If Grix had been apprehensive about what would be her first drift jump using a course she herself had calculated, she sure did not show it. At least not until the view outside the canopy changed as it should. Then there was a slight loosening of tension in her shoulders that she probably hadnt even been aware of before.
For the next few days the pilot was to be found either in the cockpit on watch, helping Aja with the robot or working on something with the leather from the renkroda. If asked about it, she showed parts of an ysoki sized jacket in different states of construction. In general, though, she tried to work on that alone.
Several days into the journey it also became apparent why. Vette had just gotten up from sleep and maybe noticed something to be missing, when Grix asked everyone to join her in the recreation suite. Upon entering it was clear that the ysoki had finished with her project. The muted tones of her usual attire were being joined by a vibrantly purple leather jacket with a line of pink feathers running down from her shoulders to her wrists. Her eyepatch had also gotten an upgrade and was now a light pink in color, likely using some of the leather from around the beats eyes.
Beside her stood a box and lying across it was obviously Vettes new doshko - though it was partially covered by a bedsheet.
"Hey everyone! So, I been thinking, you know, and I figured that what we been through together would be nice to have something tangible to remind us of it, eh? I mean, we got a ton of video footage, but thats, well, digital, you know. Anyway, I thought that this beastie here," she motions to the leather jacket, clearly referencing the original owner of the hide, "was quite something special, right? So why not use that?"
And without much further ado she turned to the box and started by tossing aside the sheet to reveal the doshko with a newly leather-clad grip. Slightly darker than the armor, it still clearly used the lightest part of the leather Grix had had access to. She handed the weapon back to Vette: "Really needed a personal touch," she said with a wink.
Afterwards she removed a purple belt from the box and turned to Matsu: "I thought about a grip for one of your guns, too, but honestly, you got so many so I figured this would serve you better (and longer)." Obviously the color and the leathers own, subtle shading had been picked to go with his orange and black armor.
Another belt, albeit one for tools this time, followed the first. "You really need some more color in your life, Aja!" Lighter than Matsus it was still a nice shade of purple.
The next piece out of the box was a sheath that Taro possibly recognized as the one belonging to his new thresher blade. "That gray it had before really boring! Thisll scream badass a lot better."
And finally there was only one item left. This one made of the most supple leather she had had available. When she shook it out, it was clear that she was holding a grey-ish vest with some light, bright-blue accents - likely made from the beasts belly and tail-tip hide - in her hands. This she offered to Mendev: "Our spokesman should look properly dapper, eh?"
Before giving Chiskisk an answer, she turned to Aja: "Lets make sure that our answer is well encrypted. Not everyone needs to know, eh?"
Then she answered as well as she could while also keeping an eye on the sensors for any attention they might have drawn upon leaving the drift: "Well, Dr. Solstarni said that the cultists think the driftrock was part of a weapon made by the Kishalee and the fragments we recovered of the communication they sent here suggests that they may have found a world of the Kishalee. I think they are looking for the Gate of the Twelve Suns." As best as she could Grix would relay what Dr. Solstarni had told them.
Grix will aid another Aja at the very least for the tasks of working on the robot. I leave it up to ruffdove to decide if she has the time to also help with the computer.
From the hide of the renkroda, Grix crafts herself a leather jacket and a new eyepatch.
Furthermore, she crafts a tool-belt for Aja, a vest for Mendev, a weapon belt for Matsu, a grip upgrade for Vettes new doshko and a sheath lining for Taros new thresher blade.
If either of you, Runetide, Unko, are not ok with Grix basically filching Vettes weapon/Taros sheath for a bit without telling them (and just assuming that itd work - though she would have taken the doshko while Vette was asleep ), please let me know! And I hope Im not overstepping with having written it that way.
Also, a little late, but culture check about the field of the lost:
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 +10 (1d4+12 B; analog) or
. . storm doshko +10 (1d8+12 E; Powered 20)
. . Red Star Doshko +10 (1d10+12 E/F; Severe Wound DC 17) Ranged azimuth laser pistol +7 (1d4+2 F; burn 1d4) or
. . smoke grenade +10 (explode [20 ft., smoke cloud 1 minute, DC 29]) Offensive Abilities primary fighting style (blitz), melee striker
-------------------- Statistics
-------------------- Str 21 (+5); Dex 14 (+2); Con 15 (+2); Int 10 (+0); Wis 10 (+0); Cha 12 (+1) Skills Acrobatics +3, Athletics +10, 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] Mystic Tattoo: +2 to Athletics Checks.|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)
Reinforced EVA Suit mk 2
Tactical Doshko
--
Pressurized Lungs
Credstick (708)
Datapad
Smoke Grenades mk 1 (x2)
--
Azimuth Laser Pistol (16/20)
--
--
--
Personal Comm
--
--
Cestus Battleglove
--
--
--
Engineering Toolkit
--
--
Storm Doshko
--
--
--
Starstone Compass
--
--
Red Star Plasma Doshko
--
--
--
--
--
--
--
--
--
--
--
Vette enjoys her time after, helping teach T'aro the basics of sword-smackery and perhaps a few of the finer points of 'pointy end goes in the enemy'. During the initial jump, she has a bit of anxiety, but breathes a sigh of relief once the planet was no longer in sight. Not that she disliked the planet itself, per se, but she did hate the humidity, the bugs, the jungle, the fungus... The people and the cities were great, otherwise!
When she's called to Grix's reveal, she oscillates rapidly between happy and angry, both glad at the gift and also struggling with the paranoia of someone else touching her stuff. She ends up walking over and picking up the weapon. She hefts the Doshko, feeling the grip and giving the un-ignited weapon a twirl before checking over the rest of it to make sure it was up to her standards.
