I really like the look of your character sheet format. I have HeroLab Online, so I've got her statted out in that and will use that for the moment, but I'll work on transferring all the information into your character sheet format!
Name: Vette Race: Half-Orc Class: Soldier (Blitz) Theme: Space Pirate Age: 20 Alignment: Chaotic Good Home World: Apostae
Description:Green skinned, this half-orc female sports bleached blonde short-cropped hair and pearly tusks jutting from ruby lips. Endowed in both muscle and charm, she carries herself with the grace of someone used to wearing heavy armor and hauling heavy loads. On her neck is a brand that looked to be a menacing looking sigil, but the details are obscured by a tattooed 'X' over it in black ink.
Vette has a positive, upbeat attitude that reflects her joy over newfound freedom and life. When relaxing and off-duty, she wears light station clothing, a strange mishmash of outfit pieces and parts seemingly assembled from a number of different people's collections. When at work, however, Vette wears heavy armor that's well maintained, clean... and bright neon pink in color with a logo of a landshark emblazoned on the back in black.
Background:Born a slave on Apostae, Vette is a 8th generation half-orc descendant; a family lineage of both parents being half-orcs going back as long as anyone has record. (mis?)fortune found her as a young girl when she was purchased from the Drow by a space pirate crew, the Black Bulettes. A rough and uncomfortable lot, Vette was kept as a cabin girl and general laborer until she was old enough to start taking part in actual piracy. There was when she started to shine. Using her speed, strength, and toughness, she became one of the Black Bulette's best boarding crew. Several years and many successful raids later, she had amassed a fair amount of her own wealth. The Black Bulettes weren't only ship-raiding pirates, however. They had worked out a organic relationship with several of the businesses in the area, including the local asteroid-mining crews of the Diaspora, who were under the Captains express orders to leave them be... as long as they were willing to let some of the crew berth in their shipyards and docks every once and a while when the ship was far away.
One of the times was when she met a curiously confident dwarf that went by the name of Duravor Kreel. An avid supporter of mining operations, the dwarf had approached her and struck up a conversation. He was surprisingly thankful for their latitude, and somehow managed to wheedle out her history as a slave. It had never occurred to her that she could attain her freedom until he mentioned it in passing, and told her a story about working for a different organization that would better suit her positive vibes. She got his contact info before she left... and the thoughts of freedom kept rattling around her head. While she had been up until this point been a willing participant, she had never really thought about what to do with it. It ate at her until Vette finally approached the captain and sought to buy her freedom. The captain was surprisingly accepting of the arrangement, and she granted Vette the right to leave the crew at the next port of call... which was on a small station near Castrovel with hardly any possessions or money left. But still, she was free!
When she contacted Duravor, the dwarf was quick to send her a ticket to come see him... though he didn't say exactly why.
Roleplaying Sample: Vette is on point for one of the last raids of her career.
Red lights flashed in a warning strobe, the only lighting active in the starship halls. Three figures stormed through the murk and ionized smoke to the one access hatch to the black outside. Hull Breach Imminent...Hull Breach Imminent...Hull Breach Imminent... a computerized voice echoed in the crewmen's ears as sweat trickled down their faces. They had put up a good fight, but with only a light flak cannon and a forward facing laser, they had been unable to evade the Black Bulette for long before a shot knocked their engines offline. The Black Bulette didn't hesitate to attach clamps to their freighter... and the crew knew what was going to happen next.
Taking up defensive positions, the crew lifted their laser pistols and hoped they could repel the invaders. The door clanged, rasped, and creaked... but then was silent. A few pregnant seconds passed, and just as they were starting to have hope, the red alert strobes died out. A split second later the door erupted open with a bang as several grenades clattered into the hall spewing smoke. Then came two hooting shouts of glee as volleys of laser fire cleaved the smoke towards the crewmen. The two gunners flanked someone in heavy armor, a half-orc woman that advanced forward at a sprint. The two pirate gunners traded fire with the three crewmen, but the crew quickly opened fire on the target rushing towards them. "Give up and you get to live!" the half-orc cried out cheerfully, lunging forward with a Doshko. The tri-bladed weapon slashed through the crewman, sending him down in a gurgle of blood. The other two opened fire on her much closer form, one laser sizzling her armor while the other missed completely he was in too much of a panic to aim. Laser fire from the pirates still at the door took one of the two remaining crewmen down, and the last dropped his weapon and started to flee.
Vette charged after the deserter, sweeping her Doshko and knocking the legs out from under him. "Heyyy! I said give up and you get to live!" she scolds him, squatting down over his prone body. The occasional sparks flaring off damaged circuits illuminated neon pink plating on her armor, and the one hit that landed on her smoked, but hadn't penetrated.
"Sorry about this, but the Cap'n wants those cargo containers you're hauling..." she gives him a smile. "Tell you what, you comm your buddies up in the bridge and tell them to stand down, and we'll even tow you towards one of the space lanes so you can get rescued sooner! How's that sound?"
"You... you killed them!" the crewman cried out, clutching his injured legs.
As the other two pirates approached, Vette nodded, a look of regret on her face. "Well, I'd rather do this the nice way, but it's not like I have a choice, you know?" she says, tilting her head to reveal a glowing sigil on her neck that pulsed with her heartbeat.
"You're... that's... Drow..." the crewman's face paled even more than before. "All right! All right! I surrender! I-I'll call them! Make them listen!"
Vette smiled, nodding her head. "Great! Isn't that great guys?" she asked her fellow pirates, who only rolled their eyes and shrugged, grunting noncommittally. She looked back at the crewman. "That's great."
Vette
Half-orc space pirate[pw] soldier (doshko specialist) 3
CG Medium humanoid (human, orc) Init +5; Senses darkvision 60 ft.; Perception +1
-------------------- DefenseSP 27 HP 27 RP 5
-------------------- EAC 14; KAC 16 Fort +4; Ref +2; Will +3 Defensive Abilities orc ferocity
-------------------- Offense
-------------------- Speed 35 ft. Melee cestus battleglove +7 (1d4+9 B; analog) or
. . tactical doshko +7 (1d12+9 P; unwieldy, analog) Ranged azimuth laser pistol +4 (1d4+1 F; burn 1d4) or
. . smoke grenade +7 (explode [20 ft., smoke cloud 1 minute, DC 29]) Offensive Abilities primary fighting style (blitz), melee striker
-------------------- Statistics
-------------------- Str 18 (+4); Dex 12 (+1); Con 13 (+1); Int 10 (+0); Wis 10 (+0); Cha 10 (+0) Skills Acrobatics +3, Athletics +8, Culture +1, Engineering +4 (1 ranks), Intimidate +8, Perception +1, Piloting +5 (1 ranks), Survival +6; (reduce the DC of Culture checks by 5 when recalling information about black market locations, known smugglers, and notorious space pirates) Feats Toughness, Laugh at Danger Languages Castrovelian, Common, Drow, Orc Other Abilities tooth that seeks honor[NS]| Green skinned, this half-orc female sports bleached blonde short-cropped hair and pearly tusks jutting from ruby lips. Endowed in both muscle and charm, she carries herself with the grace of someone used to wearing heavy armor and hauling heavy loads. On her neck is a brand that looked to be a menacing looking sigil, but the details are obscured by a tattooed 'X' over it in black ink. Body language is one of someone who is used to casual violence, but she doesn't aggressively pursue it. Vette has a positive, upbeat attitude that reflects her joy over newfound freedom and life. When relaxing and off-duty, she wears light station clothing, a strange mishmash of outfit pieces and parts seemingly assembled from a number of different people's collections. When at work, however, Vette wears heavy armor that's well maintained, clean... and bright neon pink in color with a logo of a landshark emblazoned on the back in black.
