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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.

com>, Jun 3, 2019

A starfinder fanzine made by fans for fans

Destination:
Absalom Station
Volume 19 | PaizoCon 2019 | Not For Sale

paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019


paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Table Of Contents Contributing Authors


Bryan Barnes, Adam Bennett, Beth Breitmaier, Dave Breitmaier,
Foreword 1 Charlie Brooks, Mara Lynn Butler, Jaster Catalan, Jessica Catalan,
Making The Best Of Starship Combat 2 Mischa Catalan, Jeremy Corff, Paris Crenshaw, Nicholas Flitter,
Weal Or Woe: Bridging The Gap 4 Kim Frandsen, Wojciech Gruchała, Garrett Guillotte, Bran Hagger,
Jonathan Hendricks, Joshua Hennington, Nicholas Hite, Bret Indrelee,
Blessings Of The Barghest 6 Scott Janke, Jenny Jarzabski, Adam Kessler, Chris L. Kimball, K. M.
Investigating Eyeswide 7 B. Kovalcik, John Laffan, W. Brian Lane, Jim Long, Randal Meyer,
Absalom Reckoning 8 Stewart Moyer, Adam Mulder, Hilary Moon Murphy, Emily Parks,
Starship: Overwatch Wyvern 10 Alex Riggs, J. Russell Schneider, Kendra Leigh Speedling, Christopher
Wasko, and Nicholas Wasko.
Brutaris 11
A.R.C. And Servo 12 Contributing Artists
Weal Or Woe: Victims Of The Vat Garden 14
Absalom Eats 16 Anabel Amis, James Anderson, Becky Barnes, Catherine Batka,
John Bunger, Paul Chapman, Tyler Clark, Snow Conrad, Jeremy
Symbiends Of Absalom Station 18 Corff, Andrew DeFelice, Catarina Eusébio, Peter Fairfax, Elijah
Ollie’s Option Bar 19 Garrard, Bob Greyvenstein, Chris L. Kimball, Clay Lewis,
Flick-18 And The Dragon’s Talons 20 Dionisis Milonas, Alex Moore, Tim Nightengale, Alberto Ortiz
Technomancer Spellcoding 22 Leon, Mike Lowe, Beatrice Pelagatti, Jessica Redekop, Laura
Shaw, Tanyaporn Sangsnit, and Todd Westcot.
New Starships: KF Industries 24
Of Chance And Skill: Shuttlepong 25
Weal Or Woe: Moe-Eye And Scythe 26 Special Thanks To
The Planetary Rescue Foundation 28
Foreword: Jason Keeley (with art by Dionisis Milonas)
Absalom Station Themes 30
Side Trek Seeds 33 Front Cover Art: Tyler Clark and Dionisis Milonas
Gazetteer: Freemarket Establishments 34
Weal Or Woe: Standard Deviation 36 Fonts: Hemi Head is by Typodermic Fonts on dafont.com
Radio Stars is by Typodermic Fonts on dafont.com
A New Life 38 Conthrax is by Typodermic Fonts on dafont.com
“Cutting Edge” Weapons 40 DCC Bomber is by dccanim on dafont.com
Starship Building: Ships Of The Winter Witches 42
Urban Myths Of Absalom Station 44 Textures: Wayfinder #19 utilizes textures from DeviantArt.com
• spaceship_texture_by_svenniemannie
Vacay On Absta 46 • sci_fi_texure_pack_04_by_milosandric
Weal Or Woe: Shadows Of Bastion 48 • sci_fi_wall_texures_by_inception8
The Disappearance Of Sector G17 50
Alien Archive 56 And thanks, as always, to the Paizo staff and the whole Paizo fan
community for their continuing support of this fan project.
Songs From The Stars 67

Editor-in-Chief/Publisher Cover Design and Layout Allen Snyder


Tim Nightengale Dain Nielsen Kendra Leigh
Tim Nightengale Speedling
Assistant Editors-in-Chief Megan Tenbarge
Kalyna Conrad Editors: Mike Welham
Eric Hindley Naomi Fritts
John Godek
A Starfinder Fanzine Layout Design/Production Scott Janke
made by Fans for Fans Dain Nielsen Brent Jans
Jeff Lee
Art Director Meagan Maricle
Tim Nightengale Jacob W. Michaels
Emily Parks
VOLUME NO. 19| PAIZOCON 2019 | NOT FOR SALE Gary Pepper II
John Rock

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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

paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019


paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Making The Best Of freeze up when making decisions.

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.

S tarship combat is fun and cooperative, allowing everyone in


your group to shine. However, it takes time to master, and
not all groups love it. If your group groans every time the starfield
Solutions: Add a second gunner whenever possible. In a four player
group, a captain could taunt in round one (or act as a science officer
to help with computer scans) and then flex to being a secondary
map comes out, read on! With the right attitude and preparation, gunner in round two. More gunners will damage the other ship
everyone can have a blast in starship combat. Here are solutions for faster and make more progress each round.
some common complaints and concerns.
“Starship Combat Is Boring
“I Have Nothing I Can Do!”
If the captain post is taken, those poor mystics and solarians feel And Mechanical!”
left out of ship combat. Say no to boring combats.
Solutions for home games: Introduce ‘mystical guidance systems’ (based Roleplay! My enemy captains taunt, and players can hear the
on a boon from Organized Play). Allow players to substitute Wisdom and chatter of the other ship’s crew whining over the com.
ranks in Mysticism for Dexterity and ranks in Piloting for gunnery checks. Use sound effects. Sure, in space no one can hear you scream. But it’s
Solutions for all tables: Counsel players on how to build with ship much livelier if you pretend Starfinder’s combination of tech and magic
combat in mind. Most players should be able to fulfill two roles on a allows everyone to hear cool stuff in space. “Pew-pew!” and “Smash!” and
ship with the right skill choices. This allows them to cover gaps and “POW!” and even the bass beat of an incoming Jaws-style space shark.
flex into different roles, which is important in both home games Give voiceover commentary to recap your crew’s cool moves.
and Organized Play. If your players have built for more than one “Then Quig curses, diving under the bridge’s keyboard interface,
thing, they can cover for each other if someone’s sick or absent. trying to figure out how to rewire his patch...”
Keep it moving, moving, moving. If the pace is fast, there’s no
“What I Do Doesn’t Matter.” time to get bored or feel useless!
Captains, science officers, and engineers sometimes feel They can have a good time if you give them one!
superfluous to the pilot and gunners. Players who feel useless
quickly become bored and disengaged. Player Guide
Solutions: Point out to the captain when the gunner would have
missed without encouragement. Tell the science officer their scans By Bret Indrelee
and systems targeting saved the day. Show the engineer that the ship
would literally fall apart without them. Be excited about what they do!
Teach your players to flex between roles and go where most
U nderstanding each role in starship combat is essential for your
strategy as a player. Every player should build their characters
with starship combat in mind. If you have the skill ranks, build for
needed each round. You can start out with two science officers to get more than one role. This is essential in Organized Play, but helpful
great scans, and then shift one to being an engineer while another even in home games with the same crew every time.
covers a second gunnery station. Flexing is both tactically canny and
fulfilling, because players feel involved each round of combat. Pilot
A pilot can make or break a battle. Pilots adjust the ranges and
“Starship Combat Takes Too make sure your gunners are in the best arc while the enemy is in
their worst arc. Anyone who can pilot also makes a good gunner.
Long!”
Adventure run time aside, the real issue here is not how long the Science Officer
starship combat actually takes, but whether it feels long. There are Early in the combat, having two crew members act as science officers can
a number of causes that can contribute to combats that drag. help everyone get essential data. Scans will help you learn the enemy’s most
Nervous GMs. If starship combat intimidates you, everything’s dangerous weapons, toughest shields, and weak points. Once all weapons
more challenging. If you think you don’t like starship combat, your have been scanned, the extra science officer can flex to another job.
players won’t either. Knowing the capabilities of your enemies means your engineer can
Solutions: You can up your game! Make or acquire starship cheat decide if more speed or damage is important. Knowing the shields,
sheets and use visual aids. A great teaching scenario is the free Into the hull points, and PCU allows you to track approximate damage and
Unknown quest set, which contains two very different starship combats. guess what they might be doing during their own phases.
Then practice! Give yourself permission to make mistakes and learn. If you expect to go over a critical threshold on the enemy vessel
Paralyzed Players. Faced with unfamiliar rules, some players during the next turn, target systems to make it count! Being able to

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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.

I n Incident at Absalom Station,, the PCs must investigate a


murder. After many skill checks, the PCs must fight or
interrogate both the Downside Kings and the Level 21 Crew
Adventure Hooks
• While the PCs are at a bar asking for
information, Eladia approaches them to help set
gangs. Many groups may find the skill challenge too rushed, up a meeting between the Level 21 Crew and the
and may want more roleplaying and fewer skill checks. This PCs.
Weal or Woe brings in two NPCs to flesh out the gangs. Eladia • If the PCs fail their checks to gather
is a helpful ally who can help the PCs approach Jabaxa, the information about the Level 21 Crew, Eladia can fill
Level 21 Crew leader, more peacefully. Sarai, a member in gaps, while also providing a complication
of the Downside Kings, is focused on hindering any through her friend Sarai.
plans that would interfere with her gang’s contract to • Jabaxa offers Eladia’s help, as he knows
harass the Hardscrabble Collective labor union. she wishes to save her friend.

Weal: Eladia Vasser Boon


Eladia has always excelled at technology. She Eladia’s primary goal is to save her
thought learning the basics of becoming a friend, but money is always a close second. If
technomancer at the Arcanarium would guarantee the PCs give her 100 credits, the PCs gain a
her success. Instead, funds ran low and her mother’s +2 circumstance bonus to Diplomacy checks
health declined, forcing her back home. The Level 21 made to inf luence Jabaxa. If not, the PCs must
Crew heard about her circumstances and offered her a proceed as planned in the Dead Suns AP. She
decent job close to home, with the promise of lucrative also assists the PCs in their plan to sneak
pay for some personal help. Jabaxa may have sold the into the Downside Kings’ club, the Fusion
job as “community empowerment,” but Eladia Queen, in the hopes they can bypass Sarai.
soon learned the truth. If she wanted to afford Eladia provides the aid another bonus to any
her mother’s medical expenses , she needed to Charisma-based skill checks the PCs make in
help with money laundering, racketeering, and this encounter. However, killing Sarai will
smuggling. Even after she paid the bills, she found cause Eladia to withdraw all her help.
the money and the challenge too great to give
up. Indeed, she now thrives on the technological ELADIA VASSER CR 1
and magical challenges Jabaxa brings her, and XP 400
considers her job to be a better opportunity for Female lashunta technomancer
growth than the Arcanarium. CN Medium humanoid (lashunta)
As a lashunta, she is often expected to be at gang Init +2; Perception +7
parties and meetings to help smooth things over DEFENSE HP 16 RP 3
with her psychic abilities. Recently, she has met with EAC 10; KAC 11
members of the Hardscrabble Collective, a labor union Fort +1; Ref +1; Will +4
which is currently in a dispute with Astral Extractions. OFFENSE
The members of the Hardscrabble Collective are poor, Speed 30 ft.
hard-working miners, who have banded together in the Melee tactical baton +2 (1d4+1 B)
hopes of protecting each other from exploitation from Ranged azimuth laser pistol +4 (1d4+1 F; critical burn 1d4)
big corporations such as Astral Extractions. This makes Of fensive
the recent contract between the Downside Kings and Astral
Extractions a new low. The Downside Kings are a brutal gang
that is just as likely to kill innocents as to kill each other.
So when Eladia saw her childhood friend, Sarai, wearing
the Downside Kings icon, she became distraught. To Eladia,
the Downside Kings are a danger to Sarai’s very soul. Eladia

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Abilities spell cache


Lashunta Spell-Like Abilities (CL 1st) Kings, and can eliminate rivals who could hurt her in the
1/day—detect thoughts (DC 11) future.
at will—daze (DC 10), psychokinetic hand Sarai is also aware of the PCs’ involvement at dock 94. Neither
Technomancer Spells Known (CL 1st; ranged +4) she nor the Kings believe in “innocent bystanders.” These
1st (3/day)—holographic image (level 1) (DC 14), supercharge weapon meddlers must be questioned, eliminated, or both, and she’s
0 (at will)—ghost sound (DC 13), telepathic message the perfect girl for the job. She will do whatever is necessary to
STATISTICS keep them away from her leader, Ferani Nadaz, even if it means
Str +0; Dex +2; Con +0; Int +4; Wis +1; Cha +0 killing them.
Skills Bluff +7, Computers +12, Diplomacy +12, Engineering +12, Mysticism +12
Languages Common, Lashunta, limited telepathy Adventure Hooks
Gear estex suit I, tactical baton, azimuth laser pistol • The PCs are asking about the Downside Kings and Sarai
approaches to give them false leads.
Woe: Sarai • The PCs have found their way to the Fusion Queen and are
Sarai has always been brash and intercepted by Sarai as an additional encounter.
ambitious, so it wasn’t surprising when • Eladia reaches out to Sarai, unaware of what her friend has
she became a korasha lashunta while become.
her quieter, smarter friend became a
damaya. When the two parted ways, Drawback
Eladia to school and Sarai to the docks, Sarai will initially be friendly to the PCs, telling them they can
everything seemed to be fine. However, find “Mahooney,” the gang leader, at King Curney’s Kasbah.
the job of a dock worker gave Sarai This is a lie, but she hopes the allure of the casino will keep
few opportunities to advance. them occupied. However, the PCs should be given a chance
She dreamed of becoming to make new Culture and Diplomacy checks while in the
a Starfinder, but they Kasbah. If they approach her already knowing about the
always seemed a bit too Fusion Queen and Ferani, she will give them a codeword
goody-goody for her to get to Ferani quicker: Castrovel’s Spider. The
liking. The Downside codeword is actually a signal for one of the guards to
Kings had the funds and the bring them to the alley, where she’s waiting to capture
fun to be worth her time. them for Ferani to interrogate later!
The Downside Kings were
indeed perfect for her ambition. SARAI FRESA CR 2
Sarai’s knack for discovering threats XP 600
was critical for the Kings. However, Female lashunta operative
she doesn’t always deal with threats CN Medium humanoid (lashunta)
by violence. As a lashunta, Sarai is Init +4; Perception +13
naturally gifted with charisma, DEFENSE HP 23 RP 3
which she uses to her advantage to EAC 13; KAC 14
spread misinformation. After all, Fort +1; Ref +4; Will +5
why should she kill a Starfinder for Defensive Abilities unflankable
asking too many questions when OFFENSE
there are other gangs and individuals Speed 30 ft.
to do her dirty work for her? Melee tactical dueling sword +6 (1d6+2 S)
At the moment, her job is to protect Ranged static arc pistol +8 (1d6+2 E; critical arc 2)
Astral Extractions and the Downside Lashunta Spell-Like Abilities (CL 2nd)
Kings by keeping anyone asking 1/day—detect thoughts (DC 12)
questions away. For her, this means a at will—daze (DC 11), psychokinetic hand
subtle, proactive approach. Her former STATISTICS
friend, Eladia, presents a way for her Str +0; Dex +4; Con +0; Int +2; Wis +0; Cha +1
to spy on the Level 21 Crew. After all, Feats Deadly Aim
Eladia is close with Jabaxa. Telling Skills Bluff +13, Computers +8, Diplomacy +13, Disguise +13,
Eladia half-truths and lies may Perception +13, Sense Motive +8, Stealth +13
go a long way towards keeping Languages Common, Lashunta, Limited telepathy,
the Level 21 Crew away from the Other Abilities evasion, operative exploits (uncanny mobility),
Downside King’s harassment of specialization (spy), trick attack +1d4
the Hardscrabble Collective. She Gear freebooter armor I, tactical dueling sword, static arc
also has no problems throwing pistol 
her own gang members’ corpses
to the authorities if it will help
the gang at large. Such traitorous
ways aren’t frowned upon in the

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Blessings Of The Divine blessing: You gain a beneficial mutated limb that augments

Barghest your unarmed strike. It deals your choice of bludgeoning, piercing


or slashing damage (selected when this mutation is acquired), and
unarmed strikes with this mutated limb don’t count as archaic. You
The Worship Of Space Goblins gain a unique specialization with this mutated limb at 3rd level,
allowing you to add 1-½ times your character level to damage rolls.
By Joshua Hennington If you have an ability that already gives you this multiplier (such as
Art by Tyler Clark natural weapons), then you add twice your character level instead.

Venkelvore
Venkelvore’s faith has evolved away from necromancy; while it is
still somewhat associated with ravenous undead, her worshippers

G oblins have always had a reputation for inventiveness and tenacity.


Their "sideways evolution" into space goblins changed their
base beliefs and motivations very little. They have grown ever more
have turned to gluttony as their virtue. Medicinals, intoxicants,
and serums of all kinds are holy objects to her priests. The best
kinds are those you can eat—the act of constant consumption is
inventive, however, channeling their ability to turn junk into tools most holy to her worshippers.
to replicate several modern wonders. While many goblins dedicate Connections: Venkelvore might grant the devastator, empath, or
their tenacity to Triune, there are still some who keep the old faiths: healer connections.
those of the barghest Hero-Gods and their savior Lamashtu. Below Divine blessing: If you choose to use a medicinal, a serum, or
are some of the old goblin faiths, evolved an ingested drug on yourself as a full-round
to accommodate the space age, as well as action, you regain Stamina Points equal to the
suggested connections and a divine blessing. substance’s item level in addition to its normal
effects. This cannot give you more Stamina
Hadregash Points than your maximum.
Hadregash, the deity of goblin superiority, has
had little change to his doctrine over the years. Zarongel
He is rarely worshipped by space goblins, Those who wielded fire in the past still
but those who do tend to be brutal and wield it in the present day. Zarongel’s
harsh chieftains over their tribes. He still faith has evolved in two ways: the
encourages slavery; the more exotic the race weaponization of fire, and the beauty
of the slave, the better. of mounted combat upon the weirdest
Connections: Hadregash of creatures. Flame weapons are created
might grant the empath, and tinkered with by his followers, who
mindbreaker, or overlord constantly seek the best way to set
connections. all they see ablaze. The latter tenet
Divine blessing: Once per mostly consists of "taming" beasts of
day as a standard action, all kinds, riding them into combat
you can attempt an imprisoning against hated longshanks and
strike. Roll a melee attack against anything resembling a dog—
your target’s EAC; if you preferably with a junk censer or
succeed, magically summoned other flame weapon in hand.
manacles are formed around Connections: Zarongel might
the target to hobble their grant the devastator, star shaman,
movement. These can be or xenodruid connections.
placed around all of the victim’s arms, or Divine blessing: You add half your level to
all of their legs; if placed on their legs, they the DC of checks to remove burning conditions
are entangled and can move only half their you caused.
normal speed. These manacles have an item level equal
to your character level and add half your level to the DC of Zogmugot
Acrobatics checks to escape them. They disappear after 1 minute. Zogmugot’s doctrine is simple: explore the
stars for junk and use that junk to make things to
Lamashtu further explore the stars. She is the goblin patron of exploration
Lamashtu has many non-goblin worshippers in the present age, and innovation and emphasizes improvisation in all a goblin
but goblins are still a sizable part of the faithful. While most does. Those who do not think as they act (if not before) rarely gain
goblins venerate her out of fear, zealots tend to wield devastating her favor.
mental abilities, such as mind thrust and psychic-wave cannons. Connections: Zogmugot might grant the akashic or star shaman
Additionally, some goblins embrace her virtue of mutation through connections.
augmentations, preferring biotech above all. Divine blessing: Once per day, you can perform an Engineering
Connections: Lamashtu might grant the geneturge, healer, or check to repair an item in 1 minute, but the item becomes broken
mindbreaker connections. again after 1 hour of use. 

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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.

