TEXT: The Ancient Solarian War 
  An eternal conflict across the cosmos, between Chaos and Order.
  
  The Ancient Solarian 
  War 
  An eternal conflict across the cosmos, between Chaos and Order.
  By Philip Forbes 
  of Black Sky Industries 
  www.patreon.com/BlackSkyIndustries
  www.facebook.com/BlackSkyIndustries
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. 
  See http://paizo.com/starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not 
  guarantee compatibility, and does not endorse this product.
  
  Ancient Solaria 
  Story
  Modern Solarians are a diverse group who channel the power of the cosmos, but few, remember where it 
  all started. Historians would have to reach back more than 10,000 years, and to a world that has long since 
  died, orbing a sun that no longer shines. Some might say that such a history is unimportant in the grand 
  scheme of things, especially considering ore recent events. Any solarian could tell you that the universe is 
  governed by cycles, and that everything that has passed will come around again. 
  Ten thousand years ago there was a species just growing into its own. Tall and wiry, with skin that varied 
  in shade from crimson red to royal purple, with jagged black stripes along their spines, arms, and legs. 
  Black hair and eyes like pools of darkness that reflected starlight, as if the cosmos themselves were 
  imbedded in their skulls. Long before the modern solarian teachings, this species called themselves 
  Solarians, and their world Solaria. They were a bright species, filled with hopes and dreams, like a beacon 
  in the darkness. 
  And like any beacon, things were drawn to them. At the height of their young civilization, a visitor 
  arrived from the stars. First appearing in their dreams, the towering being brought with it nightmares that 
  haunted the people of solaria. They would have dismissed it, if it was not their entire people who shared 
  these horrors nightly. Then one day the nightmares became real as the huge form of a Star Spawn sent by 
  the Dark Tapestry landed and took its first steps onto the surface of the world, alongside a host of its kin. 
  This began the darkest age in the young species history, as the Dark Tapestry enslaved the world. They 
  fought back, but it was a losing battle as more and more people succumbed to insanity. Their gods failed 
  them, and so did their mystics and spellcasters. Their soldiers broke, and with them their people fell. 
  However, the star servants of the dark tapestry were never able to fully stamp out rebellion. 
  It took over a thousand years, but eventually salvation was found in the ramblings of a mad mystic that 
  had long since fallen to the star spawn’s insanity. In the intervening time, the solarians had grown 
  resistant to the powers of the abominations. They were often able to hold onto their sanity for longer and 
  longer as they fought to take their world back. When one of the rebels brought back an old woman, 
  nearing the end of her years, it signaled the beginning of the end to war they had fought for so long. 
  Clearly mad, the woman seemed to not see anyone, but she spoke of the stars, their cycles and their 
  power. She spoke of the perfect order of the cosmos that held even the infernos of the stars in their grip. 
  From the ravings of this broken soul was born a power that no other species had ever harnessed. When the 
  first solarian channeled the power of the stars into a torrent of fire that consumed one of the star spawn, 
  hope was born again on that dismal world. 
  It was no longer rebellion, but all-out war, and the power of the solarians was winning it. When the first 
  of the star spawn fled into space, the solarians began constructing starships to chase them down and finish 
  them off. When the first ships launched, there were still many star spawn on the world, and the war was 
  about to take a turn for the worse, because one of the great old ones had just arrived, and given the 
  command to cleanse the world of life. 
  Fearing that they had no way to stop their extinction against the monstrous being, they enacted a daring 
  plan that would take them all to accomplish. They evacuated as many of their people as they could, and 
  then they used what ships they had to encircle their planet, and another group of ships to encircle their 
  
