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"Are they cute? In all likelihood, the babies are cute but adult predators generally are not. Rather, they tend to be menacing with dangerous features, such as long, sharp teeth, razor-like claws, and so on. BUT y'know what I have?"
Similar to his motions when he first met the team, Ratatat gestures to his pulsecaster rifle and says, "I've got Shock..."
Then he gestures to his massive yellow star plasma array, "...and Awe!"
GM Kate, is there any way we can tell from the tracks how big the predators are? Although we'll probably find out soon enough!

GM Kate |

You definitely know that they are canine prints from Medium-sized creatures. If that impacted how anyone would have prepared, please feel free to assume you did that!
Having identified the prints, you are all on high alert and easily spot when the creatures, wolves covered in sharp, glasslike hairs, start to stalk you.
Nicely done! If you didn't get the check, then they would have had a surprise round.
Threshwolf 1: 1d20 + 5 ⇒ (17) + 5 = 22
Threshwolf 2: 1d20 + 5 ⇒ (6) + 5 = 11
All’ok: 1d20 + 3 ⇒ (7) + 3 = 10
Hellih: 1d20 + 6 ⇒ (17) + 6 = 23
Kiss: 1d20 + 1 ⇒ (1) + 1 = 2
Ratatat: 1d20 + 10 ⇒ (14) + 10 = 24
Cygpo: 1d20 + 3 ⇒ (20) + 3 = 23
Eddie: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative!
Ratatat
Cygpo
Hellih
Wolf 1
Wolf 2
All'ok
Eddie
Kiss
Ratatat, Cygpo, and Hellih get the drop on the wolves!
Map on Slide 1, Art on Slide2, Life Science to identify.

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"I see them! One ahead and one behind! A half dozen eyes, sharp teeth and claws. Yep, definitely a predator... and nope! They're NOT cute!!" exclaims Ratatat as he opens fire on wolf 2!
plasma array, full action, focus fire: 1d20 + 13 - 3 ⇒ (9) + 13 - 3 = 19
E&F damage: 2d10 + 6 ⇒ (6, 3) + 6 = 15
plasma array, full action, focus fire: 1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24
E&F damage: 2d10 + 6 ⇒ (8, 9) + 6 = 23
Ratat's Sniper's Aim reduces the ac bonus from cover by 2 but doesn't apply against total cover.

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At Ratatat pointing out the approaching wolf, Cygpo moves up and grabs various tree branches and shrubbery and drags them closer, forming a minor blockade to help shiled the party from an assault.
Moving, then using the Barricade feat to create some partial cover.[/ooc]

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Hellih adjusts his rifle against the 2nd wolf and shoots at it
RIfle@2 vs EAc: 1d20 + 10 ⇒ (19) + 10 = 29
Damage, fire: 2d6 + 12 + 1d6 ⇒ (1, 3) + 12 + (5) = 21

GM Kate |

Despite the cover, Ratata and Hellih have no trouble hitting! Cygpo puts up a barricade to slow one of the wolves down.
The cumulative damage hurts Wolf 2 enough that it turns and runs away!
The remaining wolf isn't giving up yet and tries to get itself a nice bone from Eddie!
bite: 1d20 + 11 ⇒ (8) + 11 = 19
ouch!: 1d6 + 8 ⇒ (3) + 8 = 11 P
It successfully bites but can't quite grab.
Initiative!
Ratatat
Cygpo
Hellih
Wolf 1
All'ok
Eddie, -11 SP
Kiss
You must succeed at a DC 13 Reflex saving throw or take 1d4 ⇒ 4 piercing damage as several of these sharp quills break off in your flesh. You also gain the off-target condition until the beginning of your next turn due to the pain and irritation.
Everybody is up!

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"Hmmm that creature does look a little more spikey than I'm used to... maybe I should go back to the basics with my tactics here..."
Kiss runs over to get a clearer angle on the creature and hurls a starknife at it from 15ft away.
Starknife, Thrown: 1d20 + 11 ⇒ (1) + 11 = 12
Piercing: 1d4 + 11 ⇒ (1) + 11 = 12

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Eddie! tries to identify the thing that bit him!
Life Science: 1d20 + 11 ⇒ (13) + 11 = 24
Special Things it can do, Resistances, Immunities, DR in that order please depending if I find out anything of course!!
Eddie! will Guarded Step away then Inspiring Boost himself by giving himself a Pep Talk
Move Action Guarded Step
Standard Action Inspiring Boost for 15SP
"You can do it Eddie!, deep breaths, you got this, spin the story for the press, you were Heroic and lead from the back but faced the enemy and were injured in the line of duty! Yes yes, it's all coming together nicely."

