Cosmic Crit's "Critical Failures" Deck Challenge


General Discussion


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Pathfinder Adventure Path Subscriber

Hi Starfinder Messageboard,

We're Cosmic Crit, a Starfinder Actual Play Podcast, and we are playing through Dead Suns and if you've listened to us we
humbly thank you. Every month we get the community involved by asking for submissions to our Fan Challenges, from Starfinder players and our fans alike. For February the challenge to to build a Critical Failure deck for Starfinder.

When you roll a Natural 1 we want their to be consequences for Melee, Ranged and Spell casting that rolls a d20. Submit one of each critical failures and we will compile them all into a large list and make an online generator and release it in March. We will also award our three favorite submissions with $10 in Paizo PDFS, and enter everyone that helps out into a drawing for more prizes. Enter as many times as you'd like. More rules and explanation about the challenge can be found here.

Here is an example of a submission:

MELEE: "Overextended" You miss and your weapon leaves you open to a counter attack. You gain the flat-footed condition until you take a move action to steady yourself.

RANGED: "Discharge" A piece of flak, debris or energy escapes your weapon in such a way that you are thrown off and gain the Off-Target condition until the end of the fight

SPELLS: "Discombobulated" The Magic backfires in a way that you must make a Willpower save equal to 10 + the Spells level or it hits and effects you.

* * * * *

You can submit by posting them below, e-mailing us at CosmicCrit@gmail.com, or by shooting them to us on our Twitter or Facebook pages. Thanks in advance, we can't wait to see what everyone comes up with to use on our show, and have a great month!


Melee: Don’t Know Your Own Strength Maybe your weapon bounced ineffectually off of your opponent’s armour, or maybe you missed completely. Either way, you must make a DC 15 Reflex Save or be knocked prone by the force of your own attack.
********
Ranged: Mistaken Target You mistook one target for another in the heat of battle, and so you end up targeting a random creature within 10’ of your intended target + 5’ per range increment of the attack beyond the first. (e.g. within first increment = 10’, in second increment = 15’, etc.)
********
Spellcasting: Arcane Glitch Due to some mistake made in casting a spell, you accidentally cast a randomly selected spell you know of the same level of the one you tried to cast, targeting the same object, creature, or area.


Thanks for doing this, Cosmic Crit. It'll be fun to use the generator.

I'll try to submit more when I think of them. Having a tough time with the spells category.

MELEE: “I’m Too Old For This…” Your strike is blocked, but causes both you and your target to strain your back or other age-enfeebled muscle group. You both must make a Fortitude save of 10 + ½ of your character level or be staggered for 2d4 rounds.

RANGED: “Magic Bullet” Your shot, as if under mischievous divine intervention, bounces off of your target. It has a 25% chance to hit each creature in combat. Each creature rolls 1d4. Make an attack roll against any that roll a 1. First player to talk about assassination conspiracy theories must remake their character as a skittermander.

SPELL: “Glimpse of an Ancient” Your complete butchery of the spell attracts the brief attention of an Ancient One. They force horrifying images into your mind that you cannot unsee. Make a Will save with a DC of 10 + the spells level or become panicked for 1d4 rounds.


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Let's see...

Melee: "May your blade chip and shatter..." You accidentally catch your weapon on your opponent's weapon or armor in such a way that the blade chips or the weapon otherwise malfunctions, lessening it's effectiveness. The weapon is at -1 damage for the rest of combat. It can be repaired by spending 10 minutes and 1 resolve point as part of a normal rest or with a mending spell from one of the puny spellcasters.

Ranged: "This is my rifle..." Your gun 'jams' in some way, failing to fire. Either a cartridge gets lodged in the firing mechanism or the battery comes loose, or something similar. The gun can be repaired by spending a full round action clearing the mechanism or resetting the battery (after blowing on it).

Spell: "An invisible undead turtle enters the fray..." An invisible undead turtle wanders unnoticed onto the battlefield. Unfortunately, like all invisible undead turtles, this one draws magic to it, and becomes (one of) the target(s) for your spell. Your spell either affects noone (or one fewer target) or is misdirected to a random point on the battlefield. Fortunately, you didn't trip over him...this time.


