Blog Archives

Awesome 80s: Gazer Guns (for Starfinder)

Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s gazer guns, optical weapons that use the optic nerves (or cameras) to access the nervous systems.command circuits of a target and shut them down.

This one is a bit more obscure so I’ll mention, there was this 1981 science fiction film written and directed by Michael Crichton called Looker

Gazer Guns

Gazer guns create bolts of intense optical patterns that, when perceived by optical nerves, travel directly to the brain and can short-circuit the nervous system (or control circuitry) of nearly any creature with sight. Gazer gun attacks are made against a target’s EAC.

The damage dice of a gazer gun don’t indicate points of damage, but instead the number of rounds an affected creature is dazzled. If a gazer gun affects a creature that is already dazzled, the creature is instead dazzled, flat-footed and off-target for the duration indicated by the damage dice. If a gazer gun hits a target that is already dazzled, flat-footed, and off-target, the target must make a Fortitude save (DC 10 +1/2 weapon item level +attacker’s Dex modifier, minus any penalties that apply to the attack roll) or be dazzled, flat-footed, off-target, and staggered for the duration indicated by the damage dice. If a gazer gun hits a target that is already dazzled, flat-footed, off-target, and staggered, the target must make a Fortitude save (same DC) or be dazzled, flat-footed, off-target, and dazed for the duration indicated by the damage dice.

A creature dazed by a gazer gun does not notice the passage of time while dazed, and is not aware of events that happen within the condition’s duration.

A gazer gun cannot make attacks against creatures that cannot see the attacker, including those that are blinded or sightless.

All gazer guns are of light bulk, and have a capacity of 20 and a usage of 1.

Untyped Small Arms
WEAPON LVL Price Damage Crit Range
Gazer, astarte 1 200 1d2 Staggered 20 ft.
Gazer, qetesh 4 2,500 1d3 Staggered 30 ft.
Gazer, hathor 8 10,000 1d4 Stunned 30 ft.
Gazer, turan 10 19,000 2d3 Stunned 40 ft.
Gazer, nanaya 12 44,000 2d4 Stunned 50 ft
Gazer, venus 14 90,000 2d5* Stunned 60 ft
Gazer, xochipili 16 200,000 2d6 Stunned 70 ft
Gazer, prende 18 400,000 2d7* Stunned 80 ft

*If you do not have access to d5s, this damage can be 1d4+1d6. If you do not have access to d7s, this damage can be 1d6+1d8.

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Cthoul (for Starfinder)

The Cthoul are horrific creatures that exist as much in higher dimensions of realist as they do the Material Plane. Though their forms can shift and morph depending on the circumstance, their true nature being too foreign to mortal comprehension to ever be entirely perceived or grasped, they are most often encountered as think humanoid creatures, with bulbous heads, long tentacles emerging from their lower face, and spindly, clawed fingers.

The Cthoul are not native to our reality, and much of their power comes from their power to draw rules of operation from their twisted, alternate dimensional extensions to wrap and pervert the natural environment. Their home dimension–a palce so wrong by any reasoned thought it is known only as the Inversity–is not well understood, though it is known it has easier access to the lands of Leng and the FiendWebs than normal space. It is believed to be a reality that was entirely formed from the unconscious dreams of the Great Old One, Cthulhu, and that the Cthouls appearance is a trifle of the cosmic demands that reality made on life which evolved from it’s befouled origins. The Cthoul themselves do not speak of this theory, and while they alternatingly venerate and enslave horrific elder beings, they have no special affinity for, or understanding of, Cthulhu.

Ancient, often mind-shattering histories of long-lost alien civilizations claim that once the Cthoul ruled a vast Empire that spanned all of known existence. But that ur-reality was split, with different gods and other cosmic powers scrambling to carve out alterverses over which they would hold sway, and the Cthoul were cut off from much of the mortal mortal existence. Now they can reach realms conceivable by humanoid minds only rarely, though their banishment was neither complete nor absolute. Their twisted star vessels of indescribable color seem able to invade our reality only when those who crave their secrets summon them, or the conjunctions of planar energies form weaknesses in the weft of spacetime they can violate.

