need help, cue
Art by Paul Chapman them! “Quonx, would you like to boost guns or repair the shields?”
Too Much Tactics. The whole table debates optimal tactics back
and forth and the battle grinds to a halt. Even worse, some players
can become backseat drivers, ordering other players around.
Solutions: Put a time limit on moves. As for tyrannical advisors, once
Gm Guide everyone has the hang of combat, institute a ‘no backseat driving’ rule.
Not Enough Gunners. If you only have one gunner and they
Written by Hilary Moon Murphy miss, whole turns can feel wasted.
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hit the same system (such as engines or PCU) wrecks any patches and where your ship has an advantage. Don’t forget to ask the captain
they put in and gives penalties to their actions. for some inspiring words of encouragement when you need them.
Captain Be Flexible!
The captain provides a buff to the positions that need it. That’s Space combat works best if you have some people who can move from
usually gunners, although a pilot might need help to do a flyby or station to station as the fight progresses. Two science officers are great
other tricky maneuvers. If a gunner isn’t hitting, perhaps you need at the beginning of a combat but superfluous later. Having some ability
to give them a computer node and encouragement. for people to go where they are needed can make a huge difference!
Keep in mind that the captain can also attempt to de-buff the Captains can switch to gunnery to get an extra shot at the enemy.
enemy ship! If you just hit the enemy hard, the captain can try to Science officers and engineers shift back and forth as the fight
mess with the enemy engineer or science officer! Enemies that progresses. Having the ability to switch positions gives you more
cannot repair their ships go down fast. options during combat. Players can even trade off in the captain
role! The most intimidating player can lead with a taunt then a
Engineering more diplomatic player can encourage the crew in later rounds.
Divert power is a wonderful thing. It allows you to adjust speed, repair
shields, or pump the damage of your weapons systems. To do the best Optimal Crews For Different
job, coordinate your actions with the other crew members. It helps if
your science officer has already determined the enemy’s capabilities. Size Parties
If you start taking heavy damage, you need to know the difference I recommend that every party have two gunners if they can. More
between Hold It Together and Quick Patch. Ask the science officer to help gunners leads to shorter combats. If you need to drop a role due to
you in engineering so that you can both divert power and patch your ship. a smaller party size, the captain is the most optional role.
Four Players. 1 pilot, 1 science officer / engineer, 1 gunner, 1 person
Gunner who can flex between a gunner station and other stations as needed.
Know your weapons and their arcs! Although the turret is a great Five Players. 1 pilot, 2 gunners, 1 science officer / engineer, 1
weapon, you may want to switch to a different weapon depending on captain or 1 person who can flex between stations as needed.
arcs and enemy status. EMP doesn’t work through shields, but is great Six Players. 1 pilot, 2 science officers / engineers, 1 captain, 2
for wreaking havoc with an enemy vessel whose shields are down. gunners. Remember that flexing can be a helpful strategy even in
Missiles have limited ammo; be careful in choosing when to use them. big crews.
If you know the weapons, tell the pilot what their optimal range is
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Weal Or Woe: Bridging is aware that Sarai is ambitious, but she remembers her as a
The Gap Between strong, courageous girl who loved to explore the Spike and play
silly pranks. She is terrified her friend may have picked up some
Newbies And Gang of the worst traits of the Kings: bloodthirstiness and disloyalty.
The Downside Kings have a reputation of killing not only rival
Busters gang members, but also each other to move ahead in the ranks.
For Sarai to thrive in the Kings, she must become the worst of
them. Eladia does not wish this destiny on anyone.
By K. M. B. Kovalcik The PCs’ involvement both complicates and eases matters.
Art by James Anderson Because they’re Starfinders, Eladia believes they won’t kill
unnecessarily, and asks them to spare Sarai. She also has a
letter for Sarai, asking her to leave the Kings and offering
protection within the Level 21 Crew.
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Blessings Of The Divine blessing: You gain a beneficial mutated limb that augments
Venkelvore
Venkelvore’s faith has evolved away from necromancy; while it is
still somewhat associated with ravenous undead, her worshippers
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Investigating Eyeswide Rulebook) on a single target for one round. You can use this once per
day as a spell-like ability.
A New Theme And New
Cocky Investigator [18th]
Equipment For Psychic There's a kind of indescribable thrill you get out of solving mysteries
and you can't help but enjoy the rush you get from revealing secrets.
Investigations Up to twice per day, after you reveal a secret or discover the answer
to a mystery, you can spend 10 minutes recording or reporting your
By Jonathan Hendricks deduction (this doesn't count as resting to regain Stamina Points).
Art by Catherine Batka If you do so, you regain 1 Resolve Point.
EYESWIDE EQUIPMENT
The Eyeswide Agency tries to blend in with the underworld as
often as it can. However, a trained eye can recognize the traditional
EYESWIDE ASPIRANT +1 WIS uniform of its operatives as they run down culprits or meticulously
You were attracted by the Eyeswide Agency on Absalom Station, reveal the clues of a murder. The following are some of the most
and your study in psychic investigation techniques has led to common instruments of subterfuge and deduction for Eyeswide
a greater understanding of mortal minds. Whether you were investigators.
personally impressed by an Eyeswide investigator who solved a
daunting mystery or drawn to the Agency by the allure of their GLOVES OF EXPERIENCE LEVEL 1
psychic powers and legal anonymity, you’ve applied to become one MAGIC ITEM [WORN]
of their agents. Though you were denied, many people both admire PRICE 450 BULK L
and fear your skills at discerning lies and knowing what they think. Each of these fingerless, worked leather gloves look as though they have seen heavy
use. They bear the stains and scent of the undercity. While in urban environments,
Theme Knowledge [1st] the wearer of the gloves gains a +2 on Sense Motive checks to detect lies and a +2 on
You have studied the art of deduction and how to discern lies. This Perception checks.
is both a source of pride for you and
a reason that others fear you, as they DETECTIVE’S DUSTER LEVEL 2
try to protect their secrets from your MAGIC ITEM [WORN]
masterful machinations of cognition.
Reduce the DC of Sense Motive PRICE 900 BULK L
checks used to detect deceptions This dirty, tattered gray duster would not look out
used against you or your colleagues of place wrapped around a drifter or gangster. The
by 5. Sense Motive is a class skill for coat acts as freebooter armor of the same level
you. If it is a class skill from the class (see Starfinder Core Rulebook) and cannot be worn
you took at 1st level, you instead gain with another set of armor. The coat also provides
a +1 bonus to your Sense Motive you with a +5 to Disguise checks made in urban
checks. In addition, you gain an environments. In addition, you may increase your
ability adjustment of +1 to Wisdom at base speed by 10 feet for up to 5 rounds per day.
character creation. These rounds need not be consecutive.
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Absalom Reckoning remove the corrupting inf luence of your foreign honeypot?"
His face f lushed. "Look, I know what you're thinking, but—I
By Kendra Leigh Speedling don't agree with them, not about that. I just thought, Absalom is
Art by Catarina Eusébio our home, and Liberation—"
"Promised they'd keep the dirty aliens out?"
He picked up on the caustic tone. Even had the courtesy to
look ashamed. "I never wanted to hurt anyone."
"Sure," I agreed. "You just didn't mind stepping over corpses
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of the furniture, bluewood bookshelves with secret compartments "How did you know?"
weren't standard issue in Downlow apartments. It was, as far as I "I worked with one of you for awhile, freelance basis. Nice guy.
could tell, the only personal piece of furniture in the place. Taught me the value of good bluewood."
I knew where I'd learned that trick. If Setira was using it... "The bookshelf." Her eyes were still wary, but her posture had
Three months. The sense that I was missing something resolved. relaxed.
Three months ago, there had been chatter that Liberation was I nodded. "And I figured a Q-Ops agent wouldn't be hauled off by
planning something. Nothing had come of it as far as I knew, two thugs with truncheons if she didn't want to—"
but—maybe something was about to. Be, I meant to finish, but I saw the man at my feet—still
I had to hurry. conscious—scrabble for the pistol next to him. I stomped on his
fingers; Setira, alerted, aimed her own pistol at him.
"Let's not do anything regrettable," I told him.
He snarled something inflammatory about Setira's parentage,
I smelled the tang of blood before I even got through the door to then glared up at me. "Absalom was warned about letting aliens
the Liberation hideout. I kept a hand on my pistol. take over. Now your time is up—"
Several bodies—human—were sprawled across the floor of the "On the contrary," Setira said, and shot him between the eyes.
warehouse. Stacked in the corner was enough cylex to blow a hole "How did you find me?" she asked as he slumped, as if we were
through the station walls. And crouching in the middle of the room, chatting over coffee. "Magic?"
rifling through one of the corpses' pockets, was a lashunta woman. "In a way," I said. "Call it detective's intuition."
"Setira?" "Talent like yours is wasted going independent." She pulled
She whirled, pointing her aphelion pistol at me. I held up my a datapad from her pocket and tossed it to me. "Here. Evidence,
hands. enough information to round up the rest of the members. Take it to
"I'm a P.I.," I said. "Gable hired me to rescue you. I'm assuming he Security. Go ahead and take the credit; I'd rather stay out of this."
didn't know this was part of your plan." She headed for the window, stopping with one hand on the sill.
"Martiss did?" Her antennae twitched skeptically. "He doesn't "Don't be too hard on Martiss. Fell in with some nasty characters,
have the money for that." but I think he's learned his lesson."
"I didn't ask where he got it." I nodded to the cylex in the corner. "What should I tell him?"
"I take it the station owes you some thanks." "Tell him I've decided to see other people!" She called as she
"I'd rather it didn't realize that," she said, lowering her gun. swung out the window.
"Since Qabarat's Ops don't have an official presence here?" I went over to look, but all I saw was the bustling street, ten
She kept the gun lowered, but her hand tightened on the grip. stories below.
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Wyvern undeath and reinforcing the Corpse Fleet's numbers. It does, however,
boast state-of-the-art medical facilities to treat combatants afflicted
with diseases and other conditions caused by contact with various
By Adam Bennett undead.
Art by Laura “B B Wolfe” Shaw Even the name of the starship model, Wyvern, came after rounds
of bickering and compromise. BMC initially proposed the name
Stinger to match the name of another of their ships, the Mauler. The
Stewards rejected the name because they thought it sounded too
aggressive for a peacekeeping fleet. They had to admit it perfectly
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K atara caught the spinning disc in her massive, scaled hands and
watched the rim turn from black to blue. The vesk swam up, her tail
pushing her forward, until she spouted out of the giant sphere of water. She
Aballon Automatons: The owner of the Hamisfore Theatorium was
caught off-guard when the android team approached him, asking
for a place in the Starstone Cup.
blew a kiss to the cheering masses and hurled the disc back into the water. Absalom Assailants: The reigning champions, the Absalom
It rocketed through the fluid stadium, speeding past swimming bodies, to Assailants proudly boast the most diverse team in the system. They
punch through the dead hand of the eoxian goalie, and settle in the end-zone. are most famous for their daredevil “flying fish” tactic. One player
As the crowd erupted in exultation, the undead creature simply smiled, and throws the discus out of the sphere, while the Submariner dives out
prepared itself for the next serve. of the sphere, catches the disk, and throws it into the goal.
Sea Hunters: Representing Bretheda in the interstellar
What Is Brutaris? competition, this team of kalos is one
Originating in Kalo-Mahoi, Brutaris of the most stunning band of divers in
is now a sport played on every planet the galaxy. When they enter the sphere,
in the Pact Worlds. The Hamisfore with their bat-like bodies soaring
Theatorium in Absalom Station holds the through the waves, they remind the
greatest Brutaris matches. Each year, the audience of a more savage time.
Theatorium hosts the Brutaris Starstone Corpse Conquerors: Swimming with the
Cup: a competition for the greatest teams cold and calculating manner of the dead,
in the Pact Worlds. The winners have these Eoxians are a force to be reckoned
their colors displayed on all Brutaris with. Even if their bodies are destroyed in a
arenas until the following Starstone Cup. game, they keep playing. They hold a lasting
Brutaris is a game whose entire concept rivalry against the Absalom Assailants.
was impractical and implausible, so of
course Jebodah Hamisfore funded it. The Brutaris Discuses
arena for Brutaris games is a two-hundred- Though originally meant for recreational
forty-foot-diameter sphere of water. This use, Brutaris disks have been adapted
sphere is created and suspended by anti- for combat. A simple, elegant weapon,
gravity fields and magical runes etched the Brutaris Discus is a flat metal and
throughout the stadium. The players plastic disk with a sharpened edge that
swim throughout this sphere, throwing can be used in close quarters, like a
a hydrodynamic discus into the opposing knife, or at range as the wielder throws
end zone, 80 yards away, as many times it. Microserrated disks have thousands
as possible before the time limit of five of microscopic teeth along the edge. The
minutes elapses. Initially, this presented teeth tear through organic matter, causing
some problems for early players, as only significant damage and bleeding. Plasma
androids, and aquatic and undead species disks have a generator at their center,
could play, however, with augmentations and edges rimmed with plasma, with a
specifically developed for the sport, anyone can enjoy it. “dead spot” to avoid harming the wielder. A sintered discus is made of
There are six players on a Brutaris team, and three roles; Submariner, compacted ceramics, forming a durable and finely-edged blade.
