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***** Venture-Agent, Virginia—Portsmouth 225 posts (247 including aliases). No reviews. No lists. No wishlists. 30 Organized Play characters. 1 alias.


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The Pilot episode of Zo!s show Sprinting Man. Convicts are released into the wilds of Eox with little more than a hazmat suit, with the goal of escaping. Those who succeeded got a full pardon. A cast of bounty hunters are also hired to track them down, and were awarded for a confirmed kill, but even more if captured alive. The show ran for three seasons, where fans would have their favorite bounty hunters, and each episode was full of anticipation whether a particular convict would escape, be captured for another season, or have their Sprint end on the kill pile.

The show ran for three seasons before it had some hang ups. Mainly the high mortality rate of the convicts (whether by bounty hunters or the planet itself) lead to fewer volunteers from Eox's convict population, short of the lifers and those on undead (or redead) row. As a result the pool of new contestants thinned and were less empathetic, and when the question was posed what would happen if one of these hardened criminals actually escaped, it lead to litigation that ultimately saw the pact council order the show cease and desist for humanitarian and public safety reasons.

In spite of the controversy the show still has a dedicated fanbase that hold a yearly convention declaring "bring Sprinting Man back!"

There is if biotechnician is your theme. Adaptive biochains at that point lets you get what is normally a cybernetic augment at a slight discount. Otherwise it's flavor. I honestly don't know why there is no cybernetic equivalent. I'll pay a ten % mark up if it means I can have a synthetic, cybernetic version of things like dragon gland or venom spur.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

Thanks. I understand there's little mechanical value in it, but I just really like the idea of a wrist mounted repository of information that my character can converse with, with all the additional functionality of a personal comm unit, that he built himself.

When will we be getting more fun and meaningful cybernetic augments? it feels like biotech and to a lesser extent magitech gets all the cool features. And what little bit of cool stuff cybernetics gets, biotech gets also with adaptive biochains which, if the character is a biotechnician, they still get at a discount in spite of the markup. I have two different cybernetics obsessed characters but I'm having a hard time buying cybernetics for because most of them just aren't that useful or interesting.

I feel I should clarify what someone previously stated. the game does assume that you will at least be spending a portion of your funds on augmentation. At the very least you will be getting personal upgrades. However a lot more love has been given to biotech and magitech. as someone who also has a not one but two cybertech themed society characters, this has been most frustrating. Biotech even has adaptive bio trains that lets you treat any other augment as a biotech augment. Meanwhile my data file operative is stuck with spinal struts and speed suspensions. All the cool stuff goes to biotech and magitech.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

Quick computers question while on the topic. The book says you can add a computer to a personal comm for 110% of the computers price. Is that base rice, or price after odd ad upgrades ? Thinking about doing a wrist mounted communicator that's also a tier 3 computer with library chips and an artificial personality.

If the beginner box is supposed to be an introduction, it seems misleading to present the game one-way, then another way entirely when they play actual Starfinder games.

This is an interesting conversation. Allow me to chip in.

Firstly, I think the analogue property of kinetic weapons is a main feature. Nearly all weapons targeting KAC are analogue. This protects from EMPs and cybernetic tampering of the weapon. I must concede though that at least in written adventures I've rarely if ever seen an EMP. In that regard I've seen the analogue property matter maybe once. The cybernetic tampering only really matters if the not you're battling has mechanic abilities.

So yes, I'll admit, analogue isn't much of a selling point.

What is perhaps an interesting side effect of this relationship between energy and projectile weapons is, perhaps accidentally or perhaps by design, there are a lot more creatures resistant to various energy types than there are those resistant to physical damage. Not saying physically resistant enemies don't exist, but from my personal experience they are far less common. At high levels this may not matter much, you just change which gun you're using, but at low levels that can make our break you. I just played an adventure with a level one soldier, and I must tell you it was very difficult for him to contend with the fire immune undead when he's using an Azimuth laser rifle.

And that brings up another counter point, that being that laser weapons are the most accessible, with some of the most efficient ammo economy and range, but are also the energy weapon beset with the most drawbacks. Because I don't think people realize that aside from fire resistance/immunity being the most commonly resisted energy type, laser weapons have additional drawbacks built into their weapon type. Because they are light based, lasers can't hurt invisible creatures. Fog, smoke and other such effects provide both cover and concealment against laser attacks due to the light being scattered by the particles in the air. Though admittedly lasers can also pass through clear physical barriers, so I guess there's that.

