Fiscal Responsibility and you: The new economy


Starfinder Society

Second Seekers (Luwazi Elsebo) 5/5 5/55/55/5

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An especially small ysoki's ears perk over the desk of the lecture hall. After poking the stage for a minute and not getting a response, he just stands on a chair and activates a laser pointer

Thank you all for joining me. Today I'm going to try to help new starfinders learn how to manage all those credits burning a hole in their pocket. Historical records indicate that in the gold old days of lost golarion your typical adventurer started out with grandpas sword and as he traveled and gained wealth he could just have it enchanted and that was the end of it. He'd go from chainmail to plate armor but after that he'd wear that same suit for the rest of his life and if he was lucky his children could inherit it. There wasn't much to think about: you bought the best you could and then upgraded it as much as you could until you quit or your died.

But in today's disposable society things are a little more complicated. People would rather get a new second skin than use your old one, so when you sell your gear it's for pennies on the credit. It doesn't matter how much you enchant this hunk of sharpened iron, you're never going to do anywhere near as much damage as hammer with an edge made out of black hole density material. At some point you're going to have to ditch your sword or pistol for a new one but.. when?

1-2 Novice starfinder 720 credits per mission X 6 misssions= 4,320 credits
3-4 beginning starfinder 1450 credits per mission X 6 missions= 8,700 credits
5-6 Seasoned starfinder 4,000 credits per mission X 6 missions= 24,000 credits
7-8 Veteran starfinder 5,800 credits per mission X6 missions= 34,800 credits
9-10 New legends 14,000 credits per mission X6 missions= 84,000 credits

That's your income. Income minus spending is wealth. The idea is to strike a balance between maximizing your wealth by minimizing your expenses while spending enough to keep you alive.

Starting out: unless you breathe in space you need a suit of armor to survive, a melee weapon, a ranged weapon, and enough healing serums for the party to pour down your throat to keep you up.

Novice starfinders: Should prioritize buying their two personal Augmentations. There's no investment like an investment in yourself. You're going to want to get a CHEAP backup weapon in case you're fighting a fire elemental and you have a laser weapon or a sentient thundercloud and all you have are shock gloves.

beginning starfinder: Cheaper augmentations start to look good here. Low light vision if your species is normally night blind (and you don't plan on getting the darkvision ones), foot slats to climb on the ceiling away from things trying to eat you is far better at getting out of harms way than 1400 credits worth of armor. Maybe dermal armor 1 if you're going to learn to block with your head.

guns and armor are bright shiny and new, but aren't that much more effective than their much cheaper level 1 versions.

5-6 Seasoned starfinder 4,000 credits per mission X 6 missions= 24,000 credits

It may be time to upgrade the armor or weapon by this point. Try to get the highest level thing you want and stick with it for a while: constantly upgrading is just throwing money away. You can also spread out a bit to cover obstacles and hazards like clearsight goggles for fog, null space chambers for large amounts of loot, and definitely look into a jetpack if you don't have some other means of flight.

7-8 If you didn't upgrade weapons/armor at the last tier, probably time. if you did, hold off. Armor upgrades add a lot more defense than new armor.

9-10: May be time for a weapon upgrade again. I'll let you know when I get here.

Second Seekers (Luwazi Elsebo) 5/5 5/55/5 ***

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"Hi-yee! My name's Lily! I'm the voice of So-Lily-Quy! You've probably heard my comm-cast - 'How to cause play with cosplay!' - But todaay I'm here to talk about the benefits of props! Specifically - tool kits!"

Weapons are a dime a dozen. Armor comes and goes. But TOOL KITS you'll carry with you forever! Check out these beauties:

200cr Broad-spectrum scanning kit: +4 Perception to search
200cr Thieves’ Tools: +4 Computers to hack a door, +4 Engineering to disable technological locks
20cr Trapsmith’s Tools: +4 Engineering or Mysticism to disarm traps

There's a tool for practically every interest, so unless you're a Vesk Vanguard or Kasatha Soldier who doesn't care about skills, pick yourself up a tool kit today!

"Any questions, you can message me SoooLily@InfoMore.as! #youcanglittertoo!"

Exo-Guardians 3/5

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"And make sure you have some credits in the bank, too, in case you need a Restoration spell cast on you, or in my case, a Raise Dead. That's right kids, stay away from trash compactors, or you'll end up nice and chrome like ol' Chroma here. Unless you're into either prosthetics or kuthites. Or both."

*taps the metal plate on the side of his skull*

"No, I don't remember what it all costed. Probably removed that part of my brain, too. Nothing a few synaptic accelerators can't fix, though."

Second Seekers (Luwazi Elsebo) 1/5 5/55/55/55/5

A young Elebrian Technomancer raises his hand

Justin Norveg wrote:
Starting out: unless you breathe in space you need a suit of armor to survive, a melee weapon, a ranged weapon,...

I started out without armor or a weapon. As a technomancer I cast Junk Armor once a day. It keeps getting better as I do so I never have to worry about buying new armor, and it'll always be just a 1st level spell.

Spell casters also don't necessarily need a weapon. Technomancers can cast Energy Ray as fast as anyone can shoot a gun, it does about the same damage as a beginner small arm and also can switch between acid, cold, electric, or fire damage which makes it much more versatile. Junk Sword is also a great option, it last for a few minutes per casting and can be reconfigured as I need.

And we all know how much Mystics enjoy Telekinetic Projectile, which at 1d6 is pretty great for ranged attacks. Maybe a cheap staff or hammer just in case you get cornered.

Exo-Guardians 3/5 5/55/5

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A dwarf carrying a small arsenal comes forward with heavy footsteps.

Justin Norveg wrote:


Starting out: unless you breathe in space you need a suit of armor to survive, a melee weapon, a ranged weapon,...

Oy, Dwarf here! My family comes from a long line a adventurers, an' what the mouse said cannae be overstated: bring a melee weapon. I dun care if you a thin limbed glasses wearin' type like a lotta the blokes I travel with, having some kinda sword or hammer when an Akata's tryin' ta eatcher face is better than continuin' ta do that guarded step and shoot nonsense, especially when you ain't gotta safe place to step, an' you gotta big meaty bloke like me who's job it is to make things dead who you could be a flankin' partner for.

Hefts his Pickaxe for emphasis

Asides, it's another way to get different damage types. Normally I use a nice laser cannon in a fight, but if fire ain't working, me good ol' Sonic minin' pick 'll usually do the job jus' fine. Also carry me a wee arc shotgun for groups.

Long an' short of it, Don't be afraid to hold onto more than one weapon, and don't be afraid to stand your ground with a melee weapon when backpedalin' and shootin' ain't tactical. These ain't the days o me great great great great great great great grand uncle Grant Stoneshield where you could just buy an axe an' stake your career on it. Diversity is key.

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