NO SPOILERS
I ran Data Purge at Subtier 9-10 via
play-by-post. Starfinder’s one of those
games where PCs are effectively immortal (SP+HP+RP), but I still appreciated
there were some fairly hard encounters and I like how the mission is one that
genuinely seems to warrant high-level field agents getting involved. It’s an important scenario for the Season 2
metaplot and also reveals some interesting lore about the Starfinder Society
and its past. Although mostly combat-oriented,
there is one solid role-playing opportunity.
I can’t think of any real complaints about it, which is unusual for a
nit-picky reviewer like me! I’d
certainly recommend it.
SPOILERS!
Data Purge has a plot that would make an
excellent Starfinder movie or novel. The
head of the Dataphiles faction, Celita, has realised that the entire computer
system of the Starfinder Society’s headquarters (the Lorespire Complex) has
been compromised. An outside party has
wormed its way in through an advanced computer virus and established deep and
intrusive access to pretty much everything. Celita develops a counter that can purge the
virus, but getting it into the network requires physically connecting a datapad
containing the anti-virus into a mainframe computer in Guidance’s central
core. Not knowing who she can trust
besides Luwazi Elsebo, the two handpick a group of elite field agents (the PCs)
and send them on what turns out to be a fake mission to repair an antenna on an
uninhabited shepherd moon around Liavara.
There, the two reveal the *real* mission: they need the PCs to sneak
into the Lorespire Complex through some old waste and maintenance tunnels (maps
provided in paper form by Royo—a nice touch!), subdue without killing any
Starfinder guards that spot them, and insert the datapad to fix Guidance
without revealing to anyone their real mission.
Like I said, a solid movie!
Once back on Absalom Station, the PCs make their way into
the tunnels. The first encounter takes
place in a massive waste disposal chamber that has a neat combination of effects:
massive mounds of garbage, guardians (rat spawn) left behind by the party
responsible for the computer takeover, an automated magnetic crane (on a
pre-set track), and an “atomizer crucible”.
Basically, as the PCs are navigating the garbage and fighting giant rat
monsters, anyone with metal on them is at risk of getting caught by the magnet
and dropped into very nasty atomizer! It
all made for a legitimately tough battle and a couple of scary moments even for
jaded players.
The tunnels lead into the Adamantine Prison (where the
Society’s most dangerous villains are incarcerated—I wouldn’t think the Society
would have the authority to incarcerate people like Stewards can). Allies of the SFS who are effectively in
protective custody or just need a place of real refuge occupy some of the outer
cells, and it’s in one of these that the PCs meet a philosopher-worm named
Uko. Uko answers questions, but for
every question he answers he asks one himself, and his questions are excellent
prompts for players to think a bit more deeply about their character than just
species and class. The premise of the need
for interaction is that Uko threatens to call the guards unless the PCs can
interest him, but the only thing really at sake is some credits if the PCs fail
the (open-ended) skill checks.
A classic but also fairly nasty corridor laser net trap is
next. I saw a PC use a neat trick
involving wormholes to help his party escape, and appreciated seeing a clever
solution for a classic dilemma.
The next major encounter is probably the oddest of the bunch,
as the tunnels the PCs are following leads them into a holographic training
simulator that happens to be the site of a Starfinder live fire exercise. On an old Pathfinder forest fire flip-mat,
the PCs find themselves in a replica wooden cabin as several drones (playing
the part of evil mercenaries) battle flesh-and-blood Starfinder agents. The scenario presents a variety of options
for the PCs, which I like: they can try to hide and wait out the exercise, pretend
to be drones and play dead, make a run for it (and risk alerting the facility that
intruders are present), or take down the Starfinders quickly (and
nonlethally). Noticing that the flip-mat
has a large source of water on it, one of my players hit on the idea of having
their PC hide underwater, and the others followed suit. It was again a clever idea and I couldn’t
really argue with it. It does remind me
that I think the original developers of Starfinder made a mistake by having
armor “environmental protections” be so universal and powerful in the game—they
take the fun out of a lot of classic science-fiction predicaments like toxic
atmospheres, vacuums, nerve gases, and so forth.
When the PCs reach Guidance’s central server room, Guidance
perceives them as threats and generates hardlight holograms of past First
Seekers to battle them. This was done in
a pretty cool way, as each time the PCs inflict a certain threshold of damage,
the hologram changes to a different past First Seeker and gains a different
associated power. It was a smart way to show
off a bit of SFS history and keep the boss battle constantly changing.
Assuming the PCs are successful, they’ll know the party
responsible for the intrusion: Datch! Data
Purge is the first time the leadership of the Society realises just who
they’re up against, making it an important part of the season meta-plot. But even as a standalone scenario, I think
high-level PCs will find the scenario an enjoyable and challenging (in the
context of Starfinder) adventure.