Star Heart
Star Heart
StarHeart
A Daggerheart™ Compatible Campaign Scaffold
Designed by Richard McNutt
© 2025 Richard McNutt. All Rights Reserved except as provided under the Darrington Press Community Gaming License (DPCGL).
Copyright/Attribution: Daggerheart
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC, under the terms of the
Darrington Press Community Gaming License (DPCGL).
Portions of this work designated as Public Game Content are derived from the Daggerheart System Reference Document 1.0.
This work includes modifications to the original Public Game Content. There are no previous modifications by others.
This Adaptive Content is produced under the Darrington Press Community Gaming License (DPCGL).
A copy of this license can be found at [Link]
Daggerheart™ Compatible. Terms at [Link]
Darrington Press™ and the Darrington Press authorized work logo are trademarks of Critical Role, LLC and used with permission.
11/23/2024
1. Typos and editing.
2. Clarified that Vehicle Evasion equals the Pilot’s Evasion.
3. Slight adjustments to personal energy weapon damage values.
4. Typo in environmental stat block fixed erroneously listed Potential Adversaries
as Experiences.
5. Adjusted the Dynamic Environment feature in the Epic Duel Environment.
11/29/2025
1. Typos and editing.
2. Added that energy damage replaces magic damage in StarHeart.
3. Clarified that the damage bonus from the Warrior’s Combat Training feature
applies to energy damage.
4. Changed the Long Pulsar’s feature to the Unwieldy feature.
5. Changed the Longstrike Caster’s feature to the Very Unwieldy feature.
6. Changed Fungril ancestry name back to Fungril. Mycosar is now their mythical
homeworld.
7. Adjusted the Engineer’s Ingenuity feature, Hope feature, the Just a Tweak and
Breakthrough features on the Modder.
8. Hiveborne feature adjusted.
9. Namutor’s Infravision feature adjusted.
10. Adjusted the Envoy’s Coordination feature.
11. Redesigned the Foundation Feature for the Spider subclass for the Hunter,
and adjusted the Endless Web feature accordingly.
12. Adjusted the Gambler’s Adrenaline Addict feature.
13. Replaced the Bone domain on the Leader with Valor.
DISTINCTIONS……………………………………….27 ENVIRONMENTS…………………………………88
TIER 1 ENVIRONMENTS…………………………….88
THE INCITING INCIDENT………………28
TIER 2 ENVIRONMENTS…………………………….92
SESSION ZERO QUESTIONS……..28 TIER 3 ENVIRONMENTS…………………………….97
Spaceships, energy blades, laser guns and adventure among the In StarHeart, the evil Sovereignty rules the galaxy. Dark Aether
stars. If you read DaggerHeart and thought the system would be winders known as the Korath manipulate the Sovereignty behind
perfect for pulp action sci-fi adventures, then StarHeart is for the scenes. The noble Karai Knights are barely more than a
you. Whether you’re negotiating with a planetary governor, memory and the beleaguered Resistance fights for freedom and
escaping a syndicate ambush, defending against a planetary justice against impossible odds.
invasion, dogfighting amongst asteroids, fighting a fusion blade
duel, or skimming the surface of a shattered moon, StarHeart TONE & FEEL
contains everything necessary for fiction first adventure in a far
away galaxy. Action, Adventure, Epic, Heroic, Mythic, Pulp
STARHEART
STARHEART 5
Paweł Stein (Order #50251354)
OVERVIEW
If your group decides to play this campaign, give your players the following information before character creation.
Decades ago, amid the chaos of the Kal’Kaden Genocide, Cardinal Clan Orveth and Clan Valekar believed they would be welcomed
Voraetor declared himself Archon, seizing control of the into the new regime for helping end the Kal’Kaden Genocide.
benevolent and idealistic Commonwealth. Thus, the autocratic However, they found themselves marginalized and ostracized for
Sovereignty was born. Archon Voraetor unleashed galaxy- who and what they are. Both Clans remain based out of the
spanning oppression, reshaping the very foundations of galactic ancestral Dunarian home world, the desert plant Tatmahuhn.
society. He ruthlessly crushed dissent while systematically
corrupting the Conclave, the once noble governing body of the Tatmahuhn is surrounded by a hazardous asteroid field which is
Commonwealth. the only known source of the rare void metal Vacar. Once mined,
Vacar must be forged using the acid produced by Tatmahuhn’s
The millennium old protectors of the galaxy, the Karai Knights, deadly sand dragons. Vacar forged steel is the strongest in the
were shattered, turned outlaw and subsequently hunted to near galaxy, able even to resist the intense heat of a fusion blade. The
extinction. These noble guardians are Aether winders; those able Dunarian clans use of Vacar weapons, armor and ships makes
to sense and manipulate Aether. their forces formidable beyond their numbers.
Aether is a mystical energy force permeating the very Clan Valekar embraced their pseudo-exile, becoming a
foundations of reality. Aether winders can achieve miraculous paramilitary force for the Syndicate, a vast criminal network
feats, including empathic connection, illusion, physical tolerated by the Sovereignty. Clan Orveth took a different path,
augmentation, precognition, telekinesis, and telepathy. seeking full recognition by the Sovereignty.
The Karai focused on winding Radiant Aether, using their powers Clan Orveth discovered Thykarran’s floating mountains were rich
to seek harmony in the world and balance within themselves. in stream ore, an essential fuel for Fold Drives. Fold Drives enable
However, the temptation of Shadow Aether always loomed. starships to traverse the Stream Fold. This allows travel at many
Shadow Aether rewards passion and intensity, often manifesting times the speed of light, thereby making intergalactic civilization
in expressions of anger, hate, violence and leading to untold possible.
suffering.
An expeditionary force from Clan Orveth enslaved Thykarran’s
Shadow Aether is the domain of the Korath, the Karai Knights’ indigenous Tragari and forced them to mine stream ore. Shrewd
dark reflection. The Korath spent centuries in hiding, plotting to political maneuvering by Clan Orveth’s deputy commander,
overthrow the Karai. Now, they are ascendant, the secret Chak’en Orveth (orderborne human, he/him), made Clan Orveth’s
manipulators behind the Sovereignty’s iron grip on the galaxy. Thykarran mining operation invaluable to the Sovereignty’s war
Their agents stalk the galaxy in search of those seeking to rebuild machine and set the Clan on a path to full acceptance into the
the Karai. Those radiant winders the Korath fail to corrupt, they Sovereignty.
eliminate.
In the decades since Archon Voraetor ascended to the
The Kal’Kaden Genocide was caused by the Dunarian Legions. Sovereignty’s throne, there has seemed to be little hope.
These ancient, expansionist warrior clans, previously exiled to the However, the burgeoning Resistance is steadily gaining traction
Outer Orbits, sought dominion over the galaxy. They invaded, as the galaxy chafes under the Sovereignty’s oppression.
unleashing a terrifying bioweapon, the Kal’Kaden. This parasitic, Sympathetic Cardinals fund insurgent cells. Disillusioned military
rapidly multiplying reptisectoid can decimate a planet’s organic officers spy and sabotage. Downtrodden citizens train to fight
life in a matter of days. Few worlds could stand against invasion back. The Aether stirs as an era of Shadow verges on a radiant
by the Dunarian Legions while combating an alien plague. Once a revolution.
planet was conquered, the Dunarians activated a biological kill
switch embedded in the Kal’Kaden to wipe clean their new prize.
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COMMUNITIES
All communities are available, but some have unique aspects within a StarHeart Campaign. In addition, StarHeart includes the
Hiveborne, Jungleborne and Spaceborn communities. As needed, provide the following information to your players and choose one or
more of the questions to ask them during your session zero.
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What is the nature of your privilege? Does it rely on birth, SLYBORNE
societal consensus or Denarii?
Many Slyborne live on the Nexus worlds at the heart of galactic
Does your social circle secretly oppose the Sovereignty or
civilization. Some live in the literal underbelly of great, vertical
support it?
metropolises, such as on the galactic capital of Aurum. Others
What obligations and expectations does your status move like ghosts amongst other, more “legitimate” communities.
impose upon you?
The worlds of the Outer Orbits hold entire societies of fractious
LOREBORNE Slyborne wracked by internecine conflict. These worlds are the
source of the galactic black market where one can buy everything
Loreborne have the largest and most diverse set of communities from weapons, to exotic animals to even other sentients. The
in the galaxy. They include intellectuals, professors and Syndicate is the largest and most powerful faction in the Outer
scientists, but also those with more practical skills, including Orbits. It is rare slyborne that doesn’t owe Denarii or a favor to
engineers, mechanics, crafters, and builders. To loreborne, their the Syndicate.
knowledge, and the skills that come with, are what define their
Is your community in the galactic Nexus, the Outer Orbits,
place in an impossibly wide galaxy.
or somewhere in between?
What is your particular area of expertise?
What do you owe the Syndicate; Denarii, a favor, or your
What knowledge do you possess that the Sovereignty life?
considers vital? What custom, mannerism, method of speech or physical
How has the Sovereignty’s oppression impacted your sign allows you to identify other members of your
ability to acquire and use your knowledge? community?
ORDERBORNE WANDERBORNE
Most Orderborne in StarHeart are part of the Sovereignty Wanderborne in StarHeart tend to be either nomadic on a single
military, one of the remaining Dunarian Clans (Orveth or Valekar), planet, or nomads across the stars. Wanderborne nomads on a
or a planetary military. Aether winders are the other main single planet usually live on one of the few planets with diverse
category of orderborne communities. The Aether winding geography and climates. Although these communities tend to
factions are mysterious to most in the galaxy. The Korath have lower resources and limited technology, the challenges of
manipulate the Sovereignty behind the scenes, while the Karai their unique lifestyle often leads to the Wanderborne being
are all but exterminated. The orderborne in StarHeart tend to be surprisingly innovative and inventive.
defined by their conflicts, mostly with other orderborne over
Unlike Spaceborne, Wanderborne who move between worlds try
matters both practical and philosophical.
to spend little time in the vacuum of space, aiming to get down a
Which orderborne community are you from? gravity well as soon as possible. Some travel between worlds to
How have the tenets of your community been changed by escape persecution or capture. Others perform migratory work
the rise of the Sovereignty? or seek enlightenment through pilgrimage.
What internal conflicts roil within your community? Does your community wander a single planet, or travel
across the stars?
DUNEBORNE, FROSTBORNE, Does your community wander for purposes practical or
RIDGEBORNE, SEABORNE, philosophical? What are those purposes?
UNDERBORNE, AND WILDBORNE Is your community unique in the galaxy, or are there many
Many planets in the StarHeart galaxy are mysteriously sects? If the latter, do they ever come together, and if so,
monobiome. Besides mystifying scholars for generations, it has under what circumstances?
engendered unique communities across thousands of planets.
There are the Wald Tragari Tribes that inhabit the forested
FREEBORNE
surface of Thykarann and their rivals, the Berg Tragari who scale In the age of Sovereignty rule, the Freeborne are all but unheard
Thykarann’s floating mountains. There are the Jarn Reavers of of in StarHeart. Even the Resistance still lives under the
Tatmahuhn’s sand sea and the Yupik peoples of Kalt’s icy Sovereignty’s boot. Extant Freeborne communities are almost
wastelands. Some underborne live in the subterranean areas of a certainly located in the Outer Orbits where the Sovereignty’s grip
planet, other’s inhabit the deep recesses of asteroids or moons. is thinnest. There they struggle for independence from the many
Seaborne are found both above and below the surface of various criminal factions, but it is nearly impossible to stay clear of
water worlds. Syndicate entanglements. Regardless, staying free in StarHeart
Which environ are you from? What does it have that the requires both Denarii and military strength.
Sovereignty desires? How did your community gain freedom from the
Is your community isolated from the galaxy at large, or Sovereignty?
famous for the flora, fauna, or minerals it produces? What resources and capabilities are keeping your
What unique customs or technology has your community community free?
developed to help it deal with the challenges of its What is the biggest threat to your community’s freedom?
environment?
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Paweł Stein (Order #50251354)
HEARTHBORNE WARBORNE
Many Warborne communities are those still recovering from the
Hearthborne communities tend to be found on the Interim
Kal’Kaden Genocide. Such communities were completely
worlds, in the vast reaches between the Nexus and the Outer
devastated, usually losing 90% or more of their world’s
Orbits. These worlds are often devoted to agriculture, mining or
population in only a few days. This loss still haunts them decades
manufacturing. They tend to be dominated by family units or
small businesses, instead of massive corporations or later. Other Warborne communities are those who fought the
Sovereignty’s ascension and lost. These communities find
government-owned production. This affords these communities
themselves constantly under the proverbial boot of the
insulation from the larger conflicts of the galaxy. However, it also
Sovereignty. Warborne communities in active conflict include
means they are less powerful and thus vulnerable to those who
mercenary companies, independent planetary defense forces and
would exploit them.
portions of the Dunarian Clans Orveth and Valekar.
What is the main product of your community?
Is your community in active conflict or recovering from the
Who among your community is sounding the alarm that ravages of one?
their idyllic life is at risk? Is the rest of the community
What has your community irrevocably lost to war?
heeding these warnings?
What is the most salient lesson your community learned
Who is the most influential voice in your community?
from war?
ANCESTRIES
Some of the DaggerHeart ancestries are more appropriate for medieval fantasy than science fantasy. Below we discuss unique
aspects for those ancestries that are appropriate for StarHeart. This section also presents four new ancestries specific to StarHeart:
Logirean, Namutor, Ruali, and Tragari. Your group and GM may decide to use any ancestries from DaggerHeart not listed below. As
needed, provide the following information to your players.
LOGIRIAN NAMUTOR
Logirians’ most distinctive feature is their enlarged brains. The Namutors have reptilian features, including scaled skin, clawed
left and right side evolved such that each side can fully process appendages, razor-sharp teeth and distinctive yellow or orange
separate trains of thought. As their brains enlarged, the Logirians’ eyes. They average several centimeters taller than humans with
skulls increased in size, growing down their backs. Their skulls wiry builds that belie their natural strength. Their scales tend to
merged with their spines, forming an enlarged, ridge-like sack on be green, brown or maroon, but more exotic colors are possible.
the neck and upper back. Their foreheads also enlarged to hold
Namutors have incredible regenerative abilities, able to regrow
their cerebrum’s, protruding and merging with the nose.
destroyed tissue and even lost limbs. Their tissue regeneration
Logirians are generally humanoid in appearance, with skin tones
also gives them long lifespans, up to several times that of
similar to humans. However, they are completely devoid of hair,
humans. They also have natural heat vision, which helped their
including lacking eyebrows.
forebears track and hunt prey, and now give Namutors an edge
Logirians have a voracious appetite, craving foods high in sugar on modern battlefields.
and fat to feed their massive brains. Despite their famously large
appetites, they are almost universally lean, as their brains rapidly Ancestry Feature
use the energy they consume. They have other physiologic Regeneration: When you Rest, you automatically clear 1 Hit Point.
changes such as additional chambers on their hearts to pump If you lose a limb or another piece of your body, you can regrow it
more blood and redundant arterial supply for their massive as a long term project. The first time you do this, gain a new
brains. Logirians have been known to survive significant trauma experience related to the regrowth at +2.
to their brain without serious diminishment in their mental Infravision: You have infrared vision, allowing you to see in
capacity. darkness and through obscuration such as smoke or fog. This
also allows you to see weak points in your foes. When you deal
Ancestry Feature
damage to a target, you can mark a Stress to deal an additional
Binary Mind: When you succeed on a Reaction Roll, spend a Hope
d10 damage.
and give the group an example of your peerless multi-tasking.
Then tick a relevant countdown up or down one.
Philosophical Wisdom: When you make an Action Roll, you can
mark a Stress to save your Hope or Fear die. Place the die on this
card with the rolled value facing up. You can only keep one die on
this card at a time. Before making an Action Roll, you can spend a
Hope to use that die instead of rolling. Roll your other duality die
as normal.
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complex. However, there are also many independent bot
RUALI manufacturers.
The Rualis’ most distinctive feature are the hair-like tendrils While bots have varying degrees of sentience, PC bots are
called filora that cover their heads. The filora are always in indistinguishable from sentience. Sentient bots develop distinct
motion, as if rustled by a constant, gentle breeze. The Ruali can personalities and “quirks.” While many owners welcome these
lengthen or shorten their filora by changing their diet. This is a changes and come to see their bots as valued friends, others find
key method of individual expression. Their tendrils are used for such changes distasteful and periodically “re-image” their bots.
communication and intimacy. Members of the Ruali ancestry There is a movement for bot independence that believes re-
learn how to communicate with tendrils from birth. It is imaging to be murder. Players should decide if their bot PC is
vanishingly rare for members of other ancestries to learn how to completely independent or the “property” of something or
understand the filora language’s subtle nuances. someone.
Otherwise, Ruali are similar in appearance to humans, but are, on
FAERIE
average, slightly shorter and tend towards lean and graceful
builds. Their skin comes in a variety of bright colors, including Faeries in StarHeart are called Nysali. Their homeworld is the
blue, green, red, yellow, purple, orange, and pink. Ruali are highly forest-world of Viralyn. However, the Nysali can be found on
social by nature, which is enhanced by the calming pheromones planets throughout the galaxy.
they exude.
FUNGRIL
Ancestry Feature
Silent Communication: You can communicate complex ideas The origin of the Fungril has mystified the scholars for
surreptitiously with others of your ancestry through tendril generations. Many believe them to be from the lost world of
movements. Because the tendrils are in constant motion, it is Mycosar. Others theorize Fungril evolved from non-sentient fungi
almost impossible for someone not of your ancestry to even growing on spaceships.
realize that communications is occurring. You have advantage on
rolls to convey meaning through body language or read the
GALAPA
intentions of others. Galapa in StarHeart are originally from the swamp world of
Calming Pheremones: You can mark a Stress while in a social Pelagus.
environment to change your Hope die to a d20 for the rest of the
scene or until physical conflict breaks out. GOBLIN
Goblins in StarHeart are called Kobalar. Their homeworld is
TRAGARI Kavrash Prime, a once lush paradise that is now littered in
These towering beings stand over two meters tall. Thick, layered shipwrecked hulks after a series of massive space battles. The
fur covers their robust forms from head to toe. Their fur surface is now a giant scrapheap. Constant electromagnetic
commonly ranges from earthy chocolate to deep charcoal, interference leaves Kavrash Prime shrouded in perpetual shadow.
though rare golden tones occur. Adapted to dense woodlands,
Tragari possess broad shoulders and long, muscular arms that HUMAN
lend them great physical power and natural climbing ability. Their Humans are one of StarHeart’s most populous ancestries. Their
faces have pronounced muzzles and expressive, intelligent eyes. homeworld is unknown and they can be found on almost every
They speak in a diverse spectrum of rumbling growls, resonant habitable planet (and many non-habitable) in the StarHeart
howls, and deep barks. The rich language is unique to their galaxy.
species.
Clanks in StarHeart are called bots. Bots have varying legal SIMIAH
status throughout the galaxy, but most are treated as property.
They are constructed by a variety of manufacturers, mostly Simiah in StarHeart lost their homeworld to a natural disaster
corporations that are part of the Sovereignty military-industrial generations ago.
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CLASSES
By default, StarHeart only uses three of Daggerheart’s core classes. It uses the Guardian and Warrior from Daggerheart Core, as well
as the Brawler from the Void. Of course, subject to your group/GM, other Daggerheart classes are available.
NEW CLASSES
What follows are six new classes designed specifically for StarHeart. Some mechanics from the Daggerheart core classes are
repurposed for these classes, but there are many completely new mechanics as well.
Engineer
Masters of bots, gadgets, and vehicles. They fix what’s broken, build what’s needed, and repurpose the rest.
Subclasses: Modder (improv genius), Polymath (scholar-inventor)
Hunter
Track, capture, kill. The Hunter hunts and the prey runs, or flys, way. But despite the galaxy’s breadth, there is no where to hide.
Subclasses: Predator (lethal stalker), Spider (controller)
Leader
The heart of every team, blending charisma, command, and conviction to bring others together when it matters most.
Subclasses: Envoy (voice and diplomat), Strategist (tactician and planner)
Mystic
Attuned to the unseen pulse of the Aether, balancing instinct and serenity to protect and enlighten.
Subclasses: Mentor (teacher and healer), Sentinel (guardian warrior)
Scoundrel
Charismatic rogues and daring improvisers who cheat fate and win by wit, charm, or sheer nerve.
Subclasses: Gambler (risk-taker), Hotshot (flashy ace)
Scout
Explorers, pathfinders, and survivalists who thrive where others falter, charting paths through chaos and danger.
Subclasses: Bonded (companion-focused), Trailblazer (pioneer and survivor)
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ENGINEER
ENGINEER SUBCLASSES
Engineers are masters of machines, systems, and Choose either the Polymath or Modder subclass.
improvisation. They use their knowledge and ingenuity to shape
the battlefield, jury-rig malfunctioning systems, and invent new
devices.
THE MODDER
Play the Modder if you want to rebuild, rewire, and rearm in
Some are formally trained, products of elite academies or the middle of the action—turning setbacks into saves and
corporate research facilities. Others are self-taught scrap into solutions
improvisers who learned the hard way, out in the rim, under
fire, with nothing but a toolkit and a deadline. FOUNDATION FEATURE
Just A Tweak: At the beginning of each session, place a
When the alarms are screaming and the reactor’s about to
number of Modder tokens on this card equal to your Finesse
blow, it’s the Engineer who flips open the control panel and
or Knowledge Trait.
says, “I’ve got an idea.” Whether splicing circuits, patching
hulls, or rigging a trap, an Engineer knows it doesn’t have to be When you roll with Fear, spend tokens equal to the Recall
pretty, it just has to work. Cost of any domain card you are eligible for that is not in your
current loadout. If the Recall Cost is 0, it still costs one
DOMAINS Modder token. Swap that domain card with one of the
Bone and Tech domain cards in your loadout. This domain card counts as
one of your Mods. If you would ever place a Mod card in your
STARTING EVASION vault, discard it instead. When you spend a Modder token
10 you can also equip a weapon or item from your inventory as if
you had marked a Stress.
STARTING HIT POINTS
5 SPECIALIZATION FEATURES
Breakthrough: Once per long rest, when you use Just A Tweak
ENGINEER’S HOPE FEATURE to swap a domain card, you can choose a card from any
Always Learning: When any PC fails with Hope, you may domain up to one Tier below your current Tier. You may only
spend a Hope to place the Hope die on this card with the have one domain card from a domain you do not normally
rolled value face up. You may only have one die on this card have access to in your loadout or vault at any time.
at a time. When a PC makes an Action or Reaction Roll, you
may spend a Hope to replace the rolled value of their Hope Broad Horizons: Choose one additional domain. You gain
or Fear die with the value of the die stored on this card. permanent access to that domain whenever you choose a
domain card, both at level up and for Just A Tweak.
ENGINEER’S CLASS FEATURE
Ingenuity MASTERY FEATURES
Masterpiece: When you use Breakthrough, you can choose a
Once per session, you may spend a Hope and spout some card from any domain up to your level. You may only have
technobabble that explains why something that just happened one domain card from a domain you do not normally have
isn’t quite correct. Then do one of the following: access to in your loadout or vault at any time.
Avoid marking a Hit Point, Stress, or Armor Slot.
Add or subtract 2 from any roll.
Redundant Modifications: When you use Just A Tweak, gain a
Hope or clear a Stress.
After the first time you use this feature in a session, you
can continue to use it by giving the GM a Fear instead of
spending a Hope. Regardless, you may only give the GM
Fear to use Ingenuity once per scene.
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THE POLYMATH
BACKGROUND QUESTIONS
Play the Polymath if you want to master systems, knowledge, and
Answer any of the following background questions. You
technology to adapt, optimize, and outthink every obstacle.
can also create your own questions.
FOUNDATION FEATURES What’s the most important thing you’ve ever built…
Prepared: Take an additional domain card of your level or lower or destroyed?
from a domain you have access to. Do you solve problems for the joy of the work, the
challenge, the paycheck, or something else?
Adept: When you use an Experience, you can mark a Stress instead What piece of tech have you been trying to design
of spending a Hope. If you do, double your Experience modifier for
for years but can’t get quite right?
that roll.
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HUNTER
HUNTER SUBCLASSES
Hunters are specialists in tracking, pursuit, and precise Choose either the Predator or Spider subclass.
elimination. Whether chasing fugitives across shattered moons,
stalking rival operatives through neon-lit cityscapes, or
disabling a fleeing starship with calculated precision, a
THE PREDATOR
Hunter’s expertise lies in making sure their mark has nowhere Play the Predator if you want to stalk your prey and strike
left to run. Hunters are relentless. With every shot, trap, and with deadly force.
maneuver, the walls close in. Those chosen as the Hunter’s
Focus know the Hunter is locked on, and the Hunter never FOUNDATION FEATURES
misses twice. Ruthless Predator: When you make a damage roll, you can
mark a Stress to gain a +1 bonus to your Proficiency.
Masters of surveillance, ambush, and single-target Additionally, when you deal Severe damage to an adversary,
suppression, Hunters blend technology with instinct. They use they must mark a Stress.
scanners, drones, specialized weaponry, and razor-sharp
intuition to predict their quarry’s next move. While many work On the Hunt: On a successful attack against your Focus you
for the Sovereignty, other hunters freelance for local can dodge away and become Hidden. While Hidden, your
governments or private citizens. Some even join the attacks against your Focus deal an additional d10 damage.
Resistance.
SPECIALIZATION FEATURE
DOMAINS Elusive Predator: You gain a +2 bonus to your Evasion against
Primal and Tech attack’s made by your Focus.
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THE SPIDER
BACKGROUND QUESTIONS
Play the Spider if you want to control and harry your prey.
Answer any of the following background questions. You
can also create your own questions.
FOUNDATION FEATURES
Hunter’s Parlor: You can make an Action Roll against an Who taught you how to hunt, and what happened to
environment’s difficulty to establish your Parlor. On a success, you them?
can mark a Stress to place a number of Parlor tokens on this card What’s one rule of the hunt you’ve sworn never to
equal to your Instinct. You can spend a token to do one of the break?
following: What bounty or target is still out there, and why?
Make an adversary Restrained.
Force a spotlighted adversary to mark a Stress before it can CONNECTIONS
act.
Ask your fellow players one of the following questions for
Re-roll your Duality Dice on an attack. their character to answer, or create your own questions.
When you move to a new environment, clear all tokens. Who or what did I help you track down when no one
else would?
SPECIALIZATION FEATURE Your hunted me once. How did that turn out?
Hunter’s Web: When you successfully attack your Focus, you can
Why do I trust you when I rarely trust anyone?
make the target temporarily Vulnerable or Restrained.
MASTERY FEATURE
Endless Web: When you apply the Restrained condition you may
also apply the Vulnerable condition.
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LEADER
LEADER SUBCLASSES
Leaders guide, influence and coordinate individuals and teams Choose either the Envoy or Strategist subclass.
to achieve goals no single member could achieve alone.
Masters of motivation and strategy, Leaders use their
presence, planning, and insight to bring out the best in their
THE ENVOY
allies and exploit their enemies’ flaws. Play the Envoy if you want to command attention, broker
peace, or rally the cause when it matters most.
Leaders are made, not born. Some receive formal training in
command, politics, or rhetoric. Others rise through trial, FOUNDATION FEATURES
instinct, and experience. In the heat of crisis or the chaos of
Commanding Address. Once per long rest, you may deliver a
battle, it is the Leader who holds the line, inspires their allies to
speech of calm authority, moral clarity, or fierce conviction.
push on, or turns a moment of weakness into a decisive
All allies within Far Range clear 2 Stress.
breakthrough.
Weight of Authority. After you make an action roll to
The best Leaders give those they lead the credit. But those who
persuade, negotiate, or assert control, you may spend a Hope
were there, remember the difference the Leader made.
to add a d6 to the roll.
Domains SPECIALIZATION FEATURE
Poise and Valor
Coordination. Your attention to detail, planning, and quiet
leadership ensures your team functions at its best. When you
Starting Evasion rest, you or one of your allies gain an additional downtime
10 move representing the preparation, access, or connections
you enabled.
Starting Hit Points In addition, once per scene you may advise or direct an ally to
5 do one of the following:
Discover a useful mundane item or tool relevant to the
LEADER’S HOPE FEATURE
current situation.
Tracers: Spend 3 Hope to make up to three targets within Far
Range temporarily Vulnerable. Help an ally without spending Hope.
Turn a successful action roll against a Vulnerable
CLASS FEATURE adversary into a critical success.
Rally
Once per session, describe how you rally the party and give
MASTERY FEATURE
yourself and each of your allies a Rally Die. At level 1, your
Legacy in Motion. Your Rally Die increases to a d10. In
Rally Die is a d6. A PC can spend their Rally Die to roll it,
addition, when you help an ally, you may narrate the moment
adding the result to their action roll, reaction roll, damage
as if you’re documenting the rising legend of your movement
roll, or to clear a number of Stress equal to the result. At the
or cause, or submitting an award for exceptional heroism.
end of each session, clear all unspent Rally Dice. At level 5,
When you do, roll a d10 as your advantage die. This roll is a
your Rally Die increases to a d8.
critical success if your advantage die rolls a 10.
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THE STRATEGIST
BACKGROUND QUESTIONS
Play the Strategist if you want to always be two steps ahead;
Answer any of the following background questions. You
springing ambushes, breaking enemy lines, and guiding your team
can also create your own questions.
to victory.
What was the moment you first realized others
FOUNDATION FEATURE were looking to you for the next move?
Set ‘Em Up… You gain a pool of Set Up tokens. Each session you Have you ever sacrificed one person to save many?
start with one token. On a roll with Hope, you can place a token on Would you do it again?
this card instead of gaining a Hope. When you or an ally makes an What do you fear more, failure or success?
Action Roll against an adversary’s difficulty, you may spend a Set
Up token to make the adversary temporarily Vulnerable or
Restrained. At the end of each session, clear any unspent Set Up CONNECTIONS
tokens on this card and gain a Hope per token cleared. Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
SPECIALIZATION FEATURE When do I trust your judgment more than my own?
And Knock ‘Em Down. When you make an adversary Vulnerable or
What crisis did we survive together? What did it
Restrained, you may allow an ally to make a Reaction Roll against
reveal about my leadership style?
the adversary’s difficulty using a weapon the ally could attack the
adversary with. On a success, the ally deals the weapon’s damage What have you taught me about leadership?
to the enemy using their proficiency.
MASTERY FEATURES
All Down. You may spend a Hope to use And Knock ‘Em Down
when an adversary becomes Vulnerable or Restrained for any
reason.
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MYSTIC
MYSTIC SUBCLASSES
Mystics listen to the hidden rhythms that bind all living things. Choose either the Mentor or Sentinel subclass.
Where others seek control, Mystics seek connection. They
attune themselves to the subtle threads that weave through the
Aether, sensing disturbances, shifts, and echoes before others
THE MENTOR
notice them. Play the Mentor if you want to guide others through wisdom,
patience, and the flow of the Aether.
Mystics walk the line between instinct and discipline. They are
warriors when they must be, but their true strength comes FOUNDATION FEATURE
from foresight, serenity, and understanding. Whether through Aether’s Guidance: At the beginning of each session, roll a
deep meditation, careful observation, or raw gut feeling, they number of d4s equal to your Proficiency and place them on
perceive patterns others miss. Mystics spot an approaching this card. These are your Aether Dice. You can spend any
storm before the wind changes or the clouds darken. They number of Aether Dice to aid yourself or an ally within Far
sense the tides of war before the first shot is fired. Range. You can use a spent die’s value to reduce incoming
damage, add to a roll’s result after the roll is made, or gain
Domains Hope equal to the result. At the end of each session, clear all
Aether and Primal unspent Aether Dice.
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THE SENTINEL
BACKGROUND QUESTIONS
Play the Sentinel if you want to fight with discipline, intuition, and
Answer any of the following background questions. You
precision.
can also create your own questions.
FOUNDATION FEATURES Who taught you to listen to the Aether rather than
Aetheric Warrior: You have trained to endure, protect, and fight your fears?
with clarity. Gain an additional Hit Point slot. What lines won’t you cross, even when it would be
easier to do so?
Face Your Fear: When you succeed with Fear on an attack roll, you Do you believe balance is something that can ever
deal an extra 1d10 energy damage.
truly be achieved, or only pursued?
SPECIALIZATION FEATURES
Aether-Fueled Reflexes: You use the flows of Aether to guide your CONNECTIONS
defense. While you have at least 2 Hope, you add your Proficiency Ask your fellow players one of the following questions for
to your Evasion. their character to answer, or create your own questions.
Who do you remind me of that I failed in the past?
Fueled by Fear: The extra energy damage from your Face Your Fear
feature increases to 2d10. What can we never agree on about the role of
Aether in the galaxy?
MASTERY FEATURES What conflict do I sense in your heart?
Thrive in Chaos: When you succeed on an attack, you can mark a
Stress after rolling damage to force the target to mark an
additional Hit Point.
Have No Fear: The extra energy damage from your Face Your Fear
feature increases to 3d10.
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SCOUNDREL
}}
SCOUNDREL SUBCLASSES
Scoundrels thrive in the margin between law and chaos, loyalty Choose either the Gambler or Hotshot subclass.
and betrayal, charm and violence. They rely on quick wits,
quicker reflexes, and the ability to turn any setback into an
opportunity. Some talk their way into—or out of—danger.
THE GAMBLER
Others rely on luck, distraction, or sheer audacity. Whatever Play the Gambler if you want to push your luck and never
the method, a scoundrel lives by the adage, “If you ain’t want to be told the odds.
cheating, you ain’t trying.”
FOUNDATION FEATURE
Built for manipulation, improvisation, and momentum,
Defy The Odds: When you take a long rest, put a number of
scoundrels steal the spotlight. They know when to shoot, when
d6 Defy The Odds dice on this card equal to your Presence
to smile, and when to run. With the right timing, they can tilt
trait. When you roll your Duality Dice, after seeing the result,
the entire fight in their favor, or buy their crew just enough time
you can expend one of your Defy The Odds dice to modify
to escape.
the roll. Roll the die. If the number on the die is even, add its
value to your Hope or Fear die. If it is odd, subtract its value
Scoundrels tend to leave a trail of allies, enemies, and confused
from your Hope or Fear die. If you don’t like your die’s result,
admirers in their wake. They’re not always trustworthy, but
you can discard that result, then expend and roll another die.
they’re often exactly the kind of trouble you want on your side.