Affable Liar [6th] INVESTIGATOR’S HELM LEVEL 12


Through your investigations you have HYBRID ITEM [WORN]
discovered how to play off mistakes PRICE 36,000 BULK L
so that no one cares. Once per day, if This seemingly common-place tool mixes
you fail a Diplomacy check to change deductive computing and psychic magic in order
a target's attitude towards you, you to swiftly solve complex crimes. This black, wide
can choose to make a Bluff check at brimmed, leather hat reads the psychic history
a +5 bonus, to avoid worsening their of an area and holographically displays it to you.
attitude towards you. The DC for this Once per day, you can look at a 10-foot by 10-
check is the same as telling a lie to the foot area and view exactly what occurred there
target creature. in the past 12 hours. The holographic recording
takes one minute to create. If this duration is
Headscanner [12th] interrupted in any way, the recording is lost, and
Your passion regarding the Eyeswide you must return at a later date to record. If you
Agency drives your research of successfully record the events in an area, you can
psychic magic and its application view the holographic replay at any time, until
to your investigations. You can gain you record another event. The hat provides both
the effects of the third round of detect thoughts (see Starfinder Core visual and oral information, creating an exact copy of the events that transpired. 

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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

T he human was nervous, like most who walk through my


doors—shifting his weight back and forth, eye contact for
only a second at a time, scent of sweat rising from his worn
on your path to a 'purer' Absalom."
"Look," he said. "Hate me if you want. I probably deserve it.
But Setira—" His voice cracked. "Please."
f light jacket. I tapped my fingers on the desk for a moment, making him
I waited. They get to the point eventually. Or leave. wait. "Fine. Mr....?"
"You're the detective?" he said, words slicing through the "Gable," he said. "Martiss Gable."
quiet. Outside my office, the streets hummed with activity, but "I'll need the address and keycode of her place. Did you move
the blast walls were thick enough to keep the noise out. anything?"
"A detective." He shook his head—more sense than I would have credited
"I have a problem." him with. "Thank you. Please, if you find her...tell her I'm sorry."
I inclined my head, still waiting. Clients were like wild I charged him double.
animals. Sometimes you had to hold a hand out before they'd
come closer.
He glanced around the office, taking in the sparse decor, the
faintly illuminated walls, and the desk I sat behind—bluewood, Entering the lashunta's apartment, it was easy to see why Gable
from Castrovel. Impractical, but I liked it. His gaze stopped on had been concerned—the place was trashed. Papers and books
the placard sitting atop it: Enna, P.I. littered the floor, spilling from a bookshelf lying on its side, and
"Sit," I said, gesturing to the chair in front of the desk. stools sitting along a short countertop had been knocked over.
He sat. "It's my girlfriend," he said, words tumbling over An upended couch huddled in the corner of the room, cushions
each other in their rush. "They've taken her—it's all my fault. I ripped to shreds. Either a hell of a struggle or they'd wanted to
thought I was being careful, but they must have found out about make a statement—maybe both.
us—"
I held up a hand. "Slower. Facts, one at a time. I can't work I scanned the room, taking in the whole scene. Shock truncheon
without data." scorch marks on the walls—short struggle, no blood. They'd taken
His eyes f lickered to my wrist where my sleeve had slid her alive, probably to deal with later in a way calculated to upset
down, exposing the nanites running across the skin. "You're an Gable. Xenophobic bastards.
android." Right. Books on the floor: history, science, philosophy. Well-
Behind the desk, out of his line of vision, I set a hand on the read lady. Treads in the carpet—two assailants. Good thing Gable
pistol at my hip. "Problem?" hadn't tromped his clumsy boots through here. Other than the
He shook his head, tongue darting quickly across his lower books the place didn't have much of a personal touch. I closed my
lip. eyes, mentally removing the results of the ransacking from the
"Missing person," I said. "Since?" scene. It was neat, sterile even. According to the landlord she'd
"Yesterday. I hadn't heard from her, so I went to her place—" been here three months—not long, but enough the place should
"Not that long." seem lived in.
He understood the implicit question. "No, but I—" Three months. Something about that timeframe tugged at me,
"You weren't surprised trouble came calling," I finished. "Why but I couldn't recall what.
not?" I picked up a book from the floor—Post-Gap History of Absalom
"I know who has her." He bit his lip, hunching in the chair. Station—and leafed through it. The pages were pristine, not a
"Liberation." tear or bent corner among them. A quick inspection of the other
I raised an eyebrow. One of several militant sects of Strong books turned up similar results. Display library, then—the only
Absalom, Liberation was vicious, but rarely bothered with people who kept physical books around were collectors, though
kidnappings—maybe for a VIP, but if this guy or his girlfriend many lashunta preferred them. But all that effort and she hadn't
were anyone important, he'd be at Security or Eyeswide and not bothered to read any of them?
a dingy alley-office in Pipetown. Which meant— The bookshelf's proportions were off.
The situation added up in the time it took to blink: edgy, wary I frowned, pacing a quick circle around the toppled shelf.
of organized authorities—that wasn't fear making him sweat, Castrovelian bluewood, like my desk. I liked bluewood because
it was guilt. it was flexible, easily shaped. My desk had several well-hidden
"You're with them," I said, and he f linched. "Angered them and compartments.
they retaliated." I ran my fingers along the wood's surface until I found it. With a quiet
"I'm not," he said, hands clenching. "Not since Setira and I—" snick, the back of the bookshelf opened up. The revealed compartment
He stopped, then forged ahead. "She's lashunta." was empty. I doubted Liberation had found it—given the state of the
"Ah," I said. The pieces fell into place. "And they decided to place they wouldn't have bothered to close it again. And unlike the rest

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Starship: Overwatch or lifeboats because of the possibility of survivors being subjected to

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

D ue to the location of the Stewards' headquarters in its Eye


district, Absalom Station and the orbiting Armada play host
to military and diplomatic starships of all kinds. These vessels
described the starship's application in hit-and-run missions
and was reminiscent of the commonly used name of upgraded
Wanderers, the Starwasp. Ultimately, the project team agreed to
include standard models suitable for many engagements along the name Wyvern. Wyverns share the basic frame as the Ringworks
with specialized models intended for specific missions such Wanderers, except Wyverns have somewhat bulkier profiles to
as planetary defense, anti-piracy operations, or first-contact make room for their improved armaments. Wyverns used by the
scenarios in the Vast. With the conclusion of the Silent War and Stewards are typically painted blue with yellow highlights, while
the diminished threat posed by the Swarm, the Stewards turned those employed by the Veskarium are painted green.
some of their attention to combating cadaver piracy practiced by Wyverns can be flown effectively in combat with as few as two
the increasingly aggressive Corpse Fleet. As part of an initiative to crew-members: a pilot and a gunner. In special circumstances,
improve relations between the Pact Worlds and the Veskarium, the pilots can operate Wyverns alone, with the assistance of the
Stewards offered to fund a partnership between the Veskarium- onboard computer. Sometimes a dedicated engineer and a senior
based Blood Mountain Clans and the Verces-based Ringworks officer, who acts as captain, supplement the crew. Passenger
Industries to produce a new starship model specialized for seating is built into Wyverns so the starships’ superb speed and
operations against Corpse Fleet marauders. maneuverability can be used to transport ground teams into
The project took three times as long as originally planned and was enemy-occupied territory when necessary. The standard tactics
proportionally over-budget. It resulted in near-constant arguments as employed by Wyvern crews in dogfights is to get as close as possible
to the development’s direction and a diplomatic rebuke from the Eoxian to enemy vessels. This makes it difficult for less maneuverable
ambassador to Absalom Station (ostensibly because the project could ships to get the Wyvern into a favorable firing arc. When a target is
be seen as preparing for skirmishes against the Eoxian navy). However, in range, the Wyvern's impressive plasma arsenal can make short
the project ultimately produced the Wyvern starship model. The work of equally powerful starships.
Veskarium were looking to fill the gap in their fleet capability between
smaller, less powerful Maulers and larger, more expensive Dropships, OVERWATCH WYVERN TIER 4
while the Stewards knew that using a Veskarium chassis would be a Small shuttle
hard sell to Pact Worlds Speed 12; Maneuverability perfect (turn 0); Drift 1
veterans of the Silent AC 19; TL 18
War. This led to a HP 40; DT —; CT 8
compromise to use the Shields light 80 (forward
Ringworks Wanderer 20, port 20, starboard 20,
as the basis for the aft 20)
Wyvern's design. Attack (Forward) linked
Ringworks Industries light plasma cannons
focused their initial (4d12)
efforts on improving Power Core(s) Pulse Black
the not-inconsiderable (120 PCU); Drift Engine Signal Basic;
speed of the Wanderer Systems budget short-range sensors, crew
to the point where only quarters (common), mk 4 armor, mk 3 defenses, mk
the fastest Corpse 1 duonode computer (tier 2); Security anti-personnel
Fleet ships could weapon (reaction cannon, light), self-destruct system;
escape. Meanwhile, Expansion Bays medical bay, cargo hold, passenger-
BMC improved seating
the Wanderer's Modifiers +1 any two checks per round, +1 Piloting;
weapons systems Complement 2
using a modified CREW
version of the Mauler's standard Gunner gunnery +12
armament. Since undead are immune to Pilot Piloting +15 (4 ranks) 
radiation, double the number of plasma
cannons mounted in the forward arc
replaced unnecessary tactical nuclear missiles.
The Wyvern doesn't include any escape pods

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Brutaris Subsalt, and Goalie. A Submariner has the responsibility of throwing


the discus the farthest when defending, so the other team has farther
Interplanetary Sporting to move, and swimming the farthest when offending. Submariners are
the most likely to be team captains. Subsalts have the responsibility of
Sensation blocking the other team’s Subsalts when defending, and advancing the
discus in relation to the Submariner when offending. The Goalie has the
By Jonathan Hendricks responsibility of stopping the discus from entering their team's end-zone.
Art by Alberto "Eester-Naissen" Ortiz
Leon Teams Of The Pact Worlds
All worlds in the Pact Worlds have numerous Brutaris teams. Each
world's professional team plays in systemwide competitions. The
most famous teams are those representing individual planets.
Below are a few examples.

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 Discuses (Advanced One-Handed Melee Weapons)


Uncategorized Level Price Damage Critical Bulk Special
Brutaris Discus, Tactical 1 250 1d6 S - L Analog, operative, thrown (30 ft), underwater

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

A.R.C. And Servo Applied Magical Energy (Ex) 5th Level


Your use of magical f ields allows you to work faster and on
a broader set of equipment. Items you craft or modify in
New Cortex Options For any way takes half the usual amount of time. In addition,
instead of energy attunement, as a standard action your
Mechanics exocortex can access a magical f ield or item within 20 feet,
allowing it to attempt a Mysticism check against the target
By Nicholas Flitter each round using your skill bonus. You must remain within
Art by Paul Chapman 20 feet of the magical f ield or item for the entire time your
resonance core is interacting with the target.
Mastery of Craft (Ex) 7th Level
Your skill combining magic and technology begins to
move beyond capable to exceptional. Choose a weapon
fusion seal with an item level equal to or less than half
A.R.C. Cortex Mechanic your Mechanic level. When you craft a weapon, you may
With Absalom Station being the starting point of many build this fusion into it at the same time. This seal costs
expeditions into the Vast, all manner of specialized gear half the amount it would normally cost (or one quarter
is in demand by adventurers. Mass produced equipment cost for consumables). Fusion seals created this way are
sometimes falls short, but Absalom Station harbors non-transferable. At 11th, 14th, and 17th levels choose an
self-st yled “artif icers” supplying customized gear. With additional fusion with an item level equal to or less than
enough persuasion some even join the voyages, providing half your Mechanic level to learn. You may apply multiple
excellent support with their knack for merging magic fusions you have learned when crafting an item according
with technolog y. to the normal restrictions.
Energy Field Strengthening (Ex) 10th Level
Arcane Resonance Core / A.R.C. Cortex Your daily adjustments to your resonance core have resulted
Technomancers claim to wield technology and magic as in a qualitative upgrade. When using the universal energy
a single discipline, but at the end of the day they utilize attunement ability, you grant half this bonus (rounded
and rely on spells. Every artif icer knows that the true “one down) to allies within 15 feet of you. Also, you may use the
discipline” is the other way around, that magic is another applied magical energy ability to apply the overload ability
part and parcel in the use of technology. To this end, to a magical item or spell in effect. Once an item or spell
artif icer mechanics have developed a cerebral cybernetic has been successfully overloaded, the magic snaps back
interface to utilize magic in their works. This is an arcane into alignment and prevents that item or spell from being
resonance core that is an exocortex as described on page overloaded again for 1 minute.
69 of the Starf inder Core Rulebook but with the following Layered and Reinforcing Fields (Ex) 15th Level
changes. Your universal energy attunement bonus to saves now apply
Universal Energy Attunement (Ex) 1st Level to all saves when activated and the applied magical energy
Your study of the universal ability has a range of 40 feet.
energies and built in systematic Level Save Bonus Supreme Craft (Ex) 20th Level
interface allows you to avoid Allies within 30 feet of you benef it from half your energy
1-4 +1
unnecessary danger. You receive attunement bonus and you can apply any fusion using
the Spellbane feat even if you 5-8 +2 mastery of craft.
don’t meet the prerequisites. As 9-12 +3
a move action during combat,
13-16 +4
Servo Cortex Mechanic
you can attune yourself to needs What makes Absalom Station the center of the system’s
of the moment. Designate one 17-20 =5 diplomatic world is being the safe harbor of Drift travel.
of your saves (Fort, Ref lex, Will) Accommodating the many and varied ships that traverse
to have a bonus according to the the stars, the mechanics of Absalom Station have adapted
following chart. Designating a different save causes you to to performing dangerous repair work on unusual ships
immediately lose the bonus for the previous save. or the lesser known parts of the station itself. Below is a
Arcane Module (Ex) 1st Level specialized mechanic that has arisen to these challenges.
Your resonance core is engineered to touch the mystical
energies in the universe. The Bypass class feature applies Servo Appendage
to Engineering and Mysticism skill checks instead Usually the most dangerous repair work is done by
of Computers. Once per day as a reaction while not in drones controlled remotely or by specialized AI. However,
combat, you can reroll a failed skill check (see Star f inder sometimes this isn’t an option due to unique circumstance,
Core Rulebook) that involves magic. In addition, your or the vessel’s owner is simply willing to pay the premium
resonance core grants you the Skill Synerg y feat as a for a mechanic to be physically present to f ix their ship.
bonus feat. Each time you gain a mechanic level, you Those mechanics brave (or crazy) enough to take such jobs
can reprogram your resonance core’s memor y module, make use of an exocortex to control an extra appendage to
replacing the bonus Skill Synerg y feat with a Skill Synerg y aid them. This is an exocortex as is described on page 69 of
feat choosing different options. the Starf inder Core Rulebook but you have a mechanical servo

12
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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

melee weapons as if your class 17-20 =5


granted prof iciency. As a move
action during combat, you can
designate a foe for your servo to defend against. As
long as that target is in sight, the servo intercepts
attacks from the target, granting you a bonus
to your AC according to the following
chart. Designating another target causes
you to immediately lose this bonus against
the previous target.
Memory Module (Ex) 1st Level
Your servo appendage is programed and equipped
to execute specialized tasks with a thought, granting
you Skill Focus as a bonus feat. Once per day as
a reaction while not in combat, you can reroll a
failed skill check which receives a bonus from
your Skill Focus feats. You can’t use your servo
appendage’s memory module while hazard
safety is activated. When you gain a mechanic
level, you can replace the bonus Skill Focus feat
with a Skill Focus in a different skill.
Almost Natural (Ex) 5th Level
Using your servo appendage is starting to feel
almost like another hand. In addition to your rig tools,
your servo appendage now has a gripping mechanism. This
allows you to hold but not wield items. Additionally, instead
of focusing on hazard safety, your appendage can perform
an engineering check as a move action.
Servo Cortex Mods (Ex) 7th Level
Your servo cortex allows you to apply any one of the following
drone mods to yourself as if you were a drone: armor slot,
cargo rack, climbing claws, enhanced senses, hydrojets,
jump jets, resistance, smuggler’s compartment, speed, or
weapon prof iciency (advanced melee or heav y weapons).
At levels 11, 14 and 17 you can apply an additional mod;
your options expand to include echolocators, excavator,
f light system, greater resistance, invisibility f ield,
and reactive camouf lage. Each time you gain a
Mechanic level, you can switch any of your mods
for different mods, but you must always choose
at least one mod from the 7th-level list.
Sublime Coordination (Ex) 10th Level
You have integrated your servo seamlessly. Your servo
appendage counts as a cybernetic arm and hazard safety
can target up to two foes as a move action. You can take
three attacks as full round action with a -4 penalty on all attacks.
Omni Defense (Ex) 15th Level
As a move action, you can designate up to three targets
for your servo appendage to defend against. Your servo

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

entangle her enemies as her family escape.