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All'ock steps back quickly, which gives her time to get her weapon around.
"Nice call out Ratatat! Never would have seen it until I had claw tracks down my skin."
Attack Roll, Plasma Bolter: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: Fire, Electrical, Nonlethal: 2d8 + 5 ⇒ (5, 7) + 5 = 17

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"Oh no you don't! Don'tcha pick on Eddie!'s bones!!" yells Ratatat as he spins around to face face wolf 2 and opens fire!
plasma array, full action, focus fire: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30
E&F damage, crit: 2d10 + 6 + 2d10 + 6 ⇒ (6, 9) + 6 + (7, 4) + 6 = 38
plasma array, full action, focus fire: 1d20 + 13 - 3 ⇒ (9) + 13 - 3 = 19
E&F damage: 2d10 + 6 ⇒ (3, 3) + 6 = 12
Ratat's Sniper's Aim reduces the ac bonus from cover by 2 but doesn't apply against total cover.

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YOU ARE ALL REMARKABLE SHOTS Cygpo says as it sees the other starfinders' great aim. WITH YOUR PRIMARY APPROACHES is quickly added as a starknife decapitates a dangerous-looking shrub.
Moving to face the remaining wolf-beast, Cygpo's own pistol is drawn and fired.
Attack v KAC: 1d20 + 6 ⇒ (5) + 6 = 11 for Piercing: 1d6 + 2 ⇒ (6) + 2 = 8
The results speak to why it is not fired more.

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Hellih spins around just to see the giant creature closing on him. He begin to adjusts his rifle and with cold determination, he quickly raises it to his shoulder
Pew pew@1 vs EAC: 1d20 + 10 ⇒ (8) + 10 = 18
Damage, overcharge and super charge: 3d6 + 12 ⇒ (1, 6, 6) + 12 = 25
Then he adjusts his feet as he expect to be hit himself...

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**HOUSE GM ANNOUNCEMENT**
Starfinders have worked diligently to gather emergency supplies from as many downed ships as possible, amassing a sizeable cache of items that the quartermaster is beginning to distribute.
Table GMs, the Emergency Supplies Located condition on page 5 is now in effect.

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Covering temporarily for your GM
-------
Kiss hurls a starknife at the creature, while Eddie tries to remember anything he can about it. He recalls that it is a threshwolf, a spined predator that can grab and shake its prey against its spines. They're immune to poison and vulnerable to sonic damage. He then steps away and gives Eddie a boost.
All'ok, meanwhile, takes aim and fires at the creature, hitting it with a bot of stunning plasma.
Ratatat fires off two quick shots, hitting squarely with both and finishing off the creature!
Out of combat. Next post coming soon.

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Emergency Supplies Located condition
Upon returning to base camp after defeating the threshwolves, the quartermaster has some extra supplies for you, offering each of you a battery and your choice of a mk 2 serum of healing or a mk 2 nanite patch.
--------
Based on your earlier post, moving on to "We're Going Down":
After you've had a chance to take a breather, Bennock Gunstrel approaches you once again. “Starfinders, I’m glad you made it! One of our freighters is still in orbit, drifting without power and losing altitude quickly. Their engineer was injured in the lurch out of the Drift, and no one else can get power restored,” Bennock says, pointing at one of the few intact shuttles parked nearby. “Hop in that thing and go see if you can help get the ship landed safely. Getting the crew evacuated is your first priority, but the ship is full of the sorts of supplies that are essential if we’re going to be stuck here for any length of time. If you can bring it down intact, we’ll all be better off. I just sent you their coordinates, so get moving!”
As you fly toward the provided coordinates, you spot the freighter, named the Leaving a Trail. Its edges are beginning to glow as it enters the upper atmosphere. You'd better hurry!
This scene runs using modified chase rules (similar to the PF2 chase rules). It will run in rounds, and you have a series of challenges to overcome. You can decide what order to act in, and as soon as we have enough successes we will move on to the next challenge, even if we're in the middle of a round. Anyone that hasn't acted yet in that round will then make their checks against the next challenge. This means you generally want your best bonuses to roll first on any given challenge.
To facilitate this, I'll post both the current challenge and the next challenge, with DCs, so that you don't have to wait for me to post to know if you should move on to the next challenge.
Round 1
Current Obstacle: Approach
You need to navigate your shuttle through the space debris and line up with the freighter's airlock.
---
Next Obstacle: Airlock
You need to disengage the magnetic locks holding the airlock closed.

