TEXT: The Half-Alive Streets
  BY MARA LYNN BUTLER
  STARFINDER SOCIETY SCENARIO #1–10 TIER 1–4
  YEAR OF SCOURED STARS
  
  Starfinder Society Scenario #1–10: The Half-Alive 
  Streets is a Starfinder Society Scenario designed for 
  1st- through 4th-level characters (Tier 1–4; Subtiers 
  1–2 and 3–4). This scenario is designed for play in the 
  Starfinder Society Roleplaying Guild campaign, but 
  can easily be adapted for use with any world. For 
  more information on the Roleplaying Guild, how to 
  read the attached Chronicle sheets, and how to  find 
  games in your area, check out the campaign’s home 
  page at paizo.com/starfinderSociety.
  HOW TO PLAY
  Author • Mara Lynn Butler
  Development Lead • Thurston Hillman
  Contributing Artists • Tawny Fritz, Priscilla Kim, and 
  Leon Tukker
  Cartographers • Jason Engle and Robert Lazzaretti
  Creative Directors • James Jacobs, Robert G. McCreary, 
  and Sarah E. Robinson
  Director of Game Design • Jason Bulmahn
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Organized Play Lead Developer • John Compton
  Developers • Eleanor Ferron, Crystal Frasier, Jason Keeley, 
  Luis Loza, Ron Lundeen, Joe Pasini, Michael Sayre, 
  Chris Sims, and Linda Zayas-Palmer
  Starfinder Design Lead • Owen K.C. Stephens
  Starfinder Society Developer • Thurston Hillman
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • James Case, Leo Glass, Lyz Liddell, Adrian Ng, 
  Lacy Pellazar, and Jason Tondro
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Franchise Manager • Mark Moreland
  Project Manager • Gabriel Waluconis
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Sales Associate • Cosmo Eisele
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  Sara Marie, and Diego Valdez
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  Mika Hawkins, Heather Payne, Jeff Strand, and  
  Kevin Underwood
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  Whitney Chatterjee, Lissa Guillet, Erik Keith, and 
  Andrew White
  Paizo Inc.
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  This product is compliant with the Open Game License (OGL) and is suitable for use with Starfinder or the Pathfinder 
  Roleplaying Game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper nouns 
  (characters, deities, locations, etc., as well as all adjectives, names, titles, and descriptive terms derived from proper 
  nouns), artworks, characters, dialogue, locations, plots, storylines, trade dress, the historical period called the Gap, 
  the terms kishalee, sivv, and skyfire, and the Drift (the official Open Game Content term for which is “hyperspace”). 
  (Elements that have previously been designated as Open Game Content, or are exclusively derived from previous Open 
  Game Content, or that are in the public domain are not included in this declaration.)
  Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo 
  game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced in any form without written 
  permission
  Starfinder Society Scenario #1–10: The Half-Alive Streets © 2018, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the 
  Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered 
  trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, 
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  Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.
  GM ResouRces
  The Half-Alive Streets makes use of the Starfinder Core Rulebook and Starfinder Alien Archive. This 
  adventure assumes the GM has access to these sourcebooks. All rules referenced in this adventure are 
  available in the free online Starfinder Reference Document at paizo.com/sfrd, and the relevant rules 
  from the Alien Archive volumes are reprinted at the back of the adventure for the GM’s convenience.
  Table of Contents
  The Half-Alive Streets.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Chronicle Sheet.  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  scenaRio TaGs
  Scenario tags provide additional information about an adventure’s contents. For more information 
  on scenario tags see Chapter 1 of the Starfinder Society Roleplaying Guild Guide. This adventure has 
  no scenario tags.
  
  3
  BY MARA LYNN BUTLER
  THE HALF-ALIVE STREETS
  Where in the 
  Universe?
  The Half-Alive Streets takes place on Absalom Station, 
  primarily in the peripheral region of the station known as 
  the Ring. After receiving their mission brief in the Lorespire 
  Complex, the PCs conduct their investigation in the 
  AbadarCorp-sponsored Freemarkets, where nearly anything 
  can be found for the right price. For more information on 
  Absalom Station, see Starfinder Adventure Path #1: Incident 
  at Absalom Station.
  S
  everal months ago, a shirren family made a tragic 
  mistake in a last-ditch attempt to save its failing 
  business. They ran a small cybernetic augmentation 
  clinic, with Theskell (CN female shirren technomancer) crafting 
  the technology, the medically trained Kinnakt (LN host shirren) 
  handling the implantation, and the merchant Vrisken (CN male 
  shirren envoy) acting as their salesperson and promoter. But like 
  many new businesses, they struggled, not managing to sell more 
  than a few augmentations a month. They had set up shop in Absalom 
  Station’s competitive Freemarkets, an open-air sales district in the 
  Ring sponsored by AbadarCorp. Their early floundering and low 
  sales jeopardized their business permit; with many competitors 
  clamoring for a spot in the markets, failing to make a profit usually 
  resulted in expulsion in favor of likelier prospects. Vrisken came 
  up with an idea to cut their costs by producing more components 
  more quickly: purchase an illegal assembly ooze (Starfinder Alien 
  Archive 16). This biotechnological creature, capable of assembling 
  and disassembling technology with its nanite composition, could 
  replicate nearly any materials they needed. They scraped together 
  the credits to smuggle the banned creature onto the station. Aware 
  that the ooze could not replicate the quality of materials required, 
  Theskell tampered with its programming. Tragically, upon its 
  activation after the modifications, the ooze immediately consumed 
  the nearest technological item: a suit of armor—with Kinnakt inside. 
  The changes in programming and absorption of organic material 
  induced the ooze to produce biotech augmentation components, 
  rather than the merely cybernetic ones Theskell intended. 
  Distraught at the loss of their partner and desperate to salvage 
  something out of the situation, the two surviving shirrens began to 
  sell the resulting augmentations. 
  The assembly ooze’s flexible nature, and the fresh tissue it used 
  to construct the biotech components, allowed the augmentations 
  to graft themselves to the recipients, eliminating the need for a 
  biotech surgeon. These “autoimplantations” healed quickly—far 
  more quickly than usual, with the results nearly invisible to the 
  naked eye and with little maintenance required. The promise of 
  a quick recovery and easy concealability made the clinic popular 
  with underworld figures who needed to return to the streets soon 
  without showing weakness and with social groups that stigmatized 
  augmentations. But normal biotech implants require medical 
  supervision to ensure the recipient’s metabolism adjusts properly, 
  and these flawed implants continued to grow and mutate after 
  implantation, sapping the life from their recipients in the process. 
  Without Kinnakt to recognize the problem, Theskell and Vrisken 
  sold nearly a dozen augmentations before realizing anything was 
  wrong. In a matter of weeks, this malfunction killed the augmented 
  and reanimated them as biotech zombies. The first indication of 
  trouble came in the form of an animated corpse breaking into their 
  house. Theskell quickly realized the augmentations were at fault, 
  and Vrisken was equally quick to point out that if they reported the 
  problem to the authorities, they would be arrested and imprisoned. 
  As their sins came home to roost, Vrisken closed the clinic and tried 
  to make it look like one of the Freemarkets’ many failed businesses, 
  while Theskell fortified the house. They hope that by holding tight 
  and destroying the zombies as they return, they can take care of 
  the problem on their own. 
  SUMMARY
  The PCs meet with Venture-Captain Arvin, who has recently 
  obtained an intriguing biotech augmentation from the gray-market 
  pawnbroker Julzakama. Julzakama acquired the augmentations 
  from some vesk gangers, who killed the augmentation’s original 
  owner. He learned from his sellers that the augmentation came 
  from the Freemarkets. Hoping to find the source of this new 
  technology, Arvin asks the PCs to investigate the Freemarkets. 
  The PCs follow a trail of ailing augmentation recipients in the 
  
