#Starfinder – Starfinder Month: Bosonic Combat Gloves


Bosonic Combat Gloves are hefty, weaponised gloves which – when activated – energise with a ‘contagious’ field, that can massively increase or decrease the effect of gravity upon the person or object struck with the armoured fists.

Bosonic Combat Gloves: Level 8, Price: 10000, Damage 2D6 B, Critical: Knock the target back 10 ft, or automatically pin them for one turn, Special: Powered: Capacity 20, Usage 1.

#Starfinder – Starfinder Month: Crocvine Biological Area Denial System

toraji-waterfix2Art by Toraji

Crocvine, dubbed ‘F*ckthorn’ by soldiers who have encountered it, is a budget-conscious security system for those who have facilities in swamps, jungles and other biologically diverse and dense areas. Crocvine rapidly grows and sends tendrils over a wide area, attacking and killing anything that enters its zone and using its biomass to increase in size. Crocvine uses patented ‘planimal’ technology, developed by Doctor Allmark, and which is also present in other biological weapons developed by the same lab.

Crocvine CR 4
XP 1200
Large Plantlike Animal
Init +1, Senses: Tremorsense, Perception +15

Defence HP 55
EAC 14, KAC 18
Fort +8, Ref +8, Will +3
Defensive Abilities: Plantlike, Amorphous (ex)

Speed 5 ft
Melee spiked vine +11 (1d6+10 P and grab)
Space 10 ft, Reach 10 ft
Offensive Abilities: Grab (ex)

Str +6, Con +3, Dex +1, Int -5, Wis +1, Charisma +0
Skills: Stealth +10, Survival +10

Environment: Forest, swamp, jungle
Organisation: Solitary

Special Abilities
Grab (Ex): Hits that beat the target’s KAC+4 automatically grapple, if they beat KAC +13 then the target is automatically pinned. Crocvine can grab and grapple any number of enemies.
Amorphous (Ex): Crocvine doesn’t take double damage from critical hits, but does suffer critical hit effects as normal.
Plantlike: The crocvine is considered a plant, or animal, depending which is the worst for it. It gains a +2 save bonus against mind controlling and similar effects, due to its plantlike nature.

Armour Upgrade: Slicksuit Coating
The armour is fitted with a small field generator which, instead of providing a forcefield in the conventional sense, surrounds the wearer with a friction reducing field that increases in effect the more the suit is ‘squeezed’. The practical upshot of which is that your KAC is considered four points higher against grab and grapple attacks. The field itself is invisible, but does emit a very faint hum.

Level 3, Price 1500, Slots 2, Armour Type: Any, Bulk: L

Sharp Solutions Lachete
The Sharp Solutions Lachete is engineered especially for cleaving through dense, alien vegetation. The blade is encased in a low-level power field and is flooded with photonic radiation upon its strikes, tuned to resonate with chlorophyll and similar chemicals in other plants (it can be tuned to suit the local equivalent). As a result, the lachete is extremely disruptive to plants and hacks through them with ease. In practical terms, this means that the blade does double damage against plant and plant-like enemies and if the weapon is in hand while traversing difficult terrain (in the form of vines, bushes or other plant matter) you add 5 ft to your movement through that terrain after halving it. EG: Jensen has a move of 30 ft, in difficult terrain he can only – normally – move 15ft. Armed with a lachete he can move 25 ft.

Lachete: Level 3, Price 600, Damage 1d6 S&E (choose most effective), Bulk L, Special Powered (Capacity 80, usage 1).

#Starfinder – Starfinder Month: CoCo Operative Loadout


Art by Wonbin Lee

CoCo – The Corporate Cooperative – is a democratic corporate power with independent sovereignty over a number of corporate stations and facilities. They consider themselves an interstellar state, but many disagree. What is unusual about them is that all their employees are also considered citizens and, upon joining CoCo are given a number of shares in the company. Everyone shares in both its successes and its failures and members are permanently wired in to the company ‘chatter’. While CoCo maintains no standing military, it is alleged to have many ‘Q-Ships’ and its corporate operatives are found in many places, engaging in industrial – and conventional – espionage. Their gear is highly sought after and civilian versions are sold by CoCo to cash in on this popularity.

CoCo Body Suit

A jet black, microweave body suit with built in energy-dissipation and storage panels, the CoCo body suit is a good compromise for modern protection.

  • CoCo Body Suit I: Level 2, Price 500, EAC +3, KAC +1, Maximum Dex Bonus +3, Armour Check Penalty -1, Upgrade Slots 0, Bulk 1, Special: Ignore the first point of energy damage you take from each attack.
  • CoCo Body Suit II: Level 6, Price 4000, EAC +8, KAC +6, Maximum Dex Bonus +5, Armour Check Penalty -1, Upgrade Slots 1, Bulk 1, Special: Ignore the first three points of energy damage you take from each attack.
  • CoCo Body Suit III: Level 8, Price 10000, EAC +11, KAC +9, Maximum Dex Bonus +5, Armour Check Penalty -1, Upgrade Slots 2, Bulk 1.
  • CoCo Body Suit IV: Level 11, Price 25000, EAC +15, KAC +13, Maximum Dex Bonus +5, Armour Check Penalty -1, Upgrade Slots 3, Bulk 1

CoCo Carry System

Level 1, Cost 250

This intricate set of webbing uses various technological tricks as well as good design and a computerised weight-balancing system to help you secure your gear in the best possible way. This – which can be combined with a backpack – allows you to carry an additional 1 bulk of equipment, as though your strength were one higher. When built into armour (1 upgrade slot) it can carry 2 bulk of equipment and counts as a quick release sheath for any weapons attached to it.

CoCo Shadow Pistol

A simple projectile pistol which uses compressed gas to fire its projectiles, relatively quietly, and with an adaptable barrel which can fire any small-arm calibre round, or even ball-bearings or similar junk.

Level 6, Cost 6000, Damage 2d4 P, Range 50 ft, Capacity 12 rounds, Usage 1 (has a built-in compressor), Bulk L, Special: Analog.

CoCo Family/Stranger Networking

A pair of head implants, closely resembling small, folded ears, these allow you to connect wirelessly with CoCo data systems and to wirelessly hook up with other CoCo members within 100 ft. Indeed you must have this implant to join them. The antennae are constantly updated with CoCo information, fully encrypted, and as a safeguard are capable of delivering a lethal charge to traitors, straight to the cranium.

System: Brain, Level 5, Price 3000, Special: Wireless connectivity (you can also connect, wirelessly, to non-CoCo systems at a distance of up to 25 ft, Unit Cohesion: See below.

Unit Cohesion: If multiple people are connected via these implants they can share telemetary and communicate silently over a secured signal. This provides a +2 bonus to Perception and Initiative for everyone who is connected.

CoCo also produces a version of this cybernetic for the general public outside of their company. It can do all the same things but without access to CoCo secure lines, and it costs twice as much.