Brutaris Discus, Sintered 7 5430 2d6 S - L Analog, operative, thrown (60 ft), underwater
Brutaris Discus, Microserrated 12 40400 4d6 S - L Analog, operative, thrown (90 ft), underwater
Brutaris Discus, Plasma Disk 17 283400 10d6 E&S - L Powered (capacity 20, usage 2), operative, thrown (100 ft), underwater
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appendage limb equipped with your custom rig that has the appendage can also engage in hazard defense while you
following abilities. perform a move action, but hazard defense can designate
Hazard Safety (Ex) 1st Level one less target during this action. Lastly, you can access
Your training with powered your servo cortex’s memory module in combat, even while it
heavy equipment and the servo Level AC Bonus is engaged in hazard defense.
appendage provides you with Dual Appendages (Ex) 20th Level
enhanced protection, granting 1-4 +1
You gain a second cybernetic arm and hazard defense
you prof iciency with heavy armor 5-8 +2 defends against all known foes.
and advanced melee weapons. 9-12 +3
At 3rd level, you gain weapon
specialization in advanced 13-16 +4
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Weal Or Woe: Victims Abaslom Station’s citizens. Friendly and charismatic, Mama Gold
Of The Vat Garden can easily become a recurring character in any adventure. For GMs
looking to make further use of Mama Gold, consider the following
adventure hooks:
By Jessica ‘Meloriel’ Catalan • Mama Gold’s beloved grandson, Spike, has been taken.
Art by Andrew DeFelice Unsure of whom she can trust, she hires the PCs to track down
his kidnappers and negotiate his return.
• Mama Gold has occasionally had to commit acts she’s not
proud of to keep her business and family safe. Many decades
ago, she allowed a local gang, the Triple Pipes, to bury a few
N estled in the slums of the Spike sits the Vat Garden, a riotous
multi-level garden overflowing with dense foliage, all
sitting in a few feet of water and mud. From here, the ysoki owner
corpses—murder victims they wanted to keep under wraps—
in her garden. But with the gang members’ recent deaths,
Mama feels regret. She asks the PCs to return a few of the
Mama Gold and her family grow much needed food, herbs, and victims' keepsakes that she’s kept for all these years, without
medicinals which they sell in the Freemarkets and the crowded letting anyone know about her involvement. She has learned
streets of Downlow. They happily accept donations of biological one of the victims was Eris Half-heart’s wife and fears his
waste as mulch for their plants, including corpses, as some rumors violent retribution against her and her family.
say. For more information on the Vat Gardens, see the Starfinder
Society Quest Into the Unknown. Boon
Mama Gold’s Vat Gardens produce a wide array of plants, some
Weal: Mama Gold of which can be used as ingredients in expensive medicines and
Mama Gold is an enterprising ysoki who purchased a dried-up toxins. She can offer the PCs a discount of 10% on drugs and
biological waste pool and turned it into the thriving Vat Gardens. poisons, or a 20% discount on medicinals, for as long as she lives.
Cunning and charismatic, Mama Gold has spent the better part In addition, she’s willing to dispose of a single corpse for PCs in the
of four decades wheeling and dealing with the powers that be to Vat Gardens, no questions asked.
keep her little patch of greenery safe and under
her control. While she handles the logistics of the MAMA GOLD CR 3
business, her eldest—and dumbest—son, Fletch, XP 800
tends to the plants, while her youngest son, Mixx, Female ysoki mystic
brews medicinals from their yield. Her favorite N Small humanoid (ysoki)
grandson, Spike, is a hyperactive child fond of Init +0; Senses darkvision 60 ft.; Perception +8
wearing a hollowed-out cactus as a hat. DEFENSE HP 32 RP 3
Mama Gold is white furred and EAC 13; KAC 14
refined. Impeccably groomed, she Fort +2; Ref +2; Will +6
wears finely tailored clothing and is OFFENSE
bedecked with layers of gold Speed 30 ft.
necklaces and bracelets. Melee survival knife +5 (1d4+2 S)
Each of her fingers Ranged static arc pistol +7 (1d6+3 E; critical arc 2)
bears an expensive Offensive Abilities grasping vines (DC 15)
ring, while her Mystic Spell-like Abilities (CL 3rd)
particularly large ears At will—mindlink
are weighed down by Mystic Spells Known (CL 3rd)
dozens of gold earrings 1st (3/day)—charm
(3/day)— person (DC 16), life
and gemstones. A bubble
well-respected, integral 0 (at will)—daze (DC 15), detect
member of the community, affliction, detect magic
Mama Gold and her family are Connection xenodruid
considered off-limits by the many TACTICS
gangs of Downlow. During Combat Mama Gold begins
combat by calling for help from nearby
Adventure civilians, and then by casting charm
Hooks person on her attackers. She attempts
Mama Gold is a well- to convince any charmed enemies to
known figure in protect her from harm. She follows this
Downlow, respected up with daze spells and shots from her
and trusted by many. static arc pistol.
In addition, she’s often Morale Mama Gold prefers to avoid
seen in the Freemarkets combat and flees at the first opportunity. If
alongside her grandson, selling her family is in danger, she engages in battle
food, medicinals and herbs to until they are safe, using grasping vines to
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Tazer Juice
Tazer juice contains no known juice, but its
marketing claims that it is loaded to the brim with
hydration molecules and polarized enzymes to
give you the edge you need. While no substantial
evidence of these claims has yet to be put on record,
the beverage has gained sudden popularity with
the youth on station. Its neon pulsing vending
machines are ubiquitous in hologame arcades and
music venues. Part of its popularity comes from the
fact that f lavors are constantly rotated out based
on popularity, encouraging fans to support their
favorites or see them retired. The current selection
includes f lavors such as atomic fallout, technomana
infusion, drift envy, and colorspray.
One thing about tazer juice that does raise
questions is its secrecy. Little is known about the
company that manufactures it, other than the fact
that the drink is made on station in a converted
water recovery plant deep in The Spike and
apparently complies with all AbadarCorp food and
beverage protocols.
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Absalom Station shadowskein caul fits over the top of the head and upper face of the host,
sinking fine filaments into the host's ocular nerves, and entirely replacing
their visual senses. Hosts experience mild paranoia, startling easily and
By Jeremy 'Belabras' Corff jumping at the slightest provocation, as well as an aversion to bright light.
Art by Alex Moore Required Creature Type: Aberration, animal, dragon, humanoid,
magical beast, or monstrous humanoid.
Required Array: any.
Traits: +2 morale bonus to Perception checks, and replaces the host's
visual senses with its own; they gain darkvision 120 ft and low-light vision.
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Ollie’s Option Bar Chrysalis staff pride themselves on helping their guests with one-
on-one makeovers of all kinds—whether spiritual, physical, or mental.
By Hilary Moon Murphy The staff offers a small selection of high-quality options which change
Art by Mike Lowe daily to provide each guest with a customized, individual experience.
Unlike the other rooms of Ollie’s, many of the options in Chrysalis are
educational. The Option Guides of the Chrysalis often see their work
as a calling, just as important as counseling or the priesthood. Many
shirren who work at Ollie’s become minor celebrities within the shirren
low-rent augmentation shops, smoky food stalls, pawn shops, gaming The Thorax
halls, and dance clubs. By midnight, the walls of the level reverberate The beating heart of Ollie’s is the Thorax, a combination raucous
to the clashing bass beats of a dozen competing sound systems. dance hall, game show, and riveting ethics class. Some of the best
Nestled between Caro’s Curry Grubs and a storefront church bands in the Spike play here, and it’s one of the hottest meeting places
of Desna, Ollie’s Option Bar starts out each morning with a for shirren singles. Two hours before midnight, however, all the
plain white-washed front. Eschewing the flashing holographic dances halt. An aged host shirren named Auntie Zir calls members
advertisements of other clubs, the manager wheels out paint of the audience to the stage and has them consider excruciating
tools and allows customers—chosen by lottery—to paint the wall dilemmas for which there are no easy answers. Midway through,
for two hours before opening. The lucky, usually shirren, artists Auntie Zir divides the audience into small groups to discuss the
work together communally, creating bold and transient designs decision and come up with ethical dilemmas of their own. Prizes are
that always form a single, unified piece. Each painting is unique, given for insight, inventiveness, and out-of-the box thinking.
reflecting the choices and decisions that brought the artists to this
juncture. Their clothes spattered in paint, the artists then enter Ollie’s Office
Ollie’s to clacking mandibles, whistles, and applause. Ollie is not a shirren but an enterprising ysoki who stumbled on
an endlessly-profitable business plan. Although Ollie’s was not the
3T’S Antechamber first option bar, it’s become the most innovative. Ollie monitors all
3T, a large bug-shaped android, has been with Ollie’s since its aspects of his business from a tiny office in the back, where he jots
founding. After collecting the club’s cover fee, the android bouncer down new ideas for monetizing addiction to choice.
politely offers guests their choice of three doors, each leading to a
different section of Ollie’s: Mandible Way, Chrysalis, and Thorax.
Mandible Way
Heralded by the sweet scent of raw foods drenched in sugar and
honey, Mandible Way is a strange combination of comfortable
pub atmosphere and glitzy showroom. Cozy booths shaped like
honeycombs dot this room and no guest is allowed to sit alone.
Instead, official greeters bring guests together, encouraging
everyone to meet and mingle. Shirren waitstaff, sporting the
trendiest fashions and biotech, mingle with the guests. Some bear
plates of tiny appetizers from a lengthy tasting menu, while others
bear gadgets, jewelry, or other accessories that can be sampled.
Guests may try out new looks and options while their table mates
clap and offer opinions. Sometimes the entire table will debate the
merits of a particular necklace or honey-coated grub.
Although a wide variety of intoxicants are served, the chief drug
offered in Mandible Way is choice itself. Manufacturers vie to have
their goods placed here, offering the club a cut of all profits. Most
options are modestly priced, but the endless variety leads to many
guests dropping hundreds of credits in this room without realizing
it. Still, the convivial atmosphere and companionship turn every
visit to Mandible Way into a party.
Chrysalis
Not every guest wants the endless and trivial choices of Mandible
Way. The Chrysalis is a quiet room devoted to deeper change. The
room is round, with soft lighting pouring through a translucent
ceiling. It is perfect for newcomers who may be discovering
themselves or for experienced guests who decide they need help
with a radical life transition.
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
Flick-18 And The “It’s working,” N’telsel said. “We have the code.”
Dragon’s Talons Moving toward the exit, Flick looked at the dance f loor with
regret. Maybe when this job was done she could come back. She
stepped through the shuttle door and found herself alone with
By Bryan ‘Balodek’ Barnes the automated pilot. Flouncing into an empty seat, she waited
Art by Jessica Redekop for the ship to dock at Absalom Station.
An hour of dedicated wandering, backtracking, and waiting
in a doorway reassured Flick she wasn’t being followed. She
stood up straight. Puffing her rainbow-streaked hair, Flick
moved with lethal gait. Traveling through Little Akiton alone
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
to cast it to 1 standard action. If the spell compiled from increase the DC to resist its effects by 2 plus 1-1/2 times the
Mindfrag deals psychic damage and any damage die rolled is spell's level.
its maximum possible result, roll that die again and add the Elao’s syntax isn’t any more difficult than Drak is, but it
result to the total damage. requires more intense concentration and painstaking attention
Add 10 to the DC to decipher Mindfrag spellcode. You cannot to detail to structure correctly. Its compiler messages are
use magic hacks on Mindfrag-compiled spells. If you start to cryptic and sometimes more philosophical than practical. Add
cast a spell compiled from Mindfrag and stop or fail to finish 15 minutes per spell level to the time required to prepare each
casting for any reason, or you are counterspelled, or the target spell being compiled from Elao.
successfully saves against any of the spell's effects, you take i (Anacite): Named for the imaginary number, i is the first
damage equal to 1d4+1 per level of the spell you failed to cast attempt of machinefolk to port their software efficiency
(i.e. 2d4+2 for a 2nd-level spell). expertise to spellcode. Spellcode written in i resembles
Elao (Elven): From an Elven word for “shadow”, Elao is a terse extremely complex mathematical formulae comprised entirely
spellcode language that employs a complex syntax of metaphors of interactions between complex numbers and infinitely
as keywords and enforces precise whitespace rules, resulting in recursive quantum-mechanical algorithms.
spellcode that resembles poetry. When casting a spell compiled from i with a duration of at
Its economy allows any two spells of the same level compiled least 1 round that creates or affects only constructs of the
from Elao to fit in a single spell slot, providing a bonus spell technological subtype, triple the spell's duration.
slot equal to the highest-level spell compiled. This bonus spell Even after more than a millennium of development,
can be any of the spells compiled in Elao. If a spell compiled machinefolk still consider i to be alpha-quality software, and it
from Elao can inf luence an unintelligent natural creature (any cannot compile spells of 4th level or higher. Creatures who are
living non-construct with an Intelligence score of 3 or less), not constructs or androids must succeed at a Computers skill
check with a DC equal to 10 plus 2
times the spell's level to compile i
spellcode, and Mysticism cannot be
used to decipher i.
< N O - B O O K - F A S T- M A G I C -
SURGE> (Shirren): Named for
the telepathic concepts shirrens
use to communicate the concept
of spellcode, most non-telepaths
refer to this language as simply
Surge. It is a purely symbolic
language that describes spells
through conceptual links between
representations of images, sounds,
locations, and senses.
Spells compiled from Surge with
compulsion, fear, mind-affecting,
or sense-dependent descriptors
gain an increase in range of 10 feet
per caster level, and if the spell
limits the number of words that
can be transmitted, increase the
permitted number of words by 5
per caster level.
