Themes for GammaFinder, Part 1 (Alphite)
Posted by Owen K.C. Stephens
So we introduced some quick and easy rules for GammaFinder, a post-apocalypse campaign hack for Starfinder, introduced the concept of the Unburned World and its relics (Halidom), and then gave some Halidom game rules.
Since these have proven very popular so far, I thought I’d try some more GammaFinder stuff, and see how it goes over. Since my simple rules cover things like mutation, and ancient weird tech and magic is covered by Halidoms, it seemed to me the main thing we still needed were some GammaFinder-specific themes.
Alphite (+1 Int)
You were born and raised in Alpha, the domed (and doomed) city that was the last bastion of order, technology, and science in the GammaFinder world–until it was destroyed by the Omega Invasion. But while you home was smashed, the broad education and basic understanding of how science and even quantum manipulation (called “magic” by the uneducated) function is still with you. It’s not that you are necessarily a scientist as a focus. It’s that you were raised to understand the power of intellect in all things, and given a firm set of conceptual tools you can apply to most problems.
Theme Knowledge (1st)
You received the benefit of an actual classic education. It wasn’t as broad and complete as it would have been in the Unburned World–too much was lost during the Chasm of History–but it was more complete and involved than is available anywhere else in the world that remains. That gives you a grasp of the scientific method, the psychic basics, and core problem solving. You reduce the DC of any skill check to recall knowledge by 3, and when you take 10 on a skill check, you gain a +1 bonus. Select Mysticism or Physical Science. The selected skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill.
In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Careful Consideration (6th)
The more time you have to consider how to solve a problem, the better you are at doing so. You gain a +2 bonus to skill checks when you take 20. Additionally, you gain a +2 bonus to your second and subsequent skill checks when trying to understand a Halidom.
Intellectual Dispassion (12th)
Your understanding that everything makes sense if you know enough about it allows you to overcome emotional responses by leaning on your trust of a rational world. When you fail a saving throw against an emotion effect, fear effect, or effect that causes you to be confused, you make expend a Resolve Point as a reaction to immediately reroll the saving throw with a +5 bonus. You take the better of the two save results.
Sitting back and calmly thinking about your circumstance, your assets, various tactics and methods you can try to overcome your difficulties, and what you know that may assist you in future endeavors calms and centers you, leaving you feeling renewed. Up to twice per day, after you spend at least 10 minutes in deep contemplation (this doesn’t count as resting to regain Stamina Points, and during this time you take a -10 penalty to all Perception checks), you regain 1 Resolve Point.
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