The Resonance Run (Development)
Starfinder Second Edition

Snapshot · Oct 9, 2026, 3:55 AM

  • The Resonance Run (Development)
    • narrativeAdventure Summary
    • narrativeCampaign Structure
    • narrativeGM Truths
    • Module artifacts
      • sidebarRules Baseline
      • sidebarParty Size Scaling
      • pageDaegox-4 Setting Brief
      • sidebarInjected Character Sheets
      • narrativePlayer Hook
      • pageThe Tamsin Rooks’ Mission
    • Acts
      • actA1Breakout from Omicron-9
        • narrativeAct Overview
        • narrativeGM Overview - Scene 1
        • sidebarAct 1 Pacing
        • sceneS1Scene 1: The Betrayal Catalyst
          • narrativeScene Overview
          • narrativeGM Flow
          • subsceneSS1S1.1 — The Contract Walk
            • narrativeRead Aloud
            • narrativeGM Notes
            • pageClues Before the Betrayal
          • articleScene 1 — The Double Betrayal
          • subsceneSS2S1.2 — The Containment Vault
            • narrativeRead Aloud
            • narrativeFirst Contact
          • handoutOmicron-9 Battlefield Key
          • subsceneSS3S1.3 — Cell Block Crossfire
            • encounterE1Cell Block Crossfire
              • narrativeEncounter Overview
              • narrativeObjective Actions
              • narrativeRound Events
              • pageEncounter Scaling
              • pageThe Resonance Twins in Combat
              • monster blockOmicron-9 Thermal Purge
              • monster blockOnyx Sweep Trooper
              • monster blockOnyx Security Specialist
              • monster blockAutomated Sentry Node
          • sidebarFailure and Recovery
          • subsceneSS4S1.4 — The Maintenance Drop
            • narrativeEscape Transition
          • pageScene 1 Rewards
          • mapCellblock
          • mapCellblock Blocks
          • mapCellblock Alt
          • mapCellblock Alt Blocks
        • sceneS2Scene 2: The Subterranean Gauntlet
          • narrativeScene Overview
          • narrativeRoute Draft
          • subsceneSS1M1 — Flooded Manifold
            • narrativeRead Aloud
            • narrativeManifold Notes
          • sidebarRemaining Development
          • subsceneSS2M2 — Narrow Conduit
            • encounterE1Cyber-Hound Wave and Collar Overload
              • narrativeEncounter Overview
              • narrativeRestraint Crisis
              • pageEncounter Scaling
              • monster blockCyber-Hound Mk I
              • monster blockCyber-Hound Alpha
          • subsceneSS3M3–M4 — Junction Black: Choose the Road
            • narrativeBranching Decision
            • narrativeWhat the Survivors Know
            • handoutThree Routes to the Hollow Vein
          • subsceneSS4M3–M4 — Pump Gallery and Junction Black
            • narrativeBranch Outline
        • sceneS3Scene 3: Three Roads to the Hollow Vein
          • narrativeScene Overview
          • narrativeGM Flow
          • subsceneSS1Route A — The Exhaust Gate
            • narrativeRoute Overview
            • encounterE1Warden Mech Gatekeeper
              • narrativeRead Aloud
              • narrativeRoutes to Victory
              • narrativeTactics and Fail-Forward
              • pageExhaust Gate Scaling
              • monster blockWarden Mech Prototype
              • monster blockMaintenance Repair Drone
              • monster blockExhaust-Gate Artillery Node
          • sidebarFreedom Fighter Survivors as Difficulty Control
          • subsceneSS2Route B — The Coolant Spine
            • narrativeRead Aloud
            • narrativeRoute Consequence
            • encounterE1Pressure-Lock Run
              • narrativePressure-Run Procedure
              • narrativeOptional Rescue — Maintenance Pod 7
              • monster blockCoolant Spine Pressure Cycle