Surge requires an extensive physical
library of conceptual representations,
including figurines, tactile samples,
scents, and audio equipment. A
Surge spell cache weighs at least 20
pounds and requires a clean, silent,
odorless workspace to prepare spells.
If any component of the kit is lost or
damaged, or if the only space available
to prepare spells is dirty, loud, or
pungent, increase the time required
to prepare spells by 30 minutes per
Surge-compiled spell.
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
Industries range sensors, mk 4 armor, mk 7 defenses; Expansion Bays: none, (tier 2 computer)
Modifiers +4 computers, -1 Piloting. Complement: 1-2
CREW
By Adam Kessler Pilot Gunnery +9, Piloting +15 (4 ranks)
Art by John Bunger Engineer Engineering +10 (4 ranks), Computers +10 (4 ranks)
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
Shuttlepong opposed ranged attack rolls to target a grid intersection, with the
shuttle landing on the side of the player with the lower result. For
the player with the higher result, the AC to hit the intersection is
By Nicholas Wasko equal to 10 + the result of the opponent’s attack roll. An unopposed
Art by Jeremy Corff serve functions as a ranged attack targeting a grid intersection
with AC 10 (the shuttle’s bizarre aerodynamics, the high net, and
the unwieldy racquet increase the normal AC for an intersection by
5). A miss that lands on an intersection at the edge of the court is
considered in bounds.
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
Boon
Weal Or Woe: Moe-Eye If they have a business relationship with him, Moe-eye is willing to
And Scythe offer the PCs 1000 credits per character level worth of equipment
with no cash down, and 5% interest as a flat financing fee. On a
successful DC 25 Diplomacy check, he will he make the same offer
By Jim Long with no interest.
Art by Tanyaporn “Yuikami” Sangsnit
MOE-EYE CR 6
XP 2,400
Male skittermander soldier
CG Small humanoid (skittermander)
Weal: Moe-Eye Init +5; Senses low-light vision; Perception +18
Originally named Grox, this golden-furred Skittermander was DEFENSE HP 90 RP 4
born on Vesk-3 with a desire to help and a thirst for adventure. First EAC 18 KAC 20
apprenticed to a Vesk soldier named Daimokosh, he later joined the Fort +8; Ref +8; Will +7
crew of the Homicidal Vagabond, a group of deadly bounty hunters OFFENSE
who were known for seldom bringing back live prisoners. Speed 30 ft.
The crew boarded the Aurelian Maru as a potential salvage, and all Melee incapacitator +16 (3d4+7 B nonlethal critical stagger)
was going well until the crew succumbed to a confusion spell cast by Ranged advanced numbing beam+13 (1d8+6 C nonlethal critical stagger)
the lich Cardoza. Under sway of the spell, Vagabond’s crew turned Offensive Abilities hyper, grappler, six-armed, fighting style (hit-and-run),
upon each other. Grox was the only one to escape, severely step up, nimble fusillade, opening volley
wounded and missing his lowest right arm. After TACTICS
witnessing the horror of his friends killing During Combat Moe-eye hasn’t forgotten how to handle himself in
each other, he swore never to take a life again. a fight. He has access to any regularly available nonlethal
Grox has since made his way to Absalom weapon close at hand if he’s in his shop. He will attempt to
Station. Wanting to use his years of talk his way out of a fight first. If forced into combat he will
knowledge as a soldier, he use his speed to try to take down what he considers to be
started a business selling the greatest threat first, and work his way down to the
only nonlethal weapons least threatening.
and took the name the Morale Moe-eye is a seasoned fighter who has
‘Merchant of Incapacitation.’ seen more battle than many. He will defend
He became known as himself with his incapacitator. He will
MOI, though most refer attempt to flee if he is reduced to 6
to him as Moe-eye. hit points to summon the Stewards
Located in a permanent or some of his contacts. He will
shop in the freemarkets, only surrender if no other option
he runs a clean, well is available.
lit establishment with STATISTICS
the widest array of non- Str +3; Dex +5 Con +2 Int +0 Wis
lethal weapons available +0 Cha +2
anywhere on the station. Skills Acrobatics +18, Athletics
The ‘O’ in his sign is an +13, Piloting +13
old-fashioned pair of Gear advanced numbing beam
manacles. Although now with battery (20 charges),
somewhat subdued, incapacitator with battery (20
Moe-eye has the typical charges), elite station wear, mk
friendliness of his 2 serums of healing (2), personal
species and greets new comm unit
friends with a smile and Languages Common, Vesk
all five of his remaining SPECIAL ABILITIES
arms wide open. He favors Step Up (Ex) Whenever an adjacent
wearing red pants and robes foe attempts to take a guarded step away
and he’s well known for the large, from Moe-eye, he can take a guarded step as
square cut ruby he wears in his well- a reaction as long as he ends up adjacent to the foe
manicured graying beard. that triggered this ability.
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SCYTHE CR 6
laser rifle during her recovery. She became an expert sharpshooter XP 2,400
and helped with pest control before she was ten years old, though Female borais operative
the loss of her legs left her somewhat sullen and perpetually CE Small undead (halfling)
dissatisfied. At about that time, she started seeing everything that Init +5 Senses darkvision 60 ft.; Perception +18
was in her gun sights as vermin, something less than worthy of DEFENSE HP 80 RP 4
living. She quickly grew tired of agribusiness, and left home at the EAC 18 KAC 19
age of sixteen and joined the crew of the Homicidal Vagabond. The Fort +5; Ref +5; Will +9; +1 vs. disease, exhaustion, fatigue, mind-affecting effects,
many credits she earned as part of the Vagabond’s crew allowed her paralysis, poison, sleep effects, stunning; +2 vs. spells and spell-like abilities
to spend freely on her two passions: cybernetics and guns. During Defensive Abilities evasion, specialization exploit (cloaking field), spellbane, deathly,
a stop on Verces, she purchased new custom folding cybernetic legs Immune negative energy damage
that could fold backward to support her against her rifle's recoil. OFFENSE
Raina died from wounds delivered by her crewmates when the Speed 40 ft., fly 30 ft. (jetpack, average)
lich Cardoza cast a confusion spell on board the Aurelian Maru. Melee tactical knife +12 (2d4+6 S)
Cardoza attempted to raise Raina as it had done with the rest of Ranged red star plasma pistol +14 (1d8+6 E and F) or advanced shirren-eye rifle +14
the remaining crew, but her spellbane caused something to (2d10+6 P)
go wrong, and Raina became a free willed borais. Special Attacks debilitating trick
She followed Cardoza’s orders¬– Offensive Abilities shot on the run, trick attack +3d8
pretending to be under its control TACTICS
like the rest of the crew was–until she Before Combat Scythe has set up several
could escape. Unbeknownst to Raina, sniper’s blinds all over Pipetown, as well as
Cardoza was fully aware that she a few other areas of Absalom Station.
wasn’t under its control, and it let her During Combat Scythe likes to use her
escape for its own unknown reasons. trick attack to shoot and move from
Raina heard that Grox had made his one hidden blind to another, dropping
way to Absalom Station, and made her rifle and calling it back to as
her way there as well, intending to needed.
kill her former shipmate for leaving Morale Scythe will attempt to leave a
her to die. Unaware that Grox has fight and hide in one of her numerous
changed his name, she has yet to find blinds if reduced to 10 or fewer Hit
him. She adopted the code name Points. She will fight to the death if
Scythe to avoid Grox’s notice. cornered.
Scythe recently took a contract STATISTICS
from an unknown agent to instigate Str +0; Dex +5; Con +3; Int +0; Wis
a gang war and blame it on the +0; Cha +2
Starfinder Society. She has been Skills Acrobatics +18, Athletics +13,
living in Pipetown, where she has set Bluff +18, Engineering +13, Stealth
up several sniper’s blinds among the +20
numerous small spaces that she can Gear advanced shirren-eye rifle
hide in. If she can find Grox, she will (called) with 25 longarm rounds,
attempt to kill him and blame his red star plasma pistol with battery
murder on the Starfinders. (20 charges), tactical knife, kasatha
microcord II (jetpack), mk 1 serum of
Ad ve n t u r e healing personal comm unit
healing,
Hooks Languages Common, Halfling
• As part of her Other Abilities operative’s exploit
mission to start a (debilitating sniper), debilitating trick,
gang war and frame living shell, operative specialization
the Starfinders, (ghost)
she has been SPECIAL ABILITIES
killing gang Deathly (Su) For effects targeting creatures
members without by type, Scythe counts as both humanoid
remorse, and planting and undead (whichever effect is worse).
false evidence that points to the Living Shell (Su) Scythe counts as a living
Starfinder Society. creature for the purposes of what can affect her (such
as magic healing). If destroyed, Scythe can be brought back
Drawback to her normal undead state by spells (such as raise dead) that
If the PCs get too close to Scythe’s activities, she’ll start restore life to her body as if she were alive.
actively framing them for various crimes, forcing them to clear Shot on the Run (Ex) As a full action, Scythe can move up to her speed and make a single
their names. ranged attack at any point during her movement.
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
The Planetary Rescue can be housed and frozen in time. The crew of the Collector, a
Foundation
highly advanced starship the PRF maintains in the Armada,
can place a planetary system in an empty worldcube and
is trained to always be ready to rescue a planetary system
By W. Brian Lane facing annihilation. Once a worldcube is secured within the
Art by Dionisis Milonas Planar Vault, the PRF’s Keepers use a seamless integration of
magic and technology to control the f low of time inside.
In a hangar near the Planar Vault, the PRF maintains
three small, f ive-crew ships, called “skipships,” capable of
entering worldcubes. A skipship’s forward compartment
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to the Material Plane’s time f low, there is an increasing This system, however, is one-time use only and thus remains
probability that the skipship and its crew will become stuck untested. Once this failsafe is activated, the demiplane can
in the time f low of the demiplane, unable to freeze time or only be accessed by the Collector and skipships which must
reverse its course away from the cataclysm. Rescue missions re-collect all of the worlds into worldcubes or resolve all of
to retrieve such lost travelers are very dangerous, as is the the cataclyms before leaving. Once the last ship leaves the
reintroduction of the crew to the Material Plane’s time f low. demiplane, the demiplane collapses, destroying all worlds
The PRF was created out of a commitment by AbadarCorp remaining within it.
to protect civilization in all its forms. Maintaining the PRF Despite these safeguards, there are security concerns
is an expensive undertaking. Although the organization surrounding the PRF’s headquarters. Some fear what would
receives some donations from wealthy benefactors and happen if a worldcube’s containment fields were to fail,
is subsidized to a small degree by the main body of spilling out its demiplane’s cataclysm into Absalom Station
AbadarCorp, its primary income is generated through the or, worse, if multiple cubes failed at once. Recent reports
sale of Planetsure policies. The premiums of these expensive indicate that some empty worldcubes have gone missing, and
insurance plans usually require a planet’s total economic rumors abound of the missing worldcubes being used by an
support to pay, with discounts available to multiplanetary unidentified nefarious organization to hold worlds hostage.
alliances or empires. Most systems never make use of their Other rumors threaten the PRF, but none moreso than
policies, but such policies become necessary when a pending those surrounding its unmarked worldcubes. An unfortunate
planetary disaster arises. A Basic Planetsure policy covers outcome of the Gap is the loss of PRF records about some
collection of the planetary system and maintenance fees active worldcubes. Deep within the Planar Vault lie some
for the system’s worldcube for up to 100 years. During this worldcubes that hold still-unidentified planets, which may
time, refugees from the insured civilization are permitted house deadly plagues or vengeful demigods waiting to
access to their worldcube to determine how to prevent emerge. The presence of these nameless worlds has spawned
their planet’s cataclysm. Higher-tier policies lengthen this rumors (fiercely denied by PRF leadership) that lost Golarion
coverage and pay for various levels of Cataclysm Analysis and may be housed in one of these unmarked worldcubes, forever
Remediation provided by the Keepers or their affiliates, and on the verge of annihilation but forgotten in a corner of the
the Supremum Plan offers indefinite coverage and a Five- Planar Vault.
Point Cataclysm Resolution Guarantee. All plans include The PRF maintains amicable relationships with all factions
World Reinstatement, guaranteeing that the Collector will and governments since PRF services could become necessary
return the cataclysm-free planetary system to its proper place for anyone at any moment. Even when two civilizations are
in the universe. Sadly, these return missions occur far less locked in a war to the death, most aggressor space f leets
frequently than collection missions. The PRF is not prohibited will stand aside to allow the Collector through as doomsday
from rescuing worlds that are not covered under Planetsure, missiles enter a world’s atmosphere. Xenowardens in
but such worlds usually languish in forgotten corners of the particular appreciate the PRF’s work protecting nature
Planar Vault with the Keepers’ limited attention allotted to alongside civilization and collaborate with the Keepers and
their paying residents. the Starfinder Society to resolve nature-induced cataclysms.