Cthoul’s very presence places pressure on the sanity of those who perceive or approach them and they seem sustained (or at least entertained) by this effect, causing them to also be known as lucidivores or “mind eaters.” They are physcially extremely strong and resilient, though each Cthoul appears to be harms by some substance or energy, but there is no commonality to what that is. They also have powerful psionic powers, and know fell magics that can pervert, twist, corrupt, and blast everything from common matter to the very souls of those who oppose them.

Cthoul plans always follow some horrific, aberrant logic, and often involve steps that occur on alternate planes of reality, making their purpose or goal literally incomprehensible to mortal minds. That said, their schemes and efforts always seem bent on creating horror, fear, pain, and despair, and some appear to take particular pleasure in torture specific species, personality types, or even accursed individuals. to be the object of a Cthouls attention for years, or even generations, in particularly dreadful, for they cannot be bargained with or trusted, and their minds can conceive of ordeals no sane being would contemplate, much less inflict on living beings. And even if driven off, slain, or utterly destroyed in normal space, most of a Cthoul exists in reality beyond the reach of even the most powerful outsiders, and once their multidimensional selves heal, they can return to execute more foul events.

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Nostalgia as Validation

One of my soft spots is when something I loved as a child is presented as being important.

This is, of course, mostly the case with fictionally important.

The new Godzilla trailer takes something I loved (and am still quiet fond of), and presents it in a way that tells my subconscious “This matters. This is important. Your faith in this is about to be rewarded.”

It’s nostalgia as a form of wish-fulfillment validation. I’m not just reacting to the idea that I get new stories about thing I like, I am enjoying the sense of being *right* to have enjoyed those things before. My personal preferences are (fictionally) affirmed as worthwhile and (within the fictional context) world-changing.

I’m not claiming this is a good thing. Indeed, i suspect it is strongly related to the feelings that can become toxic fandom, which is one reason why in entertainment, I try to focus on things I like, rather than things I don’t.

But to me, it’s an interesting reaction worth analyzing and considering. ESPECIALLY if it is related to the kinds of feelings that can lead to toxic reactions.

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The Awooginator, for Starfinder

An awooginator is an unusual weapon, popular with pacifists, some law-enforcement groups, anarchists, and some tactical combat teams. It does nothing but create a technologically-generated psychic wave that causes all creatures in the area to hear a loud claxonlike noise, which is most often written as “awoooGA” by those who try to express the sound to people who have never been on the wrong end of an awooginator. Because the waves of psychic energy are carried along an electromagnetic field to affect the nervous systems of creatures, things like armor and cover can protect a target from the awooginator’s effects. To be affected, a target must be in the weapon’s blast, and it must successfully hit the target’s EAC.

The psychically-generated sound is spectacularly sudden, loud, and distracting. Targets are thrown off-target for a number of rounds equal to 1/5th the awooginator’s item level (minimum 1 round), and can be deafened by it (even though the sound is psychic, rather than real), as the target is overcome by the sheer neurological memory of the phantom sound. All awooginator models are of light bulk, and have a capacity of 20 and a usage of 4.

Uncategorized

Small Arms

         
Name Level Cost Range Crit Special
Awooginator, bellow 1 400 30 ft. deafen blast
Awooginator, horn 6 5,000 40 ft. deafen blast
Awwoginator, siren 11 22k 50 ft. deafen blast
Awooginator, claxon 16 146k 60 ft. deafen blast

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Awesome 80s: The Kontos (Legendary Bladed Thrown Weapons, for Starfinder)

Some weird, awesome stuff came out in the 1980s, that impacted my geek trajectory significantly. The Awesome 80s line of blog posts is about sharing some of the things I have been inspired to create by movies, shows, games, and literature of that decade. In this case, it’s the Kontos, a legendary line of throwing weapons that remain relevant even with the prevalence of far-future technology.