              • treasureMaintenance Pod Cache
          • pageScene 3 and Ashstorm XP
          • subsceneSS3Route C — The Ore Transit Line
            • narrativeRead Aloud
            • narrativeThe Stranded Workers
            • encounterE1Hijack the Ore Tram
              • narrativePhase 1 — Get It Moving
              • narrativePhase 2 — Security Boarding
              • monster blockRail Security Drone
              • treasureOre Tram Salvage
          • subsceneSS4Convergence — Across the Ashstorm
            • narrativeRead Aloud
            • encounterE1The Last Kilometer
              • narrativeAshstorm Challenge
              • narrativeMinor Side Objective — The Lost Beacon
        • sceneS4Scene 3B: The Exhaust Gate Breach
          • narrativeScene Overview
          • subsceneSS1E1 — Exhaust Plenum
            • narrativeArea Draft
            • handoutMap Draft
          • sidebarRemaining Development
          • subsceneSS2E2 — The Gatekeeper
            • encounterE2Warden Mech Gatekeeper
              • narrativeRead Aloud
              • narrativeDraft Objectives
              • pageDraft Severe Scaling
              • monster blockWarden Mech Prototype
              • monster blockMaintenance Repair Drone
              • monster blockExhaust-Gate Artillery Node
          • subsceneSS3E3 — Into the Ashstorm
            • narrativeTransition Stub
        • sceneS5Scene 4: Arrival at the Safehouse
          • narrativeScene Outline
        • sceneS6Scene 5: The Hollow Vein Safehouse
          • narrativeScene Overview
          • narrativeRead Aloud
          • narrativeSafehouse Sequence
          • subsceneSS1H1 — Triage and Restraint Removal
            • narrativeTriage
          • sidebarSafehouse Recovery and Level Advancement
          • subsceneSS2H2 — Rook's Debrief
            • narrativeThe Failed Rescue
          • pageAct 1 Accomplishment XP
          • subsceneSS3H3 — The Next Run
            • narrativeAct 2 Decision
          • pageHollow Vein Safehouse Key
          • sidebarRoute Consequences at the Safehouse
      • actA2Planetary Evasion
        • narrativeExpanded Outline
        • sceneS1Sidequest — The Dry Engine
          • narrativeMain
        • sceneS2Sidequest — The Quiet Fever
          • narrativeMain
        • pageAct 2 — The Rook Road
        • pageAct 2 Roving Pursuit System
        • pageAct 2 Climax — The Battle for Rookhaven
        • mapThe Rook Road
        • pageNetwork Heat
        • handoutVehicles of the Rook Road
        • pagePoint Lotious Safehouse Sidequests
        • imagePoint Lotious
        • mapPoint Lotious Underworks
      • actA3The Galactic Run
        • narrativeExpanded Outline
    • Trash
      • narrativeMain
    • PCs
      • pcVortex
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcMiiyu
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcSarangari
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcIolana Vale
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcTipps
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcShessara
        • narrativeBackground
        • pageSF2e Character Sheet
      • pcKinnik
        • narrativeBackground
        • pageSF2e Character Sheet
    • NPCs
      • npcKaelen and Vanya Dax
        • narrativeHistory
        • pageSF2e NPC Sheet
      • npcMara Venn
        • narrativeBackground
        • pageSF2e NPC Sheet
      • npcHandler Ilex Mora
        • narrativeBackground
        • pageSF2e NPC Sheet
      • npcCUSTOS-9
        • narrativeSystem Description
        • pageSF2e Distributed System Sheet
      • npcSera “Patch” Vey
        • pageMain
      • npcKip-9 “Latch”
        • pageMain
      • npcBrakka Tor
        • pageMain
      • npcNima Sable
        • pageMain