If the main complaint here though is ammo capacity, there is the energetic weapon fusion. Your projectile weapon instead uses batteries, at the same usage, meaning for example a tactical semi auto pistol goes from capacity 9 usage 1 to capacity 20 usage 1. And you have the slightly easier to replenish and more useful batteries over actual rounds. Granted the weapon gets the powered property and loses the analogue property, but again your mileage may vary on analogue. This may go against the ethos or style of some players/characters though, and if you are a society player the energetic fusion is sadly not legal for play, so it's not a perfect answer.

In the end, I'm not certain projectile weapons are as disadvantaged as you are suggesting, but at the same time I do agree that they could probably use more love.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

701- Overwatch, Lab Technician. He works in the Anacite forges on Aballon running debug and diagnostics, making sure everything is running smoothly.

702- T'cheknkai "Teach", Lab Technician. She interns at the labs at Qabarat University doing Xenobiology research whilst getting an education.

703- Darwyn Ironhide, Miner. Works for a Dwarven mining company in the Diaspora harvesting minerals.

704- David Caine, Maintenance Worker. Employed at Absalom Station as a repairman. Due to the mysterious nature of Absalom station and the dangers hidden within, is a bit of an unofficial "bomb squad" with his drone PT-690.

705- Vance Dreadmaine, Bounty Hunter. Basically collects bounties on criminals to help pay for his augments.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

I'm not seeing it on the additional resources page, but I'm hoping it will be there soon. In the meantime I have a question: does Paizo plan to make the Pathfinder Agent dedication accessible to all characters regardless of nation of origin? Being an uncommon archetype it wouldn't make much sense to me if my characters have to be from Absalom to be a Pathfinder, when they ARE a Pathfinder, and Pathfinders come from all over. It would be odd to build a Pathfinder from say, Kyonin, and for that reason they can't be a Pathfinder Agent. It's a pretty nice archetype too.

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Are there chronicle sheets for this for those of us running the game in Starfinder Society?

You will probably see more space fey.

Starfinder devs are furries confirmed?

Wait, what?

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

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Me playing operative in King Xeros of Star Azlant, level 5 operative in a tier 7-8 game:

okay, so I roll computers to trick attack the mook, and that's a 27 to trick

GM: you trick.

Me: Okay, so then I roll to hit and... That's a nat 20! Plus 8 to crit against flat-footed eac.

GM: wow, okay. Roll damage.

Me: so with a corona laser pistol, plus trick attack doubled, that's 4d4 + 6d8 +4. So let's see... I got 48, and he burns 1d4 on his turn.

GM: well, it's his turn next, roll fire damage.

Me: I got a 3.

GM: he's dead.

Party focuses big bad, I'm fighting mooks. One mook still standing. My turn.

Me: that's a 24 to trick, does that still trick?

GM: that tricks.

Me: rolling to hit... Another Nat 20, oh my God!


Me: rolling damage.... Oh wow that's a lot of 8s. 51 damage and 1d4 burn.

GM: g$~$@!mit Sean!

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

Bill Baldwin wrote:

GM: The mine cart rolls down the tracks with your quarry onboard. Everyone of the tracks, give me a Reflex save.

Me: I rolled a ‘1.’

GM: Okay, everyone else jumps out of the way but the mine cart slams full force into you at the end of its movement this round, doing *large amount* of damage, it throws you against the wall of the mine, doing *more damage* and knocking you prone.

Me: (realizing I only have 1 HP left) Ouch!

GM: It’s your turn and you’re prone. The mine cart is still hurtling down the tracks with your quarry in it. It is heading straight towards you but the track curves just before they get to you, so you don’t need to worry about the cart running you over.

Me: Well, we can’t let this guy get away. I pull out a Sticky Bomb Grenade and throw it at the wheels of the mine cart. I get an ‘21’ to hit.

GM: Okay. The front of the mine cart comes to a sudden halt causing it to flip into the air. The guy in it manages to make his Reflex save and jumps out, but the mine cart is now flying straight towards you. Make a Reflex save.