  4
  STARFINDER SOCIETY SCENARIO
  Venture-
  Captain Arvin
  halfling community to discover that the flawed biotech is killing 
  its owners, eventually reanimating them as biotech zombies. 
  Computer records recovered from the most recent victim, a low-
  level underworld hacker named Shenge, identify the culprits: the 
  proprietors of the Renew-You augmentation clinic. Upon reaching 
  this shirren family’s residence, the PCs find the building already 
  under siege by even more biotech zombies. It’s up to the 
  PCs to discover where the augmentations came from 
  and stop a horde of technological undead from 
  overwhelming Absalom Station! 
  GETTING STARTED
  The PCs gather in Absalom Station at the 
  Lorespire Complex, where Venture-Captain 
  Arvin (N male damaya lashunta mystic) 
  has contacted them with a mission. Read or 
  paraphrase the following.
  A large vesk in a muscle shirt sits at 
  a table in the small reception room, 
  messily consuming the various 
  laid-out refreshments. Venture-
  Captain Arvin stands on the 
  opposite side of the table, visibly 
  annoyed at the vesk, and turns 
  toward the arriving Starfinders 
  with some relief. “Thank you for your 
  quick response. Some new technology 
  has come to the Society’s attention”—the 
  vesk clears his throat loudly, and Arvin’s 
  eyebrow twitches in irritation—“from our… contact Julzakama. 
  If you would…” 
  The vesk, Julzakama, stands, pulling a battered gym bag out 
  from under the table. “Feast your eyes on this little gemling.” He 
  reaches into the bag and removes what appears to be a severed 
  human hand. Julzakama waves the limb then offers it to Arvin 
  to shake. 
  Arvin declines the offered limb, rubbing his temples, and 
  explains. “As you might have guessed, this is a prosthetic limb. 
  It’s a standard cybernetic augmentation, but this one was made 
  with a new type of biotech, so well grafted that it’s almost 
  undetectable without magic. Its special features are just as well 
  hidden.” Arvin takes the hand from Julzakama to demonstrate 
  a nearly invisible compartment large enough to conceal a 
  knife, several data drives, or a small toolkit. “Such technology 
  would be invaluable for covert and diplomatic operations, and 
  the Society would like to find the specialist who crafted and 
  installed it. But therein lies the difficulty. Julzakama, if you 
  could explain the… circumstances of this discovery?”
  Julzakama holds up his hands, saying, “Now, I wasn’t 
  personally involved. Some vesk workers known to some of my 
  customers got in a territorial dispute with some manlings. Stuff 
  happened, one of these guys turned his winnings over to my 
  customer to settle a bet, and here we are.” Julzakama gestures 
  at the hand, smiling ingratiatingly, and continues, “I thought 
  you Starfinders might be interested.”
  “Indeed, we are.” Arvin folds his hands behind his back. 
  “Julzakama tells me that his acquaintances’ rivals had been 
  known to acquire their gear from gray-market operations in 
  the Freemarkets. As that is our only lead so far, I’d like 
  you to investigate the area; even if none of the 
  listed clinics are the source, they may have 
  more information on who is.” 
  The PCs have an opportunity to ask Venture-
  Captain Arvin some questions before getting under 
  way. Feel free to have Julzakama answer questions, 
  though adjust the responses to match his far less 
  formal speech.
  “What can you tell us about biotech 
  augmentations?” “They work by modifying DNA 
  and integrating biological components to improve 
  existing functions or add entirely new abilities. 
  They’re similar to cybernetics that you’ve likely 
  seen used throughout the Pact Worlds and 
  some can mimic standard technological 
  enhancements. I’ve never seen any 
  as well concealed as this, however. 
  Unfortunately, each biotech implant is 
  customized to its recipient’s physiology 
  and genetic structure, so we can’t simply 
  transfer this one to someone else. This 
  customization also makes it extremely difficult 
  to reverse-engineer. If we want Starfinders to have access to such 
  augmentations, we need to find whoever created them.”
  “Where should we get started in the Freemarkets?” “If I recall 
  correctly, there’s a directory of businesses near the entrance that’s 
  updated monthly; you could check that for augmentation clinics. 
  The Markets have a high turnover rate, though; businesses open 
  and close all the time. It might be worth your time to check with 
  the Markets’ AbadarCorp representatives for an updated list of 
  operating permits.”
  “Could AbadarCorp be involved?” “I doubt they’re involved 
  directly with the augmentations, or they’d be running an 
  advertising campaign. The church sponsors the Freemarkets out 
  of the belief that expanding the free market expands their views of 
  civilization. They do regulate the markets and conduct inspections, 
  so their records may be a reliable source of information.”
  AbadarCorp figures prominently in the background of the 
  investigation, and Venture-Captain Arvin specifically asks that 
  the PCs exploit any connections they have. If any of the players 
  earned the AbadarCorp Respect boon by working with Philt in 
  Starfinder Society Scenario #1–02: Fugitive on the Red Planet, 
  the GM should suggest the PC equip that boon. Otherwise, this 
  scenario encourages PCs to slot any boons that might assist in an 
  investigation on Absalom Station.
  
  5
  THE HALF-ALIVE STREETS
  Julzakama
  Freemarkets 
  Background
  There are no large vehicles in the Freemarkets; all internal 
  transport is handled at the Markets’ lowest level, 
  reserved for delivery and maintenance. The main 
  avenue follows the curve of the station, with four other 
  walkways on the base level. Most goods and larger items 
  of merchandise are on this level. The second level has 
  a grid of aerial walkways and contains mostly service 
  businesses: cosmeticians, spellcasters, tax preparers, 
  and the like. Aside from street-food stalls, most 
  eateries are on the third level, where patrons can 
  observe the hustle and bustle from above. High 
  turnover prevents sorting of businesses 
  by type. The entire market consists 
  of small businesses that focus 
  on the working to lower-middle 
  classes; entrepreneurs with more 
  upscale aspirations usually have 
  the connections and capital to 
  afford 
  permanent 
  locations 
  in more exclusive areas. That 
  being said, trend followers of 
  all income brackets frequent 
  the Markets looking for the 
  next flavor of the week, and savvy financiers 
  do so seeking up-and-comers they can sponsor at other 
  locations or hire directly. 
  CULTURE (RECALL KNOWLEDGE) OR 
  DIPLOMACY (GATHER INFORMATION)
  Based on the result of a Culture check to recall knowledge or a 
  Diplomacy check to gather information, the PCs might know  about 
  the Freemarkets on Absalom Station. They know the information 
  whose DC is less than or equal to the result of their checks.
  10+: The Freemarkets are the Ring’s open-air retail space, where 
  small businesses of all sorts showcase their 
  products and services. AbadarCorp sponsors 
  the area; the corporation’s religious doctrine 
  mandates that they encourage the growth 
  of free enterprise. It’s relatively easy to get a 
  business permit, so many entrepreneurs get 
  their start there. 
  15+: Most of the Freemarkets’ businesses are 
  temporary operations, working out of stalls or carts. 
  The most successful make enough of a profit to 
  secure permanent stores or are acquired by 
  larger corporations. Some manage to hold their 
  spots in the Freemarkets long-term, while the 
  failures melt away. 
  20+: While the majority of 
  businesses in the Freemarkets 
  are legitimate enterprises, 
  fly-by-night operations and 
  scam artists take advantage of 
  regulation loopholes. If caught 
  and shut down, they simply lie 
  low for a time and then acquire new permits 
  under false identities.
  ENTER THE FREEMARKETS
  Once the PCs leave the Lorespire Complex for the Freemarkets and 
  arrive at their destination, read or paraphrase the following.
  Gilded doors separate the Freemarkets from the previous 
  station sector. The entrance area contains a sizable shrine to 
  Abadar to the right; to the left, an office issues permits, takes 
  complaints, and receives petitions. Through the entry zone, a 
  giant signboard with a directory of businesses offers onlookers 
  a way to locate their desired merchandise. 
  The walkways are laid out in an orderly manner, with lifts 
  and staircases at regular intervals leading to the Markets’ three 
  retail levels. Kiosks sporting AbadarCorp logos offer carts for 
  rent and advertise delivery services. Other businesses promote 
  themselves in a riot of lights, music, and recorded ad pitches. 
  Businesses are not grouped by type; food stalls operate next to 
  jewelry stores, and specialists repair high-end electronics next 
  to secondhand clothing racks. 
  The PCs should explore the Freemarkets looking for places 
  that sell biotech augmentations. Julzakama reported that the 
  augmentation’s original owner had been killed in the attack in 
  which it was acquired by his contacts, so the PCs might want to look 
  into gang murders to identify the victim, as well as making general 
  inquiries about biotech clinics. As the PCs explore the market, 
  they have several opportunities to find leads. If they examine the 
  directory board, there are five business names that appear to be 
  biotech-related: BioBoost, the Cytech Clinic, Metagenesis, Renew-
  You, and Synthathesia.
  The PCs can narrow down their list by engaging with any of 
  the following encounters—listed as “stops” below—as they search 
  the Freemarkets. This list of encounters assumes the PCs move 
  along the Markets’ main walkway on the second level, where most 
  services are located. They may wish to skip encounters to follow 
  any particularly promising leads.
  Development: The PCs’ inquiries should ultimately lead them 
  to Renew-You. In the process, they have the chance to pick up 
  some of the following information about it: that the clinic formerly 
  specialized in cybernetics, not biotech; that several persons 
  with biotech augmentations have gone missing in the area, and 
  AbadarCorp is investigating; and the Renew-You clinic owners were 
  a shirren family with recent financial and personal difficulties.
  
  6
  STARFINDER SOCIETY SCENARIO
  Philt
  MR. PHILT
  A well-dressed shirren AbadarCorp representative, Philt (N male 
  shirren envoy; see page 19), walks the markets on a quiet, informal 
  inspection tour and can appear at any point during the 
  PCs’ walkthrough of the Freemarkets. A PC might 
  recognize Philt if she encountered the AbadarCorp 
  representative in a previous scenario (such as 
  Starfinder Society Scenario #1–02: Fugitive on 
  the Red Planet). If approached by the PCs, Philt 
  informs them that the directory is outdated, and 
  only three of the clinics listed (BioBoost, the 
  Cytech Clinic, and Metagenesis) have current 
  permits. He confides that he is investigating a 
  number of customers who have disappeared 
  in the past two weeks. Should the PCs mention 
  they are looking for recipients of biotech 
  augmentations, he consults AbadarCorp’s 
  records via tablet and confirms that several 
  of the missing people had biotech augmentations 
  installed recently.
  If any of the PCs slotted the AbadarCorp 
  Respect boon, Philt grants those PCs 
  temporary authorization to assist in his 
  inquiry and gives each an AbadarCorp 
  insignia that provides a +5 bonus to 
  Diplomacy 
  and 
  Intimidate 
  checks 
  involving people associated with the 
  Freemarkets. Philt makes an additional 
  appearance later in this adventure, provided at 
  least one PC slotted this boon. 
  SECOND TIME AROUND
  This pawnshop is a more established business than most in the 
  high-turnover markets. Dot (N female ysoki), a gossipy ysoki who 
  has owned and operated this location for several years, making 
  her a senior Freemarkets proprietor. She sells Freemarkets-
  branded gear that includes all equipment with an item level of 2 
  or less from the Starfinder Core Rulebook. A PC who succeeds at 
  a DC 15 Diplomacy check (DC 18 in Subtier 3–4) gets Dot talking 
  about recent events. Purchasing one or more items from the shop 
  reduces the DC of this check by 4. If questioned about biotech 
  clinics, Dot tells the PCs that several recent customers were raising 
  money for such augmentations. She directs them to Metagenesis 
  and Renew-You; she also mentions that the owners of Renew-You 
  had financial issues before their business suddenly took off. 
  BIOBOOST
  BioBoost specializes in nutritional supplements and “legal chemical 
  enhancements.” Its muscular salesperson, Isidre (LN female 
  human), takes a slightly supercilious tone with the PCs if they 
  bring up biotech or augmentations in general. Their shop provides 
  customers with the means to improve their bodies through hard 
  work and discipline, not “shortcuts” like augmentations.
  THE CYTECH CLINIC
  The Cytech Clinic performs cybernetic augmentations, not biotech, 
  but its owner directs the party to Metagenesis and Renew-You, 
  mentioning the latter used to perform cybernetic augmentations. 
  Visitors can use a computer terminal to schedule augmentation 
  surgeries, though the next available appointments are several 
  weeks away.
  HARD AS NAILS
  This vesk barbershop specializes in horn grooming and scale 
  detailing, and its owner, Katazoa (N male vesk), can be 
  heard decrying local gang violence even from outside 
  the building. If the party decides to enter, they see 
  that the clientele is predominantly vesk with a 
  smattering of other reptilian humanoids. 
  Katazoa is slightly skeptical of the party 
  unless it includes at least one vesk (PCs take 
  a –2 to Diplomacy checks if it doesn’t). If the PCs 
  question Katazoa about the gang activity they 
  overheard him discussing and succeed at 
  a DC 16 Diplomacy check (DC 20 in 
  Subtier 3–4), Katazoa describes the 
  fatal gang fight that brought the 
  augmentation to “that lowlife” 
  Julzakama. It took place not far 
  from the Freemarkets’ entrance, 
  and AbadarCorp’s officials were 
  not pleased with the negative 
  publicity. Katazoa is disgusted by the 
  lack of discipline shown by the vesk gang, 
  which he thinks contributes to poor species relationships on the 
  station. He encourages the PCs to report any information they have 
  gathered to the AbadarCorp representative who is investigating 
  some recent troubles (see Mr. Philt above).
  SYNTHATHESIA
  Synthathesia is taped off, with an official Freemarkets sign saying 
  it is under investigation for suspected illegal drug sales. Another 
  sign, from Absalom Station’s public health department, requests 
  that any former customers contact them. Several fliers promising 
  inexpensive legal aid in personal-injury cases or criminal defense 
  have been taped to the building. This shop is a red herring, and a 
  PC can determine as much by succeeding at a DC 12 Diplomacy 
  check to gather information from locals about the ongoing drug 
  investigation and how the shop never dealt in augmentations.
  METAGENESIS
  Metagenesis focuses on broad-spectrum biotech augmentations, 
  such as chameleon skin and gill sheaths, and personal upgrades 
  that boost general performance (namely, ability modifier increases; 
  see page 212 of the Core Rulebook). The owner, a verthani 
  technomancer named Chryson (LN male verthani), is unfamiliar 
  with the augmentation the PCs describe. If they thought to 
  