Act 2 Roving Pursuit System

Act 2 Roving Pursuit System

VantaCore and Helix Meridian are represented by separate enemy markers that move across the Act 2 regional map.

Neither faction remains tied to a specific encounter location. Their forces travel between safehouses, routes, settlements, and industrial sites while searching for the twins.

Pursuit Markers

Place two markers on the regional map:

MarkerForceTypical Assets
VantaCore Hunter CellLiving operatives and mercenariesOnyx agents, infiltrators, ash skimmers, capture specialists
Helix Recovery PackFully automated recovery forceCyber-hounds, drones, interceptors, restraint platforms

The markers begin at different map edges or known corporate facilities.

Their exact starting locations can depend on how Act 1 ended.

Floating Across the Map

Each enemy marker occupies a map node but is not attached to a fixed encounter.

At the end of every pursuit interval, each marker can:

  • Move one connected route toward the party.
  • Investigate its current node.
  • Remain in place to establish surveillance.
  • Move toward a detected safehouse.
  • Follow a false trail created by the party.
  • Move toward Rookhaven if it loses the party completely.

Enemy markers do not need to use the same routes as the party. Helix drones may cross exposed terrain, while VantaCore operatives may use vehicles, bribed contacts, or commercial routes.

The GM should normally keep the markers visible. The players may know where enemy forces were last reported without knowing exactly what those forces intend to do next.

Pursuit Interval

Make one pursuit check after:

  • Every four hours of significant travel
  • Every completed route segment
  • Every extended rest outside a secure safehouse
  • Any major use of the twins’ resonance powers
  • Any loud vehicle encounter or open firefight

Only make one check when several triggers happen during the same scene.

A quiet night inside an uncompromised safehouse does not normally require a pursuit check.

Heat Index

Heat measures how accurately the two enemy factions can track the party.

HeatPursuit Condition
0–1Search is scattered and unfocused
2–3Regional patrols are active
4–5The party’s likely route is known
6–7Dedicated hunter forces are closing in
8–9Most safe routes are under observation
10Both factions know the party is approaching Rookhaven

Increasing Heat

Heat usually increases by 1 when the party:

  • Uses the twins’ powers openly
  • Travels in a recognizable vehicle
  • Leaves witnesses able to report them
  • Fails a major infiltration or stealth challenge
  • Uses compromised communications
  • Remains at one safehouse too long
  • Leads an enemy directly to a Rook location

A major failure or public battle may increase Heat by 2.

Reducing Heat

Heat can be reduced by:

  • Changing vehicles
  • Traveling through subterranean routes
  • Destroying tracking devices
  • Sending false transmissions
  • Exposing an infiltrator
  • Leaving a convincing false trail
  • Temporarily shutting down a surveillance network

Heat should rarely fall below 0 or rise above 10.

Travel Posture

Before each route segment, the party selects a travel posture.

PostureEffect
HustleReduce journey Delay, but take a –2 circumstance penalty to the pursuit check
Normal TravelNo modifier
Concealed TravelGain a +2 circumstance bonus to the pursuit check, but the route takes longer
False TrailNo travel progress; attempt a relevant skill check to move one enemy marker away from the party

Useful skills for concealed travel or false trails include Stealth, Survival, Computers, Deception, and appropriate Lore skills.

Pursuit Check

At each pursuit interval, the GM makes a secret pursuit check.

Roll:

1d20 + current Heat + route modifiers

against DC 16.

The party’s travel posture modifies this roll:

  • Concealed Travel applies –2 to the GM’s roll.
  • Hustle applies +2 to the GM’s roll.
  • Particularly exposed terrain can apply +1 or +2.
  • Underground or shielded routes can apply –1 or –2.

Critical Success

Both factions accurately converge on the party’s current or next map node.

VantaCore and Helix encounter each other before either can complete its attack on the party.

The collision occurs close enough that the party can:

  • Avoid the battle and continue traveling.
  • Observe the fight.
  • Intervene against one or both factions.
  • Wait and attack the survivors.
  • Slip through while both sides are occupied.

If the party avoids involvement, resolve a quick conflict between the two factions.

Success

The nearest enemy marker moves into the party’s node.

The party encounters that faction.

The encounter’s difficulty depends on Heat:

HeatEncounter Difficulty
0–2Low
3–5Moderate
6–8Severe
9–10Severe with reinforcements or an additional objective

The other enemy marker moves one route segment toward the disturbance.

Failure

No direct encounter occurs.

Move each enemy marker one route segment according to its current information.

