T'aro was glad, at least, that their information was somewhat useful. Even if they hadn't provided it in the ideal time. They largely keep their mouths shut during the negotiation, but are caught off guard when Captain Okwana mentions information about the group's mission. Mendev had mentioned that the group was there for some kind of special mission. But the details of why they were here were never made clear.
T'aro similarly types out on their pad to the group: Concerning that they might know why we are here. But if she does know anything about local happenings-- especially our target or their associates-- we should listen.
Expendables: Available/Total Lvl 0 Spell Slots: Inf Detect Affliction, Stabilize, Fatigue (Melee Attack EAC, DC15 Fortitude negates), Token Spell, Detect Magic, Telekinetic Projectile (Ranged KAC, 1d6 B damage)Spells Available Lvl 1 Spell Slots: 5/5 Life Bubble, Mystic Cure(1d8+3), Identify, Mind Thrust (2d10 damage DC16 Will half), Summon Creature.Spells Available Lvl 2 Spell Slots: 3/3 Fog Cloud, Remove Condition, Spider Climb, Mystic Cure (3d8+4), Mind Thrust (4d10, DC17 Will half), Summon Creature.Spells Available Communalism: 1/1 Healing Touch (25HP): 1/1 (Use Healing Touch as a standard action. Can expend a resolve point to use this ability more than once.Empowered Healing Touch) Ammo for Semi-auto pistol: 5/9 (24 reserve) Photoenergetic Node: 1/1 (link) Hero Points: 3
T'aro tries to set their own emotions aside for a moment, and assess captain Okanwa's words more objectively. She did know something about the cultists, T'aro thinks. But it could easily be just about the mission. To the group, they send,
We did mention the Devourer cultists to them. She may actually have information. She seems sincere but is... playing up how much she knows about us, I think.
Expendables: Available/Total Lvl 0 Spell Slots: Inf Detect Affliction, Stabilize, Fatigue (Melee Attack EAC, DC15 Fortitude negates), Token Spell, Detect Magic, Telekinetic Projectile (Ranged KAC, 1d6 B damage)Spells Available Lvl 1 Spell Slots: 5/5 Life Bubble, Mystic Cure(1d8+3), Identify, Mind Thrust (2d10 damage DC16 Will half), Summon Creature.Spells Available Lvl 2 Spell Slots: 3/3 Fog Cloud, Remove Condition, Spider Climb, Mystic Cure (3d8+4), Mind Thrust (4d10, DC17 Will half), Summon Creature.Spells Available Communalism: 1/1 Healing Touch (25HP): 1/1 (Use Healing Touch as a standard action. Can expend a resolve point to use this ability more than once.Empowered Healing Touch) Ammo for Semi-auto pistol: 5/9 (24 reserve) Photoenergetic Node: 1/1 (link) Hero Points: 3
Mendev lifts his chin as he looks into Captain Okwana's eyes. He weighed the character of the woman solely based on her actions and how she reacted. Mendev broke eye contact first. Not because he was intimidated, but because he wanted to now weigh the room. Slowly he tilted his head to the side and looked at his crew, but as he did so he glanced at the Rusty Rivet's crew. Momentarily he paused at Scrint, he squinted his eyes just as T'aro's mind-voice entered into his head. Making it look as if he knew what secret the boy was holding. In truth, he was really curious on what message had transpired between the Captain and the boy. Alas, he didn't have a way to know. Mendev looks down at his own datapad and quickly reads Matsu's input. Still squinting pensively he looks back at Captain Okwana. Finally he nods. A bouncing movement of his head that was more numerous than it needed to be. He then looked to Aja before he spoke.
It's a deal...we are going take the deal. It was statement, but it was also a request for calm and patience from the mechanic. Mendev then turns his head to Okwana. IF you add in all the information you have about the Devourer Cultist. Then it will be a deal. They are a dangerous group... more dangerous than any group of pirates. They care for nothing, not the sanctity of life nor the currency that spins this universe. I reckon none of the Free Captains have love for their kind here... so I'll take their whereabouts and the rest of the offer.