  sun. The circle around the planet performed an ancient mystic rite, and an unprecedented scale, binding 
  every living thing left on the planet against escape. Meanwhile, those who encircled the solarian star 
  began a similar ritual, channeling its power and heat. Their circle bound them to those who stayed behind 
  on the surface, and those heroic sacrifices channeled in time with their star-bound kin. The result 
  consumed solaria in starfire. Not just the surface, but the oceans boiled away, the atmosphere burned off, 
  and at the end, the planet cracked apart and even the bowels of it were consumed. With the planet 
  consumed, the fires of the star gave out and went dark. 
  The solarians, unwilling to surrender to fate, worked tirelessly to find a way to travel away from their now 
  dead solar system. They invented machines that let them harness the new power they had, and by forging 
  new connections to other planets and stars were able to cross those vast distances. They became a 
  nomadic race, travelling the stars in search of vengeance against the few star spawn that escaped their 
  wrath. They were willing to send all eternity on that search. 
  With the abandonment of their gods when the star spawn came, their religions had died. With their 
  pyrrhic victory, two new philosophies arose and struggled with each other for dominance.  The Graviton 
  Code, and the Path of Light. The Graviton Code encouraged logic, self-control, and discipline, teaching 
  that those things were the key to opposing the dark tapestry. The Path of Light taught that only by 
  embracing passion no matter what, even if it lead to conflict, would they ever be strong enough to hope of 
  victory against their sworn enemies.
  While their eternal search for servants of the dark tapestry continued, these two philosophies escalated 
  into conflict and eventually the nomadic fleet split into two distinct groups. Now whenever they meet, 
  Ancient Solarians will fight with any of the opposing philosophy before anything else. The only 
  exception to this is if they have a servant of the dark tapestry in their sights. Only then will the two groups 
  unite once again and destroy their prey. 
  Rather than being xenophobic, both groups welcome people of all species and cultures into their way of 
  life, and this gregariousness has resulted in versions of the solarian powers being spread across the 
  galaxy. Often without the ancient solarians themselves there, these splinter solarians don’t keep the same 
  codes of honor, and often times don’t carry any kind of code at all. However, within the nomadic fleets of 
  this ancient people, the two codes are still to this day the guide by which they live their lives.
  
  Ancient Solarian
  +2 Constitution, +2 Charisma, -2 Wisdom, 4 HP
  Medium Humanoid (Solarian)
  30 ft speed
  Stubborn:
  Ancient Solarians gain a +2 racial bonus on Will saving throws to resist spells and spell-like 
  abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a 
  member of this race fails such a save, it receives another save 1 round later to prematurely end 
  the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This 
  second save is made at the same DC as the first. If the member of the race has a similar ability 
  from another source (such as a legacy rogue's slippery mind class feature), it can only use one of 
  these abilities per round, but can try the other on the second round if the first reroll ability fails.
  Ancient Hated Foe:
  Ancient Solarians gain a +2 dodge bonus to AC against aberrations and a +2 racial bonus against 
  combat maneuver checks made to resist being grappled by aberrations. Ancient Solarians also 
  gain a +1 racial bonus on attack rolls against aberrations as well.
  Supernaturally Gifted Linguist:
  Members of this race gain a +4 racial bonus on Culture checks involving language and 
  communication, and they learn one additional language every time they put a rank in the Culture 
  skill. Ancient Solarians also gain a +1 bonus to the DC of spells they cast that have the language-
  dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a 
  +2 racial bonus on saving throws against such spells. 
  Limited Telepathy:
  Ancient Solarians can mentally communicate with any creatures within 30 feet with whom they 
  share a language. Conversing telepathically with multiple creatures simultaneously is just as 
  difficult as listening to multiple people speaking.
  Ancient Solarian Powers:
  Ancient Solarians gain the following spell-like abilities at will: psychokinetic hand, telepathic 
  message, token spell. The caster level for these effects is equal to the Ancient Solarian's level.
  Base Languages: Common, Ancient Solarian; Bonus Languages: Any
  Average Height: 6ft; Average Weight: 180 Lbs; Age of Adulthood: 25 years; Average 
  Lifespan: 180 years
  
  The Graviton Code 
  The Mind is The Path
  Through Logic, Illusions fall away.
  Through Control, Nightmares are banished.
  With infinite distinctiveness, we become One. 
  As One, our alternatives become Infinite. 
  In Infinity, we become Order.
  Role
  Theme: The followers of the Graviton Code value logic and order above almost anything else. Theirs is 
  the way of control and discipline. They have embraced cybernetic augmentation that aids in these things. 
  Goals: They seek to give all peoples of the galaxy the tools they need to resist the powers of aberrations, 
  and destroy them where they can. 
  Threats: Though initially friendly, they often come into conflict with chaotic societies, and will 
  inevitably seek to change those societies and establish order. However they never seek to initiate such 
  changes through violence, as that would last no longer than their presence. Being nomadic in nature, that 
  would not be a very long time. 
  They also are instantly hostile to any aberrations they come across, and are often actually hunting them. 
  While millennia ago they used to single out servants of the dark tapestry, now they simply destroy 
  anything similar to it. Most aberrations have similar attitudes towards mortals anyway. 
  Rewards: Followers of the Graviton Code teach people of their ways and how to harness the power of 
  gravity that binds the universe together. They also freely share their technology with other civilizations
  they are not in conflict with, and are friendly to any and all wanderers, happily providing transportation if 
  you are interested in travelling with them. 
  Relationships
  Allies/positive: While they tend to make a lot of friends across space with any non-hostile civilization 
  they encounter, their nomadic ways prevent them from having many true allies. The one notable group 
  that can often be seen acting in support of the Ancient Solarians of the Graviton Code are actually 
  denizens of the outer planes: Inevitables. Their strict adherence and promotion of order and law make 
  them strong and willing allies. Often various inevitables will have ancient pacts of services owed to or by 
  various ancient solarians that the binding part of a planar binding spell calling one is often times not 
  considered necessary. Their exploratory ways as nomads has seen a recent rise in the population of certain 
  nanite-born inevitables traveling with the graviton fleets.
  Enemies/negative: The Dark Tapestry, mysterious and alien as it is to mortal minds alternatively hate 
  and fear the ancient solarians. No other civilization has so thoroughly rooted them out, or been willing to 
  go to as extreme of lengths to destroy them than the ancient solarians. Often a society that is being 
  infiltrated by agents of the dark tapestry will be turned hostile against the graviton fleets. Followers of the 
  Graviton Code consider this one of the first signs of their ancient enemy’s presence in a system.
  
