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Old Mar 5th, 2021, 08:34 PM
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The Sunrise Maiden

The Sunrise Maiden


The Sunrise Maiden

The Sanjaval Spaceflight Systems Vagabond-class multipurpose light transport/freighter is a versatile workhorse with a reputation for durability and reliability. In service for over 100 years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, smuggling ships, and exploratory survey vessels. While a crew of six is the standard complement for the Vagabond, the ship’s coordinated control interface and double redundancies on critical systems were designed to allow a single pilot to operate the vessel with little difficulty.

The Sunrise Maiden is a stock Vagabond class medium multipurpose transport built in Sanjaval's sun-blasted Akiton shipyards. Captain Moriko Nash’s personal touches to the ship can be seen in the captain’s cabin and the vessel’s customized expansion bays, which include twin cargo holds, six escape pods, and a custom recreation suite incorporating both a gym and a holographic amusement chamber.

Last edited by ruffdove; Mar 5th, 2021 at 09:21 PM.
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Old Mar 5th, 2021, 08:34 PM
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Ship's Stat Block

Starfinder Starship SheetSunrise Maiden (Tier 5)
Origin: Akiton, Golarion System | Manufacturer: Sanjaval Spaceflight Systems | Class: Vagabond | Frame: Medium Explorer

Hull Points: 65/65 | Critical Threshold: 11 | Damage Threshold: ---
Armor Class: Base 13 + Grix's piloting ranks18 | Target Lock: Base 14 + Grix's piloting ranks19 | Speed: 10 | Maneuverability: Good (turn 1) | Drift Rating: 1

--Systems Status--
Listed penalty (if any) applies to all Captain, Chief, and Magic Officer actions.Life Support: Normal
Listed penalty (if any) applies to all Science Officer actions.Sensors: Normal
Listed penalty (if any) applies to all attack rolls with specified weapon.Weapons: Normal
Listed penalty (if any) applies to all Pilot actions.Engines: Normal
Listed penalty (if any) applies to all Engineer actions except "hold it together" and "patch." A malfunctioning and wrecked power core also effect other crew actions as specified.Power Core: Normal

Shield Power Total: 70/70

Forward Shields: 18


Port Shields: 17 ----------------------------------------------Starboard Shields: 17


Aft Shields: 18

--Weapons--
Forward Arc Weapons
  • Gyrolaser | Damage: 1d8 | Range: Short (5) | Special: May fire into adjacent arcs (port and starboard) with -2 penalty to hitBroad Arc
Starboard Arc Weapons
  • Light Buster Canon | Damage: 3d8 | Range: Short (5) | Special: If shield is defeated, excess damage is applied to adjacent shield quadrants first. Damage is then applied to hull, but always cut in half. Raises DC to divert to shields by 5 in round after a hitBuster
Port Arc Weapons
  • Light Buster Canon | Damage: 3d8 | Range: Short (5) | Special: If shield is defeated, excess damage is applied to adjacent shield quadrants first. Damage is then applied to hull, but always cut in half. Raises DC to divert to shields by 5 in round after a hitBuster
Aft Arc Weapons
  • Flak Thrower | Damage: 3d4 | Range: 1 to 5 hexes | Special: Weapon is ineffective beyond 5 hexes. Once per round, this weapon has a free attack against a tracking weapon that would hit the ship in the arc covered by the point weapon. The attack is automatic--executed by the ship's computer--and is made with the parenthetical bonus listed and DC is 10 + tracking weapon's speed. On a hit, the tracking weapon is destroyed before it can damage the ship. A gunner may also fire the weapon at a different target in the same round that such a free attack is used against a tracking weapon.Point (+8)
Turret Weapons
  • Heavy Particle Beam | Damage: 8d6 | Range: Long (20) | Special: ---

--Modifiers--
This bonus is based on the ship's good maneuverability and stacks with any other piloting bonuses.Piloting: +1
This bonus is based on the ship's sensors and applies to Science Officer Computer rolls that employ the sensors in any way.Computers: +2
Every round, by virtue of battle management software in the ship's computer, there is one or more die roll modifiers that may be used for any skill or attack check made by a member of the crew. Once these modifiers are used, they are gone. If they are not used during the turn, they do not carry over to the next round. These modifiers stack with the Piloting and Computers modifiers above.Floating Modifiers: +1/+1

Last edited by ruffdove; May 9th, 2022 at 09:01 PM.
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Old Mar 5th, 2021, 08:35 PM
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Syetem Summary
System Summary