Born a slave on Apostae, Vette is a 8th generation half-orc descendant; a family lineage of both parents being half-orcs going back as long as anyone has record. (mis?)fortune found her as a young girl when she was purchased from the Drow by a space pirate crew, the Black Bulettes. A rough and uncomfortable lot, Vette was kept as a cabin girl and general laborer until she was old enough to start taking part in actual piracy. There was when she started to shine. Using her speed, strength, and toughness, she became one of the Black Bulette's best boarding crew. Several years and many successful raids later, she had amassed a fair amount of her own wealth. The Black Bulettes weren't only ship-raiding pirates, however. They had worked out a organic relationship with several of the businesses in the area, including the local asteroid-mining crews of the Diaspora, who were under the Captains express orders to leave them be... as long as they were willing to let some of the crew berth in their shipyards and docks every once and a while when the ship was far away. |
[Expendables]
[Armor]
[Weapons]
[Foodstuffs]
[Augmentations]
[Key Items]
[Equipment]
Healing Serum mk 1 (x3)
Hidden Soldier Armor
Tactical Doshko
--
Pressurized Lungs
Credstick (908)
Datapad
Smoke Grenades mk 1 (x2)
--
Azimuth Laser Pistol (20/20)
--
--
--
Personal Comm
--
--
Cestus Battleglove
--
--
--
Engineering Toolkit
--
--
--
--
--
--
Starstone Compass
--
--
--
--
--
--
--
--
--
--
--
--
--
--
|
IC INFO HERE
OOC INFO HERE
Vette
Half-orc space pirate[pw] soldier (doshko specialist) 5
CG Medium humanoid (human, orc) Init +6; Senses darkvision 60 ft.; Perception +3
-------------------- DefenseSP 50 HP 41 RP 6
-------------------- EAC 15; KAC 19 Fort +5; Ref +2; Will +4 Defensive Abilities orc ferocity
-------------------- Offense
-------------------- Speed 35 ft. Melee cestus battleglove +8 (1d4+10 B; analog) or
. . storm doshko +9 (1d8+11 E; Powered 20)
. . Red Star Doshko +9 (1d11 E/F; Severe Wound DC 17) Ranged azimuth laser pistol +6 (1d4+2 F; burn 1d4) or
. . smoke grenade +9 (explode [20 ft., smoke cloud 1 minute, DC 29]) Offensive Abilities primary fighting style (blitz), melee striker
-------------------- Statistics
-------------------- Str 19 (+4); Dex 14 (+2); Con 15 (+2); Int 10 (+0); Wis 10 (+0); Cha 12 (+1) Skills Acrobatics +3, Athletics +9, Culture +1, Engineering +4 (1 ranks), Intimidate +11, Perception +3, Piloting +6 (2 ranks), Survival +7; (reduce the DC of Culture checks by 5 when recalling information about black market locations, known smugglers, and notorious space pirates) Feats Toughness, Laugh at Danger, Close combat, Improved Combat Maneuver (Bull Rush) Languages Castrovelian, Common, Drow, Orc Other Abilities tooth that seeks honor[NS], Charge Attack Combat Gear mk I serums of healing (3), smoke grenades (2); Other Gear hidden soldier armor, azimuth laser pistol with 1 battery (20 charges), cestus battleglove, tactical doshko, datapad[AR], engineering tool kit, everyday clothing, personal comm unit, starstone compass, credstick (908 credits); Augmentations pressurized lungs[AR] You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.Rapid Response (1st level, Ex) The second doshko tooth resists dishonor. Your training empowers you to recover from missed blows by extending your reach or changing tactics. When you miss an opponent with a melee attack with your doshko, you can grant that doshko the disarm, reach, sunder (Armory 30), or trip weapon special property until the start of your next turn. If you miss again before the start of your next turn, you can grant the doshko an additional special property from the list. You can grant a doshko only two special properties at a time with this ability. Tooth that Seeks Dishonor As a reaction when you take Hit Point damage from a significant enemy (Core Rulebook 242) that doesn’t reduce you to 0 Hit Points, you can grant allies within 30 feet a +2 morale bonus to AC until the end of your next turn. This is a sense-dependent effect. Once you’ve used this ability, you can’t use it again until you take a 10-minute rest to regain StaminaLaugh at Danger When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your AC against attacks from other creatures that are not adjacent to you until the beginning of your next turn.Close Combat As a standard action, you can make a charge without the charge penalties (see page 248), and you can substitute a bull rush for the melee attack at the end of the charge. When you gain the soldier’s onslaught class feature, you can make two attacks instead of one at the end of your charge, both with a -4 penalty.Charge Attack
__________________
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Last edited by Runetide; Apr 25th, 2022 at 06:23 PM.
Race: Ysoki Class: Operative Theme: Ace Pilot Age: 14 Alignment: CG Home World: Grix was born and grew up on the trading ship Coriolis, visiting different planets and stations when she had the chance.
Description: Grix stands a little over three feet tall and is a slender and graceful ysoki. Her fur is a rather non-descript, short brown. The things standing out about her most are a rather large tear in her right ear, a black eyepatch and a golden incisor. The tale about the first two of those varies with the telling, but tends to be quite spectacular in one way or another. The tooth on the other hand is simply a practical way to carry along emergency funds. The small ysoki is usually wearing some loose pants and shirt under an unremarkable cloak that also serves to mostly hide a gun and knife hanging from her belt. A backpack contains the rest of her possessions. One more thing that ysoki is proud of, are her changing headdresses. She is seldom seen without one and even those that aren’t meant to accommodate an ysoki’s ears aren’t safe from her - ear holes can be cut into a lot of materials!
Background: Grix is one of nine siblings and has spent most of her life travelling somewhere, though the destination was never really the goal. The family went where the current work took them. Sometimes an uncle would split off with his own kids, another time a cousin who’d left years ago, joined up again with them for a while. It may not be surprising that a bunch of the ysoki were quite adept when it came to mechanical tinkering, though Grix’ mother had a better hand at the art of healing and her older twin brothers enjoy outdoing each other cooking and baking and brewing all manner of more or less exotic stuff.
Grix herself has a good grasp of mechanics herself, though she has never been too enthusiastic about constantly crawling around through a ship’s innards to keep the thing working. Well, the crawling around wasn’t the issue, indeed she liked to do that. A lot of times one could hear very interesting things when hidden in a cramped duct or one could find odd little tidbits hidden in very remote places of a ship. Often such tidbits wouldn’t even be anything especially valuable, but it was fun to try to think of reasons for them to be there or to decide what to leave in its place for someone else to find. Once she even found a stowaway! My, that was fun! The stories he could tell! Of course she had no idea at the time that the dwarf was a Starfinder of all things, but for a story or two she was more than happy to not tell anyone about him. Following the credo that you always meet twice in life, she made him promise he’d tell her why he was there in the first place, when they would meet again.
Sometimes the people she was listening to managed to notice her. Many times she got away with harsh words being flung her way and maybe a nice chase, but it didn’t always go so well, as the tear in her ear and the missing incisor can attest to. No fright has so far been big enough, though, to keep her from pushing her nose into things that are none of her business.
Recently, the young ysoki decided that she should strike out on her own for a bit. Well, of course not entirely alone, but at least away from the rest of the warren she has traveled with for so long. Not that she loathes any of them or some such, but at least once in one’s life, one should set out without family to see where the strands of fate will take one.
Description: Matsu Soryn is quite obviously male Lashunta. His short, squat frame stands at around 5ft, with his antenna adding another foot to that when fully erect. His sun-browned skin has three lines of raised markings, two flowing around his head from his cheeks. The third lines swirls up his temples and around where humans would have eye brows. Neon green markings form a geometric pattern over his bald head, mirroring the colour of his eyes and the tips of his antennae.
Armoured and strong, he carries enough weapons that it takes a minute to count them, but the most obvious is a Vesk reaction cannon, slung over one shoulder.
Matsu is quiet, determined. He is a forced to be reckoned with when riled. He pursues no goal other than perfection of his skills, and takes any work offered that will aid in that.
Background: Born and raised in Qabarat, Matsu was one of the minority of Lashunta not given the choice over his destiny. Through a mixture of telepathy and hormone secretion, his parents ensured he would end up Korasha. His sister, likewise was tuned to be Damaya. Unhappy that he was given no choice in this, irreversible, and highly personal decision, Matsu left his family home early and joined the military.
Praised through his basic training for this determination (even for a Lashunta) and commitment to learning new skills he quickly progressed. During an afternoon shifting ore crates shipped in by Duravor Kreel, the barracks was attacked, and Matsu's life was saved by the sniping shot of the dwarf. After serving his first term has taken his leave in order to pursue a more lucrative career, and to pay his debts.
Roleplaying Sample: Matsu and another Lashunta guard are unloading crates in the barracks loading bay, using an old grav-assist. Supervised by a dwarf.
Matsu grunted under the weight of the crate, the old grav-assist not doing the job he would hope of it. Sweat glistened of his muscles. A glint of sun on polished metal caught his eye. A man coming through the open yard gate. The man was followed by an android, and a Vesk, all with weapons out. "Guards! Intruders!" Matsu shouted, immediately dropping the crate and moving forward. He grabbed his side arm, and snapped off a shot. The laser pulse missed the man by inches, and scored a hole in the stone wall behind him. His second shot found it's mark though and the man staggered.