You may continue doing this as long as you have dice
remaining. However, once you decide to use a Defy The Odds
Domains
die on a roll, you must modify your roll with one of your dice.
Poise and Trickery
SPECIALIZATION FEATURES
Starting Evasion
I Make My Own Odds: When you expend a Defy The Odds die,
11
you can choose to roll a d4 or a d8 instead of a d6. If you
expend/roll multiple dice, you can change the die size every
Starting Hit Points time you roll. In addition, you may stack multiple dice on a
5 single roll, rolling and resolving each individually.
SCOUNDREL’S HOPE FEATURE Adrenaline Addict: Mark a Stress to gain a Defy The Odds die.
Make a Scene: Spend 3 Hope to temporarily Distract a target
within Close range, giving them a –2 penalty to their MASTERY FEATURES
Difficulty. Jackpot: Once per session, when you roll the maximum value
on a Defy The Odds die, you can turn that roll into a critical
CLASS FEATURE success, regardless of the values of your Hope and Fear dice.
Shoot First
Once per scene, you can spend a Hope to steal the spotlight
Hot Hands: You can expend your Defy The Odds dice to
from the GM and give it to yourself or an ally of your choice. modify your allies’ rolls as well, provided this makes sense in
This functions the same as if the GM spent a Fear to steal the fiction.
the spotlight from the PCs. You can do this when the GM
spends Fear to steal the spotlight or make an additional GM
move. However, in this case, the GM regains any Fear spent.
In addition, if an environment feature gives the GM the
spotlight, you can always spend a Hope to gain the spotlight
for yourself instead. This portion of the feature does not
have a limit other than the Hope cost.
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THE HOTSHOT
BACKGROUND QUESTIONS
Play the Hotshot if you want to be the center of attention because
Answer any of the following background questions. You
you are the best there is at what you do.
can also create your own questions.
FOUNDATION FEATURE What did a job gone wrong force you to leave
Look At Me Now: When you use Shoot First to steal the spotlight behind? What it a world, a friend, a lover, or
from the GM and spotlight yourself, you have advantage on any something else?
Action Roll you make during this spotlight. In addition, you may Who still believes the best about you, and what
use Shoot First one additional time per session, ignoring the once danger do they face for defending you?
per scene restriction. Who are you running from? Why?
Bask In Attention: The first time each session you gain the
spotlight, gain a Hope. When you do, the first other character that CONNECTIONS
compliments your skills, abilities, or appearance also gains a Hope. Ask your fellow players one of the following questions for
their character to answer, or create your own questions.
SPECIALIZATION FEATURES
What scheme did we pull off that got us banned
Come And Get Me: When you use Shoot First to steal the spotlight from a system?
from the GM and spotlight yourself, adversaries cannot attack
your allies until you take damage. Until you take damage, attacks Why are we still working together even though I
against you have disadvantage. once betrayed you?
What situation did you bail me out of, and what did
MASTERY FEATURES it cost you?
Center of Attention: Once per session you can use Shoot First
without spending a Hope. When you use Shoot First to spotlight
yourself, all adversaries that can see or hear you must mark a
Stress and the GM loses a Fear.
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SCOUT
SCOUT SUBCLASSES
When the path is uncertain and the world turns hostile, the Choose either the Bonded or Trailblazer subclass.
Scout is the one who steps forward. Masters of wilderness,
urban sprawl, and battlefield alike, Scouts are experts at
moving unseen, reading danger, and navigating the spaces
THE BONDED
others fear to tread. Whether they rely on sharp eyes, honed Play the Bonded if you enjoy tackling problems with the help
instincts, or a quick tongue, Scouts thrive on independence, of a trusty sidekick.
adaptability, and knowing when to strike and when to vanish.
FOUNDATION FEATURE
Some Scouts operate alone, disappearing into wild places or Companion: You have an animal, person or droid companion
slipping through enemy lines. Others serve as point, finding of your choice (at the GM’s discretion). They stay by your side
safe paths, scouting ambushes, and dismantling threats before unless you tell them otherwise.
the rest even knows they’re there. Their tools are as varied as
their methods. Some favor stealth, others rely on deception Take the Companion sheet. When you level up your
and clever traps to outmaneuver their foes. character, choose a level-up option for your companion from
this sheet.
Domains
Primal and Trickery SPECIALIZATION FEATURES
Expert Training: Choose an additional level-up option for your
Starting Evasion companion.
12
Battle-Bonded: When an adversary attacks you while they’re
Starting Hit Points within your companion’s Close Range, you gain a +2 bonus to
6 your Evasion against the attack.
MASTERY FEATURES
SCOUT’S HOPE FEATURE
Advanced Training: Choose two additional level-up options
Mountain’s Tenacity: Spend 3 Hope to clear 2 Stress. for your companion.
CLASS FEATURE Loyal Friend: Once per long rest, when the damage from an
Nature’s Master attack would mark your companion’s last Stress or your last
You have advantage when you make an action roll against Hit Point and you’re within Close range of each other, you or
the difficulty of an event, exploration or traversal your companion can rush to the other’s side and take that
environment. When you Help an Ally make an action roll damage instead.
against the difficulty of an event, exploration or traversal
environment, your help die is a d10.
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COMPANION WORKING WITH YOUR
This section describes how to make your companion.
COMPANION
The following sections will run you through the basics of
When you choose the Bonded Scout subclass or choose working with your companion.
Companion as your Big Damn Hero Bonus, take a companion
sheet. This sheet is for tracking important information about COMMANDING, HOPE, AND EXPERIENCES
your character’s companion and can be tucked beneath the Make an Action Roll to connect with your companion and
right side of your character sheet for ease of viewing.
command them to take action. Spend a Hope to add an
applicable Companion Experience to the roll. On a success
STEP 1: NAME YOUR COMPANION with Hope, if your next action builds on their success, you
Work with the GM to decide the nature of your companion. gain advantage on the roll.
Give them a name and add a picture of them to the
companion sheet. ATTACKING WITH YOUR COMPANION
When you command your companion to attack, they gain any
STEP 2: WRITE THEIR EVASION benefits that would normally only apply to you. On a success,
Fill in their Evasion, which starts at 10. their damage roll uses your Proficiency and their damage die.
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THE TRAILBLAZER
BACKGROUND QUESTIONS
Play the Trailblazer if you want to carve a path where none exists.
Answer any of the following background questions. You
can also create your own questions.
FOUNDATION FEATURE
Dangerous Opportunity: When you overcome a major obstacle, What is the harshest place you’ve ever survived and
environmental threat, or hostile encounter within an environment what did it teach you?
for the first time, you may make an Action Roll against the What line won’t you cross, no matter how desperate
environment’s difficulty. On a success, you gain a Dangerous the situation? What was the one time you did cross
Opportunity. The GM chooses one of the following: that line?
Valuable, but Dangerous: You learn of something valuable What do you trust most, your instincts, your tools,
nearby, guarded by a dangerous foe or deadly obstacle. If or your allies?
you choose to pursue it, clear a Hit Point and gain advantage
on your first Action Roll to acquire it.
CONNECTIONS
Know the Terrain: You gain intimate knowledge of the
Ask your fellow players one of the following questions for
environment’s dangers. Remove a Fear from the GM and gain
their character to answer, or create your own questions.
a Hope. You may give this Hope to an ally.
What did you and I survive that others wouldn’t
Safe Passage: You now understand this environment like the
believe?
back of your hand. Clear a Stress. In the future, you can pass
through this environment without fear of attack or danger. What trap or situation did I save you from?
To bring others with you, spend 1 Hope per ally you wish to What did I reveal to you about myself when we are
include. stranded and thought we were goners for sure?
Hidden Discovery: You uncover something hidden, such as
an impending threat, a secret entrance, a hidden ally, or a
new opportunity. While capitalizing on this discovery, you
may mark a Stress to swap the results of your Hope and Fear
Dice. Instead of the GM providing a discovery, a fellow PC
can choose to tell you a secret about the world, the story, or
themselves. If they do, you both gain a Hope.
SPECIALIZATION FEATURES
Make Your Own Luck: When you gain a Dangerous Opportunity,
you choose the option instead of the GM.
MASTERY FEATURE
Blaze Ahead: When you make an Action Roll against an
environment’s difficulty, you may swap the results of your Hope
and Fear Dice.
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PLAYER PRINCIPLES
If your group decides to play this campaign, give your players the following information before character creation.
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GM PRINCIPLES
Keep the following guidance in mind while you GM this campaign.
Show The Sovereignty’s Oppression capability through purchasing or acquiring tech. It can undermine
The Sovereignty is the dramatic driver of any StarHeart a player’s choices of features and domain cards if another player
campaign. They are the monolithic, seemingly undefeatable, Big can gain the same ability from a stack of Denarii.
Bad Evil Government. They should affect everything big and Think of tech in StarHeart like magic items in a fantasy setting.
small. The PCs favorite bartender just found out his wife died Eberron would be a good touchstone for this aspect, where the
under undisclosed circumstances in a prison labor camp. Her magic is ubiquitous and used like tech. Tech that mimics features
crime? Distributing blank data cards to passersby. On any street, or domain cards should be earned through play, such as finding a
on any day, Surge Troopers can be seen beating a citizen or prototype weapon in a Sovereignty facility or taking the armor
hauling them away under false charges. There are no rights or from a defeated rival. Things available for purchase should have
due process, just the power of violence and the willingness to limited capability and/or limited uses.
wield it. The PCs friends and contacts should never be [Link]
time the PCs interact with them they put them at risk. Ominous
Show A Galaxy Of Wonder
“Sovereignty Strikes Back” countdowns are perfect for StarHeart
The player’s adventures should take them to wondrous and exotic
and give the GM an easy consequence for those “with Fear”
locales. Include steaming jungles, floating mountains, endless
results.
forests, frozen wastes, rolling deserts. Intersperse these natural
locations with the industrial. Include fortresses and factories,
Show Them Aether’s Light Everywhere vast starships and even vaster space stations. Present a hidden
It surrounds and binds everything in the galaxy of StarHeart. pirate cove inside an asteroid and a Resistance base inside a
Most cannot wind Aether, and only a very few can do so with shattered moon. Show flowers that bloom as the PCs pass by,
great skill and power. But, if they really try, and truly believe, all and friendly, furry critters that chirp and cluck in something that
can feel it. The Sovereignty is systematically trying to purge belief sounds like language. Include bots with snarky personalities, as
in Aether amongst its citizens, recognizing that believing in a well as those that are obsequious, friendly and wise.
universal oneness is fundamentally opposed to their oppressive
project. Show the PCs how Aether manifests in ways small and
And A Galaxy Of Danger
large. A stubborn sprout breaks through a crack in the surgecrete
Something roars deep in the jungle. Later, the ground shakes and
floor of a weapons factory. A small town’s citizens band together
the trees sway. Suddenly, it’s coming at them, the jungle parting
and against all odds get the Planetary Governor to back down.
as it bursts into view in a flurry of teeth and claws and grasping
Disparate Resistance Cells come together across time and space
tentacles. The PCs flee, diving down an embankment, only for
to strike a devastating blow to the Sovereignty.
half the group to fall into a raging river and the other half to land
in quicksand. Those in the quicksand reach for vines, but they are
Tempt Them With Darkness the thorny graspers for a carnivorous plant. Those in the river
Given the challenges facing the PCs, they will be tempted to use barely survive the rapids when they suddenly feel the water swirl
their enemies tactics against them. Present the PCs hard choices, around them. Something predatory in the murky depths is
where cutting a corner, risking innocent lives, or being ruthless circling them. Much of the wide galaxy is wild and untamed and
will give them a short term advantage. To those winding Aether, dangerous.
make power for darkness more explicit. Give them a direct
mechanical benefit for taking the easy route or being merciless.
Civilization is no safer. Where the Sovereignty reigns, oppression
And then take a Fear. Do this out in the open, being clear about
is the rule. Where they don’t, anarchy abounds. Danger lies
the benefits and consequences. Just make sure it is tempting. around every corner and lurks in every nook. The PCs should
Their enemies should be dangerous enough and their situation never feel truly safe.
desperate enough that they will consider such sacrifices.
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DISTINCTIONS
Use this information to prepare your campaign. You can also share it with your players as needed.
Aether, Magic and Tech Within the Fold, distances are not so much shortened as they are
Aether is StarHeart’s version of magic. It is a mystical energy repositioned in relation to one another. A vessel equipped with a
field that binds all life together and subtly guides reality. The Fold Drive sidesteps conventional space by “streaming” along
Aether fills a similar narrative role to the Force from Star Wars. gravitational filaments that connect points in realspace via the
However, it also takes inspiration from Chi in Kung Fu media, the folded space’s topology. These filaments are commonly referred
One Power in the Wheel of Time, the Weirding Way in Dune, to as streams, hence the Stream Fold.
Biotics in Mass Effect and Sorcery in traditional fantasy. It is
more about feel and flow, than it is careful study and exacting Unlike traditional other-space theories, the Stream Fold is not a
formulas. static overlay of the universe but a dynamic, living continuum. Its
topology shifts in response to gravitic anomalies, quantum fields,
Aether allows for energy manipulation, enhanced perception, and the flows of Aether. Exactly this works is hotly debated in
healing, illusion, influence, physical enhancement, telepathy and scientific circles and an article of faith in esoteric ones.
telekinesis. By default, Aether cannot be used for conjuration or
creation of matter from nothing, flight, summoning or Navigation within the Fold requires complex astrometric
teleportation. The exact capabilities and limits of Aether are up to calculations, stable anchor points in realspace, and a Fold Drive
each group to determine. capable of generating the necessary resonance shearing to
“pierce the veil” and enter the Stream Fold. Pilots often describe
Conceptually and thematically, the fantasy Wizard is paralleled in the experience of entering the Stream Fold as stepping through a
StarHeart by the Engineer Class and the Tech Domain. The rituals ripple in reality, where time dilates, light distorts, and causality
a Wizard might enact in DaggerHeart are instead blueprints, seems to hum in the bones.
schematics, computer simulations, long hours building and even
more time spent tinkering. Technology explicitly and implicitly Travel through the Stream Fold is not without risk. Drifts can tear
replaces much of the “magic” found in Daggerheart. StarHeart vessels from their paths. Temporal echoes can pull ships into
replaces all of the spellcasting classes from Daggerheart, with recursive folds, trapping them in time loops. Legends even
only one of the replacements, the Mystic, having “magic” whispers of entities that exist only within the Fold, preying on
abilities. Tech Domain cards are meant to manifest as what dares to traverse it.
technology, whereas those from the Aether Domain are meant to
represent Aether winding. However, players and the GM should
Despite the dangers, the Stream Fold remains the foundation of
feel free to blur these lines, describing abilities combining Aether
interstellar civilization. Without it, the stars would remain
and Tech. Also, the domain cards from the Primal, Poise and
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lifetimes apart. With it, galactic cooperation, or oppression, is the feared bounty hunter, Basila Rapt (spaceborne namutor,
possible. she/her), and requests assistance escaping.
The Kal’Kaden
Why were the characters on Tatmahuhn? How do the characters
This biological weapon plague adds elements of creature feature know Nami? Are they part of the Resistance, sympathetic to it, or
and body horror to StarHeart. Although not an active threat at simply in need of Denarii? If they are not part of the Resistance,
the current galactic moment, the possibility of its resurgence is
what could push them to take a stand against the Sovereignty’s
there. The adversaries section details Kal’Kaden for all tiers of oppression? Is Basila’s hunt for Nami personal? Do the
play, should the GM decide to incorporate them. characters know of Basila? Have they encountered her? Is she is
hunting them as well?
The method by which the Kal’Kaden are created, bred, multiply
and are ultimately “shutdown,” is left deliberately vague. One
What challenges stand in the way of the characters recovering
horrifying possibility is the Kal’Kaden reporduce by infesting the supplies? Is anything preventing them from escaping
biological organisms with hundreds of eggs. These soon burst Tatmahuhn? Do the characters have contacts, information or
from the host and the larvae consume the host for the energy technology that would help them bypass Thykarran’s blockade? If
required to rapidly mature to adulthood in a matter of hours. This
they reach Thykarran, will they side with Maranth’s insurgents or
cycle repeats as the adults reproduce using new hosts. The
use the chaos for their own ends?
biological “kill switch” is an innocuous chemical that can be
sprayed into the air enmasse to cause rapid disintegration of the SESSION ZERO QUESTIONS
Kal’Kaden’s cellular structure.
Ask any of these questions to your players, or make your own.
This conception may be too gross for your campaign or otherwise Do the characters have a ship? If so, how did they get it?
not fit it well. The Kal’Kaden stat blocks include “infest” as a What planet(s) are the characters from?
tactic and motive, but do not give specific rules for infesting PCs.
What planet do the character start on?
This is by design, to avoid scaring off GMs that don’t want to deal
with turning their pulp science fantasy into alien body horror. Are any of the characters Aether Winders? If so, are they
This vagueness gives GMs the freedom to throw waves of fully Radiant, or do they dabble in the Shadow?
biological horrors at the PCs without having to contend with Do the characters have any Sovereignty entanglements? If
“alien parasite disease” mechanics. Yet, as a fiction first game, so, what is the nature of these entanglements?
the PCs could potentially be at risk of infestation.
Are the characters involved with the Resistance? If so,
THE INCITING INCIDENT how?
Who do the characters owe? Who owes them?
You can use the prompt below to start your campaign, or create
your own. Do they have any nemeses? What about allies?
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CAMPAIGN MECHANICS
The following mechanics are unique to this campaign. This section also inlcudes numerous adversaries and environments for use in
StarHeart Campaigns.
The archetypes and tropes Starheart aims to emulate is best All Tier 1 Primary and Secondary weapons from Daggerheart that
served by keeping the excellent Guardian and Warrior deal physical damage are available in StarHeart.
classes from Daggerheart, but giving theses classes access
to space magic, i.e. Aether. Thus, the classic Karai Knight is
a Guardian or Warrior who chooses the Aether Domain as Energy Damage
their Big Damn Hero bonus. Alternatively, it allows a Mystic StarHeart uses energy damage instead of magic damage. This
to gain access to Blade, Bone or Valor. is the damage inflicted by most of the new weapons in
StarHeart. Aether abilities often inflict energy damage.
This bonus also gives increased flexibility for character
concepts in general. The genres StarHeart is emulating Melee Weapons
contain quirky companions for all kinds of heroes, not just
the nature warrior archetype. The companion may be a The following Tier 2 melee modifications can be added to melee
better fit for the group’s Engineer or Hunter, than the Scout. weapons. Once a character acquires a melee modification, it can
The Bonded subclass still gains the most upgrades for their be added to a melee weapon by spending a downtime action to
companion, so others gaining a companion is not stepping do so.
too much on the Scout’s toes.
Rip Edge
The starship option gives groups much flexibility in Any edged melee weapon can add a Rip Edge. A Rip Edge has
campaign types. For example, the PCs could play a fighter
squadron, with each PC choosing a starship as their Big revolving microscopic teeth like a microscopic chainsaw. A
Damn Hero Bonus. The PCs could take a page from Cowboy weapon with a Rip Edge gains the “Serrated” Feature.
Bebop, using a Patrol Frame for the group ship, while the
Hotshot Scoundrel has a Fighter Frame ship as their Big
Damn Hero Bonus. Serrated: When you roll a 1 on a damage die, it deals 6
damage instead. At Tier 3 this increases to 8 damage and 10
damage at Tier 4.
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Concussion Shunts induction chambers. They are known for their accuracy, minimal
recoil, and clean visual signatures. While quieter than casters,
Any melee weapon that uses impact to deal damage, such as a
Mace or Warhammer, can be modified to have Concussion each pulsar produces a unique harmonic profile, a signature
blend of frequencies not unlike a melody. Those with trained ears
Shunts. These shunts erupt when the weapon hits is target,
can identify a weapon—or its wielder—by sound alone, and
creating a blast wave. A weapon with Concussion Shunts gains
electronic sensors can do so even more easily. The weapon’s
the Eruptive Feature.
distinct acoustics also make it easier to locate the shooter’s
position. Pulsars are favored by security forces, elite troops, and
Eruptive: On a successful attack against a target within professional sharpshooters.
Melee range, all other adversaries within Very Close range
must succeed on a reaction roll (14) or take half damage. At Casters, by contrast, are brutal energy weapons that unleash raw
Tier 3 it is a Reaction Roll (15) and at Tier 4 it is a Reaction plasma via brute-force capacitors and overcharged conduits.
Roll (16). Less precise but highly destructive, they emit a loud, unstable
thump accompanied by visible heat distortion and erratic energy
bloom. Unlike pulsars, a caster’s sound and thermal profile is
Personal Energy Weapons messy and inconsistent, making it harder to trace a shot’s origin
In StarHeart the most most ubiquitous weapons are personal or identify a specific weapon model. These traits make casters
energy weapons. There are two broad categories of personal the preferred choice of mercenaries, gangs, and other operators
energy weapons: pulsars and casters. who value power over precision and deniability over discipline.
Pulsars are precision energy weapons that emit tightly modulated The following two tables list the broad categories of pulsars and
plasma packets called pulse charges that are formed in harmonic casters.
PRIMARY PULSARS
NAME TRAIT RANGE DAMAGE BURDEN FEATURE
Assault Agility Far d8+3 Two- Reliable: +1 to attack rolls.
Pulsar energy Handed
Dueling Finesse Close d10+4 One- Reloading: After you make an attack, roll a d6. On a result of 1, you must mark
Pulsar energy Handed a Stress to reload this weapon before you can fire it again.
Long Instinct Very Far d12 energy Two- Unwieldy: −1 Evasion; disadvantage on attacks at Melee, Very Close, and
Pulsar Handed Close Range; roll an extra damage die, drop lowest.
Pulsar Strength Far d10+1 Two- Cumbersome: −1 to Finesse.
Burster energy Handed
Pulsar Finesse Close d8 energy One- Quick: When you make an attack, you can mark a Stress to target another
Pistol Handed creature within range.
PRIMARY CASTERS
NAME TRAIT RANGE DAMAGE BURDEN FEATURE
Arc Caster Strength Very d10+2 Two- Blast: When you attack, compare your roll to the difficulty of all targets in
Close energy Handed range. The weapon deals damage to all adversaries struck.
Caster Pistol Strength Close d10 energy One- —
Handed
Longstrike Instinct Very Far d12+4 Two- Very Unwieldy: −2 to Evasion; −1 to Agility; disadvantage on attacks at
Caster energy Handed Melee, Very Close, and Close Range.
Repeater Strength Far d10+3 Two- Massive: −1 Evasion; roll an extra damage die, drop lowest.
Caster energy Handed
Strike Caster Agility Far d10+3 Two- —
energy Handed
Personal Energy Weapon Modifications modification, it can be installed using a downtime action.
Personal energy weapons have one hard point plus a number of
hard points equal to the PC’s tier. Modifications can be slotted
Adaptation Modules- Tier 2
into these hard points. All modifications cost Denarii. Tier 2 Adaptation Modules are aftermarket or military-grade
modifications are relatively common and easy to purchase. modifications that recalibrate a weapon for the user’s preferred
However, Tier 3 and 4 modifications are rare or restricted. They combat aptitude. By altering trigger response algorithms, recoil,
are a not easily purchased and require the PC to acquire them power generation, or neural interface protocols, these modules
during play. allow combatants to channel instinct, finesse, raw strength, or
even intellect into their attacks. A weapon may benefit from only
All modifications list hard points, which is the number of free one Adaptation Module at a time as conflicting input streams can
hard points required to install the modification. Once a PC has a cause catastrophic misfire, user fatigue, or system overload.
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Counterweight Stabilizer Reflex Kit
Precision-balanced and dampened to reduce drift and wobble The weapon’s trigger and sights are upgraded to allow for rapid
during fire. Popular among elite duelists and frontier hunters. target acquisition and engagement. The weapon gains the
“Reactive Shot” feature.
A weapon with this modification allows you to use your Finesse
when making an attack with the weapon.
Hard Points: 1 Reactive Shot: Once between rests, mark a Stress when
targeted by an attacker within Close Range to make a
Ergo-grip Mods Advanced molding of shape and contact points Reaction Roll against the target’s difficulty. On a success,
provide unparalleled maneuverability. Often favored by zero-g deal the weapon’s damage using your proficiency to the
operatives and close-quarters combatants. attacker.
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Plasma Modulators- Tier 4 Fusion Blades
Plasma Modulators influence the generation of plasma in pulsars Fusion Blades are powered melee weapons that use a micro-
and casters. Although modulators are exclusively military-grade scale fusion reaction to create a create a coherent plasma
modifications, there are also black market versions that often filament shaped into a cutting edge. The blades use a reaction
skip the necessary testing and quality control. The modulators mass core composed of hydrogen or rare isotopes like
provide a variety of effects, giving users numerous options to deuterium, tritium, or helium-3. When activated, the core
tweak their weapon to their exact specifications. initiates a controlled reaction within a magnetic confinement
chamber, projecting a searing, blade-like arc of plasma.
A weapon may benefit from only one Plasma Modulator at a time.
If a weapon already has a feature granted by the modulator, it
does not benefit from the modulator’s feature. The resulting “blade” burns at temperatures high enough to slice
through armor, stone, and even hull plating. However, it is
Burst Magnetizer surrounded by a shaped magnetic sheath—a stabilizing field that
The modulator imparts a magnetic field to the plasma that contains the plasma arc and prevents it from harming the
explodes with concussive force on impact. The weapon gains the wielder. This sheath also provides weight and feedback, causing
“Concussive” feature. the weapon to feel like a physical object rather than a loose
stream of energy.
Concussive: On a successful attack, you can spend a Hope
to knock the target back to Far range. Wielders train for years to master the subtleties of the energy
blade balance and feedback. While any skilled combatant can
learn to use a Fusion Blade, those trained to wind Aether can
Hard Points: 2
channel its energy, granting the blade extraordinary capabilities
Dark Matter Energizer such as redirecting incoming energy fire, striking with uncanny
The modulator imparts resonance to the plasma, causing it to precision, or even resonating in harmony with the wielder’s
energize the dark matter around its target. The weapon gains the intent.
“Draining” feature.
The “Reflecting” Feature can only be used if the PC has the
Aetheric Fundamentals Domain Card.
Draining: On a successful attack, the target must mark a
Stress. Fusion Blade Modifications
Fusion Blades have one hard point plus a number of hard points
equal to the PC’s tier. Modifications can be slotted into these
Hard Points: 3 hard points. All modifications cost Denarii. Tier 2 modifications
Disruption Ionizer are relatively common and easy to purchase. However, Tier 3 and
The ionizer adjusts the plasma’s frequency so it disrupts 4 modifications are rare or restricted. They are a not easily
molecular bonds, leading to complete tissue disintegration. The purchased and require the PC to acquire them during play.
weapon gains the “Deadly” feature. All modifications list hard points, which is the number of free
hard points required to install the modification. Once a PC has a
Deadly: When you deal Severe damage, the target must modification, it can be installed using a downtime action.
mark an additional HP.
Magnetic Calibrators- Tier 2
Every Fusion Blade includes a magnetic sheath generator that
Hard Points: 3
controls the shape, responsiveness, and flow of the plasma
Hyper Phase Accelerator filament. This sheath can be tuned to resonate with a wielder’s
This modulator supercharges plasma generation, allowing for unique combat style using a Magnetic Calibrator.
very rapid targeting and firing. The weapon gains the “Quick”
Only one calibrator can be installed at a time. Swapping a
feature.
calibrator requires access to the blade’s emitter matrix and a
calibrated magnetic field chamber. Installing one of the
Quick: When you make an attack, you can mark a Stress to calibrators below allows you to use the associated Trait when
target another creature within range. making attacks with the blade.
Dominion Spike
Hard Points: 2 Sensors react to subtle pheromonal shifts and skin temperature
to guide power output.
Intensity Reactor
A fusion blade with this calibrator installed allows you to use your
This modulator focuses the weapon’s plasma into an intense and
Presence when making an attack with the weapon.
persistent beam. The weapon gains the “Searing” feature.
Hard Points: 1
Inertial Reinforcer
Searing: This weapon’s attack targets all adversaries in a line Amplifies inertial force transfer through the sheath, enhancing
within range. kinetic output on each strike.
A fusion blade with this calibrator installed allows you to use your
Hard Points: 3 Strength when making an attack with the weapon.
Hard Points: 1
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PRIMARY FUSION BLADES
NAME TRAIT RANGE DAMAGE BURDEN FEATURE
Dual Agility Melee d8 Two-Handed Fusion: This weapon can cut through solid materials. When this weapon deals
Fusion Severe damage, the target must mark a Stress or an Armor Slot (target’s
Blade choice).
Quick: When you make an attack, you can mark a Stress to target another
creature within range.
Reflecting (Aetheric Fundamentals): When attacked, roll this weapon’s damage
dice. Any of the attacker’s damage dice matching your results are discarded
before damage is totaled. If the attacker used a ranged energy weapon, you
can mark a Stress to deal the discarded damage back to the attacker.
Fusion Agility Melee d8 + 1 One-Handed Fusion: This weapon can cut through solid materials. When this weapon deals
Blade or Two- Severe damage, the target must mark a Stress or an Armor Slot (target’s
Handed choice).
Reliable (Two-Handed): +1 to attack rolls when wielded with two hands.
Reflecting (Aetheric Fundamentals): When attacked, roll this weapon’s damage
dice. Any of the attacker’s damage dice matching your results are discarded
before damage is totaled. If the attacker used a ranged energy weapon, you
can mark a Stress to deal the discarded damage back to the attacker.
Heavy Strength Melee d10 + 3 Two-Handed Fusion: This weapon can cut through solid materials. When this weapon deals
Fusion Severe damage, the target must mark a Stress or an Armor Slot (target’s
Blade choice).
Reflecting (Aetheric Fundamentals): When attacked, roll this weapon’s damage
dice. Any of the attacker’s damage dice matching your results are discarded
before damage is totaled. If the attacker used a ranged energy weapon, you
can mark a Stress to deal the discarded damage back to the attacker.
Kinetic Prism Subdermal Pulse Array Uses subtle nerve conduction to make
The prism modifies sheath responsiveness to shift the feel of the micro-refinements of blade vectors.
blade’s weight towards the handle, improving the weapon’s A fusion blade with this calibrator installed allows you to use your
maneuverability. Finesse when making an attack with the weapon.
A fusion blade with this calibrator installed allows you to use your Hard Points: 1
Agility when making an attack with the weapon.
Hard Points: 1 Fusion Blade Handles- Tier 3
Neurovector Uplink The handle of a Fusion Blade houses haptic sensors that links the
An advanced neural interface makes subtle blade adjustments blade to its wielder. The base statistics of a fusion blade assumes
through a connection with the wielder’s frontal cortex. a standard handle. Variants of the handle assembly influence how
A fusion blade with this calibrator installed allows you to use your the blade responds to stance, grip, and fighting style.
Knowledge when making an attack with the weapon. Only one handle can be installed at a time. Replacing a handle
Hard Points: 1 requires time, focus, and access to a tool bench. Each handle
Pred-Pattern Oscillator assembly adds unique features to your Fusion Blade based on its
Adjusts plasma intensity based on a prediction algoritm attuned design and internal architecture.
to the wielder’s intent.
A fusion blade with this calibrator installed allows you to use your
Instinct when making an attack with the weapon.
Hard Points: 1
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Cross-guard Carbon Matrix
The fusion emitter projects a plasma cross-guard that aids in Fuel of stars. Involved in triple-alpha reactions. Flares and flashes
parrying and binding with other blades. The weapon gains the when wielded by an Aether user. The weapon gains the “Scary”
“Binding” feature. feature.
Binding: Roll two extra dice when you use the Reflecting Scary: On a successful attack, the target must mark a
feature against a melee weapon attack. You may use a Stress.
discarded die to make the attacker temporarily Vulnerable or
Restrained. Spend two dice to do both.
Hard Points: 3
Hard Points: 3 Deuterium Spike
Common but versatile. A stable fusion fuel refined from heavy
Curved
hydrogen. The weapon gains the “Invigorating” feature.
The weapon has a curved handle that facilitates subtle
movements and precise cuts. The weapon gains the “Dueling”
feature. Invigorating: On a successful attack, roll a d4. On a result of
4, clear a Stress.
Hard Points: 3
Deflecting: When you are targeted for an attack, you can Lithium-Threaded Conduit
mark an Armor Slot to give the attack roll against you
disadvantage. Capable of dangerous power spikes, but harder to control. The
weapon gains the “Devastating” feature.
Hard Points: 3
Devastating: Before you make an attack roll, you may mark a
Staff Stress to use a d20 as your damage die instead of your
The weapon has a long, staff-like handle that extends reach and normal die.
sweeping capability. Change the weapon’s range to Very Close.
The weapon gains the “Long” feature.
Hard Points: 3
Tritium Core
Long: This weapon’s attack targets all adversaries in a line Unstable, high-output, and prone to violent bursts of excess
within range.
plasma. The weapon gains the “Eruptive” feature.
Hard Points: 2
Eruptive: On a successful attack against a target within
Fuel Core- Tier 4 Melee Range, all other adversaries within Very Close Range
must succeed on a Reaction Roll (15) or take half damage.
Each Fusion Blade requires a Fuel Core to power its plasma
emitter. Most Fusion Blades use a Hydrogen Fuel Core. Only one
Fuel Core can be installed at a time. Rare Fuel Cores can be Hard Points: 2
found that improve the blade’s functioning. Changing a Fuel Core
requires specialized tools and a well equipped workspace.
Installing one of the Fuel Cores below adds the feature noted to
your Fusion Blade.
Boron-Glass Reactor
Elegant, precise, and deeply responsive to user control. The
weapon gains the “Adaptive” feature.
Adaptive: Once per session, you may recall a card from your
vault without marking Stress.
Hard Points: 2
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ARMOR
When characters in StarHeart reach a new Tier their armor statistics improve automatically.
The core Daggerheart armors are fully compatible with StarHeart should the group/GM wish to use them. However, in this case,
the group/GM should consider lowering the base number of hard points by 1, 2 or 3, depending on the relative power level of any
Feature the armor has.