STATISTICS augmentations and cybernetics. For GMs looking to make further
Str -1; Dex +0; Con +0; Int +1; Wis +4; Cha +2 use of Eris, consider the following adventure hooks:
Skills Bluff +13, Diplomacy +13, Engineering +8, Life Science +13, Mysticism +13, Stealth • Eris recently heard rumors that the Vat Gardens accept
+13, Survival +8 corpses as mulch for their plants. Suspicious of the enterprising
Languages Common, Castrovelian, Sylvan, Ysoki, speak with animals Mama Gold, he kidnaps the ysoki’s favorite grandson, Spike,
Other Abilities cheek pouches, mindlink, moxie holding him for ransom in the form of answers.
Gear casual stationwear, static arc pistol with one battery (20 charges), survival knife, • Eris discovered the PCs possess an object that once belonged
mk 1 healing serum, gold jewelry (200 credits worth) to his wife. Whether they purchased, discovered, or received
this object, he stalks them for a few weeks, hoping they reveal
Woe: Eris Half-Heart allies, weaknesses, or accomplices. Thus prepared, Eris lashes
Eris Half-heart is a tall, unnaturally lanky kasathan, with the cold, out at the PCs, using their friends and family as hostages or
remorseless eyes of a killer. He has many cybernetic enhancements, leverage, in order to discover the location of his wife’s remains.
including a pistol mounted to his forearm. His few remaining bits of
natural flesh are riddled with scars. Once a wealthy diplomat known Drawback
as Eris Solemnaris of the Line of Osayar, he and his wife Adelai moved Eris is cold, calculating, and unrelenting. PCs who let him live find not
to Absalom Station shortly after being wed on the Idari, their only themselves but their friends and family in danger. In addition,
home-ship. Not long after arriving, Eris refused bribes he’s a well-known figure around Botscrap, and uses his influence to
from a slum gang known as the Triple Pipes, and the incite the resident goblins to harass the PCs at every opportunity.
gang kidnapped his wife. Unaware the gang had
already murdered her, Eris bowed to the wishes ERIS HALF-HEART CR 4
of the Triple Pipes for months, all XP 1,200
the while too afraid for his Male cybernetic kasatha operative
wife’s safety to seek aid NE Medium humanoid (kasatha)
from Station Security. Init +7; Senses darkvision 60 ft., low-light vision; Perception +12
In time, the Triple Pipes DEFENSE HP 45 RP 3
gave up on the charade, EAC 16; KAC 17
thinking Eris cowed Fort +3; Ref +6; Will +7
by their threats. Filled Defensive Abilities evasion, holographic clone
with grief and shame, and OFFENSE
unable to return the body Speed 40 ft.
of his beloved home for a Melee survival knife +10 (1d4+7 S)
proper burial, Eris snapped. Ranged frost-bite class zero pistol +8 (1d6+4 C; critical staggered;
He left his job, and has spent cannot be disarmed) or tactical shirren eye rifle +8 (1d10+4 P)
the years since turning his Offensive Abilities trick attack (1d8)
frail body into a weapon of TACTICS
revenge. Recently, Eris returned Before Combat Eris prefers to stalk his enemies for days before
to Absalom Station and took engaging them. He prepares an ambush if possible, and may even take
vengeance upon the Triple hostages he uses as leverage.
Pipes, murdering every single During Combat Eris prefers to begin combat from afar with his sniper
member of the gang, and their rifle. Once in close combat, he activates his holographic clone and
families, over the course of a fights with his pistol or survival knife, using Stealth to make trick
single bloody year. Now, he attacks.
searches ceaselessly for Morale Eris flees when reduced to 15 hp. If he believes the PCs have
the remains of his wife, information regarding his wife’s remains, he returns at a later date
in the hope that burying to re-engage them.
her will bring her—if not STATISTICS
him—some measure of Str +3; Dex +5; Con +0; Int +0; Wis +1; Cha -1
peace. Skills Acrobatics +17, Athletics +17, Computers +12, Culture +12,
Disguise +12, Intimidate +17, Stealth +17
Adventure Hooks Languages Common, Kasatha
Eris Half-heart is a ferocious, Other Abilities debilitating trick, desert stride, four-armed,
cold-blooded killer. He prowls specialization (ghost)
throughout Downlow, searching Gear basic lashunta tempweave, frost-bite class zero pistol (cannot
the territory belonging to the be disarmed), shirren eye rifle with 20 longarm rounds, survival
Triple Pipes for clues or contacts knife, targeting computer Augmentations hideaway limb (contains
that might have information a datastick with photos of Eris and Adelai during happier times),
about his wife’s fate. He standard data jack, vocal modulator 
is also a common sight
in Botscrap, where he
pays for experimental

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Absalom Eats Nova Squid


Novelty and rarity have always defined the cuisine of high
The Cuisine Of Absalom society, and Absalom Station's elite is no exception. The
current dish in vogue amongst the elite of the Eye is the
Station Castrovellian nova squid. Hailing from brackish bodies
of waters on Castrovel, these bite-sized cephalopods have
By Chris L. Kimball evolved a unique defense mechanism; when attacked by a
Art by Andrew DeFelice predator, their bodies produce a volatile chemical reaction,
heating the squid’s body far past the boiling point and burning
the would-be devourer from the inside, thus protecting the
rest of the shoal while essentially cooking itself alive.
Diners in the finest establishments of Absalom Station

W hile most spacefarers rely on the standard nutrient-rich,


if rather bland, edibles that come from their culinary
synthesizer, few would pass up the chance for a freshly cooked
enjoy the pageantry as small tanks of nova squid are hovered
out to their awaiting tables. One-by-one, servers capture
the small creatures in specialized jaw-like tongs, triggering
meal. Even fewer would miss a chance for such a meal on the squid’s defense response. Seconds later with a pop and
Absalom Station. More than a transport and governmental hub, boiling sizzle, the steaming calamari is plated to epicurean
the station has become a melting pot of culture and traditions delight. Originally the dish was seen as barbaric, but recent
from all over the Golarion system. Among the stations, stalls, pushes have made that controversy the dish's selling point.
and eateries, one can find authentic culinary dishes from across Early on, some establishments even tried to let guests serve
the Pact Worlds and beyond, but if they are looking, some will themselves, but that method was quickly nixed after a
find cuisine unique to the station. drunken diplomat attempted to swallow an uncooked squid
[3d8 fire damage].
Tonkawa Noodles The squid are hard to come by: having to be transported live
As spacefarers exit the various docking ports on Absalom in special tanks from Castrovel is only part of the problem.
Station, they often find the air is thick with the richly spiced Most nova squid colonies are near Formian-controlled areas
aroma drifting from nearby tonkawa noodle carts. Originally on the planet and the hives have been reluctant to increase
from Akiton, tonkawa noodles are actually a small, quick- quantities to meet Absalom Station’s growing demand. The
growing reed-like plant. The noodles themselves are mostly issue is compounded by the fact that the Formian only send
f lavorless, but when boiled in water make a hearty meal. The male squid, making off-world breeding an impossibility.
dish was often a staple of Akitonian miners due to its ease Compounding all these factors is a vocal outcry of protesters
of preparation and nutrients, but when the noodles made that feel the eating of nova squid is cruel. They have called for
their way to the culturally diverse Absalom Station, the dish a stationwide boycott of all restaurants with the squid on the
experienced a renaissance. On station, the noodles were menu. Chief among the protesters is small sect of Xenodruids
cooked in spiced broths and rich sauces, which transformed led by Querat Cantromille [N male lashunta mystic]. While
the absorbent reeds. The dish gained popularity immediately the group hasn’t done anything outright destructive yet, they
and quickly became synonymous with Absalom Station. have used their inf luence to tie up or delay shipments of nova
The variety of noodle f lavors is only limited by the creativity squid to the station, making the delicacy even rarer.
of its vendors. Its f lexibility and low price have made it a The only restaurant that seems to be fully able to navigate
mainstay of casual dining across the station. All hours of the the embargos and shortages is the famed Corona Blue. The
day, portable tonkawa carts stream in and out of The Arms, brainchild of entrepreneur Ziva Deelix [CN female half-elf
eager to serve the dockworkers, and the steady f low of arriving envoy] and celebrity chef Seven Nil [N genderless android]
ships. The markets of The Ring, Spike, and Eye are littered Corona Blue services the elite of the elite on station, with
with cozy tonkawa stands, usually only large enough for the reservations requiring up to half a pact standard year for
chef and a handful of stools. The most sought-after locations those without sufficient pull. Indeed, Corona Blue’s success
are often hotly contested, and chefs are constantly trying new seems to defy the odds, and competitors point to some of
f lavors in hopes of standing out from the crowd or copying Delix’s investors, including a powerful gang known as the
their competitors’ most popular fare. Spike Daemons, operating out of the Downlow.
The popularity of the noodles has even spawned massive
food corporations. The most popular is KawaNo, which has Dygu Wraps
franchised locations all over the station and among the Pact While most travellers associate the station with tonkawa
Worlds. While all agree that the “made for the masses” noodles noodles, born and bred Absalomians will tell you that if any
are a poor example of the cuisine, there is no denying their food represents them, it’s the dygu wrap. Dygu wraps are a
convenience. It is impossible to miss the armada of KawaNo cheese-like dough filled with cooked meats or vegetables and
delivery drones bearing the signature white and orange cartons grilled in an oblong shape. The dough toasts and hardens to
darting en masse to office buildings, homes, and government a crispy, f laky crust on the outside, but becomes melty and
structures around mealtimes. On top of that, KawaNo ads are creamy through the middle. Dygu wraps are perfectly at
virtually everywhere on Absalom Station, both physically and home in bars where rowdy patrons cheer over their favorite
within its infosphere, all prominently featuring its inexplicable Starlance team or as a quick on-the-go food for those needing
mascot, a googly eyed aboleth named Noodles! a bite as they travel around the station. Many eateries and

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

restaurants have dygu wraps on the menu, even


most KawaNo locations. What truly makes the
dygu wrap Absalom’s defining dish is its denizens'
fierce opinions about the wraps: in fact, it is near
impossible to find a resident who doesn’t have an
opinion on the dish. Personal preferences on who
has the best wraps on the station are also quite
polarizing, leading yearly to dozens of barroom
brawls and vandalism cases that can be traced back
to dygu wrap-related arguments.
If asked who makes the best dygu wrap on the
station, the two most likely answers are either
Rolut’s Famous Dygu or Original Famous Dygu.
Set up across the street from each other in one
AbadarCorp’s more trafficked freemarkets, there
is as little love lost between the establishments
as there is between their patrons. The tension
runs deeper than simple friendly competition: the
proprietor of Rolut’s Famous, Jarbadah Rolut [NG
male human] claims his rival, Aubrix Gussk [NG
male half-orc], stole his dygu recipe while working
at Rolut’s decades ago. Gussk denies the accusation,
claiming that he first invented the dygu, but Rolut
wouldn’t share the credit.
While the rivalry seems light-hearted, with the
two owners jeering at each other from across the
street to the raucous applause of their patrons,
after hours both sides are rumored to be fairly
cut-throat. Nothing has been proven, but it is
an open secret that both proprietors have hired
thugs to vandalize and harass their neighbor and
are willing to pay good credits to anyone with
information on the opposition. All of this hostility
is even more surprising considering that the two
were once married.

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Shadowskein Caul Template Graft


Symbiends Of A matte black, boneless symbiend with short tentacular appendages, the

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.

T hough the source is unknown, a new crop of Symbiends has been


making the rounds around The Spike on Absalom Station. Some
theorize that the creatures are being provided by agents of the Dominion
Drawbacks: –2 penalty to Wisdom checks and Wisdom-based
skill checks, and gain the light blindness weakness.
Systems: eyes.
of the Black or some other malevolent organization with access to Suggested Ability Score Modifiers: Dexterity.
advanced bio-tech, but no concrete evidence has been found. Providing
the benefits of high-quality augmentations, with few overt side effects, Skinshell Slug
the creatures have become popular with some gangs and other criminals This symbiend looks like a slug-like creature under a complex series
trying to make their mark in the station’s less savory locales. of chitinous plates. Slowly crawling onto a host, it spreads its fleshy
The base Symbiend stats appear in Alien Archive. Here are a few body over much of the creature, dissolving the top layer of tissue and
of the new strains. fusing itself to the interior structure of the host. The plating remains
exposed, providing protection for the host and symbiend. Hosts are
Barbed Tentacle Template Graft often more lethargic after joining with the symbiend, and the plating
This pale, worm-like symbiend burrows into the forearm or makes movement a bit more difficult.
other limb extremity of the host, anchoring itself to the bone or Required Creature Type: Aberration, animal, dragon, humanoid,
similar structure. Its barbed tail then functions as a weapon-like magical beast, or monstrous humanoid.
appendage for the host. Chemicals produced by the symbiend have Required Array: any.
a flattening effect on the host's emotions, leaving them with muted Traits: KAC increases by 1, EAC increases by 1.
responses to stimuli that once produced strong reactions. Abilities: Armored Crouch, at will.
Required Creature Type: Aberration, animal, dragon, humanoid, Armored Crouch (Ex): As a standard action, the creature can hunker
magical beast, or monstrous humanoid. under its armored plates, arranging them in such a way as to expose
Required Array: Combatant. as little of the body underneath as possible. As long as this posture is
Traits: +2 morale bonus to Athletics and Acrobatics checks; gain maintained they gain an additional +2 to KAC and +1
a natural weapon – barbed tentacle (1d6 S, operative), that deals to EAC, but their speed is reduced to zero.
lethal damage, doesn't count as archaic, has a reach of 5ft + the host's Drawbacks: –2 penalty to initiative checks, and
original reach, and they gain a unique weapon specialization with it speed is reduced by 5 feet.
that adds 1-1/2 × CR or character level to damage; The tentacle can be Suggested Ability Score Modifiers: Constitution. 
used to deliver spells and effects with a range of touch.
Drawbacks: –2 penalty to Charisma checks and Charisma based skill
checks, but the DC of Sense Motive checks against the host increases by 2.
Systems: arm.
Suggested Ability Score Modifiers: Strength, Dexterity.

Crimson Shroud Template Graft


A heaving mass of flesh and muscle fiber, a crimson shroud engulfs a
host’s limbs and torso, sinking anchoring cilia into the body and overlaying
a powerful musculature onto their existing frame. Hosts become irritable
and easy to manipulate as the symbiend ramps up their natural aggression
at the cost of any sense of caution they might have had before.
Required Creature Type: Aberration, animal, dragon, humanoid,
magical beast, or monstrous humanoid.
Required Array: Combatant.
Traits: KAC increases by 1; +4 morale bonus to Strength checks
and Strength base skill checks; unarmed strikes deal lethal damage,
doesn’t count as archaic, and gain a unique weapon specialization
that adds 1-1/2 × CR or character level to damage.
Drawbacks: –2 penalty to Wisdom checks and Wisdom-based
skill checks; –2 penalty to Will saves.
Systems: skin, spinal column.
Suggested Ability Score Modifiers: Strength.

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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

W ell-dressed shirren queue up for blocks in the Downlow


to enter Ollie’s, one of the hottest bars in the Spike. The
surrounding neighbourhood is both trendy and run down, boasting
community. One such Option Guide, Kichik, has written a best-selling
memoir about her methodology and her time at Ollie’s.

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
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

F lick-18 danced to the music in the Counterweight Club,


her android circuits pulsing in time with the beat like the
latest high-tech tattoos. Most androids didn’t care for dancing,
during night shift meant you were predator or prey. Better not
to be prey.
Look everywhere without turning your head, hear everything
but most androids weren’t shaped like ysoki either. Flick defied without reacting, and every so often brush the holster of your
convention at every opportunity. weapon. Flick found it exhausting and couldn’t help wondering
“Flick, we’re here to work, not dance.” Kono growled into her at the beings that made this Arm home. At least we’re not
communicator. working The Spike, she thought. All sorts of nasty down there.
“Do vesk even know how to dance?” With a grim expression, she pushed open the door of Ticeta’s
“Yes, we dance on the graves of our enemies!” noodle shop.
Flick rolled her eyes. Three months she’d been working with The scent of stale noodles and unwashed mercenaries f looded
this crew and Kono approached every situation with a loaded her senses. It was all she could do not to slam the environmental
gun and reptilian belligerence. Flick had offered to take over seals shut on her armor until she got to the back table. David
washing dishes the second time they replaced the galley pots. was already there, back to the wall and watching everything.
“Kono, let it go,” said David. “Flick, stay on mission.” Desna save me from paranoid humans, Flick thought.
“Yes sir, leader sir!” She replied. “You’re late,” David said, glaring.
Flick left the dance f loor, her painted tail and dyed fur letting “Had to make sure I wasn’t followed, Dave, that’s your protocol.”
her blend in with the other patrons. Glancing at the clear dome “For the last time, it’s David. Are you ready for the next stage?”
overhead, she saw Absalom Station spin out of view as the club “Disguise myself as the drow, break in, hack the datapad and
rotated toward The Armada. There are advantages to putting a club steal the information, no problem. Then you guys make me part
out here, she thought. Nice view, no station security, and fewer places of the team, right?”
for a target to disappear. “That’s right,” David smirked. “After this, you’re not a rookie.”
The target was standing at the rear of the club, guarding a “Just make sure you guys are there to back me up.”
corner booth from prying eyes. His fitted suit didn’t reveal “We’ll be there.”
any weapons he might be concealing, but the guard detail of David slipped out of the booth, dropping a credstick on the
a drow matriarch wouldn’t be unarmed. Flick hummed as she table as he left. “Dinner’s on me, be ready in an hour.”
scanned the crowd, waiting for the shift change her contact had Flick palmed the stick and moved to the counter, preferring a
mentioned. fresh seat to the miasma Dave left wherever he went. Ticeta looked
“Tell me again,” N’telsel said, “why are we chasing the guard up as she sat down, the three-armed kasatha was mixing a bowl of
when the matriarch has the codes we need?” noodles with two hands while sorting sauces with the third.
“The matriarch is going to be protected, and your device is “You eating?”
only good to a few feet,” Flick explained. “If I get to the guard “Only the best,” Flick replied.
when he takes his break, we can use his access code to get most “They’re all the same noodles, Flick, just pick a sauce.”
of the way into her security.” “Hottest you got then.”
“Then Flick will get the rest of the way,” David finished. “He’s “Here you go, one bowl of Aballon.”
moving, go now.” Flick looked at the noodles with interest. She wasn’t sure what
Flick sighed as the lights began pulsing to the music, Aballon sauce was, but it looked like a vesk cruiser had left it
courtesy of N’telsel’s skill with technology and magic. Flick on Absalom by accident. After her first taste, she was convinced
moved through the crowd, slipping between packed bodies they’d left it on purpose, some biological pre-Pact weapon.
and tables. She avoided chairs, tails, and one enthusiastic nuar Ticeta grinned as their usual exchange played out, the tourist
before catching up to the drow guard. She stumbled, falling android and world-weary kasatha. “Who’s the new guy?”
against the man and quickly planting the remote hacking Gasping through her tears, Flick replied. “Name’s David
device in his pocket. Kallen, runs the Dragon’s Talons. Ever heard of them?”
“I’m sorry,” she said. Ticeta frowned. “I’ve heard of the Dragon’s Talons. They’re
Flick stood as the drow brushed himself off and glared at her. female dragon hunters working out of a beat-up freighter.
His response was slow and guttural, but his hand wasn’t as he Their gimmick is village sacrifices that fought back and started
knocked her to the ground. hunting dragons, as if that’s a thing anymore.”
Lying with her eyes down, Flick watched as he pushed away “Must be a different group; these guys are thieves, not hunters.”
through the onlookers. She hid her grin with her arm and Ticeta gave a four shouldered shrug as she went back to making
muttered into the com. noodles. Flick chewed, lost in thought. She put the credstick on
“Tagged him.” the counter and left, moving deeper into Little Akiton.

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Gunfire erupted ahead, in the direction of drow offices.


“Guys, what’s going on? Are we shooting?”
“Change in plans ‘droid!” Kono yelled over an explosion.
Flick began to run. “Amateurs.”
She rounded the corner to see Kono firing his heavy laser
rif le down the corridor, the weapon recoiling with each
shot. N’telsel crouched behind the fire-blasted door of the
drow office. Flick dived behind cover as laser fire scorched
the corridor walls.
“Why are we shooting? And why does Kono’s rif le have
recoil?”
“He modified it,” N’telsel said. She began a spell and
ignored Flick’s eye roll.
The android touched a button on her armor, and an
invisibility field hummed to life. Dodging between the
door and Kono, she dove into the room, rolling to the side.
The room beyond was filled with fire and bodies. David
crouched by the doorway, reloading a pistol.
Ignoring the smoke, blood, and David, she crept to the
next door. Thankfully her trigger-happy companions hadn’t
destroyed the keypad. She punched in the stolen code and
waited as the door opened.
“Is that you, Flick?” David’s voice sounded strained over
the comm.
She moved into the next room while David swung his
head between the two open doors. The desk was dark and
solid, the walls decorated with paintings and weapons.
Shifting behind the desk, she checked each drawer.
“Do you think drow have to use spider venom on needles
by contract or is it just habit?”
“Flick, we’re pinned down out here, hurry up!”
He must think I renewed last week, she thought. Opening
the top left drawer, she slid the datapad out and plugged in
N’telsel’s hacker.
“Data transfer is going through now, N.”
“It’s complete,” the telepath’s voice sounded in her mind.
They’ll probably seal the door now. Flick looked over the desk
to see the heavy door slam shut. She smiled. Predictable
enemies really were the best gift on a job like this.
“Flick, the door is sealed, we can’t get to you,” David
said calmly.
“Don’t worry Dave, I’m sure Kono can blast through.”
There would be reinforcements on the way.
“We don’t have time, more drow will be here soon.”
So predictable, she thought. Opening the upper right
drawer of the desk, Flick moved the holdout pistol to the side
and opened the cover on an embedded keypad. She tapped
in the second code she’d stolen for this job and squeaked as
the escape tunnel hatch hissed open behind her.
“At least we got the data,” she whispered.
“We did, Flick. Don’t worry, we’ll come back for you.”
Flick closed the escape panel behind her and ran down
the tunnel. The Dragon’s Talons would be coming for her
as soon as they realized she’d altered the hacking device
and encrypted the files they received. She patted the copy
in her pocket.
“Now to find out who hired these guys and what happened
to the real Dragon’s Talons.” 

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Technomancer and optimizations, all of which make compiled KeyWord spells

Spellcoding relatively bug-free.