MENDEV MALONE NEUTRAL GOOD, MALE, HUMAN - ENVOY BOUNTY HUNTER/1 Home World: ABSALOM STATION Deity: ABADAR, SARENRAE, CALISTRIA
Aja was hurt by Vette's chastisement and Mendev calling her mentally distressed. Aja wanted to continue to argue and mention seeing if a Dwarven Citadel was nearby or if any official Pact Worlds ship was in the area. But the looks from her companions told Aja that she was outvoted in this matter. Sitting stiffly with her lips pressed tightly together, Aja kept her eyes adverted downward, unwilling to look at anyone directly but still keeping the pirates in view.
To all appearances, Aja was still angry but holding her tongue and wishing for the meeting to be done and over with. But appearances can be deceiving, and Aja was currently focused on the data stream scrolling across her vision as she tried to hack Captain Okwana's comm unit remotely. Focusing on a task has always calmed her down in the past, and this was no different; only Aja did not want to be calm and held onto a spark of her anger as she worked. As soon as Aja accessed the comm unit, she saved the contents to her exocortex and disengaged her remote router. Aja quickly glanced at the message Okwana had sent to Scrint before hearing Mendev say, "It's a deal." Frowning, Aja mentally dismissed the screens blocking her view and stood up with the sound of her chair's legs scraping the floor. Giving Captain Okwana one last glare, Aja said,
"Fine."
Turning towards the exit, Aja stalked back to the ship and said over her shoulder,
"I've got a ship to repair."
Once Aja is back aboard the Sunrise Maiden, she takes the time to look at the message only to see the woman asked Scrint to scan the Sunrise Maiden for an estimate of the repairs needed. Figuring it was nothing of importance, Aja decided to start on the repairs using her old space suit in the engineering airlock which Aja will use to access the outside.
OOC: Remotely(20') Hack System: Captain Okwana's comm unit to copy her mainly just the message she sent to Scrint but unless she had the same comm unit for her entire life, it should be just a second to copy all her messages, I think.text messages: 36
Did you really think that Aja would just sit there and do nothing?
Dice roll's are here Free Action: Swift Action: Move Action: Standard Action: Full Action: Reaction: Combat Tracking Target:
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: 5 ALIGNMENT: Neutral Good HOME WORLD: Akiton HOME WORLD DEITY: Abadar? DEITY: Triune(Epoch)
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: 1 Light
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: 25' | Bulk: 3
SPECIAL: Devised by androids and thin enough to be worn under loose outfits.
UPGRADE:Mk1 Mobility Enhancer [1 slot]: Reduce the armor’s speed adjustment by 5 feet.
UPGRADE: can only fit 1
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
Brain #2; This integrated processor is threaded into your brain by microfilaments that act as artificial synapses within the amygdala. These synthetic synapses subtly alter the transmission of emotional input, and you receive a +2 enhancement bonus to saves against confusion and fear effects. If you are affected by a confusion or fear effect, the duration of the effect is reduced by 1 round.Emotional Regulator
Feats
STR 13 preresiquite for Heavy Armor.; No penalty to attack rolls while wearing light or heavy armor.Light & Heavy Armor Proficiency
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
You treat your Strength score as 3 higher for the purpose of determining your carrying capacity. In addition, when you are encumbered or overburdened, you take only a –4 penalty to Strength and Dexterity-based checks.Hauler
Race and Class Abilities(DC: 10 + 1/2 Level + INT Bonus(+4)16)
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(+2)
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
You can use your custom rig to attempt Computer and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.Remote Hack(20')
Capacity: 10, Uses batteries and increases the light level by one step in a 20-foot cone.
x1) Serum of Healing, mk 1
1
2L
toolbelt
+1d8 hit points
Starstone Compass
1
1L
toolbelt
+2 insight bonus to Piloting checks when astrogating throughout the Pact Worlds system.
Chemalyzer
1
1L
toolbelt
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
toolbelt
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
in gear
used for flashlight or weapon.
Laser Drill
1
1L
toolbelt
can make a 1-inch wide x 1-inch deep hole in unattended materials with a hardness of 15 or less.