"So we have matching kit now! Sweet." She says quietly. "That means we're officially a crew, right?"
She scoops up Grix and gives them a hug. "Thank you, Grix! I love it!" she cheers. Then, with the Ysoki right face to face with her, she gives them a level glare. "Don't ever touch my stuff without asking me again. I've scalped a dude for doing less!" She grins and winks as she says that.
In all seriousness, Vette totally loves it. She has an image to maintain, however, so she's gotta be a little grumpy!
__________________
Posting Status: Easing back into things!
Aja's last few days on Castrovel were busy, to say the least. Between helping with the overhaul of the ship, meeting with Dr. Solstarni and her parents to hand over a copy of her weeks-long recording of the Ukulum expedition, and inquiring about the possibility of taking courses remotely to become a certified archeologist. And having to dodge reporters every time she left the hanger was a pain. She even had to push through several when she was being dragged away from the refit of the Sunrise Maiden by everyone to go eat with Whaloss in town. Aja hunched her shoulders and adverted her eyes at their question. This time Aja did not get plastered while out on the town and, in fact, left early to go check up on the Maiden's refit.
But even with all that going on, Aja still noticed the personal upgrades several of her companions had gained and felt more part of the crew because of it. And while Aja was not one to push her beliefs upon others, she did leave a recent physical copy of 'Augmented NOW!' in the recreation suite. Maybe she would find a convert to the augmented lifestyle among her companions. On the second to last day they would be staying on Castrovel, Aja returned with a new augmentation. It wasn't as immediately apparent that Aja had gotten an upgrade as the surgical scar was obscured by her bangs, but the effect of that augmentation was even more apparent. While Aja was always slightly nervous and unsure of herself, she was suddenly no longer that way. The fear of social snafus and embarrassing encounters ceased to phase her. In fact, Aja told a noisy reporter loitering outside the hanger to go <bleep> themselves before walking into the hanger to watch as the Maiden was in the final process of being put back together. If asked, Aja will say,
"Oh, I had an emotional regulator installed next to my exocortex. No more screaming just because some critter is trying to gnaw off my leg or complaining because a detached head rolls underfoot."
It was her smile that followed that seemed wrong. Almost as if Aja had smiled out of habit but had no real feelings to put into the action.
Upon receiving Grix's present, Aja seemed almost pleased by the gift and said,
"Thanks, now I don't have to glue a clip to that laser drill."
Aja immediately left to fill it up with her see equipmentloose tools. Her abrupt departure in the middle of Grix giving T'aro their newly skinned thresher blade might have been just a tiny bit rude. Once back in engineering, Aja proceeded to do just that and filled the toolbelt with the odd tool or useful items that were not included in her mechanical arm. Once done, Aja kept a line to the bridge open and listened in as she went back to reading the data file that had been on an auxiliary maintenance screen. At the top, the header read,
Qabarat University of Xenoarchaeology and Xenoanthropology
Qabarat, Castrovel
A primmer on Xenoarchaeology
Aja nodded when Grix suggested they make the line encrypted. Aja herself had nothing verbal to add, though she did download an unedited version of her recordings for the Starfinder Society to look through.
OOC: I'm trying to portray Aja as having her emotions suppressed slightly by the Emotional Regulator. Not certain if I managed it correctly. If people feel it's a bit too strong, I'll just say Aja had the emotion dampers cranked to a 100
@ ruffdove: Aja is interested in taking classes remotely to become an archeologist(I haven't decided where Aja's chronicling the groups' actions is going to lead. Only that it's going to continue reporter?). Is that possible? And would it take up her downtime? @ Unko Talok: T'aro got a copy of the download too. I just forgot to put it into my post
[DOWNTIME] DC 30 Computers check to recover more data from the damaged comlink(add +2 to the results if Grix can help): 32
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: 20' | 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]
__________________
If you want something done right... hire someone better :p
T'aro's efforts with Vette bear grand fruit, but leave them sore in ways that they didn't know were quite possible. While still on planet, T'aro does their best to collect various bits of fungi and samples of other local flora-- who knows what uses there might be for them? Perhaps even curing muscle soreness...
They also collect something else, something small. They hope to return Vette's kindness. While on ship, after a particularly difficult training session, but one in which T'aro finally got the "pointy end" close to Vette, they offer, "Vette-- I tracked down these vids that I thought you would enjoy. They are tales about the power of communalism, especially in non-hive species, and how a mixture of those traits with individuality can overcome the weaknesses of both, and surpass their strength." Looking at them, Vette sees that the videos are the Starship Troopers franchise. It's... possible that T'aro misunderstood the message. "Also, there are very large guns and explosions." At least T'aro got something right.
As Grix passes out gifts, T'aro is surprised and delighted at the upgrading of their blade. Their compound eyes and slightly further range of vision give the blade an additional, almost luminescent quality with Grix' modifications. "It is... so beautiful," they say, entirely missing Aja's rude exit. Suddenly, though, T'aro is hit with a bit of anxiety. They hadn't gotten anything for Grix. Perhaps on the next stop, it would be important to do some pre-emptive gift-giving to the crew...
For the remainder of the journey, the Shirren does their best to research the culture of the Diaspora. It's easy enough to get starting points from Vette during training sessions, after which they can consult the wide infosphere. On the final day of their journey, T'aro spends some time searching the webs of life, looking for tangles that they are drawing near to, hoping that they can help untangle any knots that the party is wrapped up in. After their long meditation, they approach the gunner, hoping they are not disturbing the Lashunta. "Friend-- I saw something in the mists of life that you should know..."
