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Owen Explains It All: Tiny Terrors for Starfinder
Before we get to any OGL content, an editorial aside:
This post is tagged as an “Owen Explains It All” post because it links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do episodes picking new or classic things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game. This article ties in to the “Owen Explains It All: Ice Pirates” episode.
In this ep. we talked about a lot of the shameless scene-stealing of Ice Pirates (and, to be honest, added content warnings we discovered we needed after watching the movie for the first time in decades — not all old content holds up), and focused on the scenes that resented a small, fast, infectious threat that serves as a B Plot in the movie.
The show has a logo and everything!

This kind of small, infectious, lurking threat is fairly common in scifi fiction, but not well-supported by most existing Starfinder monsters. It works particularly well when the PCs are stuck in a specific area, such as on a starship during a long voyage, in a city or prison complex, or taking shelter in an ancient alien ruin to escape a deadly ion storm ravaging the outside. It can also work well as a recurring threat — a tiny terror that attacks the players, works to infect one, then flees the scene only to come back again later.
So whether your PCs are dealing with an alien that burst out of someone’s chest at lunch, acid-spitting reptilian aliens working to establish dominance, or a disgusting git that’s infected your ship, you can create a new kind of threat for your players by introducing a tiny terror to your Starfinder game.
THE TINY TERROR
Sometimes you encounter a hostile creature that’s not a threat in a direct stand-up fight, but rather a lurking threat you have to hunt down, trap, or maybe even blow up the whole planet just to be sure. Making a tiny terror can be easy, with this template you can slap onto any thematically appropriate creature. Shrink the monster down to diminutive or tiny size (no need to change its ability scores — if PCs can tap into the cosmic forces of gravity, entropy, and magic, a 6-inch insectoid threat can carry a man away with a +8 Str bonus, if that’s what the stat block has), and add the following special rules.
Dodge And Weave (Ex): A tiny terror ignores the movement penalties for difficult terrain, and treats difficult terrain as cover against attacks made by any creature larger than it is.
Duck And Hide (Ex): A tiny terror has Stealth as a master skill. If it already had Stealth as a master skill, it gains a +1 bonus on Stealth checks. It can make Stealth checks anytime it is 30 feet or more for any observer (even if it lacks cover or concealment), and anytime it is in difficult terrain. A character that has successfully used the identify creature task on a tiny terror(using whatever is the appropriate skill for the tiny terror’s creature type), can make an Engineering check to modify any equipment that qualifies as a scanner to detect the tiny terror. Such modified scanners allow Perception check to ignore the tiny terror’s Stealth checks, though only to identify what square it is in.
Hit And Run (Ex): Once a tiny terror has successfully damaged a foe, it gains a +4 AC bonus whenever it takes the fight defensively or withdrawal actions. This ability lasts until the tiny terror makes an attack roll, or is out of combat for 10 minutes or more. As a result once a tiny terror hits (and potentially infects) a foe, it generally seeks to escape the encounter, often by fleeing to an air duct, dense foliage, or other region where pursuers cannot easily follow.
Infection (Ex): If a tiny terror’s attack doesn’t already have a disease attached to it, it gains one. if it had a curse, poison, or other affliction, this is removed in favor of a disease. A target is exposed to the disease, (which is always a physical disease — select any you like the sound of), and the save DC is typical for the ability DC of a creature of the same array and CR as the tiny terror. If the target is killed by the disease, a new tiny terror is born out of the corpse in 1d4 hours. (A tiny terror may grow into the full-sized version of the creature you apply this template to, but how long that takes is a narrative decision made by the GM based on the story’s needs.)
Terror’s Sting (Ex): A tiny terror’s attacks are highly accurate and focused enough to penetrate most defenses, but deal little actual damage. The tiny terror gains a +2 bonus to all attacks, and ignores an amount of its target’s hardness, energy resistance, and damage reduction equal to its CR. However, its attacks deal a maximum amount of damage equal to its CR (roll its damage normally, but if it exceeds the tiny terror’s CR, reduce the damage dealt to equal its CR). In most cases this means it can easily hit target’s AC and bypass defenses, but will still only do a little damage.
Anytime a tiny terror’s attack damages a target, that target is exposed to the infection (see above).
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Owen Explains It All: Plot-Driven, City-Destroying Fireworks for Starfinder
Before we get to any OGL content, an editorial aside:
You may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do episodes picking new or classic things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game. This article ties in to the “Owen Explains It All: Independence Day” episode.
The show has a logo and everything!

The main game-rule idea we discuss in the show is that sometimes, for plot purposes, you want to be able to catch PCs in an area of mass destruction (be that a hurricane, carpet bombing, or alien citykiller beam), which places them as risk but can’t kill them. This is splitting the difference between an entirely game-driven event (where standing around as a city is destroyed can definitely do enough in-game damage to kill someone) and an entirely-narrative even in a game (where the GM just tells the players what happens to set up an important situation necessary for the game).