COMBAT SUIT
TIER THRESHOLDS ARMOR FEATURE
1 5 / 11 3 Flexible: +1 to Evasion
2 7 / 16 4^
3 9 / 23 5^
4 11 / 32 6^
ARMORED SUIT
TIER THRESHOLDS ARMOR FEATURE
1 6 / 13 3 NA
2 9 / 20 4^
3 11 / 27 5^
4 13 / 36 6^
BATTLE ARMOR
TIER THRESHOLDS ARMOR FEATURE
1 7 / 15 4 Heavy: −1 to Evasion
2 11 / 24 5^
3 13 / 31 6^
4 15 / 40 7^
Hard Points: 3
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Ascension Gear Enhanced Optics Suite
An integrated ascension gun fires an adhesive cable that attaches The helmet’s optics allow zoom functions and multispectrum
to almost anything. vision.
Cable Shot: The wearer can make an Action Roll to move Visored: The wearer can see in multiple spectrums and
vertically or across gaps as if it were normal ground. zoom in on distant objects with enhanced clarity.
Auto-Shot: The armor can mount a secondary weapon, Custom Fit: Increase Evasion by +1.
allowing it to be used regardless of the burden of the
primary weapon.
Hard Points: 3
Hard Points: 3
Hard Points: 3
Reactive Plating
Combat Kit
Armor plates shift to cover vital areas when struck.
Pouches and holsters are arranged for maximum ergonomic
efficiency.
Impenetrable: Once per long rest, when you would mark
your last Hit Point, you may instead mark a Stress.
Rigging: Once per scene you may change weapons without
marking Stress. Once per scene you may retrieve a domain
card from your vault with a recall cost of 1 without marking Hard Points: 4
a Stress.
Reflex Fabric
The armor is infused with a network of reactive carbon
Hard Points: 2 microtubules that enhance the wearer’s gross motor skills and
Dampeners reflexes.
Fitted sound-canceling tech muffles movement.
Reflexive: Increase the wearer’s Agility by +1.
Quiet: You gain a +2 bonus to rolls you make to move
silently or hide.
Hard Points: 3
Hard Points: 2
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Shade Coating Consumables
The armor blends into shadows and darkness. Consumables are loot that can only be used once. You can hold
up to five of each consumable at a time. Using a consumable
Shadowed: When the wearer would be Hidden, they are doesn’t require a roll unless required by the GM or the demands
instead Cloaked. While Cloaked, attacks against you have of the fiction.
disadvantage and you remain unseen if stationary when an
adversary would normally spot you. After you make an attack T.R.I.M- Tissue Repair Injectable Module
or end a move within line of sight, you are no longer
Cloaked. A one-use, autoinjectable loaded with pH stabilizers, pro-
coagulants, powerful analgesics, and a swarm of organic nanites
programmed to identify and patch tissue damage at the cellular
Hard Points: 2 level. Field medics call it the difference between walking out and
Vacar being carried out.
The armor is constructed from Vacar, a rare and nearly The enhanced version is a premium formulation rarely seen
indestructible void metal. Vacar can only be mined from the outside elite units or deep-pocketed mercs. It has twice the
hazardous asteroid field surrounding the desert planet nanites, improved compounds, and extended-release analgesics.
Tatmahuhn. Once mined it can only be forged using the acid
Brand Names: MediPatch-NX, Redline Trauma Kit, BioMend
produced by the planet’s deadly sand dragons.
Autojector
T.R.I.M - Clear 1d4 HP. Only usable once per long rest.
Fortified: Reduce the armor’s armor score by 1. When you
mark an Armor Slot, you reduce the severity of an attack by E-T.R.I.M - Enhanced formulation. Clear 1d4+2 HP. Only usable
two thresholds instead of one. once per long rest.
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VEHICLES
Vehicles in StarHeart come in all shapes and sizes, including personal skimmers, single-pilot fighters, ground-based mechs, space
transports, and massive warships.
These rules are not designed to simulate large-scale space Systems Operator
battles. They are focused on emulating the movies and tv shows Standard: You control the vehicle’s sensors and its systems.
of the pulp action genre. Thus, the rules are focused on the
perspective of the characters piloting their vehicle, often a Dedicated: You may customize a vehicle’s systems, granting the
starship. vehicle +1 to its Instinct or Knowledge trait. You may change this
choice on a rest. If there are two dedicated systems operators,
Vehicle Crew Positions the vehicle gains +1 to both Instinct and Knowledge.
The vehicle crew positions define what each character is using
the vehicle to accomplish, particularly in stressful or dangerous
Vehicle Traits
situations. Each crew position has a standard and dedicated While aboard a vehicle or using a vehicle, PCs make Action Rolls
effect. The standard effect is what a character in that position normally. Sometimes using the vehicle will add or subtract a
can use the vehicle to do. A dedicated effect is only active if the modifier from their Trait. Vehicles do not have native Traits or
character filling that role is filling only that role. A character that make Action or Reaction Rolls of their own.
has to pilot and shoot, has their attention divided, and cannot
focus as much on their role as someone solely dedicated to a
AGILITY: Accelerate, Dodge, Maneuver
single task. A vehicle with high Agility is fast, nimble, and quick to maneuver
in tight spots. You’ll make an Agility Roll to dodge incoming fire,
A character can hold any number of crew positions at a time. As
weave through asteroid fields, or drift through narrow canyons.
long as it makes sense, multiple characters can fill the same role.
High Agility gives vehicles an edge in evasion, pursuit, and
Characters can usually freely switch or add positions. However,
traversal through complex or dangerous environments.
when under pressure or in danger, a character must mark a
Stress to switch or add a role. STRENGTH: Ram, Smash, Withstand
Commander A vehicle with high Strength is physically powerful, tough, and
built to take or deal punishment. You’ll make a Strength Roll to
Standard: You can lead group action rolls across different
smash through barriers, absorb crash landings, push wreckage
positions in the vehicle.
aside, or win in a head-on collision. Strong vehicles often carry
Dedicated: You can lead a barrage. A barrage is a group action heavier armor or can pull larger loads.
targeting a single vehicle with multiple weapons and/or systems.
Choose any number of gunners or operators on your vehicle. All FINESSE: Stabilize, Target, Tweak
chosen can make a Reaction Roll and choose a weapon or system A vehicle with high Finesse is well-balanced, responsive, and
to use. If the group leader’s action roll beats the adversary’s precise. You’ll make a Finesse Roll to thread a needle between
difficulty, every successful Reaction Roll allows a gunner to hit mines, line up a tricky shot, adjust sensitive instruments, or
the adversary with the weapon they fire or system they used. The maintain stealth mode. Ideal for surgical strikes, stealth ops, or
damage for each of the weapons is applied separately. tight landings.
Gunner INSTINCT: Navigate, Scout, Sense
Standard: You control a weapon mount or mounts. If you control A vehicle with high Instinct is wired for responsive systems and
multiple mounts, you may only choose one mount to fire when situational awareness. You’ll make an Instinct Roll to detect
you attack. threats, sense environmental hazards, navigate through
Dedicated: If you participate in a barrage, your successful uncharted space, or anticipate enemy maneuvers. This reflects
Reaction Rolls add +2 to the leader’s roll instead of +1. high-end sensors, intuitive controls, or well-trained crews.
38 STARHEART
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Vehicle Damage
When a PC vehicle marks its last hit point, roll a d6.
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Vehicle Frames
Each Vehicle Frame defines the vehicle’s base statistics, including: Thresholds by Tier, Armor, crew maximum, passengers, System
Points, Weapon Mounts and Features.
FIGHTER TRANSPORT
A small, fast and maneuverable warship that can be specced for a A versatile light freighter or carrier used for hauling goods or moving
variety of combat roles. personnel across systems.
Crew Maximum: 2 Crew Maximum: 7
Passengers: 0 Passengers: 10
Hit Points: 6 Hit Points: 6
System Points: 3 System Points: 7
Weapon Mounts: Core, Heavy Weapon Mounts: Core, Support
Tier Thresholds Base Armor Tier Thresholds Base Armor
1 5 / 11 3 1 6 / 13 3
2 7 / 16 4 2 9 / 20 4
3 9 / 23 5 3 11 / 27 5
4 11 / 32 6 4 13 / 36 6
Features Features
Agile: +1 to Evasion.
Space Ship - Passive: This vehicle can operate in both vacuum and
Space Ship - Passive: This vehicle can operate in both vacuum and atmosphere. It can fly from a planet’s surface into space and vice
atmosphere. It can fly from a planet’s surface into space and vice versa.
versa.
Lock On - Action: Any character may make a Knowledge Action Roll
Sleek: This ship is too small to incorporate many systems. It can only against a target’s difficulty to use the vehicle’s systems to apply the
use systems with the Sleek tag. Lock On condition. When a character makes an Action Roll against
a target that has Lock On, they may burn the Lock On to gain an
Lock On - Action: Any character may make a Knowledge Action Roll
edge, adding a d6 to their attack and damage roll. This removes the
against a target’s difficulty to use the vehicle’s systems to apply the
Lock On from the target.
Lock On condition. When a character makes an Action Roll against
a target that has Lock On, they may burn the Lock On to gain an Shields - Action: A character may attempt to recharge the vehicle’s
edge, adding a d6 to their attack and damage roll. This removes the shields by making a Knowledge Action Roll (14). On a success, the
Lock On from the target. character may spend 2 Hope to clear an Armor Slot.
Shields - Action: A character may attempt to recharge the vehicle’s Massive – Passive: Unless Vulnerable, this vehicle is immune to
shields by making a Knowledge Action Roll (14). On a success, the damage from attacks by creatures or vehicles without the Massive
character may spend 2 Hope to clear an Armor Slot. or Fusion feature.
Massive – Passive: Unless Vulnerable, this vehicle is immune to If attacked while Vulnerable, or by a weapon with Fusion,
damage from attacks by creatures or vehicles without the Massive it automatically reduces the damage severity by one
or Fusion feature. threshold.
If attacked while Vulnerable, or by a weapon with Fusion, If attacked by another Massive vehicle or creature, it
it automatically reduces the damage severity by one suffers damage normally.
threshold. When this vehicle makes an attack against a target
If attacked by another Massive vehicle or creature, it without this feature, that target must mark an Armor Slot
suffers damage normally. without receiving its benefits (though they may still use
When this vehicle makes an attack against a target armor to reduce damage).
without this feature, that target must mark an Armor Slot If they cannot mark an Armor Slot, they must instead
without receiving its benefits (though they may still use mark an additional HP.
armor to reduce damage). Two Cargo Holds - Passive: Two spacious bays for hauling large
If they cannot mark an Armor Slot, they must instead cargo. Can fit a few small vehicles and several cargo crates and/or
mark an additional HP. pallets. A cargo hold full of standard-quality goods is usually worth
1 stack of Denarii. A hold full of higher-quality goods would be
What’s the Vehicle’s Evasion? worth 1 case of Denarii or more.
The same as the pilot’s, adjusted by vehicle specific modifiers.
This allows Features and domain cards that buff Evasion to
work seamlessly in vehicles, and the high Evasion Scoundrel
Hotshot to dodge, duck, dip, dive and dodge as well in a
dogfight as a cantina brawl.
40 STARHEART
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PATROL FRIGATE
A medium-sized starship used for system defense, escort missions, A fast, heavily armed escort ship designed to screen capital ships
and interdiction patrols along Sovereignty trade routes. and defend convoys. Frigates form the backbone of most military
fleets, balancing firepower, crew, and endurance.
Crew Maximum: 7
Passengers: 4 Crew Maximum: 20
Hit Points: 7 Passengers: 100
System Points: 4 Hit Points: 8
Weapon Mounts: Core/Support, Flexible, Core System Points: 4
Weapon Mounts: Heavy, Core, Flexible
Tier Thresholds Base Armor
1 7 / 15 4 Tier Thresholds Base Armor
2 11 / 24 5 1 8 / 17 4
3 13 / 31 6 2 13 / 28 5
4 15 / 40 7 3 15 / 35 6
4 17 / 44 7
Features
Heavy - Passive: −1 to Evasion. Features
Very Heavy - Passive: −2 to Evasion, −1 to Agility.
Space Ship - Passive: This vehicle can operate in both vacuum and
atmosphere. It can fly from a planet’s surface into space and vice Space Ship - Passive: This vehicle can operate in both vacuum and
versa. atmosphere. It can fly from a planet’s surface into space and vice
versa.
Lock On - Action: Any character may make a Knowledge Action Roll
against a target’s difficulty to use the vehicle’s systems to apply the Lock On - Action: Any character may make a Knowledge Action Roll
Lock On condition. When a character makes an Action Roll against against a target’s difficulty to use the vehicle’s systems to apply the
a target that has Lock On, they may burn the Lock On to gain an Lock On condition. When a character makes an Action Roll against
edge, adding a d6 to their attack and damage roll. This removes the a target that has Lock On, they may burn the Lock On to gain an
Lock On from the target. edge, adding a d6 to their attack and damage roll. This removes the
Lock On from the target.
Shields - Action: A character may attempt to recharge the vehicle’s
shields by making a Knowledge Action Roll (14). On a success, the Shields - Action: A character may attempt to recharge the vehicle’s
character may spend 2 Hope to clear an Armor Slot. shields by making a Knowledge Action Roll (14). On a success, the
Massive – Passive: Unless Vulnerable, this vehicle is immune to character may spend 2 Hope to clear an Armor Slot.
damage from attacks by creatures or vehicles without the Massive Massive – Passive: Unless Vulnerable, this vehicle is immune to
or Fusion feature. damage from attacks by creatures or vehicles without the Massive
or Fusion feature.
If attacked while Vulnerable, or by a weapon with Fusion,
it automatically reduces the damage severity by one If attacked while Vulnerable, or by a weapon with Fusion,
threshold. it automatically reduces the damage severity by one
If attacked by another Massive vehicle or creature, it threshold.
suffers damage normally. If attacked by another Massive vehicle or creature, it
When this vehicle makes an attack against a target suffers damage normally.
without this feature, that target must mark an Armor Slot When this vehicle makes an attack against a target
without receiving its benefits (though they may still use without this feature, that target must mark an Armor Slot
armor to reduce damage). without receiving its benefits (though they may still use
If they cannot mark an Armor Slot, they must instead armor to reduce damage).
mark an additional HP. If they cannot mark an Armor Slot, they must instead
mark an additional HP.
Cargo Hold - Passive: A spacious bay for hauling large cargo. Can fit
a few small vehicles and several cargo crates and/or pallets. A Docking Bay - Passive: The ship has bays that can accommodate up
cargo hold full of standard-quality goods is usually worth about 1 to four Fighters, two Transports, or one Patrol craft.
stack of Denarii. A hold full of higher-quality goods would be worth
Cargo Hold - Passive: A spacious bay for hauling large cargo. Can fit
1 case of Denarii or more.
a few small vehicles and several cargo crates and/or pallets. A
cargo hold full of standard-quality goods is usually worth about 1
stack of Denarii. A hold full of higher-quality goods would be worth
1 case of Denarii or more.
Dedicated Crew - Passive: The ship is too large and complex to run
efficiently without a moderately sized crew. The dedicated crew
can operate the ship independently and fills all crew positions,
providing the dedicated effect. When the dedicated crew takes
Actions, the GM rolls a d20 + the vehicle’s Tier to resolve the
action. When the dedicated crew pilots the ship, it has an Evasion
of 7 + Tier (this already includes the Very Heavy feature).
STARHEART 41
Paweł Stein (Order #50251354)
weapons. However, Support weapons add a benefit when
Vehicle Weapon Mounts another weapon on the same mount is fired.
Vehicle weapons do not have Category and Burden like personal
Support: You can mount two Support weapons on this mount.
weapons. Instead, each weapon is has a mount type: Core,
When you attack with this mount you only choose to attack with
Support or Heavy. This defines what type of mount the weapon
one of the weapons. However, Support weapons add a benefit
can be emplaced in, and how it functions in that mount.
when another weapon on the same mount is fired.
Mount Descriptions Core/Support: You can mount a Core and a Support weapon, or
Core: You can mount any Core weapon on this mount. two Support weapons on this mount. When you attack with this
mount, you always choose only one of the weapons to attack
Flexible: You can mount one Core or two Support weapons on this
with. However, Support weapons add a benefit when another
mount. When you attack with this mount and have two Support
weapon on the same mount is fired.
weapons mounted, you only choose to attack with one of the
Heavy: You can mount one Heavy, Core, or Support weapon on
this mount.
Vehicle Weapons
The attack trait for most vehicle weapons is “Any.” When a weapon with “Any” as the vehicle trait is installed on a vehicle mount
choose which Trait the weapon uses. This represents setting adjustments to take advantage of specific aptitudes. It might be gross
motor skills to turn and fire the weapon (Agility), making fine adjustments to auto-targeting (Finesse), or rapidly adjusting targeting
algorithms (Knowledge). Usually a character can re-adjust the settings at any time, but if under pressure or in danger, a character
must mark a Stress to re-adjust the setting and change the Trait.
CORE WEAPONS
WEAPON ATTRIBUTE RANGE DAMAGE MOUNT FEATURES
Dual Laser Any Vehicle d8+3 Core —
Close energy
Ghostfire Any Vehicle Far d6 energy Core Scrambling: If you hit a vehicle or other mechanical construct with this
Launcher weapon, you can mark a Stress to make the target temporarily
Vulnerable and suffer disadvantage on its next Action Roll.
Laser Any Vehicle d8 energy Core Reliable: +1 to attack rolls.
Close
Mag Cannon Any Vehicle Far d8 physical Core —
Particle Any Vehicle d10+3 Core —
Cannon Very Close physical
Scorcher Any Vehicle d10 Core Plasma: If hit, on its next spotlight, the target must make an Agility
Very Close physical Reaction Roll (12 + Tier of attacker) or suffer 1d8 damage.
Tractor Beam Strength Vehicle None Core Tether: A successful attack with this weapon causes the target to be
Very Close Vulnerable and Restrained. To break free, it must make an Action Roll
against a Difficulty of 12 + Tier of attacker.
HEAVY WEAPONS
WEAPON ATTRIBUTE RANGE DAMAGE MOUNT FEATURES
Concussion Any Vehicle d12 Heavy Guided: If you burn Lock On when you attack with this weapon, the
Torpedo Very Far physical attack is a critical success if any of the dice rolled show a value of 6.
This includes your Duality Dice and any additional dice added to the
attack, such as a Help die or the d6 from Lock On.
Gatling Pulse Any Vehicle d10 energy Heavy Overcharge: *Mark a Stress to add a d6 to this weapon’s damage. This
Rifle Far d6 scales with proficiency just like the base damage.
Lance Any Vehicle d12+d6 Heavy Charge: You must mark a Stress to fire this weapon. Both dice scale
Very Far energy with proficiency.
Railgun Any Vehicle d12 Heavy Reloading: After you make an attack, roll a d6. On a result of 1, you must
Far physical mark a Stress to reload this weapon before you can fire it again.
42 STARHEART
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SUPPORT WEAPONS
WEAPON ATTRIBUTE RANGE DAMAGE MOUNT FEATURES
Blast Any Vehicle d6 energy Support Protective: +1 to Armor Score.
Deflectors Melee
Burst Laser Any Vehicle d8 energy Support Spread: When you attack with this weapon or another weapon on the same
Close mount, you can mark a Stress to target another creature within range of
this weapon.
Ghostfire Any Vehicle d4 energy Support Scrambling: If you hit a vehicle or other mechanical construct with this
Emitter Close weapon, you can mark a Stress to make the target temporarily Vulnerable
and cause it to suffer disadvantage on its next action roll. This effect also
applies if you attack with another weapon on the same mount against a
target within this weapon’s range.
Light Laser Any Vehicle d6 energy Support Linked: Add damage equal to Tier + 1 to the damage of another weapon on
Close this same mount against targets within range of this weapon.
Mag Rifle Any Vehicle d6 Support Integrate: Add damage equal to Tier to the damage of another weapon on
Far physical this same mount against targets within range of this weapon.
Rockets Any Vehicle d6 Support Guided: If you burn Lock On when you attack with this weapon, the attack
Close physical is a critical success if any of the dice rolled show a value of 6. This includes
your Duality Dice and any additional dice added to the attack, such as a
Help die or the d6 from Lock On. This effect also applies if you attack with
another weapon on the same mount against a target within this weapon’s
range.
Targeting Any Vehicle None Support Paint: Mark a Stress on a successful attack with this weapon, or another
Module Far weapon on the same mount, to apply Lock On to the target.
Roll to safely move from Very Far Range into Melee Range. On a
Vehicle Ranges map: anything beyond Far Range, but still within the bounds of
When the action switches to vehicles, the usual ranges are the conflict or scene.
expanded. Use the following vehicle ranges to translate fictional
Vehicle Out of Range: Anything beyond a character’s Very Far
positioning into relative distance for the purposes of targeting,
Range is Out of Range and usually can’t be targeted.
movement, and other game mechanics.
The distances represented by vehicle scale ranges are more Vehicle Systems
varied than ranges at character scale. On a planet, or aboard a Vehicle systems contain a variety of capabilities that are not
structure such as a space station, distances are compressed. weapons and may or may not have combat applications. Each
However, in space, where there is no gravity, no friction, and vast system lists the number of available systems points required to
areas of emptiness, starships move much faster than is possible install the system on a vehicle.
for planet-based vehicles. Thus, ranges in space are larger than
on a planet. Standard Vehicle Systems
Vehicle Melee: Close enough to touch, up to a few feet away. Standard vehicle systems are cheap, common and easy to obtain.
Usually only relevant for ramming, or jumping from vehicle to Any of these may be installed on a vehicle when it is first
vehicle. obtained. During a long rest, installing or swapping a system
requires spending a downtime move and having access to
Vehicle Very Close: Anywhere from a few dozen meters to several facilities that allow performing the work. It costs only one
kilometers away. While in danger, a character can move, as part downtime move to swap or install any number of these systems.
of their action, from Very Close Range into Melee Range. On a
map: anything within the shortest length of a game card (2-3 Back-up Reactor (Sleek)
inches). System Points 1
Effect: This small reactor can power the ship for up to 24 hours if
Vehicle Close: Several kilometers to several dozen kilometers the main reactor goes out.
away. While in danger, a character can move, as part of their
action, from Close Range into Melee Range. On a map: anything Bot Brain (Sleek)
within the length of a pencil (5-6 inches). System Points 2
Effect: Your ship has a robotic brain that can run the ship and
Vehicle Far: Several dozen kilometers to a few hundred automate most functions in the absence of other characters.
kilometers. While in danger, a character must make an Action When under pressure or in danger, the Bot Brain can assist one
Roll to safely move a vehicle from Far Range into Melee Range. character in their role, allowing them to consider the role
On a map: anything within the length of the long edge of a piece dedicated even if that character is fulfilling multiple roles. Its
of copy paper (11–12 inches).
personality is snarky or annoying. Those are your only two
Vehicle Very Far: A few hundred kilometers to a few thousand choices.
kilometers. While in danger, a character must make an Action
STARHEART 43
Paweł Stein (Order #50251354)
Brig Fake Transponder (Sleek)
System Points 2 System Points 1
Effect: A secure area to keep prisoners. If the GM makes a move Effect: Able to broadcast a false identification signal.
to have someone escape captivity on the ship, it costs an
Long-Range Scanner (Sleek)
additional Fear.
System Points 1
Cargo Hold Effect: This sensor array is able to reach much farther than
System Points 2 normal sensors and can even reach into the Stream Fold,
Effect: A spacious bay for hauling large cargo. Can fit a few small providing up to several minutes of early warning regarding
vehicles and several cargo crates and/or pallets. A cargo hold full vessels arriving soon.
of standard-quality goods is usually worth about 1 stack of
Medical Bay
Denarii. A hold full of higher-quality goods would be worth 1 case
System Points 4
of Denarii or more. Effect: Equipped with medicine and equipment for more than
Crew Quarters basic first aid. Includes a medical bot capable of some surgeries.
System Points 1 When characters take a short rest aboard the ship and choose
Effect: Dedicated sleeping and living areas, affording the crew the Tend to Wounds downtime move, they clear one additional
some measure of privacy and luxury among the stars. Without Hit Point. Once per long rest, the medical bay may Help an Ally
this, your crew sleeps on bunks in bays. for free with an appropriate task.
Fold Drive (Sleek) Military-Grade Encryption (Sleek)
System Points 2 System Points 2
Effect: Allows the ship to travel between systems via the Stream Effect: All communications sent from the ship are protected by
Fold. high-end encryption algorithms. The data in the ship’s computer
systems is also protected. Any data ghosted from the system will
Workshop
be scrambled by high-end encryption that is difficult to decode.
System Points 2
Effect: Includes plasma torches, 3-D printers, constructors, raw Science Bay
materials, electrical components, and a variety of tools. Allows System Points 3
for building, modifying, and salvaging of all sorts. When the Effect: Includes a laboratory, analytical computers and programs,
workshop is used to assist a long-term project, advance the a variety of chemicals and raw materials. Once per long rest, the
countdown by one additional tick. science bay can advance any countdown where its capabilities
would help.
Advanced Vehicle Systems
Security System
Advanced vehicle systems must be purchased and installed. By System Points 1
default, it costs 1 stack of Denarii per system point to acquire an Effect: The entire ship is rigged with a full security system,
advanced system. Installing the system requires a downtime including cameras, motion sensors, security doors, and alarms.
move during a long rest. Only one advanced system may be Also includes automated weapon systems. Intruders attempting
installed per downtime move. to break into the ship must make a Reaction Roll against a
Advanced Fold Drive (Sleek) Difficulty of 12 + Tier. On a failure, they cannot enter the ship and
System Points 4 also suffer energy damage from the automated defenses, taking
Effect: Allows the ship to hop from stream to stream, enabling d10 damage per tier.
extremely efficient routes between systems. All travel times Skimmer Stable
between systems are halved. Once per scene gain advantage on a System Points 3
roll relating to programming or entering the Stream Fold. Effect: The ship holds enough skimmers for each PC to have one,
Advanced Sensor Package (Sleek) as well as space to store and maintain the skimmers.
System Points 1 Smuggling Compartments
Effect: Your sensors can gather much more detail than normal System Points 3
sensors. You know the damage thresholds, hit points, weapons, Effect: Can hold a similar amount as a cargo hold, but is hidden
and any offensive systems of any ship your sensors are aware of. and is not apparent on a cursory evaluation or scan of the ship.
Boost Jets (Sleek) Stasis Tube
System Points 3 System Points 1
Effect: The pilot may mark a Stress to boost the engines, granting Effect: This stasis tube keeps someone suspended in a semi-
advantage on an Action or Reaction Roll where speed or frozen state. It can keep a severely injured or ill person stable
acceleration would help. until they can reach advanced medical aid. It can also be used to
Cloaking Device (Sleek) keep someone sedated and unable to fight. Can keep someone
System Points 3 suspended for up to six months.
Effect: Conceals the ship on the visible spectrum, as well as Stream Fold Nexus (Sleek)
disguising the ship’s heat and electrical signature. The device is System Points 1
tricky to operate and requires a dedicated systems operator to Effect: The nexus connects to a network of Stream Fold
mark a Stress to activate it. Once activated, it gives advantage on transmitters. These allow near-instant communication across the
all attempts to avoid detection of the ship for the rest of the galaxy via transmission through a series of Stream Folds.
scene.
44 STARHEART
Paweł Stein (Order #50251354)
VEHICLE ADVERSARIES CUSTOM FLEETS
Fleets are more complicated to make than typical adversaries
What follows is a list of vehicle adversaries of each tier for use
since many of their features are part of an integrated whole.
with StarHeart. Vehicles use the same adversary types as
DaggerHeart, but StarHeart adds a new adversary type, the The easiest ways to make a custom Fleet adversary is to modify a
Fleet. Fleet already created for that Tier in one or more the following
ways:
FLEET Adjust the size of the Decisive Point and/or Friendly Forces
Fleet adversaries are a mixture of horde and solo adversaries, Countdowns. A larger Decisive Point Countdown will make
with elements of an environment. StarHeart uses Fleet the Fleet more difficult and a larger Friendly Forces
adversaries to emulate large-scale space battles. A Fleet Countdown will make the Fleet easier.
adversary is meant to function as an “encounter-in-a-box” that Add or subtract capital weapon systems such as Weapons
can challenge an entire party of heroes. The Fleet’s statistics Batteries or Torpedo Tubes.
encompass the idea of numerous enemy starships including a
Add or subtract Fighter Bays to emphasize or deemphasize
commanding flagship, while players are part of a friendly fleet
facing Fighter ships.
that is helping them fight.
Adjust the Difficulty, Attack, Damage, HP and/or Stress of
If using Battle Points, spend 8 points for each Fleet adversary. various systems to adjust their attractiveness and danger
as a target.
MECHANICS
Adjust the Overload Cascade Feature to increase or
The Fleet adversary is the most complex adversary type. A GM
decrease the effect on the Decisive Point.
should read each Fleet closely to understand how it functions.
The fundamental structure of a Fleet adversary is two competing If the PCs are alone against a fleet the GM could consider two
countdowns, the Decisive Point, and Friendly Forces. To defeat a options. Usually it would stretch verisimilitude to have the PCs
Fleet and win the battle, the PCs want to complete the Decisive take on a full fleet including capital ships alone. The the
Point Countdown as fast as possible while leaving the Friendly environment “Sovereignty Entanglements” covers this situation.
Forces countdown with as many ticks as possible. If the PCs can If the PCs are facing a lone capital ship they could potentially
defeat the Fleet’s flagship, this is even better. When either fight on even footing, the GM could use the Fleet flagship
countdown completes, the battle is decided by a single, decisive statistics, but ignore the competing countdown portion.
roll. Even if the PCs defeat the Flagship quickly, the battle can The following features are essential to the function of the Fleet
still be only a draw. adversary concept and should only be changed with a very clear
The primary way the PCs influence the battle is by attacking the alternate design goal: Decisive Point, Friendly Fleet, Fire At Will,
flagship. While the PCs can attack the flagship’s Superstructure, Massive, Airlock and Docking Bays, and Flagship. The features
this will be very difficult because the Superstructure has many hit Attack Run, Pull Up! And Coordinated Defense are a package of
points, higher difficulty and can reduce damage against itself. It features that do not function without each other. They should be
is more efficient for the PCs to make attack runs, where they fly kept or removed as a group, but when kept, will function to make
close to the ship in order to target specific systems. This puts the Fleet adversary a more tactical adversary to encounter.
them at risk, but gives them several additional tactical options. Boarders! and Tractor Beam are ancillary features that are not
core to the way the Fleet adversary functions.
The PCs can try to take down the ship in one devastating attack
by destroying the Bridge or Reactor, but will need to destroy the If you plan to adjust the statistics of the flagship’s systems and
Shield Generator first. They could instead try to gain advantage features consider the following.
by first attacking the Engines, or whittle away the flagship by Bridge. Destroying this system defeats the ship. It should
attacking other systems. They will need to contend with the
be protected by the shields and have a higher difficulty and
flagship’s heavy weapons, such as large Weapons Batteries or
more HP than average.
Torpedo Tubes, which the GM can use to harm the Friendly Fleet.
Shield Generator. Destroying this system makes the Bridge
GMs using Fleet adversaries should also remember StarHeart is and Reactor vulnerable to attack. It should have a slightly
a fiction first game. They should be looking for ways the fiction higher difficulty and more HP than average. It should also
can influence the Decisive Point and Friendly Forces countdowns, do more damage on its attacks.
not just the Actions and Reactions on the Fleet adversary’s stat
Weapons Batteries and Torpedo Tubes. These are the big
block. Fleet adversaries also work well with the Tier 3
Environment “Capital Ship Assault.” Look at the Wreck House capital ship weapons. They should be easier to hit with a
Action on this environment. The Airlocks and Docking Bays lower difficulty and not have a lot HP. Their function is to
threaten the Friendly Forces, making the PCs consider
Action on a Fleet is a way the PCs might transition to the Capital
targeting them to protect their allies. Custom Fleets could
Ship Assault environment and influence the Fleet.
have many different permutations of weapons, so long as
For example, the PCs might do an attack run, send a couple of they threaten the PC’s allies. It should usually require
characters onto the ship to shutdown the Shield Generator, and marking Stress for these big weapons to affect the Friendly
then attack the Weapon Batteries or Torpedo Tubes to protect Forces.
the Friendly Forces. Once those inside shutdown the Shield
Fighter Bays. These should be relatively easier to target
Generator, the PC ship can attack the Bridge or Reactor to defeat
and destroy, with lower Difficulty and low HP and Stress.
the flagship. Of course, the boarders would need to find a way off
the flagship before it is destroyed, but desperate, last-minute
escapes are what StarHeart is made for.
STARHEART 45
Paweł Stein (Order #50251354)
Reactor. Destroying this system defeats the ship. It should be protected by the shields and have a higher difficulty and more HP
than average. The Reactor should also allow other systems to clear Stress.
Engines. This system should be relatively easier to defeat and give the PCs a benefit against other systems for defeating it.
Superstructure. Destroying the superstructure defeats the ship. It should have a higher difficulty, many HP and ways to reduce
damage against itself.
CUSTOMS PATROL Coordinated Defense - Passive: PC vehicles can only make attacks
Tier 1 Fleet against the Flagship’s Superstructure unless the vehicle makes an
The patrol hunts pirates and blockade runners. Attack Run.
Motives & Tactics: Track pirates, find blockade runners, cut off
escape Attack Run – Action: A PC vehicle makes an Attack Run against a
Experiences: Long Range Scan +2 specific Flagship System. On a success the vehicle moves to Very
Close Range of chosen System and can attack the targeted System.