That should be 're-seating' not 'resetting the battery'. I wanted to edit it and fix it, but the board crashed.


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Pathfinder Adventure Path Subscriber
Joshua James Jordan wrote:


MELEE: “I’m Too Old For This…” Your strike is blocked, but causes both you and your target to strain your back or other age-enfeebled muscle group. You both must make a Fortitude save of 10 + ½ of your character level or be staggered for 2d4 rounds.

Oh boy, I can't wait to get this one during a 1-on-1 Gladitorial combat in front of a huge crowd where both combatants fail and take like a 30 break and are like *Pant*Pant* "Just give me a minute" *CoughCough*


How do you plan to deal with the fact that higher level characters (Soldiers, Operatives and Solarians) make more attacks and are thus more likely to roll a natural 1 despite their increased skill?


Ikiry0 wrote:
How do you plan to deal with the fact that higher level characters (Soldiers, Operatives and Solarians) make more attacks and are thus more likely to roll a natural 1 despite their increased skill?

Common solution for this is confirmation rolls for fumbles, but at the same time that would make the show less fun so I hope they don't do that.


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Paranoid Android wrote:
Joshua James Jordan wrote:


MELEE: “I’m Too Old For This…” Your strike is blocked, but causes both you and your target to strain your back or other age-enfeebled muscle group. You both must make a Fortitude save of 10 + ½ of your character level or be staggered for 2d4 rounds.
Oh boy, I can't wait to get this one during a 1-on-1 Gladitorial combat in front of a huge crowd where both combatants fail and take like a 30 break and are like *Pant*Pant* "Just give me a minute" *CoughCough*

They'd share pictures of their kids and discuss their incomplete bucket lists before resuming to slaughter each other.


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The gladiators rush at each other from across the arena. Their plasma swords glow and crackle with ferocity as they crash together, causing the crowd to gasp and cheer with delight. The larger of the two combatants presses his attack, his dark armor and cape blocking the lights of the arena for his opponent, crouching in defense. The smaller one, a gleam of defiance in her eye pants and whispers to her opponent, "So...How are Maria and the kids? We missed them at Tom's graduation last week."


Pathfinder Adventure Path Subscriber
Ikiry0 wrote:
How do you plan to deal with the fact that higher level characters (Soldiers, Operatives and Solarians) make more attacks and are thus more likely to roll a natural 1 despite their increased skill?

So, I plan to play Natural 1's just like Natural 20s. It confirms if it hits (or in this case misses) the target AC.

So if a high level character rolls a Natural 1 against a low level creature, if the attack would still beat the EAC/KAC then it will be an automatic miss, but nor a Critical Failure. In this way taking the negatives for multiple attacks is risky (as it should be) but you can do so against targets that are easier to hit without too much worry.

I also plan to use this for enemies as well whenever I roll a Natural 1 as GM, so I think it will be pretty balanced.


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Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Melee: "Dance Partner" Your swing was so wild your target easily sidesteps it. You swap positions with your target unless this is an advantage for you, otherwise you become prone.

Ranged: "Ricochet" Your attack ricochets off of your target and comes back at you. Make an attack roll against yourself at double the range to your target.

Magic: "OMGWTFBBQ" You miscast the spell and the magical energies ignite the air around you. You take 1d6 damage and gain the burning condition.


Ok wanted to send in a semi-normal one after my last sub.

MELEE: “Awkward Hug” You collide with the target awkwardly, as if trying to coax a warm embrace, and the creature can attempt to wrap its appendages/mandibles/tentacles/etc around you. The target can make an immediate and free attempt to grapple you.

RANGED: “Scopin’ Around” You accidentally change the settings of your scope or stock causing you to be off-target (-2 penalty) with that weapon. You can spend a full action to fix it. Or just suck until the combat’s over. Your choice.

SPELL: “I Like My Enemies FASTER” Your casting is slightly off, maybe a wrong word or a missing pinkie wiggle, and you cast haste on your target instead of your intended spell. Use your CL for the duration.


What a fun challenge this is! Great idea.


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Triaskitteriaphobia

MELEE: You seem to have tripped over an imaginary invisible skittermander. You are perturbed. H-t-H opponents gain +3 to hit you until your next phase.