As Riyshin, the other guard, took the fight to the man, Matsu focused on the android. Slamming into his target with his shoulder, and snapping another shot at point blank range. The android went down easily, with a burning hole through it's skull. Panting, Matsu stood back up, and felt something heavy knock him back down. He turned as he fell, looking up into the face of the Vesk, huge muscles tensing under the stock of a huge projectile weapon.
The sun was eclipsed by the Vesk's reptilian head, and then the grin on it's face went from earnest, to dead in an instant. A flash of projectile erasing it's nose hole, and splattering gore over the ground behind it. As the huge body fell, Matsu heard a voice. "You were doing well, lad. But I had to help." The dwarf trotted over from his ship, and offered Matsu a hand up. "Duravor Kreel" he said offering his name "I could use someone with reactions and courage like that." Matsu nodded. "I owe you a debt." he said and he stepped over the Vesk, picking up it's weapon. "Two, for my life, and for my new friend here." he said, as he stroked the stock that had hammered his skull.
Matsu Soryn LN Medium humanoid (lashunta) Korasha Lashunta mercenary soldier 1 Home World: Castrovel Deity: Atheist
You detect the surface thoughts of intelligent creatures around you.Detect Thoughts 1/day DC12 | 0 used/1 remaining
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC)Daze (At Will) DC11
You point your finger at the target object, gaining the ability to lift it and move it at will from a distancePsychokinetic Hand (At Will)
Skill
Modified Score
Ranks
Ability Mod
Misc Mod
Class Skill Mod
Acrobatics (Dex)*
3
0
3
0
0
Athletics (Str)*
2
0
1
1
0
Bluff (Cha)
1
0
1
0
0
Computers (Int)#
-
0
1
0
0
Culture (Int)#
-
0
1
0
0
Diplomacy (Cha)
1
0
1
0
0
Disguise (Cha)
1
0
1
0
0
Engineering (Int)#
5
1
1
0
3
Intimidate (Cha)
5
1
1
0
3
Life Science (Int)#
-
0
1
0
0
Medicine (Int)#
5
1
1
0
3
Mysticism (Int)#
-
0
1
0
0
Perception (Wis)
-1
0
-1
0
0
Physical Science (Int)#
-
0
1
0
0
Piloting (Dex)
7
1
3
0
3
Sense Motive (Wis)
-1
0
-1
0
0
Sleight of Hand (Dex)*#
-
3
0
0
0
Stealth (Dex)*
3
0
3
0
0
Survival (Wis)
3
1
-1
0
3
* - Armor check penalty applies
# - Trained only
Total Credits: ######
Equipment
Item Level
Bulk
Reaction Cannon
1
3
Baton
1
L
Laser pistol, azimuth
1
L
Frag Granade
1
L
Second Skin
1
L
25Cr Credit Stick
Last edited by Nevynxxx; Sep 29th, 2019 at 12:22 PM.
Name: T'aro (Pronouns: Xe, Xer, Xir They, Their, Them) Race: Shirren Class: Mystic Theme: Scholar (EDIT: Biotechnician?) Age: 20 Years Alignment: NG Home World: Verces
Description: T'aro stands at 5'6" when fully raised, a solidly average Shirren height with a solidly average Shirren weight. Their skin is a ruddier brown than the more vibrant skin of most Shirrens, which they attributes to their host gender. T'aro recognizes most races' discomfort with the Telepathy of Shirrens, and takes great pains to produce noises from their mouth when possible. This results in a relatively slow, breathy communication, punctuated by clicks and some high-pitched inhales that are, perhaps, more disconcerting than telepathy. Because T'aro understands how difficult it is to speak in another tongue, they are very forgiving of mispronunciations of their name as "Taro" or Daro" or sometimes even "Terry", which miss the glottal stop or misconstrue both vowels and consonants. They are strongly motivated by an urge to bring joy and pleasure to others, which leads to most of their downtime activity studying the cultures and physiology of other races, and extensive botanical literature. They believe that there are a myriad of possible mental states hidden in the vast and complicated biochemistry available throughout the universe, and that only by exploring these avenues-- and personally experiencing them at times-- can we come to a full appreciation of all possible wonders and our place in the cosmos. Having grown up on Verces, T'aro struggles with where technological augmentation falls in their worldview. On the one hand, they see it as an unnatural shortcut to experience without understanding. On the other hand, they think that if it expands consciousness and eventually leads to understanding, then it should be embraced. They sometimes struggle with the possibility of augmenting themself.
Background: T'aro was born on one of the few Shirren warships that were under the control of the offshoot branch of hivemind creatures that became the "individualistic" Shirrens. They were content to live their formative years in the colony's comforting grasp, expressing their individuality in much the way other Shirrens did-- by hanging a decoration in an odd part of the room, or dyeing their clothes a new color periodically. But at the age of 12, an intense desire to leave the ship for some other planet overtook them. Many of the community objected to their desires, not least of which were their committed male and female partners, K'tilm and Xi'ana. They had long believed that their larvae would be hosted by them. Harsh words were exchanged, and it was suggested that T'aro was succumbing to the addiction of individuality. After weeks of long, bitter fighting, T'aro made plans to depart to the nearest planet, which happened to be Verces.
Once there, T'aro was shocked at the astounding variety of the Line. Such a narrow band of world hosting such vast diversities of creatures, many visiting to sample the planet's Augmentation services. T'aro was also shocked to discover how utterly non-communal the world outside of their colony was. Within days, their supply of food had dwindled, and no one would offer them food! They soon discovered the nature of labor, goods, services, economy, and money. Beginning their free life as a humble translator of desire for a small Augmentation clinic, T'aro slowly began to build a knowledge of the cultures, desires, physiology, and speech of countless species. Xe also became increasingly concerned about the nature of augmentation, what it did to an individual, and the potential for abuse and loss of an individual's essence. They spent their evenings consorting with the God-Vessels of the world and various religious sects, learning of religious beliefs and finding a mystical connection with experience and service. After two years of employment and study, T'aro made the radically individual (and exceedingly neurally gratifying) decision to leave their employment and open a business of their own.
For the past five years, T'aro has been running a naturalistic service that aids visitors in recovery from Augmentation implants-- a run-down shop in an overly cramped but cheap location in the undercity. Its sign reads Misplaced Insertions in a dozen or more languages, with additional signage added as T'aro learns new ones. The shop's title is a clever bit of wordplay in Shirren-- a pun on augmentation, implantation of larvae, and healing remedies. While the name falls flat in virtually every other tongue, it still conjures up ideas of implants and augmentations that aren't quite sitting right, and at least it draws enough customers to assure T'aro does not go hungry. The shop's services consist of massage, the use of herbs, and extensive use of mind-altering drugs to both prepare a person's mind for their change in experience and help in acceptance and understanding of their newfound sensations. Deep down, they hope to help more people before their augmentations to assure that it is truly what they want. But they are more than happy to aid people in the recovery phase, so long as they are helping others. This only deepened their impulse to learn of the universe's vast array of flora, fauna, cultures, personalities, and their networks of interactions.
Two years ago, T'aro was introduced to Duravor Kreel when he arrived on Verces seeking information on alternative "alloys" of Shelynium Ice. While T'aro was unable to help him, they were incredibly interested in both his strange and rare species as well as the opportunity to aid him on his foray into Darkside. Duravor collected an unlikely amalgamation of people from the Line and lead them into the planet's dark and icy hemisphere. Great adventure was had. T'aro rescued more than one of their companions from the edge of life, and they saved them from certain death by the hands of some of the Outlaw Kingdom agents that roamed the land. But that adventure is too detailed to relate here. But the affair must have left a strong impression on the dwarf. For not two standard days ago, they received an offer to join the Starfinders. They had only to take transport to Absalom station and meet him there... It would mean abandoning their well-established, if humble, business. But, then it would also mean novelty, a chance to learn, and oh-so-many choices.
T'aro savored the anticipation of the vast neurotransmitter release that awaited them. They did not know which choice they would make. But oh-- OH!-- what a choice this would be!
Roleplaying Sample: T'aro meets a new client species recovering from Augmentation implants, who becomes annoyed at their slow pace.