Attack: +5, Damage: 1d10+5, DAMAGE TYPE: Energy & Fire, Critical: 20/x2, Range: 40', Ammo(usage): 20(4), 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
Aversion Coating armor upgrade
1
??
ship
[1 slot] 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. [/COLOR]
__________________
Expect the worst, Hope for the best. ~ words to live by
As Aja stalks toward the door, Captain Okwana snaps her fingers at her young engineer. "Scrint! You go wit her and make sure she got da UPBs before she leaves da ship, yeah? Den you get to work on our own damage." The boy jumps to his feet and hurries out the door after Aja, racing past her to the engineering room. At the airlock, he returns with a rusted bucket filled with loose UPBs, with which Aja can ...and have 100 UPBs left overrepair the ship.
Back in the Rusty Rivet's ready room, the flamboyant pirate captain smiles at Mendev and, with a look of innocence and surprise, says: "Now how could I have anything but love for mah cultist brothah's? Dey bring so much sunshine and happiness to da Diaspora!" At this, the rest of her crew breaks out into appreciative laughter. Waiting for silence again, Okwana continues. "Yeah, open space'ah, we hate dem freaks as much as you do I reckon. Worryin' about dem is da worst part of bein' assigned to da Field o'da Lost, and dis is shite duty, dis is. I tell you what we know, but you gotta understand, man, dat we give dem a wide berth for good reasons, yeah? What we know maybe ain't so much as you like."
Okwana pours herself another glass of rum and offers you some. "Da Devourer Cultists live out here I t'ink because dere ain't many open space'ahs sniffin' around dese rocks. Dey got a hole out here on a nearby rock where dey get togeth'ah and do... whatever in da nine it is dat cultists do. We pick up some of they comms now and again--they call dis hideout da Star-Eater's Spine or some such nonsense. We t'ink dis hideout is on a rock designated K9204 by da Pact Council's Diaspora Survey. I never been dere, so I don't know if da base is dere or not. Everyone know to steer clear of dat place... "
"Well, most o'da time, leastwise," mutters Korinna.
Okwana gives her gunner a whack on the arm and disappointed look before she continues. "I can point ya in da right direction." She punches some commands into a tabletop console and a hologram of the Field of the Lost is displayed above the table. Two white dots show the location of the Maiden and the Rivet, and a red dashed line weaves through the rocks to a small, rugged-looking asteroid that is pulsing with a yellow glow to designate it as the destination of her requested course.
"I can transmit da course to yah ship's computah, yeah? Den you go sniffin' around dat Diggers are small biting insects that burrow in rock and are a common pest in the Diaspora. "Digger's nest" is an idiom roughly equivalent to "hornet's nest," i.e., a place best left alone.diggah's nest and leave da poor Rivet to lick her wounds, yeah?" She punches a few commands into her comm unit and each of your comm units buzz with an alert that 1,000 credits have been transferred to each of your accounts.
* * *
+1000 credits to everyone; Sunrise Maiden now has +100 UPBs in a storage bin in engineering. There were 100 in there from before, so the Maiden's balance is 200 UPB. You'll manually carry the parts when you leave the ship (Grix will have a good idea which parts you want to take).
When Vette, Mendev, T'aro, Grix, and Matsu arrive aboard the Sunrise Maiden, a surprise is waiting for them on the bridge. On every screen, tactical monitor, and tertiary viewer, is an unflattering image of Captain Okwana. The picture was apparently taken during the meeting we just had. Next to the image is a list of transactions with Oksana's bookie indicating many losses, and only a few winnings from betting on starship racing. Beneath that is also a list of Okwana's financials indicating a correlation between her being broke after each loss and moderately flush with cash after a win.
Located just under the picture is also a list of correspondences with Okwana's many lovers, one of which is another Free Captain. And beneath all that are several dozen short, random texts asking questions or giving commands, with the most recent one being an order to Scrint, "Call up d sensor on yer com and assess they damage in terms of UPB." This indicates that it is likely Captain Okwana uses the comm unit as a means of whispering to her crew when negotiating often.
If asked about her outburst during the meeting, Aja will only say,
"I have a hole in my ship to fix! ...we can talk when I'm done..."
OOC:
Dice roll's are here Free Action: Swift Action: Move Action: Standard Action: Full Action: Reaction: Combat Tracking Target:
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: 5 ALIGNMENT: Neutral Good HOME WORLD: Akiton HOME WORLD DEITY: Abadar? DEITY: Triune(Epoch)
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: 1 Light
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: 25' | Bulk: 3
SPECIAL: Devised by androids and thin enough to be worn under loose outfits.