  Other than agents of the dark tapestry, the conflict between the followers of the graviton code, and the 
  followers of the path of light is just as heated as ever. Fighting between the two groups is common and 
  fierce. It is possibly their greatest and most exploitable weakness. 
  Conflicted/neutral: Many groups are nominally neutral towards the ancient solarians who follow the 
  graviton code, but perhaps the most surprising is The Swarm. Not to be mistaken as actually friendly, but 
  often the swarm’s ships will pass by a graviton fleet with no sign of hostility at all, and more than once a 
  swarm fleet has bypassed a system that currently housed a graviton fleet. No one knows why this 
  happens, but it is notable that followers of the path of light are not shown this same deference. 
  Identification
  Description: While the modern graviton fleets house many people from many species, they are still 
  predominately ancient solarians. The ones in graviton fleets tend to have many cybernetic augmentations. 
  Signature: Ships of the nomadic graviton fleets can be identified by the distortion and warping of space 
  time around their ships. 
  People who follow the Graviton Code often where a symbol comprising of a möbius strip wound through 
  a complex geometric knot.
  Status
  Entanglements: Their continual hunt for aberrations and servants of the dark tapestry has so far kept up 
  their vow of “eternal.” In addition their conflict with the path of light ancient solarians is showing no 
  signs of cooling off. 
  Hooks:
  •
  A graviton fleet has entered your system, and been trading for nearly a week. Your military 
  defense forces have detected the approach of a Swarm fleet. You are sent to negotiate with the 
  leaders of the graviton fleet to remain in system until the swarm passes out of threatening range. 
  •
  Two unidentified ships entered the system at the same time. One is difficult to get clear images of
  due to the distortion around it, the other has the appearance of a blazing ball of fire and light. 
  They race for each other, ignoring all other traffic in the system, and engage in a brutal battle. 
  You have been ordered to intervene and detain both aggressors.
  Events: They have heard of a world that has a great old one bound beneath its ocean, but that this world 
  is itself locked away from the rest of the universe by the gods. Regardless of it subverts the will of the 
  gods, they seek out this world in order to end the great old one permanently. 
  They also seek the homeworld of The Yellow King, with the intention of adding that one as well. Either 
  of these events will have consequences felt across the galaxy. 
  Archetype
  Follower of the Graviton Code
  2nd level-Graviton Attuned
  Multilevel-4th, 6th, 12th-Graviton Revelation
  9th level-Exocortex
  18th level-Graviton Zenith
  