The woman-- woman?-- that entered was unlike anything T'aro had yet seen, in person or in their xenobiology texts. Extremely short, the creature lithely moved into the shop, with hardly a sound as her shoes touched the aged and usually-creeky hardwood. The woman's fiery-red hair (she had hair, and that narrowed down the physiology, probably) was straight, and pulled back into a single bundle. The right side of her face was obscured by metal and glass. An info-display implant, one of the more common augmentations. The skin around it was swollen and red. Most likely an infection, but possibly some kind of innate tissue reaction, rejecting the metal alloy. The woman was a bit shorter than Duravor Kreel-- the dwarf from last year. But the body type wasn't right... No, not a dwarf. The proportions were more like a Human's. But not a human. T'aro would need to consult the Encycle for this. As they began moving towards their second-hand (or third-hand) datapad, they reached out to the newcomer with their mind.
Do you speak the common tongue?
"Ach! Yes, yes! None of that telepathy. I only want extra stuff in my head if I invite it there!"
T'aro was used to that reaction, but it was always so much easier to try telepathy first, in case there was not a shared language. Filling xir lungs with a large gulp of air, they readied a reply. "Ahpologies, miss," T'aro began. "Whhhat iss trouhbling yhou?" The words were understandable, but spoken as if by a human with some respiratory condition. Breathed, as much as said.
The woman jerked the first two fingers of her hand toward her eye-implant. Fine motor dexterity. That would make the species search easier. "This thing. This is the problem. It never stops itching, and today the headache is getting near unbearable." T'aro could pick up tones in the voice that they thought were signs of annoyance, frustration. It was a common feeling when entering Misplaced Insertions, but just as often absent when the client left. "Spent damned near my last credit on it, so I can't afford to head back to the clinic that installed it. They won't see someone without at least three hundred down. I heard that you were cheap and effective."
T'aro feel a small burst of pride at the thought, but responds in measured tones, the only kind they are capable of with the mouthspeech of most languages. "Ayhe strhive to beeh. One momhent whhile Ayhe refrhesh myhe mhemory..." T'aro was furiously flipping through rarer species with the narrowing search specifications-- bilateral exterior body plan, restricted hair growth, five digits at four extremities, etc, etc. Finally, they found a matching profile. "Ah! Yhes... Half-ling." They were bluffing, as though they had worked with a halfling client before. No one wanted to be someone's first. "A strhange nhame for a species, ihf Ayeh mayh sayh so... Why arhe the Humans noht Twice-lings?"
The comment might have gotten a chuckle from a client if they weren't in a fair amount of pain. But this one didn't laugh. She just grumbled. The implant was probably quite painful. "Yeah, yeah..." she said. "Can you fix it's the thing?" There was an edge of increased annoyance in the client's voice. T'aro took the cue to not ask about payment until afterwards.
"Ayhe... belhieve so. Plhease. Lie dhown." T'aro spent some time feeling about the muscles in the Halfling's neck and back. More than once, they had to stop and consult their data-pad and the Encycle, which seemed to elicit increased annoyance from the client. At one point during the half-massage, half-chiropractic procedure, T'aro touched the fleshy portion of the halfling's body where her two legs met her back, and the woman became extremely irate. T'aro noted that this information was absent from the Encycle, and decided to remember it herself and suggest a change to the info-page. After a half-hour's examination, T'aro offered the woman a simple regimen of herbs and a cream to rub on the implant and surrounding skin. They explained that the herbs would reduce annoyance, and the cream would, over a few weeks, coat the interior of the implant and stop tissue rejection. Regular massages to decrease muscle tension for the headache were recommended, but not required. T'aro knew their client could not pay well, so offered a modest price for the treatment. It was accepted.
As the client was about out he door, she stopped and turned around. Something was clearly bothering her. "This thing-- it damn near reads my mind and displays whatever information is available on stuff that I'm looking at. I instantly knew you were a Shiren. Host gender. All kinds of stuff about your species and its history. Took me just a few seconds. But I had to stand and sit around for minutes at a time while you shuffled back and forth, typing in crap on that datapad and scrolling through Encycle pages... You're sitting here at the very hub of Augmentation. You could have the knowledge of the cosmos at your beck and call in an instant, along with so many other things. So why the hells are you using a Data-pad like some kind of Luddite?!"
T'aro did not know this word, Luddite. But they did not need to look it up. They experienced it, learned its meaning from context. It was not a dry definition, displayed on a screen. It was a word. A special piece of the world. A flavor. A sound. An experience. How could this halfling not see that data was only the lesser part of knowledge? That experience, processing, and the slow, plodding pace of thinking counted for so much more? If someone didn't understand that, how could they be helped to?
T'aro considered their response, wondering how best to describe their meaning. It took so long in part because they wondered (and worried) that this halfling had a point. Finally, T'aro breathed, "Cahn't your ihmplant ahnswer the question?..."
T'aro NG Pronouns:They/Their/ThemHost Shiren - Mystic/1 Home World: Verces Deity: Oras (?)
Reduce the DC of Life Science checks to identify biotech augmentations and to recall knowledge about famous biotech corporations and researchers by 5. Medicine is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Medicine checks. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.Theme: Theme Knowledge
Ignore stealth bonuses from visual stimuli within 30ft. Still suffers from concealment miss chances, flat-footed condition if can't see opponent.Racial: Blindsense (30ft)
1/day when within 10ft of an ally, roll attack or skill check twice and take the better result.Racial: Communalism
Name:Mendev Malone Race: Human Class: Envoy Theme: Bounty Hunter Age: 26 Alignment: Neutral Good (bordering True Neutral, or Lawful Neutral) Home World: Absalom Station
Description – A charming smile, a distinct nose, green-grey eyes and shapely lips are cast on a rugged face highlighted with a strong jawline. The man's hair is a slicked back crew cut, simple in design. The rest of him is simple and non-remarkable. A five foot seven inches lean stature, with perhaps extraordinarily large hands and forearms. Not excessive things; just a remarkable puncher one could almost bet. Oddly enough his fingers twitch subconsciously as if itching for a tactile feel. They gallop and move as sudden and often as they stop. Personality; ponderous in thought, spontaneous in action. A man on a mission hard to pin down or fully describe due to multiple aliases and the assorted behavior that comes with them.
Background – A man too smart for his own good. His whole early life Mendev was at odds with everyone, as he always found a way to scam his way out of chores or tasks. It was out of schooling where he started turning things around. Bored with school and life in general he ended up doing illegal hacking as way to make money and staying entertained. His activities were noticed and was quickly wrapped up by law enforcement. At the prospect of facing jail time he entered a plea bargain to join the Stewards. There Mendev served as part of the Constable branch, and rumors are that he may have done some stints in the Ops branch. He returned on leave to Absalom Station, now a mostly changed man. He had reconciled with his parents and only sibling sister. Even introducing his best friend from the military to his sister. At some point his best friend from military got out and married his sister.
Mendev completed service honorably, but called it quits while he was ahead and before his smart mouth got him in trouble. Loving what he did, but looking forward towards the future, he started his own security consult and bounty hunting business using what he had learned. Sometime during this time Mendev gets closer with family, taking a fondness for his niece, whom she reminds him a lot of himself.
While the consultant job was quite boring, he found a certain satisfaction in his investigations. Mendev's bounty hunting business was mostly "hands off", finding evidence or proof of wrongdoing through computer systems was a job that he was very good at. Sometimes the job required him to get involved, that meant getting into a locale and back out with the intended data. Those were the gigs he enjoyed the most. And things seemed to be going alright...
But things would not stay well with Mendev for too long.
Recently Mendev was notified of relatives having been reported missing; sister, husband, and young niece (9) have disappeared without a trace. Mendev has taken the loss hard. Not quite the same since it has been reported that the man took up to heavy drinking. A symptom perhaps of not having been able to find information on his family.
Roleplaying Style
Tonight an old friend, Duravor Kreel, contacts him with an invitation and some strange information.
I don't think this is the best of times Mr. Kreel. Mendev Malone nods his head but a side twist and turn reveals more of a shake of hesitation. No...no... I'd rather not, friend. I'm kind of busy actually. I, uh, have a lot of cases. Falling behind as matter of factly... Mendev took a sip of a whiskey, tilting the tumbler up with a reversed grip.
Mendev and Duravor Kreel had previously met during his time with the Stewards. Even afterwards they had kept in contact. The dwarf was a decent man and his exploits were actually pretty cool. Kreel had even been his first customer when he started up his bounty hunting business. A large part of his clientele was due largely in part due to Duravor's recommendations. It would have been rude to outright deny his services to the dwarf.
Over the line Duravor is heard.
Mendev's head stopped its shaking. Making himself straight and a serious glower coming over his feature. Say again?!?! A dangerous tone over taking his previous friendliness. What did you say? He asked. Not even one eighth of a second later he got loud What did you say! He demanded. Heavy breathing in agitation he listened to every word the dwarf said. Mendev placed the tumbler to his temple trying to think.