UPGRADE:Mk1 Mobility Enhancer [1 slot]: Reduce the armor’s speed adjustment by 5 feet.
UPGRADE: can only fit 1
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
Brain #2; This integrated processor is threaded into your brain by microfilaments that act as artificial synapses within the amygdala. These synthetic synapses subtly alter the transmission of emotional input, and you receive a +2 enhancement bonus to saves against confusion and fear effects. If you are affected by a confusion or fear effect, the duration of the effect is reduced by 1 round.Emotional Regulator
Feats
STR 13 preresiquite for Heavy Armor.; No penalty to attack rolls while wearing light or heavy armor.Light & Heavy Armor Proficiency
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
You treat your Strength score as 3 higher for the purpose of determining your carrying capacity. In addition, when you are encumbered or overburdened, you take only a –4 penalty to Strength and Dexterity-based checks.Hauler
Race and Class Abilities(DC: 10 + 1/2 Level + INT Bonus(+4)16)
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(+2)
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
You can use your custom rig to attempt Computer and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.Remote Hack(20')
Capacity: 10, Uses batteries and increases the light level by one step in a 20-foot cone.
x1) Serum of Healing, mk 1
1
2L
toolbelt
+1d8 hit points
Starstone Compass
1
1L
toolbelt
+2 insight bonus to Piloting checks when astrogating throughout the Pact Worlds system.
Chemalyzer
1
1L
toolbelt
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
toolbelt
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
in gear
used for flashlight or weapon.
Laser Drill
1
1L
toolbelt
can make a 1-inch wide x 1-inch deep hole in unattended materials with a hardness of 15 or less.
Attack: +5, Damage: 1d10+5, DAMAGE TYPE: Energy & Fire, Critical: 20/x2, Range: 40', Ammo(usage): 20(4), 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
Aversion Coating armor upgrade
1
??
ship
[1 slot] 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. [/COLOR]
__________________
Expect the worst, Hope for the best. ~ words to live by
Grix listened to the provided information with interest. "Well, they’re not gonna be a pain in anyone’s sides for too much longer, I reckon. We gonna go deal with them!" she claimed finally, while also sending a quick message to Mendev: ”You picked up on that, right? Might be Korinna knows a bit more there.
"And I’m sure Scrint’ll have you up and running again in no time.”" The pilot sent an easy grin in the boys direction, before waiting to see if Mendev might be able to get some more intel.
T'aro is happy enough with the credit transfer, and certainly with the information. It seems... sparse from the captain. But something is better than nothing. Almost out of a sense of exasperation, they ask, "It seems as though at least one of you has been there... do you have any sense of their numbers? Their assets? Who their leader might be in the Star-Eater's Spine?..."
Whatever the response, they do not press the issue. It was enough to survive the fight, take the booty, and get the hell away from these amoral, desperate folk.
Still, T'aro is somewhat surprised when greeted with Captain Okonwa's face and personal information on the Sunrise Maiden. A person's life laid bare, with many sordid details about their love-life and personal finances. "What... is this?" T'aro asks, confused.
Expendables: Available/Total Lvl 0 Spell Slots: Inf Detect Affliction, Stabilize, Fatigue (Melee Attack EAC, DC15 Fortitude negates), Token Spell, Detect Magic, Telekinetic Projectile (Ranged KAC, 1d6 B damage)Spells Available Lvl 1 Spell Slots: 5/5 Life Bubble, Mystic Cure(1d8+3), Identify, Mind Thrust (2d10 damage DC16 Will half), Summon Creature.Spells Available Lvl 2 Spell Slots: 3/3 Fog Cloud, Remove Condition, Spider Climb, Mystic Cure (3d8+4), Mind Thrust (4d10, DC17 Will half), Summon Creature.Spells Available Communalism: 1/1 Healing Touch (25HP): 1/1 (Use Healing Touch as a standard action. Can expend a resolve point to use this ability more than once.Empowered Healing Touch) Ammo for Semi-auto pistol: 5/9 (24 reserve) Photoenergetic Node: 1/1 (link) Hero Points: 3
Unsure what roll is appropriate here in trying to coax more information from the captain, but going with Diplomacy.