RANGED: Your attack misses, but lands nearby. A helpful skittermander appears and brings the item running right back to you: A spent bullet, lost crossbolt, scattered dagger, etc. For energy weapons it bring you a small scorch mark. This effect is useless and humorous unless of course the attack you missed with was a grenade.

SPELLS: Whatever you intended just skittered out, the magic energy coalesces into a small familiar 4 armed shape. Instead of the normal effects, Ranged spells turn into a Wisp Ally instead, that happens to be skittermander shaped. And it lands next to, and starts affecting your intended target. Non-Ranged or touch spells simply turn into a holographic image of a skittermander, which cavorts near the would-be recipient. In either case the effects last one full minute.


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pithica42 wrote:
"An invisible undead turtle enters the fray..."

Oh you @$#*@! you stole my thunder. Went back to the old school, did ya ?!? I know what inspired you . . . Bravo


MELEE: “Banana Peel” Your foot lands on a random object causing you to lose your balance. Make a Reflex save of DC 15 + 1.5 x your character level or fall prone. Slipping cartoon sound is optional. If you fail, other intelligent creatures that can see you stumble must make a DC 15 Will save or spend 1 round chuckling, functioning as the dazed condition.

RANGED: “Ridiculous Recoil” You misjudge your weapon’s recoil, allowing it to spring into your face. You are dealt 1d4 nonlethal damage and must make a Fortitude save of 15 + 1.5 x your character level or be dazed for 1 round by your own incompetence.

SPELL: “¯\_(ツ)_/¯” Your spell fires at the creature nearest to your intended target. Make a second attack roll against their relevant armor class. If it hits, the spell functions as normal on the new target.


Egyptoid wrote:
Oh you @$#*@! you stole my thunder. Went back to the old school, did ya ?!? I know what inspired you . . . Bravo

Thank you. I think some version of that should be on every critical fumble chart. It was genius.


I'll throw in my submission.

MELEE: "Wrist Killer" You swing with mighty force, but due to improper grip/technique/etc... you suffer from severe hand shock. You must make a DC 15 fortitude save or become off-target until the end of the fight.

RANGED: "Manufactured Failure" The weapons current magazine/battery jams/shorts out, and cannot expend the remaining cartridges/shots within. The weapon must be reloaded with a new one to fix the issue.

SPELLS: "Light Blight" Your improper channeling of magic causes any nearby artificial lighting (such as the room you are in) to be distorted heavily and fluctuate in brightness. Roll 1d4 to determine the new lighting 1) Off/Darkness, 2)Dim, 3) Normal, 4) Bright. This has no effect on natural sources of light such as the sun, moon, or starlight.


I just started listening to you guys' podcast this week, and it's been a blast so far! As for critical failures, here are some ideas:

Melee: "Gut Punch" Your clumsy movements provide an opening for the enemy to knock you directly in the gut. You take no damage, but gain the sickened condition for 1d4 rounds. (-2 penalty to ability checks, attack rolls, weapon damage rolls, saving throws, and skill checks)

Ranged: "You'll Never Live It Down" At first, you think you scored a critical hit and begin to celebrate, only to realize that you in fact missed completely. Everyone around you notices the obvious gaffe, and in humiliation you suffer a -2 penalty to attack until the next time that you successfully hit an enemy.

Spell: "Clean Slate" Reality takes a side-step for a moment and instead of wielding magic, you create an anti-magic force. Lose all ongoing effects on yourself that come from spells or spell-like abilities. Magical items are not affected.


Pathfinder Adventure Path Subscriber
Elinnea wrote:
I just started listening to you guys' podcast this week, and it's been a blast so far!

Hi Elinnea, glad you are enjoying the show. These crit-failures looks great, especially "You'll Never Live it Down" which when I draw it I will start the card by saying "You actually instead of missing score a natural 20!" and then let the player cheer and gloat for a minute, then I will hit 'em with the rest of the card text...


Paranoid Android wrote:
Elinnea wrote:
I just started listening to you guys' podcast this week, and it's been a blast so far!

Hi Elinnea, glad you are enjoying the show. These crit-failures looks great, especially "You'll Never Live it Down" which when I draw it I will start the card by saying "You actually instead of missing score a natural 20!" and then let the player cheer and gloat for a minute, then I will hit 'em with the rest of the card text...