This allows a GM to ensure the PCs end up in the situation needed for the game to move on, and places them at some risk (which their actions and abilities can mitigate), with no chance they’ll be killed.
Plot-Driven, City-Destroying Fireworks
The skies darken as the K’ruel City Killer materializes high above the city center. There’s a moment of silence as the population takes in the sight of the massive starship, it’s hull covered in runic circuitry glowing a sickly yellow. Then, as its dematerializer pylon begins to power up with a thundercrack, the sounds of screaming and panic begin…
So, the PCs have been caught in a massive, plot-driven even that’s going to destroy everything around them. That’s bad, but as the GM you have assured them that they’ll survive… but their actions, characters’ resilience, and the luck of the dice are going to determine in what condition they survive. They’ll be at 0 Stamina regardless (it’s a massive city-destroying effect after all — of their starship exploded, building collapsed on them, interdimensional oozes swept away all corporeal matter into a interdimensional vortex — whatever massive event your plot needs). But their Hit Points and Resolve Points are still up for grabs, and they may be able to do something about those.
The Warning
This even isn’t supposed to be a gotcha moment — the GM should tell the players what is happening, and how it’ll work. That lets them set their expectations appropriately, and make informed decisions as part of the event, which is an important part of a fun game.
Once you tell the players how this will work, each character gets two rounds of actions before The Event hits them. They can try to get defenses ready, aid one another, take cover–whatever makes sense to them to help their characters come out of this in the best possible condition.
The Threat
Since there aren’t any game statistics for “Plot-Driven, City-Destroying Fireworks,” you’ll need to have a baseline to make sure your Event is an appropriate challenge for the PCs. So, go to the creature creation rules in Starfinder Alien Archive, and look at a combatant with a CR equal to the character’s average character level. When we discuss the Event having an attack bonus, or skill bonus, we’ll be talking about the values from that line of the combatant character creation table.
After the PCs have all has 2 rounds of actions, the Event hits. It comes in 3 waves, but there’s no time to take actions (other than reactions) between the first two. The PCs are going to be subject to an attack roll in part 1, a saving throw in part 2, and then a skill check in part 3. Here’s how it breaks down.
Part 1: Initial Damage
Make a single attack roll using the Event’s highest attack bonus against every PC’s EAC. If the attack hits, the PC takes 4 HP per level of the Event. If the attack missed by 5 or less, the PC takes 2 HP per level of the Event. If the attack misses by 6 or more, the PC takes no HP damage.
Part 2: Saving Throw
Each PC must attempt a Reflex saving throw against the Event’s ability DC. On a failed save, the character loses half their Resolve Points. If the save is failed by 5 or more, the Resolve Points only return at the rate of 1 per full day of rest.
Part 3: Skill Test
Having survived the first two initial waves of damage, the players then get to take a single action to try to avoid the aftershock of flying debris, collapsing buildings, secondary fireballs, and so on. Each player must describe how they use a skill to protect themselves. Appropriate choices include an Acrobatics check to dive into a narrow crevice for cover, an Athletics check to jump into a trench of other safer location, a Computers check to use a datapad to calculate a gap in the oncoming wave of destruction, a Culture check to know where an entrance to a bomb shelter is, an Engineering check to know what walls or vehicles are going to survive the damage and be a good option to get behind, a Mysticism check to use a spell to mitigate the effect, or a Survival check to take steps to mitigate the damage as if it was a natural disaster and damaging weather. The GM has the final say on whether a suggested skill use is appropriate, but the rule of cool should definitely be considered in these cases.
The skill DC is equal to the Event’s Good skill bonus +10. If the PC succeeds by 10 or more, they not only take no damage, they can aid a number of other targets equal to their level + Charisma modifier. This allows them to save an NPC (who will be at 0 SP, 0 HP, and 0 RP), or grant a +5 bonus to an allies’ skill test check. If the PC succeeds by 9 or less, they simply survive with no further effects. If they fail by 5 or less, they lose 1/2 their Resolve Points. If they fail by 6 or more, they lose 1/2 their resolve Points, and those points only return at a rate of 1 per day of rest.
The Aftermath
Unless the PCs are *very* good, and very lucky, after the Event they will be at a serious disadvantage in any combat or resource-intensive encounters (possibly for several days). As the GM you should be ready for this, and may want to focus on things like rescuing other survivors, gathering information, sneaking around, and finding a secure new base or operations before throwing a lot of fights at the characters.
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Owen Explains It All – Warbeasts for Starfinder
Before we get to any OGL content, an editorial aside:
First, this blog has spoilers for the finale of The Book of Boba Fett (and, by extension though less so, The Mandalorian). So if you want to avoid those, don’t read this.