Me: I get an ’18.’

GM. The mine cart flips into the air and lands upside down on top of you, covering you but doing no damage.

Me: (in a meek voice echoing from inside the flipped over mine cart) I’m…I’m okay, guys. It’s alright. Just get the bad guy.

I know it's been a while since I've Gmed Fugitive on the Red Planet, but it sounds to me like your GM hates you.

Guy reviewing spells for print looks at the short spell blurb.

" It's a spell that does acid damage in an AOE? Evocations!"

Rubber stamp, keeps on trucking.

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No, you are correct. Somehow when looking at combat maneuvers for Starfinder on archives of nethys I ended up on the Pathfinder rules. In Starfinder all combat maneuvers are standard actions and are not classified as attacks, so would not be able to perform them in a full attack.

So what he's trying to do is full attsck with combat maneuvers. He is allowed to do this, but there are only a few combat maneuvers that can be used as part of an attack or full attack action. That is trips, disarms, and sunders. Everything else is either it's own standard action or has other special rules.

Full attacking with combat maneuvers also incurs their full attack penalty, in addition to any penalties they might take for that specific maneuver.

Keep in mind too that the ship you get in the first book only has a crew compliment of 4 to 6. That means 4 characters minimum to operate the ship, with a maximum of six. You can fit more than six, but only six can do anything at any given time in a starship combat. If you have your crew operating above the ship's compliment, that will contribute to starship combats being easier.

BigNorseWolf wrote:
When you make the giant tentacle monster "flat footed" it still aoos the meatshield on his way up.

Wait, flat footed doesn't prevent attacks of opportunity in Starfinder?

Also, on the matter of resolve tanking, that's not how I want to play. That's not fun. It takes two full rounds to get back up that way, and eats a lot of resolve. On a class that naturally eats a lot of resolve. It doesn't help that because I wanted to be different, I chose a Shirren for my Envoy. Which does the job really well, but has less resolve than non Shirren Envoys might. So just because you are okay with resolve tanking doesn't mean I have to be.

Besides, that's not really tanking. Being hard to kill is not the same thing as a tank. Tanks take aggro and keep their allies from getting hurt. You're not doing that on the ground in a pool of your own blood.

thecursor wrote:

** spoiler omitted **

The core rulebook does cite Destiny as one of their inspirations. Whoever plays Destiny 2 on the dev team, I would happily play some Gambit or Scourge of the Past with them.

Not taking that risk. Hiding in the back does not equal safe.

BigNorseWolf wrote:
I'm just at a bit of a loss as to what your envoy is doing in combat that they can't stay at full staminia and 1 hp.

AOEs? Grenades, explosive blast, lightning bolt, etc? Dick enemies who shoot the envoy because it's an easy kill? Environmental hazards? Being surrounded, things with reach, wild predators who think the little thing in cloth makes an easier meal than the big thing covered in titanium? Frontline fighter screwing up and now they're down, and there I am standing there with 1 HP? Void hantus who just fly over the frontliners and screw with the casters and supports because their tactics say so? There are plenty of ways the envoy can get hurt. Being in the back does not automatically make me safe. My envoy is a good person who helps however they can, but they're not a martyr.

My ac is butt, my health and Stam squishy. I'm aware of mystic cure"s ability to top people off, but I'm hesitant to use it if it puts me in kill range. Not to mention Envoys use their resolve a lot more than the other classes. Especially since Envoys don't get cool things like evasion, or heavy armor, or a good fort save. I am the most vulnerable person on the battlefield already without weakening myself. Then there's is the fact that I can only do that once per combat, and only once altogether unless I heal myself, which, 9 times out of 10 in my case, means sinking costs into healing serums. If I'm giving away that much health, it's going to take at least 3 mk 1 serums.

Plus those are all consumables. Sure, 3 mk 1 serums are only 150 cred. Yeah, a mystic cure spell gem is only 140. But if I'm paying a minimum 290 credits per session, if not more, those costs are going to start to eat away at my ability to upgrade. Yeah, the improved medical kit cost me 2700, but at least that is something that I can use once per ally, per day, until the end of time.