  Graviton Attuned (Su)-This functions as the Solarion Stellar Mode ability in The Starfinder Roleplaying 
  game Core Rulebook, with the following exceptions. The character may only attune with graviton mode 
  or be un-attuned. Photon mode and photon based abilities are unavailable to the character. You also gain 
  the Black Hole Revelation.
  Graviton Revelation (Su)-these functions like the Solarion Stellar Revelation ability in The Starfinder 
  Roleplaying game Core Rulebook, with the following exceptions: The character may only select graviton 
  revelations, photon revelations are unavailable 
  Exocortex (Ex)-The Character gains the Exocortex ability of a Mechanic, with the exception that this 
  exocortex never receives the exocortex mods ability. If the character is a mechanic, they instead gain 
  another graviton revelation. If you have another class that grants you levels with an exocortex, this class' 
  levels stack for the purpose of determining the exocortex's abilities. 
  Graviton Zenith (Su)-You gain two Zenith revelations. This ability otherwise functions like the Zenith 
  revelations ability of solarian class in The Starfinder Roleplaying Game Core Rulebook. These must be 
  graviton zenith revelations.
  Cybernetic Augmentations
  Exocortex Network-Level 12-Brain System-50,000 credits
  This system may only be installed on a person with an Exocortex. It may be combined with a datajack. It 
  allows the user to enter a telepathic bond with anyone who also has this system installed and is on the 
  same planet, around orbit with that planet, or aboard the same ship as you regardless of where it is. 
  It also allows you to act as though you had the skill focuses provided by the exocortexs of anyone in the 
  telepathic bond with you. Whenever you make a knowledge check it is considered to be augmented by a 
  major library.
  Exocortex Network Defenses-Level 18-Brain System-500,000 credits
  This system may only be installed on a person with an Exocortex. It must be combined with an Exocortex 
  Network. It may be combined with a datajack. This system allows anyone telepathically bonded to you 
  through the Exocortex Network to suppress any number of effects on themselves with the mind affecting 
  descriptor for a number of rounds equal to the number of people in the network that are not suffering any 
  such effect. This only works against supernatural, spell like, or spell effects. Mundane effects still work 
  normally. 
  
  The Path of Light 
  The Heart is The Path.
  Through Change, we Adapt.
  Through Desire, we Overcome.
  Only in the storm can we truly fly.
  Only in the fire can we truly live. 
  By embracing Chaos, we become Hope.
  Role
  Theme: The idea of an organization dedicated to chaos seems contradictory, but to the followers of the 
  ancient solarian Path of Light, it is the only way to live. They have a social contract that establishes not 
  only the right, but the duty, to act on instinct and desire, and to face the consequences of them. It is 
  perhaps the most malleable code of honor mortals have ever had, and the followers of the path of light 
  never deviate from it. 
  Goals: To live life to its fullest, and never surrender your hopes and dreams to the darkness. To be a 
  beacon to others that they need no longer fear the darkness. 
  Threats: First and foremost, aberrations of any type are hunted down and killed by the warriors of the 
  path of light, as are any mortal servants of the dark tapestry. Like the followers of the graviton code, these 
  ancient solarions have never given up on their crusade to rid the galaxy of the tapestry. 
  They will also fire upon any Graviton fleet ship that does not immediately and unconditionally surrender 
  to them. 
  Rewards: The Path of Light can only really be relied upon to kill their enemies. Though individuals 
  within the group may be more reliable, no promise made by one is applicable to another. However, they 
  will help anyone they find who is struggling against predations from aberrations.
  Relationships
  Allies/positive: There is only two groups you will ever find in great numbers, working with the Path of 
  Light. The first are proteans, who enjoy working with the fractious bunch. They always get along well 
  until one of them decides to kill the other. Afterwards both parties seem to continue finding the situation 
  acceptable though.
  The second is, surprisingly, the denizens of the First World, who revel in life with the followers of the 
  Path of Light, and embrace everything with gusto.
  Enemy/negative: The followers of the graviton code are just as quick as the path of light to open fire on 
  each other. 
  Servants of the dark tapestry will turn anyone they can against the path of light. They fear the Path 
  perhaps more so than the graviton code, because it was the solar fires of solaria’s star that marked them as 
  dangerous to the dark tapestry, and the path of light still wields those fires.
  Conflicted/neutral: Everyone, even themselves, is conflicted about the Path of Light. The conflict is part 
  of the point. They ride their own emotions, wants and desires through life, and the results of that can be 
  tumultuous. One could be your greatest friend until the day you die. Another could declare undying hatred 
  for you, and the next day have forgiven everything. The two major tenants of their belief, never giving up 
  