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
Downtime activities:
Explore Futures. On Matsu, I think. DC17. On success, Aja can reroll a single 1d20 in the coming day. Mysticism check:
Dice Mysticism:
1d20+13
(20)+13
Total = 33
Research. Specifically trying to research the Diaspora, since T'aro hasn't been there. Of course, Vette is a good resource. T'aro would also specifically like to research the kinds of fauna we're likely to encounter, if any. I imagine that creatures surviving on a belt like this would fascinate them. Unsure if there are any specific rolls you would want me to make here, or if this just automatically reduces the DC of culture checks for the coming adventure by 2.
With the success of the ExploreFutures roll, @Nevynxxx will be able to re-roll a single 1d20 roll in the following 24 hours.
Mendev's eyes slowly opened. He attempted to stretch, but it halfway a spasm of pain made him stop. The trek back had been long, and he had pushed through more pain than what he had let on. Not one for self pity he turned his head looked at the clock. He had slept for a good fifteen hours. He could still use some more. But he was also not one to waste away in bed.
As he woke he realized the walls around him was surrounded with odd noises. Whirlings, bangings, and ... arc sparking? Limping he meandered outside of his room. Down the hall he saw people he didn't know. They were working on the ship, to which slowly Mendev put together had to be Aja and Grix's doing. Smacking his dried mouth open he yawned towards the others. How was the night? He asked. Recalling that Whalos had offered to show them another good time. He'd missed it. He scratched his arm and turned back to his room. There he got ready to go back out into the city.
Mendev let the others know he was going to do some shopping. Before he left though, he made sure to transfer some owed credits to Grix, and Vette. Mendev made it a point to let Whaloss know he was sorry for missing the good times. Mendev made it out to the city and picked up some supplies. He returned to the Sunrise Maiden. And was surprised to find Whaloss and the others ready to go out. Mendev recalled nodding to an invitation. He quickly changed over and joined up with the others. The night started well, but he didn't remember much. In the morning, he groggily rolled out of bed with a splitting headache. On the floor next to the wall, a fancy backpack was set. A note that said "Hope it serves you well, thanks for the creds..."
As the ship was worked on Mendev did some research. He also watched from the side as T'aro, Vette, and Matsu trained. He wanted to join, but he was sure he had a broken rib. The splitting headache still hadn't left him either, despite his attempts to drown it with alcohol a couple of nights prior. Instead he approached Aja and Grix. He offered his assistance for any repairs that needed to be done. Specifically Mendev took interest in the sentry bot. He helped tinker and offered some credits fund the repairs. The bounty hunter wanted to assist Grix with Duravor's files, but Mendev was way over his head. His skill level with computers was basic forging. He would hinder more than he could help he reasoned.
At some point he sat in his room and thought of his past relationships over the last year. He'd burned some bridges. Kept some loved ones at length. He reflected on how good it felt to be amongst friends. To be doing something... anything. It felt like he was moving forward. It felt satisfying. Mendev felt so good about it he picked up his datapad and wrote off an e-mail to a certain someone he felt he had particularly wronged.
Quote:
"Mirabelle,
Hi. I hope you are doing well. I am ok. I just wanted to let you know. I saw a ghost. It was crazy. But you were right. They do exist. She was formerly known as Moriko Nash...
...and so the time passed for Mendev as the ship was upgraded.
Mendev woke up startled. In the darkness of his cabin his heavy breathing filled the room. His eyes darted the room as he took in his bearings. For a moment he didn't know why he wasn't in his room in Absalom Station. He took his hand to his face and wiped off sweat. His legs came over the bedside and he leaned forward with his elbows on his knees. Passing his hands through his head he looked around. Printed pictures and lines lined his wall. He tried to recall what he had dreamt about. He wasn't exactly sure. All he remembered was in flashes. He remembered a soiree of some sort. It had been somewhere fancy. T'aro and Aja where there. They were sharing a discussion over a high tabletop. Vette in the distance was easily discernable. It felt like she had been a mile a way and still Mendev could see how she talked up some folk. Lewd innuendos were exchanged. It seemed pleasant, until it was not. Then there was ruckus. Something caught his attention, as it passed by a brushed past him. He looked down. It was Grix. Mendev raised a newly appeared glass. Something was exchanged. Mendev looked up and was suprised to see Matsu. He was amongst trees. He had his weapon out. All of them. And he was waving. Like a warning. The folk around him started screaming, but there was no sound. Mendev felt a certain anxiety. He looked down. Grix was gone. Looking for the others and they were also gone. The whole soiree was gone. Just trees were left. Those damn never ending trees. Kikarikus surrounded him. Suddenly they were upon him. Tahomen behind them was laughing. As Mendev struggled his head turned to the side. Duravor's dead eyes stared back at him. His mouth began to open wide. A dread crept upon Mendev as a Renkroda began to emerge from the dead dwarf's now splitting head.
What the hells... Mendev didn't put much thought into dreams. But he couldn't help but feel a shiver as he recalled that one a few times over. What a piece of scum... He mentioned to no one in particular as he thought of Tahomen. To think that there was others like that deluded fool out there in the universe.
Mendev's jaw tensed. He stood up and went towards the wall. He approached a picture. It was of his sister. Next to it was individual pictures of her husband and her daughter. Mendev reached up and laid fingers upon one. He tenderly pulled it out and examined it. His head bobbed as he nodded to some unknown resolution. He laid it to the side and began to pull the other pictures, notes, and strings.