When casting a spell compiled from KeyWord, the caster can
use the Debug Spell magic hack to reroll dice that have a result
New Technomancer Spell of 1 or 2, instead of only on a result of 1. She can also use the
Debug Spell magic hack on spells compiled from KeyWord even
Preparation Options if she hasn’t learned that magic hack.
KeyWord is a strictly licensed commercial language and
By Garrett Guillotte toolchain with proprietary libraries and compiler. Every
Art by Bob Greyvenstein time a technomancer compiles KeyWord spellcode, the
ArcanaStudio++™ compiler auto-tithes 100 credits to Abadar for
every spell level compiled.
Spinneret (Drow): While Spinneret can be used as a spellcode
language, it is more commonly deployed as a mundane computer

S pellcode is a high-level description of a spell's functions


and dependencies, organized using specialized syntaxes
based on existing languages. Compared to the traditional
programming language for scripting repetitive actions, central
monitoring, and management of many subservient systems. A
technomancer must have at least 3 ranks in the Computers skill
15-minute concentration period of traditional preparation to to write Spinneret spellcode.
regain spontaneous spells, spellcoding offers technomancers When casting spells compiled from Spinneret that are
ways to optimize their spells, with certain drawbacks. designed to create, control, activate, or disable technology
Preparing a spellcoded spell is called “compiling”. A compiled (including robots, nanobots, and androids), treat them as
spell is ready to be cast because its spellcode has been converted though they were cast from a spell slot 1 level higher. If the spell
into arcane potential. can control multiple technological creatures or devices, choose
Technomancers know as many spellcode languages as their whether to increase its range by half or to double the maximum
Intelligence modifier (minimum 1). Feats or abilities that number of targets.
permanently grant a technomancer additional languages also Spinneret is extremely verbose, and spells compiled from
grant any derivative spellcode languages. it are larger and slower than their Drak equivalents. A spell
To compile spellcode, a technomancer must understand the compiled from Spinneret consumes two spell slots of the same
spellcode language. A technomancer’s spell cache is always level and takes twice as long to cast.
assumed to have the tools required to compile a spell, but isn’t Nupper (Infernal): The most useful spellcode languages of
required to cast it. Anyone who can read the base language of Hell are kept secret from mortals, with the sole exception being
a spellcode language can identify the effects of uncompiled Nupper. A lightweight spellscripting language named for Hell's
spellcode with a successful Computers or Mysticism check (DC least-respected devils, Nupper is easy to learn and embeddable
= 10 + 1.5 x the spell's level), but this does not otherwise grant the in other spellcode.
ability to compile the spell. Rather than writing entire spells in Nupper, you can add
These optional rules do not change rules about preparing Nupper to Drak spellcode to reduce its compilation time. For
or casting spells except as noted. Unlike software, spellcode each compiled spell that incorporates Nupper, reduce the
must be recompiled daily even if the compiled spell was not amount of rest required to regain spells by 15 minutes, up to a
cast, because the spellcode must be reinitialized to the caster’s maximum savings of 2 hours. If a spell compiled from Nupper
current state. can control or inf luence a creature, increase the DC for the
target to resist the effect by half the spell’s level (minimum 1)
Spellcoding Languages when targeting a lawful- or evil-aligned construct or humanoid.
Drak (Draconic): This basic spellcoding language, so broadly Compiled Nupper code virally injects itself into other
known that it is considered the spellcoding equivalent to compiled spells and makes them less useful against infernal
Common, is also simply called “D”. Drak leans heavily on targets. Lawful- and evil-aligned outsiders gain a bonus equal
Draconic's imperative mood, and thanks to Drak's unambiguous to the highest level Nupper-compiled spell when resisting the
syntax and Draconic's ancient age, spellcode written on distant effects of any other spell cast.
worlds where local civilizations formed their own technomantic Mindfrag (Abyssal): Mindfrag spellcode is unpredictable,
methods and traditions still somehow resembles Drak, making untestable, and prone to serious bugs. For technomancers
it a nearly universal spellcoding language. willing and able to wrangle it, however, Mindfrag offers speed
Spellcode compiled from Drak and cast through a spell cache and power that few spellcode languages can match. To compile
or cache capacitor can increase the DC of spells by an additional a spell from Mindfrag, you must succeed at a Mysticism check
+1 by spending 1 Resolve Point when casting. Technomancers (DC = 10 + 1.5 x the spell's level) while preparing spells. Failure
that do not know Draconic can learn Drak, but spend 15 minutes means the spell is not compiled. If you fail by 5 or more, you also
longer per Drak spell to prepare spells. lose one additional random spell slot. If you fail by 10 or more,
ACorp® KeyWord™ ArcanaStudio++™ (Celestial): Commonly you also take 1d4+1 damage for each level of the failed spell and
called “KeyWord” or “Key”, this language is popular lose any benefits of resting you would otherwise receive during
among followers of Abadar. It has an intuitive development that span of time.
environment, polished standard spell library, and integrated When casting a spell compiled from Mindfrag, halve its
divine guidance that provides actually useful compiler warnings casting time. If a spell requires 1 full action, reduce the time

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
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
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

New Starships: KF Attack (Forward) light particle beam (3d6)


Power Core Pulse Blue (200 PCU), Drift Engine Signal Ultra; Systems advanced long

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)

KF INDUSTRIES HANSPUR-CLASS FREIGHTER TIER 10


Huge Bulk Freighter
Speed 6; Maneuverability poor (turn 3); Drift 1

A relative newcomer in the business of starship production,


having only appeared on the scene in the past ten years,
KF Industries is rapidly making a name for itself as one of the
AC 26; TL 24
HP 200; DT 5, CT 40
Shields medium 120 (forward 30, port 30, starboard 30, aft 30)
go-to manufacturers for businesses. KF Industries, named Attack (Forward) heavy nuclear missile launcher (10d8)
after its founder, Keldor Feign, currently has only two starship Attack (Port) laser net (2d6)
models in production. These starship designs tend to be geared Attack (Starboard) laser net (2d6)
towards current corporate paradigms and take into account Attack (Turret) tactical nuclear missile launcher (5d8), flak thrower(3d4)
corporate infrastructure and trends. Though KF Industries does Power Core Nova Ultra (300 PCU); Drift Engine Signal Basic; Systems budget mid-
not discriminate based on clientele (that is to say, civilians and range sensors, mk, 8 armor, mk 7 defenses, mk 2 duonode computer; with firewall.
governments alike can purchase their starships) it is clear that Expansion Bays escape pods, recreation suite (trivid den, HAC or gym) tech
the company is trying to carve out a niche for itself by specifically workshop; cargo hold x7
targeting corporate spacefaring needs. Modifiers +2 to any 2 checks per round,
The first of these two starships is the Kurgess class Ultra-Speed Compliment 20
Transport. This small, sleek affair is a two-seater starship that boasts CREW
one of the most powerful drift drives on the market. Designed for Captain Diplomacy +19, Bluff +19
speedy transport of sensitive information, VIPs, or small prototypes, Engineer (1 officer) Engineering +19 (10 ranks)
the Kurgess class is marketed as able to keep up with the demands of Gunners (5 officers) Gunnery +19
the 'fast-paced business universe.' While the design specifications of Pilot (1 officer, 1 crew) +21 (10 ranks)
the craft’s drift drive are strictly confidential, rumor has it that this Science Officer (1 officer, 1 crew) +21 (10 ranks) 
ship can return to Absalom Station from the vast in under five hours
on a good run, and can even enter the Drift while under the effects of
two active Drift shadow projectors.
The second starship, the Hanspur-class Freighter, is the true backbone
and financial breadwinner of KF Industries. A massive bulk freighter, it
is quickly becoming a common sight among the widely used shipping
lanes inside the Pact Worlds. It boasts a massive cargo bay, an on-board
machine shop for making its own repairs, and a modular recreation
center which can be reconfigured from a trivid den to a HAC center, or
even a gym (for a small fee). Space pirates and malcontents alike have
quickly learned to steer clear of these vessels after one encounter where
a single Hanspur-class destroyed four Blackwind Sepulchers from
the bone fleet. All in all, many corporations find this ship perfect for
transporting large amounts of valuable goods.
Lastly, KF Industries has been floating around the concept of
an 'Abadar-Class' MPF (Mobile Production Facility). This would-
be behemoth would house all the equipment and shuttles needed
to produce and distribute a positively huge amount of goods very
quickly. The Mobile Production Facility is being billed as a revolution
in colonization technology, as one of these 'Abadar-class' ships could
theoretically provide all the equipment and logistics necessary to build
several separate colonies on a single planet at the drop of a hat. So far,
some businesses are interested, but KF Industries is holding back on
producing a prototype until they have a more definitive answer.

KF INDUSTRIES KURGESS-CLASS ULTRA-SPEED TRANSPORT TIER 4


Tiny Fighter
Speed 14; Maneuverability good (Turn 1): Drift 5
AC 20 TL 23
HP 40; DT -; CT 8
Shields medium 120 (forward 30, port 30, starboard 30, aft 30)

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Of Chance And Skill: side wins.


A shuttlepong volley functions as two opponents making

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.

A bsalom Station’s cramped layout and dense population limit


the space available for recreation. Because spacecraft have
similar constraints, a drinking game designed to pass time on long
Before the serve, each player may attempt to either fake out their
opponent, stare down their opponent, or read the court. A fake-
out functions like a feint in combat, with success providing a 5%
space flights quickly evolved into one of the station’s most popular chance to aim at a target unopposed. This chance increases by 5%
sports: shuttlepong. for every 5 points by which the player’s Bluff check exceeds the
Shuttlepong is a hybrid of badminton and beer pong played on a feint DC. Staring down an opponent functions like demoralizing
20x60-foot court, with a net a creature, with the opponent
separating the court into becoming shaken for a
two 20-foot by 30-foot sides. number of volleys instead of
Six targets are placed on rounds. Reading the court
each side, with three targets requires a Perception check.
20 feet from the net and The DC of this check is equal
three targets 25 feet from to 15 + 1-1/2 × the opponent’s
the net, all evenly spaced CR. On a successful roll,
apart (corresponding with if the player misses their
intersections on a 5-foot attack roll for that volley, the
grid). player may add or subtract
One player uses a long- 1 to the result of the roll
handled wire racquet to to determine the attack’s
serve a shuttlecock (called misdirection. The shuttle
the “shuttle”) over the net, lands 1 square away from
aiming for the targets on the the targeted intersection
other side. The other player instead of 1d4 squares away.
uses their racquet to return The player with the serve
the shuttle, aiming for the receives a +2 circumstance
targets on the server’s side. bonus on any of these
This starts a volley between checks.
the players until the shuttle Although the sport takes
lands on a target, on the place on a standardized
court, or out of bounds. court, shuttlepong can be
Each player must stay scaled down to a tabletop
within 20 feet of the net and game without changing the
cannot directly obstruct the mechanics. In this case, each
targets on their side of the player stands on one side of
court. If the shuttle lands the table and uses a smaller
on a target, that target is racquet to volley a lighter,
marked as scored and the more air-resistant shuttle.
player who scored (i.e. the Those who draw on the
one on the opposite side sport’s roots as a drinking
of the net from the scored game can use cups as the
target) gets to serve. If the targets, requiring players
shuttle lands on the court who score to consume the
but not on a target, the serve target’s contents. If alcohol
changes to the other player. is used, a player whose
If the shuttle lands out of bounds or on a target that was already score equals their Constitution modifier becomes intoxicated and
scored, the serve changes to the other player and the player who hit gains the sickened condition for the rest of the game. Players can
the shuttle out (i.e. the one aiming for the targets on the side of the also maintain the game’s core mechanics in high- or low- gravity
court where the shuttle landed) gets a strike. Every time a player environments by changing the weight and air resistance of the
gets three strikes, their opponent gets one serve at their targets shuttle. 
unopposed. The player who scores all six targets on the opponent’s

25
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
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.

Adventure Hooks Woe: Scythe


• While not a part of the Starfinder society, Moe-eye is still Born with a restless nature on a large agribusiness on the planet
friendly to its members, and often has leads on bounties and Castrovel, Raina Barleymill is diminutive, even by halfling
possible salvages. standards. After she lost her legs in a combine accident at the age
of five, she was given a pair of cybernetic limbs and an azimuth

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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
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

W hether from the nearby transit of a rogue star, the


spreading of a virulent plague, or the eruption of
a long-imprisoned deity, disaster can strike any world at
contains navigation controls and crew seating, while its
aft section includes extensive sensors, a small cargo hold,
and access to its engines. Skipships are not equipped with
any moment. While most of a planet’s population might weapons or a Drift drive. Once a worldcube is brought
be evacuated before total decimation, the loss of a world is into the hangar, a skipship can enter and exit the cube’s
not to be taken lightly—particularly when its inhabitants demiplane through a small portal on the front of the
are unable to live in other environments or when the planet worldcube that shrinks the ship as it approaches. Each
holds sacred or scientific significance. The Planetary Rescue skipship is equipped with controls to manage the f low of
Foundation (PRF), a not-for-profit subsidiary of AbadarCorp, time in the demiplane it occupies, allowing its crew to
seeks to help civilizations avoid the destruction of their study the cataclysm contained therein and attempt possible
valuable worlds. solutions. Skipships can maneuver inside the demiplane
Headquartered in the Ring of Absalom Station since before while time is frozen, but time must move at its normal rate
the Gap, the PRF’s primary mission is to preserve worlds if the crew wishes to leave the skipship and interact with
facing imminent destruction by using their worldcubes to the planetary system. If a solution fails, time is run back
slow time for the planetary system until a solution to the to the moment the system was collected. Once a skipship
planet’s unique cataclysm can be determined. The PRF’s vast enters a worldcube’s demiplane, the process of resetting
Planar Vault contains hundreds of worldcubes. Measuring time can only be conducted f ive times before the ship and
one meter on each side, a worldcube contains a demiplane its crew must exit the demiplane. If the crew doesn’t leave
of empty space where a distressed world’s planetary system the demiplane and spend at least 36 hours reacclimating

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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.

By Jessica Catalan, Adam Mulder, Ghost Level Delver +1 Wis


and Christopher Wasko You believe the abandoned Ghost Levels of the Spike are integral
Art by Anabel Amis, Elijah Garrard to the continued existence of Absalom Station, containing life-
and Jessica Redekop sustaining systems, and a variety of delicate ecosystems. You’re
determined to discover the mysteries of these levels in order to
maintain and protect them for future generations.

Theme Knowledge (1st)


Botscrap Junkracer +1 Int You consider the unique ecosystems of the Ghost Levels as integral
You have built, repaired, raced, and battled with scrap-built vehicles to its function as its technological systems. Reduce the DC of Life
and weapons at the Botscrap track in Absalom Station for years. Science checks to identify living creatures and their role in their
You feel at home surrounded by piles of parts. You have honed your ecosystems by 5. Life Science is a class skill for you. If Life Science
skills at breaking down items for useful components, repairing is a class skill from the class you take at 1st level, you instead gain
damaged vehicles and weapons, and conducting vehicular combat. a +1 bonus to Life Science checks. In addition, you gain an ability
You often find yourself repairing and improving your allies’ gear, adjustment of +1 to Wisdom at character creation.
and you are comfortable taking on a pilot, engineer, or gunner role
on a starship. Biological Systems (6th)
Your innate understanding of how organisms
Theme Knowledge (1st) and complex environments function has helped you
Your extensive experience in building and repairing damaged understand the purpose of technological items, and how
junkracers has given you sure hands. When you fail an creatures interact with them. You may use Life Science
Engineering check to repair a damaged object, you do to identify technology, to disable a technological (not
not risk damaging the object further. Reduce the magic or hybrid) device, or to repair a broken
DC of Engineering checks to repair an item by technological (not magic or hybrid) item.
5. Piloting is a class skill for you, though if
it is a class skill from the class you take at Intuitive Repairs (12th)
1st level, you instead gain a +1 bonus to The Ghost Levels are incredibly dangerous,
Piloting checks. In addition, you gain an but disrupting their equilibrium can be
ability adjustment of +1 to Intelligence at detrimental to Absalom Station’s future.
character creation. You seek to resist the harmful effects of
the creatures you come across, while
Expert Scavenger (6th) causing as little lasting disruption as
You have spent countless hours creating items possible. You gain a +1 bonus to saving
from old, discarded junk. Whenever you craft a throws against disease, paralysis, poison,
new item and scavenge parts from similar items and sleep effects. In addition, you may cast
(see Starfinder Core Rulebook), you may make an mending and stabilize at will.
Engineering check against a DC equal to 10 plus
the scavenged item’s level. For each point by which Natural Resurgence
you exceed the DC you count 1% of the price of the (18th)
scavenged item towards the UPB cost of the item you You are inspired by the adaptability and
are crafting. resilience of the natural world. Up to twice
per day, when examining a natural ecosystem
Technical Combatant (12th) within an artificial or urban environment, you
Your intimate understanding of vehicles allows can spend ten minutes communing with the
you to attack them more effectively. When environment around you to regain 1 Resolve Point;
making an attack against a vehicle, such as this doesn’t count as resting to regain Stamina
during a vehicle chase, or as a gunner in starship Points.
combat, you can use your ranks in Engineering
in place of your base attack bonus or ranks in Guttersnipe +1 Dex
Piloting to determine your attack bonus. Despite the advances in technology and society
throughout the Pact Worlds, class stratification
Master Craftsman (18th) remains as strong as it was millennia ago. Raised
You find building and repairing items to be among the bottom rungs of society, you have learned
a relaxing and renewing endeavor. Up to to use whatever combinations of guile, tenacity, or luck
twice per day, after you have successfully you can to make ends meet. Whether you strive to rise
repaired a technological item, or after above your status or struggle to support your family

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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.

Torches and Pitchforks (12th) Worker’s purpose (18th)


You learn to make the most out of whatever weapons you can get You find clarity in your routine behaviors and meaningful labor.
your hands on, even if they are pathetic in comparison to your foe’s Up to twice per day, you can spend 10 minutes doing some kind of
equipment. You ignore the archaic quality for any weapon you physical work that significantly improves your life or the lives of
wield. You may not pass this ability on to others; it only functions those around you (at the GM’s discretion) to regain 1 Resolve Point;
for you while you wield the weapon. this doesn’t count as resting to regain Stamina Points.

Pauper King (18th) Scrounger +1 Int


You are an unparalleled champion of the underprivileged, and You believe the greatest creations don’t need fancy parts or the
publicly supporting them fills you with purpose and drive. Up to most advanced technology; they need an innovative engineer
twice per day, when you succeed at a task that visibly improves life willing to think outside the box. You are a master of recycling
for impoverished people and were witnessed by at least 10 such and breaking down mechanical components from old technology
people, you can spend 10 minutes speaking with and rallying those and junkyards, and repurposing them into something new.
individuals to regain 1 Resolve Point; this doesn’t count as resting You might be someone who enjoys digging through the trash
to regain Stamina Points. of Botscrap, an inventor who lack the credits to purchase parts,
a competitor on the junkrace circuit, or a packrat who refuses
Laborer +1 Str to toss away anything that might come in handy one day.
Even in the wake of miraculous advances in automation, elbow You’re likely interested in repairing old machinery, exploring
grease and a strong work ethic remain valuable resources. You are scrapyards and abandoned settlements, and discovering worn,
a hard-working professional renowned for your skilled labor and obsolete, or alien technology.