  their emotions and desires, and always acting on what they believe is right, lead to a lot of conflicts others 
  deem necessary. Blood feuds can begin one minute and be abandoned the next. The only people who 
  really understand the honor system the path of light claims to abide by are those who live it. For this 
  reason though, they have no strong allies, and at the same time, the same number of enemies.
  Identification
  Description: The ancient solarians crewing the solar fleets can be identified by the lack of cybernetics. 
  Instead they favor heavy use of biotech augmentations. They have a superstition against filling their 
  bodies with technology. Their beliefs however foster the opposite attitude towards biological solutions to 
  the same problems. Even if not augmented, it is rare to see a Path of Light ancient solarian without either 
  a symbiend or a pet of some kind. 
  Signature: Solar fleets are most commonly identified as huge balls of light and fire, due to their corona 
  shields.
  Followers of the Path of Light wear brilliant colors, but otherwise have little common identifiers, beyond 
  definitely not followers of the Graviton Code.
  Status
  Entanglements: Like chaos, entanglements are a way of life to someone who follows the Path of Life. 
  They embrace getting involved and do so with all of their passion engaged. Because of this you can use a 
  simple rule of thumb: If they are present, they are engaged in “it.”
  Hooks:
  •
  “Day 2 of the survey of this primitive world. We heard hunting horns in the distance, but thought 
  nothing of it. When the monsters rampaged through the village killing indiscriminately, we fled to 
  the ships though. After lifting off we watched with our sensors as one of the villagers we had met 
  changed into some horrible tentacled abomination and attacked the strange beings that had come 
  here. We fled as their battle raged, but when we reached space our ship was engulfed in fire, and 
  we crashed back down onto the planet.” –Panicked transmission that was the last anyone heard of 
  a xenoseeker research team you have been hired to locate and rescue.
  •
  A strange man walks into the bar, buys everyone several rounds of drinks. When he himself is 
  roaring drunk, he declares, “And now we will all go into the basement and kill the aboleth in 
  there.” That is when we all got real sober.
  Events: Their relationship with the first world has changed bits and pieces of their culture over time, 
  however one thing remains: hunting the dark tapestry. In these modern times they refer to this eternal hunt 
  as “The Wild Hunt,” likely inspired by the First World’s original. In fact it is not uncommon to see a fey 
  wild hunt working with an ancient solarian hunt, to bring down the same prey.
  Archetype
  Follower of the Path of Light
  2nd level-Photon Attuned
  Multilevel-4th, 6th, 12th-Photon Revelation
  9th level-Biotech Augmentation
  18th level-Photon Zenith
  
  Photon Attuned (Su)-This functions as the Solarion Stellar Mode ability in The Starfinder Roleplaying 
  game Core Rulebook, with the following exceptions. The character may only attune with Photon mode or 
  be unattuned. Graviton mode and photon based abilities are unavailable to the character. You also gain 
  the Supernova Revelation.
  Photon Revelation (Su)-This functions like the Solarion Stellar Revelation ability in The Starfinder 
  Roleplaying game Core Rulebook, with the following exceptions: The character may only select Photon
  revelations, graviton revelations are unavailable 
  Biotech Augmentation (Ex)-The character has been augmented with strains of self-replicating biotech 
  matter that build themselves into biotech augmentations. The character may gain a number of biotech 
  augmentations with a total item level equal to their class level (more grow in your system as you level 
  up), without paying any cost. Once chosen these may not be removed. You may replace one biotech 
  augmentation gained this way with a new one on every even level.
  Photon Zenith (Su)-You gain two Zenith revelations. This ability otherwise functions like the Zenith 
  revelations ability of The Starfinder Roleplaying game Core Rulebook. These must be Photon zenith 
  revelations.
  
  Ancient Solarian Starship Technology 
  Hull Restructuring
  The ragtag nomad fleets of the Ancient Solarions have very little uniformity in ship design. Often 
  salvaging vessels of enemies they encounter. They have often needed to completely change the base 
  frame they were working with in order to meet the needs of their ships. This need led to the development 
  of a technique called “Hull Restructuring. 
  A ship may be restructured more than once. Each restructure costs 10 BP on the ship. Each time it is done 
  it allows the ship to have one of the following modifications:
  •
  Add one expansion bay, remove a number of HP equal to the ship's HP interval.
  •
  Remove one expansion bay, add a number of HP equal to the ship's HP interval.
  Note: this option is not available to ships that have their number of expansion bays set to -.
  Expansion Bays
  These expansion bays can all be found in both solar and graviton fleets. They are also found elsewhere 
  throughout the galaxy.
  EXPANSION BAY
  PCU
  COST (IN BP)
  External Cargo Mount
  1
  5
  Extradimensional Guest Quarters
  2
  100
  Sleeper Barracks
  1
  1
  Stellar Bazaar
  2
  10
  External Freight Mount - This is a mounting system that allows the ship to mount a much larger amount 
  of cargo externally. In order to preserve this cargo it is jettisoned at the start of combat along with a 
  pickup beacon, so it can be retrieved. If it is not jettisoned like this, then the ship suffers -2 AC and TL for 
  each external cargo mount that is not jettisoned. No ship with cargo mounted on the external mount may 
  enter the atmosphere, and doing so anyway instantly destroys all such cargo. The mount extends shields 
  and similar effects around the cargo, and allows it to enter any form of FTL (hyperspace, solar currents, 
  gravitic folds, etc.) the ship has. A ship may only mount a maximum of two external cargo mounts. Only 
  ships with of huge size and larger, or ships with a freighter hull of any size, may equip external cargo 
  mounts. Each mount may hold any amount of cargo up to one size category smaller than the ship it is
  mounted on, and up to a weight at the low end of its own size category's weight as indicated on the 
  "Starship Scale" chart in the Starfinder Roleplaying Game Core Rulebook. 
  Extradimensional Guest Quarters - One of the most luxurious ways to travel. Technologically and 
  physically speaking, this is little more than row after row of doors. Each door actually leads to an 
  extradimensional space that is functionally a mansion, with full staffs of unseen servants to cater to your 
  every want or need. Most often used in extreme luxury starcruise liners, these house 50 such 
  extradimensional mansions, and can transport as many separate parties at a time. Only ships of at least tier 
  15 may carry this expansion bay. They are most often encountered on Deity Corp ships.
  Sleeper Barracks - Utilizing a hybrid of technology and spells, this bank of sleeping pods keeps a large 
  number of people comfortable and asleep in the minimum space necessary. Sleeper Barracks can house 
  