A signif icant shortage of staff due to cutbacks mandated However, the Cult of the Devourer regularly attempts to
by AbadarCorp has recently led to a partnership between interfere with collection missions. The Keepers and Vault
the PRF and the Starf inder Society, whose headquarters Wardens know that if any members of the cult were to breach
are conveniently located just a few buildings away from the Planar Vault’s security, they would surely wreak havoc
PRF headquarters. Starf inders specif ically trained in upon the helpless worlds within it.
the use of skipships collaborate with the Keepers to save The PRF is overseen by AbadarCorp’s Chief Recovery
the collected worlds, especially those whose Planetsure Officer, Kesani Vade, who also presides as a priestess in the
policies are nearing expiration. Starf inders who take on Temple of Abadar located in the back of PRF headquarters.
these missions for an extended period of time often f ind This temple is usually the first stop for cataclysm refugees
it diff icult to return to traditional Starf inder missions, after their planet is collected. The Starfinder Society is
having become accustomed to the ability to reverse time known to approach these refugees with opportunities to join
and reattempt their missions. Many such Starf inders are the Society and help rescue the refugees’ homeworld.
placed on permanent loan to the PRF, as there are always The Collector is captained by Mahz Engrol, a long-time
plenty of cataclysms to investigate. officer in AbadarCorp’s logistics f leet. Its crew numbers in
Besides the immense drain on technological and magical the hundreds, including an extensive department of refugee
power resources, one of the PRF’s greatest expenses is counselors, should the ship encounter escape vessels upon
security. The PRF maintains an extensive and highly- rescuing a doomed planet. While awaiting its next assignment,
lethal security force known as the Vault Wardens, and the the Collector orbits Absalom Station in the Armada.
computer systems in its headquarters are protected by the The Vault Wardens are led by Colonel Endak-31, whose
highest levels of failsafes and encryptions. As a last resort, homeworld lies within a worldcube on the verge of being
in the event of the destruction of Absalom Station or a plunged into an ice age. He has recently become distressed
hostile takeover of PRF headquarters, the Planar Vault is by the disappearance of two of his highest-ranking officers.
equipped with a multi-focal-point portal generator that will The symbol of the PRF is the Golden Key of Abadar with a clock
instantaneously transfer the contents of all its worldcubes engraved in the circle, the hands close to striking midnight.
into a single, time-frozen demiplane for future retrieval.
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Absalom Station completing 4 hours of work crafting an item, you can spend 10
Themes minutes reflecting on your work to regain one Resolve Point; this
doesn’t count as resting to regain Stamina Points.
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back home, you remain tied to your humble origins, always falling impressive results in the field. Whether you seek a career with
back on the lessons of the streets when faced with new challenges. greater purpose or were forced out of your old job for dubious
reasons, you bring those same virtues that brought you acclaim in
Theme Knowledge (1st) blue-collar work to the adventuring life.
You are closely connected to poor communities and the problems
they face, and know how to use others’ aversion to your kind to Theme Knowledge (1st)
avoid notice. When attempting a Culture check to recall knowledge You know the workings of numerous trades and services inside-
or a Diplomacy check to gather information about out and backwards, working both harder and smarter. Reduce
lower-class individuals, reduce the DC by 5. Stealth is the DC of Culture checks and relevant Profession checks to recall
a class skill for you, though if it is a class skill from knowledge about blue-collar jobs, workers, skills, unions, and
the class you take at 1st level, you instead gain a +1 related topics by 5. Engineering is a class skill for you, though
bonus to Stealth checks. In addition, you gain an if it is a class skill from the class you take at 1st level, you
ability adjustment of +1 to Dexterity at character instead gain a +1 bonus to Engineering checks. In
creation. addition, you gain an ability adjustment
of +1 to Strength at character creation.
Any Port in a Storm
(6th) Workhorse (6th)
Your connection to other second- You are so accustomed to carrying
class citizens reliably puts a roof heavy loads that they don’t
over your head, even if that slow you down. Reduce
roof is among strangers and any speed penalty for
leaks a little. You can always wearing heavy armor
find efficiency lodging or being encumbered or
in any settlement with overburdened by 5 feet
underprivileged residents, (minimum 0 feet).
and you do not need
to pay to use it. You Learn on the
may always make Job (12th)
Perception checks to You pick up new skills
notice curious or quickly, though your
dangerous things mastery rapidly
when staying in decays. Each time you
such an arrangement, attempt a skill check
even if you are asleep. You can for a skill in which
also use Diplomacy to change the you have no ranks,
attitude of any lower-class resident of a you gain a cumulative
settlement even when you don’t share a language, +1 bonus on that skill
although you take a –5 penalty when doing so and (maximum +5) that remains until
can only communicate very basic messages. you rest for 8 hours.
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
Upcycle (18th)
You are a mechanical innovator capable of recovering
something useful from the most unlikely of objects. Up
to twice per day, you can spend 10 minutes repurposing
technological refuse—such as by sifting through a
scrapyard or purposely disassembling a broken object
or vehicle for usable parts—to recover 1 Resolve Point;
this doesn’t count as resting to regain Stamina Points.
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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
Side Trek Seeds with knowledge while the detective will reward their help with credits.
Speaking to the girl supports the fact that the detective has been falsifying
Art by Todd Westcot evidence.
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if a customer offers to sell a hybrid magic item, the neighboring traditional flight simulators in the front and progressing to more
proprietors appraise the item together. and more bizarre options further back, from virtual shopping
Even one-time visitors can sense some connection between tours to horror games where players must choose how computer
Lecroya and Ritaru, but usually only other lashunta recognize the versions of themselves die.
pair are identical twins. The brothers host parties for their lashunta Klakitat (LE host shirren mechanic/operative) and a staff of
neighbors and often volunteer to take on younger lashunta as a dozen shirren keep the games in continuous operation and
apprentices, both to teach them the ways of the trade and to help guide the most egregious option junkies toward dark corners
them understand the decision to become damaya or korasha. in the back. Many older shirren despise Klakitat for deliberately
filling the games with as many trivial choices as possible to
Max Fitness attract addicts in the community but, since the gaming den
Maximillian (LN female human soldier) sells a small selection never sells traditional narcotics and avoids the need to threaten
of masterwork climbing equipment and supplements mundane patrons for money by requiring all payment up front, no legal
and alchemical in the front of her fitness studio almost as an action has yet succeeded.
afterthought. The store counter usually lies unattended except
for a collection of bells so creatures of any size can summon her to The Warren
make a purchase. Even then, she may take several minutes to finish Walking into the shipping container known as the Warren feels
her workout and come into view. more like entering a tunnel of junk than a shop. Although the gear
Past the entranceway lies a large exercise chamber where in some corners has lain here for decades, the ysoki proprietor
Maximillian trains obsessively alongside a rotating group of a changes roughly once a year as one grows tired of the settled life
dozen fitness champions. The majority of the gym’s members train and hands the store over to another family member. The current
to compete in physical contests, from arena fights in underground owner, Nika “Twiddlepaws” (LN female ysoki), has spent the last
clubs to acrobatic performances at the Hamisfore Theatorium. few months inspecting and cataloging every inch with the help of
Max, meanwhile, trains relentlessly in the pursuit of a workout that her cybernetic eye implants, but somehow it seems more cluttered
will mimic the effects of a serum of sex shift to give her the male body than ever. Nika has an intimate knowledge of engine components,
she secretly longs for and wishes to forge for herself. but might accidentally give a customer a good deal on personal
equipment she doesn’t recognize.
Room Of One Thousand Paths With the shop nearly catalogued, Nika has already started
Dozens of brightly-lit advertisements beckon visitors into this planning to leave. On quiet days she tinkers away on the device that
cramped arcade. Most of the games consist of headsets or chairs will take her on her next adventure.
that immerse the user in a simulated environment, starting with
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Morale If reduced to less than 10 Hit Points, Variance attempts to cast invisibility and
strange, powerful battery, one strong enough to empower him flee. If that fails, he surrenders, and willingly offers the battery in exchange for his
but small enough to allow him free reign. When the ship docked life should the PCs demand it, though since he’s gotten a taste of the power it offers,
at a space station, Variance took the battery and left to explore. He he may pursue the PCs to retrieve it after he’s recovered.
found himself surrounded by new and interesting people, though STATISTICS
it saddened him that these people were trapped in the space station Str +0; Dex +2; Con +3; Int +3; Wis +2; Cha +5
and would die if they were exposed to the void of space, as his old Skills Computers +18, Engineering +13, Physical Science +18
friends from the Arcadia were. Therefore, he decided to help these Languages Common, Sylvan
people by using his mutating touch ability to alter them until they Other Abilities Spell cache (experimental battery), cache capacitor 1, magic hacks
became more resistant to space. While he can’t directly control the (charging jolt, countertech)
mutations he causes, he’s sure that if he just keeps trying, people SPECIAL ABILITIES
will eventually develop a mutation that will help them. Variance Amplified Glitch (Ex) see Core Rulebook
enjoys the power and freedom the battery gives him and is loath to Mobile Power Source (Su) The experimental battery Variance took from Denalya’s ship
give it up for any reason. is powerful enough to be considered a power core he can bond with. As long as he’s
in physical contact with the battery, he gains fast healing 5 as if he is merged with a
Adventure Hook reactor.
• While the PCs are shopping or doing some other activity on Mutating Touch (Su) see Alien Archive
Absalom Station, citizens around them, and possibly some Reactor Sprite (Su) see Alien Archive
of the PCs themselves, suddenly start randomly mutating
as Variance walks through and brushes against people,
inflicting his mutating touch.
Drawback
If the PCs confront Variance, take the battery, and leave
him alive, he pursues the PCs in order to retrieve it, having
enjoyed the power and freedom it offered him. If the PCs
return the battery to Denalya, she sells it, essentially
placing it permanently out of Variance’s grasp. If this
happens, he instead switches tactics and harasses the
PCs, using disguise self to tarnish their reputations on
Absalom Station, giving them a -2 penalty on Diplomacy
checks while on the station.
VARIANCE CR 6
XP 2,400
Male hesper technomancer
CN Medium fey
Init +2; Senses low-light vision; Perception +13
DEFENSE HP 75 RP 4
EAC 17; KAC 18
Fort +7; Ref +7; Will +9
Defensive Abilities reactor sprite, countertech; Immunities
fire, radiation
Weaknesses vulnerable to cold
OFFENSE
Speed 30 ft.
Melee mutating touch +10 (see below)
Ranged energy ray +12 (1d6+6 A, C, E, or F)
Spell-Like Abilities (CL 6th)
1/day—jolting surge, overheat (DC 15)
At will—energy ray, mending
Constant—detect radiation
Technomancer Spells Known (CL 6th)
2nd (4/day)—invisibility, caustic conversion
1st (5/day) —overheat, jolting surge, disguise self
0 (at will) —dancing lights, daze
TACTICS
During Combat Variance initially attempts to use his mutating touch ability on
foes, out of curiosity to see what they might be ‘improved’ to. If he realizes he
may actually be in serious danger, he attempts to keep distance between himself
and his foes and switches to his damaging spells.
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A New Life found her way to the expansion bay that held their single escape pod.
What if she’d been sucked into space? Stop. Panic will kill you. Nelenn took
By Jenny Jarzabski a deep breath through her helmet’s respirator. She had to keep looking.
Art by Laura “B B Wolfe” Shaw
I f Nelenn didn’t get off Pinion she was going to die. She heard the
hiss of air escaping through holes in the aft and starboard hull.
She unstrapped herself from the pilot’s chair and swam through
face her. “Show me your ba—” Liiri cut him off with a flick of her wrist.
The guard’s eyes slid away from her to gaze, unfocused, at the tiled floor.
“Sorry, don’t have a badge,” Liiri muttered. She slipped past the
an upside-down world, all points of reference erased by darkness. dazed vesk and examined the computer in front of him. She closed
Nelenn grabbed a handhold jutting out from what she thought was her eyes and slid a gloved hand over the keyboard, mentally peeling
Pinion’s starboard bulkhead and pulled herself past a gaping hole in back layers of code to probe the core set of numbers that defined
the hull. She felt a thrill of adrenaline as she thought about the void and controlled the machine.
beyond, no longer safely separated by inches of steel and polymer. She could gain root access to the computer with an authorized
She had to get to the escape pod. But first, she had to find Liiri. badge and password. Liiri snatched a badge clipped to the guard’s
belt and passed it over the sensor. A green light blinked on the
monitor as she typed the string of letters and numbers that
appeared in her mind’s eye.
“Relax, Liiri.” Nelenn grinned, flashing a hint of sharp teeth. Her It didn’t take long to disable the vault’s motion sensors and the
scales glinted in the fluorescent lights of the hallway. No matter spiderweb of silent alarms tethered to them. She texted Nelenn.
how many times she did it, Liiri would never get used to Nelenn “We’re in.”
changing forms. Her current body, a muscular vesk dressed in a A response flashed across Liiri’s datapad. “Thx. See u outside.”
security uniform, was so different from the petite, copper-haired Outside the security room, Liiri forced herself to walk at an easy
human shape Nelenn usually wore. pace. She thought about Nelenn’s drow contact and the juicy credit
Liiri thought Nelenn was beautiful in all her forms, but this one transfer he’d promised once they delivered his rival company’s
was intimidating. Liiri placed a hand on Nelenn’s claw and reached research. Soon they’d be sunbathing on a Castrovelian beach.
out to her mind. I don’t want to screw up my first job. They’d scrub Pinion, fit her with some upgrades, and disappear into
Liiri felt cold scales brush against her cheek as Nelenn leaned in the Vast. They could start a new life together.
for a kiss. Lost in her daydream, Liiri didn’t notice the janitor kneeling to
“You’re adorable. Now focus.” wring out his mop in front of her. She tripped and lurched headfirst
As they walked down IverTech HQ’s main hallway, Liiri glanced into him.
down at her datapad, displaying a synced feed from the cameras “Watch where you’re going!” the kasatha snarled. His eyes
she’d hacked. She scrolled through the grainy images: suited execs roamed over Liiri for an ID badge. Garbled words crackled through
in a boardroom, a janitor mopping the floor, a pair of vesk guards static in the hallway behind her: intruder, line of sight, standby.
stationed outside the vault door. “Halt!” a familiar voice commanded. Liiri whirled around to see
All clear, she thought. Nelenn nodded. Liiri whispered a word of the guard she’d incapacitated holding a comm unit in one hand and
power, infusing her muscles with strength. She still strained to a pistol in the other.
boost Nelenn into the airway shaft in the ceiling overhead. Liiri froze. Nelenn couldn’t operate Pinion alone. If Liiri got
“You must weigh 300 pounds,” Liiri groaned. caught, Nelenn would be stuck on this rock, too.