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Theme Knowledge (1st)


You have an innate understanding of mechanical systems, and addition, you gain an ability adjustment of +1 to Charisma at
how they work. Reduce the DC of Engineering checks to identify character creation.
technology, and the source of malfunctions within a technological
system by 5. Engineering is a class skill for you, though if it is a class I Know a Guy (6th)
skill from a class you take at 1st level, you instead gain a +1 bonus to Your contacts help you obtain items that most beings of your status
Engineering checks. In addition, you gain an ability adjustment of cannot. With a DC 15 Culture check you can treat your level as one
+1 to Intelligence at character creation. higher for the purpose of determining what items are available for
you to purchase.
Innovative Scrounger (6th)
Your clever use of repurposed parts allows you to create What if I Throw in This Little Beauty (12th)
technological armor, weapons, and objects with less monetary Wheeling and dealing is second nature to you. Whenever you
investment. Your creations may not look conventional, but purchase an item from someone, you can trade them an item of
they certainly get the job done. When calculating the cost the same category (weapon, armor, technological, etc.) for a 10%
necessary to construct a technological (not magic or hybrid) discount off the price of the item purchased instead of the normal
item, reduce that cost by 10%. When repairing a starship, you sell price you would receive for the item.
reduce the time spent by 1 hour of work.
The Fine Art of Making a Deal (18th)
Clever Modification (12th) Buying and selling items and making new contacts invigorates
Once per day you may spend 10 minutes adding custom you like nothing else. Up to twice per day, after you have spent
modifications to a weapon of your choice. This alters the at least 10 minutes negotiating the sale or purchase of an item,
weapon in one of the following ways—change the damage or making a new contact to do business with in the future, you
dealt by the weapon from one type of energy to another, regain one Resolve Point; this doesn’t count as resting to regain
increase the range of a projectile weapon by 10 feet, increase Stamina Points. 
the DC to resist critical effects from the weapon by +1, or add
the bleed 1 critical effect to a weapon that doesn’t have
any critical effects. This modification is temporary,
and lasts for twelve hours. You can choose to remove the
modification early with another ten minutes of work.
Neither adding nor removing a clever modification
counts as resting to regain Stamina Points.

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.

Underworld Fence +1 Cha


Dark alley deals and back room negotiations are your
opiate of choice. Whether you do business in the Arms,
the Spike, or the Armada, you have gained a reputation
throughout your territory as the go-to person for
selling goods quickly, or obtaining that one-of-a-kind
item the owner just won’t part with willingly. You’ve
spent years building a network of buyers, sellers, and
the right station personnel to help keep you out of
trouble.

Theme Knowledge (1st)


Your experience in business negotiations has given
you a keen sense of how to close the deal. When using
Diplomacy while negotiating the sale or purchase of an
item, you treat the initial attitude of the creature you
are negotiating with as one step more favorably than
normal. Sense Motive is a class skill for you, though
if it is a class skill from the class you take at 1st level,
you instead gain a +1 bonus to Sense Motive checks. In

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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.

The Show Must Go On


By K. M. B. Kovalcik
The Brain In The Gutters Plot Hook
By Randal Meyer Vance Esperon (CG male human), head of the children’s theater
annex of Hamifore Theatorium, is expecting his largest opening
Plot Hook afternoon yet. A group of adorable skittermanders has formed a
A dock worker approaches the party and frantically explains that pop quartet, Rego and the Rhythms, and are quickly climbing the
his daughter is missing and that she was last seen in the Gutters, charts. There is only one problem with this plan: Rego and the
a lower level of the Spike that manages water recirculation. It is Rhythms are missing! Vance has a handsome reward for anyone
considered to be haunted by the people that work and live nearby. who can find them by curtain call.
Upon entering the Gutters, the party is questioned by a local
detective investigating a runaway. Backstory
Rego, Ben, Opa and Via (CG skittermanders) are very much looking
Backstory forward to their first big gig. There are a few problems, though:
The Gutters is a prime example of technological creation, repurposing, Rego is lost, Ben’s voice modulator broke, Opa needs a flying pig,
and abandonment. According to records, this level was originally a and Via was “adopted” by a little girl!
military training level outfitted to train fighter pilots. All manner of The problems started when the group decided to explore the
devices were employed to test their physical and mental fortitude. The Downlow area. Rego was asked to deliver some flowers to a
military eventually moved and the area was sold to a retired adventurer wedding, but he can’t remember where to go. He knows the shop
who converted it into a theme park for poor families. Recently, it was owner is a human female named McGally, but not much else.
bought using eminent domain and repurposed for water flow and Ben just needs his modulator fixed, but the ysoki mechanic he
storage during completion of new water treatment facilities. Drawn by hired asked him to deliver completed items to customers in lieu
the psychic rollercoaster this region has experienced , a contemplative of credits. Opa saw a merchant who needed help, and he told her
empath mystic has taken up residence in the hopes of siphoning echoes that he’d use her when pigs fly. She understood he was being
of all that has transpired. It has no desire to leave until it has learned all it mean, but wants a flying pig out of spite. Via was mistaken for a
can, which may take years. In the meantime, it has begun to amuse itself lost animal by Ava. Ava is lonely, and considers the skittermander
by teaching runaway children gifted enough to bypass its illusions how a trusted friend. Via feels bad for the little girl, and can’t
to hide and defend themselves think of a way to extricate
against threats; threats such herself without hurting Ava’s
as a xenophobic detective feelings.
hired to find missing
children. The detective Resolution
is convinced that the The skittermanders
contemplative is a need to be found, but
kidnapper. they feel their tasks need
completion as well. Rego is
Potential rather easy as he simply needs
Resolutions directions, and Opa can
If the PCs work with the be distracted. Fixing
detective, he finds clues Ben’s modulator is
that the contemplative is a simple task (DC16
the culprit. If the PCs Engineering), but
work alone, they Ben may feel
find conflicting compelled to
clues that imply complete his
somebody is setting jobs anyway. Via’s
up the contemplative. friend, Ana, could
They must choose sides be given a real
when they find the girl pet, but she would
unconscious and the also be fine with
contemplative and having comm
detective engaged numbers for the
in battle. The skit termander
contemplative quartet. 
will reward the party

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Gazetteer: Freemarket Galaxy Produce


Establishments Between a Freemarket storefront, five other shops scattered across
Absalom Station, and a high-end restaurant, the barathu-owned
Galaxy Produce chain claims to offer "every ingredient you need
By Bran Hagger to make Absalom Station home." While each store caters to its local
Art by Catarina Eusébio clientele, members of any race with more than a few dozen residents
on the station can find the ingredients they need for a traditional
meal in at least one establishment. What Galaxy Produce doesn’t
have on hand, a representative can order for delivery in a few weeks’
time. On at least three occasions, the barathu fulfilled requests for

N ew businesses close and open every day on Absalom Station,


but a few survive long enough to become institutions. The
following represent a selection of stable businesses operating along
plants or animals thought extinct, amid great advertising fanfare.
Those wishing to prove their dedication to a friend, lover,
or business partner place reservations at Galaxy Produce’s
a small stretch of the Abadar-sponsored Freemarkets. restaurant, the Galaxy Diner, months in advance. Each reservation
requires full payment up-front and a thorough biography on every
Absalom Automated Library attendee, with no transfers allowed. After accepting a reservation,
With Absalom Station records available from personal computers the rotating team of chefs and researchers perfects a recipe from
almost anywhere, few bother to visit the public archives at the austere each diner’s home region using the most authentic ingredients.
Absalom Automated Library in person. The handful of uncomfortable
chairs discourage anyone from lingering here long, yet Librarian ASL- Ground Zero
618 (LN female android technomancer) seems happy in her solitude. Only a crossed pair of flame doshkas mark the entrance to Ground
Her pair of robot assistants busy themselves maintaining the small Zero. Veteran Jezkalla (LE male vesk soldier/mechanic) and his small
number of terminals and retrieving data drives from the floor-to- squad of mercenaries believe the weapons themselves make the
ceiling shelves for the rare patron looking to borrow a physical copy. best form of advertisement. Inside, Jezkalla turns buying weapons
Librarian ASL-618 keeps the real treasures of the Automated into a luxury experience for battle-hungry buyers. His simulation
Library secret from all but other androids. She maintains a vast room allows clients to test anything from dueling swords to gravity
archive of android memories reaching back almost as far as the Gap cannons against a variety of gorily realistic targets.
on servers disconnected from the public infosphere and backed-up An artisan of both repairing and using weaponry, Jezkalla
in hidden server towers elsewhere on the station, granting android personally guarantees all his merchandise but has no patience for
souls a glimpse into the lives of their bodies’ prior inhabitants. those who do not respect his art. He refuses to haggle or sell items
cheaper than 3,000 credits unless equipping an official military
Belly Of The Beast force in bulk.
Animatronic heads of reptilian beasts playfully nip at the heads of
passerby outside the shop of Miles Whistletop (NG male gnome Impossible Importium Of Images
mechanic). The rambunctious gnome rushes to show his collection
of fashionable powered armor to all potential customers, rapidly And Icons
removing bits and pieces from a dozen hidden cabinets to assemble A kasatha operating under the name Valdara (CN female kasatha),
exactly what he thinks each visitor desires. Mounted on the walls dressed incongruously in the scarves and vintage dresses of a
high above his reach, paintings of dragons and apex predators pre-Gap Varisian fortune teller, runs the Impossible Importium.
display the inspiration behind his work. She deals exclusively in crystals, gems, and miniature statues.
Miles personally crafts each suit and pays well for reports, or Each item sits in its own small display case above a description
better yet, pieces, of new animals to use as inspiration. The last pair in Common and Kasatha of its supposed mystic powers. Only a
of bounty hunters he caught trying to sell him parts of intelligent large collection of solarion weapon crystals reliably live up to their
creatures, however, died from malfunctioning environmental reputations, left unsold because so few kasatha solarions can stand
systems in their armor a few days later. the untruthful and ostentatious owner.
Valdara also offers harrow readings or visions from her crystal
Drift Into Orbit ball. Her most loyal customers – superstitious gamblers – know her
Videos of the most popular destinations for the rich and famous predictions come true so rarely that they ask her where not to place their
cover every wall of this plush travel agency. During the day, bets. A few speculate she possesses actual mystic power from a long-
married partners Alecia and Robero Alteris (N female and male departed Varisian, but also bears a curse that forces her to lie constantly.
humans) run a lucrative business with their friend Travarius (N
android), chartering Drift travel and booking luxury tours to front- The Mystic/Mancer’s Shop
row seats at Eoxian blood matches, outdoor massages at the pools One side of this impeccably polished shipping container bears the
of Castroval, and more remote locales. name The Mystic, its sign orbited by three imitation aeon stones.
After nearby stores close, the true owner of Drift Into Orbit The other entrance sports a sign for the Mancer’s Shop made of
unlocks the back entrance to meet clients searching for a more gears and flickering lights. Lecroya (CG male korasha lashunta
expensive venture: a new identity, complete with papers and a mystic), the owner of The Mystic, specializes in magical items of
fabricated backstory. The owner’s appearance changes at least once all sorts, while Ritaru (CG male damaya lashunta technomancer)
a month, but former customers expect anyone who approaches at the Mancer’s Shop sells computers and electronic gadgets to
them wearing a yellow orchid to know their secret. antique hobbyists. The stores share a common storage area, and

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Weal Or Woe: DENALYA CR 6


XP 2,400

Standard Deviation Female damaya lashunta mechanic


CN Medium humanoid (lashunta)
Init +5; Perception +13
By Emily Parks DEFENSE HP 74 RP 4
Art by Beatrice Pelagatti EAC 19 KAC 21
Fort +8; Ref +11; Will +7
OFFENSE
Speed 30 ft.
Melee tactical knife +10 (2d4+11 S)
Ranged corona laser pistol +12 (2d4+9 F)
Weal: Denalya Offensive Abilities combat tracking
Denalya always dreamed of being the captain of her own ship. Lashunta Spell-Like Abilities (CL 6th)
After growing up on Absalom Station and working as a mechanic 1/day— detect thoughts
for a corporation’s shipping fleet, Denalya managed to save up the At will—daze, psychokinetic hand
credits to buy a wrecked ship from a Botscrap salvage yard. She TACTICS
ended up having to take out a loan from a gang boss in the During Combat Denalya doesn’t want to fight, but if forced to do so she uses
Spike to get the necessary parts to fix up the ship. To pay her overcharge mechanic trick on the first round of combat and shoots at the
off the loan, Denalya agreed to move questionable cargo toughest looking enemy, attempting to intimidate them into standing down.
for the Gear Street gang, and occasionally travel out to If that fails, she continues attacking the foe that seems to pose the greatest
wrecks to salvage for specific items Ravin, the gang leader, threat to her, switching to melee if necessary.
wanted. The arrangement ended up working well for Morale Denalya doesn’t think getting the battery back is worth her life. If
Denalya, and she continued her business relationship reduced to less than 20 Hit Points, she surrenders. If her foes don’t seem
with Ravin after she paid the loan back in full. inclined to show mercy, she instead attempts to flee back to her ship and
During one such salvage mission, Denalya stays away from Absalom Station until everything dies down.
picked up more than she realized. Ravin gave STATISTICS
her a tip that a ship carrying extremely powerful Str +2; Dex +3; Con +0; Int +5; Wis +2; Cha +3
experimental batteries had been attacked Skills Computers +18, Engineering +18, Piloting +13, Sleight of
and destroyed by a Cult of the Destroyer ship, Hand +13
and offered her a large sum to find and bring Languages Common, Lashunta; limited telepathy 30 ft.
them back. Denalya raced to the wreck, but only Other Abilities artificial intelligence (exocortex), custom rig,
managed to retrieve a single battery. Unbeknownst remote hack, mechanic tricks (overcharge, overclocking)
to her, a hesper that had been inhabiting the Gear freebooter armor II, corona laser pistol with 2 batteries (20
destroyed ship’s reactor at the time of the attack charges), tactical knife, credstick (1,000 credits)
snuck onto her ship. SPECIAL ABILITIES
When Denalya returned to Absalom Station Target Tracking (Ex) As a move action, Denalya can designate and
with her haul, she swiftly set up a meeting to track a single foe, gaining a +2 bonus to attack rolls against that
sell the battery, only to discover immediately target.
after that it was missing. After going over
her ship’s security footage, she saw the fey Woe: Variance
creature emerge from her ship’s reactor, Variance’s most recent name was given to him by the
take the battery, and walk out of her ship. engineering staff of the shipping vessel Arcadia. He
Denalya is desperate to retrieve the battery resided in the Arcadia’s reactor core for several years,
before the meeting in three days to avoid the modifying and improving the ship’s systems and
ire of the gang, though she can’t go to the earning the friendship of the ship’s engineers in the
Stewards for fear of them returning the battery process.
to its rightful owners. When the Arcadia’s final ill-fated journey led
it to cross paths with a Cult of the Destroyer
Adventure Hook ship, every living member of the crew died by
• Denalya seeks out the PCs and requests fiery explosion or were left for dead in the void
their help to discreetly locate a stolen item for of space, save one. Variance clung to life in the
her. ship’s drifting, slowly dying power core.
When a new ship arrived to salvage the
Boon wreckage, Variance saw a chance to escape his
As a skilled smuggler, Denalya can sell items for the floating graveyard. He managed to make
PCs at 15% of the base price, rather than the normal his way to the new ship and bonded to
10%, which she’s happy to do if the PCs manage to its power core, curious to see where
recover the experimental battery for her. this new ship would take him. During
the journey, he sensed a new power
source brimming with possibility. He investigated and found a

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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

“Stop.” A booming voice greeted Liiri as she entered the security


control center. A vesk guard with a gun on his hip swiveled his chair to

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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human-shaped hand in hers.


“How did I do for my first time?” she asked.
“Not exactly smooth, but we did it.” Nelenn said. She sat in
the pilot’s chair next to Liiri, her eyes on the glittering stars
outside. A massive metal object—the artificial satellite known
as Absalom Station—floated in the distance.
“I’ll improve,” Liiri said.
“I’m sure you will.” Nelenn squeezed her hand.
The interceptor fired without warning. In their rush to tend
Liiri’s wounds and get off the moon that housed IverTech HQ,
they never noticed it following them through the Drift.
Pinion jolted as a particle beam sliced through her aft shields.
The interceptor fired again, and a frantic beeping signaled that
the aft shields were down. Clearly the munitions corp had spare
inventory to throw around.
Nelenn dropped Liiri’s hand and turned Pinion to expose its
starboard shields to the attacker.
“I’ll man the turret!” Liiri yelled. Pain exploded in her thigh
as she leaped from her seat.
“We can’t fight them!” Nelenn argued. “Stay here and balance
the shields. We’ll outrun them.” Tears stung Liiri’s eyes as
another impact shook the shuttle she’d called home for a year.
She wouldn’t let anyone take this away from her.
“They already chased us this far. We have to fight!” Liiri replied.
Nelenn turned to stop her, but Liiri was gone.

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.

Liiri woke up in Nelenn’s arms. A display on the wall in front


of her blinked red, counting down the amount of time they had
left to live: remaining oxygen 9%.
“I thought we’d make it,” Liiri sobbed. Nelenn wiped a tear
from her cheek with an icy finger.
“We still can,” Nelenn said. “Look.” She nodded toward the
observation window. A massive object loomed close. A clear
dome surrounded most of the station, its metal arms reaching
out into the black.
“Is that…?” Liiri asked.
“Absalom Station.” Nelenn produced a foil pouch and ripped
it open. She shoved it into Liiri’s hands. “Here. You need to eat.”
“It’s pretty,” Liiri said through a mouthful of rations.
“Crowded and dangerous,” Nelenn countered. “But definitely
pretty.”
“We can start a new life there.” Liiri mused.
“Together,” Nelenn agreed. 

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

“Cutting Edge” that action. Characters who do not have the quick draw

Weapons feat may spend a resolve point to draw this weapon as a


swift action instead. If the weapon is concealed, wielders
cannot benef it from the fast draw quality.
By Adam Kessler and Nicholas Hite
Art by James Anderson Shredder Weapons
The fragile infrastructure of the Armada and poor
economy of the Spike both strongly favor weapons that are
cheap to manufacture and not prone to penetrating the
sometimes f limsy bulkheads of the connecting tunnels.
Katana Shredders are f irearms that f ire bursts of extremely sharp,
comparatively low-velocity darts. Designed to minimize
(Souvenir, High, Master, Grandmaster, collateral damage to structures, shredders are effective
And Supreme Master Qualities) against lightly armored targets, but of limited use against
Supposedly crafted by descendants of Minkai and almost heavily armored targets.
exclusively found on Tian-inspired sectors of Absalom
station, these weapons were purportedly once only the Shredder Pistol (Goblin, Human, Vesk)
purview of noble warriors of Minkai from Golarion. Now, Pistols are light and easily concealable and come in three
anyone with enough credits can buy a cheap 'souvenir sizes that are commonly termed in reference to the optimal
quality' katana, though most such weapons are somewhat target size, and not the user size as is often misinterpreted.
blunt and fairly fragile. The more expensive (and deadly)
variants are reserved for more discerning customers. Shredder Rifle (Wyrmling, Dragon,
These weapons are typically made by using traditional Wyrm)
sword making techniques using modern materials; Shredder rif les are larger, more powerful versions of
however, using traditional metal folding techniques the shredder pistol, and are therefore more diff icult to
typical of katanas are almost never made using UPBs. It conceal. The three models are named with a draconic
has been said that there are only a few bladesmiths in the theme, making them popular among enforcers wishing
universe capable of making 'Grandmaster Quality' katanas, to cut an intimidating f igure among the dispossessed
and rumors state there is only one bladesmith capable of dwellers of The Spike.
making a katana of 'Supreme Master Quality'. If anyone
knows where the 'Supreme Master' bladesmith lives, they
are not talking; however, swords of this quality command
outrageous sums of credits if these katanas make it to the
open market.

Weapon Special Properties


Fast Draw
This sword is designed to be drawn from its scabbard
with incredible ease as long as it ’s not hidden. If
using an attack or full-attack action with
this weapon, a character with
the Quick Draw feat may
draw this weapon
as part of

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Weapon Special Properties


Low-Velocity
Ranged weapons with the low-velocity special property
deal damage normally when attacking a target with light,
or no armor, but damage is halved when attacking a target
in heav y or powered armor, or objects. 