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The Kontos

The origins of the Kontos can be traced back to a small world of humanlike beings who possessed a feudal society with primarily analog technology. They had some rudimentary control of magic, but primarily used it for healing and magical metallurgy, with anyone attempting more advanced magic (such as shapeshifting) generally being at best half-trained and often seen as lacking the power to do harm. However, several lines of these people had innate psychic powers. Those lines often rose to positions of nobility and royalty. Inbreeding then caused their powers to weaken, requiring them to be channeled through devices such as the original Kontos, a bladed throwing weapon though could be controlled telekinetically by even the most latent of psychics. This weapon evolved from spears and lances and is still called by the same name, despite clearly not being a polearm.

This minor world likely would have gone almost entirely unnoticed if an invading aberration had not landed a teleporting magitech starship on the surface and, treating it as a nigh-impregnable keep, moved to conquer the world. This caused once-opposing factions to join, combining two royal lines in such a way that they could both maximize the effectiveness of the Kontos, and granting them (and their offspring) powerful pyrokinetic powers. This alliance defeated the alien invades, backwards-engineered its teleporting hybrid starship’s magitech, and within a generation became a powerful starfaring power, bringing duplicates and variants of the original Kontos with them to the stars.

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Rapid Returning Fusion

At its base, the Kontos is a typical thrown weapon with a special weapon fusion. This functions as the returning fusion, but the weapon returns immediately after each attack, allowing it to be used to make multiple attacks in the same turn. It also gains the penetrating special weapon quality. However, a character must meet the prerequisites for the Psychic Power feat to gain these additional benefits—for anyone else it functions purely as a returning thrown weapon.

The rapid returning fusion costs 125% of a normal fusion, and all Kontos have it added automatically (it is included in their base price). As a result, all Kontos are magic items.

The blades on a Kontos retract automatically when they approach their thrower, making it safe to catch and throw again quickly. All Kontos have light bulk.

 

Advanced Melee Weapons, 1-hand
WEAPON LVL Price Damage Crit Special
Kontos, guisarme 1 490 1d4 S Knockdown Thrown (20 ft.)
Kontos, fauchard 4 3,180 2d4 S Knockdown Thrown (30 ft.)
Kontos, volge 8 12,710 4d4 S Staggered Thrown (50 ft.)
Kontos, corseque 10 21,300 3d8 S Staggered Thrown (60 ft.)
Kontos, ranseur 12 49,000 4d8 S Staggered Thrown (70 ft)
Kontos, sovnya 14 95,100 6d8 S Staggered Thrown (80 ft)
Kontos, caber 16 215,000 8d8 S Staggered Thrown (90 ft)
Kontos, glaive 18 445,000 11d8 S Staggered Thrown (100 ft)

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Gate Gun, for Starfinder

A gate gun creates a gate through hyperspace. The first time a gate gun is fired, it creates an “A” gate, which doesn’t do anything on its own. The second time it is fired, it creates a “B” gate. Each gate takes up one 5-foot square. Anything that enters an A gate is immediately teleported to the B gate, while maintain the same orientation and momentum. This includes light, so the gates can be used to establish line of sight and line of effect for Perception checks, spells, ranged attacks, and so on.

An A gate lasts 1 round per level of the gate gun, or until an associated B gate collapses. A B gate lasts 1 round per level of the gate gun. Thus if you have a 5th level gate gun, when you establish an A gate it lasts 5 rounds on its own. If during this time you create a B gate, the A-B gate pair them lasts 5 rounds from that moment. Then both collapse. If you trigger a gate gun when there are no gates associated with it, or when there is a full A-B gate pair, you create an A gate, and any old gates collapse. If you fire a gate gun when it just has an A gate open, you automatically create a B gate paired to it.

