The Fallen Starship

Integrating Starfinder Characters into Outlaws of Alkenstar

Acquiring Starfinder Items:

The crashed Starship has a fabricator that can take ‘Materials’ and refabricate them into similar Starfinder items. A Pathfinder item is defined by its primary purpose (Ranged Weapon, Shield, Heavy Armour etc). It is then checked against the items level. Both of these factors effect what Starfinder item it can become.

For example:

  • Jimmy Snipples wants a Crossbolter.
  • A Crossbolter is a level 0 Ranged Weapon of the Crossbow weapon group.
  • Jimmy buys a Arbalest from a local shop. It is a level 0 ranged weapon of the Crossbow weapon group.
  • Jimmy takes it to the Starship and the Refabricator turns it into a Crossbolter for the cost of 1/4 of the items base cost.

Since Starfinder has some item types that don’t exist in Pathfinder, fabricating them can use by done with creative thinking. For example an Arc Pistol is a ranged weapon of the Shock weapon Group. Bringing a firearm and a spell scroll that deals lightning damage can achieve the desired item.

In summery: Item Type + Level + 1/4 cost = Refabrication

Repairing the Starship

Upon crashing the Starship, it is both out of fuel but also heavily damaged. Rocket fuel is not something that exists on this planet and so is a problem for a later time. Repairing the ship on the other hand, can be achieved, although haphazardly.

Alkenstar has steampunk level technology. By committing money and downtime, you can slowly restore your starship to working condition. Due to the limited technology, each time you attempt to repair the starship, a crafting check must be made and there’s a chance for complications.

The areas that need repair are broken into levels of difficulty and importance. Each section can have varying reactions to the incorporation of steampunk technology, both detrimental on a failed Crafting check or potentially positive on a critical success.

DifficultyImportanceDCFailure Effects D8Crit Effects D6Progress
EasyLow161: You burn your hand on a welding tool. The next time you attack with a weapon or make a skill check with a held item, you gain a -4 circumstance bonus.

2: A technical malfunction causes a reality fluctuation that makes you vaguely off-putting. The next new NPC the group talks to starts at unfriendly.

3: You set yourself on fire. Choose an item in your inventory and destroy it.

4: A miscalculation causes harmful chemicals to spray you in the face. You are dazed for 2 hours.

5: You lose sleep trying to make a pesky repair. You are off guard until you take damage and wake up (This cannot be self inflicted).

6: Hours of failed coding begin to drive you insane. You have a -1 to intelligence checks and intelligence-based skill checks until you do something considered leisure.

7: Your failed repairs make you throw your weapon in a fit of anger. Your next successful attack with a weapon deals half damage.

8: The failed repair is especially bad. Lose one progress from the current tier.
1: You accidentally repair the vending machine as part of your repairs. Gain a common level 1 or lower consumable of your choice.

2: A spark of energy is absorbed by your weapon. The next successful attack you make deals an additional 1d6 lightning damage.

3: Your repairs release a bubble of trapped cosmic energy. You no longer need to sleep tonight to gain the effects of a long rest and can instead perform a downtime activity.

4: The Fabricator begins malfunctioning and you throw a small item in to prevent a breakdown. Choose a consumable in your inventory of 2nd level or lower and gain another identical item.

5: You find the perfect repair items lying around in the ship. You don’t need to spend the gold during this repair.

6: Your repairs were very successful. You can either choose to make 2 progress on the current tier or instead make 1 progress on the next tier up.
0/20

20gp / 4 hours
EasyHigh181: You trigger a blast of energy that puts you in bobble-head mode. No one can take you seriously for 24 hours.

2: You hot box the room with laughing gas. You can’t be serious and can’t take reactions for 4 hours.

3: The strain on your body takes its toll. Your move speed is reduced by 5 feet until you long rest.

4: Your body gains a slight magnetic field. Ranged weapon attacks gain a +1 circumstance bonus to hit you until you long rest.

5: Working long and hard makes you sweaty and stinky. Allies stood within 5ft of you are off guard.

6: You absorb hostile cosmic energy. At an inopportune moment in your future, you’ll slip and fall prone.

7: You’re left dazed after a malfunction. You have misfortune on your next initiative roll.

8: The failed repair is especially bad. Lose one progress from the current tier.
1: Your weapon is energised by residual energy. The next successful weapon attack you make is done with a Striking rune.

2: You fix a cool but ultimately useless piece of tech. This can be sold for 500gp.

3: You absorb energising radiation. You gain +5 speed until you long rest.

4: A ranged weapon in your inventory overcharges. It has +20 range until the end of your next combat.

5: You find the perfect repair items lying around in the ship. You don’t need to spend the gold during this repair.

6: Your repairs were very successful. You can either choose to make 2 progress on the current tier or instead make 1 progress on the next tier up.
0/10

40gp / 8 hours
MediumLow201: Errant magic infuses with your weapon. The next weapon attack you make rolls on the Manawastes table.

2: You accidentally send out a location ping. There’s a chance someone will find your starship in the future.

3: You set yourself on fire. Randomly choose an item in your inventory and destroy it.