Second, you may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do an episode every two weeks, picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game.
We have a logo and everything!

So, whatever most people’s opinion on The Book of Boba Fett were (and, personally, I enjoyed all of it, though I always saw it as part of The Mandalorian‘s storytelling, so the tight links between the two shows didn’t bother me the way it did some people expecting each to stand on its own) most (though certainly not all) of the fan reviews I have seen say the final episode is well-worth watching the rest of the series.
And, when they both to say why (which IS a spoiler), it’s because Boba Fett rides a rancor into battle at the end of the episode, which hits the Ruel of Cool so hard I expect it to get its own entry on TVTropes.com someday.
What struck me, as a gamer, was how well that use of the rancor aligns with the idea of mechs in Starfinder Tech Revolution, which are presented as an option to allow PCs to take on encounters otherwise beyond them. The idea that, along with mecha, characters might have home bases, rancors, vehicles, minor allies, and other advantages they could pull out when appropriate spoke to me, and I though it’s be pretty easy to use the mech rules for near-kaiju-like warbeasts.
And all of that leads me to Warbeasts, as OGL content tying into Starfinder Tech Revolution.
Warbeast Rules
Unlike a mech, a warbeast can take actions without an operator. Indeed, often warbeasts without operators attack anything that attacks then, startles them, or attracts their attention. The take actions as a creature when lacking any operator. if you need any other statics, such as skills, treat the warbeast as if it was being controlled by a typical combatant NPC with a level 3 below the warbeast’s tier.
Warbeasts do not have shield points. Instead they have an equal number of Stamina Points, which are automatically restored (up to a maximum of the warbeast’s HP) with a 10-minute rest, or fully restored with a night’s rest. Warbeasts otherwise take damage as mechs (as do their riders, treating the cockpit as the saddle or hourdah of the warbeast).
Warbeasts are considered creatures, and can be targeted by spells and effects that target creatures, including mystic cure. You may wish to give the warbeast a type (often magical beast), which may also impact what abilities can affect it.
Warbeast Options
These are optional itsems you can slap on a mech statblock to change it to be more warbeast-themed.
No Ranged Attacks: If the base mecha has ranged and melee attacks, and you eliminate the ranged attacks for the warbeast, it gains +3 EAC and +2 KAC. If it normally does not have melee attacks, and you switch its ranged attacks to be melee, the warbeast only gains +2 EAC and +1 KAC. (Note that you can leave a warbeast with ranged attacks and just define them as kaiju-like breath weapons, eyebeams, projectile barbs, and so on.)
Exposed Rider: The rider’s position is not as protected as with a fully enclosed cockpit. Creatures may attack a controller of the warbeast directly, though controllers are always considered to have cover as long as the warbeast is active, regardless of where the attack against them originates. However, exposed controllers can also make attacks with their personal weapons without harming their warbeast. A warbeast with exposed controllers gets a +4 bonus to initiative checks, due to their much higher level of visibility of the situation around them.
Expanded Content
In addition to these warbeast rules, I created a simple option for using Resolve Points (or a lack of them) as a way to represent certain kinds of “old wounds,” a concept that developed as Jacob Blackmon and I discussed way to represent things from the show on the Feb 14th, 2022 episode of Owen Explains It All. This is bonus content for my Patrons, and is presented exclusively at my Patreon. You can join for a monthly cost of less than a cup of coffee!
Owen Explains It All –Minor Allies for Starfinder
Before we get to any OGL content, an editorial aside:
First, this blog has spoilers for The Book of Boba Fett (and, by extension though less so, The Mandalorian). So if you want to avoid those, don’t read this.
Second, you may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do an episode every two weeks, picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game.
We have a logo and everything!

One of the thing I have found fascinating about The Book of Boba Fett is that it has focused on empire-building, rather than being a personal badass. I have idea about why that is (and why some people dislike it as an arc for this character), but that doesn’t really matter when I am discussing gamifyable elements of the show.
Specifically, Boba Fett has a number of minor minions he’s picked up, from droids to Gamorrean Guards to mod bikers, who assist him in social and combat encounters. None of them are a match for him or his significant enemies, but they can tilt a close situation to his favor, and buy him time when he’s at a serious disadvantage. It leads me to want to have simply rules for how useful a few folks below your own skill level to back you up can be, without slowing down gameplay by tracking the positioning and health and gear of numerous NPCs just so they can have a small impact on encounters.
And all of that leads me to Minor Allies, as OGL content
Minor Allies
Minor allies are people who aren’t on the same level as you and your adventuring partners, but are hearty and skilled enough to be of some assistance. A GM may use minor allies as a way to boost PCs for a major encounter (“While none of the ship’s crew are hardened marines, they will back you up as you attempt to retake the bridge.”), as a reward other than just credits (“Your willingness to risk your life to help the miners of Bluroc 17 has convinced a few of their roudier citizens to follow you and work toward your goals.”), or just as a feat a PC can take if they want to have some folks supporting them.