Sharpshooter soldier is more reliable, with their full BAB, full level to damage, their ability to reduce cover. Operatives are more well rounded, still doing respectable damage, can debuffs enemies, have other various in and out of combat talents, and have way more skill power than any one character has any business possessing.

I took a look at spell thrower and mystic cure gems. Those... Help. But aren't perfect either. The gem is consumed in the process, and it would be 140 credits to replace. Then it would effectively take me two rounds to use. One to get into position, and one to use it. Which I realize is the same action economy as using medical expert, but medical expert uses an item that's only 50 credits.

I see your point though. No matter my approach, in combat healing as anything other than a mystic simply isn't efficient. I might still take Bedside Manner for the little bit of extra healing and the improved aid vs poison and disease, but instead of investing so heavily with my feats and abilities in pursuing being a field medic, I might want to seek other abilities that can (defensively) aid my party. I can justify hurry, I can't justify get em. quick Quaff might still be useful...

May choose culture instead of medicine for my second skill expertise, if only for the expertise talents. Tech familiarity seems useful. Though battlefield medic still looks useful mainly for the ability to combine the first aid and treat deadly wounds actions, with a free extra treat deadly wounds...

So not taking medical expert because it doesn't actually give another use of treat deadly wounds and incurs extra costs. May still take battlefield medic for the extra/combined TDW. Don't know if I'll take surgeon to go with it because battlefield medic only kicks in when first aid becomes necessary. Which, hopefully, shouldn't happen that often. Taking surgeon just for an extra battlefield medic use, especially when surgeon itself doesn't look useful (extra TDW, but taking an HOUR to do so) meh...

So thinking of medicine for skill expertise at 5, bedside manner at six, battlefield medic at 7, then I'm done with medicine until they print something worth the resources.

At 8, I don't know... Watch out, hurry, quick Quaff, focus? Level 9 expertise in culture. Level ten another one of those improvs, or Improved hurry if I took hurry. Level 11, tech familiarity, cultural savant, keen observer?.... Maybe additional skill expertise. Blah. Hard to decide.

BigNorseWolf wrote:
Pogiforce wrote:
My current SFS Envoy, who is a pacifist and will be a field medic, currently has Inspiring Boost, Don't Quit, and Long-Range Improvisations. I plan to take Bedside Manner and Quick Quaff at some point, with the character running around dispensing healing in various ways. That leaves me 2 more improvs on the path to level 12. I'm thinking hurry could be something I can do if I don't need to / can't boost somebody. Though Watch out looks promising come level 8, being able to buff an Ally's AC by 4 as a reaction. Watch your step might be good too.

I have found healing builds to be very situational in PFS. The situation usually being AOE damage. The kind of buffs needed to make not shooting something a viable option for a character just really don't exist yet.

For single target healing anyone with a spell throwing weapon and a spell gem of mystic cure 1 can walk up to the meatshield and hand then 1d8+20 hit points and rely on their staminia to get them back around a corner.

It really depends on your table. For example, that will never happen where I live because no one who plays here has a mystic. I don't think anyone but me and my sister have even given them a serious look. So no Mystic Cures. And the only weapon fusions anyone has taken are called and throwing.

My current SFS Envoy, who is a pacifist and will be a field medic, currently has Inspiring Boost, Don't Quit, and Long-Range Improvisations. I plan to take Bedside Manner and Quick Quaff at some point, with the character running around dispensing healing in various ways. That leaves me 2 more improvs on the path to level 12. I'm thinking hurry could be something I can do if I don't need to / can't boost somebody. Though Watch out looks promising come level 8, being able to buff an Ally's AC by 4 as a reaction. Watch your step might be good too.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

Jadrin Handcart wrote:

Playing a certain scenario, infamous for being too easy and, in our GM's words, "the least deadly scenario."

We have two mystics, a melee technomancer, and a soldier. In the "boss" fight, known for being way too easy...

Three of the four of us went unconscious, one of the mystics and my technomancer (who I'm posting as) went unconscious twice, and we were struggling to hit an EAC of 11.

That's how bad our rolls were. We lived... barely. It was amazing.

Which scenario is this? Your description doesn't have any spoilers, I'm just curious. I've never heard of a scenario described as "too easy".