"It seems as though at least one of you has been there... do you have any sense of their numbers? Their assets? Who their leader might be in the Star-Eater's Spine?..."
Korinna seems to sense that this statement is directed at her interjection and she holds up her hands. "Whoa, don't get yer antennas in a knot, friend! Nunna us been dere! We ain't crazy rockahs!" She looks to her captain for direction and Okwana smiles and pats her arm.
"It good Korinna, dis lot ain't such bad open space'ahs. We give dem dat extra bit 'o info free gratis, yeah? Ain't gonna mean nuttin to us no-how--we already reported it to Broken Rock." Captain Okwana's face turns serious (or as serious as it seems to get) for a moment and she says: "Bone ships been here in da Field o' da Lost. 'Bout three days ago, two o' dem bone ships showed up undah thrustahs. Dey big bruisahs, way outta our league. I t'ink dey don't care about us pirates, so we just shadowed 'em. Dey flew over to dat bad K9204 neighborhood and we left 'em to deir business. Den dey left, undah thrustahs again headin' away from da sun, not jumpin' to da Drift. Dat's all we saw. I t'ink dem bone ships are all gone, yeah? Maybe dey took care o' dem Cultists for you, yeah?"
* * *
You can continue to RP this one with Okwana or start moving the parts onto your ship. When we're done here, you'll find that Okwana has transmitted the course to asteroid K9204 to the Maiden's computer and you'll be able to fly over there in a few hours--about the time it will take Aja to patch up the armor.
Matsu watches the rest of the interactions with the pirate captain, and when everyone else moves to leave, knocks back the rest of the drink. "I'm glad no one had to die today. Your information will help us, and may save many lives. I hope our paths cross again.
"
Once he passes onto their own ship and Matsu sees the screens he laughs. "You hacked her comm then Aja? Was there anything truly incriminating?"
Matsu Soryn
Male lashunta (korasha) mercenary soldier 5
LN Medium humanoid (lashunta) Init +8; Senses Perception +5 Hero Points: 1
_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ EAC 17; KAC 19 SP 50 {50} HP 39 {39} RP 6 {6} DR: 1/- No need to breathe, +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.Fort +6, Ref +5, Will +4
_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Speed Walk 30' Melee baton, tactical +9 (1d4+4 , critical -; Analog.operative) Ranged rail cannon, tactical +10 (1d10+5, critical Bleed 1d4; Line, unwieldy) Ranged reaction cannon, light +10 (WS gives +3 (level) Bullet Barrage +1 to projectile weapons1d10+5, critical -; Penetrating) 6{6} Ranged laser pistol, azimuth +9 (1d4+2, critical Burn 1d4; -) Ranged frag grenade i +7 (1d6, critical ; DC 14, Explode (1d6 P, 15 ft.)) Ranged holy water grenade i +7 (, critical ; Explode (2d6 B, holy water, 20 ft.)) Ranged artillery laser, azimuth +10 (1d10+5, critical Burn 1d6; Penetrating) Ranged ice carbine, subzero +9 (1d8+5, critical -; Automatic)
_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Str 15, Dex 18, Con 14, Int 12, Wis 10, Cha 12, Base Atk +5; Grp+7 Feats Coordinated Shot, Improved Initiative, Quick Draw, Toughness, Weapon Focus (Weapon Focus ~ Heavy Weapons) Skills Acrobatics +7, Engineering +7, Intimidate +7, Medicine +5, Perception +5, Piloting +9, Stealth +6, Survival +12, Languages Castrovelian, Common, Eoxian Combat Gear field ration (per week), Other Gear rail cannon, tactical, ag trooper battle dress, aeon stone (iridescent spindle), cred stick (2), rounds, heavy, explosive rounds, heavy, laser pistol, azimuth, baton, tactical, frag grenade i, holy water grenade i, backpack (industrial), 171.0 gp
_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ RACIAL TRAITS Lashuntas are medium humanoids with the lashunta subtypeSize And Type All lashuntas gain +2 charisma at character creation. Korasha lashuntas are muscular (+2 strength at character creation) but often brash and unobservant (-2 wisdom at character creation). Damaya lashuntas are typically clever and well-spoken (+2 intelligence at character creation) but somewhat delicate (-2 constitution at character creation)Dimorphic Lashuntas gain the following spell-like abilities: at will: daze, psychokinetic hand 1/day: detect thoughts see spell-like abilities on page 262. The caster level for these effects is equal to the lashunta's levelLashunta Magic Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speakingLimited Telepathy Lashuntas love to learn, and they receive a +2 racial bonus to any two skills of their choiceStudent