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**HOUSE GM ANNOUNCEMENT**
“Starfinders” Bennock’s voice announces, “we have what we need for now. Finish up what you’re doing and head back to base.”
Table GMs, this is your 1-day warning.

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Will take the healing serum option
YES, RUN AWAY WOLVES. THIS AREA IS NOT FOR YOU FOR NOW Cygpo yells out at the remaining wolf as it continues to retreat.
---
As they approach the Leaving a Trail Cygpo asks DOES ANYONE SEE THE QUICKEST APPROACH
Can roll Computers (and Piloting, but think Ratatat or Heliah are better there), but Eddie! you may want to try Obstacle 1 first since I think your Perception's good but you may be less suited to the 2nd obstacle sets if we break through this round

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Healing serum for me
Hellih looks at the ship "That does not look good!"
He connects his custom rig to ships sensors and begins to calculate the trajectory to quickly intercept the ship and aid them.
Computer, DC20: 1d20 + 15 ⇒ (3) + 15 = 18 Oh dear! I re-read his profile there is no way for me to reroll it
But then the ship enters higher parts of the atmosphere and the turbulence rips the wires off the plug

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I (or Eddie!) have no idea how PF2 Chase Rules work but we're gonna roll with it (literally and figuratively)
Eddie! will take the Healing Serum!
Eddie! tries to find the Airlock with his Mark 1 Eyeballs
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
"It's there! Right there!" Eddie! yells as he points it out.

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Kiss turns on their enviros and rushes to the nearest door, hoping to be ready to assist the ship once everything is lined up.
I basically have none of the first obstacles skills but my Athletics is quite good so I'm going to hope we get through obstacle 1 with turns to spare and then I'll try for #2

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Ratatat will also take the healing serum.
"I see it Eddie!! Taking her in!!" yells Ratatat as he maneuvers the ship through the debris towards the airlock pointed out by the Elebrian.
Piloting: 1d20 + 15 ⇒ (8) + 15 = 23
--------
Assuming we get to the next obstacle, Ratatat will do this..
"Alrighty, how hard can it be to pop open this airlock? Just a few simple magnets, amirite?!?" says Ratatat as he gets to work.
Engineering: 1d20 + 13 ⇒ (16) + 13 = 29

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I guess I can roll for 2nd obstacle? We still need 1 success on the first one
Engineering, DC16: 1d20 + 15 ⇒ (15) + 15 = 30
With tools, Hellih have a better result then before
"Finally! THat with the computer was embarrassing. Maybe nobody noticed"

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I believe - if I understand - we need to Clear the 1st obstable first with 3 successesses before we can begin on the 2nd. And that as we're in 'rounds' every PC makes one check on the 'current' obstacle before we the same PC can roll again. Which would mean that for this 'round' right now We still need 1 success on the 'Approach', and Cygpo, Kiss, and All'ok can try currently.
HOLD ON HELLIAH. I BELIEVE THE APPROACH VECTORS SHOULD GO LIKE THIS.
Computers: 1d20 + 14 ⇒ (10) + 14 = 24
---
Which I think is the third success! So Kiss and All'ok can roll against the 'Airlock' obstacle

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Cygpo has it right. You can't move to the second obstacle until you've cleared the first one, and everyone only gets one check in each round. So in this case, Round 1 looks like this:
Hellih/HK - Fail vs. obstacle 1
Eddie! - Success vs. obstacle 1
Ratatat - Success vs. obstacle 1
Cygpo - Success vs. obstacle 1, closing it
Kiss and All'ok can roll vs. obstacle 2 before we move on to the next round.