A gate gun has a maximum range of 10 feet per level, both for how far away it can create a gate, and how far apart those gates can be. If you attempt to create a gate too far from the gate gun or too far from its paired gate, all gates collapse. If travel between pair gates draws a line through a force effect or at least 1 inch of star metal, the travel fails (though the gates remain active, and they can’t be used to establish line of effect or line of sight).

Gate guns aren’t illegal in most jurisdictions, but carrying one is often seen as evidence you are a thief, spy, or voyeur.

Small Arms          
WEAPON LVL Cost Range Capacity/
Usage
BULK
Gate gun, Brandenburg 4 3,200 40 ft. 80/20 L
Gate gun, Meridian 7 8,500 70 ft. 80/20 L
Gate gun, Ishtar 11 34,000 110 ft. 100/25 L
Gate gun, Buland Darwaza 15 125,000 150 ft. 100/20 L
Gate gun, Triomphe 19 725,000 190 ft. 100/10 L

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Seven Dead Sin Cults

The Avarice cult steals from the sin cultists’ enemies… but also eventually steals from the other sin cultists, and is destroyed by the Wrath cult.

The Wrath cult strikes at the sin cultists’ enemies, but eventually gets itself killed.

The Lust cult drives the passions of the other cultists, and is drawn especially to Pride cult.

The Envy cult tries to demoralize the enemies of the cult, but ends up destroying itself by attacking the Lust and Pride cults.

The Pride cult can’t help but talk about how great the cult is, revealing themselves and the Lust cult in time and getting rounded up.

The Gluttony cult is then nearly alone and, having fed on the riches of the other cults, is too out of shape to accomplish anything when it tries to consume more.

And the Sloth cult?

The sloth cult does nothing, surviving the destruction of the other cults, and spreads the rumor it is destroyed. Then, it grudgingly restarts those other cults, so it can avoid having to do anything else to keep its foes from finding it.

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LawStar Justicar (for Starfinder)

We’ve explained ThemeTypes—a kind of character option that uses both your theme and an archetype to make a bigger change to your character that either could by itself—and presented a number of specific ThemeTypes designed to be alternate multiclass rules for adding some envoy, mechanic (drone), mechanic (exocortex), mystic, operative, and technomancer class abilities to a character.

But ThemeTypes can do much more than replace multiclass rules. That can open up whole new realms of character concepts, allowing for roles and ideas that are more than just a background or a subset of any one character class, but don’t rise to the level of needing their own character class. These are things like champions of interstellar police forces, space-faring knights-errant, and entities who have had their whole bodies replaced with transforming cyborg frames. Within each of these concepts, a character could still be an envoy, soldier, mystic, and so on. Indeed, entire campaigns can be built around such role-based ThemeTypes, emulating popular comics and cartoon series that focus on one specific group of starfaring heroes, while still exploring the individuality of each character.

As an example of this kind of sweeping, character-defining ThemeType, we present the LawStar Justicar.

LawStar

The LawStar is an organization that promotes order, justice, and safety throughout the known galaxy. A central LawStar Executive exists that works to build systems and train agents to end war and crime, support peace and prosperity, and oppose evil and suffering in all forms. Seven LawWorlds form the core of this organization, each ruled by a branch of the Executive and operating under the LawStar Code, which promotes fairness, freedom, and equal treatment. It is believed that the LawStar Executives themselves answer to a High Executive, a being of pure beneficent order, which may be an angel, demigod, or ancient alien species that have long since become creatures of pure energy.

Typical LawStar agents and even LawStar fleets and ground forces operate mostly in lawless zones, applying the most widely-recognized, democratically selected laws against slavery, piracy, tyranny, and oppression. Any world can request LawStar enforce such laws on that world with a general referendum of the population, with a 2/3 majority being seen as the will of the people, regardless of the will of the government.

But even beyond the agents, judges, and executives, the most elite members of the LawStars are the Justicars.

The Code of the LawStar
It is the right of all Sapients,
To Live free of slavery, tyranny, torture, or oppression.
To Choose their own life path, to Gather and to Freely Express Themselves,
To be treated with Dignity, Fairness, and Compassion,
And to be able to seek Redress for wrongs against them.
This is the Code of the LawStar.
We Live by the Code, We Die by the Code.

