Starfinder Flip-Mat: Garage Warehouse
Both are listed under SF1e Flip-Mats, and should be under SF2e
Also, when sorting by Newest Items, the order seems to be reversed. I tested this on the Mat page and the Starfinder Scenario page.
I've tested it a few times, and it also conveniently separates each encounter to a separate page. (may take more than one page depending on font size for an encounter with multiple stat blocks.) You can also choose between 2 columns or no columns, and the font size can be changed from 50% to 100% in 10% increments.
Squark wrote:
Good call, I had guessed the Movie plot spoiler: Hylki part from the functionary's art, but hadn't made the Rust Wraiths connection. I suspect that if there are any friendly NPCs in the wreck of the returned at this point, they are all under mind control.
Blake's Tiger wrote: I disagree with Driftborn's take on your desire to be affected by exposure to First One tech. There is at least one scenario where it is clear they engage in species modification, so coming into contact with an unidentified widget that gives you cantrips is not too far to stretch things. I'm not say that's not a good explanation for new abilities, I'm trying to find reasons why the GM would take away their character for lore reasons. Why they got new abilities is not a reason for that, but mind control is a reason to lose control of your character. There is one example in 1-00 Collisions Wake of creatures changed from being exposed to the wreck with no involvement of the First Ones. All other creatures we have encountered with modifications have been intentionally modified by the First Ones and are also under mind control. 1-08 Compliance Protocol is called Compliance Protocol for a reason Spoiler:
It's mind control. If the OP were to get their character back, it would make sense for it to happen after Compliance Protocol, assumming the other PCs succeed. The main issues aren't how the OP's character got new abilities, if they survived, or how they escaped the First Ones and avoided mind control. To me, it's that they voluntarily quit a Starfinder Society mission in front of their leader to join an invading enemy force. The needed background story isn't how they got new abilities; it's why the Starfinder Society should let them back in. I was under mind control at the time might be their best defense.
Having GM 1-05 Sloughscar Summit, I can see a couple of problems with following the Functionary. 1. The scenario says, Sarmak asks the PCs to maintain order inside the building while he heads out to ensure the Functionary remains peaceful. Sarmak is the current leader of the Starfinder Society. Not sure how I would deal with a PC that directly goes against the leader of the Starfinder Society, right in front of the leader. 2. Exposure to First Ones' "stuff" seems to be mind-control, or connected to a hive mind or network, from a central controlling entity, which includes the Functionary being controlled also. Which could make your curse be having the GM run your character. Which isn't something that should happen in organized play. There's a bit of conversation on this in the GM section near the end of this thread.
All of my suggestions were arguments to help persuade the PCs from not following The Functionary, so not sure what to do if someone followed, but forgetting everything seems like a good solution. Since no one really knows what would have happened to you, it would be hard to have a curse around that. Having conspiracy theories about what happened to you would be a good solution, conspiracy theories don't have to be lore acurate, and beliving in them can be it's own kind of curse.
A while back, I made a note card to take to the store with a list of upcoming scenario maps to see what maps I could find in the store, before ordering the rest. I'm guessing on the dates, based on that 2 come out per month. I think for November it's on the 26th (hoping it is) and likely at the end or beginning of most other months. I know the March ones were on the 4th because it's my birthday and I was excited to be getting new scenarios then. That's what I remember, but all of that could change wiht the new store. Not sure if all the maps are listed, I think the last 6 scenarios I might have only added to the note card the maps I was missing, but sure. November:
December:
January:
February:
March:
I'm having lots of fun with Expanded Summoning - Pathfinder Monster Core. I'm playing a character with an Anichant Aliens-like video show that deals with Anichant Fay, blaming Anichant Fay for everything from The Gap, the Drift Crash, to the disappearance of Golarion, also trying to link the First Ones to the First World. They have no evidence for any of this, of course, other than the fact they can summon anichant fay from the Pathfinder Monster Core. So, wondering if there will be an Expanded Summoning - Pathfinder Monster Core 2? Also curious what other people are doing with Expanded Summoning - Pathfinder Monster Core?