You monster!

Can't wait...mwahaha


MELEE: “Worrisome Whirlwind” You meant well. You really did, but your attack passes your target in a circular arc. Make attack rolls against every creature in your reach, other than your original target, with a -4 penalty to hit.

RANGED: “Muzzle Muddled” Your muzzle flash blinds you temporarily due to photo-bleaching, a word of the day opportunity. You must make a Fortitude save (DC = 15 + 1.5 x your character level) or be blinded for 1d4 rounds.

SPELL: “Paradox Wave” Like, woah dude! You totally messed up that spell. All creatures within 60 feet must make a Will save (DC = 15 + the level of the spell) or catch a tubular wave of paradoxical time. This has the effect of haste or slow, determined randomly for each creature after failing the save, for 2d4 rounds. Gnarly!


I apologize to the players in advance for this card. I think it should only be in the deck if there are 50+ submissions. To be fair, they'd have to be extremely unlucky to die given the DCs involved.

MELEE: “Serviced Seppuku” Your target guides your weapon back into your torso. They make an attack roll against you and if struck you take double your attack damage, quadruple on a critical hit. If hit, you must make a Fortitude save (DC = 5 + 1.5 x your character level) or receive sextuple damage. The rules for massive damage are on page 250 of the Starfinder Core Rulebook. ^_^

RANGED: “Reverse Headshot” Didn’t your mother ever tell you not to stare down the barrel of your gun? You’ve shot yourself in the head. Deal double damage to yourself and make a Fortitude save (DC = 10 + 1.5 x your character level) or immediately lose all remaining SP and HP.

SPELL: “Self-Immolation” You don’t know the spell disintegrate. Or do you? Either way, you just cast some variety on yourself. Receive 1d20 per character level in damage. Make a Fortitude save (DC = 5 + 1.5 x your character level) to receive half damage, and succeed by 10 or more to receive quarter damage. If you are reduced to 0 HP, you are now a pile of dust. Dead.


HTH - Hagotcha! Your off hand item, such as shield, gear in hand, dagger, etc. has become entangled in your opponent's kit or person somehow. You are flat-footed now till the end of the turn. Either let it go your next phase with no penalty, or attempt a move action on each of your phases to wrest free (DC=15+BAB of opponent+D12). Until then you are stuck next to opponent, who gets +2 to strike you.

RANGED: Ammo rattles loose (IE: Battery unseats, clip jiggles, or dagger falls on ground) You must re-equip it, reload, or forgo that attack mode. At least nobody was looking at you just that second.

MAGERY: Misspeaking causes your spell to curlicue just wide of the target, which is impressive if the target was "touch" or "self" and opens up a tiny blue spatial rift. Ether Scarabs start flitting into your dimension. 1d4 of the little bugs pop in per round, until (3x spell level x casters CHA bonus) fill the area.
Ether Scarabs (pg 94 old MM2 from 3.5)


H-T-H: What would have been an excellent lunge was derailed by the fact your foot went into a rotten place in the floor. Then giant Termites, Fire-Ants, or other appropriate vermin begin swarming from the hole into the area. Reflex DC 18 to get clear of all this. Fail by 3+ & Opponent gets free hack. Also if you fail by 6+ you fall into the bug pile.

Ranged Attack: Your shot goes way way long. And strikes something valuable. And you might offer to pay for that. And the fighting will now probably attract attention of local law enforcement.

MAGIC: Mistakes were made. Most spells just fizzle out and leave you looking like a twerp. However if you were casting anything of the Summoning, Calling, Compulsion, Creation, Mind-Affecting or Teleportation types, you have instead accidentally latched onto the local hive of space termites, which proceed to swarm the combat in a mounting tide.

SPACE TERMITES HERE: Go to Termites!.


H-T-H: You lean in exactly wrong for your strike. You stumble into a random nearby square. Opponent gets a free trip or grapple check against you, as DM sees fit, if opponent desires.

Ranged: Your shot caroms back at you off a piece of enemy armor, and right into something dangerous nearby. GM will notify player where the little toxic spill or minor explosion happens, and just how bad it is. (bad for the shooter, not the target)

Magicks: All magic is chaos, really. Damage spells arc off wildly and convert to sparkles harmlessly orbiting the targets head. Other types of spells strike the target right in the head. And drive it berzerk. (for 5 rounds plus the spells normal duration) Details are up to the DM, but in general opponents will respond strongly and angrily; and friends will be ineffective and unwise.