FEATURES Vehicle weapons with Far or Very Far Range can attack an adjacent
Relentless (2) - Passive: The Patrol can be spotlighted up to twice System as well. While on an Attack Run the Vehicle automatically
per GM turn. Spend Fear as usual to spotlight them. moves to an adjacent System every time it makes an attack with a
Decisive Point - Passive: At the start of the scene start a Dynamic vehicle weapon. A vehicle on an Attack Run can take this action again
Countdown (6). When the countdown is reduced to 0, or the to make an Attack Run on any other System. While on an Attack Run
Flagship is defeated, the PCs make an Action Roll (12) with a bonus the vehicle can always attack the Superstructure.
equal to the current ticks left on the Friendly Fleet countdown. If Pull Up! -Reaction: The GM may spend a Fear to force a PC ship on
the Flagship is defeated, automatically upgrade the check’s result. an Attack Run to adjust course. The PC can abort the Attack Run or
If the result is already a critical success, all PCs get the benefits of try to Stay on Target by making a Reaction Roll (11). On success, the
rolling a critical. The result determines the battle’s outcome. PC’s ship continues the Attack Run but moves to a new System. On
Critical Success = Decisive Victory failure, the PC’s ship must either break off and a suffer a Point
The PCs’ fleet wins cleanly. Enemy forces break, the flagship is Defense attack, or Stay on Target and suffer 1d6+3 energy damage.
destroyed or retreats, and allied forces suffer minimal losses.
Massive – Passive: Unless Vulnerable, this vehicle is immune to
Success with Hope = Clear Victory
damage from attacks by creatures or vehicles without the Massive
The PCs’ fleet wins convincingly. The enemy is routed or
neutralized, though allies take some damage. or Fusion feature.
Success with Fear = Pyrrhic Victory If attacked while Vulnerable, or by a weapon with Fusion,
The PCs’ fleet wins, but at a heavy price. it automatically reduces the damage severity by one
Failure with Hope = Draw threshold.
The battle ends inconclusively. The PCs survive and may even If attacked by another Massive vehicle or creature, it
cripple a key enemy asset (like the flagship), but their side is forced
suffers damage normally.
to retreat or loses major strength.
When this vehicle makes an attack against a target
Failure with Fear = Defeat
The PCs’ fleet is overwhelmed. Friendly Forces are shattered, the without this feature, that target must mark an Armor Slot
flagship is destroyed or fleeing, and the enemy decisively takes the without receiving its benefits (though they may still use
field. armor to reduce damage).
If they cannot mark an Armor Slot, they must instead
Friendly Fleet - Passive: At the start of the scene start a Countdown
mark an additional HP.
(6) that represents the strength of the allied fleet. If this Countdown
reaches 0, the PCs make an Action Roll (12) with no bonus. The Tractor Beam - Action: Spend a Fear to force the PC’s vehicle to
result determines the battle’s results as per the Decisive Point make a Strength Reaction Roll (11). On a failure the PC’s ship is
Feature above. Then, downgrade the result by one level. If the Restrained and Vulnerable. While suffering these conditions, a PC
result was already a Failure with Fear, the PC’s vehicle also suffers must mark a Stress before making an Action Roll. The PCs can
1d6+6 damage. The friendly fleet has the following statistics. break free with a successful Action Roll.
Thresholds: 8/15
Boarders! - Action: If the PC ship has the Transport, Patrol or Frigate
Difficulty: 11
Frame, spend a Fear to force the PC’s vehicle to make an Agility
Fire At Will! - Reaction: When a PC succeeds at an Action Roll they Reaction Roll (11). On a failure a boarding party (3 x Surge Troopers,
may spend a Hope to have the Friendly Fleet target the Flagship, and a Surge Gunner) enters the PC’s ship. If the PC ship is
making an attack against the Superstructure at +2 for 1d10+2 Restrained the GM can take this Action without spending Fear and
energy damage. The PCs may instead collectively spend 3 Hope to the PC’s Reaction Roll has disadvantage.
have the attack target another System.
Airlocks and Docking Bays - Action: While on an Attack Run the PCs
Coordinated Salvo – Reaction: When the Flagship fails an attack, can make an Action Roll to board the Flagship at the System they are
the GM gains a Fear. currently targeting. This can mean the PCs drop off one or more
PCs, or have their ship attach to the Flagship, whatever makes sense
in the fiction.
46 STARHEART
Paweł Stein (Order #50251354)
Flagship – Passive: The patrol’s Flagship can be attacked to TORPEDO TUBES
influence the battle. Adjacent Segments: Weapon Batteries, Reactor
Thresholds: 8/15
Difficulty: 10 | HP: 5 | Stress: 3
SYSTEMS: 1 Bridge, 1 Shield Generator, 1 Weapons Batteries, 1 ATK: +2 | Torpedoes Fear | 1d12+8 physical
Torpedo Tube, 1 Reactor, 1 Engines, 1 Superstructure
FEATURES:
Lock On – Action: Spend a Fear to apply the Lock On condition to
BRIDGE the Friendly Fleet.
Adjacent Segments: Shield Generator Torpedo Volley – Action: If the Friendly Fleet has Lock On mark a
Difficulty: 13 | HP: 5 | Stress: 3 Stress to make a Torpedoes attack against the Friendly Fleet. On a
ATK: +2 | Point Defense Very Close | 1d6+4 energy success, tick Friendly Forces down 1–3 depending on damage
severity.
FEATURES Capital Killer – Passive: Attacks by the Weapon Batteries against PC
Abandon Ship – Passive: The Flagship is defeated when the Bridge ships have disadvantage.
is destroyed.
Overload Cascade – Reaction: When this system is destroyed the
Heavy Shielding – Passive: This system cannot be targeted until the Decisive Point countdown ticks down twice.
Shield Generator is destroyed.
End of the Line - Passive: After a PC vehicle makes an attack against
this System, the GM can use the Pull Up! Reaction without REACTOR
spending a Fear. Adjacent Segments: Torpedo Tubes, Engines
STARHEART 47
Paweł Stein (Order #50251354)
SUPERSTRUCTURE SKIMMER
Tier 1 Skulk Vehicle
Difficulty: 14 | HP: 10 | Stress: 3 A fast but fragile hovercraft.
ATK: +2 | Point Defense Very Close | 1d6+2 energy Motives & Tactics: Speed, drift
Finicky Matrix – Passive: If the Dominator gains the Vulnerable If attacked while Vulnerable, or by a weapon with Fusion,
condition, remove 1 token from it. it automatically reduces the damage severity by one
threshold.
Massive – Passive: Unless Vulnerable, this vehicle is immune to
If attacked by another Massive vehicle or creature, it
damage from attacks by creatures or vehicles without the Massive
suffers damage normally.
or Fusion feature.
When this vehicle makes an attack against a target
If attacked while Vulnerable, or by a weapon with Fusion,
without this feature, that target must mark an Armor Slot
it automatically reduces the damage severity by one
without receiving its benefits (though they may still use
threshold.
armor to reduce damage).
If attacked by another Massive vehicle or creature, it
If they cannot mark an Armor Slot, they must instead
suffers damage normally.
mark an additional HP.
When this vehicle makes an attack against a target
without this feature, that target must mark an Armor Slot
without receiving its benefits (though they may still use
armor to reduce damage).
If they cannot mark an Armor Slot, they must instead
mark an additional HP.
48 STARHEART
Paweł Stein (Order #50251354)
SKY FIGHTER SKY INTERCEPTOR
Tier 1 Standard Vehicle Tier 1 Solo Vehicle
A Sovereignty mass-produced fighter ship. A Sovereignty specialized dogfighting ship.
Motives & Tactics: Fly recklessly, swarm Motives & Tactics: Dogfight, stay on target, take six, evasive
maneuvers
Difficulty: 11 | Thresholds: 7/12 | HP: 3 | Stress: 2
ATK: +1 | Twin Lasers: Close | 1d8+3 energy Difficulty: 14 | Thresholds: 8/15 | HP: 8 | Stress: 3
ATK: +2 | Twin Lasers: Close | 1d10+4 energy
Experience: Reckless +2
Experience: Dogfight +2
FEATURES
Swarm – Reaction: Mark a Stress to have the SKY Fighter attack a FEATURES
PC vehicle after another SKY vehicle misses an attack against the Relentless (3) – Passive: The Interceptor can be spotlighted up to
same PC vehicle. If this attack also misses, another SKY vehicle can three times per GM turn. Spend Fear as usual to spotlight it.
use this Reaction without marking a Stress.
Juke – Passive: The Interceptor reduces the severity of all Minor or
In Pursuit – Action: Mark a Stress to allow the GM to use a Fleet’s Major damage by one threshold.
Pull Up! Reaction without spending Fear.
I Have You! – Reaction: Spend a Fear when the Interceptor moves
Massive – Passive: Unless Vulnerable, this vehicle is immune to to Close Range of a vehicle to make that vehicle Vulnerable.
damage from attacks by creatures or vehicles without the Massive
Lasers Hot – Passive: When the Interceptor deals damage to a
or Fusion feature.
Vulnerable target, it deals 1 additional HP.
If attacked while Vulnerable, or by a weapon with Fusion,
Massive – Passive: Unless Vulnerable, this vehicle is immune to
it automatically reduces the damage severity by one damage from attacks by creatures or vehicles without the Massive
threshold. or Fusion feature.
If attacked by another Massive vehicle or creature, it
If attacked while Vulnerable, or by a weapon with Fusion,
suffers damage normally.
it automatically reduces the damage severity by one
When this vehicle makes an attack against a target threshold.
without this feature, that target must mark an Armor Slot
If attacked by another Massive vehicle or creature, it
without receiving its benefits (though they may still use
suffers damage normally.
armor to reduce damage).
When this vehicle makes an attack against a target
If they cannot mark an Armor Slot, they must instead
without this feature, that target must mark an Armor Slot
mark an additional HP.
without receiving its benefits (though they may still use
armor to reduce damage).
SKY FIGHTERS If they cannot mark an Armor Slot, they must instead
SKY Fighters are the Sovereignty’s main category of small mark an additional HP.
attack ships. SKY stands for Single Kinetic Yield. This refers to
the mass produced reactors that power the ships. The
reactors are built around a chunk of Persidium ore, which is
well-suited for a powerful fusion reaction. The engine is
incredibly long-lasting and requires little maintenance.
However, it cannot be refueled and is almost impossible to
modify or upgrade. The Sovereignty assumes the ship will be
destroyed or break before its engine runs out of fuel.
Furthermore, expendable fighters don’t need capacity for
upgrades or modifications. The Resistance often refers to the
SKY-line of ships as “Sparks,” since they tend to burn out fast.
STARHEART 49
Paweł Stein (Order #50251354)
TIER 2 VEHICLE ADVERSARIES (LEVELS 2-4)
FLAMEWAVE PATROL SHIP rolling a critical. The result determines the battle’s outcome.
Tier 2 Solo Vehicle Critical Success = Decisive Victory
A heavily armed patrol ship. The PCs’ fleet wins cleanly. Enemy forces break, the flagship is
Motives & Tactics: Capture, target precisely, chase destroyed or retreats, and allied forces suffer minimal losses.
Success with Hope = Clear Victory
Difficulty: 15 | Thresholds: 16/28 | HP: 7 | Stress: 4 The PCs’ fleet wins convincingly. The enemy is routed or neutralized,
ATK: +2 | Cannons: Far | 2d8+5 physical
though allies take some damage.
Success with Fear = Pyrrhic Victory
FEATURES The PCs’ fleet wins, but at a heavy price.
Relentless (2) – Passive: The Flamewave can be spotlighted up to
Failure with Hope = Draw
twice per GM turn. Spend Fear as usual to spotlight it.
The battle ends inconclusively. The PCs survive and may even
Tractor Beam – Action: Spend a Fear to force the PC’s vehicle to cripple a key enemy asset (like the flagship), but their side is forced
make a Strength Reaction Roll (14). On a failure, the PC’s ship to retreat or loses major strength.
becomes Restrained and Vulnerable. While suffering these Failure with Fear = Defeat
conditions, a PC must mark a Stress before making an Action Roll. The PCs’ fleet is overwhelmed. Friendly Forces are shattered, the
The PCs can break free with a successful Action Roll. flagship is destroyed or fleeing, and the enemy decisively takes the
Mobility Kill – Passive: When the Flamewave deals Major or Severe field.
damage to a Vulnerable or Restrained vehicle, it inflicts an engine Friendly Fleet - Passive: At the start of the scene start a Countdown
hit, leaving the engines severely damaged and the ship adrift in the (6) that represents the strength of the allied fleet. If this Countdown
stars. All other systems function normally. reaches 0, the PCs make an Action Roll (15) with no bonus. The
No Escape – Reaction: Mark a Stress on a successful attack against result determines the battle’s results as per the Decisive Point
a Vulnerable or Restrained vehicle to deal an additional 2d10 Feature above. Then, downgrade the result by one level. If the result
damage. was already a Failure with Fear, the PC’s vehicle also suffers 2d6+15
damage. The friendly fleet has the following statistics.
Massive – Passive: Unless Vulnerable, this vehicle is immune to Thresholds: 16/28
damage from attacks by creatures or vehicles without the Massive Difficulty: 15
or Fusion feature.
Fire At Will! - Reaction: When a PC succeeds at an Action Roll they
If attacked while Vulnerable, or by a weapon with Fusion, may spend a Hope to have the Friendly Fleet target the Flagship,
it automatically reduces the damage severity by one making an attack against the Superstructure at +3 for 2d10+4
threshold. energy damage. The PCs may instead collectively spend 3 Hope to
If attacked by another Massive vehicle or creature, it have the attack target another System.
suffers damage normally. Coordinated Salvo – Reaction: When the Flagship fails an attack,
When this vehicle makes an attack against a target the GM gains a Fear.
without this feature, that target must mark an Armor Slot Coordinated Defense - Passive: PC vehicles can only make attacks
without receiving its benefits (though they may still use
against the Flagship’s Superstructure unless the vehicle makes an
armor to reduce damage).
Attack Run.
If they cannot mark an Armor Slot, they must instead
Attack Run – Action: A PC vehicle makes an Attack Run against a
mark an additional HP.
specific Flagship System. On a success the vehicle moves to Very
Close Range of chosen System and can attack the targeted System.
Vehicle weapons with Far or Very Far Range can attack an adjacent
PATROL FLOTILLA System as well. While on an Attack Run the Vehicle automatically
Tier 2 Fleet moves to an adjacent System every time it makes an attack with a
The flotilla guards shipping lanes or screens heavier capital ships in vehicle weapon. A vehicle on an Attack Run can take this action again
larger battles. to make an Attack Run on any other System. While on an Attack Run
Motives & Tactics: Screen allies, harry enemy fighters, unleash the vehicle can always attack the Superstructure.
barrages, hold until relief arrives
Experiences: Coordinated Fire +2 Pull Up! - Reaction: The GM may spend a Fear to force a PC ship on
an Attack Run to adjust course. The PC can abort the Attack Run or
FEATURES try to Stay on Target by making a Reaction Roll (15). On success, the
Relentless (3) - Passive: The Flotilla can be spotlighted up to three PC’s ship continues the Attack Run but moves to a new System. On
times per GM turn. Spend Fear as usual to spotlight them. failure, the PC’s ship must either break off and suffer a Point
Decisive Point - Passive: At the start of the scene start a Countdown Defense attack, or Stay on Target and suffer 2d6+5 energy damage.
(6). When the countdown is reduced to 0, or the Flagship is Massive – Passive: Unless Vulnerable, this vehicle is immune to
defeated, the PCs make an Action Roll (15) with a bonus equal to damage from attacks by creatures or vehicles without the Massive
the current ticks left on the Friendly Fleet countdown. If the or Fusion feature.
Flagship is defeated, automatically upgrade the check’s result. If
If attacked while Vulnerable, or by a weapon with Fusion,
the result is already a critical success, all PCs get the benefits of
it automatically reduces the damage severity by one
threshold.
50 STARHEART
Paweł Stein (Order #50251354)
If attacked by another Massive vehicle or creature, it SHIELD GENERATOR
suffers damage normally. Adjacent Segments: Bridge, Weapon Batteries
When this vehicle makes an attack against a target Difficulty: 15 | HP: 6 | Stress: 3
without this feature, that target must mark an Armor Slot ATK: +2 | Point Defense Very Close | 2d8+3 energy
without receiving its benefits (though they may still use
armor to reduce damage). FEATURES
If they cannot mark an Armor Slot, they must instead Overload Cascade – Reaction: When this system is destroyed the
Decisive Point countdown ticks down once.
mark an additional HP.
Crack Gunners - Reaction: Mark a Stress to give an Attack Run
Tractor Beam - Action: Spend a Fear to force the PC’s vehicle to
attempt against the Bridge, Shield Generator or Weapons Batteries
make a Strength Reaction Roll (14). On a failure the PC’s ship is
disadvantage.
Restrained and Vulnerable. While suffering these conditions, a PC
must mark a Stress before making an Action Roll. The PCs can
break free with a successful Action Roll.
WEAPONS BATTERIES (2)
Boarders! - Action: If the PC ship has the Transport, Patrol or Frigate Adjacent Segments: Shield Generator, Torpedo Tubes
Frame, spend a Fear to force the PC’s vehicle to make an Agility
Reaction Roll (14). On a failure a boarding party (Surge Trooper Difficulty: 13 | HP: 3 each | Stress: 2 each
Sergeant, Surge Gunner, Surge Suppressor, Surge Medic, and a ATK: +2 | Heavy Lasers Far | 2d10+3 energy
number of Surge Trooper Minions equal to the number of PCs on
FEATURES
their vehicle) enters the PC’s ship. If the PC ship is Restrained the
Barrage – Action: All active Weapons Batteries may mark a Stress
GM can take this Action without spending Fear and the PC’s
to make a Heavy Lasers attack against the Friendly Fleet. On a
Reaction Roll has disadvantage.
success, tick Friendly Forces down 1–3 depending on damage
Airlocks and Docking Bays - Action: While on an Attack Run the PCs severity. If only one battery remains, the attack has disadvantage.
can make an Action Roll to board the Flagship at the System they are Overload Cascade – Reaction: When this system is destroyed the
currently targeting. This can mean the PCs drop off one or more
Decisive Point countdown ticks down once.
PCs, or have their ship attach to the Flagship, whatever makes sense
in the fiction. Linked Fire – Passive: While both Weapons Batteries are intact,
Barrage deals +3 damage.
Capital Killer – Passive: Attacks by the Weapon Batteries against PC
Flagship – Passive: The flotilla’s Flagship can be attacked to ships have disadvantage.
influence the battle.
Thresholds: 16/28
SYSTEMS: 1 Bridge, 1 Shield Generator, 2 Weapons Batteries, 1 TORPEDO TUBES
Torpedo Tube, 1 Reactor, 2 Engines, 1 Superstructure Adjacent Segments: Weapon Batteries, Reactor
STARHEART 51
Paweł Stein (Order #50251354)
REACTOR SKY DOMINATOR
Adjacent Segments: Weapon Batteries, Engines Tier 2 Ranged Vehicle
A Sovereignty superiority fighter.
Difficulty: 15 | HP: 6 | Stress: 3 Motives & Tactics: Overwhelm, barrage
ATK: +2 | Point Defense Very Close | 2d6+3 energy
Difficulty: 14 | Thresholds: 10/20 | HP: 5 | Stress: 4
FEATURES ATK: +2 | Payload: Far | 2d4+10 energy
Abandon Ship – Passive: The Flagship is defeated when the Reactor
is destroyed. FEATURES
Targeting Matrix – Passive: When you spotlight the Dominator and
Power Cycling – Action: Clear 1d4+2 Stress divided amongst other it doesn’t have a token on its stat block, it cannot act yet. Place a
systems. If the Reactor is half HP or below, only clear 1d3 Stress. token on the Dominator’s stat block and choose a vehicle the
Heavy Shielding – Passive: This system cannot be targeted until the Dominator is targeting. Mark 1 or more Stress to add additional
Shield Generator is destroyed. tokens equal to the Stress marked.
Weapon’s Free – Action: When the Dominator has 1 or more tokens
on its card, spend all of the tokens to attack the target of the
ENGINES (2) Targeting Matrix, making a number of attacks equal to the number
Adjacent Segments: Reactor of tokens spent. Combine the damage from any successful attacks
before comparing to the damage thresholds.
Difficulty: 13 | HP: 3 each | Stress: 2 each
ATK: +2 | Point Defense Very Close | 2d6+3 energy Angle Shields – Reaction: Mark a Stress to double the Dominator’s
damage thresholds until it becomes Vulnerable.
FEATURES Finicky Matrix – Passive: If the Dominator gains the Vulnerable
Dead in the Water – Passive: If both Engines are destroyed all
condition, remove 1 token from the Dominator.
attacks against the Flagship gain advantage.
Massive – Passive: Unless Vulnerable, this vehicle or creature is
Overload Cascade – Reaction: When this system is destroyed the
immune to damage from attacks from creatures or vehicles
Decisive Point countdown ticks down once.
without this feature or the Fusion feature.
End of the Line - Passive: After a PC vehicle makes an attack against
If attacked while Vulnerable, or by a weapon with Fusion,
this System, the GM can use the Pull Up! Reaction without
it automatically reduces the damage severity by one
spending a Fear.
threshold.
If attacked by a vehicle or creature with the Massive
SUPERSTRUCTURE feature, it suffers damage normally.
When this vehicle or creature makes an attack against a
Difficulty: 17 | HP: 10 | Stress: 3 target without this feature, that target must mark an
ATK: +2 | Point Defense Very Close | 2d6+3 energy Armor Slot without receiving its benefits (though they
may still use armor to reduce damage).
FEATURES
If they cannot mark an Armor Slot, they must instead
Damage Sponge – Passive: Ignores minor damage. Only Major or
greater damage reduces HP. mark an additional HP.
52 STARHEART
Paweł Stein (Order #50251354)
SKY BOMBER SK-UL
Tier 2 Minion Vehicle Tier 2 Bruiser Vehicle
A Sovereignty mass-produced bomber. The “Skull” mech (Scout Killer Unyielding Leviathan) is the
Motives & Tactics: Hold formation, stay on target Sovereignty’s premier light recon mech.
Motives & Tactics: Hunt, track, climb, jump, run
Difficulty: 12 | Thresholds: none | HP: 1 | Stress: 2
ATK: +1 | Twin Lasers: Close | 3 energy Difficulty: 14 | Thresholds: 14/28 | HP: 6 | Stress: 3
ATK: +2 | Rotary Lasers: Close | 2d12+2 energy
Experience: Weakpoint Targeting +2
Experience: Recon +2
FEATURES
Bombers on Final – Action: Make an Attack Roll against the Friendly FEATURES
Fleet. If the attack succeeds, place 1 token on the Bomber. Grenade Launcher – Action: Mark a Stress to attack a target and all
targets within Very Close Range of the target.
Payload Inbound – Action: If this card has tokens on it, spend them
to tick down the Friendly Fleet countdown on a 1-for-1 basis. Linked Fire – Reaction: Mark a Stress on a successful attack to deal
Minion (5) – Passive: The Bomber minion is defeated when it takes an extra 2d10 energy damage.
any damage. For every 5 damage a PC deals to the Bomber minion, Momentum – Reaction: When the SK-UL makes a successful attack
defeat an additional Bomber minion within range the attack would against a PC, gain a Fear.
succeed against.
Components – Passive: When the SK-UL takes Major damage, it
Group Bombing Run – Action: Spend a Fear to spotlight a Bomber can negate one of its other features instead of marking HP.
minion to lead a bombing run. Place a number of tokens on the
Massive – Passive: Unless Vulnerable, this vehicle or creature is
Bomber minion equal to the number of other Bomber minions
immune to damage from attacks from creatures or vehicles
within Close range of it.
without this feature or the Fusion feature.
Massive – Passive: Unless Vulnerable, this vehicle or creature is
If attacked while Vulnerable, or by a weapon with Fusion,
immune to damage from attacks from creatures or vehicles
it automatically reduces the damage severity by one
without this feature or the Fusion feature.
threshold.
If attacked by a vehicle or creature with the Massive
feature, it suffers damage normally.
SKY FIGHTER MINION
Tier 2 Minion Vehicle When this vehicle or creature makes an attack against a
A Sovereignty mass-produced fighter ship. target without this feature, that target must mark an
Motives & Tactics: Fly recklessly, swarm Armor Slot without receiving its benefits (though they
may still use armor to reduce damage).
Difficulty: 12 | Thresholds: none | HP: 1 | Stress: 1
If they cannot mark an Armor Slot, they must instead
ATK: +0 | Twin Lasers: Close | 4 energy
mark an additional HP.
Experience: Reckless +2
FEATURES
In Pursuit – Action: Mark a Stress to allow the GM to use a Fleet’s
Pull Up! Reaction without spending Fear.
Massive – Passive: Unless Vulnerable, this vehicle or creature is
immune to damage from attacks from creatures or vehicles
without this feature or the Fusion feature.
Minion (6) – Passive: The SKY Fighter minion is defeated when it
takes any damage. For every 6 damage a PC deals to a SKY Fighter
minion, defeat an additional SKY Fighter minion within range the
attack would succeed against.
Group Attack – Action: Spend a Fear to choose a target and
spotlight all SKY Fighter minions within Far range of it. Those
minions move to Close range and make one shared attack roll. On a
success, they deal 4 energy damage each. Combine this damage.
STARHEART 53
Paweł Stein (Order #50251354)
TIER 3 VEHICLE ADVERSARIES (LEVELS 5-7)
ASSAULT FLEET Attack Run – Action: A PC vehicle makes an Attack Run against a
Tier 3 Fleet specific Flagship System. On a success the vehicle moves to Very
The Assault Fleet is the workhorse of Sovereignty Navy, deployed as Close Range of chosen System and can attack the targeted System.
the vanguard of any offensive naval operation. Vehicle weapons with Far or Very Far Range can attack an adjacent
Motives & Tactics: Unleash barrages, intimidate, crush resistance, System as well. While on an Attack Run the Vehicle automatically
maneuver moves to an adjacent System every time it makes an attack with a
Experiences: Coordinated Fire +3 vehicle weapon. A vehicle on an Attack Run can take this action again
to make an Attack Run on any other System. While on an Attack Run
FEATURES the vehicle can always attack the Superstructure.
Relentless (3) – Passive: The Assault Fleet can be spotlighted up to
three times per GM turn. Spend Fear as usual to spotlight them. Pull Up! – Reaction: The GM may spend a Fear to force a PC ship on
an Attack Run to adjust course. The PC can abort the Attack Run or
Decisive Point – Passive: At the start of the scene start a
try to Stay on Target by making a Reaction Roll (18). On success, the
Countdown (8). When the countdown is reduced to 0, or the PC’s ship continues the Attack Run but moves to a new System. On
Flagship is defeated, the PCs make an Action Roll (18) with a bonus
failure, the PC’s ship must either break off and suffer a Point
equal to the current ticks left on the Friendly Fleet countdown. If
Defense attack, or Stay on Target and suffer 3d8+5 energy damage.
the Flagship is defeated, automatically upgrade the check’s result.
If the result is already a critical success, all PCs get the benefits of Massive – Passive: Unless Vulnerable, this vehicle or creature is
rolling a critical. The result determines the battle’s outcome. immune to damage from attacks from creatures or vehicles without
this feature or the Fusion feature.
Critical Success = Decisive Victory
The PCs’ fleet wins cleanly. Enemy forces break, the flagship is If attacked while Vulnerable, or by a weapon with Fusion,
destroyed or retreats, and allied forces suffer minimal losses. it automatically reduces the damage severity by one
Success with Hope = Clear Victory threshold.
The PCs’ fleet wins convincingly. The enemy is routed or If attacked by a vehicle or creature with the Massive
neutralized, though allies take some damage. feature, it suffers damage normally.
Success with Fear = Pyrrhic Victory
When this vehicle or creature makes an attack against a
The PCs’ fleet wins, but at a heavy price.
target without this feature, that target must mark an
Failure with Hope = Draw
Armor Slot without receiving its benefits (though they
The battle ends inconclusively. The PCs survive and may even
may still use armor to reduce damage).
cripple a key enemy asset (like the flagship), but their side is forced
to retreat or loses major strength. If they cannot mark an Armor Slot, they must instead
Failure with Fear = Defeat mark an additional HP.
The PCs’ fleet is overwhelmed. Friendly Forces are shattered, the Tractor Beam – Action: Spend a Fear to force the PC’s vehicle to
flagship is destroyed or fleeing, and the enemy decisively takes the make a Strength Reaction Roll (17). On a failure the PC’s ship is
field. Restrained and Vulnerable. While suffering these conditions, a PC
Friendly Fleet – Passive: At the start of the scene start a Countdown must mark a Stress before making an Action Roll. The PCs can
(6) that represents the strength of the allied fleet. If this Countdown break free with a successful Action Roll.
reaches 0, the PCs make an Action Roll (18) with no bonus. The Boarders! – Action: If the PC ship has the Transport, Patrol or
result determines the battle’s results as per the Decisive Point Frigate Frame, spend a Fear to force the PC’s vehicle to make an
Feature above. Then, downgrade the result by one level. If the Agility Reaction Roll (17). On a failure a boarding party (2 x Surge
result was already a Failure with Fear, the PC’s vehicle also suffers Trooper Squads, Surge Eye, Staff Officer, Storm Operator) enters
3d8+27 damage. The friendly fleet has the following statistics. the PC’s ship. If the PC ship is Restrained the GM can take this action
Thresholds: 25/40 without spending Fear and the PC’s Reaction Roll has disadvantage.
Difficulty: 18
Airlocks and Docking Bays – Action: While on an Attack Run the
Fire At Will! – Reaction: When a PC succeeds at an Action Roll they PCs can make an Action Roll to board the Flagship at the System
may spend a Hope to have the Friendly Fleet target the Flagship, they are currently targeting. This can mean the PCs drop off one or
making an attack against the Superstructure at +4 for 3d10+5 more PCs, or have their ship attach to the Flagship, whatever makes
energy damage. The PCs may instead spend 3 Hope collectively to sense in the fiction.
have the attack target another System.
Launch Fighters – Action: Spend a Fear to summon any two of the
Coordinated Salvo – Reaction: When the Flagship fails an attack, following: SKY Fighter Flight, SKY Bomber Flight, SKY Interceptor,
the GM gains a Fear. SKY Dominator. They appear at Close Range from a PC Vehicle.
Coordinated Defense – Passive: PC vehicles can only make attacks Immediately spotlight one of the summoned vehicles.
against the Flagship’s Superstructure unless the vehicle makes an
Attack Run.
54 STARHEART
Paweł Stein (Order #50251354)
Flagship – Passive: The fleet’s Flagship can be attacked to influence TORPEDO TUBES (2)
the battle. Adjacent Segments: Heavy Batteries, Reactor
Thresholds: 25/40
Difficulty: 17 | HP: 6 each | Stress: 3 each
SYSTEMS: 1 Bridge, 1 Shield Generator, 2 Heavy Batteries, 2 ATK: +3 | Torpedoes: Very Far | 3d12+10 physical
Torpedo Tubes, 1 Reactor, 2 Engines, 1 Superstructure
FEATURES
Lock On – Action: Spend a Fear to apply the Lock On condition to
BRIDGE the Friendly Fleet.
Adjacent Segments: Shield Generator Torpedo Volley – Action: If the Friendly Fleet has Lock On mark a
Difficulty: 19 | HP: 5 | Stress: 3 Stress to make a Torpedoes attack against the Friendly Fleet. On a
ATK: +3 | Point Defense: Very Close | 3d8+3 energy success, tick Friendly Forces down 1–3 depending on damage
severity.
FEATURES Capital Killer – Passive: Attacks by the Weapon Batteries against PC
Abandon Ship – Passive: The Flagship is defeated when the Bridge ships have disadvantage.
is destroyed.
Overload Cascade – Reaction: When this system is destroyed the
Heavy Shielding – Passive: This system cannot be targeted until the Decisive Point countdown ticks down twice.
Shield Generator is destroyed.
End of the Line – Passive: After a PC vehicle makes an attack
against this System, the GM can use the Pull Up! Reaction without REACTOR
spending a Fear. Adjacent Segments: Weapon Batteries, Engines
STARHEART 55
Paweł Stein (Order #50251354)
SUPERSTRUCTURE Fire At Will! - Reaction: When a PC succeeds at an Action Roll they
may spend a Hope to have the Friendly Fleet target the Flagship,
Difficulty: 20 | HP: 10 | Stress: 3 making an attack against the Superstructure at +4 for 3d10+5
ATK: +3 | Point Defense: Very Close | 3d8+3 energy energy damage. The PCs may instead collectively spend 3 Hope to
have the attack target another System.
FEATURES
Damage Sponge – Passive: Ignores minor damage. Only Major or Coordinated Defense - Passive: PC vehicles can only make attacks
greater damage reduces HP. against the Flagship’s Superstructure unless the vehicle makes an
Attack Run.
Heavy Armor – Reaction: Mark a Stress to reduce damage severity
by one level. Attack Run – Action: A PC vehicle makes an Attack Run against a
specific Flagship System. On a success the vehicle moves to Very
Structural Collapse – Passive: Lose 1 HP whenever another System
Close Range of chosen System and can attack the targeted System.
is destroyed. Vehicle weapons with Far or Very Far Range can attack an adjacent
Fatal – Passive: The Flagship is defeated when the Superstructure is System as well. While on an Attack Run the Vehicle automatically
destroyed. moves to an adjacent System every time it makes an attack with a
vehicle weapon. A vehicle on an Attack Run can take this action again
to make an Attack Run on any other System. While on an Attack Run
CARRIER FLEET the vehicle can always attack the Superstructure.
Tier 3 Fleet Pull Up! - Reaction: The GM may spend a Fear to force a PC ship on
The Carrier Fleet is dispatched for missions best suited to swarms of an Attack Run to adjust course. The PC can abort the Attack Run or
smaller ships, or to augment an Assault Fleet as part of a larger task try to Stay on Target by making a Reaction Roll vs. Difficulty 18. On
force. success, the PC’s ship continues the Attack Run but moves to a new
Motives & Tactics: Deploy fighters, screen allies, maneuver System. On failure, the PC’s ship must either break off and suffer a
Experiences: Direct Fighters +3 Point Defense attack, or Stay on Target and suffer 3d8+5 energy
damage.
FEATURES
Relentless (2) - Passive: The Carrier Fleet can be spotlighted up to Massive – Passive: Unless Vulnerable, this vehicle or creature is
three times per GM turn. Spend Fear as usual to spotlight them. immune to damage from attacks from creatures or vehicles without
this feature or the Fusion feature.
Decisive Point - Passive: At the start of the scene start a Countdown
(6). When the countdown is reduced to 0, or the Flagship is If attacked while Vulnerable, or by a weapon with Fusion,
defeated, the PCs make an Action Roll (17) with a bonus equal to it automatically reduces the damage severity by one
the current ticks left on the Friendly Fleet countdown. If the threshold.