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

That was my thought as well, just wanted to get a second opinion, make sure I wasn't going crazy or misremembering something.

Outlaw was my first thought as well, though doesn't seem like a perfect fit. There's themeless if nothing else matches, though I personally find themeless boring...

AduroT wrote:
Is there a typical naming convention for Stelliferas? The only example I could find was the single NPC named Half Red.

At that point the name could be anything. You could name your stellifera Cinderella and no one short of the devs would be able to argue with you. What source are they going to cite?

I got this idea in my head now of an icon envoy who leads a metal band, joined the Starfinder society for inspiration and publicity, and gets necrografts to enhance his bad boy image. Plays hard but turns chicken when things get dicey. May outgrow that, we'll see.

Guys this has been fascinating, but this stopped being about crit seeking fusions a long time ago. We're on page 3 now. Do you think it might be appropriate to start a new topic discussing pros and cons of differing wealth management systems?

Shinigami02 wrote:
BigNorseWolf wrote:
Shinigami02 wrote:
Even when published materials sometimes fall well under WBL.

I think except for hells rebels every adventure path I've seen has left my characters horribly under WBL: kingmaker, dead suns, pirates, .. I think kingmaker was the worst. My character at 7th level had starting wealth and his spellbook which had increased in value from him scribing into it...

Funny thing: In my group (at least for Pathfinder APs) we quite often houserule sale price = full cost rather than the default 1/2. Despite that we still wind up under WBL (sometimes dramatically so) surprisingly often.

Default isn't half, it's 10% <.<

Edit: oh wait, you said pathfinder APs. My bad.

I mean I guess yo be fair nearly all my characters started with second skin, got graphite carbon skin on chronicle sheets,
And stuck with that for 4 or 5 levels. Except the soldier, don't remember what armor he's wearing right now. My operative is only wearing elite station wear because it was earned doing star sugar heartlove, and he's a fan of the band.my envoy is STILL in graphite carbon skin, and I don't really see modifying it any time soon.

BigNorseWolf wrote:
(MY abadaran spacebat has gotten a fair bit over WBL despite playing down just by wearing second skin till 9th level...)

Hoooooooooooow TF did you get away with level 1 armor for 8 levels? O.O

Pantshandshake, I was more interest in the retrofitting and upgrading section, which I found and read on my own. It helped my understanding of the matter. Basically my understanding of BP needing justification is true to a degree, but is solved by caveat. In the same way spending fame for a body recovery in society is assuming you made arrangements prior for someone to come retrieve you in the event you don't return when expected. As a GM I see the fault for the "BP out of thin air" is at least partially on me. I should have presented means and opportunity. (An example being as thanks from the natives for saving them, they present a trove of ancient lost tech that could be used to upgrade their ship, and also promise to guard them while they busy themselves with the upgrades.) I will encourage my players to come up with their own caveats for BP (bargain for as extra pay in an otherwise balanced deal, discover an allow vein they could sell the rights to in exchange for ship building materials made out of it, etc.) But the method I was employing puts extra burden on the PCs to find resources and time, in a campaign that seems to be, by design, limiting on both.

BigNorseWolf wrote:
Shinigami02 wrote:
Even when published materials sometimes fall well under WBL.

I think except for hells rebels every adventure path I've seen has left my characters horribly under WBL: kingmaker, dead suns, pirates, .. I think kingmaker was the worst. My character at 7th level had starting wealth and his spellbook which had increased in value from him scribing into it...

And then when Dead Suns gives you money, they don't give you opportunity to spend it from pretty much book 4 onward.

Pantshandshake wrote:
Not to mention, the game assumes that when your players level, their ship levels up as well.

I don't see it that way. I view ship tier as basically another "wealth by level" chart separate from the normal one. A guideline of how strong the PC's ship should be based on their level, not how strong it MUST be. I know the book doesn't word it that way, but it seems their intent when looking at book 6 of Dead Suns.

the PCs are given the opportunity to control two different ships in the book: a tier 3, and a tier twenty. The book actively admits that the tier 3 is weaker than they may be used to, and that the tier 20 is far stronger than they are used to. In both cases, for all intents and purposes it's their ship. But the ship's are still called tier 3 and tier 20. The ship's tier is not adjusted to account for the party's apl.