After a moment of silence, a still anxious but calmer Mendev spoke. Ok, ok, ok... I'll bite. When, where?... Tomorrow, a ship? Alright... I'll get on it. Docking bay? I'll meet you there. Hey Duravor… Thanks... Thank you. But Duravor, this better not be some scam... Clicking off the comms and slamming down the tumbler, Mendev Malone leans on the table. He closes his eyes and wobbles as he tries to process what he'd just heard. With a nod of finality he begins moving towards his gear in the back of the room.
He reached it and stopped. From the view in his room he had a full view of Absalom Station. The Armada ship he was on was not one of luxury. It was simple, cheap, and discreet. Discreet, now that was a funny concept. Mendev snorted and shook his head. He of all people knew that places like these were a cesspool of espionage and information. Of course he wasn't here to be discreet; he just needed a lot of cheap indulgences...
MENDEV MALONE NEUTRAL GOOD, MALE, HUMAN - ENVOY BOUNTY HUNTER/1 Home World: ABSALOM STATION Deity: ABADAR, SARENRAE, CALISTRIA
1 Stamina Point x Level. +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.Toughness
+1 bonus to attack rolls with that weapon type. If BAB is at least 3 lower than your character level, gain a +2 bonus instead.Weapon Focus: Small Arms
As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing.
At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet.Class: Envoy Improvisation - Get 'Em
Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.Theme Knowledge (Bounty Hunter)
Skill
Modified Score
Ranks
Ability Mod
Misc Mod
Class Skill Mod
Acrobatics (Dex)*
7
1
3
0
3
Athletics (Str)*
4
1
0
0
3
Bluff (Cha)
6
1
2
0
3
Computers (Int)#
4
1
0
0
3
Culture (Int)#
4
1
0
0
3
Diplomacy (Cha)
6
1
2
0
3
Disguise (Cha)
2
0
2
0
0
Engineering (Int)#
X
0
0
0
0
Intimidate (Cha)
2
0
2
0
0
Life Science (Int)#
X
0
0
0
0
Medicine (Int)#
X
0
0
0
0
Mysticism (Int)#
X
0
0
0
0
Perception (Wis)
0
0
0
0
0
Physical Science (Int)#
X
0
0
0
0
Piloting (Dex)
3
0
3
0
0
Pro: Bounty Hunter (Wis)
4
1
0
0
3
Sense Motive (Wis)
4
1
0
0
3
Sleight of Hand (Dex)*#
X
0
3
0
0
Stealth (Dex)*
3
0
3
0
0
Survival (Wis)
4
1
0
0
3
* - Armor check penalty applies
# - Trained only
Total Credits: 000
Equipment
Item Level
Bulk
Mercy Pistol, Illuminator
1
L
Semi-Auto Pistol, Tactical
1
L
Second Skin
1
L
Portable Light, Flashlight
1
L
Datapad
1
L
Tool Kit, Hacking
1
L
Clothing, Professional
1
L
Canteen
1
L
Personal Comm Unit
1
L
Backpack, Consumer
1
-
Pact World ID card
1
-
__________________
Working on updates!
Last edited by Khalil; Feb 10th, 2021 at 09:26 PM.
Name:Aja Miram Race: Human Class: Mechanic(Exocortex) Theme: Cyberborn Age: 23 Alignment: Neutral Good Home World: Akiton
Description:
Besides an obvious prosthetic right The rest of the prosthetic arm is covered by her long sleeveshand, Aja is easily identified by the tough leather-like clothes she wears, and a mass of old scarring at her throat from an injury that took her voice away and nearly took her life as well. The only way she can speak is with a vocal modulator. Other than that, Aja looks young for her she looks to be in her teens and not her twentiesage with reddish-brown skin, short-cropped brunette hair, and bright blue eyes. Most of her youthful look is because she is petite and just five feet tall, and that is thanks to the heels of her work boots. The other reason Aja appears young is due to her quiet and absentminded nature. But don't let that fool you, if Aja spoke what she thought it would be in mathematical computations and engineering theory. She is more interested in the inner workings of machines and cybernetics than socializing and is usually lost in thought about some technological device. The exception in her behavior is Androids as they excite and fascinate her. She will go out of her way to ask questions about their makeup and operating systems, though, she does try not to be rude about it. While uncaring of other people's opinions about her, Aja will engage in any discussion mechanical in nature or if the speaker was just plain wrong. Aja can loosely be called a cybernetic activist though she was not a member of the Augmented, until recently. She is more interested in her own augmentations than other peoples though she does like to people-watch other augmented beings to see how their augments are situated in their bodies. Aja subscribes to the Augmented blogs and pays close attention to info posts about any new cybernetics that are coming out. While Aja personally does not like biotech as she can't understand it's workings and it just looks weird, she does not mind magitech and sees the benefits of such augmentations. Even if she can't understand the magical side of the enhancements.
Personality:She's detached from caring about people. She's quiet because it's a habit from her youth, and if she doesn't talk with people, she will not form attachments.*
Aja Miram has always been a quiet person, even as a kid. Smart and curious, Aja simply finds little need in conversing with people. The exception, of course, is when the subject of cybernetics comes up, then she's very talkative. That's not to say she is a pushover, though coming in under a hundred pounds and an inch shy of five foot she looks like a pushover. When angered, Aja is downright vindictive and quite patient with her revenge. Back on Akiton, she would often make traps that were a bit cruel to kill and maim the Khefak that ate her toys. After Edward's death and fending off two more pirate attacks during her time working for the Bolka Mining Consortium in the Diaspora has hardened the young woman. Before she was quiet because she was shy, now it's more a patient calculated observation. Aja's curiosity about cybernetics has also increased in intensity due to surviving those three attacks. During the last raid, the pirates boarded, and she had to defend herself with one of the pirate's own weapons. The diffraction perforator pistol is a nasty weapon, but when her attacker was lying on the floor bleeding from his eyes, ears, and nose, Aja had just stood there with the weapon aimed in case the pirate got back up. With her left fleshy hand shaking, and her mechanical one holding the weapon steadily, Aja watched the pirate finally die. Afterward, she pocketed the weapon and went back to work as if nothing happened. Shortly before leaving the employ of Bolka Mining Consortium, Aja officially joined the Augmented movement.
Background:
Aja Miram was born on JulyErastus the 6th on the planet Akiton. Not necessarily the nicest or safest place to live. She grew up near Khefak Depot, known for the multitude of crashed spaceships from a forgotten war surrounding the town, the amateur archeologists that arrived from all over to research the ships, and the Khefak. A crab-like anthropoid with a hard exoskeleton that infested and consumed the technology in the ships around the town. The town gets its name from these little buggers and is pest's to any technologically advanced civilizations as they will literally eat you into the stone age if not contained. Aja's mother and father, Ayda and Poe Miram, home taught their daughter and discovered she had a knack for figuring out mechanical devices. Aja also was found to have a temper when her toy's, aka devices, was chewed apart by the Khefak. The little girl soon detested the creatures for continually destroying her toys. Wanting a better life for their little girl than to be a tour guide or a scavenger like their parents, they planned and saved and coned there way until they finally had enough to leave this dustball of a planet. Thanks to one of the regular archeologists at Khefak Depot, offering to pay top credit for their services, the family made one last trip into the sands. When the wreak of a spaceship collapsed on the group, killing one archeologist and piercing Aja's larynx. In the aftermath of the accident, the leader of the archeologist, a Sir Griffonheld, apologized and paid for everyone's medical bills or funeral costs in the case of the dead archeologist.
Aja's parent's played on Sir Griffonheld's guilt and got passage off Akiton to his homeworld of Verces where he promised he had a friend in the shipping business that would love to take on a family of three as part of their crew. While on Verces, Aja was fitted with a vocal modulator and unknown to Ayda and Poe Miram, the nurse responsible for teaching her how to properly use the new piece of cybernetics was part of the Augmented social movement that was taking over the planet. And she introduced the young girl to the wonders of cybertechnology. While amazed by the woman's augmentations, it was the nurse's Polyhand that genuinely sparked her imagination. Being able to turn your hand into anything blew young Aja's mind. The possibility of having her toys be a part of her sparked a desire inside Aja that would last for the rest of her life. So enamored with the idea of getting cybernetics implanted young, Aja used her vocal modulator to talk with a distorted voice and act as if she was an Android. Once Aja met a real Android and found out they talk precisely like everyone else, she was very put out, though it did stop her from distorting her voice, much to her parent's delight. Not feeling comfortable on the strange and diverse planet, Ayda convinced Poe that they should take Sir Griffonheld up on his offer of employment on a ship where she felt more comfortable. And so, the Vega Comet became the family's new home. Aja continued her education and experienced many different planets, or at least their spaceports. When Aja was eleven years of age, her father Poe made arrangements for Aja to live with his sister Vivian abord Absalom Station so she could go to school and get a better education there. Aja threw herself into her studies to distract herself from her parent's absence, and once she was old enough, she started visiting the Click-Clack Club, which catered to everything augmented. It was the center of the Augmented movement aboard Absalom Station, and while there, she enjoyed relaxing and admiring everyone's cybernetics. Aja even hit it off with a pair of Bria and Tealhalfling sisters that were official members of the Augmented.