4: You stun yourself and forget basic actions. Choose a skill action you are trained in. You cannot use that skill action until you long rest.

5: You’re left exhausted by your hard work. You cannot take exploration actions until you long rest.

6: You get black out drunk in your frustration and wake up the next day having done something you cannot remember but will regret.

7: You end up doom scrolling and waste an additional 4 hours.

8: The failed repair is especially bad. Lose one progress from the current tier.
1: You repair the on-board AI computer. This NPC is now available on the starship.

2: You fix the holoradio. If you spend at least 10 minutes listening to music in the ship, you gain a +1 circumstance bonus to your next roll.

3: You fix an antigrav suit. Your leap distance increases by 15ft and your leap hight increases by 10ft until you take a long rest.

4: You upgrade the vending machine. Gain a common level 3 or lower consumable of your choice.

5: You find the perfect repair items lying around in the ship. You don’t need to spend the gold during this repair.

6: Your repairs were very successful. You can either choose to make 2 progress on the current tier or instead make 1 progress on the next tier up.
0/20

60gp / 8 hours
MediumHigh221: You trigger a loud, blaring alarm. Roll a random encounter.

2: You trigger a time dilation. Skip 24 hours into the future.

3: A curious Manawastes raider stumbles across your ship. (Chase scene).

4: You become genuinely stumped by a repair. You cannot progress any other tier until you make progress on this one.

5: Your internet history gets leaked to your party. You cannot be targeted by an allies buff effect until you apologies during a long rest.

6: You are exhausted and struggle to stay awake. At an inopportune moment in your future, you’ll fall asleep.

7: You accidently break a refuse container. You gain stage 1 of a random disease.

8: The failed repair is especially bad. Lose one progress from the current tier.
1: You accidentally create an arcane stabiliser node. For the next 24 hours, you ignore the effects of the manawastes. This can be passed around.

2: You fix a cool but ultimately useless piece of tech. This can be sold for 1200gp.

3: Plasma infuses your weapon. The weapon gains the fatal d8 trait. If it already has the fatal trait, increase the dice size.

4: Your success puts you in a great mood and makes you more likeable. The next new NPC you meet starts at friendly.

5: You find the perfect repair items lying around in the ship. You don’t need to spend the gold during this repair.

6: Your repairs were very successful. You can either choose to make 2 progress on the current tier or instead make 1 progress on the next tier up.
0/10

80gp / 8 hours
HardLow241: You give up for a while. You cannot progress this tier again until you make progress on a lower tier.

2: You break one of the threads of fate. See a vision of a beautiful future. This future can never happen.

3: You set yourself on fire. The GM chooses an item in your inventory and destroys it.

4: You waste resources. The next repair of this tier costs double.

5: You fall for a scam when buying parts. Choose a lower tier and lose 1d4 progress.

6: You’re extremely unlucky. Choose two other tiers and roll for a punishment on each.

7: The starship lurches and destroys part of its camo. The starship is easier to find going forward.

8: The failed repair is especially bad. Lose one progress from the current tier.
1: You find a lost pet you assumed had died during the crash. Gain the Pet feat as a bonus feat and design your alien pet.

2: You accidentally break the forth wall. You can have an in character conversation with the GM and ask one question.

3: You further upgrade the vending machine. Gain a common level 6 or lower consumable of your choice.

4: The Fabricator begins malfunctioning and you throw an item in to prevent a breakdown. Choose a consumable in your inventory of 6th level or lower and gain another identical item.

5: You find the perfect repair items lying around in the ship. You don’t need to spend the gold during this repair.

6: Your repairs were very successful. You can either choose to make 2 progress on the current tier or instead make 1 progress on the next tier up.
0/15

100gp / 16 hours
HardHigh261: You trigger a loud, blaring alarm. Roll a random encounter.

2: Your mistake is costly. Increase the cost of the Final repair by 1000gp.

3: A payload misfires and launches into Alkenstar. This devastating attack has people looking for the culprit.

4: The nerves of finally repairing your ship and leaving this planet get to you. You gain a -2 circumstance bonus on your next attempt.

5: A small army of manawaste raiders siege your starship, hoping to claim it for themselves.

6: You lose a dangerous piece of tech. The next day, advanced galactic technology begins popping up across Alkenstar.

7: Your failed repairs alert those that crashed you. Your ultimate enemy is coming now.

8: The failed repair is especially bad. Lose one progress from the current tier.
1: Your weapon begins to vibrate with potential. The next weapon strike you make is an automatic crit.

2: You fix a cool but ultimately useless piece of tech. This can be sold for 3000gp.

3: You repair a payload and make it portable. You gain a Greater Explosive Mine.

4: Reality essence infuses your body. Gain the ‘I meant to do that’ feat as a bonus feat.

5: You find the perfect repair items lying around in the ship. You don’t need to spend the gold during this repair.

6: Your repairs are especially efficient. Reduce the cost of the Final repair by 1d4 x 1000gp.
0/8

150gp / 24 hours
FinalCrucial30N.AN.A0/1

10,000gp
/ 1 week

Create a website or blog at WordPress.com

Up ↑