FGG - Strange Worlds - Dead Planets
FGG - Strange Worlds - Dead Planets
D ead
planetsKim Frandsen
1
S trange W orlds
S trange W orlds :
D ead P lanets
C redits
Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John
Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter,
Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See http://paizo.com/
starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not
endorse this product.
Starfinder is a registered trademark of Paizo Publishing, LLC, and the Starfinder® Roleplaying Game and the Starfinder® Roleplaying
Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Starfinder® Roleplaying Game
Compatibility License. See http:// paizo.com/starfinder/compatibility for more information on the compatibility license.
Open Game Content: All material — including but not limited to art, place and character names, character and setting
descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content.
Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not
a challenge to their ownership and is used under Fair Use.
2
C ontents
Introduction 4
Temperature 4
Food & Water 4
Visibility & Winds 4
Terrain 5
Airless Worlds 5
Artificial Heaven 6
Extinct Civilization 7
Former War World 8
World of the Unquit 10
Creatures of the Dead Planets 11
Bloodshade CR 20 11
Embalmed One CR 2 12
Living Hologram CR 5 13
Robot, Overseer CR 10 14
The
3
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» » I ntroduction E nvironment
Unlike a single-biome planet, dead worlds have no
She looked out upon the barren wasteland. Had someone
unifying features and can look vastly different. The only
really lived here? It wasn’t possible to believe. The gray
constant that they share is the lack of life that might
dust covered everything, and while there was gravity, there
fill that of other planets, but even on these planets
hadn’t been an atmosphere for millennia, and apart from
SENTIENCE can still exist, even if it is not tied to a living,
the occasional alien visitor, the landscape and the dust had
breathing entity. The planets themselves no longer
been undisturbed for all this time. Yet someone still believed
support life, and life is incapable of arising on the planet
that there was value here, among the ruins of the ancients.
of its own accord, with any living creature being a visitor
After all, that was why she had been hired. She activated
or a left-over from long ago. Those few living beings that
her commlink “Right people, let’s move. Remember to check
do visit one of the dead planets rely on technology or
your that your air is topped up and your indicators are
magic to survive.
working. We’ve got 5 hours on this shift before we should
need to refill, so let’s make the most of it.”
4
Wind Force Wind Speed Checked Size Blown Away Size Piloting and Perception Penalty
Calm 0–10 mph — — —
Moderate 11–20 mph —/— — —
Strong 21–30 mph Tiny — –2
Severe 31–50 mph Small Tiny –4
Windstorm 51–74 mph Medium Small –8*
Hurricane 75–174 mph Large Medium –12*
Tornado 175–300 mph Huge Large –16*
*Perception checks at wind forces higher than windstorm become impossible on a dust-covered planet, as the dust obscures everything.
makes it difficult to hide, but for creatures that are T errain : L ifeless & A irless
equipped to deal with the dust, mud or dirt, (or dresses While the features of an airless world can be as varied
for the occasion), it becomes possible to almost as that of most worlds, there is one common factor
completely blend in with the browns, greys, and blacks on them, the lack of flora and fauna. No plants survive
dominating the landscape. on the surface of these planets, just as no creatures
live there either. The surface of the planet is therefore
dominated by plains, hills, and mountain ranges, but
T errain the dirt and dust is not kept in check by any plants,
Terrain is where a dead planet truly shines, as it can nor is the surface disturbed by any storms or winds.
vary greatly, and as such we have broken it into sub- Any impression is therefore left for the ages unless
categories to make it easier for you to find the planet deliberately obscured. This makes tracking enormously
type that fits your campaign. In each section, we also easy, as the signs of passage are not removed by the
introduce various unique hazards to that type of world, passage of time, and any Survival checks made to
so that you can use them to liven up your campaign. track someone is not increased by the passage of time.
(I.e. you can ignore the “Time since tracks were made”
portion of the Follow Tracks usage of the Survival skill).
A irless W orlds
Anyone who is not wearing armor or other equipment
A world with no air is inherently dangerous to most
allowing you to breathe in airless environments,
species, as they are not usually capable of surviving in a
immediately start to suffocate (as per the Starfinder Core
vacuum. This means that anyone going here should be
Rulebook) on one of these planets, making it extremely
protected in a suit, to avoid suffocation. These planets
hostile if a creature was to crash land upon one of these
have either always been in this state, or they have been
planets and have some of the equipment break.
subjected to some catastrophe in the past, that caused
the air to disappear, usually a catastrophe on a galactic
scale, such as a collision with the planet’s own moon, or The final thing to note on an airless world is that there
an asteroid passing much too close and ripping a hole in can be no sound, as the sound waves cannot transmit.
the atmosphere, carrying with it so much of the air, that Weapons that deal sonic damage are therefore useless,
what is left is too thin for creatures to breathe. as are spells that deal sonic damage, though creatures
might still be able to cast the spells, depending on the
equipment that they have in place.