Flagship is defeated, automatically upgrade the check’s result. If If attacked by a vehicle or creature with the Massive
the result is already a critical success, all PCs get the benefits of
feature, it suffers damage normally.
rolling a critical. The result determines the battle’s outcome.
Critical Success = Decisive Victory When this vehicle or creature makes an attack against a
The PCs’ fleet wins cleanly. Enemy forces break, the flagship is target without this feature, that target must mark an
destroyed or retreats, and allied forces suffer minimal losses. Armor Slot without receiving its benefits (though they
Success with Hope = Clear Victory may still use armor to reduce damage).
The PCs’ fleet wins convincingly. The enemy is routed or If they cannot mark an Armor Slot, they must instead
neutralized, though allies take some damage. mark an additional HP.
Success with Fear = Pyrrhic Victory
Boarders! - Action: If the PC ship has the Transport, Patrol or Frigate
The PCs’ fleet wins, but at a heavy price.
Frame, spend a Fear to force the PC’s vehicle to make an Agility
Failure with Hope = Draw
Reaction Roll (17). On a failure a boarding party (2 x Surge Trooper
The battle ends inconclusively. The PCs survive and may even
Squad, Surge Eye, Staff Officer, Storm Operator) enters the PC’s
cripple a key enemy asset (like the flagship), but their side is forced
ship. If the PC ship is Restrained the GM can take this Action without
to retreat or loses major strength.
spending Fear and the PC’s Reaction Roll has disadvantage.
Failure with Fear = Defeat
The PCs’ fleet is overwhelmed. Friendly Forces are shattered, the Airlocks and Docking Bays - Action: While on an Attack Run the PCs
flagship is destroyed or fleeing, and the enemy decisively takes the can make an Action Roll to board the Flagship at the System they are
field. currently targeting. This can mean the PCs drop off one or more
PCs, or have their ship attach to the Flagship, whatever makes sense
Friendly Fleet - Passive: At the start of the scene start a Countdown
in the fiction.
(6) that represents the strength of the allied fleet. If this Countdown
reaches 0, the PCs make an Action Roll (17) with no bonus. The Screening Fire - Action: Spend a Fear to make all fighters within
result determines the battle’s results as per the Decisive Point Close Range Cloaked. While Cloaked, the fighters are Hidden and
Feature above. Then, downgrade the result by one level. If the remain unseen if a PC moves to where it would normally see the
result was already a Failure with Fear, the PC’s vehicle also suffers fighter. When a fighter moves into or within an adversary’s line of
3d8+27 damage. The friendly fleet has the following statistics. sight or makes an attack it loses the Cloaked condition. While
Thresholds: 25/40 Cloaked by this feature the fighter’s attacks have advantage.
Difficulty: 17
56 STARHEART
Paweł Stein (Order #50251354)
Flagship – Passive: The fleet’s Flagship can be attacked to influence FIGHTER BAYS (3)
the battle. Adjacent Segments: Weapon Battery, Reactor
Thresholds: 21/33
Difficulty: 16 | HP: 3 each | Stress: 2 each
SYSTEMS: 1 Bridge, 1 Shield Generator, 1 Weapon Battery, 3 Fighter ATK: +3 | Point Defense Very Close | 3d8 energy
Bays, 1 Reactor, 2 Engines, 1 Superstructure
FEATURES
Launch Fighters - Action: Each Fighter Bay marks a Stress to
BRIDGE summon one of the following: SKY Fighter Flight, SKY Bomber
Adjacent Segments: Shield Generator Flight, SKY Interceptor, SKY Dominator. The summoned vehicle
appears at Close Range from a PC Vehicle and is immediately
Difficulty: 19 | HP: 5 | Stress: 3 spotlighted.
ATK: +3 | Point Defense Very Close | 3d8+3 energy
Overload Cascade – Reaction: When this system is destroyed the
FEATURES Decisive Point countdown ticks down once.
Abandon Ship – Passive: The Flagship is defeated when the Bridge
is destroyed.
Heavy Shielding – Passive: This system cannot be targeted until the
REACTOR
Adjacent Segments: Fighter Bays, Engines
Shield Generator is destroyed.
End of the Line - Passive: After a PC vehicle makes an attack against Difficulty: 18 | HP: 6 | Stress: 3
this System, the GM can use the Pull Up! Reaction without ATK: +3 | Point Defense Very Close | 3d8+3 energy
spending a Fear.
FEATURES
Abandon Ship – Passive: The Flagship is defeated when the Reactor
is destroyed.
SHIELD GENERATOR
Adjacent Segments: Bridge, Weapon Battery Power Cycling – Action: Clear 1d4+2 Stress divided amongst other
systems. If the Reactor is half HP or below, only clear 1d3 Stress.
Difficulty: 18 | HP: 6 | Stress: 3
ATK: +3 | Point Defense Very Close | 3d8+8 energy Heavy Shielding – Passive: This system cannot be targeted until the
Shield Generator is destroyed.
FEATURES
Overload Cascade – Reaction: When this system is destroyed the
Decisive Point countdown ticks down one. ENGINES (2)
Adjacent Segments: Reactor
Crack Gunners - Reaction: Mark a Stress to give an Attack Run
attempt against the Bridge, Shield Generator, or Weapon Battery Difficulty: 16 | HP: 3 each | Stress: 2 each
disadvantage. ATK: +3 | Point Defense Very Close | 3d8+3 energy
FEATURES
WEAPON BATTERY Dead in the Water – Passive: If both Engines are destroyed all
Adjacent Segments: Shield Generator, Fighter Bays attacks against the Flagship gain advantage.
Difficulty: 17 | HP: 3 | Stress: 3 Overload Cascade – Reaction: When this system is destroyed the
ATK: +3 | Superheavy Lasers Far | 3d10+5 energy Decisive Point countdown ticks down one.
End of the Line - Passive: After a PC vehicle makes an attack against
FEATURES this System, the GM can use the Pull Up! Reaction without
Barrage – Action: Mark a Stress to make a Superheavy Lasers spending a Fear.
attack against the Friendly Fleet. On a success, tick Friendly Forces
down 1–3 depending on damage severity. If only one battery
remains, the attack has disadvantage.
Overload Cascade – Reaction: When this system is destroyed the
Decisive Point countdown ticks down once.
Advanced Targeting Computers - Reaction: Spend a Fear on a
successful attack before damage to make another attack roll. If
successful, roll the initial damage twice and add it together before
comparing to the target’s thresholds.
Capital Killer – Passive: Attacks by the Weapon Battery against PC
ships have disadvantage.
STARHEART 57
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SUPERSTRUCTURE MA-UL
Tier 3 Bruiser Vehicle
Difficulty: 19 | HP: 10 | Stress: 3 The “Maul” mech (Mobile Armored Unyielding Leviathan) is the
ATK: +3 | Point Defense Very Close | 3d8+3 energy Sovereignty’s premier heavy assault troop carrier mech.
Motives & Tactics: Blast, crush, deploy troops, draw fire
FEATURES
Damage Sponge – Passive: Ignores minor damage. Only Major or Difficulty: 17 | Thresholds: 20/40 | HP: 7 | Stress: 3
greater damage reduces HP. ATK: +3 | Heavy Lasers: Far | 3d12+2 energy
Experience: Recon +2
Heavy Armor – Reaction: Mark a Stress to reduce damage severity
by one level. FEATURES
Structural Collapse – Passive: Lose 1 HP whenever another System Saturation Fire – Passive: PCs hit by the MA-UL’s attacks have
is destroyed. disadvantage on attacks on adversaries other than the MA-UL.
Fatal – Passive: The Flagship is defeated when the Superstructure is Ramp Up – Passive: You must spend a Fear to spotlight the MA-UL.
destroyed. While spotlighted, the MA-UL can make their standard attack
against all targets within range.
Terrifying – Passive: When the MA-UL makes a successful attack,
KORATH INFILTRATOR all PCs within Far range lose a Hope and you gain a Fear.
Tier 3 Skulk Vehicle
Deploy – Reaction: When a PC moves within Close Range of the
A sleek and deadly transport armed to the teeth and equipped with
MA-UL, mark a Stress to deploy a Surge Trooper Squad within
advanced cloaking technology.
Motives & Tactics: Ambush, take six, annihilate, escape Very Close Range of the MA-UL and immediately spotlight it.
Components – Passive: When the MA-UL takes Major damage, it
Difficulty: 18 | Thresholds: 12/24 | HP: 6 | Stress: 5 can negate one of its other features instead of marking HP.
ATK: +3 | Rotary Lasers: Close | 3d10+3 energy
Experience: Infiltration +3 Massive – Passive: Unless Vulnerable, this vehicle or creature is
immune to damage from attacks from creatures or vehicles
FEATURES without this feature or the Fusion feature.
Terrifying – Passive: When the Infiltrator makes a successful attack,
If attacked while Vulnerable, or by a weapon with Fusion,
all PCs within Far range lose a Hope and you gain a Fear.
it automatically reduces the damage severity by one
Torpedo Tubes – Action: Mark one or more Stress to prime the threshold.
Infiltrator’s torpedoes, placing a number of tokens on the Infiltrator If attacked by a vehicle or creature with the Massive
equal to the Stress marked. When the Infiltrator takes this action
feature, it suffers damage normally.
and has one or more tokens on it, it can fire torpedoes, making a
When this vehicle or creature makes an attack against a
number of attacks equal to the tokens on the Infiltrator. Each attack
that hits deals 3d8 damage. Combine the damage from any attacks target without this feature, that target must mark an
that hit. Armor Slot without receiving its benefits (though they
may still use armor to reduce damage).
Cloaking Device – Reaction: Mark a Stress to make the Infiltrator
If they cannot mark an Armor Slot, they must instead
Cloaked. While Cloaked, the Infiltrator is Hidden and remains
mark an additional HP.
unseen if a PC moves to where it would normally see the Infiltrator.
When the Infiltrator moves into or within an adversary’s line of
sight or makes an attack it loses the Cloaked condition. While
Cloaked by this feature the Infiltrator’s attacks have advantage.
Massive – Passive: Unless Vulnerable, this vehicle or creature is
immune to damage from attacks from creatures or vehicles
without this feature or the Fusion feature.
If attacked while Vulnerable, or by a weapon with Fusion,
it automatically reduces the damage severity by one
threshold.
If attacked by a vehicle or creature with the Massive
feature, it suffers damage normally.
When this vehicle or creature makes an attack against a
target without this feature, that target must mark an
Armor Slot without receiving its benefits (though they
may still use armor to reduce damage).
If they cannot mark an Armor Slot, they must instead
mark an additional HP.
58 STARHEART
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SKY BOMBER FLIGHT SKY DOMINATOR
Tier 3 Horde Vehicle (1/HP) Tier 3 Standard Vehicle
A flight of Sovereignty mass produced bombers. A Sovereignty superiority fighter.
Motives & Tactics: Hold formation, stay on target Motives & Tactics: Hold formation, stay on target
Difficulty: 16 | Thresholds: 13/23 | HP: 4 | Stress: 3 Difficulty: 17 | Thresholds: 20/32 | HP: 5 | Stress: 4
ATK: +2 | Twin Lasers: Close | 3d10+2 energy ATK: +3 | Payload: Far | 3d4+15 energy
Experience: Weakpoint Targeting +2
FEATURES
FEATURES Weapon’s Free – Action: When the Dominator attacks it can mark 1
Bombers on Final – Action: Make an Attack Roll against the Friendly or more Stress, making an additional attack against the target for
Fleet. If the attack succeeds, place 4 tokens on the Bomber. If the each Stress marked. Add the damage of all successful attacks
attack fails, place 2 tokens on the Bomber. together before comparing it to the target’s damage threshold.
Payload Inbound – Action: If this card has tokens on it, spend them Angle Shields – Reaction: Mark a Stress to double the Dominator’s
to tick down the Friendly Fleet countdown on a 1-for-1 basis. damage thresholds until it becomes Vulnerable.
Hypercharged Rounds – Reaction: Mark a Stress to add 1 token to Finicky Matrix – Passive: If the Dominator gains the Vulnerable
the Bomber. condition, it marks a Stress.
Abort Run – Passive: If this adversary takes Major or Severe Massive – Passive: Unless Vulnerable, this vehicle or creature is
damage, remove all tokens from it. immune to damage from attacks from creatures or vehicles
Horde (3d4) – Passive: When the SKY Bomber Flight has marked without this feature or the Fusion feature.
half or more of its HP, its standard attack deals 3d4 energy damage
If attacked while Vulnerable, or by a weapon with Fusion,
instead. In addition, the Bomber gains 1 less token when it takes the
it automatically reduces the damage severity by one
Bombers on Final action.
threshold.
Massive – Passive: Unless Vulnerable, this vehicle or creature is
If attacked by a vehicle or creature with the Massive
immune to damage from attacks from creatures or vehicles
feature, it suffers damage normally.
without this feature or the Fusion feature.
When this vehicle or creature makes an attack against a
If attacked while Vulnerable, or by a weapon with Fusion,
target without this feature, that target must mark an
it automatically reduces the damage severity by one Armor Slot without receiving its benefits (though they
threshold. may still use armor to reduce the damage).
If attacked by a vehicle or creature with the Massive If they cannot mark an Armor Slot, they must instead
feature, it suffers damage normally. mark an additional HP.
When this vehicle or creature makes an attack against a
target without this feature, that target must mark an
Armor Slot without receiving its benefits (though they
may still use armor to reduce damage).
If they cannot mark an Armor Slot, they must instead
mark an additional HP.
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SKY FIGHTER FLIGHT SKY INTERCEPTOR
Tier 3 Horde Vehicle (1/HP) Tier 3 Skulk Vehicle
A flight of Sovereignty mass produced fighters. A Sovereignty specialized dogfighting ship.
Motives & Tactics: Fly recklessly, swarm, surround Motives & Tactics: Dogfight, stay on target, take six, evasive
maneuvers
Difficulty: 16 | Thresholds: 15/25 | HP: 4 | Stress: 3
ATK: +3 | Twin Lasers: Close | 3d12+5 energy Difficulty: 18 | Thresholds: 12/24 | HP: 6 | Stress: 3
Experience: Reckless +2 ATK: +4 | Twin Lasers: Close | 3d6+3 energy
Experience: Dogfight +2
FEATURES
In Pursuit – Action: Mark a Stress to allow the GM to use a Fleet’s FEATURES
Pull Up! Reaction without spending Fear. Juke – Passive: The Interceptor ignores Minor and Major damage
unless it is Vulnerable.
Surround – Reaction: When the Flight moves to Close Range of a
PC vehicle, it can mark a Stress to make the PC vehicle Vulnerable. I Have You! – Reaction: Spend a Fear when the Interceptor moves
to Close Range of a vehicle to make the vehicle Vulnerable.
Horde (3d6+2) – Passive: When the SKY Fighter Flight has marked
half or more of its HP, its standard attack deals 3d6+2 energy Lasers Hot – Passive: When the Interceptor deals damage to a
damage instead. Vulnerable target, it deals 1 additional HP.
Massive – Passive: Unless Vulnerable, this vehicle or creature is Momentum – Reaction: When the Interceptor makes a successful
immune to damage from attacks from creatures or vehicles attack against a PC, you gain a Fear.
without this feature or the Fusion feature.
Massive – Passive: Unless Vulnerable, this vehicle or creature is
If attacked while Vulnerable, or by a weapon with Fusion, immune to damage from attacks from creatures or vehicles
it automatically reduces the damage severity by one without this feature or the Fusion feature.
threshold. If attacked while Vulnerable, or by a weapon with Fusion,
If attacked by a vehicle or creature with the Massive it automatically reduces the damage severity by one
feature, it suffers damage normally. threshold.
When this vehicle or creature makes an attack against a If attacked by a vehicle or creature with the Massive
target without this feature, that target must mark an feature, it suffers damage normally.
Armor Slot without receiving its benefits (though they When this vehicle or creature makes an attack against a
may still use armor to reduce damage).
target without this feature, that target must mark an
If they cannot mark an Armor Slot, they must instead Armor Slot without receiving its benefits (though they
mark an additional HP. may still use armor to reduce the damage).
If they cannot mark an Armor Slot, they must instead
mark an additional HP.
60 STARHEART
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TIER 4 VEHICLE ADVERSARIES (LEVELS 8-10)
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Flagship – Passive: The fleet’s Flagship can be attacked to influence TORPEDO TUBES (2)
the battle. Adjacent Segments: Heavy Batteries, Reactor
Thresholds: 30/55
Difficulty: 20 | HP: 6 each | Stress: 3 each
SYSTEMS: 1 Bridge, 1 Shield Generator, 2 Heavy Batteries, 2 ATK: +4 | Torpedoes: Very Far | 4d12+15 physical
Torpedo Tubes, 1 Reactor, 2 Engines, 1 Superstructure
FEATURES
Lock On – Action: Spend a Fear to apply the Lock On condition to
BRIDGE the Friendly Fleet.
Adjacent Segments: Shield Generator Torpedo Volley – Action: If the Friendly Fleet has Lock On, mark a
Difficulty: 22 | HP: 5 | Stress: 3 Stress to make a Torpedoes attack against the Friendly Fleet. On
ATK: +4 | Point Defense: Very Close | 4d8+10 energy success, tick Friendly Forces down 1–3 depending on damage
severity.
FEATURES Capital Killer – Passive: Attacks by the Torpedo Tubes against PC
Abandon Ship – Passive: The Flagship is defeated when the Bridge ships have disadvantage.
is destroyed.
Overload Cascade – Reaction: When this system is destroyed, the
Heavy Shielding – Passive: This system cannot be targeted until the Decisive Point countdown ticks down twice.
Shield Generator is destroyed.
End of the Line – Passive: After a PC vehicle makes an attack
against this System, the GM can use the Pull Up! Reaction without REACTOR
spending a Fear. Adjacent Segments: Torpedo Tubes, Engines
62 STARHEART
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SUPERSTRUCTURE SKY DOMINATOR FLIGHT
Tier 3 Horde Vehicle (1/HP)
Difficulty: 23 | HP: 15 | Stress: 3 A flight of Sovereignty superiority fighters.
ATK: +4 | Point Defense: Very Close | 4d8+10 energy Motives & Tactics: Hold formation, stay on target
STARHEART 63
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SKY FIGHTER SQUADRON SKY INTERCEPTOR FLIGHT
Tier 4 Horde Vehicle (1/HP) Tier 3 Horde Vehicle (1/HP)
A squadron of Sovereignty mass-produced fighters. A flight of Sovereignty specialized dogfighting ships.
Motives & Tactics: Fly recklessly, swarm, surround Motives & Tactics: Dogfight, stay on target, take six, evasive
maneuvers
Difficulty: 19 | Thresholds: 20/40 | HP: 8 | Stress: 3
ATK: +4 | Twin Lasers: Close | 4d12+10 energy Difficulty: 21 | Thresholds: 24/44 | HP: 4 | Stress: 3
Experience: Reckless +2 ATK: +5 | Twin Lasers: Close | 4d10+12 energy
Experience: Dogfight +2
FEATURES
In Pursuit – Action: Mark a Stress to allow the GM to use a Fleet’s FEATURES
Pull Up! Reaction without spending Fear. Juke – Passive: The Interceptor ignores all damage unless it is
Surround – Reaction: When the Squadron moves to Close Range of
Vulnerable.
a PC vehicle, it can mark a Stress to make that vehicle Vulnerable. I Have You! – Reaction: Spend a Fear when the Interceptor moves
to Close range of a vehicle to make that vehicle Vulnerable.
Horde (4d6+5) – Passive: When the SKY Fighter Squadron has
marked half or more of its HP, its standard attack deals 4d6+5 Lasers Hot – Passive: When the Interceptor deals damage to a
energy damage instead. Vulnerable target, it deals 1 additional HP.
Massive – Passive: Unless Vulnerable, this vehicle or creature is Horde (4d6+6) – Passive: When the Interceptor Flight has marked
immune to damage from attacks from creatures or vehicles half or more of its HP, its standard attack deals 4d6+6 energy
without this feature or the Fusion feature. damage instead.
If attacked while Vulnerable, or by a weapon with Fusion, Massive – Passive: Unless Vulnerable, this vehicle or creature is
it automatically reduces the damage severity by one immune to damage from attacks from creatures or vehicles
threshold. without this feature or the Fusion feature.
If attacked by a vehicle or creature with the Massive If attacked while Vulnerable, or by a weapon with Fusion,
feature, it suffers damage normally. it automatically reduces the damage severity by one
When this vehicle or creature makes an attack against a threshold.
target without this feature, that target must mark an If attacked by a vehicle or creature with the Massive
Armor Slot without receiving its benefits (though they feature, it suffers damage normally.
may still use armor to reduce the damage). When this vehicle or creature makes an attack against a
If they cannot mark an Armor Slot, they must instead target without this feature, that target must mark an
mark an additional HP. Armor Slot without receiving its benefits (though they
may still use armor to reduce the damage).
If they cannot mark an Armor Slot, they must instead
mark an additional HP.
64 STARHEART
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STORMRAY GUNBOAT
Tier 4 Bruiser Vehicle
A Sovereignty specialized dogfighting ship.
Motives & Tactics: Dogfight, stay on target, take six, evasive
maneuvers
FEATURES
Ghostfire Chaser – Passive: When a target takes damage from the
Gunboat, they must make a Knowledge Reaction Roll. On a failure,
they gain disadvantage on their next Action Roll and you gain a Fear.
Shield Flare – Reaction: When the Gunboat takes damage, reduce it
by 1d20. If the Gunboat marks 1 or fewer Hit Points from a
successful attack against it, you gain a Fear.
Devastating Volley – Action: Mark a Stress to make a standard
attack against all targets within Close Range. Targets the Gunboat
succeeds against are Vulnerable until their next rest.
Coordinated Volleys – Reaction: When another adversary deals
damage to a target within Close range of the Gunboat, you can
spend a Fear to add the Gunboat’s standard attack damage to the
damage roll.
Massive – Passive: Unless Vulnerable, this vehicle or creature is
immune to damage from attacks from creatures or vehicles
without this feature or the Fusion feature.
If attacked while Vulnerable, or by a weapon with Fusion,
it automatically reduces the damage severity by one
threshold.
If attacked by a vehicle or creature with the Massive
feature, it suffers damage normally.
When this vehicle or creature makes an attack against a
target without this feature, that target must mark an
Armor Slot without receiving its benefits (though they
may still use armor to reduce the damage).
If they cannot mark an Armor Slot, they must instead
mark an additional HP.
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ADVERSARIES
StarHeart uses the same adversary types as those in DaggerHeart. Due to the preponderance of ranged weapons in StarHeart many
of the adversaries have longer range than comparable adversaries in DaggerHeart.
COVER
StarHeart does not add explicit cover rules, but many of the Adversary Features, as well as the new Class/Subclass Features and
Domain Cards provide effects that could be construed as cover, or catching targets in the open. As with Daggerheart, StarHeart is
fiction first, and the environment should be considered in the context of modern/futuristic ranged weapons. It might make sense
for enemies caught in the open to be Vulnerable and suppressive fire to cause characters to be Restrained.
DEADLIGHT SYNDICATE
BRAWLER DEADLIGHT SYNDICATE
Tier 1 Bruiser LIEUTENANT
A tough and strong member of the galaxy’s most ruthless criminal Tier 1 Leader
organization. A street-level leader in the galaxy’s most ruthless criminal
Motives & Tactics: Grapple, intimidate, profit, steal organization.
Motives & Tactics: Bully, command, profit, reinforce
Difficulty: 12 | Thresholds: 7/14 | HP: 7 | Stress: 4
ATK: -3 | Shock Gloves: Melee | 1d4+6 energy Difficulty: 13 | Thresholds: 7/14 | HP: 6 | Stress: 3
ATK: +2 | Caster Pistol: Close | 1d8+3 energy
Experience: Bully +3
Experience: Local Knowledge +2
FEATURES
I’ve Got ’Em - Passive: Creatures Restrained by the Brawler take FEATURES
double damage from attacks by other adversaries. Tactician - Action: When you spotlight the Lieutenant, mark a
Stress to also spotlight two allies within Close Range.
Hold Them Down - Action: Make an attack against a target within
Melee Range. On a success, the target takes no damage but More Where That Came From - Action: Summon three Deadlight
becomes Restrained and Vulnerable. The target can break free— Syndicate Lackeys, who appear at Far Range.
clearing both conditions—with a successful Strength Roll, or is Coup de Grace - Action: Spend a Fear to make an attack against a
freed automatically if the Brawler takes Major or greater damage.
Vulnerable target within Close Range. On a success, deal 2d6+12
energy damage and the target must mark a Stress.
Momentum - Reaction: When the Lieutenant makes a successful
attack against a PC, you gain a Fear.
66 STARHEART
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DEADLIGHT SYNDICATE GODIAN WORM MARK
Tier 1 Skulk
SHADOW An elongated, slimy, smelly scavenging hunter that lives in the
Tier 1 Mini
Tier 1 Skulk Basic mode
bowels of industrial areas. Motives &
A stealthy killer in the galaxy’s most ruthless criminal organization.
Motives & Tactics: Grab, restrain, eat, repulse
Motives & Tactics: Ambush, conceal, divide, profit
Difficulty
Difficulty: 11 | Thresholds: 6/11 | HP: 4 | Stress: 4 ATK: -1 | P
Difficulty: 12 | Thresholds: 4/8 | HP: 3 | Stress: 3 ATK: +1 | Constrict: Melee | 1d8+2 physical
ATK: +1 | Knife: Melee | 1d4+4 phy
Experience: Loyalty +2 FEATUR
Experience: Intrusion +3 Synchroniz
FEATURES attack. If u
FEATURES Where’d It Come From - Passive: The Worm is considered Hidden mark a St
Backstab - Passive: When the Shadow succeeds on a standard
unless it has a PC Restrained. Minion (3)
attack that has advantage, they deal 1d6+6 physical damage
instead of their standard damage. Constrict - Passive: When the Worm hits a target with an attack, the damage. F
target becomes Restrained until the target or another character additional
Cloaked - Action: Become Hidden until after the Shadow’s next against.
within Melee Range makes a Strength Action Roll (11) to break free.
attack. Attacks made while Hidden from this feature have
advantage. Suffocate - Reaction: When the Worm damages a Restrained Group Atta
target, mark a Stress to force the target to mark a Stress. spotlight a
one share
each. Com
DEADLIGHT SYNDICATE SNIPER
Tier 1 Ranged KAL’KADEN RIPPER
A marksman in the galaxy’s most ruthless criminal organization. Tier 1 Bruiser
Motives & Tactics: Ambush, hide, profit, reposition A parasitic, bio-weapon bristling with vicious claws and gnashing
fangs.
Difficulty: 13 | Thresholds: 4/7 | HP: 3 | Stress: 2 Motives & Tactics: Hunt, feed, grab, terrorize, infest
ATK: -1 | Strike Caster: Far | 1d10+2 energy
Difficulty: 12 | Thresholds: 10/18 | HP: 7 | Stress: 3
Experience: Stealth +2 ATK: +1 | Fangs and Claws: Very Close | 1d10+3 physical
FEATURES FEATURES
Unseen Strike - Passive: If the Sniper is Hidden when they make a Lashing Tail - Action: Spend a Fear to make a standard attack
successful standard attack against a target, they deal 2d10+4 against all targets in range.
physical damage instead of their standard damage.
Snatch - Action: Mark a Stress to make an attack against a target
within Melee Range. On a success, deal 3d4+10 physical damage
and the target becomes Restrained until they break free with a
DEADLIGHT SYNDICATE THUG successful Strength Roll.
Tier 1 Standard
A low-ranking member of the galaxy’s most ruthless criminal Momentum - Reaction: When the Ripper makes a successful attack
organization. against a PC, you gain a Fear.
Motives & Tactics: Threaten, steal, profit, gang-up
FEATURES
Overwhelm - Passive: When a target the Thug attacks has other
adversaries within Very Close Range, the Thug deals an additional
2d6 damage.
Gang Up - Action: Mark a Stress to spotlight the Thug as an
additional GM move instead of spending Fear.
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SURGE GUNNER
Tier 1 Bruiser
A Sovereignty trooper trained and equipped with a heavy weapon.
Motives & Tactics: Overwhelm, suppress, obey
FEATURES
Combined Fire - Action: Make a Burster attack against a target in
range. If there is a trooper or another gunner within range of the
target, mark a Stress to combine fire, gaining advantage on the
attack.
Flank - Passive: When a trooper moves, the gunner can move the
same distance.
Burst Fire - Passive: Spend a Fear when you attack with the Burster
to use the attack against all creatures within Very Close Range of
the target.
SURGE TROOPER
Tier 1 Standard
A member of the Sovereignty’s premier trooper corp.
Motives & Tactics: Obey, conform, gang-up, scare
FEATURES
Combined Fire - Action: Make a Pulsar attack against a target in
range. If there is another trooper within range of the target, mark a
Stress to combine fire, gaining advantage on the attack.
Flank - Passive: When the trooper moves, another trooper within Far
Range may move the same distance.
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TIER 2 ADVERSARIES (LEVELS 2-4)
Difficulty: 14 | Thresholds: 9/18 | HP: 4 | Stress: 6 Difficulty: 15 | Thresholds: 15/28 | HP: 10 | Stress: 6
ATK: +2 | Pulsar: Far | 2d4+3 energy ATK: +4 | Fusion Blade: Very Close | 2d20 energy
Experience: Mechanics +2 Experience: Dueling +3, Intimidation +3, Mysteries of the Korath
+2
FEATURES
Shocking Blast - Action: Spend a Fear to make a standard attack FEATURES
against a target within Range. On a success, the target must mark Relentless (3) - Passive: The Adept can be spotlighted up to three
a Stress. times per GM turn. Spend a Fear as usual to spotlight them.
Shield Projection - Action: Mark a Stress to project a shield around Peerless Parry - Reaction: Spend a Fear when the Adept suffers
an ally within Close Range until the Bot marks their last HP. While damage from within Very Close Range to reduce the damage by
Protected by the shield, the target has resistance to all damage. one threshold and make the attacker Vulnerable to the Adept’s next
attack.
Energy Shackles - Action: Spend a Fear and choose a point within
Far Range. All targets within Close Range of that point are Momentum - Reaction: When the Adept makes a successful attack
Restrained with energy bands until they break free with a against a PC, you gain a Fear.
successful Strength or Instinct Roll. A target Restrained by this Off Balance - Reaction: When the Adept causes an adversary to
feature must spend a Hope to make an action roll. mark one or more Hit Points, the Adept can mark a Stress to make
Flash Projector - Reaction: When a PC attacks an ally within Close the adversary Vulnerable against the Adept’s attacks until the
Range of the Bot, mark a Stress to give the attack disadvantage. Adept deals damage to the adversary again, or the adversary deals
damage to the Adept.
Korath Manipulation - Passive: Mark a Stress to move anywhere
DUNARIAN SOLDIER within Far Range or attack a target within Far Range.
Tier 2 Bruiser
Dastardly Villain - Reaction: Spend a Fear when this adversary
An elite Dunarian encased in heavy vacar armor, yet highly mobile would mark its last HP to allow it to escape. All PCs gain 1 Hope.
thanks to its jetpack.
The PC who dealt the adversary its last HP can mark a Stress to
Motives & Tactics: Assault, fly, surprise, deploy weapons, absorb
make a Reaction Roll to discover a critical weakness, permanently
hits
removing the Off Balance or Peerless Parry Feature from this
Difficulty: 15 | Thresholds: 12/24 | HP: 5 | Stress: 4 adversary.
ATK: +3 | Pulsar Carbine: Close | 2d8+6 energy
Experience: +2 Tactics
FEATURES
Jet Pack - Action: Mark a Stress to move anywhere within Very Far
range and then make an attack with advantage.
Vacar Shell - Passive: Unless the Dunarian is Vulnerable, it has
resistance to all damage.
Gadgets Galore - Reaction: When the Dunarian misses with an
attack, spend a Fear to make the target Vulnerable or Restrained.
Mark a Stress to do both.
Precision Targeting - Passive: When the Dunarian attacks with
advantage, it deals direct damage.
Momentum - Reaction: When the Dunarian makes a successful
attack against a PC, you gain a Fear.
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GIANT ARACHNID KAL’KADEN HULK
Tier 2 Bruiser
Tier 2 Bruiser
A spider the size of a skimmer, bristling with razor spikes on its limbs A hulking brute of a bio-weapon bristling with vicious claws and
and a bite bearing deadly venom. gnashing fangs.
Motives & Tactics: Hunt, feed, grab, terrorize, infest
Motives & Tactics: Climb, web, feed
Difficulty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4 Difficulty: 14 | Thresholds: 14/28 | HP: 7 | Stress: 4
ATK: +2 | Poisoned Bite: Very Close | 2d12+3 physical ATK: +2 | Fangs and Claws: Very Close | 2d12+3 physical
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MARK I FALCON BOT REAPER OPERATOR
Tier 2 Skulk Tier 2 Solo
A flying attack drone. One of the Sovereignty’s elite shock troopers.
Motives & Tactics: Loiter, hunt, target Motives & Tactics: Assault, maneuver, breach, talk shit
Difficulty: 14 | Thresholds: 8/19 | HP: 4 | Stress: 4 Difficulty: 15 | Thresholds: 13/26 | HP: 10 | Stress: 5
ATK: +1 | Rockets: Close | 2d6+3 physical ATK: +3 | Assault Pulsar: Close | 2d10+4 energy
Experience: CQB +3
FEATURES
Evasive Maneuvers – Passive: Attacks against the Bot from beyond
Very Close Range have disadvantage.
FEATURES
Relentless (3) – Passive: The Operator can be spotlighted up to
Loitering Shot – Action: Mark a Stress to attack a target within Far three times per GM turn. Spend Fear as usual to spotlight them.
Range. On a success, deal 2d10+2 physical damage and make
Speed… - Passive: You may mark a Stress to use the Operator’s
them Vulnerable until they next act.
Relentless Feature.
