How Strict to be about gear on Chronicle sheets?


Starfinder Society

2/5 5/5

Starfinder Charter Superscriber

I know the general rule is that gear the PCs don't come across during a scenario should be crossed off the Chronicle sheet. But I'm not sure how strictly this should be enforced. A few options I can imagine:

1) If the PCs win the encounter, they gain access to anything on the Chronicle those enemies possessed, even if in-game those enemies ran away/escaped.

2) The PCs have to capture or kill enemies in order to gain access on the Chronicle to what they possessed.

3) The PCs have to capture or kill enemies and affirmatively state they're looting them.

I'm also not sure about encounters that are designed to be resolved diplomatically but that could be resolved through combat: if the PCs choose the peaceful option, do they lose access to the gear that they would have otherwise gained if they choose the combat action?

I've tried to put together a little tracking sheet for where gear on Chronicles comes from and what must be done to avoid having it crossed off. Can someone tell me whether I'm generally on the right track? As an example, here's one for # 1-02:

Spoiler:

Equipment:
1) Azimuth laser pistol [must capture/kill ysoki or Philt]
2) Basic medkit [must search mine locker]
3) Battle staff [must capture/kill Maabadavae]
4) Brown force field armor upgrade [must search Talbot’s office]
5) Engineering specialty took kit [must search mine locker]
6) Freebooter armor I [must capture/kill Talbot]
7) Golemforged plating I [must capture/kill Vesk bodyguards]
8) Hunting rifle [must capture/kill Maabardavae]
9) Longsword [must capture/kill Vesk bodyguards]
10) Mk 1 ring of resistance [must capture/kill Talbot]
11) Second skin [must capture/kill miners or ysoki or Maabadavae or Philt]
12) Spell gem of remove condition [must capture/kill Maabadavae]
13) Static arc pistol [must capture/kill Talbot]
14) Stickybomb grenade I [must capture/kill Vesk bodyguards]
15) Survival knife [must capture/kill Talbot or Philt]
16) Tactical semi-auto pistol [must capture/kill miners]

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

I point you to page 12 of the Guide under the Creative Solution section. This basically says that if the party find a different way to resolve a problem them they should earn the rewards form the encounter in some different way. Examples include discovering a locker of weapons that the NPCs they didn't kill and loot were storing their stuff.

Generally, if the party overcomes the encounter they earn the rewards.

So number 1 is the answer as I see it.

3/5

As an addendum to GB's answer.

There are scenarios where the PC's choices are intended to lead to removal of access to certain items. As a rough example, they work for NPC A, they get access to Item Z. But if they work for NPC B, they get access to item Y instead.

The other situation, which does get skipped over often, if access to items from encounters the PCs run away from. Since a huge percentage of items on a Chronicle are already accessible to the PCs, GMs will not cross them off.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

With SFS, it may become more important for GMs to watch for those cases and cross off items because of the "if it is on a chronicle you can buy it at character level +2 instead of +1" ruling.

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