“IverTech hires vesk security, babe,” Nelenn smirked. “Not my Liiri made a gesture with her left hand. Electric blue discs
choice.” Nelenn’s body shrank impossibly, like jelly squeezed materialized in front of her and slammed into the vesk’s chest.
through a straw, and disappeared into the narrow shaft. Simultaneously, Liiri felt something sting her right shoulder.
Nelenn would wait above the vault until Liiri hacked the security Liiri sprinted down the hall away from the guard. She stumbled
mainframe and disabled the vault’s motion detectors. Then she’d as a second bullet bit into her thigh. She gritted her teeth and ran,
grab the datapad they’d come for and they could escape undetected. limping, toward the exit.
I should never have brought Liiri into this, thought Nelenn. Sure, it Nelenn found her sprawled midair among floating islands of
would’ve taken months to create a cover identity and work at IverTech long cargo. Blood stained Liiri’s flight suit where she’d been shot. Nelenn
enough to secure vault access, but then Liiri wouldn’t be bleeding out on a could tell by the lashunta’s pale face that she was bleeding out.
floating deathtrap. “Don’t die on me,” Nelenn whispered, wrapping one arm around
Like all astrazoans, Nelenn had a special talent. She could look Liiri’s torso and pulling both of them towards the pod.Back on
like almost anyone—perfect for her profession. She’d preferred
solo jobs, lying to everyone, and never wearing the same form
twice. Until she met Liiri.
She lowered herself through a hatch into Pinion’s cargo hold. Liiri Pinion, Liiri was dressed in her most comfortable flight suit. She
wasn’t in the cockpit, or the turret station. Maybe Liiri had already relished the feel of clean bandages against her skin and Nelenn’s
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Nelenn pulled Liiri into the escape pod, adjusting her body’s
dimensions to fit them both in the confined space.
She watched the IverTech interceptor wheel around to face
Pinion through an observation window. She punched the
launch code into a keypad and weighed her options. If the ship
didn’t spot the pod, they’d crash-land on the nearest planet-like
object. Nelenn held her breath as they detached from the wreck.
A flash of blinding white heralded Pinion’s death. An inimical
cold bristled against Nelenn’s skin as the pod glided through
space. She held Liiri close to keep her warm. The stolen datapad
bulged from a pocket in her suit.
“We’re going to that beach,” she whispered.
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“Cutting Edge” that action. Characters who do not have the quick draw
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Katana
One-Handed Weapons Level Price Damage Critical Bulk Special
Katana, Souvenir 1 350 1d6 S – 1 Analog, Fast Draw
Katana, Supreme Master 18 370,000 12d6 S Severe Wound 1 Analog, Fast Draw
Human-Shredder Pistol 8 6,500 3d6 P 40 ft. Bleed 1d6 40 darts 4 L Analog, Low-velocity
Vesk-Shredder Pistol 12 35,250 4d6 P 50 ft. Bleed 2d6 50 darts 5 L Analog, Low-velocity
Longarms: Projectile
One-Handed Weapons Level Price Damage Range Critical Capacity Usage Bulk Special
Wyrmling-Shredder Rifle 5 3,550 2d8 P 40 ft. Bleed 1d6 32 darts 4 2 Analog, Low-velocity
Dragon-Shredder Rifle 10 15,750 3d8 P 50 ft. Bleed 2d6 40 darts 5 2 Ananlog, Low-velocity
Wyrm-Shredder Rifle 15 89,250 7d8 P 60 ft. Bleed 3d6 48 darts 6 2 Analog, Low-velocity
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Starship Building: can remove conditions from life support by sacrificing hull points.
Ships Of The Winter Ending the glitching condition costs 1 hull point, the malfunctioning
condition costs 2, and the wrecked condition costs 4.
Witches Systems
Ice Melding
By John Laffan Similar to hive joining, iceforged ships can merge together through
Art by Beatrice Pelagatti specific rituals. This requires eight winter wolf vessels to dock
together at the far end of a solar system in the shadow of an object
that can block out the local star. After performing a 24-hour ritual,
they fuse together to form a Coven Hearth ship. If the ships take
damage during this time, there is a high potential for all the ships
Iceforged Ships to shatter.
The disappearance of Golarion took most practitioners of ice Winter wolf ships can also dock with a capital ship and fuse
magic with it. Some ryphorians on Triaxus have adopted their with it, if the capital vessel has an open slot in its Ice Hanger. If
ways and reverence of Baba Yaga, but most of the mysterious the fusion is permanent it takes an hour-long ritual.
practitioners remain closed off to outsiders. Ships of solid
ice are occasionally seen traversing between Absalom Expansion Bays
Station and Triaxus, though the secrets of how to make Ice Hanger
them are jealously guarded. Iceforged capital ships have the ability to launch
These ships have been completely constructed out winter wolf ships to use as shuttles or
of magically treated ice as strong as steel. fighters. An ice hanger can launch up to
Only the unique blend of magic and ice two winter wolf ships. For each winter
manipulation can create these ships. wolf launched in this way, the capital
These abilities cannot be added ship loses 15 Hull Points and takes
to any other vessels. The creators a –2 penalty to its AC and TL, and
of iceforged ships don’t sell them, all crew actions take a –2 penalty.
but the ships have occasionally As long as the capital ship has
been captured by pirates and have an unoccupied slot in
fetched a hefty price on the black its ice hanger, it can
markets. When iceforged reabsorb a winter
ships are defeated, they wolf ship to regain
frequently self-destruct these Hull Points and
to keep their secrets negate the penalties.
away from the prying If the winter wolf
eyes of outsiders. returns damaged,
the capital vessel
M y s t i c a l regains 1 fewer
Control Hull Point for
Iceforged vessels may every 2 points
be made with specific of Hull Point
cold resistant technology damage taken by
or controlled more by a the smaller ship.
complex arcane apparatus The penalties are
that functions identically. Ships negated regardless of the
with a mystical control allow a science officer to use pod ship’s condition.
Mysticism checks rather than a Computers check to Baba Yaga Shrine
accomplish science officer actions. The DCs and their This functions as an imperial shrine ((Against the Aeon Throne,
Throne
related actions remain the same. When an iceforged Part One) except it venerates Baba Yaga and not the Azlanti
ship is constructed, a choice must be made on Throne. Crew members must revere Baba Yaga to gain its
whether Computers or Mysticism will be used for benefits.
science officer actions. This choice cannot be changed
after the ship’s construction. RIMEFLOW COVEN SHIPS
Abundant Oxygen Rimeflow Winter Wolf
Iceforged ships have the ability to break some of their component ice The standard fighter of the iceforged forces.
into oxygen or water to help its crew survive. The science officer or
engineer can take an action to initiate this breakdown into the best RIMEFLOW WINTER WOLF TIER 1
parts. This takes an Engineering check or an appropriate check from a Tiny Interceptor
science officer of DC= 10 +1-1/2 x the starship’s tier. Success means they Speed 12; Maneuverability perfect (turn 0)
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security offered a sizable reward for information leading of repair. It continues on for a long way, far longer than
to the capture of the Fogtown Slasher, but decades of dead- it seems should be possible given how crowded Pipetown
end tips saw the offer withdrawn, leading many station is, but, even though the passageway twists and turns this
citizens to wonder if the mystery will ever be solved. way and that, it never forks or branches. The further one
goes, the colder the temperature becomes, and eventually
Junction 35B a thick fog seems to f ill the passageway, choking breath or
The twisting mazes of Pipetown (off icially known as the frosting masks. Just as the fog grows too dense to see and
Conduit) give rise to all kinds of scary stories, but none the traveler turns to head back, they come across a bright
quite so pervasive as that of Junction 35B. Finding junctions red door with a sign denoting it as ‘Junction 35B.’
35A and 35C isn’t very hard, at least by Pipetown standards. This is where the stories diverge, and no two are alike.
The former houses a small collection of seedy shops, and the For some, Junction 35B is a lost settlement that was cut off
latter is home to Elmo’s, a popular bar in the area. However, from the rest of the station during the Gap. Isolated and
no matter how hard anyone looks, no matter what paths alone, trapped in twisting corridors that wind back upon
they take, there never seems to be any sign of the junction themselves, the residents have transformed over the years
one would expect to f ind between them. It doesn’t appear into horrif ic, feral cannibals. Their nails have grown into
on any map, there are no signs for it, no place where it might claws, their teeth have sharpened into razors, their f lesh is
have been. It’s as though the builders skipped over that gaunt, and their pure-white skin shows blue veins beneath.
particular junction for no known reason. They are barely more than skeletal frames with empty eye
Every now and then, though, someone will return from sockets that glow red with a hunger for the living. Other
wandering through the maze of pipes that make up the tales say that the whole thing has been converted into a lost
region and claim to have found the place. The stories all graveyard. It holds mounds of soil brought in from distant
go the same way: the traveler found themselves in an and ancient stone markers, one for each Primex that has
unfamiliar section of pipe, got turned around, and as they ruled over Absalom Station since the Gap. Their treasures
were retracing their steps, they came across a passageway in the graveyard are commensurate with the guardians
that they’re certain wasn’t there before. The phantom protecting them—rewards no thief has ever claimed.
passageway is dimly lit with lights that f licker on and off What’s actually in 35B? No one knows, for it changes with
at irregular intervals, as though the wiring is in bad need every telling.
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Vacay On Absta a small explosion near its port wing and a burning piece
of metal spun away. The ship’s drive began to glow, and
By Scott ‘Curaigh’ Janke it disappeared.
Art by Peter Fairfax This time, her heart did stop. Areeltu tapped a f inger
on her chest, shutting the cardio-sy nth program off.
She touched her temple and closed her eyes. The elegant
cruise ship came into view through Dot2’s feed.
It was impressive. Many white polished segments tied
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Sector G17 After figuring out how to enter the sector, the PCs
encounter the station residents trapped there and learn what
they’ve experienced. The information is garbled, because the
By Paris Crenshaw community’s leader, Reniel, has convinced everyone that their
Art by Tanyaporn Sangsnit isolation has religious significance, including the presence of
an entity they call the Zarag, which Reniel believes was sent
Maps by Alex Moore
by the gods to usher their souls into the Great Beyond.
After helping the residents deal with a few emergencies and
braving the dangers of the sector’s darkened tunnels, the PCs
finally reach Anilar’s hidden chamber. They must overcome
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The lift exit opens onto a wide corridor with pipes and cableways Zarag. The PCs may hear them whisper the creature’s name at
covering nearly every inch of the walls and ceiling. Boxes, crates, times, but the locals do not willingly explain its significance.
and other containers are piled in the passage on top of a pair If pressed, they simply say that the Zarag is “The End.”
of nonfunctioning vehicles, forming a kind of barrier with a The trail from the lift eventually leads to a small collection
narrow opening in the middle. As you take in the strange scene, of living quarters arranged around a community center. The
you realize that there are people on the other side of the barrier center serves a variety of functions for the locals, housing
aiming weapons at you. administrative offices, food storage spaces, a mess hall, and
a variety of rooms for recreation and other pursuits. The
There are four people behind the barricade and all of residents’ leader set up a couple of rooms as a combination
them carry ranged weapons—one azimuth laser pistol, two office/religious shrine.
hunting rif les, and one tactical arc emitter. Although their Reniel is a soft-spoken human male in his early middle
stance is threatening, it is obvious that these people are not years. He dresses in a plain, brown frock and is unadorned
warriors. They are dressed in plain clothing and, though they by any jewelry or other accessories. His dark, shoulder-length
look somewhat haggard, they aren’t actively hostile beyond hair is passably clean but unkempt—as is everything else
self-defense. They firmly demand that the PCs keep their about him. Reniel fervently believes that there is spiritual
hands away from their weapons and explain what they’re significance to the events happening in this sector. He
doing in the Sector. welcomes the PCs and easily forgives them for killing any of
Unless the PCs respond violently, the residents are willing the people set to guard the lift. His blithe acceptance of death
to talk. Succeeding on a DC 16 Diplomacy check convinces the is just one example of the man’s eccentricities.
guards that the PCs do not intend to harm them and causes After inviting the PCs to join him for a simple meal, the
them to stand down. community leader shares what he knows of the situation.
The people on guard are aware that some major, magical After the brownout, the citizens discovered they were
event has taken place and they are cut off from the rest of trapped in this sector. They initially tried to escape.
the station. They encountered strange things in the sector’s Although they could f ind no way out of the sector, they kept
tunnels for several weeks prior to the brownout, then they trying until the f irst of their number was claimed by the
discovered that they couldn’t access the rest of the station. creature called the Zarag.
