House_Rules

MAGIC ITEMS LIMITS Starfinder has a low limit on magic items carried.

I have modified the list to this level:

Ampoules, Serums, Aeon stones, and Gems don't count. Except in Bulk.

(potion) (medicine) (ioun) (~wands)

Characters can only have up to 4 Cybernetic Implants

This is limited by and equivalent to their CON bonus.

Minimum is still 1 if your Con is crap.

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CRITICIAL FUMBLES

for HtH, Ranged & Spells: after you Roll a Natural 1 on an attack roll, make a basic Dex save versus DC 15;

If you make the save, all that happens is you missed, no biggie. Fail the Dex save and then some side-effects have happened. GM will decide whether clumsiness or misfortune has happened, usually by draw of a card, or maybe this website

The GM handles Critical Hits or Successes, which happen with a Natural 20 being rolled.

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Resolve Points: As a hero, you have resolve—an intrinsic reservoir of grit and luck tied to your talents and often enhanced by your class. Your pool of Resolve Points (RP) allows you to carry on even when everything seems lost.

CALCULATING RESOLVE POINTS : YOU HAVE A NUMBER OF RESOLVE POINTS EQUAL TO HALF YOUR CHARACTER LEVEL (ROUNDED DOWN, BUT MINIMUM 1) + THE MODIFIER OF YOUR KEY ABILITY SCORE (THE ABILITY SCORE THAT IS MOST IMPORTANT TO YOUR CLASS). EVEN IF YOU HAVE A NEGATIVE MODIFIER, YOU ALWAYS HAVE AT LEAST 1 RESOLVE POINT.

For example, let’s say you’re creating a 1st-level mystic (whose key ability score is Wisdom) with a Wisdom score of 16 (a modifier of +3). Half your character’s level rounded down would normally be 0, so thank goodness for that minimum of 1! Add in the 3 from your Wisdom modifier, and your mystic has a total of 4 Resolve Points.

SPENDING AND REGAINING RESOLVE POINTS: RESOLVE POINTS CAN BE SPENT IN A NUMBER OF WAYS, AND MANY CLASSES LET YOU SPEND THEM TO ACTIVATE CLASS FEATURES AND REGAIN RESOURCES. SOME ABILITIES DON’T REQUIRE YOU TO SPEND POINTS, BUT ARE ACTIVE ONLY AS LONG AS YOU HAVE A MINIMUM NUMBER OF RESOLVE POINTS AVAILABLE—FOR INSTANCE, AN ENVOY WITH AT LEAST 1 RESOLVE POINT REMAINING IN HER POOL CAN USE HER EXPERTISE CLASS FEATURE TO ROLL AN EXTRA DIE ON SENSE MOTIVE CHECKS WITHOUT SPENDING THE POINT. YOUR RESOLVE POINTS CAN NEVER DROP BELOW 0. DYING CAUSES YOU TO LOSE RESOLVE POINTS. IF YOU WOULD LOSE RESOLVE POINTS DUE TO DYING AND DON’T HAVE ANY REMAINING, Then You Are DEAD. (SEE INJURY AND DEATH FOR MORE INFORMATION.)

Up to once per day, characters can regain any spent Resolve Points by getting a full 8 hours of uninterrupted rest.

General Uses for Resolve Points: Besides expending Resolve Points to activate class features, they are useful for a few key general purposes. Any character with Resolve Points can use them to regain Stamina Points, to stabilize after sustaining grievous wounds, or to rally and stay in the fight, as described below.

Regaining Stamina Points You can spend 1 Resolve Point to regain lost Stamina Points, up to your normal maximum. Using this ability requires 10 minutes of uninterrupted rest—if you’re interrupted partway through this process, you neither regain your Stamina Points nor lose the Resolve Point. You must take 10 consecutive minutes of uninterrupted rest to use this ability and cannot simply rest in intervals that total 10 minutes.

Stabilizing If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you’re no longer dying, but you remain unconscious. If you don’t have at least 3 Resolve Points remaining when you are dying, you lose Resolve Points as per the dying rules (see Injury and Death).

Staying in the Fight If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage, you can spend 1 Resolve Point at the start of your turn to heal 1 Hit Point. You are no longer dying, you immediately become conscious, and you can take your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 Hit Points and are stable, and you cannot heal more than 1 Hit Point in this way. You cannot spend Resolve Points to both stabilize and stay in the fight in the same round.