  almost 100 individuals. Often used to transport armies, they also find use on colony ships preparing to 
  begin a new life somewhere.
  Stellar Bazaar - A designated portion of your ship is given over to house merchants from across the 
  universe. While most adventurers must travel to civilization to make a profit, a ship housing a stellar 
  bazaar allows them to convert their adventures to credits almost anywhere by selling to interested buyers 
  from all walks of life. Each merchant generally pays a fee for their stalls, however this goes to 
  maintaining the bazaar, making it rather self-sufficient. In order to house a Stellar Bazaar a ship must 
  have at least 4 contiguous cargo holds (100 tons, huge size objects)
  FTL Drives
  Graviton Engine
  Graviton Engine may be chosen for a ship in place of a Hyperspace drive. They may only be operated by 
  a person who can attune to Graviton energy. Regardless of its size, it takes 200 PCU to operate it. It costs 
  10 x Size Category in BP. 
  The power requirements of Graviton engines make using them on small or tiny ships difficult; however it 
  is not completely unheard of, just extremely rare. 
  Graviton Engines harness the power of gravity to bend space-time until it folds in upon itself and allows 
  the ship to move from one place to different location almost instantly. This is only possible in the gravity 
  well of major stellar bodies (stars, planets, some super structures, etc.). The start and end points must both 
  be at the outer edge of two different celestial body's gravity field, or the drive will fail. The Engine Rating 
  is depends on the gravity exerted by the celestial body you are departing. 
  Despite the transfer occurring instantaneously, the warping of 
  space-time causes a relativistic effect on the crew compared to the 
  rest of the universe. Time slows down greatly on the ship 
  transferring, more so the greater the distance. The same amount 
  of time will have passed for the rest of the universe as it would 
  take a hyperspace engine of the same rating to make the journey.
  Solar Sails
  Solar Sails may be chosen for a ship in place of a Hyperspace drive. They may only be operated by a 
  person who can attune to Photon energy, whether they be a modern Solarion, or possess the Ancient 
  Solarion-Photon archetype. A ship may have one solar sail per size category above small (max 5), and a 
  solar sail equipped ship has an engine rating equal to the number of solar sails equipped on it. Solar sails 
  draw their energy from the stars themselves, and require no power from the ship's power plant. Each solar 
  sail costs 5 x Size Category in BP. Solar Sails may not be equipped on tiny or small craft.
  A ship with solar sails and operated by a photon attuned person draws photonic energy from a star's 
  corona to enter a partially phased solar current that can swiftly deliver the ship to another star. This causes 
  a solar flare upon departing for the distant star. A ship equipped with solar sails is unaffected by the heat 
  of a star or solar flares while a photon attuned crewmember channels photonic energy through them. 
  The travel time from one star to another is equivalent to making the journey with a hyperspace engine of 
  the same rating. You can only exit these solar currents in the target star's corona.
  Departing:
  Engine Rating
  Artificial Structure
  1
  Moon
  2
  Nongiant Planet
  3
  Gas/Ice Giant
  4
  Star
  5
  