When the first person fell to a creature they call “the Zarag,” Reniel’s mystic connection to the cosmos had always caused
they assumed it was spawned by the same power that severed him to look at the world differently than others. He saw the
their connection to the outside world. They don’t know where appearance of the Zarag as a turning point, believing that
the dangers are coming from, but the transport entrances the creature was sent to pass the spirits of the departed into
are the only points they have a chance of controlling, so they the Great Beyond. He has convinced himself that this whole
focus on those. situation is a test of his followers’ faith. They believe that
They explain their reasoning to the PCs, though they won’t they must endure the trial until they reach the enlightened
talk about the Zarag, directly. The woman who carries the state of “Consumption.”
tactical arc emitter is a korasha lashunta named Ireneia. She Meanwhile, the residents of G17 have eked out a living,
offers to escort the party to meet with Reniel, their leader. despite not being able to access the rest of the station. The
Development: If the PCs choose to fight, use the combat community center’s food storage area holds about two years’
statistics for the ryphorian technican in the Alien Archive, but worth of emergency rations. Air is provided by a recycling
replace the technician’s pulsecaster pistol with the weapons plant that is expected to continue functioning without
listed above. Ireneia and a few other citizens barely cling to interruption for a very long time. The community has parts
life after the battle and give the PCs a basic explanation of why to handle almost any issues that arise. However, Reniel
they are on guard. The survivors are strangely nonchalant indicates there are some things the PCs can do to help the
about the violence. If the PCs at least try to help heal a few people here.
of them, the survivors escort them to the community center Water Supply: A technomagical siphon linked directly to
to meet Reniel. If none of the residents survived, one of them the Elemental Plane of Water provides water to this section
has a schematic of the area on an unsecured datapad with the of the station. The siphon began acting erratically after the
community center marked. sector was quarantined. It experiences intermittent failures,
Treasure: If a PC rolls a 20 or higher on their Diplomacy which are growing longer in duration. Succeeding on a DC 21
check, Ireneia gives them her tactical arc emitter. Computers check can rewrite the siphon’s code to stabilize the
Story Award: If the PCs resolve the situation peaceably, elemental portal and restore a steady water supply. If the PCs
award them 1,200 XP. If they attack the residents and prevail, succeed in stabilizing the water supply, Reniel rewards their
the PCs earn 800 XP. service to the community with the gift of two spell ampoules,
one of mystic cure (2nd) and another of remove condition.
Part 2: Lost Colony Story Award: If the PCs repair the water siphon, award
them 1,200 XP.
2A. The Community Center The Twilight Tunnels: Reniel also tells the PCs about a
Whether they follow the map or the residents escort them, section of corridors that the community members have
the PCs travel through a series of passages and wide tunnels. learned to avoid. They call the area the Twilight Tunnels.
Along the way, surviving residents continue to scan partially This area has been known as a place of frightening
blocked-off passages, always on alert for the appearance of the experiences for at least a year or two, with sightings of
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ELECTROVORE CR 2
XP 400
HP 23 RP 3 (Alien Archive 44)
TACTICS
During Combat The electrovore tries to stay close to the recycler, taking advantage of
the arcs of energy and frequently using its own electrical discharge ability.
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ANILAR WEIRDAN CR 4
XP 1,200
Male technomancer
NE Medium humanoid (human)
Init +3; Perception +10
DEFENSE HP 43
EAC 15; KAC 16
Fort +3; Ref +3; Will +7
OFFENSE
Speed 30 ft.
Melee lesser shadowstaffAA +6 (1d4+4 B) or tactical baton +6 (1d4+4 B)
Ranged azimuth laser pistol +8 (1d4+4 F) or lesser shadowstaff +8 (1d4+4 C)
Technomancer Spells Known (CL 4th; ranged +8)
2nd (3/day)—caustic conversion, mirror image
1st (6/day)—charm person (DC 16), magic missile, supercharge weapon
0 (at will)—energy ray, ghost sound (DC 15)
TACTICS
Before Combat If alerted to the PCs’ presence, Anilar casts mirror image on himself and
prepares for combat.
During Combat Anilar remains on the platform with his equipment for as long as
possible, favoring caustic conversion and magic missile spells, before shifting to
weapons fire. He uses supercharge weapon on his pistol and targets tougher looking
opponents, then shifts to his shadowstaff’s ranged attacks. He uses his fear and force
blast spell gems to keep the PCs from getting onto his platform.
Morale Anilar is blind with ambition and fights to the death.
STATISTICS
Str +0; Dex +3; Con +1; Int +5; Wis +0; Cha +0
Skills Computers +10, Engineering +15, Mysticism +10
Languages Aklo, Common, Draconic, Eoxian, Infernal
Other Abilities magic hacks (robot influence), spell cache (neck implant)
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Gear basic Lashunta tempweave, azimuth laser pistol with 2 batteries, lesser shadowstaff
with 1 clip (40 charges), tactical baton, datapad (tier 3 computer, control module to repair the damage.
[cutting laser], miniaturization [x2], range I, secure data module, countermeasures As soon as the PCs close the hole in the conduit, the
[firewall, lockout, wipe], total value 2,625 credits), engineering tool kit, mk I serums of Starstone recognizes that there is no longer a threat and
healing (2), ring of sustenance, spell gem of charm monster, spell gem of fear (1st), spell gem removes the safety barriers, allowing normal traffic to and
of force blast from Sector G17.
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Alien Archive albinos, with everything on their body being white. Whether this
is seen as a curse or blessing among the Absalom station rats is
By Beth Breitmaier, Dave Breitmaier, unknown, but the albinos are never seen in the company of normal
Charlie Brooks, Mara Lynn Butler, Absalom station rats, and they have strange magical powers.
Jaster Catalan, Mischa Catalan, Kim Absalom station rats are not rats in any way of the word, it is a
Frandsen, Wojciech “Drejk” Gruchała, nickname they have acquired on the station, due to their propensity
Jonathan Hendricks (c/o Bill “Moff for popping up everywhere. They are descendants of creatures
Rimmer” Hendricks), Nicholas Hite, who long ago ventured into the deepest, darkest parts of Absalom
Stewart Moyer station, and lost themselves to the ravages of time. The Absalom
Art by Becky Barnes, John Bunger, station rats (who do not appear to have a name for themselves)
Snow Conrad, Jeremy Corff, Bob have mutated and adjusted to their environment, bearing now only
Greyvenstein, Chris L. Kimball, Alberto superficial resemblances to the creatures they once were.
“Eester-Naissen” Ortiz Leon, Clay No one has successfully managed to converse with the Absalom
Lewis, Todd Westcot station rats, but magical and technological surveillance has
shown that the creatures have a simple language of their own. It
is interspersed with technological lingo that other creatures might
understand, but which, in the context of the Absalom station rat’s
life, has an entirely different meaning.
Absalom Station Rat
Cryptogeist
ABSALOM STATION RAT CR 4
XP 1,200 CRYPTOGEIST CR 12
N Medium monstrous humanoid XP 19,200
Init +1; Senses darkvision 120 ft.; Perception +10 CE Medium undead (incorporeal)
DEFENSE HP 50 Init +5; Senses blindsense (life) 30 ft., darkvision 60 ft.; Perception +22
EAC 16; KAC 18 DEFENSE HP 150
Fort +8; Ref +8; Will +3 EAC 25; KAC 26
OFFENSE Fort +11; Ref +11; Will +17
Speed 30 ft. Defensive Abilities incorporeal; Immunities undead immunities; Resistances
Melee claw +12 (1d6+7 S) electricity 10; SR 23
Ranged ancient auto-pistol +9 (1d6+4 P) OFFENSE
Offensive Abilities slashing claws Speed 30 ft., fly 30 ft. (Su, average)
STATISTICS Melee jolt +21 (4d6+12 E critical arc)
Str +3; Dex +1; Con +5; Int +0; Wis +0; Cha -3 Ranged arcing jolt +19 (2d8+12 E critical arc)
Skills Athletics +15, Survival +10 Offensive Abilities glitch.exe
Languages Station pidgin Spell-Like Abilities (CL 12th)
Other Abilities Station burrower 1/day—corrosive haze (DC 23), rewire flesh (DC 23)
ECOLOGY 3/day—clairaudience/clairvoyance, discharge (DC 22), holographic
Environment Absalom station image (3rd level, DC 22), irradiate (DC 22), make whole
Organization solitary, pair or tribe (10+) At will— ghost sound (DC 19), unseen servant
SPECIAL ABILITIES STATISTICS
Slashing Claws (Ex) Whenever an Absalom station rat hits with Str +0; Dex +5; Con -; Int +8; Wis +0; Cha +4
two melee attacks, it may immediately make a third free Skills Computers +27, Intimidate +22, Mysticism +27
attack, using its higher attack and damage modifiers. Languages Common, Aklo; limited telepathy 30 ft
Station Burrower (Ex) Absalom station rats have Other Abilities ghost in the machine, rootless root access,
adjusted to their artificial environment and tech dependency, unliving
move through it effortlessly. While within any ECOLOGY
constructed building, station or spaceship, they Environment any high-tech urban
gain a burrow speed of 10 ft. Organization solitary or network (2-5)
SPECIAL ABILITIES
An Absalom station rat stands just over 5 feet Ghost in the Machine (Su) While
tall, but if they were to straighten out from their possessing a computer, a cryptogeist
perpetual hunch, they would stand around 7 gains the effect of the nondetection
feet tall. Their eyes are huge pupil-less white spell. Bypassing this effect requires
orbs, and their nose is but a vertical slash in a successful DC 21 caster level check.
their face. Their hands are gnarled clawed A cryptogeist cannot suppress this
things, strong enough to scrape through ability.
steel, and the skin of their hairless bodies Glitch.exe (Su) Cryptogeists can
is a nauseating mix of greys and greens. wreak havoc on small electronics
Some rare individuals are complete that enter their area of influence.
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As a move action, a cryptogeist can cause technological devices within 90 feet of its
host computer to glitch wildly, as if affected by the Amplify Glitch feat. A cryptogeist its data so that no others can access it. Cryptogeists can sometimes
can target up to three creatures with this ability and gains a +5 bonus to Computers be persuaded to exchange information if the negotiator has access to
checks to render its targets shaken. rare data the cryptogeist has not previously encountered.
Rootless Root Access (Su) Cryptogeists fully control any system they enter, gaining While cryptogeists can be found on any technologically advanced
root access upon possessing it. Any Computers check to detect their activities on world, for reasons unknown they are most frequently encountered
a system they possess is 10 higher than usual. A cryptogeist can also install any of on Absalom Station. Some arcane scholars speculate that if Absalom
the following features on its system: secure data drive (average), range (II), security Station holds some secrets of the Gap, these information-craving
(II), alarm, fake shell, firewall, wipeout. Installing a new feature takes 1d4 hours per spirits are drawn to it. There are several documented incidents of
feature, and the cryptogeist can only install 3 features per day. cryptogeists intentionally stowing away on or hijacking vessels
Tech Dependency (Su) A cryptogeist must inhabit a computer system to continue its bound for Absalom Station, lending some credence to this theory.
existence. If the system it possesses is destroyed, it is expelled, and must find a new While most cryptogeists do not communicate with the living
system to enter within 10 minutes or be drawn into the nearest metallic object, unless using them for some purpose, they can sometimes be found
where it remains inert until brought within 90 feet of a computer, at which point it in proximity to other undead, usually other cryptogeists with whom
awakens and immediately possesses it. It can transfer from system to system on its they trade information. Some that inhabit deserted space stations
own, but as it cannot use its melee or ranged attacks or spells unless it is currently or derelict ships form working relationships with marooned ones,
inhabiting a system. A cryptogeist prefers to transfer itself by a hardline connection, using their abilities to lure prey for the corporeal dead in exchange
removable drive, or other physical means. for any technological items their victims may have.
Strangely enough, cryptogeists are nearly unheard of on Eox.
The spirits of exceptionally twisted hackers sometimes return to Undead Eoxians know of these spirits but hold them in low regard,
possess the computer systems they used most. These incorporeal dismissing their activities as trivial pranks. This disdain seems
undead creatures delight in using holograms and spoofed messages mutual; the few cryptogeists who have communicated with the
to manipulate and terrify the would-be users of the systems they living on the matter have referred to the Eoxians as tradition-
possess, occasionally tricking users into moving the cryptogeist to bound ‘meat suits’ who fail to see the benefits of technology.
other systems. More often they attempt to convince their victims
to provide them with access to more data and components before Galactic Rabbit
ultimately killing them. Cryptogeists crave information, and hoard
every scrap of data they come across, even that with no discernable GALACTIC RABBIT CR 10
use. When it leaves one computer system for another, it often encrypts XP 9,600
N Colossal magical beast
Init +5; Senses blindsense (electricity) 60 ft., darkvision 60 ft., low-light vision;
Perception +24
DEFENSE HP 165
EAC 23; KAC 25
Fort +12; Ref +12; Will +9
Immune cold, electricity, vacuum
OFFENSE
Speed 30 ft., fly 60 ft. (Su, good); thermal flight (speed 6; maneuverability good (turn 1))
Melee bite +21 (2d10+18 P plus swallow whole)
Ranged eye lasers +19 (2d10+10 F)
Offensive Abilities breath weapon (70 ft. cone, 11d6 F, DC 17, usable every 1d4 rounds),
swallow whole (1d6+15 F, EAC 23, KAC 21, 41 HP)
Space 30 ft.; Reach 20 ft.
STATISTICS
Str +8; Dex +5; Con +3; Int –2; Wis +2; Cha +0
Skills Acrobatics +24, Intimidate +19, Survival +19
Languages Sylvan (can’t speak any language)
Other Abilities no breath, thermal flight
ECOLOGY
Environment space
Organization solitary, pair, or herd (2 galactic rabbits with 2–6 galactic bunnies)
SPECIAL ABILITIES
Eye Lasers (Ex) Galactic rabbits can fire laser beams from their eyes at a range of 120
feet. Despite having two eyes, both laser beams must be directed at the same target,
and function as a single attack.