  7
  THE HALF-ALIVE STREETS
  bring the augmentation with them and allow him to examine it, 
  he is able to tell them that the augmentation has an unusually 
  high concentration of nanites in its construction. Under normal 
  circumstances, most of the nanites used in biotech augmentations 
  have a short life cycle. They are used to make changes to the body 
  to help the biological components graft properly, and after this 
  phase ends, they die off and are cycled into the body’s waste within 
  days. This augmentation has substantial sections made entirely of 
  repair nanites with long life cycles, which is very unusual. Due 
  to the customization that any biotech augmentation requires, 
  however, he cannot tell the PCs anything more.
  MANY PETALS CAFE
  Several elderly shirrens play a strategy game on the patio of this 
  small beverage shop, loudly discussing social goings-on in their 
  community. They readily engage any PCs who look remotely 
  interested the in conversation. If asked about biotech or missing 
  persons, they tut-tut over recent closure of a clinic by a young 
  shirren family. They argue between themselves over whether the 
  closure was due to the recent death of the family’s host or to overly 
  experimental technology they were trying to develop, but they 
  eventually direct the PCs to the Renew-You augmentation clinic.
  RENEW-YOU
  The Renew-You clinic is a modular unit that resembles a shipping 
  container. Although it is clearly older than the surrounding 
  structures, it looks clean and well maintained. Metal doors 
  are rolled down over the entrance and windows, and a neat 
  sign reading “CLOSED INDEFINITELY” hangs over the posted 
  business hours. 
  The clinic is bordered on one side by a temporarily vacant unit 
  and on the other by an accountant’s office closed for lunch. If a 
  PC decides to attempt to enter the clinic, bypassing the shutters’ 
  physical locks requires the PC to succeed at a DC 15 Engineering 
  check. Alternatively, a PC who succeeds at a DC 14 Strength 
  check can force open the shutters. The inside of the clinic is 
  divided into a reception area, an office, a small workshop, and an 
  operating area. Searching the premises reveals that all computers 
  and physical records have been removed. If a PC examining the 
  operating room succeeds at a DC 18 Medicine check (DC 20 in 
  Subtier 3–4), she knows there is less equipment than would 
  be expected for an augmentation clinic. There are no traces of 
  activity within the past week. 
  Creatures: A halfling child approaches the PCs as they emerge 
  from the clinic or after the PCs have loitered in front of the clinic 
  for several minutes if they don’t enter. The boy, Senndi (NG male 
  halfling), nervously asks the PCs if they are looking for the owners. 
  If the PCs question Senndi and succeed at a DC 10 Bluff, Diplomacy 
  or Intimidate check, Senndi admits that his mother received an 
  augmentation at Renew-You but is now extremely ill. Very worried 
  about his mother and reassured by the by PCs’ “official-like” 
  appearance, it doesn’t take much to persuade him of the party’s 
  ability to help. He offers to lead them to his family’s home so the 
  PCs can question or examine his mother, Maija.
  Development: The PCs have found the source of the 
  augmentation, but their manufacturers remain mysterious. Senndi’s 
  family may have more information leading to them. Additionally, 
  Senndi’s offer to lead the party to his home gives the PCs an 
  opportunity to examine one of these augmentations in operation.
  Should the PCs fail to investigate Renew-You and scare off 
  Senndi, or otherwise stop progressing in the investigation, then 
  Philt or Venture-Captain Arvin can contact the PCs to direct them 
  to the halfling apartment and keep the PCs on track.
  Rewards: If the PCs fail to pinpoint Renew-You as the likely 
  culprit and don’t convince Senndi to take them to his home, then 
  the PCs lose precious time in their investigation. If this occurs, 
  reduce each PC’s credits earned as follows.
  Subtier 1–2: Reduce each PC’s credits earned by 83.
  Out of Subtier: Reduce each PC’s credits earned by 125.
  Subtier 3–4: Reduce each PC’s credits earned by 167.
  HALFLING APARTMENT
  The halfling apartment complex is only a short distance from the 
  Freemarkets. Read or paraphrase the following once the PCs enter 
  the apartment.
  Jumpsuits and equipment belts hang from pegs, crowding the 
  entryway. Farther in, this cluttered apartment is dimly lit. To 
  the right of the entryway is a small kitchen, where an older male 
  halfling is preparing food while assisting two adolescents doing 
  schoolwork at the table. To the left of the entryway is a common 
  area, full of worn but comfortable-looking furniture. A heavy, 
  wracking cough echoes from deeper in the apartment. 
  Creatures: Senndi’s extended family—maternal grandparents, 
  two uncles, and several cousins, all of which are halflings—
  lives in the apartment. A close friend of his mother’s is staying 
  temporarily to help during her illness. The coughing comes from 
  Senndi’s mother, Maija (NG female halfling), in the back room. 
  Maija’s limited ability to work has the rest of the family struggling 
  to make ends meet. Under these stressful conditions, the tight-
  knit group is more reluctant than usual to trust outsiders; their 
  starting attitude is unfriendly. If any PCs received the AbadarCorp 
  insignia from Philt, then the halflings are more receptive and have 
  a starting attitude of indifferent.
  A PC who succeeds at a DC 14 Culture check knows that 
  augmentations are stigmatized in halfling community; in the 
  halfling family-centered culture, an ill halfling should be tended to 
  by friends and family. Seeking out serious medical interventions 
  like augmentation forces the acknowledgement that family and 
  some good poultry soup can’t cure all ills, and most halflings 
  flinch at that thought. 
  Speaking with Maija’s Friends and Family: Since augmentation 
  is a sensitive issue with halflings, a PC must succeed at a DC 
  