RESOLVE Points Are in Use as per this page (see above) with these provisions:

Excess RESOLVE Points aren't lost til the end of a game session.

Cheat Death only costs one RESOLVE Point (character miraculously survives whatever. This BURNS a point, so his normal resolve total is one fewer from now on. Min = 1) see below.

Curses are a common thing among superstitious folk. Or like with evil cult bosses.
Loss of RESOLVE Points for a Week can happen if cursed, for example.

Use a RESOLVE Pt to RECOVER Next Round from some condition such as Stunned, Nauseated, etc.

Use a RESOLVE Pt to confirm a critical success.

Remember, Starfinder is a Team Sport ~~~~~ ADDITONALS ~~~~ ~~ ~~ ~~~~ ~~~~~~~

Resolve Points can be spent at any time and do not require an action to use (although the actions they imply or modify consume part of your character’s turn as normal). You cannot spend more than 1 Resolve Point during a single round of combat. Whenever a Resolve Point is spent, it can have any one of the following effects.

LUCKY : If used before a roll is made, adding a Resolve Point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a Resolve Point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Resolve Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Inspiration: If you feel stuck at one point in the adventure, you can spend a Resolve Point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the Resolve Point is not spent.

Recall Ability : You can spend a Resolve Point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a Resolve Point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a Resolve Point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional Resolve Points may be spent on such an attempt, either by the character or her allies. Although the team can use Aid Another for this very important task.

Cheat Death: A character can spend a Resolve Point to cheat death. How this plays out is up to the GM, but generally the character is left alive, with 1 hit point ; unconscious but stable. For example, a character is about to be slain by a critical hit from a sniper rifle. If the character spends the Resolve Point, the GM decides that the bullet pierced the character’s communicator, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 Resolve Point in 1 round. The character can spend Resolve Points in this way to prevent the death of a familiar, animal companion, drone, or special mount, but not another character or NPC. This "Burns" a resolve, meaning the character has one less point in reserve until they go up a level.

Resolve Point Feats

The following Feats enhance your ability to store and gain Resolve Points.

    • Blood of Heroes You have a sense of destiny about you and always seem to succeed, even when the odds are against you.

    • Hero’s Fortune Even at the start of your career, it was clear that you had a chance at greatness, and your legend continues to grow with every adventure.

    • Luck of Heroes To others, it seems that you always have a bit of luck around you.

Resolve Point spells

These grant temporary Resolve Pts, or prevent characters from using Resolve Pts.

    • Heroic Fortune The target gains 1 temporary Resolve Point. (Mys-Tec 2)

    • Heroic Fortune, Mass As heroic fortune, except it affects more targets. (Mys-Tec 4)

    • Malediction Touch to kill an unconscious creature and gain a number of temporary Resolve Points depending on how powerful it was. (Mys-Tec 4)

    • Severed Fate A target becomes shaken and can not use Resolve Points for 10 minutes per level. (Mys-Tec 3)

    • Unravel Destiny A target suffers penalties to checks depending on how many Resolve Points it has, and takes damage if it uses them. (Mys-Tec 2)

Resolve Point Magic Items: The following magic items grant characters additional Resolve Points or allow them the possibility of recovering points as they are spent.

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Powerful Spells;
greater than 6th may be cast; with Research.

Let's say Kreboz the Technomage wants to cast FREEDOM, the 9th level spell that undoes Imprisonment.

He must be capable of casting 6th level spells. Whether he's Mystic or Techno, looking at arcane or divine, doesn't matter.

He will spend 3000 credits per week for 28 weeks, and sink 24 BPs into equipment for the rite.

Then makes mysticism checks (ie DC39) to finalize the research. If he fails, he only has to spend the Materials cost again (ie 6K+6BP) to retry.

After he successfully learns the ritual, he may spend the Material cost to cast it.

It takes one round per level of spell squared (minus your caster level) for the ritual. others may aid, each cuts time in half. Each assistant cuts the FX chance in half, also.

then 3 things happen:

    • it is highly likely that gross side-effect happen: earthquakes, swarms of demons, ion storm; flood, plague, real old-testament stuff. these affect a (D20xD12) +caster level) mile radius of caster.

    • the caster takes the listed temp Ability damage. this total is randomized among his 6 stats (SDCIWC) plus stamina and hit points.

    • the spell takes effect. whether he lives or dies, the magic happens.

If others aid in the ritual, they also take ability damage, but only a third as much as the main caster.