Wrong Target – Reaction: Spend a Fear when an attack against the
Surprise… - Reaction: The Operator gains the spotlight when it first
Bot misses to have the attacker re-roll the attack against another
enters a scene as if the GM spent Fear to steal the spotlight.
target of the GM’s choice within Very Close Range of the Bot. If the
attack had disadvantage due to Evasive Maneuvers, it does not Violence of Action -Passive: The GM gains a Fear for every Armor
have disadvantage against the new target. Slot PCs mark in response to the Operator’s attacks.
Pinpoint Targeting – Passive: When the Operator makes a
successful attack, the target must mark an Armor Slot without
MARK II BATTLE BOT receiving its benefits (they can still use armor to reduce the
Tier 2 Minion damage). If they can’t mark an Armor Slot, they must mark an
An improved-model robotic soldier, vaguely humanoid. additional HP.
Motives & Tactics: Obey, synchronize
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SUPER BATTLE BOT SURGE MARKSMAN
Tier 2 Bruiser Tier 2 Ranged
A heavily armed and armored battle bot. One of the Sovereignty’s specially trained marksmen.
Motives & Tactics: Wait, hide, hunt, ambush Motives & Tactics: Wait, hide, hunt, ambush
Difficulty: 15 | Thresholds: 14/28 | HP: 7 | Stress: 4 Difficulty: 13 | Thresholds: 10/20 | HP: 5 | Stress: 4
ATK: +3 | Rockets: Far | 2d12+3 physical ATK: +3 | Long Pulsar: Very Far | 2d12+6 energy
Experience: Stealth +2
FEATURES
Slow Firing – Passive: When you spotlight the Bot and it doesn’t
have a token on its stat block, it can’t make a standard attack. Place
FEATURES
Flank – Passive: When a trooper moves, the Marksman can move
a token on its stat block and describe what it’s preparing to do.
anywhere within Close Range. If the Marksman is Cloaked, they do
When you spotlight the Bot and it has a token on its stat block,
not lose Cloaked when using this movement.
clear the token and it can attack.
Steady Aim – Reaction: Mark a Stress to give the Marksman
Mark Target – Action: Spend a Fear to make target within Far Range
advantage on their next attack.
Marked until the Bot is destroyed or the marked target becomes
Hidden. While the target is Marked, their Evasion is halved. Reflec Coating – Action: Mark a Stress to become Cloaked. While
Concentrate Fire – Reaction: When another adversary deals
Cloaked, the Marksman is Hidden, causing all attacks against them
to have disadvantage. The Marksman remains unseen if stationary
damage to a target within Far Range of the Bot, you can mark a
when a PC moves to where they would normally see them. After
Stress to add the Bot’s standard attack damage to the damage roll.
the Marksman makes an attack or ends a move within line of sight
Momentum – Reaction: When the Bot makes a successful attack of a PC, they are no longer Cloaked. If an attack against the
against a PC, you gain a Fear. Marksman while Cloaked succeeds, reduce the severity of the
damage they take by one threshold.
SURGE MEDIC
Tier 2 Support SURGE SUPPRESSOR
A Sovereignty trooper specially trained in combat medicine. Tier 2 Standard
Motives & Tactics: Treat, rejuvenate, bolster A Sovereignty trooper specialized in hindering foes and protecting
Difficulty: 14 | Thresholds: 8/18 | HP: 4 | Stress: 5 allies.
ATK: +1 | Pulsar: Close | 2d6+3 energy Motives & Tactics: Lock down, corral
72 STARHEART
Paweł Stein (Order #50251354)
SURGE GUNNER SURGE TROOPER SERGEANT
Tier 2 Leader
Tier 2 Bruiser
A Sovereignty trooper trained and equipped with a heavy weapon. A small-unit leader and the backbone of the Sovereignty’s premier
Motives & Tactics: Overwhelm, suppress, obey
trooper corps.
Motives & Tactics: Command, maneuver, intimidate, shout
Difficulty: 13 | Thresholds: 12/24 | HP: 6 | Stress: 3
ATK: +2 | Burster: Far | 2d12+2 energy Difficulty: 15 | Thresholds: 12/24 | HP: 6 | Stress: 5
ATK: +2 | Pulsar: Far | 2d8+4 energy
Experience: Loyalty +2
Experience: Tactics +2
FEATURES
Combined Fire – Action: Make a Burster attack against a target in FEATURES
Combined Fire – Action: Make a Pulsar attack against a target in
range. If there is a Trooper or another Gunner within range of the
range. If there is another Trooper within range of the target, mark a
target, mark a Stress to combine fire, gaining advantage on the
Stress to combine fire, gaining advantage on the attack.
attack.
Target Designation – Passive: When you spend a Fear to make a
Flank – Passive: When a Trooper moves, the Gunner can move the
Minion group attack, the Sergeant may mark a Stress to give the
same distance.
attack advantage.
Burst Fire – Passive: Spend a Fear when you attack with the Burster
Reinforce – Action: Twice per scene, summon a Tier 1 Trooper
to use the attack against all creatures within Very Close Range of
adversary under the Sergeant’s command. The adversary appears
the target.
at Close Range and is immediately spotlighted.
Momentum – Reaction: When the Gunner makes a successful
Flank – Passive: When the Sergeant moves, another Trooper within
attack against a PC, you gain a Fear.
Far Range may move the same distance.
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VAR’KOR SHADOW
Tier 2 Solo
A dangerous Korathi infiltrator.
Motives & Tactics: Deceive, frighten, persuade, hide
FEATURES
Relentless (3) – Passive: The Shadow can be spotlighted up to three
times per GM turn. Spend a Fear as usual to spotlight them.
Korath Manipulation – Action: Mark a Stress to move anywhere
within Far Range or attack a target within Far Range.
Shadow Siphon – Reaction: Spend a Fear when you make a
successful attack to force the target to mark a Stress. The Shadow
then clears 2 Stress.
Misdirect – Reaction: Mark a Stress to cloud the minds of those
around you, making yourself Invisible to all living creatures of your
choice within Far Range. While Invisible, the Shadow is considered
Hidden and can only be attacked if they are Vulnerable. The
Shadow has advantage on attacks against those they are Hidden
from. While the Shadow is Invisible and gains the spotlight, they
must mark a Stress or they are no longer Invisible.
Momentum – Reaction: When the Shadow makes a successful
attack against a PC, you gain a Fear.
74 STARHEART
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TIER 3 ADVERSARIES (LEVELS 5-7)
ARTILLERY BOT
Tier 3 Ranged
DRA’KOR WARRIOR: REAVER
A tracked robot bristling with weapons and defensive shielding. Tier 3 Solo
Motives & Tactics: Maneuver, open fire, draw fire
A powerful Korathi warrior.
Motives & Tactics: Maneuver, isolate, overwhelm, frighten
Difficulty: 16 | Thresholds: 20/32 | HP: 5 | Stress: 4
ATK: +3 | Repeaters: Very Far | 3d10+5 energy Difficulty: 18 | Thresholds: 25/42 | HP: 7 | Stress: 4
ATK: +5 | Fusion Blade: Very Close | 5d10 energy
Experience: Dueling +3, Intimidation +3, Mysteries of the Korath
FEATURES +2
Charge Up – Passive: When you spotlight the Bot and it doesn’t
have a token on its stat block, it can’t act yet. Place a token on its FEATURES
stat block and describe what it’s preparing to do. When you Relentless (2) – Passive: The Reaver can be spotlighted up to twice
spotlight the Bot and it has a token on its stat block, clear the token per GM turn. Spend a Fear as usual to spotlight them.
and it can act.
Momentum – Reaction: When the Reaver makes a successful
Tracked Locomotion – Reaction: Mark a Stress when you spotlight attack against a PC, you gain a Fear.
the Bot to move anywhere within Far Range.
Off Balance – Reaction: When the Reaver causes an adversary to
Energy Shielding – Reaction: Spend a Fear to gain immunity to mark one or more Hit Points, the Reaver can mark a Stress to
energy damage from attacks made beyond Melee Range. make the adversary Vulnerable against the Reaver’s attacks until
Enfilade – Action: Mark a Stress to emit a deluge of repeater fire the Reaver deals damage to that adversary again, or the adversary
out to Far Range in the area in front of the Bot. All targets in this deals damage to the Reaver.
area must make an Agility Reaction Roll (19). Korath Manipulation – Passive: Mark a Stress to move anywhere
Targets who fail take 2d12+5 energy damage and have within Far Range or increase the attack range to Far.
disadvantage on their next action roll. Not Today (Phase Change) – Reaction: When the Reaver marks
Targets who succeed take half damage. their last Hit Point, replace them with the Berserker and
immediately spotlight them. This supersedes the result of a
Finishing Strike (See Epic Duel environment).
STARHEART 75
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DRA’KOR WARRIOR: BERSERKER KAL’KADEN MINION
Tier 3 Solo Tier 3 Minion
A powerful Korathi warrior driven into a battle fury. A parasitic bio-weapon bristling with vicious claws and gnashing
Motives & Tactics: Maneuver, isolate, overwhelm, frighten fangs.
Motives & Tactics: Hunt, feed, terrorize, infest
Difficulty: 16 | Thresholds: 23/40 | HP: 9 | Stress: 5
ATK: +5 | Fusion Blade: Very Close | 3d20 energy Difficulty: 15 | Thresholds: None | HP: 1 | Stress: 1
ATK: +2 | Fangs and Claws: Very Close | 8 physical
Experience: Dueling +3, Intimidation +4, Mysteries of the Korath
+2
FEATURES
Minion (8) – Passive: The Kal’Kaden is defeated when it takes any
FEATURES
damage. For every 6 damage a PC deals to the Kal’Kaden, defeat an
Relentless (3) – Passive: The Berserker can be spotlighted up to
additional Kal’Kaden within range the attack would succeed
three times per GM turn. Spend a Fear as usual to spotlight them.
against.
Momentum – Reaction: When the Berserker makes a successful
Group Attack – Action: Spend a Fear to choose a target and
attack against a PC, you gain a Fear.
spotlight all Kal’Kaden Minions within Close Range of them. Those
Peerless Parry – Reaction: Spend a Fear when the Berserker suffers Minions move to Very Close Range and make one shared attack
damage from within Very Close Range to reduce the damage by roll. On a success, they deal 8 physical damage each. Combine this
one threshold and make the attacker Vulnerable to the Berserker’s damage.
next attack.
Raging Strikes – Passive: Before the Berserker makes an attack, roll
a d6. On a result of 5 or higher, the target’s Evasion is halved KAL’KADEN WARRIOR
against this attack. Tier 3 Standard
A parasitic bio-weapon bristling with vicious claws and gnashing
Korath Manipulation – Passive: Mark a Stress to move anywhere
fangs.
within Far Range or increase the attack range to Far.
Motives & Tactics: Hunt, feed, grab, terrorize, infest
Dastardly Villain – Reaction: Spend a Fear when this adversary
would mark its last HP to allow it to escape. All PCs gain 1 Hope. Difficulty: 17 | Thresholds: 20/32 | HP: 6 | Stress: 4
The PC who dealt the adversary its last HP can mark a Stress to ATK: +3 | Fangs and Claws: Very Close | 3d8+6 physical
make a Reaction Roll to discover a critical weakness, permanently
removing the Raging Strikes or Peerless Parry feature from this FEATURES
adversary. Lashing Tail – Action: Mark a Stress to make a standard attack
against all targets in range.
Catch for the Horde – Passive: When the Warrior makes a
successful attack against a PC, the target becomes Restrained until
KAL’KADEN ALPHA they break free with a successful Strength Roll.
Tier 3 Solo
A massive, parasitic bio-weapon that is even deadlier than most of Caustic Spit – Action: Spend a Fear to choose a point within Far
its kind. Range and make an attack against all targets within Very Close
Motives & Tactics: Hunt, feed, breed, terrorize, infest Range of that point. Deal 3d10+8 physical damage to any target the
attack succeeds against.
Difficulty: 19 | Thresholds: 25/50 | HP: 10 | Stress: 6
ATK: +6 | Fangs and Claws: Close | 3d10+5 physical
FEATURES
Relentless (4) – Passive: The Alpha can be spotlighted up to four
times per GM turn. Spend a Fear as usual to spotlight them.
Lashing Tail – Action: Mark a Stress to make a standard attack
against all targets in range. All PCs targeted must mark a Stress or
become Restrained.
Terrible Strength – Action: The Alpha’s attacks deal direct damage.
Terrifying – Passive: When the Alpha makes a successful attack, all
PCs within Far Range lose a Hope and you gain a Fear.
Captive Prey – Passive: When the Alpha attacks a Restrained target,
the target’s Evasion is halved against the attack.
76 STARHEART
Paweł Stein (Order #50251354)
KORATH MAGUS MARK III BATTLE BOT
Tier 3 Minion
Tier 3 Support
A Korathi adept who empowers allies and disrupts enemies. Advanced model robotic soldier, vaguely humanoid.
Motives & Tactics: Obey, synchronize
Motives & Tactics: Terrorize, confuse, persuade, hide
Difficulty: 16 | Thresholds: 19/33 | HP: 6 | Stress: 6 Difficulty: 15 | Thresholds: None | HP: 1 | Stress: 1
ATK: +3 | Fusion Blade: Melee | 3d6+2 energy ATK: +1 | Pulsar: Close | 6 energy
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PLANETARY GOVERNOR SAND DRAGON
Tier 3 Solo
Tier 3 Social
The Sovereignty-appointed authority over an entire planet. Their A giant reptisectoid that stalks the sands like a shark in the shallows.
Motives & Tactics: Burrow, burn, drag away, reposition, gorge
word is law.
Motives & Tactics: Command, oppress, overreact, enrich Difficulty: 18 | Thresholds: 21/41 | HP: 10 | Stress: 6
themselves ATK: +7 | Bite: Close | 4d10 physical
Difficulty: 16 | Thresholds: 16/32 | HP: 6 | Stress: 5 Experience: Tremor Sense +3
ATK: +0 | Pulsar: Close | 3d6+3 energy
Experience: Ruling +3, Law +2 FEATURES
Relentless (3) – Passive: The Dragon can be spotlighted up to three
times per GM turn. Spend a Fear as usual to spotlight them.
FEATURES
Detain Them! – Action: Spend a Fear per PC in the party to have the No Hope – Passive: When a PC rolls with Fear while within Far
group condemned for crimes real or imagined. A PC who succeeds Range of the Dragon, they lose a Hope.
on a Presence Roll can demand trial by combat or another special
Momentum – Reaction: When the Dragon makes a successful
form of trial.
attack against a PC, you gain a Fear.
Guards! – Action: Mark a Stress to summon a Surge Trooper
Earth Eruption – Action: Mark a Stress to have the Dragon burst
Squad. It appears at Close Range and is immediately spotlighted.
out of the ground. All creatures within Very Close Range must
Each additional time this ability is used in a scene, it costs an
succeed on an Agility Reaction Roll or be knocked over and buried
additional Stress (second time costs 2 Stress, third time costs 3 in rocks and debris, making them Vulnerable until they make a
Stress, etc.)
Strength roll to dig themselves free. For each PC that fails the
Oppression – Reaction: Long-Term Countdown (8). Spend a Fear to reaction roll, you gain a Fear.
activate the countdown after it is revealed which organization the
Spit Acid – Action: Spend 2 Fear to spit a gout of acid against all
Governor believes threatens their rule. When it triggers, the
targets in front of the Dragon within Close Range. All targets in this
Governor discovers how to cripple the organization and the GM
area must make an Agility Reaction Roll. Targets who fail take
gains 1d4 Fear.
4d10+5 physical damage and must mark an Armor Slot without
receiving its benefits (armor can still reduce damage). If they can’t
mark an Armor Slot, they must mark an additional HP, and you gain
SPECTER BOT a Fear. Targets who succeed must mark 2 Stress or take half
Tier 3 Skulk damage.
A stealthy bot built for reconnaissance and targeting.
Motives & Tactics: Sneak, assess, hide Rend and Crush – Passive: If a target damaged by the Dragon’s Bite
does not mark an Armor Slot to reduce the damage, they must
Difficulty: 17 | Thresholds: 18/30 | HP: 5 | Stress: 6 mark a Stress.
ATK: +2 | Pulsar: Close | 3d8+5 energy
Tremors – Passive: While standing on the ground within Close
Experience: Recon +3 Range of the Dragon, creatures suffer disadvantage on attack rolls
and must succeed on an Agility Roll to safely reposition themselves.
FEATURES
Reconnaissance – Passive: The Specter Bot starts the scene
Hidden. PULSE LEECH
Stealthy Movement – Reaction: If the Specter Bot would lose Tier 3 Standard
Hidden, the GM may spend a Fear to keep it Hidden. An enormous leech with rapid regenerative and replicating abilities.
Motives & Tactics: Feed, converge, slink
Hover – Passive: The Specter Bot can hover. While hovering, it has
advantage on Reaction Rolls and rolls to reposition itself. Difficulty: 16 | Thresholds: 18/30 | HP: 5 | Stress: 3
ATK: +3 | Suckers: Melee | 3d10+2 physical
Assess Weakness – Action: Mark any number of Stress to target
that many creatures. Each target must make an Instinct Reaction
FEATURES
Roll (17) or become Vulnerable until their next rest. If the Specter
Split – Reaction: When the Leech takes damage, spend a Fear to
Bot is Hidden, all targets have disadvantage on the Reaction Roll.
spawn 1d4 Leech Minions within Melee Range of the Leech, and
immediately spotlight all of them for a Group Attack.
Imbibe Life – Reaction: When the Leech deals Major or Severe
damage, mark a Stress to clear 1 HP.
78 STARHEART
Paweł Stein (Order #50251354)
STAFF OFFICER STORM OPERATOR
Tier 3 Bruiser
Tier 3 Leader
A Sovereignty officer who sets conditions for the success of their One of the Sovereignty’s elite shock troopers.
Motives & Tactics: Assault, maneuver, breach, talk shit
troops on the ground.
Motives & Tactics: Prepare, plan, critique, flatter Difficulty: 18 | Thresholds: 22/36 | HP: 8 | Stress: 4
ATK: +4 | Assault Pulsar: Close | 3d10+5 energy
Difficulty: 16 | Thresholds: 17/27 | HP: 2 | Stress: 5
ATK: +3 | Pulsar: Close | 3d6+2 energy Experience: CQB +3
Experience: Planning +3, Sucking Up +4
FEATURES
Speed… - Passive: You may mark a Stress to spotlight the Operator
FEATURES
as if you spent a Fear.
Operations Center – Reaction: Mark a Stress at the start of a scene
to have the Staff Officer be remote, affecting the scene from the Surprise… - Reaction: The Operator gains the spotlight when it first
relative safety of an Operations Center or similar location. While in enters a scene as if the GM spent Fear to steal the spotlight.
the Operations Center, the Staff Officer cannot be attacked by PCs.
Violence of Action -Passive: The GM gains a Fear for every Armor
However, for beneficial effects, other adversaries can affect the
Slot PCs mark in response to the Operator’s attacks. A PC that
Staff Officer as if they were within Melee Range. Whenever a non-
does not mark an Armor Slot when damaged by the Operator loses
minion adversary is defeated, the Staff Officer marks a Stress.
a Hope.
Acceptable Losses – Reaction: Spend a Fear when an adversary is
Pinpoint Targeting – Passive: When the Operator makes a
defeated to deploy an adversary worth an equal number of battle successful attack, the target must mark an Armor Slot without
points as the defeated adversary into the scene.
receiving its benefits (armor can still reduce damage). If they
Performance Measures – Reaction: Mark a Stress when another cannot mark an Armor Slot, they must mark an additional HP.
adversary fails a roll to allow that adversary to re-roll with
advantage and add the Staff Officer’s Planning experience to the
roll. SURGE COMMANDER
Expendable Assets – Action: The Staff Officer orders another Tier 3 Leader
adversary to make its standard attack. On a hit, the attack deals A combat commander of the Sovereignty’s premier trooper corps.
double damage, but the attacking adversary suffers the same Motives & Tactics: Command, coordinate, drink coffee, pontificate,
amount of damage they deal. reject paperwork
Planned Counter – Action: Mark a Stress to have the Staff Officer Difficulty: 17 | Thresholds: 20/32 | HP: 6 | Stress: 5
order two other adversaries to make their standard attack against a ATK: +3 | Pulsar: Far | 3d8+6 energy
PC. Each adversary adds the Staff Officer’s Planning experience to
Experience: Tactics +2, Regulations +3
the attack roll.
Political Cover – Passive: When the Staff Officer is targeted by a FEATURES
social action in the presence of a superior, add their Sucking Up Call For Fire – Action: Mark a Stress to target a point within Far
experience to their Difficulty and/or to any Reaction Rolls they Range. Inundate an area within Close Range of that point with fire.
make. All creatures in the area must make a Reaction Roll (17). On a
failure, they suffer 3d10+5 physical damage. On a success, they
suffer half damage.
Reinforcements – Action: Spend a Fear to call in a Surge Trooper
Squad. It appears at Far Range and immediately gains the spotlight.
Sacrifices are Necessary – Reaction: When the Commander or one
of their allies suffers Hit Point damage, the Commander may mark
a Stress to distribute the damage amongst their allies. If this
prevents an ally from being defeated, gain a Fear.
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SURGE EYE SURGE TROOPER SQUAD
Tier 3 Support Tier 3 Horde (1/HP)
A Sovereignty soldier using a robotic network to support its unit. A squad of the Sovereignty’s premier troopers.
Motives & Tactics: Spot, disrupt, boost Motives & Tactics: Obey, conform, overwhelm, scare
Difficulty: 16 | Thresholds: 17/27 | HP: 4 | Stress: 5 Difficulty: 16 | Thresholds: 15/25 | HP: 8 | Stress: 3
ATK: +3 | Pulsar: Close | 3d6+2 energy ATK: +2 | Pulsar: Far | 3d12+5 energy
Experience: Loyalty +2
FEATURES
Flank – Passive: When the Eye moves, another Surge adversary
within Far Range may move the same distance.
FEATURES
Flank – Passive: When the Trooper Squad moves, another Trooper
Synchronize – Reaction: When another adversary attacks, mark a or Trooper Squad within Far Range may move the same distance.
Stress to allow the Eye and another adversary within Far Range of
Combined Fire – Action: Make a Pulsar attack against a target in
the Eye to make their standard attack against an eligible target.
range. If there is another Trooper Squad within range of the target,
Shield – Reaction: When an attack hits another adversary within Far mark a Stress to combine fire, gaining advantage on the attack.
Range of the Eye, mark a Stress to give the adversary immunity to
Open Fire! – Reaction: Spend a Fear to apply an attack roll to all
energy damage from the attack.
targets within Close Range.
S.T.I.M. – Action: Spend a Fear to allow the Eye to clear 1d4 Stress
Horde (3d6+2) – Passive: When the Trooper Squad has marked half
on another adversary within Melee Range of the Eye.
or more of its HP, their standard attack deals 3d6+2 energy
damage instead.
SURGE SNIPER
Tier 3 Ranged
An elite Sovereignty soldier specialized in long-range fire. ZORCAR
Motives & Tactics: Wait, hide, hunt, ambush Tier 3 Solo
A hulking reptisectoid with massive, arm-like mandibles and a
Difficulty: 17 | Thresholds: 18/34 | HP: 5 | Stress: 4 reactive carapace.
ATK: +3 | Long Pulsar: Very Far | 3d10+3 energy Motives & Tactics: Rampage, bite off heads, consume
80 STARHEART
Paweł Stein (Order #50251354)
VAR’KOR INFILTRATOR
Tier 3 Solo
A dangerous Korathi warrior that uses deceit and stealth to destroy
their enemies.
Motives & Tactics: Deceive, frighten, confuse, persuade, hide
FEATURES
Relentless (2) – Passive: The Infiltrator can be spotlighted up to
twice per GM turn. Spend a Fear as usual to spotlight them.
Korath Manipulation – Action: Mark a Stress to move anywhere
within Far Range or attack a target within Far Range.
Shadow Siphon – Reaction: Spend a Fear when you make a
successful attack to force the target to mark a Stress. The
Infiltrator then clears 2 Stress.
Misdirect – Reaction: Mark a Stress to cloud the minds of those
around you, making yourself Invisible to all living creatures of your
choice within Far Range. While Invisible, the Infiltrator is considered
Hidden and can only be attacked if they are Vulnerable. The
Infiltrator has advantage on attacks against those they are Hidden
from. While the Infiltrator is Invisible and gains the spotlight, they
must mark a Stress or they are no longer Invisible.
Deadly Environment – Reaction: When you spend a Fear to use one
of the Infiltrator’s features, the same Fear also allows you to use an
environment action. The Fear spent on the other Infiltrator feature
also counts towards using the environment action should it require
a Fear spend.
Mind Dance – Action: Mark a Stress to use Aether to assault the
minds of nearby foes. All targets within Close Range must make an
Instinct Reaction Roll (17). For each target who fails, you gain a Fear,
and the Infiltrator learns one of that target’s fears.
Fear Wave – Reaction: Countdown (Loop 1d6). When the Infiltrator
takes damage for the first time, activate the countdown. When it
triggers, the Infiltrator unleashes a wave of Aether energy on all
targets in front of them up to Far Range.
Fear Wave – Reaction: Countdown (Loop 1d6). When the Infiltrator
takes damage for the first time, activate the countdown. When it
triggers, the Infiltrator unleashes a wave of Aether energy on all
targets in front of them up to Far Range. Targets must succeed on
an Instinct Reaction Roll (17) or be tormented by fearful
hallucinations. Targets whose fears are known to the Infiltrator have
disadvantage on this roll. Targets who fail must mark a Stress and
lose a Hope.
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TIER 4 ADVERSARIES (LEVELS 8-10)
Difficulty: 20 | Thresholds: 30/56 | HP: 8 | Stress: 6 Difficulty: 19 | Thresholds: 29/55 | HP: 10 | Stress: 6
ATK: +7 | Bite: Close | 4d12+6 physical ATK: +10 | Bite: Close | 4d12+15 physical
Experience: Tremor Sense +2 Experience: Tremor Sense +4
FEATURES FEATURES
Relentless (3) – Passive: The Desert Hunter can be spotlighted up Relentless (4) – Passive: The Enraged Behemoth can be spotlighted
to three times per GM turn. Spend a Fear as usual to spotlight up to four times per GM turn. Spend a Fear as usual to spotlight
them. them.
No Hope – Passive: When a PC rolls with Fear while within Far Cornered – Passive: Mark a Stress instead of spending a Fear to
Range of the Desert Hunter, they lose a Hope. spotlight the Enraged Behemoth.
Momentum – Reaction: When the Desert Hunter makes a Cracked Scales – Passive: When the Enraged Behemoth takes
successful attack against a PC, you gain a Fear. damage, roll a number of d6s equal to the HP just marked. For
each result of 4 or higher, you gain a Fear.
Earth Eruption – Action: Mark a Stress to have the Desert Hunter
burst out of the ground. All creatures within Very Close Range must Acid Ejection – Reaction: Spend 2 Fear to eject acid from the
succeed on an Agility Reaction Roll or be knocked over and buried Enraged Behemoth’s sacs, filling the area within Very Close Range
in rocks and debris, making them Vulnerable until they make a with concentrated acid. All targets in that area must succeed on an
Strength roll to dig themselves out. For each PC that fails, you gain Agility Reaction Roll or take 6d10+6 physical damage and be
a Fear. knocked back to Close Range. The affected area becomes a pool of
acid. When a creature other than the Enraged Behemoth enters
Spit Acid – Action: Spend 2 Fear to spit a gout of acid against all
that area or acts while inside it, they must mark 6 HP.
targets in front of the Desert Hunter within Close Range. All targets
must make an Agility Reaction Roll. On a failure they suffer Acid Splash – Reaction: When the Enraged Behemoth takes Severe
6d10+10 physical damage and mark an Armor Slot without gaining damage from an attack within Very Close Range, acid blood gushes
its benefits (armor may still reduce damage). If they cannot mark from the wound and deals 2d10+10 direct physical damage to the
an Armor Slot, they must mark an additional HP and you gain a attacker.
Fear. On a success they Mark 2 Stress or take half damage.
Desperate Rampage – Action: Mark a Stress to make an attack
Rend and Crush – Passive: If a target damaged by the Desert against all targets within Close Range. On a success, targets take
Hunter’s Bite does not mark an Armor Slot to reduce the damage, 2d20+2 physical damage, are knocked back to Close range of
they must mark a Stress. where they were, and must mark a Stress.
Tremors – Passive: While standing on the ground within Close Apocalyptic Thrashing – Action: Countdown (1d12). Spend a Fear
Range of the Desert Hunter, creatures suffer disadvantage on to activate. It ticks down when a PC rolls with Fear. When it
attack rolls and must succeed on an Agility Action Roll to safely triggers, the Enraged Behemoth thrashes violently, causing
reposition themselves. catastrophic environmental destruction (earthquake, sinkholes,
collapsing structures, dust storm, etc.). All targets within Far Range
Chitinous Scales – Passive: The Desert Hunter is resistant to energy
must make a Strength Reaction Roll. On a failure, they take
damage.
2d10+10 physical damage and become Restrained by rubble until
Erupting Rage (Phase Change) – Reaction: When the Desert they break free with a Strength Action Roll. On a success, they take
Hunter marks its last HP, replace it with the Enraged Behemoth half damage. If the Enraged Behemoth is defeated while this
and immediately spotlight it. countdown is active, trigger the countdown immediately to
represent its death throes.
82 STARHEART
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ARCHON’S SHIELD DRA’KOR ASCENDANT:
Tier 4 Standard UNLEASHED
A member of the Archon’s elite cabal of protectors. Tier 4 Solo
Motives & Tactics: Intervene, protect, delay, assault A powerful Korathi warrior driven into a battle fury.
Motives & Tactics: Maneuver, isolate, overwhelm
Difficulty: 20 | Thresholds: 25/60 | HP: 6 | Stress: 4
ATK: +4 | Rip Glaive: Very Close | 4d10+13 physical Difficulty: 18 | Thresholds: 35/58 | HP: 11 | Stress: 5
ATK: +7 | Fusion Blade: Very Close | 4d20 energy
Experience: Bodyguard +4, Loyalty +4,
Experience: Dueling +3, Intimidation +3, Mysteries of the Korath
FEATURES +3
Ward – Passive: The Shield has a Ward they are sworn to protect.
While the Shield is in the scene, attacks against the Ward suffer FEATURES
disadvantage. Relentless (3) – Passive: The Unleashed can be spotlighted up to
three times per GM turn. Spend a Fear as usual to spotlight them.
Stun Grenades – Reaction: Mark a Stress to choose a target within
Close Range. Make an attack against the target and all creatures Korath Manipulation – Passive: Mark a Stress to move anywhere
within Very Close Range of the target. Each creature hit becomes within Far Range or increase the attack range to Far.
Restrained and Vulnerable until they mark a Stress to remove each Terrifying – Passive: When the Unleashed makes a successful
of these conditions. attack, all PCs within Far Range lose a Hope and you gain a Fear.
My Life For Yours – Reaction: When the Shield’s Ward suffers Peerless Parry – Reaction: Spend a Fear when the Unleashed
damage while within Close Range of the Shield, the Shield may suffers damage from within Very Close Range to reduce the
mark a Stress to move to Melee Range of their Ward and suffer the damage by one threshold and make the attacker Vulnerable to the
damage in their stead. Unleashed’s next attack.
Peerless Accuracy – Passive: The target’s Evasion is halved against
the Unleashed’s attacks.
DRA’KOR ASCENDANT:
EXECUTIONER Duelist – Passive: The Unleashed adds its Dueling experience to all
Tier 4 Solo attacks within Very Close Range and to its Difficulty against all
A powerful Korathi warrior. attacks within Very Close Range.
Motives & Tactics: Maneuver, isolate, overwhelm Dastardly Villain – Reaction: Spend a Fear when this adversary
would mark its last HP to allow it to escape. All PCs gain 1 Hope.
Difficulty: 20 | Thresholds: 36/66 | HP: 8 | Stress: 5
ATK: +7 | Fusion Blade: Very Close | 6d10 energy The PC who dealt the last HP may mark a Stress to make a
Reaction Roll to discover a critical weakness, permanently
Experience: Dueling +3, Intimidation +3, Mysteries of the Korath removing the Duelist, Peerless Accuracy, or Peerless Parry feature
+2 from this adversary.
FEATURES
Relentless (2) – Passive: The Executioner can be spotlighted up to
twice per GM turn. Spend a Fear as usual to spotlight them.
INTERDICTION BOT
Tier 4 Standard
Korath Manipulation – Passive: Mark a Stress to move anywhere An advanced and aggressive assault bot.
within Far Range or increase the attack range to Far. Motives & Tactics: Intervene, delay, assault
Terrifying – Passive: When the Executioner makes a successful Difficulty: 20 | Thresholds: 28/56 | HP: 5 | Stress: 3
attack, all PCs within Far Range lose a Hope and you gain a Fear. ATK: +4 | Caster: Far | 4d8+8 energy
Off Balance – Reaction: When the Executioner causes an adversary
to mark one or more Hit Points, the Executioner can mark a Stress FEATURES
to make that adversary Vulnerable against the Executioner’s Redundant Systems – Reaction: Mark a Stress to gain resistance to
attacks until the Executioner deals damage to them again, or they the damage from an attack.
deal damage to the Executioner. Rip Blades – Reaction: Mark a Stress to force all targets within
Very Close Range to make an Agility or Strength Reaction Roll (20).
True Power (Phase Change) – Reaction: When the Executioner
Each target that fails suffers 4d12+10 physical damage.
marks their last Hit Point, replace them with the Unleashed and
Furious Assault – Passive: Any character within Close Range of the
immediately spotlight them. This supersedes the result of a
Interdiction Bot has disadvantage on attacks against any target that
Finishing Strike (See Epic Duel environment).
is not an Interdiction Bot.
STARHEART 83
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DRAUMARN ALPHA KAL’KADEN EVOLVED
Tier 4 Skulk Tier 4 Bruiser
A deadly reptisectoid predator that craves Aether-wielder’s flesh. A parasitic, bio-weapon that has evolved to be even deadlier than the
Motives & Tactics: Stalk, hide, feed rank-and-file clutches of Kal’Kaden.