After a while a small neat pile was to the side of his nightstand. He got a notepad and on it jotted some words. He ripped a paper, and then jotted another name. He ripped it again from the pad and jotted another name. Then with magnetic tacks that had still been attached to the wall he placed one of the papers; Corpse Fleet . Then he tacked another and another Tahomen and Cult of the Devourer. He lowered his head and scratched something else on the pad which he quickly ripped out and pinned. Drift Rock. Mendev stood there next to the wall examining it. It was missing something. kishalee... Mouthed Mendev. He wrote it and pinned it.
WIP
MENDEV MALONE NEUTRAL GOOD, MALE, HUMAN - ENVOY BOUNTY HUNTER/1 Home World: ABSALOM STATION Deity: ABADAR, SARENRAE, CALISTRIA
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 +10 (1d4+12 B; analog) or
. . storm doshko +10 (1d8+12 E; Powered 20)
. . Red Star Doshko +10 (1d10+12 E/F; Severe Wound DC 17) Ranged azimuth laser pistol +7 (1d4+2 F; burn 1d4) or
. . smoke grenade +10 (explode [20 ft., smoke cloud 1 minute, DC 29]) Offensive Abilities primary fighting style (blitz), melee striker
-------------------- Statistics
-------------------- Str 21 (+5); Dex 14 (+2); Con 15 (+2); Int 10 (+0); Wis 10 (+0); Cha 12 (+1) Skills Acrobatics +3, Athletics +10, 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] Mystic Tattoo: +2 to Athletics Checks.|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)
Reinforced EVA Suit mk 2
Tactical Doshko
--
Pressurized Lungs
Credstick (708)
Datapad
Smoke Grenades mk 1 (x2)
--
Azimuth Laser Pistol (16/20)
--
--
--
Personal Comm
--
--
Cestus Battleglove
--
--
--
Engineering Toolkit
--
--
Storm Doshko
--
--
--
Starstone Compass
--
--
Red Star Plasma Doshko
--
--
--
--
--
--
--
--
--
--
--
Those movies? Vette lets out a little cheer and claps her hands after pocketing the data chips. "Awww... F*ck yeah! Movie night!" she exclaims, loud enough to be heard throughout the Sunrise Maiden.
She levels T'aro a happy expression. "If I wasn't sweatier than an Orc in a sauna, I'd hug you right now! I'm gonna go hit the shower real quick. You get everyone else together for the flicks!" She calls that out as she walks away.
Vette makes sure to pester everyone at least once to join in. In particular, she goes to Aja and insists she comes. "You've been acting really, uh, dull lately." she says, not exactly putting the right words out there but she's tried. "I know that planet was rough; You need to come watch these, enjoy some time with me! You're starting to sound like a robot. A boring one."
For the movies, Vette actually proves somewhat resourceful. She sets up the flick, and plops into a seat wearing a comfortable tank top and ultra-short shorts, carrying an armful of various objects. "Okay so I got a ton of beer, some synthpop, that fake popcorn stuff with the cheese powder, a whole bowl of trail mix from Castrovel I heard Matsu said was good, and three different flavors of nipper things that are supposed to be really tasty for Shirren. I didn't know what flavor you'd want, so I guess you also get to enjoy choosing which you eat? Let's goooo!"
__________________
Posting Status: Easing back into things!
After compiling the Grix gave them an overview of what happened and Aja included her video log. If anyone else wants to communicate anything to them, you can retro it in your next post.message to Chiskisk, the ysoki pilot hits send and the Sunrise Maiden's main comms antenna transmits an encrypted burst of data into the void, through which it will reach Absalom Station within an hour or two. T'aro begins a scan of the surrounding asteroids, looking for any telltale signs of a ship or a base. There is a minor energy reading from an asteroid several thousand meters to stern... it could be the sun reflecting off ice... no, the angle would be wrong. With a rush of excitement, the shirren realizes it's a ship moving within the energy shadow of the asteroid... moving toward the Maiden! There is only one reason to conceal an approach like that, and the science officer sounds a warning to the rest of the crew.
As everyone rushes to battle stations, a woman's voice blares in over the your comm channel: "Vagabond, dis is Captain Alera Okwana o' da Free Captains! Drop yer shields, man, and prepare to be boarded! Dis don't have to end badly for ya! We might just take what yer haulin'."
The pirate ship emerges from around the edge of the far asteroid and moves in for the attack!
* * *
STARSHIP COMBAT!
I am keeping the action moving, but if anyone wants to continue to retro-RP the Drift jump, please feel free to do so in a section of your post.
Okay, we are going to start this combat in the movement phase to reflect the pirates catching you off guard in the strange and cluttered environment. For this round, Grix automatically loses initiative and must move first.
Round 1 - Movement Phase
Quick refresher for starship combat:
EVERYONE may post for RP purposes and communication in every phase of each round, but only certain crew positions can perform starship actions in any given phase.
You may do things like knowledge checks and stuff in Starship combat, even during phases where you do a starship action.
There is a spoilerbutton below outlining possible actions for each crew position in the current round.
Mendev and T'aro may act in their positions during this phase. Grix must act this phase if the ship is going to move.
Aja can take a Crew Chief action in this or the next phase because she missed the Engineering phase for round 1.
Vette and Matsu can take crew chief actions too, but they probably want to save their major action for the Gunnery Phase.
You only get one major action per round (3 phases).
Read the map key carefully.
Map Key
Hexes filled entirely with asteroid are impassable. Entering them, even accidentally, will destroy/disable the ship.