Katana
One-Handed Weapons Level Price Damage Critical Bulk Special
Katana, Souvenir 1 350 1d6 S – 1 Analog, Fast Draw

Katana, High Quality 6 5,500 2d6 S Wound 1 Analog, Fast Draw

Katana, Master 10 17,000 4d6 S Wound 1 Analog, Fast Draw

Katana, Grandmaster 13 46,000 6d6 S Severe Wound 1 Analog, Fast Draw

Katana, Supreme Master 18 370,000 12d6 S Severe Wound 1 Analog, Fast Draw

Small Arms: Projectile


One-Handed Weapons Level Price Damage Range Critical Capacity Usage Bulk Special
Goblin-Shredder Pistol 3 1,200 2d6 P 30 ft. Bleed 1d6 30 darts 3 L Analog, Low-velocity

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

AC 18 TL 17 Pilot Piloting +20 (8 ranks)


HP 30; DT -; CT 6 Science Officer Mysticism +25 (8 ranks)
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) flack thrower (3d4), light particle beam (3d6) Rimeflow Coven Hearth
Power Core Micron Heavy (70 PCU); Drift Engine none; Systems basic short range The core of the iceforged fleet, Coven Hearths are powerful combat
sensors, mk 5 armor, mk 5 defenses, mk 1 mononode computer, ice merging vessels operated by fanatics.
Modifiers +1 to any one check per round, +2 Computers, +1 piloting; Complement 1
CREW RIMEFLOW COVEN HEARTH TIER 11
Pilot Computers +7 (1 rank), gunnery +5, Piloting +11 (1 rank) Large Destroyer
Speed 10; Maneuverability average (turn 3) Drift 2
Rimeflow Betyrina AC 29 TL 24
Named after a pre-Gap Queen of Irrisen, this luxury vessel is often HP 190; DT -; CT 38
heavily personalized. Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) heavy laser array (6d4), railgun (8d4)
RIMEFLOW BETYRINA TIER 4 Attack (Port) flack thrower (3d4)
Medium Explorer Attack (Starboard) flack thrower (3d4)
Speed 12; Maneuverability good (turn 1) Drift 1 Attack (Aft) coilgun (4d4)
AC 19; TL 18 Attack (Turret) chain cannon (6d4)
HP 65; DT -; CT 13 Power Core Pulse Orange (250 PCU); Drift Engine Signal Booster;
Shields basic 40 (forward 10, port 10, starboard 10, aft 10) Systems advanced medium ranged sensors, crew quarters (good), mk 10 armor, mk
Attack (Forward) coil gun (4d4) 7 defenses, mk 2 tetranode computer; Security anti hacking system mk 1 (DC +1);
Attack (Port) light laser cannon (2d4) biometrics locks; Expansion Bays arcane laboratory, guest quarters (luxurious), ice
Attack (Starboard) light laser cannon (2d4) hanger (2)
Attack (Turret) flack thrower (3d4) Modifiers +2 to any 4 checks per round, +4 Computers, -1 Piloting; Complement 10
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic; Systems advanced CREW
short ranged sensors, crew quarters (luxurious), mk 5 armor, mk 5 defences mk Captain Computers +29 (11 ranks), Diplomacy +25 (11 ranks), gunnery +20, Intimidate
2 mononode computer; Security anti hacking system mk 1 (DC +1); biometric +20 (11 ranks), Piloting +19 (11 ranks)
locks; Expansion Bays life boats, guest quarters (luxurious), science lab (general), Engineer (3) Engineering +25 (11 ranks)
recreation suit (trivid den), recreation suite (hac), arcane laboratory Gunner (3) gunnery +20
Modifiers +2 to any one check per round, +4 Computers; Complement 4 Pilot Piloting +24 (11 ranks)
CREW Science Officer (2) Mysticism +29 (11 ranks)
Captain Computers +19 (4 ranks), Diplomacy +15 (4 ranks), Piloting +10 (4 ranks)
Engineer Engineering +15 (4 ranks) Rimeflow Frost Cauldron
Gunner gunnery +10 Only one Frost Cauldron has been seen consistently, the dreaded
Pilot Piloting +15 (4 ranks) Whit e Ri d e r. Almost always near Absalom Station, it is the
personal flagship of the mysterious leader of the iceforged fleet.
Rimeflow Icicle Rumors persist that two more Frost Cauldrons exist in hiding.
This ship’s narrow design was made for speed and stealth. They are
often used by the Cold Sisters, elite special operatives, in pursuit of THE WHITE RIDER TIER 17
their quarry. Gargantuan Carrier
Speed 6; Maneuverability poor (turn 4) Drift 1
RIMEFLOW ICICLE TIER 8 AC 34; TL 30
Medium Transport HP 360; DT 10; CT 72
Speed 12; Maneuverability average (turn 2) Drift 1 Shields heavy 280 (forward 70, port 70, starboard 70, aft 70)
AC 24; TL 23 Attack (Forward) super x-laser cannon (3d4x10)
HP 75; DT -; CT 15 Attack (Port) heavy laser array (6d4), x laser cannon (8d6)
Shields heavy 240 (forward 60, port 60, starboard 60, aft 60) Attack (Starboard) heavy laser array (6d4), x laser cannon (8d6)
Attack (Forward) gravity gun (6d6), mining laser (2d6) Attack (Turret) flack thrower (3d4), gravity gun (6d6)
Attack (Aft) micromissile battery (2d6) Power Core Gateway Ultra (500 PCU); Drift Engine Single Basic; Systems advanced
Attack (Turret) flack thrower (3d4), light EMP cannon long-ranged sensors, crew quarters (common), mk 11 armor, mk 10 defences, mk
Power Core Pulse Orange (250 PCU); Drift Engine Signal Basic; 4 trinode computer; Expansion Bays Ice hangers (4), brig, medical bay, arcane
Systems advanced long-range ranged sensors, crew quarters (common), mk 6 armor, laboratory, escape pods
mk 6 defences, mk 2 mononode computer; Security anti hacking system mk 1 (DC +1), Modifiers +4 to any 3 checks per round, +4 Computers; Complement 144
anti-personel weapon (zero rifle, frost bite class); Expansion Bays arcane laboratory, CREW
brig, cargo hold, smugglers compartment (DC 40), medical bay Captain Computers +38 (17 ranks), Diplomacy +34 (17 ranks), Engineering +29 (17 ranks),
Modifiers +2 to any one check per round, +4 Computers, -1 piloting; Complement 6 gunnery +29, Intimidate +34 (17 ranks), Piloting +29 (17 ranks)
CREW Engineer (4 officers, 14 crew each) Engineering +34 (+17 ranks)
Captain Computers +25 (8 ranks), Diplomacy +21 (8 ranks), Engineering +16 (8 ranks), Gunner (6 officers, 5 crew each) gunnery +29
gunnery +16, Piloting +15 (8 ranks) Pilot (1 officer, 10 crew) Piloting +34 (+17 ranks)
Engineer Engineering +21 (8 ranks) Science Officer (6 officers, 5 crew each) Mysticism +38 (17 ranks) 
Gunner (2) gunnery +16

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Urban Myths Of abound that it is capable of downloading fragments of

Absalom Station its programming onto random credsticks and attaching


itself to those credits. This allows the Gold Bug to spread
from account to account, hidden and dormant, waiting
By Alex Riggs to strike. While it ’s not known exactly what triggers it,
Art by Tim Nightengale eventually the tainted credits land in an account that
meets the right parameters—a certain dollar amount, a
seemingly random name, a link, perhaps to the original
coder. Whatever the trigger, it lashes out at Abadar ’s
faithful—and when it strikes, it completely erases the

A bsalom Station is the hub of the Pact Worlds. As a


melting pot of exotic alien cultures, a junction in the
trade lanes, and a waypoint for many, the station is rife with
entire account. The credits don’t appear to be transferred
any where, no one seems to prof it. They ’re just gone.
Destroyed. Lost to the ether.
its own traditions, customs, and legends. Like all worlds, AbadarCorp denies that the Gold Bug virus actually
a good share of Absalom Station’s tales are ghost stories, exists, and truth be told, it leaves no evidence that it
whispered on dark nights when the power f lickers out, meant does. However, believers point to a rash of suicides
only to scare children. Yet, some tales have teeth that bite… amongst high-prof ile AbadarCorp executives seven years
ago. Found dead, allegedly by their own hand, after being
Botscrap Behemoth wiped out f inancially, the executives were rumored to
Botscrap junk heaps are infested with goblins, and the have known the location of the Gold Bug ’s creator. Others
Spike is known for its own unique variety of strange cynically claim that even if the virus was just a stor y, now
and unusual monsters that lurk in the dark. Few capture that the idea is out there and has taken hold amongst the
the imagination quite like the legend of the Botscrap people, it ’s only a matter of time before someone makes
Behemoth. Rumors are it was a prototype military robot it into a realit y.
that went berserk and had to be put down. Dumped with
the other junk, it ’s said that it was restored by a crazed Fogtown Slasher
ysoki engineer who longed for company. Others say that The f irst rash of gruesome murders began appearing
the creature was once a troll—a mythical creature brought thirty-three years ago in Fogtown. The serial killings
from lost Golarion. Foul and twisted and capable of were the rumored handiwork of a single person labelled
recovering from the deadliest of woundsit is now slave to the ‘Fogtown Slasher.’ But, even now, bodies still show up,
extensive experimental cybernetics grafts. no killer has ever been caught, and the Fogtown Slasher
Whatever its origin, the Behemoth is a collection of is said to still be on the loose. Some believe that he or she
discarded electronics and military hardware. Piece by operates in that area because the gaseous atmosphere helps
piece, layer after layer, it adds to its grotesque body, until provide concealment, and others—including outspoken
the original form was lost, buried between mismatched, members of the Strong Absalom movement— claim it is
salvaged tech spanning across three decades. Now, they because the killer is of a race that requires the rarif ied
say, it has grown too large to leave the chamber it resides atmosphere found there to survive. Whatever the case, the
in, trapped by its need to grow. Trapped, but worshipped by slasher is known for the horrif ic trauma inf licted on his or
a growing cult of ysoki, who gather new pieces to offer to her victims, often found with their throats slit, their eyes
the creature, hoping the scrap will prove their loyalty and missing, their chest cavities split open, and their heart and
please the beast. Rumors persist that this cult also captures lungs removed with almost surgical precision.
children on behalf of its master, feeding many of them to The f irst attacks all happened in rapid succession—
the beast and enslaving others to comb the ever-growing eighteen victims in little under a year; then, they stopped
piles of junk. The children are tasked with searching for just as abruptly as they had begun. After a few more
unique additions to the never-ending task of growth and uneventful years, the shock and fear of the grisly crimes
maintenance of the behemoth’s jury-rigged body. began to wear off, and it seemed that the station had
just about put the whole thing behind them. Then, f ive
Gold Bug years to the day after the f irst killing, another victim was
Some say that this computer virus was originally created discovered. Ever since, new attacks have happened every
by a disgruntled priest of Abadar. Furious after he was f ive years, with no evidence or witnesses left behind.
passed over for promotion one too many times in the Despite the clockwork regularity of the attacks, the culprit
hallowed halls of AbadarCorp, he spent his nights crafting has never been caught.
his revenge. Others say there was a brilliant hacker and Everyone on the station has their own ideas of who the
programmer who pitched her soft ware to an AbadarCorp killer must be or why they do what they do. However, no one
executive, only to have him steal it and make a fortune. knows for sure, or even if all the crimes were committed by
Whatever the truth, Gold Bug was specif ically designed the same person. There is no obvious connection between
to go after the higher-ups at AbadarCorp and hit them the various victims, who come from a variety of races,
where it would really hurt—their f inances. professions, and social classes. There’s even some evidence
Rumored to have exceeded its programming, this virus that some of the victims were killed outside of Fogtown
may now be a burgeoning artif icial intelligence. Rumors and dumped there, after the fact. For some time, station

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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

G unf ire walloped the ship, reverberating through its


hull. Areeltu’s heartbeat matched the gun’s rhy thm
and her hands vibrated where they touched the metal
gracefully into a long structure against the dark sk y. The
segments were connected to a central core which housed
restaurants, casinos, parks and the ship’s drive system. It
f loor. She’d hidden in the small compartment almost as reminded her of intricately plaited hair. A s she watched,
soon as the pirates attacked, squeezed into the metal the cruise ship shimmered, and she knew the shields had
container while others went to battle stations. Pilots been dropped.
and gunners and captains f illed the dark silence of space “Dot-t wo: program beta.” Areeltu’s torpedo shell,
with f ire and explosions and energ y. Many aboard were burned and marred to resemble scrap from the battle,
her friends. turned lazily back toward the ship’s segments. Within
“I just wanted a day off,” she said and squeezed the small t wo minutes, it pulled up alongside. Areeltu saw the blue
bot next to her. It chirped back at her in a comforting tone arc of Dot2’s arc welder and they were attached before
but had nothing more to add. So, she waited, huddled the cruise ship started its thrusters.
in a cramped metal tube barely big enough for her. She Once they were traveling, Dot2 cut itself free and
waited for a long time, counting her heartbeats and the Areeltu guided it to the segment ’s joint. Watching
gunf ire outside. through the bot ’s feed, she cut its way into a mechanic ’s
When her heartbeats reached 1,036 things suddenly shaf t, resealed the hole, and entered the cruise ship
went ver y quiet, too quiet even for a ship in deep space. proper. Taking a deep breath she didn’t need, and which
She pressed a hand to the metal. It was strangely still. the pod didn’t have any way, she said, “Dot-t wo: program
The bot chirped a question. Normally the energ y passing Absalom.”
through various circuits caused the ship’s exterior skin to This was the most diff icult part of the journey. Areeltu
vibrate with an almost imperceptible hum. Imperceptible had rarely been away from Dot2 and even then, she was
until it disappeared. “ The shields are down.” She said. always close enough to keep her feed active. Now she had
Areeltu waited for the next gunshot to rip the metal to send the bot into the ship’s core and hope it managed
tube away but heard nothing except her own heartbeat. to f ind the needed information. A nd she could only wait,
“ That ’s it.” She touched a blue line near her temple to outside in a torpedo pod, welded to a ship traveling in
f lip on her remote comm to the bot. “Dot-t wo: program deep space.
alpha.” The bot crawled off her chest and out of the tube She waited three days.
as she pulled a t ransparasteel sheet over the opening. The cheerful chirp warmed her heart, even though she
Dot2 deployed its arc welder and sealed the opening didn’t have one. She guided the bot to the segment it had
before three more heartbeats had passed. found. A representative of the Abadarcorp, her employer.
Areeltu touched another blue line to activate her When the human answered the door to his suite, Dot2
scanners and began hearing a dozen conversations at marched in, strode to the wall, and stopped.
once. “…pirates have taken…,” “…move shields to af t…,” “ You're a little thing, aren’t you? Too small for room
“…We can’t take much…,” “ Turn about, pilot! That ’s an ser vice.” Said the man, looking a little perplexed.
order.” “I need to make a deal.” Areeltu said from the bot ’s
Two more heartbeats passed, and she heard Dot2 voice box.
welding its own legs to the outside of the tube. It chirped The man’s skin paled. He looked down the hall, looked
into her comm unit: program alpha done. Areeltu narrowed suspiciously at the suites next to him, then back to the
her scanners listening for… “ Torpedos away. I repeat: bot. “ You’re a little far from home, aren’t you? ”
torpedoes away.” Drones couldn’t be operated from deep space and high-
She felt her feet stretch away from her legs, and her end ships like this were shielded against their remote
legs from her torso. Her hands became too heav y for her access. The man looked around his room, clearly resisting
arms as she was launched from the ship. A ll around her, the urge to check under the bed.
explosions lit the darkness. White beams bounced about “A deal? ” He f inally said.
or were absorbed into a shield and fractured into ever y “I would like some time off.”
imaginable color. Her pod shook and her heart nearly “ Time off ? ”
stopped. “I would like some time off and that means I need a new
“I. Just. Want. A day off.” contract, which means that I must have my old contract
She looked through the t ransparasteel and saw the paid off.” The man bent close to the bot, suddenly
pirates' ship: a converted ore transport with so many interested in the strange conversation. He pretended
different colored plates it looked like a calico bone-cat. to rela x and straightened up, moving toward the wall’s
Lightning f lashed along its shields like a storm. She saw comm. “A nd those of my friends as well,” Areeltu added.

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

The man coughed and stopped moving. “I assure you,


I will make no such deal. I will not end a contract until
all obligations have been met. If you are under contract
with Abadarcorp, you must realize we expect it to be
fulf illed.”
“I have. We have. Several times over, even accounting
for the housing fees, equipment use fees, interest fees.”
In her pod far away, Areeltu touched her temple and
Dot2 began scanning the wall while she spoke. “ We
have met ever y clause A and paragraph B and section
Zee that gets added.”
“I do not have the authorit y to make or break such
contracts.”
“ You do. I've already checked.” And it took days, she
thought to herself. Areeltu brief ly sif ted through the
bot ’s sensors and found the energ y source. The arc
welder f lashed in a micro-burst.
“I will not make any such contracts. I will break no
contracts. This is ridiculous. Why would I negotiate
a contract with a robot? Or even the robot behind the
robot? ” He jabbed a f inger at the wall. “Securit y!” But
the comm unit didn’t respond. The man jabbed a f inger
several more times, but there was still no response.
Areeltu continued as if she hadn’t heard the sneer
in the man’s voice or seen his indignant jabbing at the
wall. “ We are not asking to break a contract. We are
offering to pay it off. Actually, we would like a new
contract with Abadarcorp. A contract that includes
days off.”
The man growled at the little machine. “I assure you.”
He said it slowly, almost stunted. “I don’t know how you
got in here. I don’t know what you did to my comm or
what you think it is you can do to me.” He looked down at
the bot, knowing just how small a powerful detonation
device could be. “But I assure you, no contract made
under duress is valid.”
“Duress? ” Areeltu was truly taken aback. She tilted
her head to one side considering the conversation
and the strange ways in which human speech of ten
transpired. “Duress? ” she repeated. In the man’s room,
Dot2 also tilted to one side. “L et me say again, I would
like some time off and that means I need a new contract.
It means that I must have my old contract paid off. A nd
for that,” she opened her f ist and through her feed, a
compartment on Dot2 also opened, “ we will pay.”
Out rolled a disk. It had green glass etched with
electronics held inside a brass ring. The man did not
immediately reach for it, so Areeltu did. A hologram
lit up above the glass, showing a large asteroid chunk.
It slowly rotated in the light and when it did, a round
metallic piece appeared. “ This came from the drif t.”
She let that sink in. “From the drif t. If you act quickly,
it will be worth a lot.” She could see the interest in the
man’s face. “ Worth enough to pay off our contracts.”
A s she was speaking, the cruise ship completed its
journey. Through the t ransparasteel, she could see the
six rays of Absalom Station. “Enough to give us new
contracts.” The distant sun shone off its dome, giving it
the appearance of a halo. “Contracts with days off.” 