Years passed, and Aja completed her Collageadvanced courses at the local Absalom Station the section of the space station where Aja lived with her auntRing school. The school Aja graduated from wasn't at Arcanamirium's level, so graduating with honors turned out to be less a great achievement than she thought it to be and struggled to find employment as an engineer on the station. As her parent's ship did not need an engineer, Aja scoured the more respectable areas of the Arms looking for spaceship captains in need of someone with her qualifications. She managed to strike a chord with the captain of the Mid-bulk long haul freighterFair Price, and Aja was soon signed on as an assistant engineer. After saying goodbye to Aunt Vivian and sending a message to her parents of where she found work, Aja made her way out into the galaxy. The 'Fair Price' was large enough and old enough to require four engineers to maintain the systems properly. It was surprising to Aja that she made a quick friend of the only Dwarf on board, and he turned out to be one heck of an engineer.
Edward often claimed that he enjoyed her company because he did not get a kink in the neck while looking up at her. And indeed, they were both the two shortest crew aboard. For twenty-two day's Aja was at once ecstatic to be putting her knowledge to use and bone-tired from working so hard. Then the pirates attacked. Aja did not make the best impression during the fight, being very See Roleplaying Samplelate to offer her services to the head Engineer. And it wasn't long after that when she watched her newest friend die. The fact that she lost an arm in the explosion was not lost on her, but it did not mean as much as Edward's death did. Suffering from a concussion, Aja could only remember bits and pieces of the pirate attack and the routing of the pirates by a Bolka Mining Consortium frigate. The Dwarven owned company supplied medical aid to all of the 'Fair Price's' injured crew much to the Captain's gratitude. Aja was promised to receive a prosthetic, but due to the healing time involved, she lost her slot on the 'Fair Price,' though the Captain made sure she was paid for a full three months for her troubles. As they were in the Diaspora, the closest medical facilities were located in a Dwarven Star Citadel, and so that is where Aja was sent to receive medical treatment.
Aja heard about Edward's funeral being held on the Citadel and demanded to attend even though she had yet to heal fully. Aja only vaguely remembered the funeral itself and meeting a few of Edward's family. One family member did stand out as he talked to her about the attack in great depth and eventually helped Aja get semi-permanent work with the Bolka Mining Consortium. Aja felt she owed the Bolka's for saving her life, so she agreed. Still, she thanked Duravor Kreel for his aid and gave condolences for his loss. Aja could not know that Mr. Kreel was part of the Starfinder Society, and he was impressed with how calm and collected Aja was when telling her side of the battle. Sure, she stuttered and cried over Edward's loss, but there was a girl who had just lost an arm and lamented not its loss but the loss of a coworker's life instead. Admitting to her cowardness at the beginning of the attack to a stranger also pointed out Aja's character to Duravor Kreel.
So, ten months later as Aja looked out the window of a transport ship as it came out of the Drift into Absalom Station orbit, she was still surprised by the revelation that Duravor Kreel was a Starfinder Society member and weirdly enough wanted her to join the organization. Focusing on the massive space station, Aja noticed it looked like a thin disk on a spike from this angle with hundreds of sparkly lights of the Armada surrounding made the station feal almost fantasy-like. Thinking back through the last ten months spent with the Bolka Mining Consortium she wondered, 'Was he testing me?' Aja wondered. Considering the consortium she was working for in the Diaspora was attacked twice by pirates, and she had to defend herself both times, it was a distinct possibility. Both times Aja came out intact but seemed to withdraw after each battle. Maybe it had to do with the lives she took or the guilt she felt, no one that she worked with knew. Blinking thoughts of that time away, Aja felt she owed Duravor Kreel, and that was why she was at Absalom Station again, albeit several days late, thanks to a custom's issue. 'Damn smugglers should use their own ships to smuggle contraband.' Aja spent several days on Castrovel as every passenger was questioned by the port authority and is the reason why she was late getting to Absalom Station. Once Aja's transport docked, she wanted to head over to her Aunt's apartment and hug the woman, followed by getting a drink or two at the Click-Clack Club. But Aja had an appointment in a particular docking bay for a meeting which she would not be even later for. With nearly a year of experience as an assistant engineer, Aja felt she was ready for anything the Starfinder Society could throw at her. Just goes to show how nieve Aja Miram still was as she quickly found out about Duravor's murder and ended up at the Lorespire Complex talking to Chiskisk, a shirren friend of Duravor's.
Roleplaying Sample: Aja awoke to the captain's panicky voice over the ships comms, "Pirates inbound and they are not Free Captains! Prepare for combat!"
Aja Miram sat upright in her bunk and froze out of fear at the announcement. People were running about outside her door, and her roommates were gone from the small room. She knew what she had to do, but all Aja could do was grip her bed tight and think, 'This is not happening. It isn't happening! I haven't been onboard a month yet!' Everyone's heard of pirates and the Free Captions especially. Aja did not expect to be facing them so soon. Something hit the ship and propelled the newest crew of the 'Fair Price' to the floor. Twenty days ago, when she had signed onto the merchant vessel as a trainee, Aja would have said her chances of encountering pirates were near zero. As she climbed to her feet, the young engineer forced herself to accept the fact of the Pirate attack and left her room heading towards engineering. Activating her exocortex on the way, Aja could not bring herself to focus on the information being presented to her by the AI in dark pink text.
Once she got to engineering, Aja noticed only two people busily working at their stations, a new trainee like herself and the head engineer Exitor Kunn, a Kasathasian. Neither of the two noticed her, so she said, "Re-reporting for d-duty." Engineer Kunn half-turned from his workstation and yelled, "Your Late!" He must have seen the fear in her face despite the racial divide between the two of them and added, "But better than never." Exitor turned back to his consoles as the ship was struck once again, and the Kasathas gave Aja her orders, "The bastards knocked out our auxiliary power with their first attack. If we don't get it back up, they will continue to outmaneuver us. I need you to help Tod with getting it back online." Given a purpose, Aja found she could focus and made her way to auxiliary power.
Auxiliary power was not far, but with the ship taking a pounding, it seemed to take forever for Aja to arrive. As she stepped into the room, Aja was feeling more herself and immediately asked, "Where do you need me?" A dark-skinned woman looked up from the innards of a power converter that had seen better days. On her mechanics overall's the name tag said 'Tod.' She had never found out what Tod was short for, and given the glare, the woman was pointing her way, Aja might never find out. Instead of bitching out the new trainee for being late in the middle of a battle, Tod merely said, "Help Edward with the coolant valve." Nodding Aja stumbled as the ship shook again and almost fell. She eventually made it over to the Dwarf that was only known as Edward, and she could easily see the problem. The coolant valve was stuck closed, and the automatic shunt must have failed, or the Dwarf would not have a bar shoved into the circular manual valve to try and force it open. Aja's exocortex immediately deciphered the problem and gave her a solution. Thanks to the minimal room around the valve, Edward did not have enough leverage or enough room. "Extend the bar all the way through, and I'll help."
Even though both of them had less leverage to work with, the combined force of a pushing Dwarf and a pulling Human was finally enough to release the coolant valve. With a squeak, the valve suddenly released, and Aja found herself on the floor of the Auxiliary compartment. Edward chuckled good-naturedly as he helped Aja to her feet. Feeling a slight pain in her back, Aja winced and absentmindedly said, "I can't wait until they invent cybernetics that can make you taller." Edward just smiled and laughed. She never knew how people would react when she hinted at her fascination with cybernetic upgrades. Aja laughed with him. "You two can kiss latter. Get the capacitor on line." Tod's snarky comment made Aja and Edward both realize they were standing close together, still clutching hands, and they jumped apart.