RGG-LashuntaLawstar-color-02

LawStar Justicars

Those individuals who show an extraordinary aptitude for investigation, law enforcement, compassion, and drive, are sometimes selected to become LawStar Justicars. While such candidates are often taken from the ranks of LawStar agents and officers, it is not unknown for a Justicar position to be offered to a sapient creature with no connection to, or even knowledge of, the LawStars.

Justicars are considered the LawStar elite, but they are also outside of the lawStar’s normal chain of command. Each LawStar Justicar is an authority onto itself, and neither takes orders from, nor has any power to give orders to, any other LawStar. If a LawStar Justicar turns from the Code of the LawStar, it is the duty of any Justicar who learns of this breach to make amends for their kin’s wrongdoing, and to insure that such wrongdoing stops. Of course the fact that the LawStar sigil cannot be made to function for those with evil intent generally makes this easier, but there are cases of LawStars who truly wish to do good to be so damaged or mistaken in their beleifs that they must be stopped by other Justicars.

The sign, and power source, of the Justicars are their LawStar Sigils, powerful hybrid items that defy all efforts to determine their origin, function, or power source. Each Justicar is offered a sigil when offered the role of starfarer agents of justice, and once accepted it becomes part of their spiritual essence. It appears as a ring, broach, piercing, or similar item appropriate for the Justicar’s species, but is in fact inherent to each Justicar—it cannot be removed, damaged, or destroyed, it fades when a Justicar dies, and it returns if they are raised from the dead.

Justicars often work with similarly gifted individuals who are outside the LawStar organization to seek out injustice and tyranny and oppose it, though small bands of Justicars also sometimes form to tackle more significant issues.

LawStar Justicar ThemeType

LawStar Knowledge (Ex, Theme, 1st Level): At first level, you gain Culture as a class skills. If you already have Culture as a class skill, you instead gain a +1 bonus to all Culture checks. Additionally, you gain limited telepathy. If you already have (or later gain) limited telepathy, you instead gain a number of bonus languages equal to your character level, which only count as languages for purposes of determining what creatures you can use your limited telepathy with.

LawStar Sigil (Su, Archetype, 2nd Level): You can absorb nonliving equipment into your LawStar Sigil. This takes ten minutes per item, and requires the equipment be unattended. If the equipment has proficiency requirements, passwords, activation phrases, security measures, or prerequisites for use, you must have full access to all of the item’s abilities before it can be absorbed. You can absorb items with an item level no greater than your character level +2, and can have a maximum number of items absorbed equal to your maximum number of Resolve Points. While absorbed in your ring the equipment is nonfunctional and safe form outside influences, though time passes for it normally. Items in your LawStar Sigil do not count towards your maximum bulk. You can have no more bulk worth of items absorbed into your LawStar Sigil that your two highest ability scores.

Your LawStar Sigil gives you the benefit of any one suit of armor (and its upgrades, as well as its drawbacks such as slower speed or Max Dex Bonus to AC) absorbed into it at a time, and you can swap what suit of armor that is as swift or move action. If you have a suit of powered armor in your LawStar Sigil, you can manifest it using the rules below separately from gaining the benefits of a suit of absorbed light armor. You can change what upgrades are in what absorbed armors during a ten-minute rest without a check of any kind, though upgrades must be placed in armors able to accommodate them.

You can manifest any other items absorbed into your LawStar Sigil as hardlight constructs from your sigil, and use them normally. If you use a consumable item, it is no longer absorbed into your LawStar Sigil, and equipment needs batteries, ammunition, fuel, and similar charges normally, and can be reloaded normally. Any item destroyed or disarmed or stolen from you is removed from the items absorbed in your LawStar Sigil.