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Weal Or Woe: Lieutenant Jesmyne Mooner (LG damaya lashunta female

Shadows Of Bastion soldier, Hellknight ArmigerPW ): This disciplined lashunta is the


epitome of the Stewards. Compassionate and concerned about the
populace she is also pragmatic enough to be efficient at her job.
By John Laffan Jesmyne enjoys her position as Siegfried gives her free rein in most
Art by Laura “B B Wolfe” Shaw cases, though she is wary of the ship’s reputation and of getting
stuck with no chance of promotion.
Deputy Constable Kopez Latie (NG shirren female operative,
DetectivePW ): The newest member of the crew, this shirren is
eager to prove herself. She relishes working on all the strange and
Weal: Starwatch 4 unusual cases Starwatch 4 encounters and the unique people they
The Starwatch 4 is a solid, steward blue, Veylin Argos class explorer. let her interact with. Like most of the crew, she indulges Captain
Though part of the steward overwatch fleet of Absalom Station, Siegfried’s quest for reptoids.
it is a bit of an outsider. Its story starts with its captain, Siegfried Constable Lacasse Kris (NG summerborn ryphorian female
Xaintrain and his one-time partner Dorothea Nyserian. Dorothea operative, Ryphorian Skyfire PilotAA): The heart of Starwatch 4,
convinced Siegfried that reptoids had infiltrated Bastion, the Constable Lacasse is both the pilot and engineer, depending on what
steward’s base on Absalom Station. Siegfried organized a group role is needed. She keeps the ship in perfect order and even Captain
of loyal stewards to apprehend the infiltrators. Unfortunately, Siegfried doesn’t leave things out of place for fear of upsetting her.
the only reptoid was Dorothea herself. The resulting conflict was The ship’s AI has a fondness for Constable Lacasse and often speaks
a disaster that led to the death of several officers. Fortunately, in Draconic instead of Common when she is around.
Siegfried and his fellow conspirators were stopped before reaching Rivadon Jor (Sarcesian male operative, Sarcesian SniperAA): This
their main targets. Dorothea escaped, and Siegfried and sarcesian is not technically a steward and has
his conspirators were eventually found no rank within the organization. Siegfried
innocent of their actions due to psychic saved Rivadon’s life in a case early in
manipulation. However, Sigfried’s his career, and they have been close
reputation was destroyed. He was friends ever since. Siegfried often
assigned to a ship as far away calls him in if he suspects trouble,
from Bastion as possible while or reptoids, and the rest
remaining at Absalom Station. of the crew discreetly
His rank made him a captain, omit him in reports.
but Starwatch 4 is only assigned
the worst cases that nobody Boon
else wants, often mad or drunk Besides aiding in ship
spacers with incredible tales combat, the Starwatch
no one believes. This suits 4’s crew can help navigate
Captain Siegfried perfectly, the red tape of authority on
as it gives him time to look Absalom Station, giving a +2
for reptoids and find the bonus on any related checks when
traitor, Dorothea. dealing with the Stewards.
The PCs can
encounter Starwatch STARWATCH 4 TIER 5 (135)
4 anytime they are Medium Explorer
investigating a Speed 12; Maneuverability good (+4 piloting, turn 1); Drift 1
strange occurrence AC 26; TL 24
near Absalom HP 65; DT -; CT 13
Station. They are Shields medium 90 (forward 23, port 22, starboard 22, aft 23)
particularly good Attack (forward) light EMP cannon
allies should the Attack (port) laser net (2d6)
PCs wish to involve Attack (Starboard) laser net (2d6)
the authorities without alerting the entire Steward force. Attack (aft) light EMP cannon
Attack (turret) chain cannon (6d4)
Crew Power Core Pulse Red (175 PCU); Drift Engine Single Basic; Systems advanced medium
While the Starwatch 4 is intended to aid in ship combat, you can ranged sensors, crew quarters (good), extra light weapons mount (aft), mk 2 armor,
adapt the following supporting cast for quick reference if necessary. mk 1 tetranode computer (tier 2, artificial personality upgrade); Security anti
Captain Siegfried Xaintrain (LG human male mystic, Hellknight hacking system mk 1 (DC +1); Expansion Bays brig, life boats, science lab (general),
SignifierPW ): The captain leaves the day to day operations and recreation suit (trivid den)
mundane investigations to his first officer, Jesmyne. Content with Modifiers +1 to any 4 checks per round, +4 Computers, Complement 5
the efficiency of his crew, he spends his time searching holovid CREW
forums for reptoid sightings. He typically joins a case only if he Captain Bluff +18 (18 ranks), gunnery +7, intimidate +14 (14 ranks),
suspects reptoid involvement or if one of his crew is injured. Engineer Engineering +16 (16 ranks)

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Gunner (2) gunnery +11


Pilot gunnery +12, Piloting +14 (14 ranks) with an unknown purpose, but they are always ready to go anytime
Science Officer Computers +16 (12 ranks) the Barghiest is on the hunt.
Xelan Fields (N ferran male mechanic, Ferran MechanicDS:TotT ):
Woe: The Barghiest Some time ago, Xelan was on Absalom Station looking for new
The Barghiest is an old Norikama gladiator-class destroyer that technology or organizations to help his people relocate from
has been cobbled together from the pieces of many different ships. a nearby black hole. Unfortunately, he fell under Sylvaka’s
It still retains most of its vesk-style paint but has been heavily inf luence before he could develop any real contacts. He now
modified over the years. Without a drift drive, the Barghiest believes she is the best hope for his people. Though unaware of
contents itself with picking on isolated vessels entering or leaving her true nature, he knows she is more than just a trigger-happy
Absalom Station’s space. The Barghiest also takes enforcement jobs vesk, but he is happy to serve as ship mechanic until she can
for anyone willing to pay, from corporations who need deniable help his people.
distance to criminal organizations. Warwar Uzma (NE kasatha female envoy, Free CaptainPW ):
If the PCs are near Absalom Station, the Barghiest may view them Warwar fell in with the gangs and criminal organizations in
as a tempting target for piracy. An organization could send them the underbelly of Absalom Station while on her Tempering.
after the PCs to stop them from interfering. Alternatively, the PCs She became disillusioned with many kasathan customs and
could be hunting the Barghiest at the request of Captain Siegfried beliefs, created very few personal rituals, and developed a more
as he closes in on Dorothea’s trail. mercenary mind. She moved from pirate ship to pirate ship, and
is one of the few crew not under Sylvaka’s control. In fact, she
Crew strongly suspects what the reptoid is, but she doesn’t care as long
While the Barghiest is intended to fight in ship combat, you can as the money is good.
adapt the following supporting cast for quick reference if necessary.
Captain Julakesh “Puddles” (LE reptoid female mystic, Reptoid Drawback
MasterAA): Secretly a reptoid infiltrator named Sylvaka, she is Upsetting the crew of the Barghiest can give the PCs a bad
currently masquerading as a vesk captain. Tasked with infiltrating reputation among the free captains. Add 2 to the DC of any social
and disrupting the stewards, Sylvaka’s former alias of Dorothea interactions with them. Additionally, other reptoids may target the
Nyserian was compromised when Siegfried Xaintrain mobilized PCs for harassment.
too soon against her. She is currently developing contacts in the
criminal underworld to get a look at the THE BARGHIEST TIER 5 (135)
Stewards from their Large Destroyer
mundane opponent’s Speed 6; Maneuverability average (turn 2)
perspective. She plays AC 10; TL 9
a brutish vesk that HP 170; DT -; CT 34
likes big ships and Shields light 50 (forward 13, port 12, starboard
explosions, though 12, aft 13)
she is starting to grow Attack (forward) gravity gun
bored with the role. (6d6), particle beam (8d6)
She is nicknamed Attack (port) gyrolaser
“Puddles” because she (1d8)
likes to dispose of Attack (Starboard) laser
opponents’ bodies net (2d6)
with a grenade. Attack (aft) tactical
Sobokoraz nuclear missile launcher
“Ysoki Scalper” (4d8)
(NE vesk male Attack (turret) flak
soldier, Mercenary thrower (3d4)
RookiePW, replace Power Core Pulse Orange (250
+13 Stealth with PCU); Drift Engine none; Systems cut-rate
+13 Piloting): This sensors, crew quarters (common), mk 1 armor,
brutish vesk mercenary basic computer (tier 2); Expansion Bays
has threatened the Pact cargo hold (3), recreation suite (gym)
Worlds since the war with his Modifiers -2 Computers,
desire to continue killing “lesser races” +1 piloting;
even after hostilities ceased. To emphasize this point, Complement 6
he wears ysoki pelts across his bandolier. Normally a loner, CREW
he is now completely in Captain Julakesh’s thrall. Captain Bluff +18 (18 ranks), Diplomacy +18 (18
Rian and Brice (CE nuar male soldiers, Nuar EnforcerAA): These ranks), gunnery +4
two nuar brothers enjoy working on a pirate ship that doesn’t stray Engineer Engineering +16 (16 ranks)
far from their home in the labyrinths of Absalom Station. They Gunner (2) gunnery +4
enjoy violence and if left unoccupied too long they start fighting Pilot gunnery +9, Piloting +14 (13 ranks)
each other. They always take their cut and return to the labyrinths Science Officer Computers +8 (10 ranks) 

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

The Disappearance Of sector and keep anyone from getting in.

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

T his side trek adventure is designed for 4 to 6 4th-level characters.


Characters can earn enough XP to progress about half-way to
level 5 by the end of the adventure.
the technomancer and the robots he controls, then close the
breach before the technomancer manages to kill everyone in
Sector G17, including himself.

Adventure Background Introduction


Anilar Weirden is a brilliant technomancer. At the top of his The PCs arrive at Spike Maintenance Control Station G
class throughout his time at the Arcanamirium, he came to and are met by Maintenance Chief Bikali. The dedicated
believe he was destined for greatness that even that august technician takes them to his small office and offers them bad
school could not hone. He left school and began his own coffee while he explains the information presented above. .
studies, unhindered by administrative oversight or moral He asks the PCs to investigate and offers to pay them 3,000
judgment. Eventually, Anilar became obsessed with the credits for their work. The PCs can get him to raise the fee
Starstone Reactor and devoted himself entirely to uncovering to 3,500 credits by succeeding on a DC 20 Bluff, Diplomacy,
its secrets. or Intimidate skill check. If the PCs represent the Starfinder
Delving into the lore around the reactor, Anilar found Society or other organization, the price has already been
schematics that appeared to show a hidden entrance into the negotiated and raising the price requires surpassing DC
reactor chamber, located in Sector G17, a neighborhood in 25. If the PCs succeed on a DC 20 Sense Motive check, they
the Spike. The small, lightly populated area permitted Anilar realize that Chief Balik believes there may be something
to work in private. The technomancer obtained a ring of very dangerous going on and isn’t willing to risk station
sustenance in a Downside pawn shop, allowing him to stay in personnel’s lives. The PCs can use this knowledge to reduce
his secret hideaway and study with almost no interruptions. the price negotiation skill check DCs by 5.
Unfortunately, Anilar at once failed miserably and succeeded Chief Balik provides the PCs with the necessary station
beyond his wildest imaginaton. He located an entrance to the schematics to show them where he thinks Sector G17 is
reactor, but the Starstone’s defenses monitored that access supposed to be. If the PCs are at a loss for what to do, he
point and immediately isolated the threat using metaphysical shows them the main lift that would access that level, if it
means. The basic life support systems still work throughout really is there. He says that would be the first place he would
the sector, but no data communication passes to or from the look, if his supervisors would give him the time and people to
sector. All lifts and automated transport devices bypass or really look into things.
ignore the sector and the area’s other access points are closed
off. Physical connections that can’t be closed or removed Part 1: Into Sector G17
are blocked by a dimensional barrier of immense power.
However, the Starstone still allows people to enter the sector 1A. Getting There (CR 3)
if they are persistent in their attempts. It needs someone to Although Sector G17 is metaphysically cut off from the rest of
come in and rectify the situation but will not allow anyone to Absalom Station, it still exists. The lifts are routed around the
leave until the threat no longer exists. sector, but the PCs can rig them to go to the right place. With
a successful DC 14 Computers or Engineering check, the lift
Adventure Summary to stops between Sectors G16 and G18. Once the lift stops in
Maintenance Chief Garamel Bikali noticed something strange the right place, they can open the doors with a DC 25 Strength
going on in the Spike after the station experienced a brownout check or a DC 18 Engineering check.
several months ago. Many brownouts have normal, technical The players may come up with other methods for getting
explanations, but some have been found to be the result of into the sector. Other options, such as stairwells, ventilation
attempts to access the Starstone Reactor. Although Station ducts, water pipes, or similar entry points could work. The
Security insists there is no evidence of such an attempt, Starstone’s dimensional barrier allows entry but then prevents
Bikali pored over the maintenance logs and discovered that them from leaving. The skill check DCs above are good guides
an entire section of the station has disappeared. for other tasks, but you can reduce them to reward cleverness.
Chief Bikali has a small budget set aside for troubleshooting, Story Award: Award the PCs 800 XP for gaining access to
and this kind of investigation falls into that category. He Sector G17.
hires the PCs directly or contracts with the organization they
work for to look into the trouble. He wants them to figure 1B. Cool Welcome (CR 4)
out why the station would be eliminating any reference to the The PCs encounter the sector’s residents as soon as they leave the lift.

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

ghosts and the sounds of dangerous creatures emanating


from the darkened halls. Reniel himself saw a specter and
claims it is a spirit of such power that even his divine magic
had no effect on it. If the PCs ask why the residents never
reported these events to station security, they learn that the
residents all assumed someone else was going to make the
report, so no one ever did. Although Reniel believes their
situation to be imposed by the gods, if there were a less-
than-divine source of the troubles, he suspects it would
have to lie within the Twilight Tunnels.

2B. Breathing Room (CR 3)


After the PCs get settled, perhaps just as Reniel is telling them
about the Twilight Tunnels, the ventilation fans suddenly
wind down. One of the kids in the community runs into the
center and says he heard screeching and saw f lashes of light
near the air recycling plant. Without the recycling plant, the
air in the sector becomes poisonous in a matter of days. The
PCs must get the air recycler going again before they can
investigate the rest of the sector.
The air recycler is a large piece of electrical and
mechanical machinery in its own enclosure. It has two
entrances to allow for routine maintenance. The equipment
isn’t complex, but signif icant damage would be nearly
impossible to repair without outside help and new parts
from elsewhere on the station.
Creature: Prior to the sector’s disappearance, a lone
electrovore found its way into the area. The creature has
been using various conduits to provide a small measure of
sustenance. When it finds the air recycling plant, it hungrily
consumes the system’s power. While the creature itself isn’t
too dangerous to the PCs, its activities put the community at
great risk.

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.

Hazard: The electrovore has damaged part of the recycler,


causing it to arc and spark. Each round, a random creature
within 5 feet of the machine targeted by a jolt of electricity
(attack +10, 1d6 E, Crit Effect Arc 2). If the jolt hits the
electrovore, the creature regains one Resolve point, as though
it had used its siphon ability.
Story Award: Award the PCs 800 XP for eliminating the
electrovore.

Part 3: Into The Breach


When the PCs decide to head out and investigate, Reniel
provides Symras, a stocky, tawny-furred ryphorian, as a guide.
Symras does not appear to be too bright, and he always refers to
himself by his name, instead of “I” or “me.” Symras frequently
complains that the most menial jobs are often left to him, but he
seems resigned to the fact that if he doesn’t do those jobs, they
won’t get done. Despite his peculiar behavior, Symras knows the
fringes of the sector better than anyone.
As the PCs progress through the sector, they frequently

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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

Other Abilities amphibious


encounter a massive pipe that dominates the space in many of
the rooms. After their encounter with the Zarag (see 3B) any PCs 3B. The Zarag (CR 5)
succeeding on a DC 26 Perception check realize that they are Zarag is an ikeshti visiting from Akiton who was trapped in
generally following the course of this conduit. They may attempt G17 when the Starstone isolated it. Lost and unable to escape
a DC 16 check to notice the same thing after the encounter from the sector, he could not return home to find a mate and
with the Guardian (3C). This conduit is actually the one Anilar has transformed into a rivener who now stalks the corridors
breached to initiate the Starstone’s safety protocols, which will of the sector. The creature’s “appearance” after being cut off
become clear after they finally meet the technomancer. from the rest of the station convinced Reniel that the beast
has a mystical nature.
3A. The Reservoir (CR 4) Creature: Maddened by his transformation, Zarag is a
The PCs’ path takes them through a large room that serves mindless predator who stalks the PCs through the sector’s
as a water storage area. The room is dark, with indicator tunnels. As the PCs move through the darkened passages, he
lights or other electronics doing little more than outlining uses Stealth to get close to them. When detected, the PCs see
the metal catwalk suspended a few inches above the water only a moving shadow or hear his hissing breath, the scrape of
and creating sparkling ref lections on the water’s surface. The claws on metal, or the clang of an object being shoved aside.
reservoir is about 20 feet deep. Unfortunately, a dangerous When the time is right, as the PCs cross an intersection or
creature has taken up residence in the water. pass a side corridor, Zarag attacks from the shadows. When
Creature: A lone caypin survives in this room, feeding on wounded, he becomes enraged and fights to the death.
whatever vermin it can find. It is weakened by the limited
food supply. When the PCs enter the area, the monster sees IKESHTI RIVENER CR 5
an opportunity for a more satisfying meal. As the PCs move XP 1,600
across the room, using the maze-like catwalks hung above HP 84 (Alien Archive 64)
the water, the caypin watches them and prepares to attack.
The caypin detaches one or two of its feeding appendages, 3C. The Guardian (CR 3)
which swim to a ramp leading up from the dark water and Anilar has kept people out of his way for several months using
make their way along the catwalk. an array of simple illusion traps to scare away nosy residents.
The feeding appendages help the caypin keep track of the Trap: As the PCs approach Anilar’s “lair,” they reach a ramp
PCs and also distract them while it uses Stealth to climb out leading up to a T intersection. When they near the ramp,
of the water and onto the catwalk behind them (Perception a motion sensor detects them and initiates a holographic
DC 25). If the closest PC is surprised, the caypin attempts illusion in the form of a massive fire elemental that blocks
a bull rush against them hoping to knock the PC into the their path. The sophisticated hybrid equipment projecting this
water. If the bull rush succeeds, the PC hits the low railing hologram would normally be beyond Anilar’s financial means,
at the edge of the catwalk and topples over it. They can but it has a major factory defect. Anilar purchased the system
avoid going into the water by succeeding on a DC 13 Ref lex from a cut-rate, second-hand infosphere retailer and restored
save to grab onto the railing or edge of the catwalk. On a it to keep the system functioning for several months.
failed save, both the PC and the caypin end up in the water
adjacent to the catwalk. HOLOGRAPHIC SUMMONS TRAP STAT CR 3
XP 800
WEAKENED CAYPIN CR 4 Type hybrid; Perception DC 24; Disable Engineering DC 24 (disable the projector) or
XP 1,200 Mysticism DC 24 (counteract the holograph’s magic)
N Large magical beast (aquatic) (Alien Archive 26) Trigger proximity; Reset 10 minutes; Bypass wireless token (Computers DC 19 to hack)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10 Effect creates an illusory Large fire elemental as per the holographic image (4th) spell (DC
DEFENSE HP 50 16 Will to disbelieve), except the illusion does not disappear when struck. Until the
EAC 16; KAC 18 image is disbelieved, the illusion has the stats and deals damage as a Medium fire
Fort +6; Ref +6; Will +3 elemental (Alien Archive 46).
OFFENSE
Speed 40 ft., swim 30 ft. Treasure: A PCs succeeding on a DC 21 Engineering check
Melee bite +12 (2d4+7 P) can remove the holographic equipment without damaging it.
Space 10 ft.; Reach 10 ft. An electronics hobbyist will buy the system for 1,500 credits.
Offensive Abilities feeding appendages If the PCs keep the system, they must succeed on a DC 21
TACTICS Engineering check every time they set up the trap. On a failed
During Combat The caypin tries to knock at least one PC into the water. Once it has a check, the system breaks and becomes worthless.
target in the water, the creature uses its advantage in that environment and focuses
its attacks on that PC. If it fails to knock a PC into the water after a few attempts, it 3D. The Technomancer’s Folly (CR 6)
resorts to simple bite attacks. Anilar’s plan was to cut into what he thought was an unused
Morale The caypin is hungry and desperate for a filling meal, but it is not suicidal. When conduit and simply walk to the reactor spaces. However, the
reduced to 12 or fewer HP, it breaks off its attacks and tries to escape into the water. instant his laser breached the conduit, the Starstone Reactor
STATISTICS responded by closing off the entire sector. The brownout on
Str +5; Dex +1; Con +3; Int –4; Wis –1; Cha –1 the rest of the station happened when the Starstone rerouted
Skills Acrobatics +10, Athletics +10 (+16 when swimming), Stealth +15

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power that once f lowed through the conduit to support other


parts of the station.
Confused, Anilar eventually realized a transdimensional
shield blocked him from entering the conduit. Anilar believes
the Starstone is testing his dedication and continues working
toward his goal. He believes that he can simply bypass the
Starstone’s protection and gain access to the conduit by
piercing this shield. The technomancer may never be able to
achieve this goal, but as long as he keeps trying, the Starstone
keeps this sector isolated.
Anilar also doesn’t realize that, were he to pierce the
barrier, he would force the Starstone to nullify the intrusion
by unleashing powerful energies that would wipe out the
entire sector. The station would be protected by completely
enclosing the sector in a pocket dimension, but everyone
inside would be killed. The arrogant technomancer is
convinced that he deserves access to the Starstone Reactor’s
secrets and cares nothing for the people he endangers with
the pursuit of his goal.
Creatures: During his first months here, Anilar encountered
a few security robots and befriended them through the use of
a cache of charm monster spell gems and his robot inf luence
magical hack. He has used all but one of the spell gems, but
over time his magical inf luence caused a shift in the robots’
programming eliminating the need for the charm spells. The
robots now serve Anilar as personal guards. As soon as he
detects the PCs, he orders the robots to attack, then supports
them with his spells and ranged attacks, determined that the
PCs will not prevent him from completing his work.