As they worked, Aja can only remember snippets from the time after the moment when she had looked t Edward and was rewarded with a grin from the Dwarf seconds before an attack blew apart the capacitor they were working on. A hazy smoke-filled room and her back pressed into a wall where she found herself sitting...The site of her arm laying ten feet away next to the crumpled form of Edwar and Tod pulling her head aside, saying, "Don't look."...Being carried on a stretcher through a damaged section of the ship, her voice echoing as she called out for Edward...Then finally, silence.
CHARACTER NAME: Aja Miram GENDER: Female THEME:Pact Worlds, page 67CyberbornRACE:Character Operations Manual, page 18Fortified Human CLASS(LEVEL):The Armory, page 143; grants alternate class features at 2nd, 4th, 6th, and 9th levels.AugmentedCore book, page 68; Character Operations Manual, page 72; The Armory, page 146Mechanic: 3 ALIGNMENT: Neutral Good HOME WORLD: Akiton HOME WORLD DEITY: Abadar? DEITY: Triune(Epoch)
WEAPON: Tactical Plasma Bolter | Level: 1 | Attack: +5 | Damage: 1d10+4 | DAMAGE TYPE: Energy & Fire | Critical: 20/x2 | Range: 40' | Ammo(usage): 20(4) | Bulk: 2
SPECIAL: 2-hands, Longarm, large and awkward, this weapon can only be fired once per round and not as part of a Full Attack and you can’t use it to make an Attack of Opportunity.Unwieldy
WEAPON: Diffraction Perforator Pistol(DPP) | Level: 2 | Attack: +5 | Damage: 1d4+2 | DAMAGE TYPE: Sonic | Critical: 20/x2+1d4 bleed | Range: 20'| Ammo(usage): 20(2) | Bulk: 1L
SPECIAL: ignores # of Hardness = to weapon levelPenetrating, The weapon was implanted into Aja's right Prosthesis.Weaponized Prosthesis, Mk 1
WEAPON: Frag Grenade I | Level: 1 | Attack: +5 | Damage: Explode for 1d6(15' radius) | DAMAGE TYPE: Pearcing | Critical: 20/x2 | Range: 20'| Ammo: 1(drawn) | Bulk: 1L
SPECIAL: in Hideaway Limb(left forearm)Concealed, House Rule: use DEX instead of STR for attack.
Armor
ARMOR: Thinplate | Level: 2 | Energy Armor Bonus: +4(16) | Kinetic Armor Bonus: +6(18) | Max Dex: +2 | Armor Check Penalty: -3 | Speed: 20' | Bulk: 3
SPECIAL: Devised by androids and thin enough to be worn under loose outfits.Discription, This small module secretes a terrible-tasting chemical compound. The aversion coating grants you gain a +2 bonus to AC against Bite Attacks. If you are subject to the Swallow Whole universal creature rule, the swallowing creature must succeed at a Fortitude saving throw (DC = 15 + the armor’s level) or become nauseated for 1d4 rounds. On a successful save, the creature is sickened for 1d6 rounds instead.Aversion Coating upgrade(1 slot)
UPGRADE/FEATURE:
UPGRADE/FEATURE:
UPGRADE/FEATURE:
Augmentations (All listed body systems: Arm (or all arms), Brain, Ears, Eyes, Foot (or all feet), Hand (or all hands), Heart, Leg (or all legs), Lungs, Spinal Column, Skin, and Throat).
(p-79 Core) Brain; Combat Tracking: Gain proficiency with Heavy Armor and Longarms. As a Move Action during combat, you can designate a single foe for your exocortex to track, gaining BAB = to Mechanic level as long as the target is in sight. Gain weapon specialization in longarms at 3rd level.; Memory Module: Once per day, as a reaction while not in combat, you can reroll a failed skill check(p-243) to recall knowledge(p-143). Gain Skill Focus(Computers) feat and can change to different Skill Focus feat when you gain a level. Note: You can’t use your exocortex’s Memory Module'sSkill Focus while combat tracking is activated!Exocortex
Throat; Allows you to change the pitch, timbre, and tone of your voice and you can more easily imitate accents or pronounce alien languages. +2 Disguise if the change in your voice would helps(GM’s discretion). Vocal Modulator
Lungs; You can hold your breath for up to 1 hour and are immune to the normal environmental effects of being in a vacuum.Pressurized Lungs
Left Arm; When the compartment is closed, the seam in your flesh is difficult to detect. You gain a +2 bonus to Sleight of Hand checks to conceal items in a hideaway limb. Though this compartment can usually foil a simple pat down, most security checkpoints include a scan that can detect such devices. Retrieving an item from a hideaway limb is a move action instead of a standard action.Hideaway Limb(left forearm)
Spinal Colum; 1/day: You can increase or lower gravity for yourself and everything you carry by one step for 2 rounds. This applies the usual effects of lower gravity, including falling more slowly and increased carrying capacity. You can activate, change, or end the effect as a standard action or reaction. If you use a reaction, you can’t take a standard action on your next turn. You can’t make gravity stronger than high gravity or weaker than light gravity. In zero gravity, activating the augmentation instead grants you a supernatural fly speed of 15 feet with perfect maneuverability. You can’t use the fly speed to run or while overburdened.Gravitational Harness, mk 1
STR 11 preresiquite, 1/day: reroll an Engineering check to repair an item by pounding on it. In addition, you can reroll one engineer Crew Action per starship combat.Precussive Maintenance
Small Weapons(+1/2 level in damage), Basic Melee Weapons, & Longarms(+level in damage).Weapon Specialization
Choose two skills: Computers & Engineering. These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead. Each time you take this feat, it applies to two different skills.Skill Synergy
Race and Class Abilities(DC: 10 + 1/2 Level + INT Bonus(+3)15)
You enthusiastically study the field of cybernetics and seek to keep abreast of new applications and experimental technologies. Reduce the DCs of Engineering checks to identify cybernetic augmentations and of Life Science checks to recall knowledge about cybernetic augmentation techniques, as well as corporations and other research facilities involved in the production of and experimentation with cybernetic augmentations, by 5. Computers is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Computers checks. Gain SELF-HACKER at level 6!Theme Knowledge
+2 Racial bonus to Fortitude saves against Environmental Hazards and Radiation Effects. In addition, the duration of the Sickened and Nauseated contentions are reduce by 1 round. Note: This ability replaces the human's Skilled ability!Fortified
see Core book, page 69. Chose Exocortex at level 1, see Augmentations.Artificial Intelligence
You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. Another +1 at level 5 & every 4 levels thereafter, and at 20th level.Bypass
Installed into the right Cybernectic Arm. See Core book, page 69. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Also counts as a MK 1 Comm UnitCustom Rig
Select one system of the body[Arm(s)]. When you purchase and install an augmentation with an item level no greater than your character level into that system, you reduce the augmentation’s price by 50%. Favored Augmentation
As a Standard Action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a Drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the Wireless Hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.Overload
Augmented Mechanic alternate ability: Whether it’s because your body is especially receptive to modification or you’re able to adjust your modifications to fit alongside one another, you can use more augmentations at once than other creatures can. You can install one additional augmentation into one system that already has an augmentation. You can have no more than two augmentations in that system, even if you have another ability that grants you a similar benefit.Nested Augmentations
Capacity: 10, Uses batteries and increases the light level by one step in a 20-foot cone.
x2) Serum of Healing, mk 1
1
2L
+1d8 hit points
Starstone Compass
1
1L(ship)
+2 insight bonus to Piloting checks when astrogating throughout the Pact Worlds system.
Chemalyzer
1
1L(ship)
A handheld unit that grants a +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance.
Zipstic
1
0(ship)
A small pen-like device used to administer a small jolt of electricity used to activate or deactivate ion-bonding technology, such as ion tape. This jolt is enough to deal 1 electricity damage with a successful melee attack as an improvised weapon.
Sleeping bag
1
1L(ship)
A sleeping bag is two padded blankets that form an enclosed pouch for sleeping.
x2 Clothing, Maintenance Uniform
1
2L(ship)
Dwarven mining consortium from the Diaspora. Grants you a +1 circumstance bonus to Disguise checks to appear as a member of the group that the uniform represents.
Gear Maintenance Kit
1
1L(ship)
Contains tools to maintain most common equipment and a UPB pen that can repair small cracks, dents, scuffs, etc. A UPB pen can hold 1 UPB, which is enough to repair cosmetic damage on any one item.
x4 Battery's
1
0
used for flashlight or weapon.
Laser Drill
1
1L(ship)
can make a 1-inch wide x 1-inch deep hole in unattended materials with a hardness of 15 or less.
Potion of many colors
?