Motives & Tactics: Hunt, feed, breed, terrorize, infest
Difficulty: 20 | Thresholds: 22/42 | HP: 6 | Stress: 4
ATK: +4 | Bite: Melee | 4d10+12 physical Difficulty: 20 | Thresholds: 40/70 | HP: 9 | Stress: 4
ATK: +4 | Fangs and Claws: Close | 4d12+10 physical
Experience: Stalking +3
FEATURES
FEATURES Lashing Tail – Action: Mark a Stress to make a standard attack
Pounce – Passive: When the Draumarn has the spotlight, it may
against all targets in range. Targets the Evolved succeeds against
move up to Far Range without making an Agility Action Roll. If it
are Vulnerable until their next rest.
moves from at least Close Range to attack a target, on a hit the
target must mark a Stress. Terrifying – Passive: When the Evolved makes a successful attack,
all PCs within Far Range lose a Hope and you gain a Fear.
Aether Hunter – Passive: The Draumarn has advantage on rolls
against targets capable of wielding Aether. Fearsome Presence – Passive: PCs can’t spend Hope to use
features against the Evolved.
Shifting Hide – Reaction: Mark a Stress when hit by an attack to
gain resistance to that damage. Scent of Weakness – Passive: When the Evolved damages a target
that has marked half or more of its HP, the target must mark an
Paralyzing Sting – Action: Spend a Fear to attack a PC with the
additional HP.
Draumarn’s venomous tail barb. On a hit, the target suffers 4d6
physical damage and becomes Restrained and Vulnerable. While
suffering these conditions, the character must mark 2 Stress
whenever they make an action roll. These conditions remain until
KORATH SORCERER
Tier 4 Support
the PC clears at least 1 HP.
A Korathi who empowers allies and disrupts enemies.
Motives & Tactics: Terrorize, confuse, persuade, hide
84 STARHEART
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MARK IV BATTLE BOT SHOT-BOT
Tier 4 Minion Tier 4 Ranged
An advanced model robotic soldier, vaguely humanoid. A mobile turret with autonomous functioning and sophisticated
Motives & Tactics: Obey, synchronize targeting AI.
Motives & Tactics: Focus fire, obey, reposition, volley
Difficulty: 17 | Thresholds: None | HP: 1 | Stress: 1
ATK: +2 | Pulsar: Close | 9 energy Difficulty: 19 | Thresholds: 25/45 | HP: 3 | Stress: 2
ATK: +4 | Repeater Pulsar: Far | 4d8+8 energy
FEATURES
Synchronized – Passive: Mark a Stress to gain advantage on an FEATURES
attack. If used as part of a Group Attack, all participating Bots must Sitting Ducks – Passive: The Shot-Bot deals double damage to
mark a Stress or this ability cannot be used. targets within a Tractor Field.
Minion (15) – Passive: The Bot is defeated when it takes any Volley – Action: Mark a Stress to make a standard attack against up
damage. For every 15 damage a PC deals to the Bot, defeat an to three targets.
additional Bot within range the attack would succeed against.
Group Attack – Action: Spend a Fear to choose a target and
spotlight all Bot Minions within Close Range of them. Those SURGE EYE TEAM
Minions make one shared attack roll. On a success, they deal 9 Tier 4 Horde (1/HP)
energy damage each. Combine this damage. A team of Sovereignty soldiers using a small swarm of robots to
support their unit.
Motives & Tactics: Spot, disrupt, boost
OPERATOR COMMANDER Difficulty: 17 | Thresholds: 23/42 | HP: 6 | Stress: 6
Tier 4 Leader ATK: +4 | Pulsar: Close | 4d10+8 energy
A forward commander of the Sovereignty’s elite operators.
Motives & Tactics: Command, coordinate, assault, maneuver, talk FEATURES
shit Flank – Passive: When the Eye Team moves, another Surge
adversary within Far Range may move the same distance.
Difficulty: 21 | Thresholds: 33/66 | HP: 9 | Stress: 6
ATK: +7 | Pulsar: Far | 4d10+10 energy Synchronize – Reaction: When another adversary attacks, mark a
Stress to allow the Eye Team and another adversary within Far
Experience: Tactics +3 Range of the Eye Team to make their standard attack against an
eligible target. If the Eye Team has marked less than half its HP, any
FEATURES of these attacks that hit deal +2d8 damage.
Relentless (2) – Passive: The Commander can be spotlighted up to
twice per GM turn. Spend a Fear as usual to spotlight them. Shield – Reaction: When an attack hits another adversary within Far
Range of the Eye Team, mark a Stress to give that adversary
We Are One – Action: Once per scene, spend a Fear to spotlight all
immunity to energy damage from the attack.
other adversaries within Far Range. Attacks they make while
spotlighted in this way deal half damage. S.T.I.M. – Action: Spend a Fear to allow the Eye Team to clear 1d4+1
Stress on another adversary within Melee Range of the Eye Team.
Prior Planning – Action: Spend a Fear to summon a Surge Trooper
Platoon, which appears at Close Range and immediately takes the Horde (4d6+2) – Passive: When the Eye Team has marked half or
spotlight. more of its HP, its standard attack deals 4d6+2 energy damage
instead.
Combined Arms – Action: When the Commander attacks, mark a
Stress to allow another adversary to attack the same target. If both
attacks hit, combine the damage.
Pinpoint Targeting – Passive: When the Commander makes a
successful attack, the target must mark an Armor Slot without
receiving its benefits (they can still use armor to reduce the
damage). If they can’t mark an Armor Slot, they must mark an
additional HP.
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SURGE TROOPER PLATOON THE ARCHON
Tier 4 Horde (4/HP) Tier 4 Social
A platoon of the Sovereignty’s premier troopers. Behind the veneer of a consummate politician hides unlimited
Motives & Tactics: Obey, conform, overwhelm, scare power.
Motives & Tactics: Corrupt, deceive, manipulate, electrocute
Difficulty: 17 | Thresholds: 25/45 | HP: 8 | Stress: 5
ATK: +4 | Pulsar: Far | 4d12+10 energy Difficulty: 20 | Thresholds: 16/32 | HP: 6 | Stress: 5
ATK: +4 | No Attack: N/A | N/A
Experience: Loyalty +2
Experience: Ruling +5, Manipulation +5, Influence +5
FEATURES
Flank – Passive: When the Trooper Platoon moves, another trooper FEATURES
platoon or trooper squad within Far Range may move the same Galactic Web – Passive: This ability becomes active when the PCs
distance. reach 8th level. For the purpose of using the Archon’s features, the
Archon is considered to be in every scene. However, PCs cannot
Combined Fire – Action: Make a Pulsar attack against a target in
affect the Archon unless the Archon is physically present. The
range. If there is another trooper platoon within range of the target,
Archon clears a Stress every time the PCs take a rest.
mark a Stress to combine fire, gaining advantage on the attack.
What the Aether is a Millennial Eagle? – Reaction: Long-Term
Open Fire! – Reaction: Spend a Fear to apply the Platoon’s standard
attack to all targets within Close Range.
Countdown (6). Spend a Fear to activate this countdown when the
PCs thwart one of the Archon’s plans or defeat one of their named
Horde (4d6+5) – Passive: When the Trooper Platoon has marked henchmen. Each time the PCs rest, tick the countdown down 1 and
half or more of its HP, its standard attack deals 4d6+5 energy the GM rolls a d4. If the result equals or exceeds the number of
damage instead. ticks, the GM gains 1d4 Fear and interrupts the rest with an
ambush using battle points equal to (3 × number of PCs in combat)
+ 4.
TAC-BOT Something, Something, Dark Stuff – Action: Mark a Stress to gain
Tier 4 Leader 1d4 Fear.
A bot specialized in coordinating other bots and hindering its
opponents. I AM the Conclave! – Action: Spend a Fear to give all PCs
Motives & Tactics: Command, coordinate, fly, lock down disadvantage on social Action and Reaction Rolls for the rest of the
scene.
Difficulty: 21 | Thresholds: 32/60 | HP: 8 | Stress: 6
ATK: +6 | Pulsar: Far | 4d12+8 energy A Safe and Secure Society – Action: Mark a Stress to summon a
Surge Trooper Platoon. It appears at Close Range and is
Experience: Tactics +4 immediately spotlighted. Each additional use in the same scene
costs +1 Stress (2nd = 2 Stress, 3rd = 3 Stress, etc.).
FEATURES Do It – Reaction: When a PC causes an adversary to mark its last
Relentless (2) – Passive: The Tac-Bot can be spotlighted up to twice
Hit Point, mark a Stress to leave the adversary alive but at the
per GM turn. Spend a Fear as usual to spotlight them.
mercy of the PC who dealt that HP. That PC must make an Instinct
Flight System – Passive: While the Tac-Bot is flying, increase its Reaction Roll (20). On a failure, the PC marks 2 Stress unless they
Difficulty by +1. The GM may spend a Fear to move the Tac-Bot up kill the adversary.
to Far Range instead of Close Range before taking an action. When
Plans Within Plans – Reaction: Spend a Fear when the Archon
it does this, the Tac-Bot gains advantage on its next attack.
marks a Stress or HP to reveal the Archon was not actually there. It
Reserves – Action: Mark a Stress to summon a number of Mark IV was a hologram, a double, or a robotic imposter.
Battle Bot Minions equal to the number of PCs. They appear at
Stormcharge Surge – Action: Spend a Fear to force all targets
Close Range from a PC and immediately make a group attack
within Close Range of the Archon to make a Reaction Roll (20) at
against a PC in range.
disadvantage. On a failure the target suffers 4d20 energy damage
Calculated Plan – Reaction: Mark a Stress to force a PC to re-roll an and becomes Vulnerable and Restrained until they break free with a
Action Roll or to swap the results of their duality dice. successful Strength Roll or the Archon takes Major or greater
Network AI – Action: Spend a Fear to spotlight two other Bots damage. While under these conditions, the target must mark a
within Far Range. Stress when they make an Action Roll. On a success the target
suffers half damage.
Tractor Field – Action: Spend a Fear to deploy a Tractor Field to a
point anywhere within Far Range. All creatures within Very Close UNLIMITED POWER! (Phase Change) – Reaction: When the
Range of the point have their Evasion halved while within the field. Archon marks their last HP or Stress, or the GM spends a Fear to
Leaving the field requires a successful Strength Roll. activate this feature, replace the Archon with the Korath Sorcerer
and summon a Surge Trooper Platoon. Then spotlight both the
Korath Sorcerer and the Surge Trooper Platoon. When this Phase
Change triggers, the Phase Change ability remains with the
Archon, as do all features above. When the Korath Sorcerer marks
their last HP, replace them with the Var’Kor Manipulator. When the
Var’Kor Manipulator marks their last HP, replace them with the
Dra’Kor Ascendant: Executioner. The Archon is only truly defeated if
the PCs force the Archon to mark their last HP after a Phase
Change to the Dra’Kor Ascendant: Unleashed.
86 STARHEART
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VANGUARD OPERATOR VAR’KOR DECEIVER
Tier 3 Standard Tier 4 Solo
One of the Sovereignty’s elite shock troopers. A dangerous Korathi warrior that uses deceit and stealth to destroy
Motives & Tactics: Assault, maneuver, breach, talk shit their enemies.
Motives & Tactics: Manipulate, frighten, confuse, persuade, hide
Difficulty: 20 | Thresholds: 25/45 | HP: 5 | Stress: 3
ATK: +4 | Assault Pulsar: Close | 4d10+10 energy Difficulty: 20 | Thresholds: 30/50 | HP: 11 | Stress: 7
ATK: +6 | Fusion Blade: Melee | 4d10+12 energy
Experience: CQB +3
Experience: Influence +4, Mysteries of the Korath +4
FEATURES
Speed… - Passive: You may mark a Stress to spotlight the Operator FEATURES
as if you spent a Fear. While spotlighted in this way, the Operator’s Relentless (2) – Passive: The Deceiver can be spotlighted up to
attacks have advantage and deal +2d10 damage. twice per GM turn. Spend a Fear as usual to spotlight them.
Surprise… - Reaction: The Operator gains the spotlight when it first Korath Manipulation – Action: Mark a Stress to move anywhere
enters a scene as if the GM spent Fear to steal the spotlight. It has within Far Range or attack a target within Far Range.
advantage on its attacks during this spotlight.
Shadow Siphon – Reaction: Spend a Fear when you make a
Violence of Action -Passive: The GM gains a Fear for every Armor successful attack to force the target to mark a Stress. The Deceiver
Slot PCs mark in response to the Operator’s attacks. A PC that clears 2 Stress.
does not mark an Armor Slot when damaged by the Operator loses
Misdirect – Reaction: Mark a Stress to cloud the minds of those
a Hope.
around you, making yourself Invisible to all living creatures of your
Pinpoint Targeting – Passive: When the Operator makes a choice within Far Range. While Invisible, the Deceiver is considered
successful attack, the target must mark an Armor Slot without Hidden and can only be attacked if they are Vulnerable. The
receiving its benefits (they can still use armor to reduce the Deceiver has advantage on attacks against those they are Hidden
damage). If they can’t mark an Armor Slot, they must mark an from. While the Deceiver is Invisible and gains the spotlight, they
additional HP. must mark a Stress or they are no longer Invisible.
Wrong Target – Reaction: Spend 2 Fear when a PC damages the
Deceiver to reveal that the Deceiver was actually another character.
VETERAN SURGE TROOPER That character suffers the damage instead of the Deceiver.
Tier 4 Minion
Everything Everywhere – Reaction: When you spend a Fear to use
A combat-tested member of the Sovereignty’s premier trooper
corps. one of the Deceiver’s features, that same Fear also counts as if you
Motives & Tactics: Obey, conform, overwhelm, scare spent it to make another GM move or activate a feature of the
environment or another adversary that requires spending Fear.
Difficulty: 18 | Thresholds: None | HP: 1 | Stress: 1 This cannot be used to activate another of the Deceiver’s own
ATK: +2 | Pulsar: Close | 12 energy
features (including Relentless).
Experience: Loyalty +2 Mind Dance – Action: Mark a Stress to assault the minds of nearby
foes with Aether. All targets within Close Range must make an
FEATURES Instinct Reaction Roll (20). For each target who fails, you gain a Fear
Flank – Passive: When the Veteran moves, another trooper within and the Deceiver learns one of the target’s fears.
Far Range may move the same distance.
Fear Wave – Reaction: Countdown (Loop 1d6). When the Deceiver
Vicious Assault – Passive: When a PC marks HP from an attack by takes damage for the first time, activate the countdown. When it
the Veteran, they lose a Hope. triggers, the Deceiver unleashes a wave of Aether energy on all
Minion (12) – Passive: The Veteran is defeated when they take any targets in front of them up to Far Range. Targets must make an
damage. For every 12 damage a PC deals to the Veteran, defeat an Instinct Reaction Roll (20) or be tormented by fearful hallucinations.
additional Veteran within range the attack would succeed against. Targets whose fears are known to the Deceiver have disadvantage
on this roll. Targets who fail lose 2 Hope and take 3d8+3 direct
Group Attack – Action: Spend a Fear to choose a target and
energy damage.
spotlight all Veteran Minions within Close Range of them. Those
Minions make one shared attack roll. On a success, they deal 12
energy damage each. Combine this damage.
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ENVIRONMENTS
StarHeart uses the the same environment types as Daggerheart.
What kind of hazards clutter this area? Are lethal weapons being pulled, or is this a simple fist fight?
The Odds Don’t Matter - Action: Spend a Fear to increase the Blast Off This Rock - Passive: Finding a way off world uses a
Asteroid Chase Difficulty by 2 for the rest of the scene. This can Progress Countdown (6). It ticks down according to the following
only be done once per scene. criteria when the PCs make an Action Roll to escape:
What new threat or environmental change is making the chase more Critical Success: Tick down 3
difficult? Success with Hope: Tick down 2
Success with Fear: Tick down 1
Failure with Hope: No advancement
Failure with Fear: Tick up 1
When the countdown triggers, the party has a way off world. Now
they just need to get to it.
What are the PC’s options for getting off world? Are some easier,
harder, better or worse? What, if anything, stands between the PCs
and leaving when they finish the countdown?
88 STARHEART
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PLANETARY BLOCKADE SAND SEA
Tier 1 Traversal
Tier 1 Traversal
Hostile ships swarm in orbit, allowing only those with the right A desolate, sand-filled wasteland teeming with threats.
Impulses: Dehydrate, burn, lead astray
credentials, contacts, or a small fortune in Denarii on or off planet.
Impulses: Impede, frighten, capture, extort Difficulty: 12
Potential Adversaries: Acid Burrower, Giant Scorpion, Glass
Difficulty: 12 Snake, Harrier, Archer Guard
Potential Adversaries: Customs Patrol, Sky Bomber, Sky
Dominator, SKY Fighter, SKY Interceptor
FEATURES
Dehydrating Trek - Passive: When the PCs enter this environment,
FEATURES
start a Countdown (8). The countdown ticks when the PCs make
Trust Me, This Will Work - Passive: When the PCs enter this
environment, start a Bypass Blockade Dynamic Countdown (2d4). an Action Roll to reach their destination:
When the initial ticks are set, for each stack of Denarii the PCs Critical Success: Tick down 3
spend, they can re-roll one of the d4s, taking the lower value. The Success with Hope: Tick down 2
countdown ticks when the PCs make an Action Roll to bypass the
Success with Fear: Tick down 1; all PCs Mark a Stress
blockade:
Failure with Hope: No advancement
Critical Success: Tick down 3
Failure with Fear: Tick up 1; all PCs Mark a Stress
Success with Hope: Tick down 2
Success with Fear: Tick down 1; all PCs Mark a Stress The party reaches their destination when the countdown triggers.
Failure with Hope: No advancement Why must the PCs make this trek, and why don’t they have tech that
makes it short and easy?
Failure with Fear: Tick up 1; all PCs Mark a Stress
Silt Swamp - Action: Spend a Fear to have the PCs enter a silt
When the PCs make an Action Roll to bypass the blockade, they can
swamp—thick, viscous sand that clings and drags with every step.
cause the clock to tick down one additional tick per stack of Denarii
All PCs Mark a Stress and must make a Strength Reaction Roll or
spent. If the countdown triggers, the PCs slip through the blockade
Mark a second Stress. While under pressure or in danger in the silt
and all PCs gain a Hope. If the countdown ticks without triggering,
swamp, PCs must make an Agility Action Roll to move further than
roll a d8. If the result is equal to or greater than the current number
Very Close range during their action.
of ticks, the PCs slip through the blockade. If the result is less, a
complication occurs. Do the denizens of this world have any special technology to help
survival in the desert?
How could the PCs bypass the blockade? Could they get forged (or
valid) identification codes? Could they spoof or jam sensors? Is it Echo Sand - Action: An acid burrower’s tunneling leaves behind
possible to just fly through, dodging attacks and tractor beams? honeycombed, acid-hardened caverns. Over time, these regions
become echo sand, where footsteps reverberate through the
Shake Down - Action: Spend a Fear to have the authorities demand
ground. Giant scorpions and glass snakes hunt near these zones,
the PCs pay 1d3 stacks of Denarii. If the PCs don’t pay, the Bypass
scavenging the burrowers’ kills. Spend a Fear to have the PCs find
Blockade countdown ticks up a number of times equal to the
themselves on echo sand. The PCs must make a group Action Roll
unpaid stacks. PCs can attempt to talk their way out, but roll with
with disadvantage to cross safely. On a failure, one Acid Burrower,
disadvantage unless they pay at least one stack of Denarii. If they
one Giant Scorpion, and one Glass Snake emerge. The Acid
roll with Fear, the GM gains an additional 1d4 Fear.
Burrower is immediately spotlighted. On a success, the PCs escape
Who is in charge of the blockade? What is the blockade’s purpose? the echo sand undetected.
What is the penalty for attempting to bypass it? How common are patches of echo sand? Is this phenomenon well
Nonchalant Flight - Passive: The first PC in the scene who makes a known, or would only experienced guides know about it?
clever or funny quip (in character) gains advantage on one Action or
Oasis - Reaction: If a PC rolls a Critical Success while trying to reach
Reaction Roll.
their destination, they notice an oasis in the desert. If they reach it,
What could you say that might spark inspiration for a player’s quip? all PCs clear a Stress and find food and water.
Who, or what, else is also at the oasis? Are its occupants friendly,
neutral, or hostile?
Mirage - Action: Spend a Fear to reveal that something is not what it
seems.
What fooled the PCs? Was it something natural such as the heat and
dehydration, a feature of the terrain, or something technological?
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Errors in the Code - Passive: Determining how well the trip through
STREAM FOLD the Stream Fold goes requires a Progress Countdown (6). It ticks
Tier 1 Traversal
down according to the following criteria when the PCs make an
Entering and successfully traversing the Stream Fold requires
Action Roll to program the drive and/or reach a launch point:
precise calculations, a strong nerve, and just a bit of luck.
Impulses: Send off course, fry circuits, delay Critical Success: Tick up 1, and the countdown cannot
tick down for the rest of the scene
Difficulty: 12
Potential Adversaries: Customs Patrol, Sky Bomber, Sky Success with Hope: No advancement
Dominator, SKY Fighter, SKY Interceptor Success with Fear: Tick down 1
Failure with Hope: Tick down 2
FEATURES
I Told You I Had a Bad Feeling - Action: Spend 2 Fear to add the Failure with Fear: Tick down 3
Sovereignty Entanglements Event to the scene.
When the ship enters the Stream Fold:
Did these ships just exit a Stream Fold? Are they after the PCs If the countdown is 6, the trip goes exceedingly well. It
specifically, or is this just bad luck? takes half as long as expected, and each PC chooses to
Into the Fold - Passive: Entering the Stream Fold requires a Progress take a free short rest downtime move or work on a long-
Countdown (6). It ticks down according to the following criteria term project.
when the PCs make an Action Roll to program the drive and/or If the countdown is 5 or lower, roll a d6.
reach a launch point:
If the result is equal to or less than the current
Critical Success: Tick down 3 countdown, the PCs choose one:
Success with Hope: Tick down 2 The trip takes half as long as
Success with Fear: Tick down 1 expected.
Failure with Hope: No advancement One PC takes a free short rest
Failure with Fear: Tick up 1 downtime move.
One PC works on a long-term project.
When the countdown triggers, the ship successfully enters the
Stream Fold. If the result exceeds the current countdown,
the GM chooses one:
What is difficult about entering this Stream Fold? Is the stream hard
The trip takes twice as long as
to program? Is the anchor point far away? Is something blocking or
herding the PCs? expected.
1d3 weapons or systems on the ship
glitch and are non-operational until
fixed.
STREAM FOLD TRAVEL Gain 1d4 + Tier Fear.
DESIGN NOTE What is unique about the Stream Fold the PCs are attempting to
The Stream Fold and Sovereignty Entanglements enter?
environments give two possible methods to adjudicate
streaming from one side of the galaxy to the other. These
two examples are intended for scenes where the PCs need to
program the drive and traverse to their anchor point under
pressure or danger. This makes entering the Stream Fold
exciting and provides some potential for complications or
rewards. Much like the fiction of its inspirations, StarHeart
GMs may decide the act of streaming across the galaxy is
not narratively interesting. They may decide it just happens
without a roll, or adjudicate the result with a single roll.
90 STARHEART
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SOVEREIGNTY
ENTANGLEMENTS
Tier 1 Event
The ships attacking you are too powerful, too many, or both. You
can’t hope to win, but you still might secure another kind of victory…
Impulses: Capture, kill, chase
Difficulty: 12
Potential Adversaries: Customs Patrol, Sky Bomber, Sky
Dominator, SKY Fighter, SKY Interceptor
FEATURES
Scramble Fighters! - Action: Summon 3 SKY Fighters that appear
within Close Range of a PC vehicle. Spotlight one of them.
Where did these fighters come from?
Withering Fire - Action: The PCs’ vehicle must make a Reaction Roll
or suffer 1d10+4 energy damage. If the PC succeeds on the
Reaction Roll, the GM may Spend a Fear to cause the vehicle to
suffer half damage instead.
What is firing at the PCs? Is it trying to destroy or disable them?
Out of Here - Passive: Reaching a stable anchor point to enter the
Stream Fold and programming the drive uses a Progress
Countdown (4d4). It ticks down according to the following criteria
when the PCs make an Action Roll to enter the Stream Fold:
Critical Success: Tick down 3
Success with Hope: Tick down 2
Success with Fear: Tick down 1
Failure with Hope: No advancement
Failure with Fear: Tick up 1
Once the countdown is 6 or less, the PCs may choose to enter the
Stream Fold as a Reaction. When they do, roll a d6. If the result is
equal to or greater than the current number of ticks, the ship enters
the Stream Fold and emerges safely at the intended destination.
If the result is less than the number of ticks, the ship enters the
Stream Fold and emerges near the intended destination, but later
than expected. Also, in this case, as the ship exits the Stream Fold,
roll a d6 to determine additional effects:
STARHEART 91
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TIER 2 ENVIRONMENTS (LEVELS 2-4)
What hazards make these canyons particularly terrifying? What creature or creatures are stalking the PCs? Are they prepared
for this threat, or is it something they have never encountered
before?
DEADLY JUNGLE Hunting Ground - Reaction: Spend a Fear when you spotlight an
Tier 2 Traversal adversary for the first time to reveal the PCs are in its hunting
A wild and dangerous jungle where everything seems out to kill you. ground. This adversary treats all PCs as Vulnerable until the PCs do
Impulses: Consume outsiders, confuse location something to change the situation.
Difficulty: 15 What makes this area particularly well-suited to the creature that
Potential Adversaries: Giant Eagle, Juvenile Flickerfly, hunts here? What could the PCs do to turn themselves into the
Stonewraith, Surge Adversaries, Reaper Operator hunters?
If It Bleeds… - Reaction: The first time in the scene when the PCs
FEATURES roll with Hope, reveal a weakness of a threat facing them. When they
Quicksand - Action: Spend a Fear to have a PC step in quicksand.
capitalize on this weakness, their Action and Reaction Rolls have
The PC must make a Strength or Agility Reaction Roll or become
Advantage.
Vulnerable and Restrained. Start a Countdown (6) that ticks down
whenever a PC or adversary gains the spotlight. When the What threat did they learn about? What weakness was revealed?
countdown triggers, the PC makes a Death Move. The countdown
can be ended by any PC who makes a successful Strength or Agility
Action Roll to escape the quicksand. If the trapped PC makes the
92 STARHEART
Paweł Stein (Order #50251354)
ENDLESS FOREST FLOATING MOUNTAINS
Tier 2 Exploration Tier 2 Traversal
A forest of impossibly tall trees, where each level of the canopy Immense and majestic floating mountains connected by a network
forms its own ecosystem. of massive vines.
Impulses: Shade, impress with natural beauty and grandeur, hunt Impulses: Present majestic landscapes, buffet with strong winds,
shift gravitation
Difficulty: 14
Potential Adversaries: Giant Eagle, Juvenile Flickerfly, Difficulty: 15
Stonewraith Potential Adversaries: Giant Eagle, Juvenile Flickerfly,
Stonewraith, Surge Adversaries, Reaper Operator
FEATURES
Verticality - Passive: Characters are Hidden from those on different FEATURES
levels of the canopy. Vine Highways - Passive: Massive vines allow travel between the
floating mountains. When in danger or under pressure while on the
How high are these trees—hundreds of meters or thousands? What
vines, moving beyond Very Close Range requires an Agility Action
kind of foliage separates the levels of the canopy?
Roll.
Over the Edge - Reaction: When a character (PC or adversary)
makes a successful attack, they may Mark a Stress to force the Does the layout of these vine highways change often, or are they
target to make a Reaction Roll (14) or fall. Roll 1d3 to determine the
persistent? Do the vines help hold or position the mountains?
result: the target suffers 2d8, 3d8, or 4d8 additional damage Watch Your Step! - Action: Spend a Fear to cause a PC to fall from a
respectively, falling a corresponding distance (Very Close, Close, or vine or off the edge of a mountain. The PC must make an Agility
Far). Reaction Roll to grab a handhold. On a success, they are left
dangling precariously but otherwise unharmed. On a failure, they
What stops their fall? Does the change in level help them—or put
suffer 2d8+4 physical damage and are caught by a wayward vine or
them in a compromised position?
narrow ledge. In any case, returning to safety will not be easy.
Trails - Passive: The PCs can follow trails through the canopy What caused the PC to fall? Are they in a particularly unstable
created by the forest’s natural denizens. This grants them area? Does this reveal further danger—or an opportunity to use the
advantage on rolls to navigate or traverse the terrain and allows environment against their foes?
them to change canopy levels without rolling. When they first use
Gusts - Action: Spend a Fear to unleash powerful wind gusts that
these trails, start a Dynamic Countdown (d6). It ticks down
buffet the floating mountains, giving all actions against the Floating
whenever the PCs use the trails. Each time it ticks, roll 1d4. If the
Mountains environment disadvantage for the rest of the scene.
number rolled is higher than the current ticks remaining, the PCs
encounter forest predators. If the countdown triggers, they are Were these gusts anticipated, or a sudden shift in weather? Do they
instead ambushed by these predators. cause an immediate change in the situation?
What kind of predators stalk these trails? Are the trails intentionally Gravity Shift - Action: Spend a Fear to cause the mountains to
constructed by forest denizens, or the result of their natural realign or drift, snapping vines or rendering previous routes
movements? impassable.
Tarzan’s Envy - Reaction: A PC may spend a Hope, or the GM may The gravitational anomalies that levitate the mountains are famously
Spend a Fear, to have a character swing anywhere within Very Far fickle. Is there any way to predict or mitigate these shifts?
Range on the same or a lower canopy level. If used in response to
an attack, the attack is made with disadvantage.
What features of the environment allow for this rapid movement?
Are they swinging on vines, bouncing across elastic fungi, sliding
down giant leaves, or something else entirely?
All the Way Down - Action: The GM may Spend 2 Fear to force a
Vulnerable PC to make a Reaction Roll (14). The PCs may
collectively Spend 2 Hope to do the same to a Vulnerable
adversary. If the PC succeeds, they gain a Hope. On a failure, they
plummet to the forest floor and must make a Death Move. If the
adversary succeeds, they clear a Stress. On a failure, they are
defeated or killed (as fictionally appropriate).
What conditions must be set to send someone falling all the way to
the forest floor?
STARHEART 93
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EPIC DUEL Demonstrate Superiority: The attacking Duelist
Tier 2 Event decisively threatens or disables the opponent, indicating
An epic showdown between skilled warriors that is emblematic of total victory.
the story’s larger themes and conflicts. If a Duelist retreats or yields, they clear 1d3
Impulses: Display epic stakes, play orchestral music, highlight HP. If the loser is an adversary, each PC Duelist
emotional conflict, remove a limb, blind in one eye, inflict distinctive gains 2 Hope and clears a Stress or Hit Point. If
scars the loser is a PC, the GM gains a Fear.
Difficulty: Adversary Duelist’s Difficulty If the losing Duelist continues fighting, the
Potential Adversaries: Dra’Kor Adept, Dunarian Soldier, Reaper attacker may immediately deliver a Lethal or
Operator, Var’Kor Shadow Nonlethal Strike as described above.
What are the weapons used in the duel? Should we expect fusion
FEATURES
Duel - Passive: When dramatically appropriate, the GM may activate
blades sparking as they clash, slashing rip blades, savage fisticuffs,
the Duel Event, and start the Duel Dynamic Countdown (6). The
elegant martial arts, a single-shot quick draw, or balletic gun-fu?
GM chooses one adversary and one or two PCs. The chosen PC(s) You Only Need One - Reaction: When a PC Duelist chooses a
and the adversary become Duelists. Whenever a Duelist is Nonlethal Strike, they may Spend a Hope to inflict a disfiguring
spotlighted, the Duel Countdown ticks down 1. injury, removing a limb, an eye, or leaving a distinctive scar. The PC
permanently treats the adversary’s Difficulty as 2 lower.
When a PC Duelist damages the adversary Duelist, the PC may
choose to reduce the damage severity by one or more thresholds. When an adversary Duelist chooses a Nonlethal Strike, the GM may
For each such reduction, the PC chooses one of the following: Spend a Fear to do the same. The adversary permanently treats the
PC’s Evasion as 1 lower, and whenever the adversary enters the
Temporarily inactivate one of the adversary Duelist’s
same scene as the PC, the GM gains 1d4 Fear.
features they are aware of.
Tick the Duel Countdown down one. What wound is suffered? Is the injury delivered out of malice,
disdain, or mercy?
Tick the Duel Countdown up one.
Dynamic Environment - Reaction: When the Duel Countdown ticks,
A PC Duelist can make an Action Roll to directly influence the Duel whichever Duelist caused the ticks, moves the Duel to a new location
Countdown, causing it to tick according to the following criteria: within the environment. This need not have a mechanical impact.
Critical Success: PC ticks the countdown up or down 3 One purpose of this feature is to make the duel feel more dynamic
and exciting by having the Duelists traverse the environment. If the
Success with Hope: PC ticks the countdown up or down
GM and/or players need inspiration use the following table, choosing
2
a terrain or rolling 1d6. The mechanical effect provided is optional
Success with Fear: PC ticks the countdown down 1 and applied at GM discretion.
Failure with Hope: GM ticks the countdown up or down 1
Failure with Fear: GM ticks the countdown up or down 2 Result Terrain Effect
1 Beam / Catwalk A duelist that suffers Major or Severe
When the countdown completes, whichever Duelist has the / Edge damage is knocked off.
spotlight may immediately make a Finishing Strike. The GM cannot
2 Hazardous Both duelists mark a Stress.
“steal” a Finishing Strike opportunity from the PC by spending Fear.
3 Unstable Attack rolls suffer disadvantage.
A Finishing Strike is an attack made with Advantage. If the attack 4 Cramped Both duelists become Restrained.
hits, it deals normal damage, then roll 6d6. For each result of 5 or 6, 5 Shifting Both duelists become Vulnerable.
the target suffers 1 additional Hit Point beyond the normal damage. 6 Shadowed Both duelists become Hidden.
If both opponents still have unmarked Hit Points after the Finishing
Strike, add 2d3 ticks back to the Duel Countdown and continue *Shifting represents progressive movement, such as the Duelists
play. fighting while falling, sliding or moving along a conveyor belt.
When a Duelist marks their last Hit Point during a Duel, the attacking What new threat or opportunity arises from the new terrain upon
Duelist chooses one of the following outcomes: which the duel is being fought?