  Defensive Systems
  Graviton Shields
  Graviton Shields are a technology that requires it's user to be Graviton Attuned, like graviton engines. It 
  functions by slightly warping space-time causing incoming fire that would have been on target to miss 
  instead. It is carefully timed with the ships own weapons to allow attacking the enemy without the 
  distortion. Further, it must apply this distortion in patterns that can be calculated by a sufficiently 
  advanced computer. 
  The ship gains AC equal to twice the crewman operating the gravitic shield's Graviton Attunement level, 
  and half that to TL. If the enemy ship uses its computer bonus to aid gunnery, and that bonus is at least 
  equal to, the graviton attunement level of the graviton shield, the bonus the graviton shields provides is 
  reduced by half. 
  This system interferes with a ship's normal shields, and may not be active at the same time as standard 
  shields. It takes 50 PCU to operate this system, and costs 15 x Size Category + 6 BP to purchase and 
  install it. You must have a Gravitic Drive for this system to function.
  Example 1: Ship A has graviton shields operated by a crewman who has just reached graviton attunement 
  level 3, giving his ship +6 to AC. Ship B is firing upon Ship A. The gunnery applies the bonus from a Mk 
  3 Mononode computer to his gunnery check, giving him +3. The use of the computer reduces the graviton 
  shields to only a +3 bonus to AC on Ship A, opposing the +3 gunnery from the mononode on Ship B. 
  Example 2: Ship A has graviton shields operated by a crewman who has just reached graviton attunement 
  level 2, giving his ship +1 to AC. Ship B is firing upon Ship A. The gunnery applies the bonus from a Mk 
  1 Mononode computer to his gunnery check, giving him +1. The use of the mononode does not reduce the 
  graviton shield's bonus to AC, and the attack is resolved with all bonuses fully applied to both sides.
  Corona Shields
  Corona Shields use photonic energy gathered by a ship's Solar Sails, and channeled by a Photon Attuned 
  crewman into a blazing sphere of light and heat surrounding the ship. This causes damage to anything 
  moving into or out of its hex (other than itself of course) equal to the regeneration rate of your normal 
  shields for every level of photon attunement it's operator currently has (max 4). It also does this damage if 
  it passes through the hex of another ship. It also can engage tracking weapons as if it were a weapon with 
  the point quality, with a bonus equal to (Number of Solar Sails x Photon Attunement level). Against 
  tracking weapons, the Corona Shield engages them coming from any direction, or even simply passing 
  through its hex on its way to another target. It even engages friendly tracking weapons, making them 
  rarely used on a ship with a corona shield.
  A Corona shield may be active at the same time as a normal shield, however it deals damage to the ship's 
  shields each turn as well, though once the shields are depleted, it does no damage to the ship's HP.
  The PCU cost of Corona Shields can fluctuate. Calculate it with the following equation: (15 - Number of 
  Solar Sails) x Photon Attunement Level = PCU cost. Corona shields cost 20 BP per solar sail on the ship.
  
  Starship Weapons
  LIGHT WEAPONS
  RANGE
  SPEED
  DAMAGE
  PCU
  BP COST
  SPECIAL PROPERTIES
  DIRECT-FIRE WEAPONS
  Ancient Solarian Stasis Beam M1
  Short
  -
  2d6
  40
  15
  Line, Tractor Beam, Gravitic
  Ancient Solarian Stasis Beam M2
  Short
  -
  2d6
  40
  15
  Line, Tractor Beam, Photonic
  TRACKING WEAPONS
  "Banisher" Micromissile Battery
  Long
  10
  2d6
  15
  7
  Vortex, Array, Gravitic, 
  Limited 5
  HEAVY WEAPONS 
  RANGE
  SPEED
  DAMAGE
  PCU
  BP COST
  SPECIAL PROPERTIES
  DIRECT-FIRE WEAPONS
  Ancient Solarian Gravity Gun
  Medium
  -
  4d6
  40
  40
  Tractor beam, Gravitic
  Ancient Solarian Flare Cannon
  Long
  -
  6d6
  40
  45
  Line, Photonic
  TRACKING WEAPONS
  Ancient Solarian Spellgate
  Missile Launcher
  Medium
  8
  4d12
  10
  20
  Planar Overlay, Limited 5
  CAPITAL WEAPONS 
  RANGE
  SPEED
  DAMAGE
  PCU
  BP COST
  SPECIAL PROPERTIES
  DIRECT-FIRE WEAPONS
  Ancient Solarian Gravity Cannon
  Long
  -
  2d6x10
  40
  60
  Tractor beam, Gravitic
  Ancient Solarian Blaze Cannon
  Long
  -
  3d4x10
  40
  45
  Line, Photonic
  TRACKING WEAPONS
  Ancient Solarian Plasma Torpedo 
  Battery
  Long
  20
  4d4x10
  20
  35
  EMP, Irradiate (severe), 
  Limited 2
  Weapon Special Properties
  Gravitic - This weapon's tractor beam property may affect any ship whose size category is it's size plus 
  one size for every point of the gunner's current Gravitic Attunement. Both Tractor Beams and Vortex 
  weapons add the gunner's Gravitic Attunement as a modifier to their DCs.
  Photonic - Line weapons with this property can be tuned by gunner that is photonically attuned to either 
  apply the EMP special property (Number of rounds the system glitches for is equal to the gunner's 
  photonic attunement level at the time of firing. Alternatively the gunner may tune a line weapon to use the 
  Irradiate special property (radiation level equal to photonic attunement level with 1 being low radiation, 
  and 4 being severe radiation)
  Planar Overlay - The weapon has multiple spell crystals that activate when the missile has traveled to 
  the designated coordinates. When activated, in a radius of three hexes, simultaneous planar overlay events 
  begin occuring and continue to occur for a number of rounds equal to your ship's tier. The effects of this 
  is to block line of effect and line of sight in the hexes affected by Planar Overlay. The torpedo's damage is 
  applied to any ship entering or exiting on of the overlay hexes during its duration. 
  At the GM's discretion, ships from other planes may pass through the overlay area and into the material 
  plane. These ships are almost always hostile to whoever fired the missile and caused the overlay, if that 
  person is still in sensor range.
  