THEME BENEFITS Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxyMercenary You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the dc of culture checks and profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics 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 athletics checks. In addition, you gain an ability adjustment of +1 to strength at character creationTheme Knowledge
CLASS FEATURES: You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115Primary Fighting Style The bombard fighting style emphasizes attacking multiple targets, often using grenades, and leverages substantial physical strength to control large weapons with significant recoil. At higher levels, you can use launchers, missiles, and other heavy weaponsBombard At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting stylePrimary Style Technique You increase the range increment of your thrown grenades by 5 x your strength bonus. In addition, you're able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works)Grenade Expert You can use your physical power to steady your weapon and make your attacks more dangerous. As a full action, you can make a single ranged attack that deals additional damage equal to your Strength bonus to all targets. You can use this ability in conjunction with the automatic, explode, or unwieldy special property (see pages 180–182).Heavy Fire At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can't be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus featCombat Feat At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost's nameGear Boost You gain a +1 insight bonus to damage rolls for weapons in the projectile category. This bonus increases by 1 for every 4 soldier levels you have Bullet Barrage You gain weapon specialization as a bonus feat for each weapon type this class grants you proficiency withWeapon Specialization Gm awarded pc with +1 skill bonus+1 Skill Bonus (survival, Survival)
FEATS:
1st Level: You can draw weapons faster than most You can draw a weapon as a swift action. Additionally, when making an attack using a thrown weapon as an attack or full attack action, you can draw a weapon as part of the action of making a thrown attack with it. You can draw a hidden weapon (see sleight of hand on page 146) as a move action.
Normal: you can draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as part of a move action, and you can draw a hidden weapon as a standard actionQuick Draw
2nd Level Combat: Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checksImproved Initiative
3rd Level: You have enhanced physical resilience, and harsh conditions or long exertions don't easily tire you For every character level you have (and whenever you gain a new level), you gain 1 stamina point. In addition, you gain a +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. You also gain a +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 deprivationToughness
4th Level: You can maneuver a foe to be in the direct line of an ally's fire When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foeCoordinated Shot
5th Level: Chose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic’s class level, if you are a drone), you gain a +2 bonus instead.Weapon Focus - Heavy Weapons
400Credits on account,Pathfinders 200, and Nor200
66 credits on credstick from the L38 loot
600 credits (on credstick?) from Bounty
2,800 credits in Payment for the Acreon job
4k credits from rescuing the Dr
1k credits payout from the pirates.
The information about the bone ships and the specific asteroid were certainly enough for T'aro. They don't specifically thank the captain or her crew-- after all, they're still a bit angry at the murder attempt that their foes had perpetrated-- but they leave at least slightly hopeful. "My your journey be... less eventful," they say, in departing.
As time allows, once back on the Sunrise Maiden, they learn what they can about these Bone Ships. Of course, they are surely related to Eox. But T'aro thinks that learning what they can about the ship specifications and kinds might at least make them more prepared if battle does occur. To Mendev and the rest of the crew, they say, "It seems that the Corpse Fleet may already be here... It would be surprising if they were aligned with the Cult of the Devourer. The Corpse Fleet wishes a return to the glory of Eox, do they not? It hardly seems prudent to align themselves with a death cult set on oblivion..."
T'aro is saying this more as a way to work through the thought process. They don't really believe it. The two could, of course, be aligned. They had learned all too clearly that the mindsets of others need not make sense to them.