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Kiss reaches out towards the falling ship, leaning as far out of their own airlock as possible to manually wrench open its doors.
Athletics: 1d20 + 14 ⇒ (8) + 14 = 22

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Kiss begins to pull the door open, and with nothing better to do All'ok jumps forward to try and help. I think All'ok doesn't have any of those skills, and Athletics is the only that can be done untrained, so here we go:
All'ok Athletics: 1d20 - 1 ⇒ (8) - 1 = 7 Failure, end of round 1.
Ratatat and Hellih/HK then quickly disable the magnetic clamps, causing the door to slide open! Applying your checks above as your round 2 checks to finish off obstacle 2.
Cygpo, Eddie!, Kiss, and All'ok to act in round 2 (see obstcles below).
---------
Obstacle 3: Lower Decks
You must navigate the lower decks of the ship to locate its engineering bay.
---After Obstacle 3 is cleared---
Obstacle 4: Engineering
You must reboot critical systems to restore power to the falling vessel.

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HMM, BASED ON DESIGN OF DOCKING BAY, COMMON HUMANOID AESTHETICS WOULD DIRECT THE ENGINEERING UNIT...LEFT
Culture: 1d20 + 13 ⇒ (18) + 13 = 31

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Perception: 1d20 + 14 ⇒ (11) + 14 = 25
All'ock searches for symbols that point out a map or path.
//////////
All'ock cannot roll the third check at all.

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All'ok and Cygpo make good progress guiding the team through the lower decks. 2 successes. One more needed, then on to obstacle 4.
Eddie! and Kiss to act in round 2. Obstacle 3 has two successes.

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"Alright Starfinders, let's do this! Time to Navigate to the Lower Decks!" says Eddie!, using his extremely Cultured Self.
Culture: 1d20 + 1d6 + 1 ⇒ (19) + (4) + 1 = 24

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Kiss takes the directions and speeds ahead to the Engineering bay.
"I'm going to try to see if I get any juice in this thing!" They try to manually pull the control cable on the backup generator.
Athletics (obstacle #4): 1d20 + 14 ⇒ (7) + 14 = 21

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Eddie taps into his knowledge of Pact Worlds spaceship design to successfully lead the team to the engineering bay! Obstacle 3 complete.
Once there, Kiss hauls open panels and tries to clear a path for critical components to be repaired, but is unable to find the right spot.
End of Round 2.
-----------
Round 3
Everyone is up. Current obstacle: 4.
Obstacle 4: Engineering
You must reboot critical systems to restore power to the falling vessel.
---Once obstacle 4 is done---
Obstacle 5: Corridors
After restoring power, you need to make your way through the debris and injured Starfinders that litter the corridors between engineering and the bridge.

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**HOUSE GM ANNOUNCEMENT**
Expedition leader Bennock Gunstrel gathers the whole Starfinder contingent to the clearing in the center of camp. “Well friends,” he says, stepping onto crate that serves as a makeshift dais, “here we are, even if we may not know where here is. We’ve weathered the first storm, and we should all be proud of that.
“We haven’t been able to make any contact with the Society, or with anyone else for that matter, so we’re probably stuck here for a while. This camp is our home for now, so let’s make the most of it. Each of you has been assigned to a team, and we’ve spent the last few days triaging and prioritizing tasks. The initial list of tasks is ready,” he says, pointing to a makeshift bulletin board on which a hand-scrawled list is posted. A pen hangs from a string nailed to the top of the board. “Please, gather with your team and decide which task you want to start with. Be sure to mark it off the list so we don’t duplicate efforts. Whenever you’re done, come back and grab another. If you notice anything that needs doing and isn’t on the list, send it my way and we’ll include it in the next round of prioritization.
“I won’t say this will be easy, Starfinders, but it could be a lot worse. Working together, I’m confident we can make this camp a home to be proud of, for however long we’re here. With that, I wish you good luck, Starfinders. May the Accidental God smile upon us all!”
Table GMs, Part Two has begun.

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Sorry folks. It was a valiant effort to get through that in one day, and you came close (there are 6 obstacles, and you made it into the 4th). I'll move us on to part 2 shortly, and I'm hopeful your regularly-scheduled GM will be back before too long.