  8
  STARFINDER SOCIETY SCENARIO
  Maija
  20 Diplomacy check (DC 24 in Subtier 3–4) to relax the halfling 
  family enough to talk. Failure means that the halflings refuse to 
  converse with the PCs, though the PCs are still free to speak with 
  Maija directly. Senndi’s father, Hermot (LG male halfling), tells the 
  PCs that Maija had damaged her lungs working long hours in a 
  chemical plant and that she needed a variation of a respirator 
  compounder (Core Rulebook 210) to continue providing for her 
  family. A halfling acquaintance persuaded them to seek out 
  a biotech augmentation, which would be less obvious 
  than standard cybernetics. As it happened, 
  this acquaintance had recently received 
  his own augmentation—a high-density 
  datajack—from the Renew-You clinic. This 
  friend claimed his graft had taken almost 
  immediately, without problems or scarring, 
  and he had returned to work just days afterward. 
  Maija’s friend and personal tender, Tanit 
  (NG female halfling), tells the PCs that she 
  accompanied Maija to the Renew-You clinic 2 
  weeks ago. Tanit explains that a shirren male-
  female couple operated the clinic. The male, 
  whose name was Vrisken, explained the procedure 
  and booked the appointment. According to 
  Vrisken, his partner had personally crafted 
  the augmentation with components from 
  “a new source” that would enable rapid 
  recovery. The female shirren performed 
  the operation; Tanit saw her for only a moment 
  and can’t remember her name. Tanit then confirms that Maija’s 
  operation took less than an hour and that Maija was back to work 
  in 2 days. A PC who succeeds at a DC 18 Medicine check knows 
  that such a complex operation—adding an augmentation to support 
  a failing organ—should have taken hours, and without magical 
  aid Maija’s recovery should have taken weeks.  Should the PCs 
  ask about magical healing, Hermot tells them that if they could 
  have afforded it, they would have found a magical healer without 
  resorting to augmentations at all. Tanit adds that the clinic didn’t 
  offer magical healing, but she thinks the shirren who handled the 
  operation might be a technomancer—Tanit saw the shirren using 
  magic (a psychokinetic hand spell) to manipulate tools as she 
  prepared the room. 
  Unfortunately, Maija began feeling ill again 5 days ago. Tanit 
  went to the clinic to ask about follow-up care but found it closed 
  down. The family was unable to afford another doctor, Maija has 
  been bedridden at home for the past 3 days. If the PCs offer to 
  help get an effective replacement for Maija’s bad biotech (an 
  augmentation and procedure that costs 250 credits), her father 
  names the halfling who had recommended biotech to them: 
  Shenge, a “kinda shady” figure who nonetheless supports the local 
  halfling community. Shenge has contacts in the gang underworld 
  as well as the Freemarkets and would likely know how to find 
  the owners of the Renew-You clinic. Shenge is located in a nearby 
  workers’ lodging camp.
  Speaking with Maija: Maija lies resting in the apartment’s 
  larger bedroom, exhausted but lucid and able to answer the PCs’ 
  questions. She tells them much the same story as Tanit, though 
  she was unconscious for the actual implantation. The only 
  signs of the augmentation are small scars on either side of her 
  trachea. A PC who succeeds at a DC 15 Medicine check (DC 18 in 
  Subtier 3–4) and expends one basic medkit can remove the harmful 
  augmentation, saving Maija’s life. If a PC interacted 
  with the verthani Chryson in the Freemarkets, 
  she gains a +4 bonus to this check and to 
  checks to identify the augmentation. If the 
  result exceeds the DC by 4 or more, the 
  PCs are able to show Maija’s friend Tanit 
  how to provide long-term care for her, 
  keeping Maija comfortable for a week 
  while the family finds a replacement 
  augmentation. The PCs’ succeeding at 
  removing the device is enough for Maija’s 
  husband to reveal Shenge’s location.
  A PC who succeeds at a separate DC 15 
  Life Science or Medicine check (DC 16 
  in Subtier 3–4) knows that the 
  augmentation was originally 
  a set of adaptive biochains 
  (Core Rulebook 211) mimicking 
  a 
  respirator 
  compounder. 
  However, the biochains have 
  continued expanding unchecked like cancer 
  within Maija’s lungs. If the PC’s result exceeds the DC by 4 or more, 
  she knows this failure was due to the corrupted programming 
  of the implant. The biochains had begun expanding into healthy 
  tissue and creating unnecessary cells, draining Maija’s life force in 
  the process. Exceeding the DC by 6 or more raises the possibility 
  that such an augmentation could reanimate a corpse if the 
  recipient died.
  Treasure: The halfling family is overly grateful if the PCs manage 
  to save Maija from her rampant biotech augmentation or offer to 
  replace them. Hermot points out that the family doesn’t own much, 
  but offers the PCs a few familial trinkets, including a merciful 
  fusion seal (5th), a pair of falcon boots (Starfinder Adventure 
  Path #1: Incident at Absalom Station 51) that belonged to a distant 
  ancestor, and a bright gemstone worth 150 credits. In Subtier 3–4, 
  the gemstone is a least gluon crystal.
  Infamy: Any PC attempting to bargain for information in 
  exchange for saving Maija’s life gains 1 Infamy. 
  Development: The PCs should learn here that the biotech 
  augmentations are dangerous. If the PCs manage to remove 
  Maija’s augmentation or give the halfling family the credits 
  needed to have the augmentation replaced, then they also get 
  a lead to another augmentation recipient: the halfling Shenge, 
  who knows more about the shirren crafters. Hermot points out 
  that Shenge lives in Lodging Camp 66, a nearby workers’ lodging 
  camp  (see area A on page 10).
  
  A. LODGING CAMP 66
  1 square = 5 feet
  Starfinder Flip-Mat: Urban Sprawl 
  N
  A2
  A3
  A1
  A4
  9
  THE HALF-ALIVE STREETS
  
  10
  STARFINDER SOCIETY SCENARIO
  If the PCs fail to help Maija or receive any useful information 
  from the halfling home, then Philt or Venture-Captain Arvin can 
  step in to keep the plot moving—with an annoyed tone if this is the 
  second time they must help guide the PCs.
  If the PCs purchase Maija a new augmentation or if they remove 
  her existing augmentation and show Tanit how to care for Maija in 
  the meantime, then each PC receives the Halfling Admittance boon 
  on his Chronicle sheet.
  Rewards: If the PCs fail to save Maija from her harmful 
  augmentation or replace the defective unit, reduce each PC’s 
  credits earned as follows.
  Subtier 1–2: Reduce each PC’s credits earned by 88.
  Out of Subtier: Reduce each PC’s credits earned by 108.
  Subtier 3–4: Reduce each PC’s credits earned by 128.
  A. LODGING CAMP 66
  Foot traffic is low in this neighborhood, and most of the roughly 
  dressed citizens ignore newcomers and expect to be ignored 
  in return. Short halls connect several basic square lodging 
  units together in simple patterns, while exterior areas with 
  open tables and chairs act as communal gathering points. Few 
  people walk the dirty streets here, and many of the doors are 
  unnumbered with multiple locks installed. 
  Located on a half hour away from Maija’s apartment, Lodging 
  Camp 66 is one of several scattered camps throughout Absalom 
  Station that provides basic housing for those unable to pay the 
  heightened rates for proper station housing. The area contains 
  several lodgings, and Shenge resides in a small housing unit 
  (area A2) adjacent to a public restroom. PCs requiring directions 
  to Shenge’s specific dwelling can check with any of the local 
  vendors, such as those marked in areas A3 (a personal defense 
  gun shop) or A4 (a local clinic.)
  The lodging camp is in a worse part of town. While Maija 
  lived in a predominantly halfling area, this neighborhood is 
  more mixed species. If the PCs inquire with locals about Shenge, 
  most people rebuff the inquiries, having no knowledge of 
  Shenge. The only people who speak up are Shenge’s immediate 
  neighbors, who complain about a rank odor that wafts in and 
  out of the area—the result of air recyclers shuffling the air from 
  Shenge’s quarters.
  A1. ShAred houSing Complex (Cr 2 or Cr 4)
  This area contains six single-occupant dwellings crammed 
  together. Each space is a ten-foot-cube chamber with a single 
  door. Some of the chambers have armored windows, though 
  each of these is covered by posters or shaded over by crude 
  spray paint. A communal restroom unit is located near the 
  center of the accommodations. The sealed entrance to one of 
  the dwellings bears a battered nameplate that reads “Shenge. 
  No solicitors.”
  This portion of the camp contains several single-occupant 
  dwellings. Shenge resides in area A2, though the entrance to his 
  home is trapped from the outside. The walls here are made of 
  plastic, while the doors are steel entryways. Each of the windows 
  marked on the map are made from transparent aluminum and 
  covered from the inside to prevent prying eyes.
  Trap: Shenge rigged his door to shock uninvited visitors. 
  SUBTIER 1–2 (CR 2)
  SHOCKING DOOR TRAP 
  CR 2
  Type technological; Perception DC 23 (notice hidden shock 
  plate); Disable Computers DC 18 (hack local power circuits) 
  or Engineering DC 18 (disable shock plates)
  Trigger touch (opening door); Reset manual
  Effect arc of electricity (4d6 E); Reflex DC 13 half
  SUBTIER 3–4 (CR 4)
  ADVANCED SHOCKING DOOR TRAP 
  CR 4
  Type technological; Perception DC 26 (notice hidden shock 
  plate); Disable Computers DC 21 (hack local power circuits) 
  or Engineering DC 21 (disable shock plates)
  Trigger touch (opening door); Reset manual
  Effect arc of electricity (4d10+2 E); Reflex DC 15 half
  A2. Shenge’S ApArtment (Cr 3 or Cr 5)
  The interior of this cramped dwelling reeks of death mixed with all 
  manner of foul odors. Sweat-stained bedsheets lie half-draped on 
  the floor, completely covering a three-foot tall lump on the floor 
  while still clinging to the sides of the bed. A computer terminal 
  and associated desk are bolted to the west wall.
  This area is Shenge’s personal dwelling. He kept a luxury item, 
  in the form of a personal computer, here. He worked as a low-level 
  hacker, offering equipment repairs and digital support for various 
  underworld figures. When Shenge realized his augmentation was 
  going wrong, he began running a background check on the clinic 
  that sold and installed it. His computer is a tier 2 device (tier 3 in 
  Subtier 3–4) that a PC can hack with a successful DC 21 Computers 
  check (DC 25 in Subtier 3–4.) A lockout countermeasure activates 
  after three failed attempts. A PC who succeeds at a DC 18 Perception 
  check reveals Shenge taped a note with several access codes to the 
  bottom of a desk drawer; discovery of these codes provides a +4 
  bonus to Computers checks to hack Shenge’s computer. 
  Successfully hacking into the computer grants the PCs Shenge’s 
  appointment calendar for the past month, including several visits 
  to the Renew-You clinic and a follow-up appointment with Vrisken 
  to discuss “promotional activities” at a residential address farther 
  out in the Ring. 
  Behind a firewall, requiring a separate DC 21 Computers check 
  (DC 25 in Subtier 3–4), an apparently suspicious Shenge stored a 
  