Thermal Flight (Su) Galactic rabbits can use the thermal energy stored in their stomachs
to achieve incredible bursts of speed for a short time. This enables them to land upon
and take off from planets without difficulty and reach speeds equivalent to that of
a spaceship. A galactic rabbit cannot activate thermal flight if they have used their
breath weapon within four rounds. Once activated, the galactic rabbit gains shields
as if it were a starship (20 shields, split evenly between its four quadrants), and a
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fly speed of 6 hexes (good maneuverability). This flight speed lasts for a number of Organization solitary, litter (2-6), or herd (2 galactic rabbits with 2–6 galactic bunnies)
minutes equal to the galactic rabbit’s CR (10 minutes for adult galactic rabbits). After SPECIAL ABILITIES
activating thermal flight, galactic rabbits no longer have enough thermal energy to Eye Lasers (Ex) See above, with the following changes: range: 90 feet.
utilize their breath weapon, or thermal flight for 24 hours. Thermal Flight (Su) See above, with the following changes: 4 shields, fly (speed 4;
maneuverability average (turn 2)).
GALACTIC BUNNY CR 4
XP 1,200 Galactic rabbits look surprisingly like their mundane
N Large magical beast counterparts—albeit on a much larger scale. Although capable of
Init +5; Senses blindsense (electricity) 60 ft., darkvision 60 ft., low-light vision; flying through any environment, they prefer to live in the void
Perception +15 of space. They survive by devouring sources of electrical energy,
DEFENSE HP 50 including starships, satellites, asteroids, space storms, and even
EAC 16; KAC 18 other lifeforms. Digested electricity is stored as thermal energy in
Fort +6; Ref +6; Will +3 their stomachs, which can be released in a superheated exhalation
Immune vacuum; Resistances cold 5, electricity 5 shot from their nose or used to power extreme bursts of speed.
OFFENSE Galactic rabbits are particularly drawn to Absalom Station, Idari,
Speed 30 ft., fly 40 ft. (Su, average); thermal flight (speed 4; maneuverability average and Aballon. Because they can wreak havoc on technologically
(turn 2)) advanced planets and starships, they are often attacked with
Melee bite +12 (1d6+9 P plus swallow whole) extreme prejudice. Xenowardens often befriend galactic rabbits.
Ranged eye lasers +9 (1d4+4 F) Usually, this is to protect them, or raise them as companions, while
Offensive Abilities breath weapon (40 ft. cone, 5d6 F, DC 13, usable every 1d4 rounds), more violent xenowardens use them as a weapon against their
swallow whole (1d4 F, EAC 16, KAC 14, 12 HP) enemies, releasing them upon corporate satellites, and exploitive
Space 10 ft.; Reach 5 ft. colonies.
STATISTICS It is unknown how galactic rabbits came into being, although
Str +5; Dex +3; Con +1; Int –2; Wis +0; Cha +0 their ability to understand the language of the fey makes most
Skills Acrobatics +15, Intimidate +10, Survival +10 scholars suggest that they are beings of the fabled First World, or
Languages Sylvan (can’t speak any language) perhaps the result of fey experimentation upon the galactic rabbit’s
Other Abilities no breath, thermal flight mundane cousins.
ECOLOGY There are rumors that a galactic rabbit exists deep in the Vast,
Environment space so large it can devour an entire planet, and swallow the largest of
starships whole. These rumors are unsubstantiated, and no reliable
source has ever reported or proven such claims.
Gelatinous Z-Sphere
GELATINOUS Z-SPHERE CR 3
XP 800
N Large ooze
Init –5; Senses blindsight (vibration) 60 ft., sightless; Perception –5
DEFENSE HP 40
EAC 14; KAC 16
Fort +7; Ref +3; Will +0
Immunities ooze immunities
OFFENSE
Speed 10 ft.; zero-g glide 20 ft.
Melee slam +10 (1d6+5 B & A plus paralysis)
Ranged gelatinous goo +8 (1d4+3 A and paralysis)
Space 10 ft.; Reach 5 ft.
Special Attacks engulf, paralysis
STATISTICS
Str +2; Dex –5;Con +4; Int —; Wis –5; Cha –5
Skills Acrobatics –5 (+15 in zero-g)
Other Abilities mindless, zero-g adaptation
ECOLOGY
Environment any zero-g that has breathable atmosphere
Organization solitary
SPECIAL ABILITIES
Acid (Ex) A gelatinous z-sphere’s acid damage does not harm metal, plastic, or stone.
Engulf (Ex) A gelatinous z-sphere can engulf a Large or smaller creature by moving over
it as a standard action. It cannot make a slam attack during the round in which it
engulfs. The gelatinous z-sphere merely has to move over opponents, affecting as
many as it can cover. This action provokes attacks of opportunity, but if a target
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Light Weapon Range Speed Damage PCU Cost (BP) Special Properties
Living Starship (Ex) The belt giant is a living creature that can dwell in the vacuum of
space, engaging in starship combat. Though it has no crew, it can still take computer,
engineering, gunner, and pilot actions (one of each, in the appropriate phases) using
the skill bonuses listed above. Modifiers for its size, speed, and maneuverability
have already been factored into its statistics. Assume it has 2 ranks in the Piloting
skill and a base attack bonus of +2. Use the following table to determine the effects
when a belt giant takes critical damage.
D% System Effect
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creatures are obsessed with collecting credits, as they seem to have what happened to these specimens during the intervening time.
no use for them. They seem to simply take pleasure from denying Whether through mystical intervention, bioengineering, or mad
these resources to those that need them. experimentation, the owlbears of Absalom Station are drastically
Infosec officers from AbadarCorp have had many run-ins with different from their Golarion brethren.
petyas over the years and will frequently provide a substantial Owlbear 2.0s are avid murderers. More devastating than their
bounty for the proof of one’s demise. Golarion brethren, owlbear 2.0s seem to suffer from an inherited
A petya is roughly 3 feet tall and weighs 40 pounds. madness from birth. This madness drives them to kill anything
and everything they can find, including other owlbears. Every
Owlbear 2.0 day an owlbear 2.0 leaves its lair in search of something to kill. It
silently stalks through The Spire’s pipes and corridors, searching
OWLBEAR 2.0 CR 6 for unwary prey. While on the hunt, owlbear 2.0s are completely
XP 2,400 silent, and the only clue scientists have found to warn possible
N Large magical beast victims are their giant bloodshot eyes staring from behind walls.
Init +6; Senses darkvision 60 ft, low-light vision; Perception +13 In their search to discover the owlbear 2.0’s origins, the
DEFENSE HP 90 xenobiologists found there are very few physical differences
EAC 18; KAC 20 between the stalkers of The Spire and the lost denizens of Golarion.
Fort +10, Ref +10, Will +5 While Golarion’s owlbears were mottled brown, owlbear 2.0s are
Defensive Abilities madness steel gray and show a significant increase in muscle mass. The
OFFENSE most prominent difference is the owlbear 2.0’s functional, silver-
Speed 30 ft., fly 30 ft. (Ex, average) feathered wings. Xenobiologists agree there is no reason for a
Melee bite +17 (1d8+11) or 2 claws +14 (1d6+11 plus grab), creature of the owlbear’s size and physique to have evolved wings
Space 10 ft., Reach 10 ft. in a cramped environment like the bowels of Absalom Station, yet
STATISTICS documented accounts of aerial attacks by the creatures cannot be
Str +5, Dex +2, Con +3, Int –4, Wis +0, Cha –1 refuted.
Skills Acrobatics +13, Athletics +13, Stealth +18 Xenobiologists have struggled for years to explain why owlbear
Other Abilities silent flight 2.0s seem compelled towards self-harm. When an owlbear 2.0
ECOLOGY cannot find a victim for a day, they will tear at their own legs and
Environment temperate or warm forest, urban (Absalom Station) face, gouging deep, bloody wounds. Survivors of attacks often note
Organization solitary or pair scarring on their attacker that results from such self-harm.
SPECIAL ABILITIES Owlbear 2.0s generally inhabit abandoned sections of The Spire
Madness (Ex) Due to its unstable mentality, an owlbear 2.0 does not in Absalom Station. Some of these areas, such as the endless
retreat from combat, and always fights to the death. When an corridors and lost storage bays littering The Spire, were
owlbear 2.0 is reduced to 0 Hit Points, it continues to fight for 1 previously abandoned. Many areas were populated but
round. During this round, the owlbear gains a +1 morale bonus to emptied out by owlbear 2.0s seeking a new lair.
both attack and damage rolls. At the end of its turn, if the owlbear Adult owlbear 2.0s are solitary unless mating.
still has 0 Hit Points, it dies. If it takes additional damage while at Owlbear 2.0s mate for life, for the simple reason
0 Hit Points, it dies. that one dies soon after. Once a pair mates, the
Silent Flight (Ex) The specialized feathers in the pelt and wings of female lays a clutch of eggs about a month
an owlbear 2.0 ensure that it descends upon its prey without later. When this happens, the parents
warning. An owlbear 2.0 can make Stealth checks descend upon each other in a mad fury,
while flying. An owlbear 2.0 can also make literally tearing each other to shreds. The
Stealth checks in dim light or darkness, victor spends two years raising the chicks,
while flying at least 15 feet away from which hatch 1d6 months after the female
another creature. lays the eggs. After they reach maturity, the
chicks attack the parent as one unit, eating the
Xenobiologists believe the parent alive before separating to seek their own
creature dubbed “owlbear lairs.
2.0” by the residents of
The Spire is a modified Paravoid
descendant of the Golarion
creature simply known as an “owlbear.” PARAVOID CR 4
According to pre-Gap records, owlbears XP 1,200
were endangered natives of Golarion’s NE Small aberration
forests. The scholars of the time believed Init +6; Senses blindsight (emotion) 60 ft., darkvision 60 ft.; Perception
the creature to be a result of a mad wizard +15
fusing the attributes of owls and bears. DEFENSE HP 44
These xenobiologists theorize that at EAC 18; KAC 15
some point in the Gap, traditional owlbears Fort +2; Ref +8; Will +8
were sent to Absalom Station in an attempt Defensive Abilities incorporeal; SR 10
to save them from extinction. No one knows Weaknesses hopefulness vulnerability
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OFFENSE
Speed 20 ft., fly 80 ft. (Su, perfect) At first glance, a passing victim might see an ordinary crack on
Melee tendril +10 (1d4+3 P & S) a window, a fold in some clothing, or a hole punched through a
Offensive Abilities bottom feeder metal surface. It isn’t until further inspection that more disturbing
Spell–Like Abilities (CL 4th) traits become apparent: the cobwebs of the crack tend to twitch
1/day—inflict pain (DC 15), invisibility, suggestion (DC 16) incessantly and the edges of the hole billow as if they are breathing.
3/day—comprehend languages, fear I (DC 14) The most telling detail is the nothingness that lies between the
At will—ghost sound (DC 13), psychokinetic hand cracks. There is nothing discernible or comprehensible except for
STATISTICS the looming fact that whatever lurks in the nothingness loathes the
Str –1 Dex +5 Con –1 Int +1 Wis +1 Cha +3 viewer.
Skills Intimidate +15, Sense Motive +10, Stealth +15, Survival +10 A paravoid is an abomination born from the dying grievances
Other Abilities freeze, no breath of magic–wielding explorers lost in deep space. When a magic
Languages Aklo, Common user dies in a place that is utterly empty, the mage’s resentment
ECOLOGY of isolation manifests into a creature that defies the laws of space.
Environment any Using the “cracks” as flagella, the paravoid swims through the
Organization solitary, pair, trio, or depression (4–20) void of space to more populated areas such as worlds and space
SPECIAL ABILITIES stations in search of prey to devour. Groups of paravoids are rare
Bottom Feeder (Su) Paravoids thrive on the negative feelings of other creatures. occurrences due to the infrequency of their creation, but, when
Whenever a paravoid attacks a creature that is suffering a mind-affecting or pain they do gather, they cluster together and bring entire communities
effect, the paravoid heals a number of Hit Points equal to the damage dealt. to ruin.
Freeze (Ex) A paravoid can stay perfectly still, masquerading as a hole in an appropriate Particularly successful paravoids become more ambitious as
surface. A paravoid who stays stationary for 1 round gains a +10 racial bonus to time goes on and begin targeting larger groups of people. Hardy
Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). explorers are particularly tasty to paravoids, as such creatures
If the paravoid takes any action, the paravoid loses this bonus until it once again not only endure highly-stressful situations, but the explorers
spends 1 round remaining still. potentially create and exacerbate tense situations. Paravoids
Hopefulness Vulnerability (Ex) Whenever a creature within 20 feet of the paravoid discovered the Pact Worlds when a depression of them hid within
gains a morale bonus, the paravoid must succeed at a DC 15 Will saving throw or be the scouting ship of a mercenary party under Castrovelian employ.
nauseated for 1 round. Paravoids feed on the negative emotions of other creatures, and
Whenever a paravoid gains a morale bonus, it instead takes a penalty to the intended the best way to do so is to provoke these emotions. After finding
attribute(s) equal to the bonus for as long as the bonus lasts. A paravoid can never suitable quarry, a paravoid begins its hunt by staying out of sight,
benefit from morale bonuses. observing its quarry’s mannerisms and traits. Then it starts
gaslighting its target: moving small objects via psychokinetic hand,
mimicking mockery from friends through ghost sound, or creating
small events only the quarry notices. The paravoid then moves to
isolate the quarry further by alienating them from peers, further
sowing negative emotions and preventing any interference when
the paravoid finally consumes its prey.