You can’t use the appendage your LawStar Sigil is on for any other function while you have equipment manifested. However, your LawStar Sigil can support two hands/limbs worth of items without using any other hands from you. If you need to use more equipment than that, you can handle your manifested equipment normally. You cannot manifest more items than you can wield at once.

You can drop a manifested item, causing it to fully form (no longer as a hardlight construct) an no longer count towards items absorbed in your LawStar Sigil.

LawStar Sigil Flight (Su, Archetype, 4th Level): Your LawStar Sigil grants you 30 feet of flight when in a vacuum or zero-G environment.

Improved LawStar Sigil Absorption (Theme, 6th Level): Your LawStar Sigil causes all absorbed items to count as having an item level at least equal to your character level for purposes of determining hardness, Hit Points, and save DCs. This is true even while such items are manifested, but not if they are dropped. Additionally, all damaged equipment absorbed in your LawStar Sigil regains a number of Hit Points equal to your character level whenever you take an 8-hour rest and regain your daily abilities.

Greater LawStar Sigil Flight (Su, Archetype, 4th Level): Your LawStar Sigil grants you 30 feet of flight.

Improved LawStar Sigil Absorption (Su, Archetype, 9th Level): Your LawStar Sigil can now manifest (a LawStar Sigil nd allow you to wield) two additional arms worth of hardlight equipment.

Improved LawStar Sigil Environmental Protection (Su, Theme, 12th Level): Your LawStar Sigil can now grant you environmental protection for a number of weeks equal to your character level. You must forgo any environmental protection from your LawStar Sigil (including from any armor absorbed into it) for 24 hours to recharge this ability.

LawStar Sigil Space Travel (Su, Archetype, 12th Level): Your LawStar Sigil flight speed increases to 60 feet. Additionally, you can fly through space to travel from point-to-point on a planet, go into orbit or land, reach satellite, or travel in-system using the starship Standard Navigation and Astrogation rules. You cannot enter hyperspace using your LawStar Sigil, nor leave hyperspace if already there, though you can fly around within hyperspace normally.

LawStar Telekinesis (Sp, Theme, 18th Level): You can use the sustained force function of the telekinesis spell at will, and use the combat maneuver function 5 times per day. Additionally, you can carry willing, unconscious, or helpless creatures weighing no more than 2,000 lbs and extend your LawStar Sigil’s environmental protections to them, though each creature you carry reduces the number of limbs worth of equipment you can manifest as hardlight by one.

LawStar Starship Construct (Su, Archetype 18th): Your LawStar Sigil can now absorb one starship, with the same restrictions on access and passwords as absorbing equipment. You can access this starship as a hardlight construct, as long as you are in the same system, or gain its abilities when engaging in starship combat. The LawStar Sigil will fill any role you do not, and has a flat bonus equal to your character level for any checks in makes.

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BEHOLD THE MIGHTY CAPIEKIE!

So, we took a capiekie to the 4th of July gathering we went to.

That’s a cake, stuffed with a pie, stuffed with cookies.

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It seems complicated, but making one isn’t that difficult.

The first step is always to pick complementary flavors. In this case, it’s a rum-glazed yellow cake, stuffed with a cherry pie, that is itself stuffed with chocolate cookies. Cream pies don’t work well for this. Sometimes, to see if it’s a good three-way match, I ask myself if there’s one flavor of ice cream or sauce that would go with all three dessert elements.

So, construction is in steps.

First, bake your cookies. It’s okay if they are only lightly done. Then bake the pie crust by itself, without filling, in a pie pan. Then make the cake batter, and pour about 1/3 of it into a springform pan. Then lift the crust out of its pie pan, and settle it into the batter. Then a layer of pie filling goes into the pie crust, then a layer of the cookies (just one layer—you can set the rest aside for a second capiekie if you want), then the rest of the pie filling. Then the top crust of the pie (just set it on, no need to crimp it or anything), and then the rest of the cake batter, which should cover the pie crust.

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Then, cook as directed for a square cake, though realistically you’ll need to check doneness with a toothpick at the edge (since the center is gooey pie when the cake is solid).