Hexes that are partially filled with small asteroids or the edges of larger ones may be entered safely only with a successful DC27 piloting roll (one for each such hex), each failure means 2d6 points of damage to a random quadrant. Roll the checks when giving the ship's movement. Once you roll the piloting check, you must enter the hex, regardless of the result.
Hexes that are completely filled with asteroids block direct fire weapons, but not guided weapons.
The color of the asteroids has no bearing on game mechanics.
Only the largest asteroids that threaten your shields are shown. For color/RP, you can assume there are smaller rocks and clouds of debris plinking off your shields and veering across your bow.
Ship
AC
TL
HP
Shields
Notes
Sunrise Maiden
18
19
65
70
Bandit 1
??
??
??
??
Round 1 Action Log
Character
Action Taken
Result
Aja
Pending
Mendev
Pending
Grix
Pending
T'aro
Pending
Vette
Pending
Matsu
Pending
THE FOLLOWING ACTIONS CAN BE TAKEN IN THE ENGINEER PHASE Note: All DCs are set for your current ship and current opponent.
Grayed out options are not available yet.
PILOT ACTIONS: Only one character--almost always the Pilot--may perform Pilot Actions in any given Helm phase. They always occur during the Helm phase.
Pilot Actions All Pilot Actions must be taken during the Helm Phase.
FLY: Move up to speed with minimum straight moves between turns. Check: No check required Failure: NA
MANEUVER: Move up to starship's speed and make Piloting check to reduce distance between turns by 1 for this round. Check: Piloting--DC 21 Failure: Move normally
STUNT: Perform one of the following special maneuvers... BACK OFF: move up to half speed straight backwards. Check: Piloting--DC 19 Failure: Starship only moves backwards 1 hex; fail by 5 or more, starship does not move and takes -4 to AC and TL for this round.Back Off, BARREL ROLL: move straight up to half your speed and for this gunnery phase, your ship is inverted with port facing starboard and vice versa. Check: Piloting--DC 21 Failure: Ship moves half its speed but does not roll; fail by 5 or more, move half speed with no roll and -4 to AC and TL for this round.Barrel Roll, EVADE: Ship moves normally and gets a +2 to AC and TL for this round. Check: Piloting--DC 23 Failure: Starship moves normally; fail by 5 or more, starship suffers -2 to AC and TL for this round.Evade, FLIP AND BURN: Ship moves forward up to half its speed and then reverses facing 180 degrees. Check: Piloting--DC 22 Failure: Moves forward half speed and does not turn.Flip and Burn, FLY-BY: Move normally, but can fly through one enemy-occupied hex without provoking free attack.During gunnery phase, select one quadrant of your ship and all weapons cable of firing in that arc may attack the enemy ship at minimum range, targeting whatever quadrant of the enemy ship they choose. Check: Piloting--DC 28 Failure: Move as normal, no close range attacks (use ship's final position/facing), and ship provokes free attack from target ship. Fly-by stunt rolls must occur after movement.Fly-By, SLIDE: Move up to the ship's speed in straight line forward-port or forward starboard while maintaining facing straight ahead. Check: Piloting--DC 21 Failure: Ship moves forward half its speed and cannot turn.Slide, and TURN IN PLACE: Ship does not move and turns to face any direction. Check: No check required Failure: NATurn in Place.
GLIDE*: Move starship up to half speed, distance between turns increases by 2. This action may only be taken if no other Piloting action is taken this phase. Check: No check needed Failure: NA *Special: Glide is a Minor Action. If the Pilot moves the ship in this way, then they may also take a non-Pilot Action during the round.
FULL POWER: Move 1.5 x ship's speed; increase distance between turns by 2. Required: 6 ranks in Piloting, spend 1 RP Check: No check required Failure: NA
AUDACIOUS GAMBIT: Move up to your speed, reducing distance between turns by 2 (minimum 0). You do not provoke free attacks when passing through occupied hexes, may set facing in any direction when you reach final square. Required: 12 ranks in piloting, spend 1 RP Check: Piloting--DC NA Failure: Move normally, but lose the RP
SCIENCE OFFICER ACTIONS: Generally open to the Science Officer, though a Captain or Pilot who uses Glide can also perform them. They always occur in the Helm Phase
Science Officer Actions All Science Officer Actions must be taken during the Helm Phase.
BALANCE: You can balance your ship's shields to either equalize protection (remainder to forward quadrant), or you can shift power to give a specific quadrant or quadrants greater protection (all quadrants must have at least 10% of total shield power dedicated to them) Check: Computers--DC 21 Failure: Shields remain distributed as they were
SCAN SHIP: Use ship's sensors to scan an enemy ship for information. Results scale upward as check exceeds DC by increments of 5. Results are cumulative from previous scans. Check: COMPUTERS--DC 14 Failure: No information
TARGET SYSTEM (push): Use the ship's sensors to feed targeting information to gunners targeting a specific system on an enemy ship (Power Core, Life Support, Engines, Sensors, Weaponsyour choice). If the next successful attack hits with a natural 19 or 20, the targeted system is critically damaged. If the attack would cause critical damage anyway, then an additional random system also suffers damage. System remains targeted until your ship hits the targeted ship, you can only target one system pre ship at a time, but can use this action to target systems on multiple ships concurrently. Check: Computers--DC 19 Failure: No penalty
QUICK RESCAN*: Use sensors to quickly re-scan a previously scanned ship for updates. This can be useful to track an enemy ship's Shield or Hull points. You can take this action only if no Science Officer actions occurred this phase (including another Quick Rescan). Check: Computers--DC 11 Failure: No info *Special: This is a Minor Action. Whoever performs it may still perform a Major Action, as long as it is not an SO action.