Ship's Tier: 5

Build Points Used: 133

Build Points Available: 2

Category System PCU Usage Build Points Notes
Power CorePulse Red Core17517  
ThrustersM10705 
ArmorMk 3 Passive Armor09 
ComputerMk 1 Duonode102 
Defensive CountermeasuresMk 4 Countermeasures36 
Drift EngineSignal Basic756 
Expansion BaysRecreation (Gym/HAC)31 
 Escape Pods216 pods
 Cargo Hold00 
 Cargo Hold00 
SecurityAnti-hacking system INegligible 3 
 Computer countermeasuresNegligible 1 
SensorsBasic Mid-rangeNegligible5 
ShieldsLight 60208 
WeaponsGyrolaser103Forward quadrant
 Light Buster Canon109Port quadrant
 Light Buster Canon109Starboard quadrant
 Flak Thrower105Aft quadrant
 Heavy Particle Beam2520Turret
Crew QuartersGoodNegligible2 
Base FrameMedium Explorer012 
Frame ModificationsLight Weapon Mount03Aft quadrant
 Turret to heavy06 

Note: Power Core provides 150 PCU to ship, all other systems either use significant PCU or do not.
All combat-necessary systems use 142 PCU; Drift Drive and Thrusters are never used simultaneously.

Last edited by ruffdove; May 9th, 2022 at 09:17 PM.
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Old Mar 5th, 2021, 08:37 PM
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Ship's Computer
Ship's Computer

Computer Tier: 1


Countermeasures
Effectively None: The Sunrise Maiden's computer is equipped with countermeasures that are so out of date they are effectively worthless against any hacker with current knowledge and software.

Upgrade Modules
Control Module, Starship: The ship has an old but reliable module that provides access to all of the ship's systems, enabling it to function.
Battle Management Software: Mk 1 Duonode battle management software provides two +1 modifiers per turn for any starship combat crew action skill check or attack roll. These modifiers do not accumulate from turn to turn.

Data Modules

Data modules are information repositories that allow infosphere-like access to information on limited subjects. Their primary utility is for when the ship is beyond range of an infosphere, but PCs are unable to recall the knowledge they need. A data module allows you to take 20 on a recall knowledge check in a relatively narrow subject area. Note that none of the Sunrise Maiden's data modules have been updated in 75 years. The degree to which this matters depends on the information sought. Data modules can be updated for half the cost of buying a whole new data module.

Data Module, Culture-Starships: Tied into sensors for ship scans either in combat or otherwise. Can also be interrogated normally through normal computer search.
Date Module, Culture-Pact Worlds: Good details on history, culture, demographics, etc.
Date Module, Culture-Veskarium (OUTDATED): Good details on history, culture, demographics, etc.
Data Module, Physical Science: Coordinates and descriptions of known star systems; general info on physical sciences.
Data Module, Life Science: General information on known sentient species, animals, plants, and microbes; also general biological principles.
Secured Data Module, Ship's Log: Secure, contains ship's log of Moriko Nash.

Last edited by ruffdove; May 21st, 2022 at 10:40 AM.
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Old Mar 5th, 2021, 08:40 PM
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Ship's Inventory


Port Cargo HoldPort Cargo Hold: Broken alien robot and dead monster from Drift Rock.

Starboard Cargo HoldStarboard Cargo Hold: Empty

Crew Lounge Weapons LockerLocker's Capacity: 10 small arms; 6 racks that hold one long arm or 1-handed Melee Weapon, or one heavy weapon on two racks; 20 ammo units of either 1 battery, 1 grenade, 1 box of 50 bullets.
Locker's Contents: Empty

Engineering UPB ReserveEngineering UPB Reserve: 200 UPB

Last edited by ruffdove; Jun 14th, 2022 at 11:04 AM.
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Old Mar 5th, 2021, 08:42 PM
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Ship's Deck Plan



Note: The Main Airlock (3) leads to a door in the side of the ship from which you can access the top of the ship with a DC 5 Climb check; but it also leads to a ramp to the ground if the ramp is lowered. The ramp can be lowered remotely, from any crew station, or from a panel in the hall just outside the airlock. This airlock also has an extending umbilicus that allows the ship to link up with other airlocks (ship or station) in space.

The Auxiliary Airlock (19) Leads to a door in the side of the ship that allows access to the top of the ship with a DC5 Climb check. It can be used for spacewalks in space, but has no umbilicus. Another ship or station with an umbilicus can link to this airlock, however. The airlock can also be used to access the ground by opening a floor hatch and extending a ladder. The ladder can only be dropped from inside the airlock--it is a manual operation and takes two full round actions to open and extend or retract and close.

Last edited by ruffdove; Apr 28th, 2021 at 10:22 PM.
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