So to me that says the PCs can end up controlling a ship that doesn't match their tier one way or another. Whether that be they had to change ships in a hurry, or they simply didn't think about where the BP was going to come from. And them piloting it doesn't automatically change it's tier, nor make BPs appear out of thin air. Everything comes from something.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

I don't remember the exact specifications of the boon, but it left me with a very important question. It let you buy a specific augment at a discounted price of 3000 credits. It also said that because it was bought at a discount, it would sell back for only 300.

From my understanding, augments code to your genetics and can't be resold, so...? Is this just the writer of the chronicle not knowing the rules? Or is this specific augment resellable?

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Shinigami02 wrote:

Just for point of note, this is literally exactly why my group almost never uses consumables except the occasional healing item in emergencies. Because our GMs don't tend to adjust things like this, they tend to run things by the book. Even when published materials sometimes fall well under WBL. Some GMs hesitate to even change Pathfinder item drops to the slightly-less-common things the party is specced into instead of five hundred longswords or greatswords.

That was one thing I liked about the PFP adventure. More than once I saw treasure tables where it basically said " the loot is three items of these item levels that you think are appropriate to your party." It's a great use of the item level system, giving your party custom loot without it being too strong. Since starfinder has item levels as well, I think it would be a great practice for the APs. Doesn't have to be every treasure section, just every once in a while. Puts more agency on the GM other than reading a script, personalizes the AP to your unique party make up, and makes the experience more unique.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

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I could use a laser-phaser-maser-bananafanafofaser. That sounds dope.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

It is only available to the character who has the chronicle sheet.

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The solarians who've played at my tables lack creativity.

Light sabers. Always lightsabers.

3/5 ⦵⦵ Venture-Agent, Virginia—Portsmouth aka Pogiforce

Our run of 1-99 was poorly handled, the GMs ill prepared, the overseer not fully understanding the game's systems, and we were shoved into a time slot that didn't allow us to take the time 1-99 demanded. As such we didn't get much opportunity to delve into the lore, or think about what we were seeing. I'd spend a replay on it for another opportunity to experience it properly.

I haven't played 1-31 yet, so I'm avoiding spoilers.

The only way I see dealing with this is twofold.

A. Does not work with weapons that have the wound or sever wound crit ability. Vorpal is the pathfinder equivalent, was a +5 bonus on the weapon, and only worked on a twenty. Wound and severe wound should be the same way, except we don't have crit confirm rolls so instead the enemy gets to make a save.

B. Make the crit range enhancing fusions not legal for society play.

Just as an aside, I find it humorous that this is still ongoing.

But to he on topic, in a home game you can do whatever you want but if we're talking about something that should be implemented officially, then you hit a snag in Society play. Because anything that's legal for the players is fair game for writers. And for it to be on a chronicle sheet it needs to be found in the adventure. As xenocrat pointed out, the odds of losing a limb to a crit / severe crit is phenomenally low. If your character has the misfortune to win that lottery though, you're presented with a new problem. In a home campaign the GM can do as Claxon says: put items or whatever out there to help that character recover back to roughly where they should be wealthwise. In society play you have to pay fame or credits for a restoration, or get a prosthetic. If you had an augment in that limb, your GM may be kind and say since the augment was keyed to your limb you can save the augment do long as you retrieve the limb, but they could just as easily rule the augment is lost. And Starfinder society has no way to equittably reward a character who suffers that kind of loss. There will be no making up the credits wasted. If you introduce a fusion that can make those sorts of events happen more often, even if it's just 5-10%, it's going to cause more players in society to walk away from the table upset- or hobble away because they lost a leg.

BigNorseWolf wrote:

Is that in line or in opposition with your experiences with paizos writing?

Closer to "in line" than "opposition". It seems like particularly bad language even by their standards. (Sorry Paizo, I love you, your games are super fun, but a lotta times you're writing is just really difficult to parse through) and as you said, even by Starfinder standards interpreting the language the way it's written would make it worse than par for the course for Starfinder(cries in Envoy) but just as the writing is simply worse than normal, this ability could simply be worse than normal. It really, really needs either an errata or an FAQ, and I'm hoping either of those will make it better than how others and I are reading it.

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