  11
  THE HALF-ALIVE STREETS
  Scaling Encounter A2
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Reduce Shenge’s Hit Points to 30 and remove 
  his self-destruct ability. In addition, Shenge is off-kilter in 
  the first round of combat due to his recent reanimation. 
  Subtier 3–4: Reduce Shenge’s Hit Points to 50 and remove 
  his self-destruct ability. In addition, Shenge is off-kilter in 
  the first round of combat due to his recent reanimation.
  dossier on his potential business partners, including Renew-You. 
  He documented Renew-You’s roller-coaster business trajectory: 
  the family-run cybernetics clinic was on the verge of losing its 
  operating permit when suddenly one of the owners died. Despite 
  the mysterious death of its physician Kinnakt, the clinic switched 
  to biotech augmentations of markedly improved quality. The 
  clinic’s two remaining owners began turning a profit and were 
  considering expanding their business (hence consulting Shenge). 
  However, Shenge’s dossier notes that the owners abruptly closed 
  shop last week. 
  Creatures: The lump under the bedsheets is Shenge’s corpse. A 
  PC who searches the body and succeeds at a DC 20 Perception 
  check finds a datajack installed in Shenge’s left wrist. The 
  augmentation is well concealed. A PC who succeeds at a DC 15 
  Life Science or Medicine check confirms this augmentation as 
  the cause of death; it appears that the circuitry connecting the 
  datajack and Shenge’s brain grew out of control, trying to connect 
  to components it couldn’t find. 
  After the PCs successfully investigate Shenge’s body, or a few 
  rounds after they fail and begin searching the room, the datajack’s 
  circuitry begins flashing to life as Shenge’s body reanimates as a 
  biotech zombie and attacks them.
  SUBTIER 1–2 (CR 3)
  SHENGE 
  CR 3
  Cybernetic zombie (Alien Archive 114; see page 20)
  N Small undead
  HP 40
  TACTICS 
  During Combat Shenge targets the closest enemy, using his 
  slam attack if able or his integrated arc pistol. 
  Morale Shenge mindlessly fights until destroyed.
  SUBTIER 3–4 (CR 5)
  SHENGE 
  CR 5
  N Small undead
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE  
   
   
   
           HP 70
  EAC 17; KAC 19
  Fort +7; Ref +7; Will +6
  Immunities undead immunities
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +11 (1d6+8 B)
  Ranged integrated static arc pistol +14 (1d6+5 E; critical arc 2)
  Offensive Abilities self-destruct (1d6+5 E, DC 13)
  TACTICS 
  Use the tactics from Subtier 1–2.
  STATISTICS
  Str +3; Dex +5; Con —; Int —; Wis +1; Cha +1
  Skills Athletics +16 
  Other Abilities mindless, unliving
  Gear static arc pistol with 2 batteries (20 charges each)
  SPECIAL ABILITIES
  Integrated Weapons (Ex) Shenge’s ranged weapon is 
  integrated into his body and can’t be disarmed. 
  Self-Destruct (Ex) Shenge self-destructs when he is reduced to 
  0 HP, dealing 1d6+5 electricity damage to all creatures in a 
  10-foot-radius burst. A creature can attempt a DC 13 Reflex 
  saving throw to reduce this damage by half. This ability 
  destroys any cybernetic or technological components that 
  could have been salvaged from Shenge.
  Treasure: A PC searching Shenge’s desk finds a total of 300 
  credits (800 credits in Subtier 3–4) across numerous unmarked 
  credsticks—possibly payments from Shenge’s underworld contacts 
  for his services. A PC who succeeds at a DC 14 Perception check (DC 
  16 in Subtier 3–4) notices a hidden compartment in the back of the 
  desk. The compartment contains two uninstalled augmentations: an 
  ocucloak processor (Alien Archive 103) and a high density datajack.
  Development: The PCs should now realize, if they weren’t 
  already certain, that the Renew-You augmentations are killing 
  recipients and reanimating them as biotech zombies. The operators 
  of Renew-You, where the augmentations were installed, must 
  have some answers, and Shenge’s computer should lead the party 
  right to them. If the PCs fail to access Shenge’s computer, they 
  receive a message from Maija’s friend Tanit. By contacting some 
  of Shenge’s acquaintances, Tanit was able to find the general area 
  of the Ring where the clinic’s owners reside. Alternatively, if any 
  of the PCs slotted the AbadarCorp Respect boon, then Philt can 
  provide the PCs the clinic owners’ address (see the Unexpected 
  Assistance sidebar on page 12 for more information).
  Rewards: If the PCs fail to defeat the reanimated Shenge and 
  find the treasures stored in his desk, reduce each PC’s credits 
  earned as follows.
  Subtier 1–2: Reduce each PC’s credits earned by 130.
  Out of Subtier: Reduce each PC’s credits earned by 171.
  Subtier 3–4: Reduce each PC’s credits earned by 213.
  
  12
  STARFINDER SOCIETY SCENARIO
  Unexpected 
  Assistance
  If any of the PCs have the AbadarCorp Respect boon 
  slotted, Mr. Philt meets up with the PCs as they approach 
  the shirren household and offers to assist with confronting 
  the Renew-You staff. Philt connected the dots between the 
  missing persons and the augmentation clinic on his own, 
  and through corporate databases he found the owners’ 
  home address. His goal is to discover the exact role the 
  clinic played in the disappearances, speak with the 
  owners, and avert any negative press for the Freemarkets 
  and AbadarCorp. 
  Mr. Philt’s statistics can be found on page 19. He 
  provides combat assistance in the final encounter of this 
  adventure if one or more of the PCs have the AbadarCorp 
  Respect boon slotted.
  B. THE HALF-ALIVE STREETS
  The search for the address recovered from Shenge takes the PCs to 
  a remote part of the Ring, where old storage buildings have been 
  converted into housing. While fashionable several decades ago, 
  this type of neighborhood has since fallen into disfavor, with many 
  buildings reverting to their original purpose. As the PCs draw near, 
  they pass fewer and fewer people, more broken lights, and more 
  poorly maintained buildings. After passing dozens more decrepit 
  units, the PCs travel virtually empty streets.
  This main stretch of street is roughly 20 feet wide with 5- and 
  10-foot-wide alleys crisscrossing some of the structures. The 
  shirren household is the only occupied building in the vicinity. 
  The other buildings are closed off and don’t have anything of 
  note inside. There are several waste disposal bins around the 
  area, that a PC can enter to receive partial cover against ranged 
  attacks.
  Two steel doors admit access to the shirren household. The 
  first is a main entrance door along the building’s southern facing 
  that opens towards the street. The second entrance is a back door 
  that leads into the workshop space (area B3) The front door is 
  locked with a simple lock that requires a PC to succeed at a DC 
  20 Engineering check to open. In Subtier 3–4, the lock is average 
  quality and the DC increases to 25. The rear-door lock is a good 
  quality lock in both subtiers and requires a PC to succeed at a DC 
  30 Engineering check to open.
  Three ground-level windows can also be used as access points 
  into the home. The shirrens barricaded the living-room windows 
  with boxes and crates and shoved a refrigerator in front of the 
  kitchen window. A PC can enter through the living-room windows 
  by succeeding at a DC 14 Strength check. Similarly, a PC can enter 
  through the kitchen window by succeeding at a DC 16 Strength 
  check to knock down the refrigerator.
  B1. Street View (Cr 3 or Cr 5)
  The buildings lining the outer edges of this twenty-foot wide 
  street are boarded up and sealed. Occasional streetlights flicker, 
  while up ahead, light seeps out of a single structure. Streams 
  of light come from boarded-up windows, and the area’s only 
  occupied structure stands out like a sore thumb.
  Creatures: As PCs approach their destination, they spot two 
  biotech zombies shambling in front of the occupied household. 
  The two are battering the barricaded windows, but they lack 
  the coordination needed to break into the household. These 
  zombies are the other recipients of the corrupted biotech—
  after their augmentations killed them, residual memories from 
  the consumed host Kinnakt compelled them to seek out the 
  shirrens’ home here. 
  1d4 rounds after the PCs arrive, a third biotech zombie 
  approaches from the same direction the PCs entered the area. 
  Unless otherwise engaged, the zombie ignores the PCs and joins 
  its kin in attempting to break into the house. 5 rounds after the 
  PCs arrive, two more zombies approach.  These biotech zombies 
  are considerably weaker than Shenge; a PC who succeeds at a DC 
  15 Perception check notes the animating implants are beginning 
  to break down the host bodies. If the PCs try to enter the house 
  or otherwise interfere with the zombies, the biotech undead 
  immediately attack.
  SUBTIER 1–2 (CR 3)
  DAMAGED BIOTECH ZOMBIES (2) 
  CR 1
  N Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +5
  DEFENSE  
   
   
                   HP 15 EACH
  EAC 11; KAC 13
  Fort +3; Ref +3; Will +3
  Immunities undead immunities
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +5 (1d6+5 B)
  Ranged integrated arc pistol +8 (1d6+1 E; critical arc 2)
  Offensive Abilities self-destruct (1d6+1 E, DC 10)
  TACTICS 
  During Combat The biotech zombies target any enemies 
  between them and the house that they are trying to enter, 
  using their integrated pistols or slam attacks as appropriate. 
  Morale The biotech zombies are mindless creatures, so they 
  fight to the death.
  STATISTICS
  Str +2; Dex +4; Con —; Int —; Wis +1; Cha +0
  Skills Athletics +10 
  Other Abilities mindless, unliving
  Gear static arc pistol with 2 batteries (20 charges each)
  
  B. THE HALF-ALIVE STREETS
  1 square = 5 feet
  B3
  B2
  B1
  PCs
  START HERE
  13
  THE HALF-ALIVE STREETS
  SPECIAL ABILITIES
  Integrated Weapons (Ex) A biotech zombie’s ranged weapon is 
  integrated into its body and can’t be disarmed. 
  Impaired Self-Destruct (Ex) A damaged biotech zombie’s self-
  destruct ability has a 50% chance to fail.
  Self-Destruct (Ex) A biotech zombie self-destructs when it 
  is reduced to 0 HP, dealing 1d6+1 electricity damage to all 
  creatures in a 10-foot-radius burst. A creature can attempt 
  a Reflex saving throw to reduce this damage by half. This 
  ability destroys any cybernetic or technological components 
  that could have been salvaged from the zombie.
  SUBTIER 3–4 (CR 5)
  IMPAIRED BIOTECH ZOMBIES (2) 
  CR 3
  Cybernetic zombie (Alien Archive 114; see page 20)
  N Small undead
  HP 30 each
  TACTICS 
  During Combat The biotech zombies target any enemies 
  between them and the house that they are trying to enter, 
  using their integrated pistols or slam attacks as appropriate. 
  Morale The biotech zombies are mindless creatures, so they 
  fight to the death.
  SPECIAL ABILITIES
  Impaired Self-Destruct (Ex) An impaired biotech zombie’s self-
  destruct ability has a 50% chance to fail.
  Rewards: If the PCs fail to defeat the biotech zombies, reduce 
  each PC’s credits earned as follows.
  Subtier 1–2: Reduce each PC’s credits earned by 100.
  Out of Subtier: Reduce each PC’s credits earned by 150.
  Subtier 3–4: Reduce each PC’s credits earned by 200.
  Scaling Encounter B1
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Subtier 1–2: Reduce the HP of each damaged biotech 
  zombie to 10, remove its self-destruct ability, and reduce the 
  number of starting zombies by 1. 
  Subtier 3–4: Reduce the HP of each impaired biotech 
  zombie to 20, remove its self-destruct ability, and reduce 
  the number of initial zombies by 1.
  