MELEE "Mutually Assured" Your melee hit actually strikes your opponent! But it also hurts you. Both you and your opponent take 1/2 the damage from the attack.

RANGED "Wide Shot" You are so thrown by the miss that you have difficulty steadying your ranged weapons for the next 1d6 turns, taking a -2 penalty to hit and damage.

Magic "I'm helping!" Your magic strikes the target, but is warped into a sort of healing spell. The target regains 1d6 HP for each level of the spell cast.


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MELEE: “Stumble and Side Step” Your clumsy attack allows your target to take a free guarded step and make a reposition combat maneuver against you with a +10 bonus. Please, oh please, be fighting near a ledge.

RANGED: “Collateral Damage” Whoops! Your aim is way off. If there’s a creature within 15 feet of your target, make a second attack against the nearest creature and hope it’s an enemy.

SPELL: “Watch Out for that...Dimension Door?” You’ve managed to cast dimension door. Make a Will save (DC = 10 + 1.5 x your caster level) or instantly transfer yourself 400 feet in the direction of your original spell’s target. Zoop!


MELEE: "Telegraphed moves" Your movement gave away your action allowing the enemy to dodge, block, or counter.

RANGED: "scope blindness" A sniper scope magnifies the target, but gives you tunnel blindness allowing some unseen distraction from the side to throw off your aim.

SPELL:"brain backlash" Your mystic attempted to mentally contact an alien mind and it was too alien for you. You suffer negatives next round due to confusion, and maybe a headache or nose bleed.


MELEE: “Pulled Pin” Your attack inadvertently activates a grenade on your person, and it will activate in 1d4+1 rounds. Make a Perception check (DC = 10 + your highest grenade's level). If successful, you may deactivate the grenade with a move action. If unsuccessful, your highest level grenade explodes after the time expires.

RANGED: “LOUD NOISES!” Your weapon misfires, releasing a deafening sonic blast. The firearm remains otherwise functional, but you must make a Fortitude save (DC = 10 + 1.5 x your weapon's level) or be deafened for 1d4 minutes.

SPELL: “EMP Wave” An electromagnetic pulse emanates out from you in a 60-foot radius. All technological items in the area malfunction for 2d4 rounds.


The ol' SO is out and about, so I'll try to throw in a few before she comes back and we check out Black Panther. I'm pumped.

MELEE: “You Wouldn’t Like Me When I’m...” Your ineffectual attacks have left you angry. Make a Will save (DC = 10 + your character level) or become berserk for 2d4 rounds, granting a +2 bonus to melee attack rolls but a -4 penalty to EAC and KAC.

RANGED: “This PRONKING Gun!” Blaming your poor shots on the inanimate object and not your lack of training, you grow weary of its poor construction. Make a Will save (DC = 10 + your weapon’s level) or you must use an alternate weapon for the rest of the combat.

SPELL: “Wisp ENEMY” You’ve summoned a wisp ally, as per the spell, but it follows you around and grants harrying fire to all enemy attacks (+2 bonus). The wisp lasts for one round per your caster level.


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Kind of phoned it in on this one, but we needed an ability damage card to make the players extra miserable.

MELEE: “I Used to be an Adventurer Like You...” You aggravate an old injury, in your knee perhaps. Make a Fortitude save (DC = 15 + your base attack bonus) or receive 1d4 Strength damage.

RANGED: “Triggered Finger” The muscles of your trigger finger spasm painfully. Make a Fortitude save (DC = 15 + your base attack bonus) or receive 1d4 Dexterity damage.

SPELL: “Brain Freeze” Even your subconscious is confused as to your arcane ineptitude. Make a Fortitude save (DC = 15 + your failed spell’s level) or receive 1d4 ability damage to your primary spell-casting ability score.


MELEE: “White Elephant” You and your target have somehow exchanged your wielded weapons. Awkward.