While paravoids can nourish themselves on negative emotions,
positive emotions such as joy and love are anathema to them.
Their aversion to positivity is not without warrant: good emotions
are such a volatile element to paravoids that it causes explicit
agony and bodily harm. Paravoids fashion nothing but the worst
reputations for their kind, ensuring other creatures will not
conjure the emotions that would torture them. They often seed
misinformation about feeding on all emotions to further prevent
the use of hope-generating magic.
Radioactive Robot
RADIOACTIVE ROBOT (PATROL CLASS) CR 3
XP 800
N Medium construct (technological)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
Aura radiation (15 ft., DC 13)
DEFENSE HP 40
EAC 14; KAC 16
Fort +3; Ref +3; Will +0
Defensive Abilities electrified exterior; Immunities construct immunities
Weaknesses vulnerable to critical hits
OFFENSE
Speed 50 ft.
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OFFENSE
Speed 30 ft. nearby activity. Trashbot numbers vary widely from nest to nest.
Melee plasma cutters +9 (1d6+5 S) They ignore organics unless interfered with or an organic carries
Ranged throw trash +6 (1d6+1 B) items of use or interest. However, any attempt by organics to
Special Attacks disassemble remove any of their components will be deemed an attack, and the
STATISTICS ‘bots will immediately attack the offender.
Str +4, Dex +2, Con —, Int –4, Wis +1, Cha –4
Skills Engineering +10, Stealth +5 Stranded
Other Abilities improvised repairs, unliving
Gear various pieces of electronic trash STRANDED CR 6
ECOLOGY XP 2,400
Environment any artificial one NE Medium undead (incorporeal)
Organization solitary, pack (2–6), or nest (7–30) Init +3; Senses darkvision 60 ft.; Perception +13
SPECIAL ABILITIES DEFENSE HP 75
Disassemble (Ex) A trashbot’s plasma cutters ignore 5 points of hardness when used on EAC 17; KAC 18
objects or helpless technological constructs. Fort +5, Ref +5, Will +11
Improvised Repairs (Ex) A trashbot can attach spare parts and armor plating to another Defensive Abilities incorporeal; Immunities undead immunities
robot. It can take a full action to grant an adjacent willing or helpless technological OFFENSE
construct 2d6 temporary hit points that last for 1 hour or until depleted. Multiple Speed fly 30 ft. (perfect)
applications of improvised repairs don’t stack. Melee frigid touch +10 (1d6+6 C)
Offensive Abilities forced stasis, vivid manifestation
Spell-Like Abilities (CL 6th; melee +10, range +12)
3/day—force blast (DC 18), inflict pain (DC 18)
6/day—fear (1st level, DC 17), lesser confusion (DC 17), mind thrust (1st level, DC 17)
At will—grave words, telekinetic projectile
STATISTICS
Str —, Dex +3, Con —, Int +1, Wis +2, Cha +5
Skills Intimidate +18, Mysticism +13, Sense Motive +13, Stealth +18
Languages Common, Thassilonian
Other Abilities unliving
ECOLOGY
Environment Absalom Station
Organization solitary
SPECIAL ABILITIES
Forced Stasis (Su) A stranded can paralyze one living creature, placing them outside
the flow of normal time. The target must succeed at a DC 16 Fortitude save or become
frozen in a fixed spot in the fourth dimension. A victim who fails the save is paralyzed
and becomes incorporeal for as long as the paralysis lasts. The victim is not aware of
anything happening around it while stuck in this manner. Each round on its turn, the
victim can spend a full action to attempt a DC 16 Fortitude save to break the effect.
Upon returning to the normal flow of time, the victim is flat-footed until its next turn
due to the disorientation caused by the forced stasis.
Vivid Manifestation (Su) Each stranded has a specific action, event, or phrase that
causes it to manifest. When it initially appears, it floods the minds of all creatures
in a 30-foot radius with a collage of images from the distant past. Creatures exposed
to this sudden sensory overload must make a DC 16 Will save or be confused for
1d4 rounds. A Gap echo remains active for only 2d4 rounds after manifesting, at
which point it disappears until its trigger causes it to manifest again. This is a mind-
affecting effect.
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Others believe that they do not actually originate from Golarion tend to be fleeting and easily forgotten. The lethal damage that these
but are instead malevolent undead who feed on the obsessive desire spirits inflict, however, does not fade as quickly.
by some to learn about the Gap. Others maintain that, despite the
colloquial nickname of these creatures, the stranded have nothing to Vyber
do with the Gap at all and are simply the result of failed attempts at
magical time travel made in the ancient past. VYBER EXPERT CR 1
XP 200
Vyber envoy
NG Medium aberration
Init +3; Senses blindsense (vibration) 30 ft., darkvision 60 ft.; Perception +7
DEFENSE HP 16
EAC 14 KAC 16
Fort +0; Ref +5; Will +5
OFFENSE
Speed 30 ft.
Melee tactical spear +0 (1d6+1 P)
Ranged dirge pistol, harmonic +3 (1d3+1 So)
STATISTICS
Str +0; Dex +1; Con –1; Int +1; Wis +3; Cha +7
Skills Bluff +11, Culture +5, Diplomacy +11, Disguise +11, Engineering +5, Intimidate +11,
Sense Motive +7, Stealth +5
Languages Aklo, Common, Eoxian
Other Abilities envoy improvisations (not in the face), silencer
Gear stationwear, flight suit, tactical spear, harmonic dirge pistol with 2 batteries (20
charges each)
ECOLOGY
Environment any
Organization solitary, pair, or arrangement (3-12)
SPECIAL ABILITIES
Silencer (Su) See racial traits section.
Born deep outside of Pact World space, the vybers are a curious species,
resembling a wispy column of visible, shimmering disturbances in the
air, with a pair of tendrils acting as arms. While their vibrations do
allow them to levitate, it’s only strong enough to propel them a few feet
off the ground and is not potent enough to provide flight.
Long before the Signal went out and granted the planes Drift-capable
vehicles, vybers were already there, braving the wastes in search of
Whatever the truth behind their origins, the stranded all have intelligent life. Yet all they encountered were predatory abominations,
certain common properties. Each shows a trace of a unique ranging from the elusive hypnalis to formless proteans. These creatures
personality, albeit one mired in confusion, insanity, and violent in their eldritch tongue declared war on the “thoughtless echoes.”
designs toward the living. These personality traits seem to play Constantly engaged in war, peaceful interaction was unheard of by the
into the specific triggers that cause their manifestation and no two vybers.
stranded have the same trigger. One unfortunate trait that each of It wasn’t until a colossal starship of bone and bad vibrations
these creatures do share, however, is a desire to lash out violently tore through the Drift right in front of the vyber home planet of
against all living creatures after manifesting. Narsic that things changed. A skeletal figure, adorned in flowing
After one of the stranded vanishes, it reappears in the exact robes, stepped out of the dreadnaught. Speaking in tongues, he
location it occupied last, using the same unique trigger to activate its introduced Narsic to the strength of the Eoxian navy by blasting
manifestation. Upon appearing again, the creature shows no awareness through a protean war band. Since then, the vybers have granted
that any time has passed since it last emerged. If it was in the middle of refuge to the Eoxian navy. In return for their allegiance, the Eoxians
saying something or completing a complex task, it continues with that protect their newfound base and occasionally allow prospective
action as though no time at all had passed. This phenomenon suggests vybers to join them on interstellar voyages via elebrian stasis pods.
that the creatures experience time in a nonlinear manner.
Although none of the stranded has shown any knowledge of Racial Traits
the Gap itself, some foolhardy researchers deliberately seek these Ability Adjustments: +4 Cha, –2 Con
creatures out, searching for some hint that might help them unravel Hit Points: 2
the universe’s greatest mystery. These individuals deliberately try Size and Type: Vybers are Medium aberrations, although they
to trigger a stranded’s appearance, seeking to piece together the don’t gain the usual aberration resistances.
flood of memories that come from the creature’s manifestation. Sonic Sense: Vybers possess blindsense (vibrations) with a range
Unfortunately, the memories caused by the stranded’s manifestation of 30 feet and darkvision with a range of 60 feet.
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Ranged booster fists +25 (5d10+14 B; critical knockdown) or perihelion artillery laser
Audial Manipulator: Vybers can make sure people +25 (4d8+14 F; critical burn 2d6)
like what they say. Once per day, whenever they roll a Space 15 ft.; Reach 15 ft. (20 ft. with numbing taclash)
Charisma–based skill check, the vyber can roll twice and Offensive Abilities breath weapon (80-ft. line, 15d8 E, Reflex DC 20 half,
take the higher roll. usable every 1d4 rounds), crush (8d6+22 B)
Sonic Resistance: Since vybers are almost entirely STATISTICS
composed of vibrations, they gain sonic resistance Str +8; Dex +6; Con —; Int +4; Wis +0; Cha +0
5 and a +2 bonus on saving throws against sonic Skills Acrobatics +25, Athletics +30, Intimidate +25
effects. Languages Shobhad (can’t speak any language)
Silencer: Once per day, a vyber can silence a Other Abilities unliving
20-ft. area up to 30 feet away. No noise can be Gear grindblade, numbing taclash with 1 battery (20
made within the area. Spellcasters attempting charges), perihelion artillery laser with 1 ultra-capacity
to cast a spell with a verbal component must battery (100 charges)
succeed at a caster check (DC = vyber’s ECOLOGY
character level + Charisma modifier) or the spell Environment urban
fails. This lasts for a number of rounds equal Organization solitary, tag team (2), or team (3-8)
to the vyber’s character level. SPECIAL ABILITIES
Mouthless: Vybers do not have a mouth Booster Fists (Ex) Once per round as a standard action, a
but have evolved to make do without one. To yirobhad can eject one of its hands from the wrist, shooting
speak, they modulate vibrations in the available medium it at a target up to 80 feet away. This counts as a ranged attack,
to make the sound they desire. This ability can be used to and deals 5d10+14 bludgeoning damage. Any held object is dropped before
create verbal spell components. Additionally, vybers can ingest the attack. While the hand is detached, its arm cannot hold any objects. In
food and drinks by vibrating the selected item until addition, the attack damages the hand, which cannot be used until
it disintegrates and absorbing it into their bodies. repaired. As a yirobhad has four arms, it may use this attack
This can only be done with permissible items such four times before needing repair. Each hand requires a DC 36
as food, water, and potions, as well as any other Engineering check and 1 hour to repair and reattach.
items the GM rules edible.
While most unused warehouses are quiet, the Arms section of
Alternate Racial Traits Absalom Station is the perfect venue for an unsanctioned sport
Audial Ambassador: A select, talented few vybers are trained in the sweeping the city: Yirobhad Wars.
culturally important art of diplomacy. Once per day, a vyber can Collectively known as yirobhad-neh, yirobhads are high-functioning
cast tongues as a spell–like ability, but with a duration of 1 round per battle robots. As the tale goes, a group of shobhad merchants living in the
character level. This replaces silencer. city created small armies of these robots, pitting them against each other in
Audial Infiltrator: While some vybers hone their natural abilities simulated battles to develop cutting-edge weapons for trade or sale. While
to make themselves heard, others are trained to be silent. The vyber entertainment was never intended to be their primary use, the shobhads
gains a +2 bonus on Stealth checks. Once quickly realized yirobhad battles were far more exhilarating than work.
per day, when making a Stealth check, The clash and clang of the battles reminded them of their warrior lifestyle
they can roll twice and take the higher on Akiton. When word spread, shobhads throughout
roll. This replaces audial manipulator. Absalom Station and beyond lined up to
Ether Grasper: Many vybers resent the see the spectacle for themselves.
presence of incorporeal creatures and train to Like their shobhad creators,
combat them. These vybers have force resistance yirobhads have four arms, each fist
2 and gain a +1 bonus on attack and damage rolls packing a vicious projectile punch.
against incorporeal creatures. This replaces sonic Originally decorated with only an
resistance. identifying shobhad numeral on their
backs, yirobhad-neh have assumed
Yirobhad more vivid colors and sleeker aesthetics
to keep pace with new cultures that have
YIROBHAD CR 14 started creating their own robots. The
XP 38,400 yirobhad-neh remain the biggest draw due
N Huge construct (technological) to their popularity with ysoki audiences.
Init +6; Senses darkvision 60 ft., low-light vision; Perception +25 Inexplicably passionate about the sport,
DEFENSE HP 250 many serve as mechanics for complex
EAC 28; KAC 30 yirobhad repairs, often accepting
Fort +14; Ref +14; Will +10 front row seats as payment in lieu of
Immunities construct immunities credits.
Weaknesses vulnerable to electricity Though the Arms is off the
OFFENSE beaten path, many assume that
Speed 40 ft. Absalom Station authorities look
Melee grindblade +28 (4d10+22 S; critical bleed the other way—or are fans of
2d8) or numbing taclash +28 (5d4+22 S) Yirobhad Wars themselves.
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Songs From The Stars When will I ever be in their sweet arms again?
Watch you escape the bottle like a djinn
Art by Clay Lewis Then once more begin
And I see choices in a different way Crowds gathered ‘round placing bets,
A full spectrum where there was dark and grey Dazzled by flickering lights
Perhaps that’s why we both need this journey And strong spirits,
No one is sure
Oh what am I to do-oo-oo? Who flinched first.
You’ve expanded my point of view
Chk-Chk, my sweet love
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