If your character has minor allies, you gains 1 effective minor ally, plus one per six character levels you possess. Minor allies are very limited in what they can do, and their exact position and health are not tracked. Each round a minor ally can attempt to aid another, engage in harrying fire, or grant covering fire. There bonus for any of these actions is equal to half your character level. If a minor ally fails in any of their checks, it indicates they are too fatigued, injured, or low on gear to continue, and they stop being able to assist you.
A minor ally can also be taken out of play by any significant enemy as a standard action, or by any attack (from any source) targeting them that hits an AC equal to 10+ your character level. A minor ally taken out this way is too injured to do anything helpful, but still able to remove themselves from danger.
You regain the use of one minor ally per day (with minor allies healing up and tagging along but staying out of trouble until they are recovered enough to be helpful again).
Expanded Content
In addition to these minor allies rules, I created an option for Afterthrusters, as ystem designed to allow a starship a burst of extra speed… at the risk of damaging the ship. This is bonus content for my Patrons, and is presented exclusively at my Patreon. You can join for a monthly cost of less than a cup of coffee!
Owen Explains It All – Musical Challenges for Starfinder
Before we get to any OGL content, an editorial aside:
First, this blog has spoilers for an animated series, so if you want to avoid those, don’t read this.
Second, you may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do an episode every two weeks, picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game.
We have a logo and everything!

If you haven’t already gone and watched the September 27, 2021 episode, we talk about the Star Wars Visions animated shorts, and how one of them features a band that has to overcome challenge with their music, but NOT in a battle of the bands.
Which leads me to Musical Challenges, as OGL content
Musical Challenges
I already created a set of Battle of the Bands rules, designed to resolve a conflict between two or more musical groups, using a modification of the Starfinder chase rules. That’s great, as far as it goes, but what if you want a musical challenge that isn’t a direct competition among multiple groups? For example, what if a band of scifi musicians need to win over a crowd, and become so clearly popular a local gangster decides it’s more profitable to sponsor them than kill one of their members for a pervious misunderstanding?
Luckily, all you need to turn Battle of the Bands into any musical challenge is a way to create a set of statistics for a “Challenge Stat Block,” (CSB) that is decide that a given task requires the PCs to overcome a stat block with a Musical AC and Musical Item level, and an appropriate skill check. Once you do that, you can run each stage of the encounter as a 1-on-1 “battle of the bands” between the PC band and the challenge’s stat block.
Since those values are based on ranks, just decide the CSB has a number of ranks equal to the CR you want that stage of the challenge to be. So for 3rd level heroes, build the CSB off 3 ranks for a typcial challenge, or 5 ranks for a severe encounter. Then write up each stage of the Musical Challenge as a CSB, and run it like an opposing band.
If you need to have the Musical Challenge work with a specific existing NPC, use their CR for ranks if they have an appropriate master skill, or their CR -2 if they don’t. Similarly, for their own skill checks, use the total master skill bonus of an expert array creature of the same CR if they have appropriate master skills, and the god skills bonus of the array otherwise.
Here’s an example.
Our 3rd level scifi band of adventures, Heavy Sabre, is performing at a festival run by the gangster Massio, who plans to kill their drummer when they are done to enforce an old debt. The band needs to win the crowd over (Challenge Step 1), then convince Massio he’ll make more money promoting them than killing them (Challenge Step 2), which happens while his thugs are trying to get them off the stage.
Since Heavy Sabre is 3rd level, the Challenge Step 1 CSB is built using the 3 ranks as the assumed baseline. That gives “Winning Over the Crowd” a Musical Armor Class (MAC) of 13, and a Musical Item Level (MIL) of 13. When the “Winning Over the Crowd” CSB takes an action for relative positioning, it uses the master skill bonus of a 3rd level expert array (+10). Now run a battle of the bands between Heavy Sabre and the CSB, which gets one action a turn.
Once Heavy Sabre wins that, they must win over Massio. Massio is a 5th level gangster, so this will be much tougher. He has a MAC and MIL of 15. However, since he’s not an expert on music and is likely to be swayed by the crowd’s reaction, you can just use his good skill bonus of +11. Also, since there are thugs trying to get the band off the stage, the PCs will have to both fight a Battle of the Bands with this CSB, and fight off 2 thugs during the combat phase.
And that’s it! Any challenge that the GM decides can be overcome by musical expertise — winning over patrons, lulling savage monsters to sleep, putting ghosts of slain battle-drumming to rest–can now be handled by deciding how many steps it takes, and treating each as a Challenge Stat Block.
This is an Expanded Post, with some notes on how to adjust these rules to allow for ANY skill based challenge to be run available to my Patrons, who provide me with the support that makes these posts possible.