Share your Starfinder session highlights!


Starfinder Society


I just played my second scenario with my signature spear-wielding, Spacefarer Human Soldier Felix, and I simply felt like I had to share my experience.

SFS 1-02 Fugitive on the Red Planet:
Akiton, presumably sometime in the afternoon. It's the final showdown between the Starfinders and the rogue agent's posse. The target, a man "affectionately" known as Talbutthead, has managed to trick the party with a hologram and begins making his escape aboard a tattered mine cart. Felix, knowing the feeling of stabbing people all too well, realizes the deception and speedily pursues the actual man posthaste. With unparalleled acrobatic finesse, he front flips over a club-wielding goon and makes a graceful leap right into rail-riding vehicle. (2 high Acrobatics rolls, one of which was a Nat 20.)

"Hi there." Felix says with a cocky grin, overwhelmed with satisfaction over his best athletic display yet.

The man is having none of it however, as the rogue agent promptly pulls out a dagger and plunges it straight into the boy's exposed chest. (Critical Hit AND Trick Attack!) The boy slumps over immediately. An inch more the left and the young Starfinder would've died there on the spot. (The GM is burying his head in his hands while doing the calculations. The damage I took totaled out to just 1 shy of INSTANTLY KILLING ME.) In the heat of the moment, one of his teammates, a Ysoki Mechanic, manages to pull the helpless youth out of harm's way by his scarf before the finishing blow could be dealt.

As for Talbutthead, he continues his escape. Felix manages to recover and gives chase once again, now making use of a scavenged hunting rifle. He takes a shot, but just barely missed, only to be shot down by the same man. The rogue agent keeps pressing on, making it as far as the entrance to the mines. In a moment of clumsiness though, the man falls flat on his face as the cart he's riding dumps him out, giving that previously-mentioned Mechanic just the opening he needed to down him with a well-placed stun shot.

It was a rough day for Felix, but an ultimately successful one. He manages to makes a full recovery, albeit with a slight headache due to a thorough Mind Thrusting earlier that day. ...And don't even get me started on when he almost got flambéd.

TL;DR: It's can be awesome, but really difficult for a melee guy out there. Stay safe, my fellow frontliners.

How about you guys? Got any tales of epic accomplishments (or failures) from your Starfinder games? If so, please share!

4/5

Just from today :

Person playing the party Envoy "Aren't you the assassin we're looking for?"

Me, playing an Operative : "I facepalm with one hand and draw my static arc pistol with the other. 24 for initiative."

Sovereign Court 3/5

From 2 days ago:

- MSDS sheets were the most desirable loot found
- "Vesking" is now a verb according to my player that is enamored with the Soldier pregen

Dark Archive 2/5

IfritSlasher wrote:
It's can be awesome, but really difficult for a melee guy out there. Stay safe, my fellow frontliners.

Amen brother.

I played 1-01, 1-02 and 1-03 this weekend as a melee Solarian.

Highlights:
Meeting Ziggy.
Having to explain to the rest of the party that me looking for an young apprentice to train did not mean driving round slum districts asking for children to get in my van.
Realising that if everyone throws themselves to the ground prone in a firefight, they're going to be sad when the melee character wanders up.

Lowlights:
Being unconscious most of the time.
Realising that everyone was better at me at everything as they had twice the skill points and attribute points that helped those skills.

Radiant Oath 3/5 *

SFS 1-02 Fugitive on the Red Planet:

I was quite unhappy with some of the mechanics in the scenario.

Spoiler:
It seemed like an awful lot of insta-kill for 1st level characters. My android scholar character was hit twice for 15 points (of its 6 stamina and 9 hit points) without any way of being healed, save for the serums that the pregen Vesk had, rendering it virtually useless for most of the scenario.

Point 1) Traps should never be "undetectable" and automatically hit every member of the party without at least a saving throw.

Point 2) Having the BG automatically aim for the most vulnerable character (without having ever seen the PCs before) is a real stretch. For all the BG knew that "random android scholar" was unrelated to the people she was sent to look for (bar scene). Even if she assumed that the strange new android was a PC, why shoot the one LEAST likely to be able to hurt her or fight back over, say, one of the heavily armed Vesk soldiers?

This scenario has me seriously questioning if I even want to play Starfinder.

Paizo Employee 5/5 Starfinder Society Developer

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MARCIA SCHOONOVER wrote:

SFS 1-02 Fugitive on the Red Planet:

I was quite unhappy with some of the mechanics in the scenario.

** spoiler omitted **

This scenario has me seriously questioning if I even want to play Starfinder.