The party may notice signs of nearby pursuit, such as drone contrails, intercepted transmissions, disturbed ash, abandoned equipment, or frightened travelers.

Critical Failure

The party’s concealment, misinformation, or route choice sends both factions toward the wrong location.

Move both enemy markers into the same map node away from the party.

They encounter one another and fight while the party remains clear.

Resolve their clash using the quick conflict rules.

Quick Conflict Between Pursuers

Each enemy marker has a Force Rating.

ForceStarting Rating
VantaCore Hunter Cell4
Helix Recovery Pack4

Modify the rating when appropriate:

  • Strong reinforcements: +1
  • Previously weakened: –1
  • Ambushed: –1
  • Defensive position: +1
  • Major vehicle or heavy unit present: +1

Each faction rolls:

1d20 + Force Rating

The higher result wins.

Conflict Results

ResultEffect
WinnerLoses 1 Force Rating and remains on the map
LoserLoses 2 Force Rating and retreats one route segment
TieBoth lose 1 Force Rating and retreat in different directions
Victory by 10 or moreLoser loses 3 Force Rating instead of 2

The surviving or retreating factions continue hunting the party in their weakened state.

A faction reduced to Force Rating 0 is temporarily removed from the map.

It returns after two pursuit intervals with Force Rating 2, representing replacement units or a newly assembled hunter cell.

Effects of a Weakened Force

Force RatingCondition
4–5Full-strength pursuit group
3Normal encounter
2Weak encounter or damaged vehicle group
1Small survivor team, lone machine, or infiltrator pair
0Temporarily eliminated

A weakened force might appear with:

  • Missing personnel
  • Reduced ammunition
  • Damaged vehicles
  • Disabled communications
  • Injured operatives
  • Machines already below full Hit Points
  • No access to its strongest special ability

The party may deliberately lure the two forces together to weaken both before reaching Rookhaven.

Enemy Movement Priorities

VantaCore

VantaCore follows people and information.

Its marker moves toward:

  1. A compromised Rook contact
  2. The party’s last known safehouse
  3. A stolen or tagged vehicle
  4. Reports of the twins
  5. Rookhaven

VantaCore is more likely to wait, infiltrate, or establish an ambush than attack immediately.

Helix Meridian

Helix follows signals and infrastructure.

Its marker moves toward:

  1. An active resonance signature
  2. Omicron-9 tracking data
  3. Helix-made vehicles or equipment
  4. Automated surveillance detections
  5. Major power or communications usage
  6. Rookhaven

Helix machines usually take the shortest available route and attack once they confirm a target.

Safehouse Detection

When an enemy marker enters a safehouse node, the safehouse is not automatically destroyed.

The GM determines what the enemy finds based on Heat and the party’s precautions.

CircumstanceResult
Safehouse uncompromised, Heat 0–3Enemy finds no entrance
Safehouse recently evacuatedEnemy finds signs but no residents
Tracking device presentEnemy locates the outer defenses
Infiltrator activeVantaCore gains access or plants sabotage
Helix infrastructure still activeAutomated systems may identify the location
Party remains insideRun a defense, escape, or infiltration encounter

This allows the pursuit markers to threaten the network without automatically removing every location they visit.

Reaching Rookhaven

Both markers continue floating across the map until the Rookhaven climax.

Their condition determines the attack.

Act 2 ResultRookhaven Effect
Both forces remain strongTwo major attacks arrive during the climax
One force is weakenedIts Rookhaven force arrives damaged or late
Both forces are weakenedThe Rooks face smaller but unpredictable attacks
One force is temporarily eliminatedThat faction arrives only during the final stage
Party reaches Heat 10Both factions know Rookhaven’s location
Party reaches Rookhaven at low HeatThe attack still occurs, but the Rooks receive more preparation time

The party cannot completely prevent the climax, but it can determine when each enemy arrives, how strong it is, and whether the two hostile forces are already fighting each other.

Read-only syndicated snapshot · Syndicated Oct 9, 2026, 3:55 AM. Content updates when the author syndicates again in Adventure Maker.

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