5
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R adiation
(Hazard, CR varies, see below) R adiation S ickne ss
Because there is no atmosphere on these planets, they Type disease; Save Fortitude (same DC as the level
are constantly bombarded with cosmic rays, causing of radiation that caused the radiation sickness)
radiation to be prevalent. These radiation levels can be Track physical; Frequency 1/day
deadly, even if a creature suffers only a short exposure,
Effect Radiation sickness isn’t contagious.
depending on the strength of the radiation on the
Cure 3 consecutive saves
planet. Below is the DC and CR ratings for the various
radiation levels on these planets.
Creatures exposed to radiation only receives the CR These worlds can be as normal as any other inhabited
reward, provided they are actually vulnerable to the planet, or as foreign as an airless, gravity-less asteroid,
radiation level that is prevalent on that particular planet. but the feature they all have in common, is that they’re
It is therefore worth noting that all armor protects subject to the rule of no living creature. As such the
you against low levels of radiation and grants a +4 terrain on these planets are varied and the hazards and
circumstance bonus to saving throws against higher terrain that you might find on them can vary greatly. Two
levels of radiation. Armor of 7th level and higher grants hazards are unique to these planets, however.
immunity to medium radiation levels and provides a
+6 circumstance bonus to saving throws against higher L aw 0: O verriden
levels of radiation. No armor’s bonuses apply to saves
(H azard , CR 10)
against radiation sickness, regardless of the level of
radiation exposure that caused you to contract it. The robotic inhabitants of planets where Law 0
has been overridden are extremely hostile to living
Furthermore, while radiation itself is a poison,
creatures, as they will actively seek out and destroy any
radiation sickness is a disease, with the following
traces of living beings, though they are not interested
profiles:
in leaving their own homeworld. To this end, they have
R adiation created nanite robots, that track down and attack living
Type poison, emanation (omnipresent on these beings. These are based in nodes around the planet, and
planets); Save Fortitude (see chart above) set up in innocent looking canisters, usually in the shape
Track Constitution; Frequency 1/round of garbage cans, street lights, or a similar ubiquitous
technological invention. When these are disturbed,
Effect At each state of impaired and beyond, the
however (a living being passing within 10 ft.), a nanite
victim must succeed at a DC 18 Fortitude saving
swarm is released, attacking and infecting any living
throw or contract the radiation sickness disease
being within a 30 foot radius.
(see below).
Cure none
6
N anite I nfection These will be falling apart, and may well be so old
Type disease (contact or inhaled); Save Fortitude that they cannot support the weight of being moving
DC 19 across them. In a settlement with wide, open streets,
the maximum distance at which a creature can succeed
Track physical; Frequency 1/hour
at a Perception check to detect the presence of others
Effect At the bedridden state, the effects become is 2d6×10 feet. In a settlement where the buildings are
permanent until the victim benefits from a more crowded, standing close together, this distance is
restoration spell, as the nanites destroy nerve 1d6×10 feet. These places will, however, be unusually
endings and bone structures.
quiet, meaning that sound carries much further than
Cure 2 consecutive saves vision. Any Perception checks that rely on sound are
therefore far easier than normal, lowering the DC of any
sound-related Perception checks by 5.
E quipment F ritz Movement through these crumbling ruins is usually
(H azard , CR 2) not affected, but certain areas, where buildings have
On some worlds, the robots committed genocide collapsed could be difficult or even impassable terrain, at
and killed off their creators, but this was not necessarily the GM’s discretion.
done on purpose. On some worlds, the magnetic fields
of the planet are simply so strong that it has a chance of
destroying to warping equipment after even short-term A ncient T echnology
exposure. Anyone bringing a technological item to one (H azard , CR varies )
of these planets must make a DC 11 Will save every time
Ancient technology can be found in many ruins, items
they wish to use the equipment. A failure indicates that
that no one can be certain of what does without extensive
the equipment does not function and requires at least
study. However, even the mere removal of them can cause
a full minute’s worth of repairs to fix (an Engineering
problems, and cause them to activate with potentially
check with a DC of 10 + the level of the item). Sensitive
disastrous results. Most artifacts of this kind would likely
equipment such as computers, robots, and in some
be inoffensive (i.e. eating utensils, furniture, and the like),
cases androids, might be affected further by prolonged
but some objects could potentially be weaponized or
exposure as adjudicated by the GM.
simply dangerous if mistreated.