  14
  STARFINDER SOCIETY SCENARIO
  Scaling Encounter B2
  Make the following adjustments to accommodate a group 
  of four PCs. 
  Both Subtiers: The two shirrens are fatigued from 
  keeping watch for zombies. 
  B2. inSide the houSe (Cr 4 or Cr 6)
  The interior of the household has a 10-foot-tall 
  ceiling and several sectioned-off areas. Inside is 
  an open-concept living room and dining room 
  with a walk-in closet near the entrance, 
  a sectioned-off kitchen, two bedrooms, 
  and a restroom. The shirrens also have 
  a simple workspace (area B3) that 
  contains their illegally imported 
  assembly ooze.
  Creatures: The Renew-You 
  clinics’ shirren owners have 
  barricaded themselves inside 
  as they try to work out how 
  to deal with the zombies. As the 
  PCs approach, Vrisken observes 
  from the kitchen window, peeking 
  from behind the refrigerator unit. Theskell 
  watches from behind the crates in the living 
  room and readies her spells.
  Once the PCs have dealt with the biotech 
  zombies, Vrisken reveals his presence. He has 
  taken position behind the kitchen refrigerator that’s blocking 
  the window. If the PCs attempt to establish dialogue, Vrisken 
  answers their questions through the window. Already on edge 
  from hours of holding off the zombies, he is agitated and erratic, 
  and so he consistently deflects responsibility for the creation of 
  the zombies.
  Where did you get the biotech augmentations? “The 
  components—we just weren’t fast enough, all right? That was the 
  only problem. So…we imported some tech to help out. The ooze 
  was just supposed to take apart and assemble tech, but it attacked 
  Kinnakt! It ate them! Then started producing biotech implants, 
  instead of what we’d programmed into it!”
  Given the source, why did you implant them into your clients? 
  “If we didn’t use them, Kinnakt’s death was for nothing! This way, 
  Kinnakt helped save lives, like they would have wanted!”
  What went wrong with the augmentations? “Something in the 
  ooze’s programming went wrong— that’s why it attacked Kinnakt 
  in the first place. The components it produced must have gone bad 
  too. We didn’t know! We couldn’t have known; Kinnakt was the 
  doctor, not me or Theskell!”
  Why didn’t you try to help your patients? “We didn’t know 
  anything was wrong until the first undead showed up. By then it 
  was too late to do anything for the rest!”
  Why didn’t you contact the authorities? “What would be the 
  point? I told you, the patients were as good as dead already, us 
  going to jail for smuggling wouldn’t fix anything! 
  The best way to deal with it was to let the 
  zombies come to us and make sure they 
  were destroyed.”
  Why not turn yourselves in? “No! We’re 
  not going to jail! Everything we’ve been through has 
  been punishment enough! We’re leaving—and so are 
  you! Go!” 
  If the PCs (or Philt, if present) ask the shirrens 
  to surrender to the authorities, then Vrisken begins 
  firing through the small gap in the blocked window. 
  During the fight, Vrisken attacks from range and tries 
  to distract the PCs verbally. Theskell monitors the 
  situation of the other 
  windows. 
  She 
  uses 
  the house’s entrance 
  hallway as a choke point. 
  Vrisken moves to cover 
  Theskell once the house is 
  breached. If the PCs appear to 
  be gaining the upper hand, 
  Vrisken attempts to hold 
  the PCs at bay in the living 
  room, while Theskell retreats 
  to the workspace (area B3) to 
  release the assembly ooze. Guilt 
  ridden, about their host’s death 
  and what they inadvertently did to their 
  clients, the two shirrens nonetheless adamantly resist being 
  turned in to the authorities.
  SUBTIER 1–2 (CR 4)
   VRISKEN 
  CR 2 
  Male shirren envoy
  CN Medium humanoid (shirren)
  Init +2; Senses blindsense (vibration) 30 ft.; Perception +7
  DEFENSE  
   
   
                    HP 23 RP 3 
  EAC 13; KAC 14
  Fort +3; Ref +3; Will +5 
  OFFENSE
  Speed 30 ft.
  Melee survival knife +6 (1d4+2 S)
  Ranged static arc pistol +8 (1d6+2 E; critical arc 2)
  TACTICS 
  Before Combat If given the opportunity to initiate combat, 
  Vrisken uses his dispiriting taunt improvisation to try to 
  affect as many enemies as he can. 
  Theskell
  
  15
  THE HALF-ALIVE STREETS
  During Combat Vrisken maintains his distance while 
  engaging the PCs from range, reverting to melee as a last 
  resort. If the PCs target Theskell, he uses watch your 
  step to assist her. Otherwise, he prefers to hide behind 
  the partial cover of the windows to shoot at enemies 
  attempting to enter the house.
  Morale If Theskell is reduced to 5 Hit Points or fewer, 
  Vrisken surrenders. 
  STATISTICS
  Str +0; Dex +2; Con +0; Int +1; Wis +0; Cha +4
  Skills Bluff +12, Computers +7, Culture +7, 
  Diplomacy +12, Intimidate +7, Sense Motive +12
  Languages Common, Shirren, limited telepathy 30 ft.
  Other Abilities communalism, envoy 
  improvisations (dispiriting taunt [DC 13], 
  watch your step)
  Gear kasatha microcord I, static arc pistol with 
  1 battery (20 charges), survival knife, 
  personal datapad (tier 1 computer)
  THESKELL                                              CR 2 
  Female shirren technomancer
  CN Medium humanoid (shirren)
  Init +2; Senses blindsense 
  (vibration) 30 ft.; 
  Perception +7
  DEFENSE 
  HP 21 RP 3
  EAC 12; KAC 13
  Fort +1; Ref +3; Will +5 
  OFFENSE
  Speed 30 ft.
  Melee survival knife +4 (1d4+2 S)
  Ranged azimuth laser pistol +6 (1d4+2 F; critical burn 1d4)
  Technomancer Spells Known (CL 2nd; melee +4, ranged +6)
  1st (3/day)—jolting surge, magic missile
  0 (at will)—mending, psychokinetic hand
  TACTICS 
  During Combat Theskell uses her 1st-level spells on the PCs 
  as often as she can. Once she’s exhausted her spells—or if 
  the PCs gain the upper hand—she withdraws to release the 
  assembly ooze from its containment unit (see area B3) if 
  Vrisken hasn’t already done so.
  Morale Theskell fights to the death or until Vrisken surrenders. 
  STATISTICS
  Str +0; Dex +2; Con +0; Int +4; Wis +1; Cha +0
  Skills Computers +12, Culture +7, Diplomacy +7, Engineering +12, 
  Mysticism +7
  Languages Common, Shirren, limited telepathy 30 ft.
  Other Abilities communalism, magic hacks (countertech), spell 
  cache (personal datapad)
  Gear kasatha microcord I, azimuth laser pistol with 1 battery 
  (20 charges), survival knife, personal datapad (tier 
  1 computer)
  SUBTIER 3–4 (CR 6)
  VRISKEN 
  CR 4 
  Male shirren envoy
  CN Medium humanoid (shirren)
  Init +3; Senses blindsense (vibration) 30 ft.; Perception +10
  DEFENSE 
  HP 45 RP 3 
  EAC 16; KAC 17
  Fort +5; Ref +5; Will +7
  OFFENSE
  Speed 30 ft.
  Melee survival knife +6 (1d4+4 S)
  Ranged thunderstrike sonic pistol +8 (1d8+4 So;  
  critical deafen)
  TACTICS 
  Before Combat If given the opportunity to 
  initiate combat, Vrisken uses his dispiriting taunt 
  improvisation to try to affect as many enemies as 
  he can. 
  During Combat Vrisken maintains his distance 
  while engaging the PCs from range, reverting 
  to melee as a last resort. If the PCs 
  target Theskell, he uses the 
  watch out envoy improvisation 
  to assist her against particularly 
  threatening attacks. Otherwise, 
  he prefers to hide behind the 
  partial cover of the windows to 
  shoot at enemies attempting to 
  enter the house.
  Morale If Theskell is reduced to 5 Hit Points 
  or fewer, Vrisken surrenders.
  STATISTICS
  Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +5
  Skills Bluff +15, Computers +10, Culture +10, Diplomacy +15, 
  Intimidate +10, Sense Motive +15
  Languages Common, Shirren, limited telepathy 30 ft.
  Other Abilities communalism, envoy improvisations (dispiriting 
  taunt [DC 15], watch out)
  Gear basic lashunta tempweave, thunderstrike sonic pistol 
  with 1 battery (20 charges), survival knife, personal 
  datapad (tier 1 computer)
  THESKELL 
  CR 4
  Female shirren technomancer
  CN Medium humanoid (shirren)
  Init +3; Senses blindsense (vibration) 30 ft.; Perception +10
  DEFENSE 
  HP 43 RP 3
  EAC 15; KAC 16
  Fort +3; Ref +5; Will +7
  OFFENSE
  Speed 30 ft.
  Melee survival knife +8 (1d4+4 S)
  Vrisken
  