0
You are able to alter the colors of your own body. You may have hair the color of the sunset, eyes like amethysts, and skin like a swirling mold storm. Simply drink and concentrate on the changes you wish to take on. 1 Day.Discription
Potion of Slippery Yannis's underhanded skills
3
0
This shady character on this other bottle is Slippery Yannis(A quick infosphere search reveals that Slippery Yannis is an ancient lashunta folk anti-hero. The character uses deceit and skullduggery for all the wrong reasons, but through fate or blind luck always seems to wind up achieving a result beneficial to all.). This is a bottle of his very essence, to be used when you are the winnowalu(A jungle-dwelling, herbivorous herd animal.) beset by renkroda(a medium-sized reptilian predator.)! It will give you the power of Slippery Yannis's underhanded skills(Treat as a spell amp of Make Mischief: ???).Discription
All ships have sensor suites that include life form detectors. Those detectors aren't a single sensor, but multiple sensors that use both technology and magic to scan and paint a composite picture. Right now it seems that the magical sensors are not working (like with T'aro's attempt to sense life forms with his personal magic), so the composite picture is not as complete.
EDIT: There is some magical component to the Engineering skill since magic and technology are so often wedded in this universe. Aja cannot work magic, but she understands the relevant aspects of it and can identify and fix magical components of technomagical systems. So if the magical sensors in a life form detection suite was broken, she could fix it. She cannot do as T'aro did and perform a Magical Officer crew action, reaching out with her own magic to sense life.
Name: Ciandria Sol Race: Kasatha Class Mystic / Racer Theme: Xenoarchaeologist Age: 39 years Alignment: Lawful Neutral Home World: Idari
Description: Ciandria stands just over two meters tall but the most notable thing about her is her solid black eyes which seem to draw in the ambient light. Her skin is a pale bluish grey and the woman is slender for her race. Her clothing is predominately form fitting leather in various pastel colors. Nothing too bold for her tastes. Her jacket has a high collar and behind the collar she wears a scarf across her mouth for decorum and the sake of polite society.
Background: In Ciandria's family and clan there is a long history of strong willed women being chosen as Doyen. Ciandria's mother and aunt are both Doyen and her grandmother was also Doyen as well as her great grandmother. Ciandria really has never had any desire to become Doyen but her mother is certain she will be called to serve at some point in her career. The truth of the matter is that Ciandria simply wants to study history. The history of her own people as well as that of other worlds and races. To round out her training her mother suggested piloting lessons. Cinandria excelled at flying so much she took up the sport of skiff racing. When it came to piloting, the Kasathan woman found she had quite the competitive streak in her makeup. Much more so than any of her other studies.
The woman often spends most of her days in study on Idari. The records are elaborate on the station ship and there are plenty of materials from which to draw. With her family history as Doyen many of her evenings are spent attending functions hosted to honor visiting dignitaries. The various dignitaries are generally from across the pact worlds looking to engender trade with the Kasathan's. It was at one of these events that Ciandria met the Dwarven man Duravor Kreel. He struck up a conversation with her after her mother Kajair introduced them. Kajaria mentioned offhandedly that she had an interest in foreign worlds, peoples and cultures. Mister Kreel had been engaging and interesting and not nearly as offensive to her Kasathan sense of decorum as many others had been.
Ciandria had just returned from a visit to Verces when she received the private communique from Kreel. It had been over two months since she had first met the dwarven man. The message was pre-recorded and not interactive so it was a bit vague. He asked her to come to Absolm station and meet up with him and several others. He thought she may be interested in joining the Starfinder's Society. After just a bit of research Ciandria thought that she might indeed be interested in joining the Strarfinders. She couldn't be certain because the rumors about the Starfinders varied widely according to whom you were to ask.
Roleplaying Sample: Walking the common corridors of Absalom station Ciandria's mind was a whirl. So many questions remained about these Starfinders. Foremost in her mind was, what did they want with her? Are their intentions honorable? Is Kreel trustworthy? She got the impression that he was, but one was never certain until you really got to know someone. Ciandria supposed it was a question of putting a bit of faith in someone to earn their trust. For her that faith was in Eloritu the keeper of secrets.
As the woman made her way to the meeting place she scanned the vid screens that were ever present. Some with general information others with wanted criminals and other more useful screens with maps and directions. From a quick study she could tell that she was on the right path. She had plenty of time to make the meeting place at the appointed hour. Ciandria was hungry and thirsty after her flight and the food on those flights never live up to her personal preference or expectations.
The Kasathan woman stopped at a cafe and ordered an iced java and a sweetmeat pie. When the android waiter brought her order he sat it on the small table. She had to ask; "Do you have a straw for my drink please?" A few moments later he returned with her straw. Then, as is her way Ciandria said a prayer of thanksgiving to Eloritu. She lifted the straw beneath her veil and took a sip from her iced java. She set it back to the right side of her plate. Turned the plate one-hundred-eighty degrees and took a single bite from the meat pie. She turned her glass the same and took another sip. Ciandria was always careful not to expose the lower part of her face while she ate or drank anything.
After she finished her breakfast Ciandria made her way to meet up with Kreel and several others....
CHARACTER NAME ALIGNMENT GENDER RACE - CLASS/LEVEL Home World: HOME WORLD Deity: DEITY
Hit Points: CURRENT/MAX | Stamina Points: CURRENT/MAX | Resolve Points: CURRENT KAC: KINETIC ARMOR CLASS | EAC: ENERGY ARMOR CLASS | Initiative: INIT | Speed: SPEED | Load: # bulk Saving Thows:Fortitude: +# | Reflex: +# | Will: +# Melee Attack Bonus: +# | Ranged Attack Bonus: +# | Thrown Attack Bonus: +# Condition: Normal Effects: None
Name: Tweak Race: Ysoki Class: Mechanic Theme: Roboticist Age: 21 Alignment: N Home World: Akiton
Description: Standing a little over 3 feet tall, Tweak resembles a humanoid rat who walks upright, complete with mousy brown fur, long incisors, constantly twitching noses, and partially prehensile tails that helps him keep his balance and maneuver in zero gravity. His small, dexterous hands are perfect for working on delicate electronics, and his keen noses often allows him to identify complex chemicals by smell. Dressed in a clean button up shirt complete with a white bowtie and an engineering lab coat, Tweak looks more like a college professor than a ship's engineer. He avoids eye contact when others talk with him and not surprising talks in a quiet mousy voice. But for those who take the time to get to know him, he is actually very bright and very knowledgeable about how anything and everything works. He is also very loyal to those he calls friends, which are very few.
Background: Tweak was born and grew up on the Coriolis. He has 2 older brothers, 1 older sister, 1 younger brother and 2 young sisters. While that might seem like a large family, there is more. All of his uncle and aunts live on the ship with their families too. In fact, it goes even further back than that, even his grandfather's brothers and sisters and their families are on the ship. That is a lot of extended family to be around, but luckily, they live on a very large trading ship. That ship is their clan's home. They traveles the verse buying stuff here and selling it there, but always making a profit. Some of the clan go off on their owns, but usually they come back when they are ready to settle down. Some work as mercenaries, with their profits going back to the clan, while others put down roots on a space station or planet somewhere, but still stay connected to the clan by passing along information and brokering deals.
Tweak wasn't good with interacting with others, so he focused on making and fixing stuff. He had a second cousin that would sneak up on him all the time to see what he was doing. Grix was very curious and liked sneaking around the ship to listen in on other people. It was amazing just how many times Tweak would be crawling through the ship's interior tracing a faulty wire only to bump into her in the dark. And out of all his cousins, she was the nicest to him.
Since Tweak was not good at interacting with others, he tried to avoid conflict whenever possible. Some of the other clan members took advantage at that and would ask him to fix their gear or create some new item for them. Of course, Tweak always said yes, but then again, he enjoyed the work, so it wasn't a big deal other than it slowed down the progress on his own studies. Tweak wanted to learn everything about everything. How machines work, how people work, how the universe worked. It was all just one giant interconnected puzzle he wanted to solve and to do that, he needed more knowledge.
Other than technology and knowledge, Tweak had one more obsession which was kind of a blend of the two other obsessions: personal upgrades. He had already created and installed two personal upgrades, but he really wanted the next tier. That would require a lot more credits for special parts that he did not have access to. And while he loved working on the Coriolis, he needed to strike out on his own in order to fulfill his personal quest to install the next tier personal upgrade. When Grix's father got sick and someone needed to go get Grix, everyone was surprised when Tweak volunteered. This was the perfect excuse to get out and hopefully earn enough to make his dream come true.