There's actually a city named Normal in Illinois. I found a Facebook page for the Bloomington/Normal Pathfinder Society. So, thinking they would be the standard for what a Normal lodge would be like. :) I checked there is no city named Avrage, so there is no Avrage PFS lodge. There are several cities named Standard, so it looks like we might have more than one Standard to go by. I also found a town called Lodge, so there could be a Lodge Lodge out there.
1. The Starfinder-Coming Soon page doesn't show up upcoming Starfinder Society Scenarios. 2. My Starfinder Society Scenario Subscription shows that the next order date is January 1st. I thought new scenarios were coming out in November and December? I'm guessing the January 1st is for the one in December, but not sure what happened to November? Can't check because there is no Coming Soon page doesn't show up upcoming Starfinder Society Scenarios
I'm assuming that on page 4 the the end of the Arrival section, where it says "If the PCs choose to investigate, proceed to Ichorwell Shuttle below. Otherwise, proceed to area A on page 6." That A is A1. We played this on Halloween weekend, and since there are dead bodies in several rooms and blood streaks on the floors, I waited until the PCs got the distress call to give out hero points, which were little 2-inch plastic skulls I bought for hero points for Guilt of the Grave World. I figured handing out skulls after getting a distress call would help set the mood. I liked how the piloting check had consequences. Sadly, Tadasi didn't survive despite all the PC trying to poilt, the last two both using compeditive spirit. Had a lot of fun with this one. For the hazards in room A2, I made separate handouts, so none of the players knew what the other were seeing. This turned into some crazy role-playing. I also made handouts for the Raising Tensions echo. Each card had a different direction, and I left out the direction leading to rooms A9 and A10 I triggered right when the PCs got to A9, but had only finished 1/2 the station. I was hoping to confuse the PCs, but I randomly drew South and Southwest, so unfortunately, the PCs don't really argue over which way it was coming from, but it worked great to get them to skip A9 and A10 for a while. The station map looks really cool, but I figured it would mostly play out like a dongun crawl. I figured unlike most donguns in a labatory all the rooms would be labeled. I figured this would help when they talk to Tadasi RIP... or when they got to the security room and could see what all the rooms were. Fun adventure, easy to run. Our game lasted around 3.5 to 3.75 hours. I think the extra time was mostly role playing.
Shadows can overlap or change over the course of a day or year, so both can be true. Also, in a place called the Absurdity, I wouldn't be surprised if physics somehow works differently. In SF1e, the Absurdity was just a name on a map, so all the lore we have on the Absurdity so far is in the Galaxy Guide. Sidenote: The absurdity came from Thurston Hillman's Howbrew game. That's all we know so far.
Madhippy3 wrote:
It's on page 10 Sarmak asks the PCs to maintain order inside the building while he heads out to ensure the Functionary remains peaceful. Something else to point out to players who want to join with the Functionary is that the Wreck of the returned seems to control everyone working for it, which means their character would become an NPC. Also, Sarmak might ask them to turn in their Starfinder badges. An alternative is to turn it into a spy mission, but that's something only doable in a home game, not being played in organized play.
Both the Nodocite ability Reality Bubble and the Reality Distorter say it's a burst effect, but the description sounds more like it should be an emanation. Reality Bubble:
Reality Distorter:
I had made paper burst templates for this, so that's how I ran it today, but to use the template, I can't center them on the target and have to pick a map grid, which seems off for placing it around or centered on a target. Not sure which way is right?
kaid wrote:
That's how I see it working, too, but the cheapest armor that it can be used with costs 15 credits plus the 120 for the commercial-grade thermal capacitor. That only leaves you 15 credits for weapons and other equipment when starting.
kaid wrote:
But not at low levels. There is a 1st-level SF2e scenario that has severe and extreme cold. To deal with severe cold takes a 6th-level thermal regulator, and a 10th-level thermal regulator for extreme. Even the 1st-level thermal regulator is too expensive for new characters to afford. Cold and hot environmental damage in SF2e/PF2e is automatic 1d6 or 2d6 plus fatigued, with no saving throw, like in SF1e. In SF1e, environmental clothing gives you a bonus to your saving throws, so maybe there's no environmental clothing anymore because of that, or if they add it again, it would have to work differently.