Expendables: Available/Total Lvl 0 Spell Slots: Inf Detect Affliction, Stabilize, Fatigue (Melee Attack EAC, DC15 Fortitude negates), Token Spell, Detect Magic, Telekinetic Projectile (Ranged KAC, 1d6 B damage)Spells Available Lvl 1 Spell Slots: 5/5 Life Bubble, Mystic Cure(1d8+3), Identify, Mind Thrust (2d10 damage DC16 Will half), Summon Creature.Spells Available Lvl 2 Spell Slots: 3/3 Fog Cloud, Remove Condition, Spider Climb, Mystic Cure (3d8+4), Mind Thrust (4d10, DC17 Will half), Summon Creature.Spells Available Communalism: 1/1 Healing Touch (25HP): 1/1 (Use Healing Touch as a standard action. Can expend a resolve point to use this ability more than once.Empowered Healing Touch) Ammo for Semi-auto pistol: 5/9 (24 reserve) Photoenergetic Node: 1/1 (link) Hero Points: 3
Mendev pressed his lips and nodded at Aja as she left displeased. A silent thanks it seemed. Still he sat at the table mulling the information. He looked down at his datapad as a message scrawled in. He gave a slight nod, letting Grix know that he had. Yet it was the very perceptive T'aro that asked the question. He gave the shirren a nod and leaned in at his chair he got ready in anticipation for further information.
Mendev tried to make sense of it all. He recalled back to the association map he had made on the wall in his cabin, and he just couldn't tie the motives of what could make these two organizations work together. Again it was T'aro that raised the obvious dichotomy. Still... Mendev paused on that. Further he leaned and rested his chin on the knuckles of his now overlapping fists. ... the thought can't be dismissed. He said it, but he didn't quite believe it. His mind raced through events, facts, outcomes, and the possibility of them all.
Mendev perked up. A hunch. One that pinged more true than all. But he needed more answers.
When was this bone ship seen. Specifically when did they enter the K9204 area and when did they leave? His fingers now teepee and and he glanced over at Grix. Another unspoken question hung in his mind, and he was sure Grix would know. Well Aja might too, but he needed to talk to her about something else later, and Grix was here.
MENDEV MALONE NEUTRAL GOOD, MALE, HUMAN - ENVOY BOUNTY HUNTER/1 Home World: ABSALOM STATION Deity: ABADAR, SARENRAE, CALISTRIA
Grix was about ready to head back to the Maiden when the new information about the bone ship came in. Not exactly what she had expected. Her first thought went back to their first, glorious fight with the Maiden. That, too, had been bone ships. Surely that wasn’t a coincidence.
The ysoki frowned. So what were they doing here? Had they really, too, tangled with the cultists? Would they find scorched earth when they made it to the asteroid? And if so: where had the raiders gotten the information about the location? That was some pretty specific piece of intel, after all. Whom had the group told? The pathfinders could be ruled out - at least their own report had only gotten out to them a few hours ago. However, the location was probably part of the recording Aja had made, plus she had no idea whom Dr. Solstarni might have told. None of them had thought about trying to keep this extra secret.
She sighed. Spilt milk mostly, though she also made a mental note to at least send a message to the Dr. to try and figure out how the raiders found out.
Judging from the look that Mendev threw her way and the question he asked, he seemed to be thinking the same thing. Grix gave an almost imperceptible nod before adding a question of her own: "And do you have any sensor readings of those ships? Would love to know if we might’ve tangled with’em before." Maybe they’d been at the fight at Absolom. If the pirates had sensor data they could compare it with their own later.
"When was this bone ship seen. Specifically when did they enter the K9204 area and when did they leave?"
"Like I said, 'bout three days ago," Okwana replies. "Da days get a little run togethah' out here in da rocks, yeah? Dey came in and swooped ovah' to dat bad neighborhood. Maybe six or eight hours latah', dey came back out and took off. Ain't got nothin' more to say on it cause we steered clear of dem lifeless bloodsuckahs. When I die, my plan is to stay dead. We watched 'em from afar, yeah? From a-very far."
Quote:
Originally Posted by Grix
"And do you have any sensor readings of those ships? Would love to know if we might’ve tangled with’em before."
"One o'dem was good sized--large class I'd say. Heavy cannons and maybe some torpedo tubes. Other was a little smallah, girl. 'bout da size of da Rivet. Dat one ain't had much in da way of weapons. Maybe just a light laser cannon I 't'ink?" She looks down the table at Q4 who nods in confirmation. "Yeah. We didn't run 'em against our database, 'cause we didn't care enough to."
* * *
Neither ship sounds like the Cairncarvers that attacked Station space.