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It's been several days since you were stranded here, and things have started to settle down after the initial cataclysm. At this point, it's time to begin building out your base camp in earnest, to begin making this place a suitable (if hopefully temporary) home.
You have six options for Part 2, all representing efforts to more thoroughly establish the Starfinder Society presence on Rucabi-2 as you wait for rescue. I'll list them below, and have also added a handout containing this information to the slide deck.
Build Missions (Type):
1. Improve the Camp (Construction)
2. Gather Supplies (Survival and combat)
3. Transport Materials (Transport and combat)
4. Guard Duty (Camp defense)
5. Making Friends (Diplomacy)
6. Repair Work (Technical repair and combat)
Let me know which you'd like to start with.

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1 person marked this as a favorite. |

Oh! I'd be happy to do "Making Friends" since I am actually good at diplomatic skills and like not much else. I'd say "Making Friends" is my #1, followed by "Repair Work" as #2 (seems good for our party, we have 3 decent tech people and the rest of us are kind of combat focused), and then "Guard Duty" as #3.

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Sounds good to me! After those three, I don't have any other real preferences. Perhaps Improve the Camp to take a break from combat? And then the last two can be any order?

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I am fine with that order
In his spare time, Hellih arranges some space for his gunsmithing business. He would imagine that after crashing, there would be agents having issue with their weapons. He knew his stuff in calibrating and fixing them so he could as well make some space for him to work.
He ended up with nothing much, a wide bench without light, some tools that he salvaged from the wreckage. He spread the word that he would accept folks after his duties for the camp, which mostly mean afternoon.
He would stand with an unlit cigarette in his mouth, cleaning and calibrating various guns. Sometimes providing some easy fixes from dents and debris.
His eyes have no issue with the darkness during work, and he keeps his rifle always ready.
"Next!"

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Sounds good to me as well! Eddie! could use the time to chat to people, he needs to do more of that...yep...100% more talking required...

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Sounds good. Starting with "Making Friends" it is.
--------
"May I join you here?" Bennock Gunstrel asks, gesturing to an open seat at your table as you eat dinner in the mess tent one evening. “How are you holding up? I know it’s not what we planned, but I’m proud of the work we’ve all done to get set up here, and I appreciate all of your help. Now that we’re at a stable point,”
Bennock says between bites, “I’d like your help in following up on a loose end. Remember that crash you explored? The one that wasn't one of ours? We found some evidence that it belonged to a group of Weydanite clergy on some sort of pilgrimage, but we haven’t had a chance to contact them yet. I think you folks are the perfect group to go say hello.
“Their tracks indicate they headed east from their ship after they crashed. I’d like you to find their camp and establish contact. Try to convince them we’re all best off if we stay in contact, share information, and help each other out. I hope that wouldn’t take too much convincing, but with some of the Society’s image problems in recent years, who knows?
“I don’t know how long it will take you to find them, so I’ve asked the quartermaster to pack you supplies for three weeks. With any luck, you’ll find them in a day or two, and can give them your extra supplies as a gesture of goodwill. Either way, it’s a good chance to check out more of the area around us. Happy trails, Starfinders!”
-----
The following morning you gather your provisions and set out, heading first to the crash site you explored earlier which looks much as you left it.
I would like each of you to please attempt two Survival or Perception checks to represent following the Weydanite's tracks and searching for their camp. These checks represent several days of work (how many depends on how well you do).

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"Oh I'll do whatever I can to help! Weydanites have always been like a close kin to traveling Desnans like myself. I can't imagine leaving them all to fend for themselves out there. Let's get out there and find them so we can offer them whatever we can."
Perception: 1d20 + 0 ⇒ (15) + 0 = 15
Perception: 1d20 + 0 ⇒ (1) + 0 = 1
Well, I said let's help them, not that I would be good at finding them first

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Percpetion: 1d20 + 1 ⇒ (8) + 1 = 9
Survival: 1d20 + 1 ⇒ (16) + 1 = 17
WEYDAN IS A GOD OF JOURNEYS. HOPEFULLY THEY WILL HAVE THOUGHT TO LEAVE MARKERS ALONG THEIR WAY

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Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Hellih tries to keep his eyes open in search of any trails

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Eddie! takes a look around, "Well, time to find some Clergy! They love to talk almost as much as I do, I look forward to having long discussions with them!"
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

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"Feels good to be making friends rather than fend off enemies, doesn't it? I'm not the best at that sort of thing, but I can certainly help with locating them!"
Survival: 1d20 + 11 ⇒ (16) + 11 = 27
Survival: 1d20 + 11 ⇒ (16) + 11 = 27