When the GM decides that the players have
encountered such an item, he should determine the
E xtinct C ivilization
potential lethality of the object in question. For example,
These planets were once inhabited by ancient beings, a commlink is likely to be relatively harmless, though
but these somehow died out long ago. What is left now mishandling it could result in a nasty shock, so he
is ill-understood technology, crumbling ruins, and the assigns it a CR of 1. However, if those same players had
hollow shells of buildings that were abandoned long found an ancient plasma grenade or an electrified fence,
ago. These planets might still have plant life on them, he might assign that with a CR of 5, 10, or more. Below
but they were normally so heavily industrialized (or the is a list of CRs, damage based upon that CR, and the
civilization lived underground), that no native plant life corresponding difficulty of a check to recognize the item
or animal life remains. for what it is. (This could be any skill check, but would
typically be things like Culture, Engineering, Medicine, or
Physical Science).
T errain : C rumbling R uins
On most dead planets of this type, old ruined
buildings will take up the majority of the landscape.
7
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F alling D ebris
CR Save DC Damage (Hazard, CR varies, see below)
1/3 10 1d4 When the winds are strong (above Strong [or 30
1/2 11 1d6 mph]), there is a chance of debris being knocked loose,
1 12 1d8 if there are tall buildings still standing. Anyone within
30 feet of a tall building (more than 30 feet), has a 25%
2 13 1d10
chance of being hit by falling debris. A character hit by
3 14 1d6+3
debris must succeed on a Reflex saving throw or take
4 15 1d8+3 damage as indicated by the table below.
5 15 1d10+3
6 16 3d8 Height of Building Save DC Damage CR
7 17 3d10 30–50 feet 12 1d6+1 1
8 18 4d8 50–80 feet 15 2d6+2 4
9 18 4d10 80–110 feet 18 3d6+3 7
10 19 5d8 110+ feet 21 4d6+4 10
11 20 5d10
12 21 7d8
13 21 7d8
F ormer W ar W orld
14 22 6d10 Fought over by many, and then abandoned, this type
of world is littered with the leftovers of the soldiers who
15 23 7d10
gave their lives here, some buried in mass graves, and
16 24 9d8 some left to rot on the battlefield itself. The planet is
17 24 10d8 crisscrossed with defensive lines, trenches, and dugouts,
18 25 10d10 created by the soldiers in an attempt to keep themselves
19 26 10d10 alive for longer. Abandoned weapons and unexploded
ordnance litter a planet such as this, as it is would have
20 27 11d10
been impossible for the warring factions to clean up the
mess, without a concerted effort. Instead, the planet
was left to die on its own, and depending on how long
ago the war happened, the weapons might still be
usable. Regardless, the unexploded ordinance retains its
lethality for hundreds or thousands of years.
8
square counts as 3 squares and you can’t run or charge M inefield
across difficult terrain. Further, anyone who has taken
(H azard , CR V aries )
cover behind the defensive lines (these are usually
Minefields are used on a battlefield for area denial,
created so that it’s clear which side the attacker is on,
securing positions from attack, or at worst helping the
and which side the defender is one), gain concealment
defenders out, when incoming opponents are storming
(20% miss chance) and a +2 circumstance bonus on
towards them. When a battlefield is abandoned, mines
saving throws against any weapon or spell that does
are often left behind and can remain dangerous many
not fire indirectly (Most weapons fire directly, with the
years after a conflict has ended, remaining a threat to
exception of things like grenades and grenade launcher,
anyone passing through the area until properly cleared.
and some missile launchers. Some spells, like explosive
blast, might fire indirectly as well, being set to explode
All mines are based on upon grenades, gaining the
above the trenches). This is best left to the GM to decide,
same CR as the level of the grenades, i.e. a minefield
depending on the flavor of the game he is creating).
based on a cryo grenade I, would be CR 6, as it is a level
6 item.
Corpse Stench (Hazard, CR 4)
Each minefield fills up a number of squares, with each
On recently abandoned battlefields, and near mass
square containing 1 mine. For each square that anyone
graves, the environment tends to be less than hygienic,
traversing the minefield will have to pass through,
often with rotting corpses lying about, and almost
increase the CR by one. (To use the example from before,
unbreathable air. On most planets, these corpses would
a person moving through 2 squares with mines based on
eventually be devoured by scavengers, but on a dead
a cryo grenade I, would be facing a CR 7 challenge).
planet, they freely rot and only the most foolhardy
visitors come near.
D emolitions , E xplosives ,
When moving into an area affected by corpse stench
(usually a larger area, but never less than 30 feet in & M ines
diameter), any breathing creature is potentially affected Mines are a particular type of explosive, that are
by the disease. This has the following profile: very similar to grenades. These weapons cost the
same as their parent grenade, but have the following
changes:
C or ps e S tench
Type disease (inhaled); Save Fortitude DC 15 Motionless: A mine cannot be thrown like a grenade.