VISUAL IDENTIFICATION*: Use ships visual sensors to examine the appearance of an enemy ship to see if you recognize the ship or its technology. Success yields one piece of previously unknown information (if any). You can take this action only if no Science Officer actions occurred this phase. Check: Computers, or Engineering, or Perception--DC 16 Failure: No info *Special: This is a Minor Action. Whoever performs it may still perform a Major Action, as long as it is not an SO action.
LOCK ON (push): You use the ship's sensors to lock on and track an enemy ship. If successful, all gunnery checks against that ship get +2 to hit for the rest of the round. Required: 6 ranks in Computers and spend 1 RP Check: Computers--DC NA Failure: No penalty
IMPROVE COUNTERMEASURES: Actively employ countermeasures to foil enemy targeting and tracking weapons. If successful, gunners own targeted ship must roll twice for Gunnery check and take the worse roll. Required: 12 ranks in Computers and spend 1 RP Check: Computers--DC NA Failure: No penalty
CAPTAIN ACTIONS: Generally open only to the Captain, though technically anyone can get on the comms and do a Captain action. May be taken in any phase.
Captain Actions Captain Actions may be taken during any phase and will impact friendly or enemy crew actions taken during that phase only.
ENCOURAGE: You offer words of encouragement that spur on one crew member during the phase you take this action. If successful, that crew member gets a +2 bonus on the skill check for their major or minor action occurring in this phase. Check: Diplomacy--DC 16; or roll the same skill check you're encouraging at DC 10 Failure: No penalty
TAUNT (push): You broadcast a taunting message to a crew member on the enemy ship (specify which crew position you're taunting). Success means that each enemy character acting during this phase takes a -4 if they attempt a push action-2 penalty on all checks for 1d4 full combat rounds. Check: Bluff or Intimidate--DC 23 Failure: No penalty Limit: You may use TAUNT against a given starship only one time per combat.
ORDERS (push): Give support and direction to any crew member that allows them to split their attention and execute two major actions in the round (including during later phases). They may not perform the same action twice. Required: Level 6, spend 1 RP Check: Computers for Science Officer, Mysticism for Magic Officer, Piloting for Pilot, Engineering for Engineer, Gunnery check for Gunner--DC NA Failure: No penalty
MOVING SPEECH: Your stirring oratory spurs your crew to new heights of achievement. If successful, all crew checks during this phase roll twice and take the better roll. Required: Level 12, spend 1 RP Check: Diplomacy--DC NA Failure: No penalty
CHIEF MATE ACTIONS: Open to any crew member, but often a good alternative for Captains or Engineers. Allowable Chief Mate Action phases vary by action; this spoilerbutton contains those Chief Mate actions that can be taken in the Helm phase.
Chief Mate Actions for Helm Phase The following Chief Mate actions may be taken during the Helm phase. They are different from the Chief Mate actions available in the Engineer phase. WARNING: some Chief Mate Actions have consequences for failure.
HARD TURN: You manually adjust thrusters and bypass safety protocols to allow the pilot to make a hard, stomach-churning turn. If you succeed, the pilot may make one turn as though the ship's maneuverability were one step better. This will have no effect on a ship with Perfect maneuverability. Check: Athletics or Acrobatics--DC 17 Failure: Failure by 10 or more means you overheat the system and downgrade the ships maneuverability by one step for the round. Note: Make sure to alert the pilot if you're going to try this so they hold off on moving until after your roll.
MANUAL REALIGNMENT: You realign the ship's sensors to better focus on enemy ships and help the science officer get better results. If you succeed and the Science Officer succeeds in the SCAN action, treat their success as if it were 5 points higher, gleaning the additional information. Note: Don't do this action unless the Science Officer uses the SCAN action. Check: Athletics or Acrobatics--DC 13 Failure: Failure by 10 or more knocks the sensors out of alignment and no SCAN action can be attempted this round.
MAXIMIZE SPEED (push): You bypass engine safety protocols to give your pilot a burst of speed. If successful, the ship's speed increases by 2 this round (cumulative with anything else increasing speed). Required: 12 ranks Athletics or Acrobatics, spend 1 RP Check: Athletics or Acrobatics--DC 30 Failure: No penalty
Ship's Stat Block
Sunrise Maiden(Tier 5) Origin: Akiton, Golarion System|Manufacturer: Sanjaval Spaceflight Systems|Class: Vagabond|Frame: Medium Explorer
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
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.Thrusters: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: ??/??
Forward Shields: ??
Port Shields: ?? -----------------------------Starboard Shields: ??
Aft Shields: ??
--Weapons--
Forward Arc Weapons
Unknown
Starboard Arc Weapons
Unknown
Port Arc Weapons
Unknown
Aft Arc Weapons
Unknown
Turret Weapons
Unknown
--Modifiers-- Piloting: Unknown Computers: Unknown 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: Unknown
Grix had asked them to meet in the recreation suite. He was happy to take a break from his research and readings. When the ysoki revealed what it was for, Mendev could not help but to feel a genuine smile. The renkrodas proved to be a tough battle. As much as Mendev didn't want to think about it, he had almost died. In his weakened state he had become a liability. If it had not been for the actions of his couragious crew, he wouldn't have made it. Matsu's shot had really saved the day for Mendev.
So it was when Grix presented Mendev with the greyish vest, that he almost found himself without words. This is... beautiful Grix. I ... don't know what to say except. Thank you. I'll wear it proudly. As if to prove it Mendev took off his brown leather jacket. His slipped the vest over his collared dress shirt. He buttoned the vest and tugged it down. His head was looking down as he took a moment to examine it. Suddenly both hands snapped fingers as he looked up. His arms now spread to the side two fingers pointing out like imaginary pistols. Eh? It fits good. What do you think?