RANGED: “Max Toes Minus One” You’ve shot yourself in a lower appendage (that’s a leg for you gutter-minded humanoids). Make a Fortitude save (DC = 15 + your weapon’s level) or be crippled for 2d6 rounds, moving half speed.

SPELL: “Draining Incantation” Casting the spell is more exhausting than usual. Make a Will save (DC = 15 + the spell’s level) or lose an extra spell slot of an equal level


Where does this endless stream of creativity come from? :o

There are a lot of great options here, can't wait to hear some of them in practice! I mean, what, no, I don't want people to be rolling critical failures all the time, obviously not. Right.


MELEE: “Sickening Shock” Your weapon clangs against a hard surface and the reverberations make you feel icky. Make a Fortitude save (DC = 10 + your base attack bonus) or be nauseated for 1d4+1. Even if you pass, you are sickened for 1 round.

RANGED: “Sudden Scatter” Your projectile splits into different pieces or rays. All creatures in 30 ft cone in the direction of your original target must make a Reflex save (DC = 15 + your weapon’s level) or receive half of your weapon’s damage roll. Saving negates.

SPELL: “I See Dead People” You’ve summoned 1d4 ghostly apparitions surrounding yourself and 1 next to your target. Each must make a Will save (DC = 15 + the spell’s level) to disbelieve. If attacked, the illusions immediately dissipate. The illusions grant flanking bonuses to other creatures and negate partial cover.


MELEE: You gracelessly miss your strike and leave a minor opening. Into which you opponent quickly puts a fist. Into your private parts, or near enough to send you reeling. You are sickened 2 rounds. Worse, a stain in that area looks quite embarrassing.

RANGED: somehow your shot either slams or ricochets into the most expensive drink or liquor nearby, spilling and ruining it. Friend and Foe alike now basically hate you.

SPELL: Arcane force splats out bodily all around you, and all liquids on your person (water, serums, pharmaceuticals, drinks, canteens, etc) must save or be spoiled, fouled or ruined somehow.


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MELEE: "Conduct yourself" You miss the opponent, but hit the electronics behind him. Sadly metal conducts electricity so you take damage.

RANGED: "ricochet" The shot bounces off what it hits (whether it misses or the opponents armor is too strong is up to the GM) and hits a random person. Roll to see if it is an allie, enemy, or bystander.

SPELL: "Binary" Your solarians mote of stellar power splits into two smaller motes. You must concentrate and rebalance yourself to unite them.


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FirstChAoS wrote:


mote of stellar power splits into two smaller motes.

that is vicious and awesome


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Holy Cow People!!

These are all really great and I've loved reading through them all. Although now I am swamped with negative conditions, ability damage, and space termites. I need to go lay down.

I have no idea how I am going to survive all these but I still can't wait to see them employed in the show.

Thanks for helping grow the show and keep on being great contributors.

Ty/Edrass


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Edrass Vaaranas wrote:

Holy Cow People!!

These are all really great and I've loved reading through them all. Although now I am swamped with negative conditions, ability damage, and space termites. I need to go lay down.

I have no idea how I am going to survive all these but I still can't wait to see them employed in the show.

Thanks for helping grow the show and keep on being great contributors.

Ty/Edrass

While I'll be saddened by Edrass's demise, I anticipate Gnack turning him into a fancy pair of boots.


Alright then, spur of the moment new Fan Challenge! When Edrass gets turned into a pair of magical boots for Gnak to wear what magical properties would the boots have?

+2 to Survival checks? The ability to roll a natural 1 once per day? Maybe it's a cursed item? -4 to saving throws to avoid getting impregnated by alien monsters?

At least if Edrass became a pair of boots he would still be in the show after his demise. Yay!

Ty/Edrass


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Bonus challenge accepted.

Infectious Free Captain's Boots - Level 2 - 600 credits

These boots, made of a scaly hide, always smell like a can of rotten dog food. The interior material squirms from the dance of a horde of akata larva. When first equipped, the wearer must make a DC 10 Fortitude save or be infected with void death (Incident at Absalom Station, pg. 55).

By spending 1 Resolve Point, the wearer can make an unarmed strike with the boot. If it deals any damage, the target must make a Fortitude save (DC = 10 + the damage dealt) or contract void death.


Results Here:

https://www.cosmiccrit.com/critical-fail-deck/

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