  Designer’s Notes
  You are all a fairly smart bunch; so no doubt, you have picked up on a lot of what inspired this. When I 
  first cracked open my core rulebook, and I read about the solarian class, my first though was “Barbarian 
  Jedi!” This has been writing itself since then. I wanted to put together a version of the jedi/sith conflict 
  that would feel at home in The Starfinder Roleplaying Game. 
  The jedi and sith were only where the thought began though. It certainly didn’t stay there. Many games 
  concentrate on the conflict between good and evil. It’s a classic, and hard to go wrong with it. I wanted to 
  go a different direction though, and concentrate instead on the conflict between order and chaos.
  There are a lot of examples of this in fiction, but my favorite is in the conflict between the vorlons and the 
  shadows in Babylon 5. Neither side was good; both sides thought they were making the galaxy better. 
  Everyone else was caught between them.
  That is in somewhat the feel I was aiming for in their conflict. 
  Each of the two philosophies were also wildly different from sith or jedi teachings. I also didn’t stick with 
  the light vs dark motif. The Path of Light is the analogue to sith teachings, embracing emotion and chaos 
  above all else. However, in attitude, I actually had Romulans from star trek in mind. Romulans abandoned 
  Vulcans in order to embrace emotion over logic, and managed to create an interstellar empire out of it. 
  The powers of the path of light are themed around fire, with is often used symbolically as passion.
  The followers of the graviton code are the analogue of the light side jedi, promoting order and 
  civilization; even their powers over gravity are themed around control. However, I got a considerable 
  amount of inspiration for them from Star Trek’s Borg Collective. Their orderly tendencies lead to the 
  formation of a cybernetic collective. Unlike the sinister Borg however, theirs is entirely voluntary. 
  Being an ancient civilization, they were around long before hyperspace drives were given to the younger 
  races by their gods. Their age necessitated making up other forms of faster than light systems for them to 
  use. I decided I wanted technologies themed along the same ways as the powers of those who would be 
  using them. This developed into the drives presented in this book, and the shields and weapons followed 
  naturally afterwards. 
  I hope you and your group will have fun with this material, and feel free to contact me with any questions, 
  comments or feedback (contact info on the title page).
  
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game Compatibility
  Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying Game Compatibility License. See http://paizo.com/starfinderRPG/compatibility for 
  more information on the compatibility license.
  Starfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/starfinderRPG for more
  information on the Pathfinder Roleplaying Game.
  OPEN GAME LICENSE Version 1.0a
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  The Ancient Solarian War, © Copyright 2017, Black Sky Industries, Author: Philip Forbes
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  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, 
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  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Aerial Servant from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; Published and distributed by Frog God Games; Authors: Clark Greene 
  and Clark Peterseon, based on original material by Gary Gygax.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games,Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Guardian from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Neville White.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary 
  Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Executioner's Hood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.
  Flind and Flindbar from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by J.D. Morris.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas 
  Naismith.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Moon Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete, © 20111, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Roger 
  Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Trapper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Wolf-In-Sheep's-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Black Sky Industries - The Ancient Solarian War.pdf