Mendev suddenly spun his arms and hands pointing at his crewmates as if he were walking through a throng of fans at one of those red-carpet events one saw in the vids. Maybe a hat? Bolero or top-hat? I know... I'll get both! Mendev was beaming now. Thanks! This is something special... really is....
-----------------------------------------------------------------------------------------------------------
At some point during the trip Mendev examined the contents of the Pathfinder Backpack. He barely recalled purchasing any of the junk in the pack. It's almost as if a drunken individual with credits to spend decided to plan for every possible event they could afford.
One item stood out in particular. A vial labeled Biotech Augmentation: Wildwise. There was a note attached to it from Whaloss.
Quote:
"I know you were set on that vocal modulator, but I talked you into this. Good Luck!
Mendev stared at the vial. He wasn't generally keen on augmentations. His pressurized lungs had been a side-effect of having to replace his real lungs due to a spacing incident. For a long time he had been contemplating a vocal modulator to assist with his investigations. That he had been "talked" into anything different was a testament to how much he had drunk on the night he had gone out with Whaloss. The incident with the Ukulum monkeys came to mind, and he wondered if he had talked himself into something else. Mendev sighed. While he and T'aro had managed to communicate with the primates, he could not help but feel that without the shirren, the situation would have turned out vastly different.
He closed his hand on the vial and pondered it a moment. Then without a thought he went to find T'aro himself. T'aro... could you help me with something?
After Grix summed up their findings Mendev leaned into the camera. Greetings, Chiskisk! What Grix says is correct. We also believe that perhaps this is what the Corpse Fleet and the Cult of the Devourer believe. From what we've been looking into these two groups, the fact that they are after it confirms our assumptions. Now that might be totally wrong, but I don't think we can afford to let these entities be the ones to verify the origins of the drift rock. Tahomen and his lackeys transmitted a signal here to the Field of the Lost. We are not sure what we will find, but we'll look for traces of any of their followers in the area. I think that might be our best lead. Any other information that you may provide might be useful. Perhaps you know of a contact in the area that is willing and able to assist... that would be helpful.
MENDEV MALONE NEUTRAL GOOD, MALE, HUMAN - ENVOY BOUNTY HUNTER/1 Home World: ABSALOM STATION Deity: ABADAR, SARENRAE, CALISTRIA
From Mendev's position he goes over the comms locally to his crew and began barking out questions. Crew, prepare for action. Vette, what do you know of these Free Captains? Are they cultists or associated with them? What do you know of their dealings?
T'aro, can we get a read on their ship's systems? Will it be a fair fight? If not then who has the advantage?
MENDEV MALONE NEUTRAL GOOD, MALE, HUMAN - ENVOY BOUNTY HUNTER/1 Home World: ABSALOM STATION Deity: ABADAR, SARENRAE, CALISTRIA
Aja frowned when Vette interrupted her studies in engineering. Though she wanted to say no and state that she had only thirty more pages to read before she got through the primer on her xenoarchaeology course, Aja had no choice as the half-orc woman dragged her from engineering for movie night. Sighing, Aja let herself be dragged along behind the larger woman.
Once the movie started, Aja found herself unable to enjoy the film. There were inconsistencies, and the plot made little sense. Still, Grix, Mendev, and Matsu seemed to enjoy the movie along with Vette. And though it was always hard to tell with T'aro, she saw that the shirren was at least intrigued by the movie. It didn't take long for Aja to realize what was happening, even without Vette saying that she was starting to sound like a robot. Discretely activating her exocortex HUD, Aja pulled up her emotional regulator interface and saw that it was still set to 90% where she put it when she first got the enhancement. Lowering the setting down to the recommended 50%, Aja quickly found herself enjoying movie night once again.
When the pirates announced their presence, Aja froze for just a second. Instinctively, Aja wanted to throw her emotional regulator up to 100%, but there was no time as the young engineer shook herself and said,
"Yep! I'm back in the diaspora."
Running out of the bridge, Aja shouted over her shoulder,
"I'll be in engineering!"
OOC: Note, I forgot to mention that the Aja stored the with only 1 battery in the weaponTactical Plasma Bolter in a locker inside the tiny Auxiliary Airlock attached to engineering where she has her old spacesuit stored.
Dice roll's are here Free Action: Swift Action: Move Action: Standard Action: Full Action: run to engineering. 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: 20' | 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]
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If you want something done right... hire someone better :p
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 +10 (1d4+12 B; analog) or
. . storm doshko +10 (1d8+12 E; Powered 20)
. . Red Star Doshko +10 (1d10+12 E/F; Severe Wound DC 17) Ranged azimuth laser pistol +7 (1d4+2 F; burn 1d4) or
. . smoke grenade +10 (explode [20 ft., smoke cloud 1 minute, DC 29]) Offensive Abilities primary fighting style (blitz), melee striker
-------------------- Statistics
-------------------- Str 21 (+5); Dex 14 (+2); Con 15 (+2); Int 10 (+0); Wis 10 (+0); Cha 12 (+1) Skills Acrobatics +3, Athletics +10, 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] Mystic Tattoo: +2 to Athletics Checks.|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)
Reinforced EVA Suit mk 2
Tactical Doshko
--
Pressurized Lungs
Credstick (708)
Datapad
Smoke Grenades mk 1 (x2)
--
Azimuth Laser Pistol (16/20)
--
--
--
Personal Comm
--
--
Cestus Battleglove
--
--
--
Engineering Toolkit
--
--
Storm Doshko
--
--
--
Starstone Compass
--
--
Red Star Plasma Doshko
--
--
--
--
--
--
--
--
--
--
--
Vette drops into a gunner seat as quickly as possible. Listening to the transmission, she glances at Mendev as he asks her several questions. "Yeah I know the free captains pretty well. We'd-err, they'd rather eff an asteroid than work with the Devourer nutjobs." She tilts her head. "Got an idea. Gimme comms."