I think in all the SF1e scenarios I've played in, only one had a need for food, but to survive on rations only, you would have needed more than a month's worth.. Although having food on hand has come in handy to try to befriend wildlife. I remember using rations and R2E meals in the playtest. They are rarely used in Starfinder organized play since you can assume travel time on a starship, the ship has food for the trip. Unlike Pathfinder, there is rarely an overland trip lasting more than a few hours to get somewhere in Starfinder. 60 credits to get both the camping kit and Explorer's canteen is a lot for a 1st-level character. We also don't have environmental clothing yet, so running a low-level survival adventure is either a really good or bad idea, depending on the level of challenge you are looking to give the players.
To play Starfinder x Warframe: Operation Orias, all you would need is the SF2e Player Core. The price of the PDF is $8.99, which suggests it's around the size of a standard organized play scenario, which are PDF only, but from the description, it looks to run a bit longer at 4 to 6 hours. The PDF is available on October 31 Starfinder x Warframe: Operation Orias. I don't see the stock number on the Paizo store. Where did you see the stock number?
I'm running Mystery of the Frozen Moon, a second time, this time as a play-by-post. Of the PCs, during asked about how they would be getting there. When I said they would be taking a starship on their own, one of the players seemed excited to be the pilot. Although there's nothing for a pilot to really do in the adventure, I decided to add the roll for drift travel time so the pilot would have something to roll. Then I decided to modify one of the ship stat blocks from Guilt of the Grave World, and posted it for the PCs to see, so they would feel like they are on a real ship. When the PCs encounter Daskar Kopalak, I'm going to let them scan the other ship, just to give them something starship crew like to do. I also realised before this game who Nib was in SF1e, so I made a replacement NPC of my own to replace my Nib idea to add more to the Daskar Kopalak encounter. My new NPC is a janitor for the Starfinder society, whom the PCs meet before the mission briefing starts. The new NPC asks the PCs questions about their past missions and backgrounds to help get the PCs introductions going, and as the GM it helps me learn more about the PCs too.
I also agree that consistency would be nice to have. Also agree that having free Starfinder Lore would be good. Unless you are a skill monkey, most classes don't have enough skill slots to take something like Starfinder Society Lore, and the classes wiht the fewest skills could really use the boost by having a free skill that is not related to their core class. I'd also like to see provisions in SF2e. Pathfinder provisions are a great backup for when a group of random players shows up and no one is or has any healing. Although I suppose another way to deal with that situation in SF2e is to run encounters in easy mode.
Something else I'm having a hard time getting people to try is the Infinity Deck, and the main reason again is that it's not sectioned. I always carry my Infenity Deck in case we are short players to get a table going, or if a game runs fast and we have extra time. Having a generic chronicle that gave players 1 ACP for each hour of playing the Infinity Deck might help. I was hoping to have a day where we just try out the deck so if we needed to use it to fill in, we have experience using it, but no luck so far. I'm also thinking that a scenario that uses the Infinity Deck would help. Maybe as a reality TV show event. Add some skill checks to scope out the competition and catch an NPC that is cheating, which leads to a fight. Maybe hero points could also be used to redraw a card instead of a reroll.
If you are looking for some starship action, it's in Guilt of the Grave World. Trying to leave this spoiler-free free I'll just hint at what's in it. There are more Cinematic Starship Scenes in Guilt of the Greave World than there are examples in the GM Core. Unique crew actions for NPCs. I think this is huge; it means that who you pick up as NPCs can have different crew actions. This adds a lot of versatility beyond traditional shipbuilding. There is a crew action for landing. It's not very complex, but compared to SF1e, which had no landing action at all, it's a nice inclusion. One thing I'm really liking about Cinematic Starship Scenes is that they can be finely tuned to each encounter. The author or the GM can make up wherever they need to fit the encounter.