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All'ok 2nd check: 1d20 + 14 ⇒ (4) + 14 = 18
--------
Ratatat SM: 1d20 ⇒ 7
Eddie! SM: 1d20 + 8 + 1d6 + 1 ⇒ (12) + 8 + (4) + 1 = 25
All'ok SM: 1d20 + 12 ⇒ (14) + 12 = 26
Hellih SM: 1d20 - 2 ⇒ (17) - 2 = 15
Cygpo SM: 1d20 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Kiss SM: 1d20 - 1 ⇒ (15) - 1 = 14
It takes you about two weeks of travel, frequently losing the trail only to find it again after a day of searching, but eventually you come upon a wide cave below a hill blocked by a makeshift barricade. An augmented shirren woman wearing armor embossed with the holy symbol of Waydan and a stylish if old-fashioned fedora keeps watch at the entrance. "Oh! I wasn't expecting to see anyone else here, that's for sure! And Starfinders at that! Well, come in, come in. My name is Djeyd." After introductions, she gestures for another figure to take her place at the barricade and leads you deeper into the cavern.
"I have to say, I'm glad to see you. We're all pretty experienced travelers and explorers--we're all priests of Weydan, after all--but being stranded here alone is a pretty daunting thought. Anyway, I suppose you'd better meet our expedition leader, Denskaro. He's kind of in charge around here. Follow me!"
With that, Djeyd leads you to a nearby alcove where several figures sit around a fire pit. "Denskaro, we have visitors!" she says, gesturing to a vesk man with dusty green scales wearing a patched and worn duster coat. "Friends, this is Denskaro. And that" she adds, gesturing to the other occupant of the alcove, an android with gunmetal-gray skin and bright orange circuitry, who nods a silent greeting, "is our quartermaster, Wander-Fourth."
"Greetings, Starfinders" Denskaro says "Please, take a seat." Once you have introduced yourselves to Denskaro and Wander-Fourth, the vesk speaks.
"I'll be honest with you. I’m glad to learn we aren’t alone on this planet. Still... you must know that your Society is known for uncovering many dangers, intentionally or not. There are many, including some among our contingent, who think you bring more trouble than good, and trouble is definitely something we could all do without right now. So, tell me, Starfinders, why should we work together?"
Eddie! gets a bit of a read on Denskaro, which he can share with the rest of the team via surreptitious text message or telepathic relay from Kiss. He thinks that Denskaro is slow to pass judgement and deliberate in his mannerisms to avoid the stereotypical trappings of a vesk. You think an argument based on strength of arms or other warlike appeal will not be effective and may even hurt your case.
All'ok, meanwhile, focuses on Wander-Fourth. She can tell that they are not happy to see you, and in fact are barely concealing their dislike for you behind their stoic demeanor. They winced at the name Starfinders, and seem to hold some animus toward the Society. However, they also seem worried about this camp, and you may be able to get through to them somewhat by suggesting that the Starfinders are willing to share supplies.
Another post incoming shortly. NPC art added to slides.

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You have three rounds of arguments to convince these folks that working in tandem with the Starfinder Society is a good idea. In each round, please make your case, and accompany it with a skill check. I'll list some example skills below, but you are not limited to using those. Any skill is fine, as long as it connects to the case you are making. However, repeated use of the same skill by the same PC will increase the DC, so you should vary your approaches (no penalty for multiple PCs using the same skill).
Some examples of skills you might use are Culutre to describe the social and psychological value of having friendly allies nearby, Mysticism to lean on the teachings of Weydan or another non-evil deity, Engineering to describe makeshift systems the Starfinders have devised, or Diplomacy or Bluff to give an impassioned speech. You are not constrained by these examples, though.
Each PC, please post your 1st-round argument, and include the accompanying skill check.

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"We're more than willing and happy to band together take care of each other. Safety in numbers, especially after crash landing on a planet, amirite? We've got skills that can certainly prove beneficial to us all. Please allow me to demonstrate..."
Ratatat shares some of his knowledge regarding how to survive on this planet - knowledge gathered from the past couple weeks of travel.
Survival: 1d20 + 11 ⇒ (17) + 11 = 28