In this case we went with a rum glaze, but you could frost it. Just… only frost the top. A capiekie’s sides don’t have a lot of structural support.

Then cool in the fridge overnight, and remove from springform pan after a good 12 hours of cooling.

Make sure you are taking this thing to a party. It’s not a leave-it-on-the-house-to-snack-on kind of dessert.

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Awesome Starfinder Teamwork Rules

Teamwork is a common element of adventure fiction, but it can be difficult for a game to grant bonuses to characters that are better at working together than their players are at making support-based tactical decisions. Previous d20 games have attempted to overcome this difficulty with Teamwork Feats but (with the exception of a few specific implementations as class features), those feats require everyone who is to benefit from them all take the feat, making them so uncommon and reviled I didn’t even want to mention them in this article’s title.

But it doesn’t have to be that way.

These proposed Starfinder Roleplaying Game Teamwork Feats assume only one character is going to take them, and that the character then coordinated tactics in advance with a set of team members. The team members can change as the party’s needs evolve, and in this way a character can become an expert tactician and coordinator, even if the character’s player isn’t particularly good at game tactics.

Team Members: Team members benefit from all your teamwork feats. You designate your team members among the people you can take to and discuss tactics with, in a process that takes 10 minutes. You can have a maximum number of team members equal to your maximum Resolve Points, or your Charisma modifier, whichever is higher. You increase this maximum by 1 for each envoy improvisation class feature you have. If you have telepathy or limited telepathy, you may have 1 additional team member. If you have the mindlink class feature, all creatures in a mindlink with you automatically count as team members.

Each time you get 8 hours of sleep, or take a 10-minute rest and spend Resolve to regain hit points, you can change your team members. If a team member is unable to communicate with your for 24 hours, they stop being a team member.

Starfinder Teamwork Feats

Back-to-Back (Teamwork)
Benefit: Whenever two or more members of the team are adjacent to each other, foes gain no benefit from flanking them.

Bolster (Teamwork)
Benefit: Whenever a team member restores Stamina Points or Hit Points to another team member, the number of points restored is increased by half your character level (minimum +1).

Bounding Overwatch (Teamwork)
Benefit: Team members gain a +2 circumstance bonus to Perception checks, and to AC against attacks of opportunity, when within 15 feet of another team member.

Close Support (Teamwork)
Benefit: A team member can exclude any one other team member from any area attack or instantaneous area effect.

Coordinated Fire (Teamwork)
Benefit: Team members gain a +2 bonus to attack rolls made for cover fire or harrying fire, and the benefit of such actions increases by 1 with regard to other team members.

Duck and Cover (Teamwork)
Benefit: When a team member makes a Reflex save while within 15 feet of another team member, he gains a +2 bonus to his Reflex save. If an initiating team member makes a Reflex save and an adjacent team member fails a save against the same effect, the initiating team member may choose to fail their saving throw as a reaction, and cause the adjacent team member to succeed at their own save.

Elite Ship Crew (Teamwork)
Benefit: When a member of a team makes a skill check or attack roll in a starship combat role, they may use the total bonus -2 of any other team member’s attack roll or skill check rather than their own bonus. No team member may grant their bonus (-2) to more than one other team member each round.

Got Your Back (Teamwork)
Benefit: An initiating team member can take a standard action to grant an adjacent  team member the ability to take 10 on a skill or ability check, even when circumstances would normally prevent it, until the beginning of the initiating team member’s next turn.

Load Out (Teamwork)
Benefit: A team member can carry any one other team member of the same size or less, with just a 5 foot reduction to the carrying team member’s speed, regardless of bulk. This takes 1 hand.

Set up (Teamwork)
Benefit: As a move action, an initiating team member can give other team members a +2 circumstance bonus to combat maneuver attack rolls against a target adjacent to the initiating team member until the beginning of the initiating team member’s next turn. Alternatively, as a standard action, the initiating team member can grant a +4 circumstance bonus.

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