  16
  STARFINDER SOCIETY SCENARIO
  Ranged corona laser pistol +10 (2d4+4 F; critical burn 1d4)
  Technomancer Spells Known (CL 4th; melee +8, ranged +10)
  2nd (3/day)—caustic conversion, mirror image
  1st (6/day)—holographic image I, jolting surge, magic missile
  0 (at will)—mending, psychokinetic hand
  TACTICS 
  Use the tactics from Subtier 1–2. 
  STATISTICS
  Str +0; Dex +3; Con +0; Int +5; Wis +1; Cha +0
  Skills Culture +10, Computers +15, Diplomacy +10, Engineering 
  +15, Mysticism +10
  Languages Common, Shirren, limited telepathy 30 ft.
  Other Abilities communalism, magic hacks (countertech) spell 
  cache (personal datapad)
  Gear basic lashunta tempweave, corona laser pistol with 1 
  battery (20 charges), survival knife, personal datapad (tier 
  1 computer)
  Treasure: Along with the shirrens’ personal equipment, 
  there are 600 credits’ worth of assorted credsticks and art 
  pieces scattered throughout the house (1,200 credits’ worth in 
  Subtier 3–4).
  Development: The PCs can unravel the full tragedy of 
  Renew-You by interrogating the shirrens or checking unlocked 
  computer records in the workshop (area B3). The family bought 
  the assembly ooze, which had been smuggled onto the station 
  by an unknown third party. Theskell attempted to rewrite 
  the ooze’s programming to create augmentation components 
  to save their business. This resulted in the ooze consuming 
  Kinnakt and producing the flawed biotech components. Records 
  and billing statements identify the remaining carriers of the 
  corrupted biotech; the PCs can pass this information along to 
  the authorities (if Philt has joined the party, he offers to do this) 
  so that any recently augmented individuals can be saved, or 
  their bodies destroyed.
  Rewards: If the PCs fail to defeat or subdue Theskell and Vrisken, 
  reduce each PC’s credits earned as follows.
  Subtier 1–2: Reduce each PC’s credits earned by 139.
  Out of Subtier: Reduce each PC’s credits earned by 259.
  Subtier 3–4: Reduce each PC’s credits earned by 379.
  B3. workSpACe (Cr 1 or Cr 3)
  The walls of this room are covered in metal boards with 
  equidistant spacing for hanging tools. A workbench juts out 
  from the western and northern facings of the area. A cylindrical 
  container, guarded by cage of glowing red lasers, rests along 
  the eastern wall. A large steel door exits to the south, while a 
  smaller door to the north has a single one-way peephole looking 
  out into the alley outside the house.
  This is the workspace where the shirrens keep the assembly 
  ooze contained. The energy shielding around the container can 
  be bypassed with a successful DC 20 Engineering or Computers 
  check (DC 25 in Subtier 3–4). Both Theskell and Vrisken have 
  their datapads keyed to activate or deactivate the container’s 
  protective shielding. A PC making a successful DC 14 Computers 
  check can obtain the deactivation code from either of the 
  shirrens’ datapads. Otherwise, the laser fence prevents creatures 
  from accessing the container.
  Creatures: An assembly ooze slops within the container inside 
  the energy field. The ooze emerges and attacks the nearest 
  armored creature as soon as the field is dropped, or if Theskell or 
  Vrisken manage to deactivate the field.
  
  17
  THE HALF-ALIVE STREETS
  SUBTIER 1–2 (CR 1)
  ASSEMBLY OOZE 
  CR 1
  HP 17 (Alien Archive 16, see page 20) 
  TACTICS 
  During Combat The assembly ooze attacks the nearest 
  armored creature with its pseudopod. If left unchecked, 
  it uses its disassemble ability on any helpless creatures 
  encased in armor—a process that takes 10 rounds but 
  completely dissolves the creature wearing the armor along 
  with the armor.
  SUBTIER 3–4 (CR 3)
  MODIFIED ASSEMBLY OOZE 
  CR 3
  N Medium ooze (technological)
  Init +4; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +8
  DEFENSE 
  HP 35 
  EAC 14; KAC 16
  Fort +7; Ref +2; Will +4
  Immunities ooze immunities
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee pseudopod +11 (1d6+5 B)
  Space 5 ft.; Reach 5 ft. (10 ft. with pseudopod)
  Offensive Abilities disassemble
  TACTICS 
  During Combat The ooze attacks the nearest armored creature 
  with its pseudopod. If left unchecked, it uses its disassemble 
  ability on any helpless creatures encased in armor—a 
  process that takes 10 rounds but completely dissolves the 
  creature wearing the armor along with the armor.
  Morale The ooze attempts to withdraw if reduced to 5 Hit 
  Points or fewer, but its lack of intelligence makes it unable 
  to determine viable escape routes. 
  STATISTICS
  Str +2; Dex +1; Con +4; Int —; Wis +0; Cha +0
  Skills Athletics +13, Stealth +13
  Other Abilities assemble, compression
  SPECIAL ABILITIES 
  Assemble (Ex) In a process that takes 1 uninterrupted 
  minute, an assembly ooze can craft a random piece of 
  technological gear using its store of virtual UPBs (see 
  disassemble below). An assembly ooze can craft a piece 
  of technological gear of no more than 5 bulk with a cost 
  equal to the number of virtual UPBs it spends, but with an 
  item level no greater than its CR + 2 (5 for this modified 
  assembly ooze). There is a 25% chance that a piece of gear 
  an assembly ooze crafts has the broken condition. Roll 
  1d8 on the table below to determine what kind of gear the 
  assembly ooze creates. 
  D8  
  GEAR 
  1 
  Basic or advanced melee weapon 
  2 
  Small arm or longarm 
  3 
  Heavy weapon or sniper weapon 
  4 
  Grenade 
  5 
  Ammunition 
  6 
  Light or heavy armor 
  7 
  Armor upgrade
  8 
  Technological item
  Disassemble (Ex) As a full action, an assembly ooze can 
  engulf an unattended piece of technological gear of no 
  more than 5 bulk and with an item level no greater than 
  its CR + 2 (5 for this modified assembly ooze) within reach 
  of its pseudopod. Unless the object succeeds at a DC 12 
  Fortitude saving throw, the ooze moves into that object’s 
  space and deconstructs it into its component parts. The 
  assembly ooze gains a number of virtual UPBs equal to 
  the gear’s price in credits. An assembly ooze can hold 
  a maximum number of virtual UPBs equal to 100 × its 
  Constitution modifier (400 for most assembly oozes). In 
  addition, if an assembly ooze succeeds at a grapple combat 
  maneuver against a creature with the technological 
  subtype, that creature takes 1d6+1 acid damage. The 
  assembly ooze gains 1 virtual UPB for every point of 
  damage it deals in this way.
  Treasure: Upon destruction, the assembly ooze disgorges 800 
  UPBs (1,600 UPBs in Subtier 3–4.) In addition, the room contains 
  an engineering kit and a hacking kit. In Subtier 1–2, the room also 
  contains a spell gem of invisibility, a spell gem of mirror image and 
  a minimal speed suspension augmentation. In Subtier 3–4, the 
  room instead contains a spell gem of dispel magic, a spell gem of 
  probability prediction and a cardiac accelerator augmentation.
  Rewards: If the PCs fail to investigate this room and fail to either 
  defeat the assembly ooze or keep it contained, reduce each PC’s 
  credits earned as follows.
  Subtier 1–2: Reduce each PC’s credits earned by 195.
  Out of Subtier: Reduce each PC’s credits earned by 294.
  Subtier 3–4: Reduce each PC’s credits earned by 393.
  CONCLUSION
  Once the situation is concluded, the PCs can return to the 
  Lorespire Complex to report in. While Venture-Captain Arvin is 
  disappointed that the augmentation technology isn’t reliable or 
  reproducible, he is glad the PCs were able to deal with the biotech 
  monstrosities and prevent the creation of any more. 
  If the PCs succeeded, AbadarCorp is grateful to be spared 
  negative publicity. The corporation is smart enough to not take 
  credit and gives the Starfinder Society all the prestige associated 
  with solving the missing-persons cases. If the PCs worked with 
  Mr. Philt, they receive a personal thank-you message from the 
  shirren, with the implication that they may be considered for future 
  operations on AbadarCorp’s behalf. 
  
  18
  STARFINDER SOCIETY SCENARIO
  Finally, depending on how the PCs comported themselves 
  toward Maija and her family, the halfling community may be 
  impressed by the PCs’ tactful assistance of Maija. Soon after 
  the PCs file their reports, several halflings make inquiries 
  about joining the Starfinder Society. This much-needed boost in 
  recruiting helps put the PCs in Arvin’s good graces and even earns 
  them a personal commendation from the current First Seeker. 
  So long as the PCs either removed Maija’s augmentation safely 
  or purchased a replacement for her, each PC earns the Halfling 
  Applicant boon on their Chronicle sheet.
  PRIMARY SUCCESS CONDITIONS
  If the PCs put an end to the corrupted biotech upgrades, by either 
  capturing or killing Vrisken and Theskell, they succeed in their 
  mission and each earn 1 Fame and 1 Reputation for any factions 
  associated with their currently slotted faction boon. In addition, 
  the PCs earn the AbadarCorp Augmentations boon on their 
  Chronicle sheets.
  SECONDARY SUCCESS CONDITIONS
  The PCs succeed at their secondary success condition if 
  they accomplish at least two of the following objectives: 
  favorably impress the halfling community by removing Maija’s 
  augmentation or purchasing her a replacement, access Shenge’s 
  computer for information on the Renew-You clinic, or identify and 
  destroy or capture the source of assembly ooze. This earns each 
  PC 1 additional Fame and Reputation for any faction associated 
  with her currently slotted faction boon. 
  
