Resources for use during game will be found here.
This campaign takes place in a custom setting within the larger Starfinder universe as outlined in the Core Rulebook and subsequent expansions. The only change to that material is in regards to the overall structuring and organization of the Starfinder Society itself. This campaign takes place in late 317 AG.
The Starfinder Society suffered significant losses, including its First Seeker, during the Scoured Stars Incident of 316 AG. Following that event a new First Seeker was selected, though not without controversy. [This aligns with established canon.] In the modified continuity of this campaign, the new First Seeker has instituted multiple initiatives in her efforts to secure what remains of the Society and rebuild it. The major culmination of these initiatives was the establishment of the Starfinder Expeditionary Forces (SEF). While the loose affiliations that traditionally comprise the Starfinder Society remain, the Expeditionary Forces centralizes all official Starfinder Society assets and resources. Any Starfinder Society member may enlist in the SEF and it is a requirement for serving aboard starships officially registered to the Starfinder Society (although the society maintains a fleet consisting of Pelican and Drake class starships that Society members can requisition for use). The stated mission of the Expeditionary Forces is one, foremost, of exploration and discovery. It is however also charged with defending Starfinder Society interests across charted space. Overall administration of the SEF is overseen by the Second Seekers while direct command resides with Starfinder Society leadership. The First Seeker serves as Commander in Chief, though this is largely seen as a ceremonial role. Reception to the SEF by the Starfinder Society membership has been mixed. Most rank and file are ambivalent to the reorganization of Society resources. That the Forum officially sanctioned the SEF demonstrates there are those that recognize the necessity of the SEF following the Scoured Stars Incident. Nevertheless, prominent voices have expressed concern that the SEF represents an overall shift in the Starfinder Society towards a more militant organization. This is particularly underscored by the reliance of the First Seeker on outside mercenaries (official-canon) to bolster the Society's ranks immediately following the Scoured Stars incident and their eventual assimilation into the Society as the new Acquisitives faction.
Yes, you're building a character. Together, however, you're building a crew. There are some constraints, and it will require some discussion with the group. Do not derail current-game time with next-game matters, please. There will be a Session Zero.
Your characters will begin as established members of the Starfinder Expeditionary Forces. They have just been accepted to the Officer Training Program and might, just might, get selected to go into deep space! SPOILER: Your character is selected...as are the other player-characters...to serve aboard one of the ships attached to the Second Expeditionary Fleet, on a mission of exploration to a region of the Vast. Your character just needs to submit their acceptance papers (ie: your character sheet)
Your characters will serve together on a smaller ship in the fleet. This means your characters matter to the overall operation of the ship. Thus it is important that the party be well-rounded. Each crew member has a role and responsibilities aboard the ship. Mechanically, these roles come into play during starship combat and are skill-checks. This should be considered when building your character. Strictly speaking any character can assume any of the starship roles. Details on the roles and primary skills associated are outlined below. Generally your ship role will align with what you bring to the party. But the ship will be at a disadvantage if it is lacking qualified crew for specific roles; both in space and on away-missions.
You wouldn't be on this expedition if you hadn't demonstrated in your past that you were a reliable and trustworthy member of the Starfinder Society.Build your character accordingly.
External Resources
Rulebooks
Character Sheets
What is the general aspect of your character's personality? How did they grow up? What was their education? Why did they choose a life as a Starfinder? There are three pillars upon which you will flesh out these detailsand determine your starting abilities and skills.
It's space, so it's like fantasy races but most everything can be explained as "Aliens!" This will determine certain bonuses/penalties related to what you physically are in the world.
Themes represent the core aspects of your background and motivations and can help express your character's approach to adventuring. You gain certain perks here as you level. You can choose to be "Theme-less" which has its own perks as you level.
These basically outline what you bring to the party and are a reflection of your specialized training and education. This is also where you will advance your character as you level up. You can choose to multi-class as you advance, if more than one suit your desire. Your class also affects your HP as you advance.
Archetypes are optional and can help you fulfill certain specifics in your concept by swapping out base class features for specialized mechanics.
The following are the main resources for character creation. If you are playing a non-core or a non-legacy race, you will also need information from the Alien Archives book that race comes from.
This is the main source for everything, obviously. Start here.
Adds three new classes to the mix. Check for alternate racial traits. Usual mix of additional player options: Feats, Spells, etc.
Chapter 4 includes additional player options and gear
Chapter 4 includes additional player options, alternate racial traits, and gear
Skills are pretty straight-forward in Starfinder. You can't have more ranks in any given skill than your character level. The following sometimes needs clarification:
Life Science covers things that are living Biologists, Epidemiologists, Physicians, etc.
Physical Science covers things that are not living. Geologists, Physicists, Engineers, etc.
Mysticism covers things that are magic. Priests, Shamans, Space Wizards, etc.
When starship combat begins, these roles kick in mechanically. Each has a set of actions that can be taken as the ship takes its turn in the initiative order. These actions are organized into three phases.Below are the roles, and the key skill(s) relied on for checks during starship combat.
Key Skills: Diplomacy, Intimidate
Key Skill: Computers
Key Skills: Acrobatics or Athletics, Engineering
(Deck Officer - provides supporting rolls)
Key Skill: Mysticism
Key Skill: Piloting
Key Skill: Engineering
With the exception of Captain, players can change roles (they can not take an action if they do so during starship combat). The role of captain can only be assumed if it is vacant. Ships can have more than one (crew size permitting) for any role except Captain. Only the XO is formally called Chief Mate on a ship. This role is otherwise referred to as a deck officer. Not every ship has a chief mate or magic officer.
These will offer nothing more than flavor. The Starfinder Society has several factions. You may be associated to one of them, though it is not required. Factions have their own goals and philosophies and most actively cooperate with one another. They support their members but recognize each person's first allegiance is to the Starfinder Society.
Many freelancers and mercenaries were hired by the Society following the Scoured Stars Incident. Those that stayed on became the first members of the Acquisitives.
Specialists in the exploration of new parts of the galaxy now accessible via the Drift, they seek to be the first to set foot on a new planet or make contact with a new species
Obsessed with the collection of all forms of knowledge, secrets, data, and information. They are particularly interested in discovering what happened during the Scoured Stars incident.
Dedicated to supporting the First Seeker, their focus changes with regularity. Non-player Faction.
The Exo-Guardians are sworn to protect the Pact Worlds from external threats. They use the Starfinder Society's missions to distant worlds to scout for any perils on the horizon.