Instead, it must be set, requiring an Engineering
Track physical; Frequency 1/day (1/10 minutes
check DC 10+item level of the grenade, allowing for
while in the area under the effect)
a remote explosion without the use of a detonator.
Cure 2 consecutive saves This standard setting detects anyone walking on top
Effect Once the victim reaches the bedridden of the mine and then explodes upon contact. Usually,
state, they start to have difficulty breathing, the weight limit is set at 5 lbs, to ensure that it is not
and requires a permanent supply of air (usually set off by smaller local animals, but the handler of the
oxygen, though races may vary), as their lungs or mine can choose a different setting if this is required.
equivalent organs slowly turns to liquid. If this is A timer can also be added (adding 5 to the DC)
not provided at all times, he automatically moves allowing the mine explosion to be delayed for up to
one step further every 20 minutes.
5 rounds after first being triggered. The mine can be
disabled with a similar Engineering check, but failure
by 5 or more results in the mine exploding.
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10
» » C reatures of the
D ead P lanets
Below you’ll find sample creatures for you to use in your games. There are 4 creatures of different Challenge Ratings so
that you have an opportunity to challenge players of various levels with these creatures of the dead planets.
SPECIAL ABILITIES
Aura of Death (Su) Any living creature within
30 feet of a bloodshade must make a DC 25
Fortitude saving throw, or take 10d20 points
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STATISTICS
Str +4; Dex +2; Con —; Int +0; Wis +1; Cha +0
Skills Athletics +7, Intimidate +7, Stealth +12,
Languages Common
Other Abilities unliving
ECOLOGY
Environment any
Organization solitary, pack (2-5) or army (20+)
SPECIAL ABILITIES
Embalming (Su) As a standard action an
embalmed one may choose to perform a grapple
combat maneuver. This is resolved as normal, but
if the opponent loses, and gains the grappled
condition, the opponent takes 1d6 points of cold
damage automatically each round, on top of any
slam attacks. These Hit Points are then gained by
the embalmed one as healing. Any surplus Hit
Points are lost.
Noxious Vomit (Su) Once every 1d4 rounds, as a
standard action, an embalmed one can spit a
glob of vomit at a target within 60 feet. Anyone
hit must make a DC 11 Fortitude save or be
affected by slimy doom (see Starfinder Core
Rulebook). Anyone dying from this disease rises
within 1d4 days as an embalmed.
12
L iving H ologram CR 5 XP 1,600 [S pellcaster ]
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LN Medium construct (mechanical) Overseers are the guards and in some cases normal
Init +0; Senses darkvision 60 ft., low-light vision; inhabitants of robotic worlds. They were created to be
an active guard or security force, capable of repairing
Perception +19
any damage caused by unfriendly activity, and to this
DEFENSE HP 150 day they still guard the sites where they were assigned.
EAC 23; KAC 24 Highly intelligent, they will sometimes interrogate
Fort +9; Ref +9; Will +13 sentient creatures to determine activities in the
galaxy at large, and how it will affect their duties. Any
Defensive Abilities construct immunities, nanite
attempts to stop them in their duty (whatever these
regeneration
may be) result in first a warning, and then a show of
OFFENSE force to remove the interference.
Speed 30 ft.
Melee electric touch +20 (2d8+15 E)
Ranged beam of light +18 (3d4+10 F)
Offensive Abilities piercing gaze
STATISTICS
Str +5; Dex +0; Con —; Int +3; Wis +8; Cha +0
Skills Athletics +19, Computers +24, Engineering
+24 , Physical Science +24, Profession (GM’s
choice) +19
Languages Common, Infernal, Shirren, Ysoki
Other Abilities unliving
ECOLOGY
Environment any
Organization solitary or patrol (2)
SPECIAL ABILITIES
Nanite Regeneration (Ex) While within 30 feet
of any metallic structure or vehicle that weighs
more than 300 pounds, and is at least Medium
size, an overseer gains fast healing 5.
Piercing Gaze (Ex) As a standard action, an
overseer can stare upon a creature, making it
feel the full force of its willpower. The targeted
creature must succeed on a DC 19 Will save or be
staggered for 1d6 rounds.
14
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» » S tart Y our S pace
A dventures R P :P
ight C
with F at
irates orts and rews
G oblin G ames !
C osmic O dyssey : P irates of
the S tarstream
Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible
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spell, new equipment for boarding and ramming, new sample starships
like the gunboat, and several NPCs for you to drop into your campaign.
16 » » A vailable N ow !