  19
  THE HALF-ALIVE STREETS
  APPENDIX 1: PHILT STAT BLOCKS
  SUBTIER 1–2 (CR 1)
  PHILT 
  CR 1 
  Male shirren envoy
  N Medium humanoid (shirren)
  Init +2; Senses blindsense (vibration) 30 ft.; Perception +5
  DEFENSE  
   
   
                     HP 17 RP 3 
  EAC 11; KAC 12
  Fort +1; Ref +3; Will +4 
  OFFENSE
  Speed 30 ft.
  Melee survival knife +6 (1d4+2 S)
  Ranged azimuth laser pistol +8 (1d4+1 F; critical burn 1d4)
  STATISTICS
  Str +1; Dex +2; Con +0; Int +1; Wis +0; Cha +4
  Skills Acrobatics +5, Bluff +10, Diplomacy +10, Sense  
  Motive +10
  Feats Fast Talk
  Languages Common, Shirren, Vesk, limited telepathy 30 ft.
  Other Abilities communalism, envoy improvisations (clever feint)
  Gear second skin, azimuth laser pistol with 1 battery (20 
  charges), survival knife, credstick (400 credits)
  SUBTIER 3–4 (CR 3)
  PHILT 
  CR 3 
  Male shirren envoy
  N Medium humanoid (shirren)
  Init +2; Senses blindsense (vibration) 30 ft.; Perception +8
  DEFENSE  
   
   
                    HP 35 RP 3 
  EAC 14; KAC 15
  Fort +1; Ref +3; Will +4 
  OFFENSE
  Speed 30 ft.
  Melee tactical dueling sword +7 (1d6+4 S)
  Ranged static arc pistol +11 (1d6+3 E plus stun; critical arc 2)
  STATISTICS
  Str +1; Dex +2; Con +0; Int +1; Wis +0; Cha +4
  Skills Acrobatics +8, Bluff +13, Diplomacy +13, Sense  
  Motive +13
  Feats Fast Talk
  Languages Common, Shirren, Vesk; limited telepathy 30 ft.
  Other Abilities communalism, envoy improvisations (clever 
  feint, get ’em)
  Gear graphite carbon skin, static arc pistol with 1 battery (20 
  charges), tactical dueling sword, credstick (600 credits)
  
  20
  STARFINDER SOCIETY SCENARIO
  APPENDIX 2: STAT BLOCKS
  ASSEMBLY OOZE 
  CR 1
  N Medium ooze (technological)
  Init +4; Senses blindsight (vibration) 60 ft., sightless; 
  Perception +7
  DEFENSE  
   
   
   
            HP 17
  EAC 11; KAC 12
  Fort +3; Ref –1; Will +2
  Immunities ooze immunities
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee pseudopod +6 (1d4+3 B)
  Space 5 ft.; Reach 5 ft. (10 ft. with pseudopod)
  Offensive Abilities disassemble 
  STATISTICS
  Str +2; Dex +1; Con +4; Int —; Wis +0; Cha +0
  Skills Athletics +10, Stealth +10
  Other Abilities assemble, compression
  SPECIAL ABILITIES 
  Assemble (Ex) In a process that takes 1 uninterrupted minute, 
  an assembly ooze can craft a random piece of technological 
  gear using its store of virtual UPBs (see disassemble below). 
  An assembly ooze can craft a piece of technological gear 
  of no more than 5 bulk with a cost equal to the number of 
  virtual UPBs it spends, but with an item level no greater 
  than its CR + 2 (3 for most assembly oozes). There is a 25% 
  chance that a piece of gear an assembly ooze crafts has the 
  broken condition. Roll 1d8 on the table below to determine 
  what kind of gear the assembly ooze creates. 
  D8  
  GEAR 
  1 
  Basic or advanced melee weapon 
  2 
  Small arm or longarm 
  3 
  Heavy weapon or sniper weapon 
  4 
  Grenade 
  5 
  Ammunition 
  6 
  Light or heavy armor 
  7 
  Armor upgrade
  8 
  Technological item
  Disassemble (Ex) As a full action, an assembly ooze can engulf 
  an unattended piece of technological gear of no more than 5 
  bulk and with an item level no greater than its CR + 2 (3 for 
  most assembly oozes) within reach of its pseudopod. Unless 
  the object succeeds at a DC 12 Fortitude saving throw, 
  the ooze moves into that object’s space and deconstructs 
  it into its component parts. The assembly ooze gains a 
  number of virtual UPBs equal to the gear’s price in credits. 
  An assembly ooze can hold a maximum number of virtual 
  UPBs equal to 100 × its Constitution modifier (400 for most 
  assembly oozes). In addition, if an assembly ooze succeeds 
  at a grapple combat maneuver against a creature with 
  the technological subtype, that creature takes 1d6+1 acid 
  damage. The assembly ooze gains 1 virtual UPB for every 
  point of damage it deals in this way.
  CYBERNETIC ZOMBIE 
  CR 3
  N Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE  
   
   
   
           HP 40
  EAC 14; KAC 16
  Fort +5; Ref +5; Will +4
  Immunities undead immunities
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +8 (1d6+5 B)
  Ranged integrated static arc pistol +11 (1d6+3 E; critical arc 2)
  Offensive Abilities self-destruct (1d6+3 E, DC 12)
  STATISTICS
  Str +2; Dex +4; Con —; Int —; Wis +1; Cha +1
  Skills Athletics +13 
  Other Abilities mindless, unliving
  Gear static arc pistol with 2 batteries (20 charges each)
  SPECIAL ABILITIES
  Integrated Weapons (Ex) A cybernetic zombie’s ranged 
  weapon is integrated into its body and can’t be disarmed. 
  Self-Destruct (Ex) A cybernetic zombie self-destructs when it 
  is reduced to 0 HP, dealing an amount of electricity damage 
  equal to 1d6 + the zombie’s CR to all creatures in a 10-foot-
  radius burst. A creature can attempt a Reflex saving throw 
  to reduce this damage by half. This ability destroys any 
  cybernetic or technological components that could have 
  been salvaged from the zombie.
  
  21
  THE HALF-ALIVE STREETS
  
  22
  STARFINDER SOCIETY SCENARIO
  OPEN GAME LICENSE Version 1.0a
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, 
  Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy 
  Bauer, John Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik 
  Mona, Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Society Scenario #1–10: The Half-Alive Streets © 2018, Paizo Inc.; 
  Author: Mara Lynn Butler.
  Event
  GM #
  GM Character #
  GM Fame Earned
  GM Name
  Date
  B
  A
  D
  C
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Starfinder Society Scenario #1–10:  
  The Half-Alive Streets
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  Character #
  Character Name
  Fame
  Faction Boons
  Dataphiles
  Wayfinders
  Acquisitives
  Second Seekers (              )
  Faction ___________
  Exo-Guardians
  
  Normal
  SUBTIER
  EVENT
  EVENT CODE
  DATE
   Game Master’s Signature
   GM Organized Play #
  For GM Only
  Normal Max Credits
  SUBTIER
  Normal
  SUBTIER
  Normal
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Fame
  Fame Gained (GM ONLY)
  –
  –
  Fame Spent
  Final 
  Fame
  Starting Credits
  Credits Garnered (GM ONLY)
  Day Job (GM ONLY)
  Credits Spent
  Total
  CREDITS
  MAX CREDITS
  Faction
  Reputation
  Faction
  Reputation
  Faction
  Reputation
  Infamy
  A.K.A.
  Player Name
  Character Name
   -
  Organized Play #
  Character #
  Faction
  7
  Character Chronicle #
  1–2
  3–4
  —
  735
  1,107
  1,480
  —
  Out of
  Subtier
  Starfinder Society Scenario 
  #1–10: The Half-Alive Streets
  ▫ ▫ ▫ AbadarCorp Augmentations (Social Boon; Limited Use): AbadarCorp has made you a special offer after you 
  helped maintain the stability of their Freemarkets by keeping illegal augmentations off the streets. At the end of a 
  scenario where you have this boon slotted, you can purchase one or more augmentations from the Starfinder Core 
  Rulebook and receive a one-time 20% discount. If the item level of the augmentation is 8 or more, then you receive only 
  a 10% discount on that augmentation. For each augmentation you purchase in this manner, check one of the boxes on 
  this boon. Once you’ve checked all three boxes, you can no longer receive this discount on future purchases.
  Halfling Admittance (Personal Boon; Limited Use):  Your efforts on Absalom Station roused the attention of the station’s 
  halfling population. By assisting the halfling Maija and her family, you created a bond between Absalom Station’s halflings 
  and the Starfinder Society. As a result, several halflings have displayed an obvious interest in joining the Society. Select 
  one of the following uses, and cross the other use off this Chronicle sheet.
  New Character: You can play a halfling character, beginning at 1st level as normal. Other than access to this additional 
  race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of 
  this Chronicle sheet must be the first Chronicle sheet for the given character.
  Existing Halfling: You can apply this boon to an existing halfling character in you have that you earned from another 
  source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a 
  copy with the character you apply this change to. A character can earn this benefit from this boon only once.
  All Subtiers
  Reputation
  Subtier 3–4
  azimuth laser pistol (350; item level 1)
  engineering toolkit (445; item level 2)
  falcon boots (3,000; item level 5; Starfinder Adventure 
  Path #1: Incident at Absalom Station 51)
  hacking toolkit (445; item level 2)
  high-density datajack (2,600; item level 5)
  kasatha microcord I (460; item level 2)
  merciful fusion seal (5th) (792; item level 5)
  minimal speed suspension (1,900; item level 4)
  ocucloak processor (2,200; item level 4; Starfinder Alien 
  Archive 103)
  spell gem of invisibility (450; item level 5; limit 1)
  spell gem of mirror image (450; item level 5; limit 1)
  static arc pistol (750; item level 2)
  survival knife (95; item level 1)
  basic lashunta tempweave (1,900; item level 4)
  cardiac accelerator (3,850; item level 6)
  corona laser pistol (4,270; item level 6)
  least gluon crystal (3,900; item level 6)
  spell gem of dispel magic (1,400; item level 8; limit 1)
  spell gem of probability prediction (1,400; item level 8; 
  limit 1)
  thunderstrike sonic pistol (2,300; item level 4)
  
SOURCE: textdata/thevault/Starfinder [multi]/Society/Season 1/SF S01-10 - The Half-Alive Streets.pdf