First off, I'm sorry you had a bad experience with this scenario. As always, the Organized Play team keenly reads scenario feedback and we make sure to watch these forums (and other areas) for feedback just like this.

That being said, based on your assessment, it seems you were playing as a PC and had some bad experiences inside the scenario. I would like to clarify two of the points you made, as I do not want an unfair judgement of your specific experience to stand against what the written scenario text includes. From your description, it sounds like your GM may have misinterpreted some of the scenario text.

#1-02 Spoilers:

Point 1: The trap is not undetectable and has a listed Perception check to find. Similarly, the trap also makes an attack roll to hit its target. Finally, the trap in the scenario only targets a single creature and has a reset time of 1 minute.

Point 2: The specific text for the final encounter has the main villain target who he perceives to be the "physically weakest" enemies. This is certainly open to interpretation, but at most results in one or two shots before such PCs can seek cover (of which there is an abundance in the combat area).


I made the case that since Kasatha were from a Desert planet originally and that the being in Yesteryear's Truth were offering food that was somewhat similar if I could stomach it, and he gave me a +2 to my check both times I rolled it. Yes, twice. The DM, for fun, had the machines malfunction during the power outage, accidentally pouring us a second helping. So of course, I had to have the second plate. Might not have been anything crazy or badass, but it was a lot of fun.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Various highlights from the group I GM for

1-01:
: Crew is searching the hold of the wayfinder flagship for the mysterious life form the two children found. They find a strawberry machine cake album sitting on a dusty console (ours rolled up as a shapeshifter, and I figured it would copy something it had seen, maybe on the children. We also rolled the malfunctioning thermostat).

PC: Wait...what's this doing here? (Picks up the "album")

GM: It jumps off your hand and tries to run out the door

Group: (Awkward pause) wait WHAT?

Proceed to dogpile as they all try to catch the thing, slipping on the icy floors. 6th member actually manages to roll natural 20 on his athletics roll to catch it.

Into the unknown quest:
The group is fighting the lawblight. They've positioned themselves roughly at its 2 o'clock, pointing the same direction it is. They lose initiative this round so they're going first.

Pilot: Alright, I'm just going to do a "turn in place" maneuver. I'm going to point this way (turns ship to point in direction the lawblight would be headed if it continues maneuvering the way it has the entire fight). They're going to fly forwards, and we'll be ready to take the shot.

(Group agrees)

GM: That's your move pilot?

Pilot: Yep.

Simultaneously

GM: My turn
Captain: Wait, can't they do that too?

Collective Group: !#%@%

GM: (Grins like an idiot as the lawblight does a "turn in place", following combat the PC ship gets both a coilgun and a torpedo up the tailpipe)

Wayfinders

1-01:
Ran this with a party of five. Two operatives (one playing the pre-made and myself playing a custom character), two mechanics (one pre-made and one custom), and the premade envoy.

In the Exo-Guardian Missions:

-Strawberry Machine Cake!!!: On our quest to acquire copies of the album, I queued up in line, the custom mechanic sat it out and everyone else tried underhanded methods of getting copies. The other operative tried to sneak in, the envoy tried to talk her way through the crowd, and the mechanic tried to send in a drone. By the time they had all failed I was already paying for my copy.

-Monster in the warehouse: the random ability was reflecting lasers back at the person shooting and after getting zapped once, I had had enough. I strolled up to the forklift, got the wheel pointed toward the nasty and pretty much dropped a brick on the accelerator and let it loose. Next round, I strolled up and proceeded to stab it to death with a survival knife.

Grand Lodge 3/5

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1-05 First Mandate

Spoiler:
My team- Human Envoy (outlaw), Android Technomancer (Icon), an Android Mechanic, and NPC Kesk are deal with the mission set before us, when he get the news an assassin is looking to ruin a party.
Thanks to our previous actions, some party-goers help us.
My Envoy (based off Malcolm Reynolds from Firefly NOT Hans Solo) and the Technomancer (who thinks he's Dr. Indian Jones) enter into the room where the Assassin is waiting to spring the trap.
Rolls bluff: 26 with a crazy story of putting on a show for the party-goers. Long story short- My Envoy was going to throw the Technomancer through the window. In truth- going to throw the Technomancer at the Assassin.
We get the all clear from the Mechanic, and I "throw" the Technomancer. He rolls to grapple... rolls a natural 20. :D
Assassin fails her concentration check to cast a spell, my Envoy draws his pistol and levels it at her, "Surrender." Intimidate: 23.

End of scenario, and we reap the rewards of proving ourselves competent Starfinders. namely my Envoy, who needs the Fame to pay off his infamy, get a boost from his faction- the Acquisitives.

Fun scenario, my GM was surprised we finished early.

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