SFS and Data Module Variation


Starfinder Society


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The ability to add data modules to a computer can have an affect on play, particularly in Starfinder Society. Page 215 of the Core Rulebook:

"A data module for an small topic... costs 1 credit. A data module for an average topic ... costs 10 credits. Modules for large topics ... cost at least 100 credits and might cost as much as 1,000 credits. In addition to storing data that might be valuable on its own (such as plans for a military invasion), a data module allows a character with access to it to take 20 when attempting a skill check to recall knowledge on a topic related to the data module's contents."

I recently created a scholar character who joined the Starfinder Society to further his research agenda. This means he will definitely have a computer with information regarding his scholar specialty (small particle physics). The question is, how much should a data module cost for enough content to warrant the take 20 on a check? Would 100 credits allow a character to get his or her specialty on a module? How many credits for an astronomy module? Or a chemistry module? This may have a substantial impact on any skill with a Recall Knowledge ability.

I can see the possibility of extreme table variation for these costs. Is there any chance of getting some campaign clarification or guidance on this? It would be greatly appreciated

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