Lethal Strike: The struck Duelist is killed. If this Duelist is What We Fight For - Reaction: Once per scene, when the Duel
a PC, they immediately make a Death Move. If the Countdown ticks, a PC may spend a Hope to reveal something new
Duelist is an adversary, the GM gains a Fear. and important about how their motivations connect to the Duel.
When they do, they may tick the Duel Countdown up or down one.
Nonlethal Strike: The struck Duelist is defeated but not
killed. If a PC, they are treated as if they selected the What are the stakes of this duel? Have the Duelists faced each other
Avoid Death Death Move but do not roll to gain a scar. before? Did their relationship once mean something different?
Instead, the GM gains 1d4 Fear. If the Duelist is an
adversary, the PC gains a Hope.
94 STARHEART
Paweł Stein (Order #50251354)
Dynamic Opportunity - Reaction: A PC may place one of their
Domain Cards in their vault to do one of the following: EPIC DUEL DESIGN AND
When a PC Duelist deals damage to the adversary IMPLEMENTATION NOTE:
Duelist, they may mark a HP to increase the damage The Epic Duel Event is designed for climactic, emotionally
severity by one threshold. charged showdowns. It adds significant complexity to a
scene and will naturally spotlight one or two PCs more than
The PC may spend a Hope to cancel the effect of a GM others. Use it only when dramatically appropriate.
Fear spend. The GM loses any Fear spent.
The Duel Feature is the Event’s core. Consider using only
Mark 2 Armor Slots to prevent the Duel Countdown from the Duel Feature at first, and only add other features as the
triggering by adding a tick back to the countdown. group becomes familiar with these rules.
This reduces the PC’s available loadout slots until they complete a
This Event works at any Tier since the difficulty scales with
the adversary Duelist. If used at Tier 3 or 4 consider
long rest. increasing the size of the Duel Countdown to 8 or 10. This
What does this opportunity look like? What sacrifice did the PC will make the “game” of triggering the countdown to inflict a
Finishing Strike more tactically interesting because it will be
make to seize it? less likely to trigger quickly by a string of lucky/unlucky rolls.
Not So Fast - Reaction: The GM may Spend 2 Fear to add a tick It also gives the PC more time to “play” with the countdown,
because it will take more spotlights to get the Countdown to
back to the Duel Countdown. 1, 2 or 3 ticks, where the GM could complete it by spending
What tactic or technique does the adversary employ to prevent the Fear to steal the spotlight and/or activate the Relentless
Feature. With a larger countdown, consider added additional
PC from landing a decisive blow? ticks back should the Duel Countdown trigger without
Bind and Wind - Passive: When a Duelist’s duality die shows either 1 resulting in the duel ending.
or 12, the Duelists clash in a dangerous, cinematic moment where The intent of this system is the number of d6s rolled for the
fortune favors the bold. Finishing Strike equals the maximum size of the
All Duelists secretly wager a d3, d4, or d6, then reveal their chosen Countdown. Thus, larger Countdowns make for more
exciting and deadly Finishing Strikes. A “bigger” Finishing
die simultaneously. If any Duelists wagered the same die, discard Strike is simultaneously less likely to produce a let down by
those dice with no effect. only dealing 0 or 1 additional hit points, and more likely to
defeat the opponent in single, dramatic attack.
The Duelist who wagered the lowest die rolls it and ticks
the Duel Countdown up or down equal to the number For reference, here are approximations of likely outcomes
from Finishing Strikes depending on the size of the
rolled. Countdown used.
If this does not trigger the Duel countdown, the Duelist Countdown (6): 91% at least 1 additional HP, 65% at
who wagered the highest die rolls it and forces another least 2 additional HP, 32% at least 3 additional HP.
Duelist to mark that many HP or Stress in any Countdown (8): 96% at least 1 additional HP, 80% at
combination chosen by the Duelist who wagered the
least 2 additional HP, 53% at least 3 additional HP,
lowest die. 25% at least 4 additional HP.
What does this clash look like? Are the Duelists’ weapons locked Countdown (10): 98% at least 1 additional HP, 90% at
together? Are they staring each other down? Do their weapons least 2 additional HP, 70% at least 3 additional HP,
threaten each other at point-blank range? 44% at least 4 additional HP, 21% at least 5 additional
HP.
Of course, one could uncouple the Countdown and
Finishing Strike number of d6s, allowing for a quicker
resolution but more dramatic Finishing Strike, or a longer
and more complex resolution but less impactful Finishing
Strike. One consideration for using less impactful Finishing
Strikes is they will tend to be relatively less dangerous to
higher Tier PCs, as the PC’s HP tend to increase with each
Tier, whereas adversary HP is comparable across Tiers.
STARHEART 95
Paweł Stein (Order #50251354)
SOVEREIGNTY OUTPOST
Tier 2 Traversal
A remote Sovereignty outpost manned by soldiers who wish they
were stationed anywhere else.
Impulses: Keep out, discover, capture
Difficulty: 14
Potential Adversaries: Surge Trooper Minion, Surge Medic,
Surge Suppressor, Surge Gunner, Surge Trooper Sergeant
FEATURES
Guard Towers - Passive: Approaching the outpost surreptitiously
requires a successful group Action Roll made at disadvantage. On a
failure, the PCs are spotted.
What makes the approach to the outpost so fraught? Are there
sensors, spotlights, drones, or just open ground?
Hole in the Fence - Passive: If the PCs reach the outpost
undetected, they can enter without making an Action Roll, but the
GM gains 1d3 Fear.
Do the PCs enter through a literal hole in the fence, or by some other
means? Why is using this entrance risky?
Complacency - Passive: Once inside the outpost, PCs attempting to
sneak past or influence the guards have advantage. The first time
the PCs use this feature, start a Dynamic Countdown (1d6). It ticks
down 1 whenever the PCs use this feature. When it ticks down, roll
1d4. If the result is higher than the current ticks, this feature
becomes inactive for the rest of the scene.
Why are the guards complacent? Are their officers just as lax, or are
they oblivious to the danger?
Roving Guards - Reaction: If the PCs roll with Fear while inside the
outpost, a guard patrol appears. The GM may spend a Fear for the
patrol to immediately notice the PCs or evidence of their presence.
Is this patrol as complacent as the others? Are they simply routine,
or do they have their own agenda?
Checkpoint - Reaction: If the PCs talk their way through the main
entrance, add 1d4 ticks to the Complacency Countdown.
What could get the PCs through the main gate—disguises,
credentials, Denarii, or sheer confidence?
96 STARHEART
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TIER 3 ENVIRONMENTS (LEVELS 5-7)
Difficulty: 18 What other forces are stationed aboard the ship? Are these
Potential Adversaries: Staff Officer, Surge Adversaries, Storm reinforcements hunting the PCs—or simply converging by chance?
Operator
The Cavalry - Reaction: The PCs may make a group Action Roll. On
a success, the leader may spend a Hope and mark a Stress to call in
FEATURES allied support. These allies accomplish a meaningful objective for the
This Was The Plan?! - Reaction: When the Event begins, the PCs
PCs at the GM’s discretion, such as holding off enemies, securing an
make a group Action Roll to determine how close they are to their
exit, seizing an objective, or creating a diversion.
objective.
Who comes to their aid? Was this support planned, or an act of
Critical Success: They reached their objective with
desperate improvisation?
momentum. The group gains Advantage on their next
Action Roll. Massive Damage - Action: Spend a Fear to trigger catastrophic
damage to the ship. The Superstructure marks a HP as a section of
Success with Hope: They’re on target.
the hull rips open or apart. By spending a second Fear, the
Success with Fear: They’re close, but a final obstacle still Superstructure marks an second HP, and the ship ruptures—
stands in their way. exposing the PCs to vacuum and zero gravity.
Failure with Hope: They’re held up and still some What caused the destruction—an internal explosion, a missile
distance away. strike, or collateral damage from the battle?
Failure with Fear: They’re nowhere near the objective.
The GM gains 1 Fear and describes what kind of mess
the PCs are in.
What is the PC’s objective? Are they fighting their way through, or
trying to reach it by another means?
Wreck House - Action: By making an appropriate Action Roll, the
PCs can disrupt or destroy the flagship’s systems.
Critical Success: The system is shut down or destroyed
permanently (or will be soon, such as by a virus or
explosive charges).
Success with Hope: The system is disabled temporarily.
A PC may spend a Hope to make it permanent.
Success with Fear: The system is disabled temporarily.
Failure with Hope: The system marks a HP or a Stress
(PC’s choice). A PC may spend a Hope to cause it to mark
both.
Failure with Fear: The PCs’ efforts backfire. The system
clears a Stress. If it had none, the GM gains a Fear.
How are the PCs sabotaging the system? Are they coordinating with
the attacking fleet?
What Does This Do? - Reaction: Spend a Fear when a PC takes the
Wreck House action to make that PC’s Fear die a d20 for the roll.
What unforeseen consequence or hidden danger accompanies their
sabotage attempt?
Automated Defenses - Action: Spend a Fear to target a PC and all
PCs within Very Close Range. Each target makes a Reaction Roll.
On a failure, they suffer 3d10 energy damage and become
Restrained. A PC can end the Restrained condition by succeeding
on another Reaction Roll (taking the same damage on a failure). The
condition also ends if the PCs disable or destroy the defenses.
What type of automated defenses does the ship use? Can they be
shut down—or turned against the enemy?
STARHEART 97
Paweł Stein (Order #50251354)
CAPITAL SHIP HIGH ALERT
Tier 3 Event
A heavily secured warship on total lockdown, with security forces
scouring every deck and the entire ship braced for intruders.
Impulses: Restrict movement, capture, kill, chase
Difficulty: 18
Potential Adversaries: Staff Officer, Surge Adversaries, Storm
Operator
FEATURES
Lockdown - Passive: The ship is sealed under full security protocols.
All doors are locked, blast doors closed, and automated systems
are on high alert.
Why is the ship on lockdown? Was there a breach, an assassination
attempt, or a paranoid commander sealing the ship for inspection?
Reinforcements! - Action: Spend a Fear to summon a Surge
Commander, a Surge Trooper Squad, and two additional
adversaries of the GM’s choice within Far Range of a chosen PC.
The Surge Commander immediately gains the spotlight.
What other adversaries are stationed aboard the ship? Are these
reinforcements closing in on the PCs—or simply responding to
chaos elsewhere?
Garbage Chute - Reaction: When a PC rolls with Hope, reveal an
escape route. It’s dark, narrow, and reeks of danger. If the PCs use
it, the GM gains a Fear.
Where does this escape route lead? What hidden dangers or
surprises wait at its end?
Sovereign March - Passive: The true danger is drawing closer. When
this Event begins, activate a Progress Countdown (8). It ticks down
according to the following criteria whenever the PCs make an
Action Roll aboard the ship:
Critical Success: Tick up 1
Success with Hope: No advancement
Success with Fear: Tick down 1
Failure with Hope: Tick down 2
Failure with Fear: Tick down 3
When the countdown reaches 4 ticks, reveal this approaching threat
and immediately trigger the Garbage Chute Reaction. When the
countdown completes, the threat arrives (use the Ambushed!
Event).
What is the true threat? Can the PCs possibly stand against it—or is
survival the only victory?
Automated Defenses - Action: Spend a Fear to activate the ship’s
internal defenses. Choose a target and all characters within Very
Close Range of the target must make a Reaction Roll. On a failure,
they suffer 3d10 energy damage and become Restrained. A PC
may end the Restrained condition by succeeding on another
Reaction Roll (taking the damage again on a failure). The condition
also ends if the PCs disable or destroy the defenses.
What kind of defenses are active—turret drones, electric grids,
security fields? Can the PCs hack, jam, or override them before it’s
too late?
98 STARHEART
Paweł Stein (Order #50251354)
CAPITAL SHIP INFILTRATION Patrol! - Action: Spend 2 Fear to have a patrol encounter the PCs. If
Tier 3 Event the PCs’ last roll was made with Fear, resolve the encounter using
A heavily secured warship crawling with enemies. What’s so the Ambushed! Event.
important aboard that the PCs would risk sneaking inside? Is the patrol aware of the PCs? Can the PCs avoid or escape before
Impulses: Restrict movement, investigate suspicions, imprison
being discovered?
Difficulty: 18 They’re in the System! - Action: Spend 2 Fear to reveal that security
Potential Adversaries: Staff Officer, Surge Adversaries, Storm forces detect infiltration or tampering in the ship’s systems and
Operator
begin an active search for the PCs.
FEATURES What tipped off security? Are they searching physically, digitally, or
New Protocols - Action: Spend a Fear to reveal the ship’s security both?
protocols have changed, giving disadvantage to further attempts to
ghost systems, sneak, or hide.
What changed? New access codes, enhanced monitoring, AI
analysis, or something stranger?
Objective - Passive: The PCs achieve their goal by advancing a
Progress Countdown (12). It ticks down according to the following
criteria when the PCs make Action Rolls to move through the ship:
Critical Success: Tick down 3
Success with Hope: Tick down 2
Success with Fear: Tick down 1
Failure with Hope: No advancement
Failure with Fear: Tick up 1
When the countdown triggers, the PCs reach or complete their
objective.
What is the PCs’ objective? How are they staying concealed as they
progress through the ship?
Discovered - Passive: Every action aboard risks exposure. Start a
Progress Countdown (12). It ticks down according to the following
criteria when the PCs make an Action Roll aboard the ship:
Critical Success: No advancement
Success with Hope: Tick down 1
Success with Fear: Tick down 2
Failure with Hope: Tick down 3
Failure with Fear: Tick down 4
When the countdown ticks down, roll 1d12. If the result equals or
exceeds the current ticks, the PCs are noticed. The consequences
depend on the countdown’s current range:
Countdown 9–12: A small slip — a sound, anomaly, or
visual cue. The PCs can still lower suspicion.
“We’re all good. Just fine here. How about you?”
Countdown 5–8: Definite detection. The GM gains the
spotlight and may use Patrol! or They’re in the System!
for only 1 Fear.
Countdown 1–4: This event escalates immediately into
Capital Ship High Alert.
What evidence do the PCs leave behind? How does the ship’s
command react as the signs build?
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CONCLAVE HALL Red Tape - Reaction: On any roll with Fear, spend a Fear to tick any
Tier 3 Event countdown in this scene up or down 1.
The supposed governing body of the Sovereignty is less a parliament What bureaucratic obstruction or antique rule changes the balance?
and more a nest of vipers, where ambition and betrayal rule the day. Who benefits from it?
Impulses: Betray, influence, trap, mire in process, capture, kill, chase
Getting to Yes - Passive: When the PCs push their agenda, start two
Difficulty: 17 countdowns: Yes (2d3) and No (2d3). If the PCs have leverage on
Potential Adversaries: Staff Officer, Planetary Governor, their audience, their Hope die becomes a d20. If the opposition
Sovereignty Bureaucrat, Cardinal of the Conclave
holds leverage, or the PCs commit a faux pas, their Hope die
becomes a d8. Tick the countdowns as follows:
FEATURES
Galactic Dominion - Passive: While in the Conclave Hall, PCs have Critical Success: Yes ticks down 2, No remains the
disadvantage on Presence rolls opposing the Sovereignty’s policies same.
or authority. Success with Hope: Yes ticks down 1, No remains the
Do any present secretly support the PCs? Who could they sway— same.
and what dangers do they invite by speaking out? Success with Fear: Yes ticks down 1, No ticks down 1.
The Right to Speak - Passive: A PC must mark a Stress to address Failure with Hope: Yes ticks down 1, No ticks down 2.
the Conclave as a whole. Failure with Fear: Yes remains the same, No ticks down
What procedures control who may speak and about what topics? 2.
Viper’s Venom - Passive: Any failed social roll in the Conclave Hall If either countdown triggers, the result depends on the PC’s final roll:
causes the PC to mark a Stress.
Critical Success: Their agenda is accepted, along with a
What misstep or insult led to failure? What political consequences bonus.
follow? Success with Hope: Their agenda is accepted.
Force a Vote - Action: Spend a Fear to tick down a long-term Success with Fear: Their agenda is accepted, but with
countdown tied to the Sovereignty’s agenda by 1d4. If this triggers minor caveats.
the countdown, the Cardinals vote to enact the agenda during the
Failure with Hope: Their agenda is rejected, but they are
Conclave.
given something they want or another opportunity to
What is the agenda? What display of power or favor expedited the achieve their goals.
decision? Whose fortunes were ruined in the process? Failure with Fear: Their agenda is rejected with no hope
Snoopers - Reaction: On any roll with Fear, spend a Fear to have a to change the minds of those rejecting it.
loyalist overhear or fabricate evidence of sedition. A PC must
Adjust this result based on which countdown(s) triggered:
succeed on an Instinct Reaction Roll to notice and intervene.
If only the Yes countdown triggered, improve the result
What hidden opportunity lies in this crisis? Why are the loyalists
by one category.
devoted to a regime that exploits them?
If only the No countdown triggered, worsen the result
Treacherous Nest - Passive: When the PCs discover a rivalry
by one category.
between Cardinals, start a Countdown (2d4). The PCs may exploit
this rivalry to gain Advantage on a roll and ignore Galactic Dominion If both countdowns triggered, the result stands.
and The Right to Speak. After exploiting the rivalry, tick the What leverage could the PCs bring to bear? What rhetoric or values
countdown down 1. Then, roll 1d4. If the result is higher than the might strengthen—or undermine—their case? How might the
current ticks, another faction exploits the same rift and the opposition counter?
countdown ticks again. Continue this process until the roll fails to
cause a tick. If the countdown triggers, the PCs’ manipulation
backfires spectacularly.
Who are the rivals? What drives their feud? How could this intrigue
turn on the PCs?
100 STARHEART
Paweł Stein (Order #50251354)
OPERATIONS CENTER SOVEREIGNTY BASE
Tier 3 Event
Tier 3 Event
Command and control nodes coordinate the Sovereignty’s efforts A heavily secured warship, teeming with enemies. What is so
across the galaxy. important about it that the PCs would risk sneaking aboard.
Impulses: Restrict movement, investigate suspicions, imprison
Impulses: Plan, visualize, coordinate, intrude, demand updates
Difficulty: 17 Difficulty: 18
Potential Adversaries: Staff Officer, Surge Commander, Surge Potential Adversaries: Staff Officer, Surge Adversaries, Storm
Trooper Squad, Surge Eye Operator
FEATURES FEATURES
Weapons Towers - Action: Approaching the base surreptitiously
Micromanage - Action: Spend a Fear to activate this Event while the
PCs are in any other environment, including another Event. That requires succeeding on a group Action Roll at disadvantage. On a
failure, the PCs are spotted and each PC has to make a Reaction
environment’s difficulty decreases by 1. This allows this Event to
Roll or suffer 3d10+3 energy damage.
affect the PCs with any of its Features.
What caused the Operations Center to involve itself? What weapons threaten the PCs’ approach? How might they get
past these weapons?
Command and Control - Action: If there are any Staff Officers in the
Endless Corridors - Passive: The base is a tight maze, unless inside
scene, they can make a d20 roll adding their Planning Experience.
the Armor Depot, characters cannot see each other (except on a
On a result of 10 or higher tick any clock up or down once. On a
camera) at farther than Close Range. Unless the PCs have a map or
result of 20 or higher, tick any clock up or down twice. On a natural
schematic, the GM can spend a Fear when the PCs move through
20, tick any clock up or down three times. The GM must spend a
Fear to tick any one clock more than once with this ability in a the base to have them arrive at an inconvenient location.
scene. If the PCs destroy or disrupt the Operations Center, they can How might the PCs acquire a map or schematic? What kinds of
add or subtract up to a total of two ticks from any clock (or clocks) inconvenient locations might the PCs find themselves in?
they are aware of.
Armor Depot - Passive: The depot is filled with Sovereignty war
Who is in charge of the Operations Center? What is the Operations machines and the staff maintaining them. Commandeering one of
Center’s goal? the war machine’s weapons allows making an attack using Agility to
deal d10+3 energy damage using proficiency. Make an attack
Planned for That - Reaction: When the PCs make an action roll to
against a target and all creatures within Very Close Range of the
tick a clock, spend a Fear to make the Hope die a d8.
target.
What intel allowed the enemy to anticipate the PCs’ actions? What
did the enemy do to disrupt the PCs? What types of war machines fill the depot? Are there other vehicles,
weapons, gear or cargo present? Is the depot heavily guarded?
Too Busy - Passive: Staff in the Operations Center don’t prioritize
High Alert - Reaction: When a PC takes damage from an attack, the
physical training or range time. Adversaries inside the Operations
base enters High Alert. Immediately summon a number of Tier 3
Center reduce their Difficulty by 1 and suffer disadvantage on
attack rolls. adversaries equal to the number of PCs in the scene and spotlight
one of them. While this environment is on High Alert, all
Are there any exceptions amongst the staff? Are the staff arrogant adversaries gain a +1 bonus to their Difficulty.
about their relative lack of training, or do they recognize the
shortcoming? What makes these adversaries uniquely suited to guard this
location? What do they know about this place that gives them an
Lock Down - Reaction: If open conflict erupts in the Operations edge?
Center, summon a number of Tier 3 adversaries equal to the
Reinforcements! - Action: If the base is on High Alert, summon a
number of PCs. These adversaries are not subject to the Too Busy
Surge Commander, a Surge Trooper Squad, and two adversaries of
Feature.
your choice within Far range of a chosen PC as reinforcements. The
What kind of adversaries respond to conflict in the Operations Surge Commander immediately gains the spotlight.
Center? Is there a planned quick reaction force, or is it whoever is
available? Has the plan been rehearsed lately? Could the PCs Do these reinforcements know who the PCs are? Do the
exploit this plan? reinforcements intend to capture or kill the PCs?
STARHEART 101
Paweł Stein (Order #50251354)
TIER 4 ENVIRONMENTS (LEVELS 8-10)
102 STARHEART
Paweł Stein (Order #50251354)
PLANETARY INVASION Orbital Bombardment - Action: Spend a Fear to bombard the PCs
Tier 4 Event with orbital fire. All PCs must make an Agility Reaction Roll or suffer
The overwhelming might of the Sovereignty’s forces descend on a 4d10+12 physical damage. PCs suffer half damage on a success. All
world. PCs mark a Stress. Start an Orbital Bombardment Dynamic
Impulses: Obliterate, conquer, capture, cause collateral damage Countdown (2d4). A PC that attempts to move anywhere must
make an Agility Reaction Roll or suffer 4d10+12 physical damage.
Difficulty: 21 Tick the countdown down twice on a success, and once on a failure.
Potential Adversaries: Var’Kor Manipulator, Dra’Kor Ascendant,
Korath Sorcerer, Surge Trooper Platoon, Surge Eye Team, When the countdown triggers, the Orbital Bombardment Feature
Vanguard Operator, Operator Commander ends.
What kind of orbital fire is this? Is it precision, or causing a lot of
FEATURES collateral damage? Are the PCs the target, or are they the collateral
That We Hold Dear - Passive: When the scene begins start three damage? How could they stop or redirect the orbital fire?
Dynamic Countdowns, Defenders (4), Populace (4), and
Infrastructure (4). Each tick represents progressive destruction of Invasion Force - Action: Summon a Surge Trooper Platoon, a Surge
the countdown asset. Eye Team, and a number of Veteran Surge Troopers equal to the
number of PCs. The Surge Trooper Platoon immediately gains the
Who are the defenders? Does the populace have special meaning to spotlight.
the PCs? What components of the infrastructure are most critical
and why? Is the invasion force targeting the PCs? If the PCs don’t engage these
adversaries which Countdown will suffer, Defenders, Populace or
Overwhelmed - Passive: The invasion force is too large and powerful Infrastructure?
to defeat. The PCs will have only a limited time before they are
Machines of War - Action: Tick down the Defenders, Populace or
overwhelmed and must flee, or face capture or death. When the
scene begins, start a Dynamic Countdown (6). The countdown Infrastructure countdowns once. The GM can spend a Fear to
ticks down 1 whenever the PCs roll with Fear. When the countdown instead tick the countdowns 1d3+1 times.
is reduced to 0, activate the Escape or Die! Feature. Which countdowns are affected? Is this targeted, or happenstance?
Are there ways the PCs can impede the invasion, thereby slowing or Is the damage permanent, or could the PCs still rally the Defenders,
reversing the countdown? Is there any hope of help arriving? save threatened Populace, or prevent full destruction of the
Infrastructure?
Escape or Die! - Passive: When this feature activates, start a
Standard Loop Countdown (2d4). When it triggers, each PC must
either mark all their Stress and become captured, or make a Death
Move. If a PC chooses to Avoid Death they wake up having avoided
capture (for now). If a PC chooses to Risk it All and succeeds, the
PC can choose to escape, or remain. This countdown only loops if
any PC remains alive and not captured when this countdown
triggers.
How can the PCs escape or avoid capture? Can the PCs do anything
to prolong their ability to influence the invasion?
STARHEART 103
Paweł Stein (Order #50251354)
NEW DOMAINS
AETHER TECH
Aether is the domain of unseen forces and inner potential, drawn Tech is the domain of those who produce miracles from circuits
from the mysterious currents that wind through space, mind, and and steel. It is the purview of savvy improvisers, grease-streaked
matter. Whether a gift of lineage or the result of long training, mechanics. brilliant inventors, and tactical geniuses. Tech users
Aether manifests as will made real. Aether winders can achieve don’t need Aether, they make their own magic using bot swarms,
miraculous feats, including empathic connection, illusion, stealth fields, custom rigs, gadgets, and of course, explosives.
physical augmentation, precognition, telekinesis, and telepathy. Lots of explosives.
POISE TRICKERY
Poise is the domain of silver tongues, steady nerves, and those Trickery is the domain of the underdog, the outlaw, the ne’er do
who know when to make a speech and when to make a scene. well, or anyone else who must win when the odds say they
Masters of Poise can turn an insult into an alliance, hold a crowd shouldn’t. Trickery is about knowing when to vanish, when to lie,
with a single glance, or cut an enemy down with nothing but a and when to twist the rules until they break. Its adherents employ
whispered word. It’s not just about saying the right thing—it’s deception, stealth, sleight of hand, and those are only the tools
about making everyone believe you were born to say it. they tell you about.
PRIMAL
Primal is the domain of those who thrive where the grid goes
dark and the wild things rule. Masters of Primal move like ghosts
through wilderness, wastelands, and war zones. They read tracks
like maps, storms like clocks, and know exactly how to make the
hunter, the hunted.
104 STARHEART
Paweł Stein (Order #50251354)
AETHER DOMAIN DESIGN NOTE
Although Aether functions as “magic” in StarHeart, StarHeart does not use an Aether Trait analogous to Daggerheart’s Spellcast
Trait. This is to give players and GMs flexibility in describing and conceptualizing how Aether functions in their StarHeart campaign.
When an Aether Ability calls for an Action or Reaction Roll, the Trait choice should be made in the same way the Trait would be
chosen for any Action or Reaction Roll.
AETHER DOMAIN
AETHERIC FUNDAMENTALS CONNECTED MINDS MISDIRECTION
Level 1 Aether Ability Level 1 Aether Ability Level 2 Aether Ability
Recall Cost: 0 Recall Cost: 1 Recall Cost: 2
Spend a Hope to wind the Aether to Telepathy: Spend a Hope to open a line Disguise: You use Aether to influence
accomplish a goal. You can gain limited of mental communication with one the minds of those around you. Anyone
telekinesis, telepathy, enhanced target you can see. This connection that looks at you will not see you, but
senses, life detection, and physical lasts until your next rest or you use an altered appearance. You can change
augmentation (such as making an Telepathy again. your features, clothing, and equipment,
impossible leap or a burst of super Recant: Spend a Hope to force a target but not your general shape or size.
speed). The GM may call for a Trait roll within Melee range to make a Reaction Illusion: Make an Action Roll (14). On a
depending on what you’re trying to do. Roll (13). On a failure, they forget the success, create a temporary visual
last minute of your conversation. If all illusion no larger than you within Close
The intent of this ability is to afford of the target’s Stress is marked, they range that lasts for as long as you can
characters narrative permission to have disadvantage on this reaction roll. see it. It holds up to scrutiny until an
wind Aether to produce mystical and Trick: Spend a Hope to force a target observer is within Melee range.
miraculous effects without requiring within Close range to make a Reaction Shifting Flows: Spend a Hope when an
a laundry list of separate domain Roll (13). On a failure, you can make the enemy attacks you to make the
cards and/or features for each target find an otherwise unpalatable attacker temporarily Vulnerable.
effect. Each table/group will have to suggestion seem reasonable, or create
definie the limits of this ability. a fleeting hallucination that distracts FORESEE
the target. If all of the target’s Stress is Level 3 Aether Ability
AETHER THROW marked, they have disadvantage on this Recall Cost: 1
Level 1 Aether Ability reaction roll. Vision Beyond Vision: Once per long
Recall Cost: 1
rest, spend 3 Hope to ask the Aether
When you have an equipped weapon
AETHER TETHER
one “yes or no” question about an
with a range of Melee or Very Close, Level 2 Aether Ability
event, person, place, or situation in the
you can throw it to attack an adversary Recall Cost: 2
near future. For a moment, the present
within Close range and then have it Bind: Make an Action Roll against a falls away and you see the answer
return to you. You can spend a Hope to target within Far range. On a success, before you.
target an additional adversary within they’re temporarily Restrained and Predictive Reflexes: After a long rest,
range with the same attack roll, or must mark a Stress. If you target a place a number of tokens equal to your
increase the range to Far. Spend 2 Hope flying creature or small vehicle, it falls Tier on this card. When you roll a
to do both. when it becomes Restrained.. damage die or advantage die, you may
Levitation: Make an Action Roll to spend a token to replace the result with
MENDING TOUCH
temporarily lift a target you can see up any number on that die’s range.
Level 1 Aether Ability into the air and move them within
Recall Cost: 1 Close range of their original position. REBUKE
You lay your hands upon a creature and Level 3 Aether Ability
wind Aether to close their wounds.
HEALING FLOWS Recall Cost: 2
When you can take a few minutes to Level 2 Aether Ability
You can interrupt an attempt to use
focus on the target you’re helping, you Recall Cost: 1
Aether or maintain an Aether effect.
can spend 2 Hope to clear a Hit Point or Make an Action Roll (13) to target a Make a Reaction Roll against the
a Stress on them. Once per long rest, creature other than yourself within creator of the effect. On a success, the
when you spend this healing time Melee range. effect is canceled or stopped, and then
learning something new about them or On a success, mark a Stress to clear 2 place this card in your vault.
revealing something about yourself, Hit Points or 2 Stress on the target.
you can clear 2 Hit Points or 2 Stress On a failure, mark a Stress to clear a
on them instead. Hit Point or a Stress on the target.
You can’t heal the same target again
until your next long rest.
TECH DOMAIN
FLAMETHROWER SO MANY WONDERFUL TOYS GHOST TRACE
Level 1 Tech Ability Level 2 Tech Ability Level 4 Tech Ability
Recall Cost: 1 Recall Cost: 1 Recall Cost: 1
Make an Action Roll to blast flames at You are an expert with the numerous Once per session, you can execute a
up to three adversaries within Close devices in your kit or armor. When you stealthly intrusion protocol on a
Range. Each target you succeed complete a rest, place a number of system, structure, or defense network.
against takes 2d6 energy damage and tokens on this card equal to your Make an Action Roll with advantage
must mark a Stress. Proficiency. You may spend a token to: against the environment’s difficulty. On
• Make an adversary temporarily a success:
PROTECTIVE Vulnerable. • You leave no trace of entry—no logs,
MODIFICATIONS • Make an adversary temporarily alerts, or security response.
Level 1 Tech Ability Restrained. • You learn 1 hidden fact about the
Recall Cost: 0 • Move an adversary from Melee to system, target, or environment.
When you or an ally take the Repair Close, or Close to Melee. • You may reroute or disable one
Armor Downtime Move, you may apply • Make an ally Hidden. defense, trap, system, or sensor
protective modifications. That Unspent tokens are cleared when you without detection.
character gains +1 Armor until their rest. On a critical success, you gain access
next rest. to additional restricted data or can
CLOAKING FIELD reprogram a non-sentient system to
SPIDER-CLING SYSTEM Level 3 Tech Ability serve you.
Level 1 Tech Ability Recall Cost: 1
Recall Cost: 1 SIGNATURE EXPERIENCE
Mark a Stress and choose yourself or
Level 4 Tech Ability
Spend a Hope to deploy micro- an ally within Melee range to become
Recall Cost: 2
adhesives that allow you or a creature Invisible. An Invisible creature can’t be
you can touch to climb on walls and seen except through specialized Choose one of your Experiences that
ceilings as easily as walking on the sensors, giving attack rolls against represents technical expertise. When
ground. This lasts until the end of the them disadvantage. Place a number of you use that Experience, you may roll a
scene or you use the Spider-Cling tokens on this card equal to your d20 as your Hope die.
System again. Proficiency. When the Invisible
creature takes an action, spend a token MASTER GHOST
BOT SCOUT from this card. After the action that Level 5 Tech Ability
Level 2 Tech Ability spends the last token is resolved, the Recall Cost: 1
Recall Cost: 0 effect ends. You can only make on When you successfully access a
creature Invisible at a time. security system, the GM reveals the
Spend a Hope to deploy a small floating
bot that you can move anywhere within current environment’s stat block to
JET PACK
Very Far Range. While this ability is you. Then, place a number of tokens on
Level 3 Tech Ability
active, you can see through the bot as this card equal to your Proficiency. You
Recall Cost: 1
though you’re in its position. You can may spend a token to influence the
transition between using your own You have acquired and learned how to environment in the following ways:
senses and seeing through the bot pilot a jet pack or other personal flight • Trigger an environment feature
freely. If the robot takes damage or technology. When you fly, make an against your adversaries.
moves out of range, the ability ends. Action Roll (15). On a success, place a • Force an adversary to make a
number of tokens equal to your Reaction Roll (14). On a failure, deal
Proficiency on this card. On a failure, d8+2 physical damage to an adversary
place one token on the card. When you using your Proficiency.
make an Action Roll while flying, spend • Cancel an environment feature the
a token from this card. After the action GM spent Fear to activate.
that spends the last token is resolved, • Remotely observe what is happening
you descend to a surface directly below in any area of the environment.
you.