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.

USURPED STATION SECURITY ROBOTS (3) CR 1 Conclusion


XP 400 EACH The PCs can report to Reniel that he and his people are free to
Observer-Class Security Robot (Alien Archive 94) move about the station, which may cause a crisis of faith for
HP 17 each his little band of religious fanatics. If they killed Zarag, the
end of that “divine entity” is another blow to the community
Treasure: Aside from Anilar’s gear, the laser cutting leader’s theological authority. This may become a problem for
equipment is industrial grade and worth 2,000 credits to a the PCs in the future, but for now, Reniel thanks them for
knowledgeable buyer. their help and allows them to leave without any trouble.
Development: After the PCs deal with Anilar, they have If the PCs access Anilar’s datapad without triggering the
time to examine what he was doing. They quickly discover the wipe countermeasure, they could find a wealth of lore about
circular piece of conduit material on the f loor that perfectly the Starstone Reactor. This lore might yield clues that lead to
matches the hole cut by the laser. A DC 16 Engineering check further adventures on Absalom Station.
reveals that the PCs can repair the conduit by welding the The PCs are free to return to Spike Maintenance Control
piece back into place with Anilar’s equipment. The PCs can Station G and report their findings and activities to the
program the equipment to do the job automatically with a DC Maintenance Chief Bikali. He appreciates their efforts, is
21 Computers check. Alternatively, they can accomplish the surprised to learn about the Starstone Reactor’s extreme
work manually with a DC 26 Engineering check. safety measures, and promises to pass on their report to
Anilar’s research notes are held within his datapad, Station Operations. Higher-level administrators may know
protected behind a firewall (DC 25 Computers check to hack about this capability, but if they don’t, they may want to
the datapad, DC 27 to bypass the firewall). Successfully investigate. Regardless, there may be further work for
hacking the datapad reveals the information in the adventure the PCs or their employer when Station Operations wants
background and makes it perfectly clear that Anilar’s experienced professionals to see what else the Reactor might
meddling caused the sector’s disappearance. Accessing this be able to do. 
information also grants the PCs a +4 bonus to the skill checks

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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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takes an attack of opportunity it is not entitled to a saving throw. Those who do


not attempt an attack of opportunity can attempt a DC 12 Reflex saving throw—on frequented zero-g areas in bigger stations. They sometimes spread
a success they are pushed back or aside (opponent’s choice) as the z-sphere moves with salvage, others are deliberately seeded by mechanical entities.
forward. Engulfed subjects are subject to the z-sphere’s paralysis, gain the pinned According to rumor, a criminal organization keeps a zero-g maze
condition, are in danger of suffocation, suffer 1d6+5 acid damage at the beginning of somewhere on Absalom Station, where the poor and desperate can try
their turn, and remain trapped until they no longer have pinned condition. their chances in avoiding one or more gelatinous z-spheres for a hefty
Paralysis (Ex) A gelatinous z-sphere secretes an anesthetizing slime. A target engulfed prize. The organization makes money by offering broadcasts of the
or damaged by the z-sphere must succeed on a DC 12 Fortitude save or be paralyzed spectacle for a price, and from betting on the outcome of the contest.
for 3d6 rounds. A gelatinous z-sphere can automatically engulf paralyzed creatures.
Transparent (Ex) A gelatinous z-sphere is difficult to notice, requiring a successful DC Giant, Belt
15 Perception check to be detected while motionless. A creature that moves into a
gelatinous z-sphere’s area is automatically engulfed. GIANT, BELT TIER 2
Zero-G Adaptation (Ex) A gelatinous z-sphere functions well in zero-gravity conditions, CN Tiny starship humanoid (giant)
gaining +20 racial bonus to Acrobatics and Athletics checks made to move. Speed 6, Maneuverability good (turn 1)
Zero-G Glide (Ex) A gelatinous z-sphere can spit small amounts of its own gelatinous AC 22, TL 22
substance to propel itself in zero-g environments up to 20 feet per round. HP 25; DT –; CT 5
Shields none
Attack (Forward) asteroid throw +5 (2d12), coilgun +5 (4d4)
Skills Computers +7, Engineering +7, Piloting +12
Power Core pulse black (120 PCU); Systems cut-rate sensors, mk 1 mononode computer,
mk 10 armor, mk 10 defenses; Expansion Bays none
Modifiers +1 any one check per round
Other Abilities living starship, void adaptation
CREW
Computer (1 action) Computer +7 (2 ranks)
Engineering (1 action) Engineering +7 (2 ranks)
Gunner (1 action) gunnery +5 (2 ranks)
Pilot (1 action) Piloting +12 (2 ranks)
ECOLOGY
Environment any vacuum
Organization solitary, pair, or cult (3-6)
SPECIAL ABILITIES
Asteroid Throw (Ex) The belt giant can throw small asteroids at its enemies. A thrown
asteroid is unable to pass through shields. If a thrown asteroid hits shields, it bounces
off and deals no damage.

Light Weapon Range Speed Damage PCU Cost (BP) Special Properties

Asteroid throw Short — 2d12 0 0 Limited fire 3, point (+5)

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

1¬–30 Weapon Randomly determine one arc containing weapons; condition


At some unspecified time in the past, a number of regular gelatinous applies to all gunner actions using weapons in that arc
cubes found their way to zero-g facilities—outposts, stations, and 31–61 Space Suit Thrusters Condition applies to all pilot checks
abandoned ships. It might or might not have been a deliberate plan
61–100 Power Core Condition applies to all engineer actions expect hold it
to keep those places clean of organic refuse (or intruders) by parties
together and patch
unknown, though anacites are often suggested as the culprit. The
cubes adapted to their new environment marvelously, becoming
spherical in shape and developing the ability to propel themselves Even the most daring smugglers are on high alert as they fly
by spitting small amounts of their slime. This adaptation also through the Armada at the outer reaches of Absalom Station. With
had an offensive application, attacking their prey and possibly the high volume of starship traffic, thieves can easily poach goods
paralyzing them at a distance. in the blink of an eye. This dizzying chaos also creates a unique
Now, gelatinous z-spheres (a short hand for gelatinous zero-g hunting ground where creatures just as opportunistic—but far
spheres) roam various abandoned bases, derelict ships, and less larger—have become a threat.

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Melee claw +4 (1d4-2 S)


Known as belt giants, these unlikely space pirates are Ranged laser pistol +6 (1d4+3 F)
the size of a one-man starship. Whenever they Offensive Abilities mindlock, ransomware
see booty worth the taking, they Spell-Like Abilities (CL 3rd, melee +4, ranged +6)
disembark their ships wearing 1/day— hold portal, jolting surge
monochromatic, deep gray At will—
will—ghost sound (DC 15), psychokinetic
spacesuits, easily blending into the hand
Armada’s flurry of chrome. Every Constant—detect tech
belt giant’s spacesuit contains a STATISTICS
power core, thrusters, sensors, Str –2; Dex +2; Con +1; Int +4; Wis –1; Cha +0
and a computer. As if their size Skills Computers +13, Engineering +8
wasn’t intimidating enough, Stealth +13
they wield two-handed coilguns Languages Aklo, Common
ripped straight from smaller ECOLOGY
starships, adding components Environment any urban
like makeshift grips and Organization solitary, DDOS (5-8), or
triggers for precision firing. botnet (10-15 plus 2 technomancers and 1
Smugglers fear the prospect of envoy)
belt giants sacking their ships— SPECIAL ABILITIES
or destroying them outright—so Mindlock (Su) As a standard action three
much that some are doing the times per day, a petya gremlin may attempt
unthinkable: docking in Absalom to encrypt the memory of a construct within
Station. 30 feet. The target must succeed at a DC 14
Will save, or be treated as though it has no
Belt Giant Template skills, feats, or class abilities for 1d6 rounds.
Graft (CR 2+) Ransomware (Su) As a standard action once per
When a belt giant is in normal day a petya gremlin can encrypt the operating files of a
gravity, its spacesuit becomes too technological object within 30 feet. Attended weapons,
bulky to wear, and its coilgun becomes armor, vehicles, tools, and cyber/biotech gain the
too weighty to aim correctly. While in these broken condition unless the user succeeds at a DC 14 Will
conditions, the belt giant prefers to wear heavy save. A petya may also use this ability to target computer systems of tier 3 or
armor and attack with its slam attack, hurled debris attack, or a lower. Computers affected by Ransomware become completely nonfunctional for
heavy ranged weapon. 2d6 days. If 5 or more petyas are present they can affect
Required Creature Type and Subtype: computers of up to tier 4, and if 10 or more petyas are
Humanoid (giant) present they can affect computers of up to tier 5. Anyone
Suggested Alignment: Chaotic neutral or may end this effect as a standard action by wirelessly
chaotic evil transferring credits equal to ¼ the value of the object
Traits: Huge; darkvision 60 ft., low-light affected to the petya.
vision; immunity to radiation; resistance to
acid and cold 5 (CR 3+; increase to 10 at CR The bane of system administrators and
7, 20 at CR 11, 30 at CR 15); crush (CR 7+); computer engineers of all stripes, petya
hurl debris (see page 62 of Alien Archive 2); gremlins prowl hospitals, corporate
proficient with all armor and weapons; void campuses, industrial facilities, or any other
adaptation. location where stoppages in computer
Spacesuit Aviator (Ex): Belt giants gain systems can cause the most havoc. They
Piloting as a master skill and Computers appear as small humanoids with lumpy,
and Engineering as good skills. pallid flesh, four glowing red eyes, and a
high-end datajack protruding prominently
Gremlin, Petya from behind one ear.
Petyas are no less malicious then other
GREMLIN, PETYA CR 3 gremlins, but prefer to inflict misery via
XP 800 extortion, rather than mayhem. They
LE Small fey attempt to use their ransomware ability on
Init +2; Senses low light vision; Perception +13 critical infrastructure to force organizations
DEFENSE HP 32 to pay them to go away, knowing that
EAC 13; KAC 14 every minute their computer network is
Fort +4; Ref +4; Will +6 unavailable their operations are suffering
DR 5/cold iron; SR 13 enormous losses. After having been paid,
OFFENSE the petya will leave the organization alone
Speed 30 ft. for a few weeks, before returning to harass
Ranged laser pistol +6 (1d4+3 F) them again. No one knows why these

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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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Melee slam +12 (1d6+7 B & E; critical arc 1d4)


Ranged nuclear beam +9 (1d4+3 F; critical burn 1d4) about the immense station’s true history, and what secrets are
Offensive Abilities self-destruct (1d6+3 F, DC 12) hidden belowdecks.
STATISTICS The few robots that survive such destruction are battered and
Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0 broken—sparking with electricity from their exposed, tattered
Skills Athletics +8 wiring and circuitry. These robots have absorbed the radiation
Languages Ghibrani (can’t speak any language) around them, using it to power themselves. Mindless and glitching,
Other Abilities mindless, unliving they wander aimlessly, sometimes attempting to carry out their
ECOLOGY original tasks, and other times corrupted to the point
Environment any environment with high levels of radiation of senseless violence. They never wander far
Organization solitary, pair, unit (3-4 radioactive robots) from their radioactive environments.
SPECIAL ABILITIES
Aura of Radiation (Ex) See Radioactive Robot Template Radioactive Robot
Graft. Template Graft (CR 1+)
Electrified Exterior (Ex) See Radioactive Robot Due to the devastation of nuclear
Template Graft. war or extremely radioactive
Self-Destruct (Ex) See Radioactive Robot Template environments, radioactive robots
Graft. have absorbed extreme levels of
radiation.
RADIOACTIVE ROBOT (ENFORCER CLASS CR 7 Required Creature Type and
XP 3,200 Subtype: Construct (technological)
N Large construct (technological) Traits: Aura of radiation (see below),
Init +2; Senses darkvision 60 ft., low-light vision; electrified exterior (see below), self-
Perception +14 destruct (see below).
Aura radiation (30 ft., DC 17) Aura of Radiation (Ex): A radioactive
DEFENSE HP 105 robot has evolved the ability to produce,
EAC 19; KAC 21 store and redirect this energy without
Fort +7; Ref +7; Will +4 being harmed by it. The robot emanates
Defensive Abilities electrified exterior; Immunities construct low radiation out to 15 feet. At CR 7, the
immunities robot emanates medium radiation out to
Weaknesses vulnerable to critical hits 15 feet and low radiation an additional 15
OFFENSE feet. At CR 13, the robot emanates medium
Speed 50 ft. radiation out to 30 feet.
Melee slam +18 (2d6+12 B & E; critical arc 1d6) Electrified Exterior (Ex): A radioactive robot is
Ranged nuclear beam +15 (2d6+7 F; critical burn 1d6) broken and damaged, and it sparks with electricity.
Offensive Abilities self-destruct (1d6+7 F, DC 15) Making physical contact with a radioactive robot can
STATISTICS cause electrocution. Any creature that succeeds
Str +5; Dex +4; Con —; Int —; Wis +2; Cha +0 on a melee attack against a radioactive robot
Skills Athletics +14 with a manufactured or natural weapon takes
Languages Ghibrani (can’t speak any language) 1 electricity damage, even if the attack dealt no
Other Abilities mindless, unliving damage to the radioactive robot. The electricity
ECOLOGY damage increases to 1d4 at CR 6, increases to 2d4 at CR 11, and
Environment any environment with high levels of radiation increases to 3d4 at CR 16.
Organization solitary, pair, unit (3-4 radioactive robots) Self-Destruct (Ex): A radioactive robot is highly unstable and self-
SPECIAL ABILITIES destructs when it is reduced to 0 HP, dealing an amount of fire
Aura of Radiation (Ex) See Radioactive Robot Template Graft. damage equal to 1d6 + the robot’s CR to all creatures in a 10-foot-
Electrified Exterior (Ex) See Radioactive Robot Template Graft. radius burst. A creature can attempt a Reflex saving throw to reduce
Self-Destruct (Ex) See Radioactive Robot Template Graft. this damage by half. The robot’s self-destruction destroys any
technological components that could have been salvaged from it.
Radioactive robots are found in places where nuclear war or
high levels of radiation have destroyed technologically advanced Robot, Trashbot
societies. They haunt localized areas of devastation, like the ruins
of exploded nuclear reactors, or the wreckage of crashed starships ROBOT, TRASHBOT CR 1
once powered by nuclear engines. They can also be found in large XP 400
swaths of territories with high radiation levels, like the desert N Small construct (technological)
wastes of a planet destroyed by nuclear war or naturally occurring Init +2; Senses darkvision 60 ft., low-light vision, blindsense (electric) 60 ft.; Perception +5
bursts of radiation. They are a common sight on the ghibrani DEFENSE HP 20
homeworld of Elytrio, which was devastated by thermonuclear EAC 11; KAC 13
war, and Jasterax, a planet in the Vast wracked with fierce storms Fort +1, Ref +1, Will –1
of radioactive rain. Curiously, they are also found on the so-called Defensive Abilities hardness 2; Immunities construct immunities
Ghost Levels of Absalom Station, leading some scholars to speculate

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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.

Undead apparitions that occasionally manifest on Absalom Station,


the stranded appear as humanoids native to lost Golarion. Almost
always dressed in robes or other traditional spellcaster garb from
Trashbots are wandering descendants of old assembly robots. They Golarion’s distant past, they appear randomly in the lower decks
are typically found in old technical tunnels, abandoned factories or of the station, always confused by the bright lights and metallic
decommissioned repair facilities. Abandoned without supervision structure of the space station and ever eager to lash out at the living.
for eons, their programming degraded, limiting trashbots to Scientists have several theories as to the origin of these rare
constructing crude replicas of themselves out of available materials. apparitions. Some believe them to be the spirits of actual spellcasters
Trashbots continually search for materials, assembling gathered from lost Golarion, trapped in a state of undeath by a failed magical
parts into more trashbots. If they fail to find anything, they ritual to survive through or temporally bypass the creation of the
hibernate to conserve energy until their passive sensors detect Gap. Because of this, they are sometimes also called gap echoes.

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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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paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019

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

How do we ever know if our path is right?


How do we balance life’s many equations?
I guess we just have to trust and see
A Is For Aballon When you escape your bottle like a djinn
When you discover what lies within
By Hilary Moon Murphy Travelling the edges of the outer rim
A is for Aballon, where machines do roam Then you’ll take flight
C is for Castrovel, the elvish & lashunta home In the starry night
A again for Absalom Station, where the Society grew Chk-Chk, no other will shine so bright
And another A for Akiton -- which is red -- not blue
V is for Verces with its line of light and dark Words From Many Roads:
I is for Idarii, and the Kasathas who missed the mark
D is for Diaspora, twins lost to the ages Hunter In The Dark
E is for Eox, and its eerie Bone Sages
T is for Triaxus, furthest wanderer of the void By J. Russell Schneider
L is Liavara, with its shepherd worlds employed A pale, delicate man marked
B is for Bretheda, the cradle of many moons Wanders through the Spike,
Another A for Apostae, arms dealers and their goons Fearing he’ll meet a hunter,
A final A for Aucturn and the Dominion of the Black A young, reckless ysoki that,
(Woe to all of us should they choose to attack.) He’ll never find his bounty.

Keskodai’s Song A dismal bar proves fortuitous,


Scowling in the doorway,
To the tune of Echosmith’s Bright. Peering through the smoke,
By Hilary Moon Murphy The ysoki draws his pistol,
And rushes upon the man.
Traveling with my child side by side
The stars arrayed before us in some grand design At the splintered bar
You, my son, will see the wonders of the galaxy The marked man,
Once nervous
Spreading the Lady’s gospel out in space Now tempered by drink,
Meeting denizens of new worlds face to face Steadies his hands.
Life and death and their tangled destiny
Closing in
I cannot tell you who you are -- The hunter smirks,
Can't find answers in an option bar Believing he has his mark,
Chk-Chk, my sweet love But the bounty determined,
Turns and aims.
Do you see the worlds beyond your jar?
Are you dazzled by their many revelations? The man professes his innocence
Our sacred individuality Won’t be taken alive,
When we face out we discover what’s within That he’ll fight to the end,
Emerging from your bottle like a djinn The ysoki with a laugh,
Then once more begin That he’ll get his prize.

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

I think of your mothers late at night


They gave me their trust without hesitation
Our beloved reciprocity

67
paizo.com, Matteo Lorenzi <lorenzi.matteo@gmail.com>, Jun 3, 2019
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

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