Another reason I don't think we will see mixing classes in organized play soon is that devs on both sides of the fence had to wait for Sf2e to be out before doing a lot of testing on how to mix it. There was some of that in the play test, but you really need the final version to test it right. Also gives the player base time to try it out on their own and give feedback, before anything official is done. Meanwhile, I think there are a lot of interesting options to try out right now.
I think one reason we don't have PF2e classes in SF2e organized play yet is that the devs want to give Starfinder a chance to be Starfinder first. To that end, it's likely only a few PF2e classes at a time would be added in. For one, I think the investigator makes more sense in SF2e than PF2e. Although it could use some updated features to fit the flavor more. I think the fighter would be great for Vesk Doshko honor guard. I like the idea of PF2e rouges in SF2e, so we have a rogue that is not also a hacker, at least not as a class feature. For organized play, I think the biggest issue is not access to PF2e classes or ancestries; it's that the organized play rules are not compatible between SF2e and PF2e. I have lots of interesting ideas for characters with just the classes we have now, and I never even got around to playing all the classes in SF1e. So I'm in no hurry for more classes than I can play. But anytime you have a new game, there are fewer options, so I try to build characters that we have not wanted. I wish we had, and I'm never disappointed. I still like getting new options, but I'm not in a rush for them.
Madhippy3 wrote: My question is should PCs be explicitly warned if they use Exposed armor that they will likely die? Does seem like maybe this should be made more explicit what the environmental effects are? I don't think the adventurer was written intending for it to be so deadly. It was likely written before the Player Core came out, so the writer didn't know that there was no environmental protection available at low levels, and there isn't even winter clothing available yet. So hand-waving it is a perfectly fine option. I think using the environmental damage would be very deadly for a 1st-level party, especially since the boss monster can do 3-6 points of damage to the entire party in one attack. On top the that, the party would be fatigued from the cold too. My compromise was not to use the cold damage, but to have the party make some survival skill checks to deal with the cold. Like having to stop once in a while and build a fire to stay warm. The group I ran it for chose to do the explorations checks first and then spend the night on the ship, so they were not exposed to the cold for as long at one time. But if you do want to use the cold damage, I'd ask the players, since it turns the adventure into extra hard mode.
Madhippy3 wrote:
This is just for the race rules. Only 2 PCs do each challenge. The other PCs can't aid the skill checks or cast spells to help out; the only thing they can do is loan equipment. No equipment is actually transferred between players. When I ran it, the only thing loaned out was a grappler. To be super competitive in this race, I think a party would need to plan in advance to take advantage of the loan equipment race rule. Harder to do to at 1st level when you don't have a lot of free credits. It's the kind of thing that needs a session-0 or letting the players know after that game the week before, so they have time and credits to plan for it in advance.
Squiggit wrote: I do think one thing that might be compounding it a bit is that the SF2 classes are somewhat narrower than their SF1 counterparts. I think you are right, but it might be a good thing too. With PF2e being compatible with SF2e, that's a lot of classes. To have any design room left for more classes, it helps to make them more narrowly focused. It's also easy to add more features to or add new subclasses. I'm also guessing that, over time, we will see some PF2e classes allowed in SF2e organized play. There's a big difference between allowing a PF2e character in SF2e and making an SF2e character with a PF2e class.
The Dragon Reborn wrote:
The tech playtest classes are usable in organized play. Now that the playtest is over, it's hard to find the PDF for it if you don't know what to look for, so here is the link The "Cantina Feel" was one of the top priorities of SF1e players when SF2e was announced, so not surprised that there are more ancestries than classes. SF1e had over 140 playable species. SF2e is only missing 4 classes from SF1e
That's the only image I didn't check... But it's also easy to fix. Have Arvin conduct the briefing through video conferencing, and have him apologize for the bad connection. It is odd that the Arvin is low resolution when there is already a high resolution of the same image. Had that happened to a map, I think it would have been more critical to fix, but it would have been nice if it had been updated with the Chronicle Sheets.
|