If she's allowed to use the comms to reply, she clicks the video on immediately. "Heeeey!" she cheers, grinning into the camera. "Okwana, huh? You must be new! Who you working for now? Don't tell me Hightower's sent you to greet little 'ole me? I'm flattered!" she makes sure that her scarified tattoo is visible on her neck and her bright neon pink trimmed armor is visible. "Now listen, b'fore you go and do something real dumb, go ask your boss who Vette and the Black Bulettes are. If after that you still wanna throw down, I'll show you what a real boarding action looks like."
Got a 17 to casually attempt to intimidate them into leaving us alone. Or, at least, to give them pause.
__________________
Posting Status: Easing back into things!
Grix grinned at Vette’s initial reaction and enthusiastically returned her hug, though her smile faltered somewhat at the threat that followed. Not, that she hadn’t expected something like that. Otherwise she wouldn’t have waited to take the doshko until Vette slept. Still, the former pirate sure was imposing and intimidating. Especially up close like this. "Wouldn’t dream of it," she assured her friend.
Aja’s reaction got a raised eyebrow and a look to the others, trying to judge if they’d found it a little odd, too. Before she could really get into the matter, though, T’aro and Mendev’s reaction distract her and she beams at them, happy that she seemed to have hit the mark with her little craft project.
"What’s a bolero?" she inquired curiously.
And there it was. An enemy ship. Just as expected. Kinda. Well, at least it didn’t seem to be a cultist ship. Still, pirates weren’t a whole lot better. No way, no how was she going to just meekly power down and let them aboard their beautiful Maiden.
Grix punched the ship's power and it eagerly leapt forward in response. She heard Vette’s chatter on the comms and hoped it would work, but wasn’t about to sit still while they hashed it out. At least the asteroid field really made things interesting - and for the moment it should give them some cover, if she got things right.
Maneuver check DC 21 succeeds
Movement: F F R F R F L F F R
update (rules conform) move: F R F F F F R F L F F
Ruffdove, could you link this post in the star ship info thread somewhere? It’s where explanations of space combat start and it would be really helpful, I think.
Before Leaving Castrovel, Matsu places an order for ammunition to be delivered to the ship. He also takes a few hours to visit the city alone. During this time he visits his family again, and also comes home with slightly red, and raw looking skin. You could be forgiven for thinking that he had been fighting in some gladiator pit. In actual fact, he has spent most o the cash they were given as a reward on a dermal upgrade.
As the ship lifts off, the weight that overtook Matsu as they entered orbit lifts. Being home always brings a joy. But it's clear that Castrovel holds mixed emotions and leaving relieves a tension Matsu himself isn't greatly aware of.
As the ship shifts to the drift, the Aeon armour goes into storage alongside the heavy weapons for the duration of the trip.
Matsu treats Grix's presentation with the honour and reverence such a thing deserves. His attention is complete. If Grix had been a general presenting a badge of battle honours, Matsu could not have stood straighter, or worn a look of such pride. The belt will be a treasured possession. When Aja abruptly leaves half way through the look of shock on Matsu's face is total. His antenae stand on end and only his empathic senses showing the lack of emotion behind the action stop him from calling her out on it.
As the others leave, he asks Grix " Would you be able to re-hilt the sword we took from that Cultist? If there's any of the leather left?"
Later, he finds Aja alone and asks if the settings of the emotion chip can be adjusted somewhat. The idea of it seems to be abhorrent to him, but he doesn't pass any verbal judgement.
When the alarm pings to show time to exit the drift, Matsu pages the crew and vacates the pilot's chair. He's stood casually behind Grix while the message to Chiskisk was composed, not feeling the need to add anything. He was still there when T'aro noticed the ship, and the woman invaded their comms.
"Like that's happening." Matsu muttered, without even checking with everyone else, he moved to his weapons position and started firing up the targeting systems.
Purchased 5x20 heavy rounds. + Dermal Plating Mk1 before leaving Castrovel
Matsu Soryn
Male lashunta (korasha) mercenary soldier 5
LN Medium humanoid (lashunta) Init +8; Senses Perception +5 Hero Points: 1
_________________________________________________
DEFENSE
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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)
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STATISTICS
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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
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SPECIAL ABILITIES
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 180182).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 mechanics 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
With the alarm raised, at least it was possible for the crew to begin responding, even if they were caught entirely off-guard. T'aro antennae twitch with each word, their body suddenly tense with the feeling of danger.
T'aro was already halfway through performing a scan even as Mendev's order reached them.
Quote:
Originally Posted by Mendev
[b]T'aro... could you help me with something?
T'aro is pleasantly surprised by Mendev's question. "Of course, Mendev, what is-- Ohhhhh!" the Shirren catches sight of the purple fungus. A specimen to examine? Something new? Then their eyes catch sight of the label, Wildwise. "Is that what you would like to talk about? Do you need help with the... installation? Or just practice? I am at your service, Captain."
In sending information to Chisisk, T'aro feels themselves at a bit of a loss. The Starfinder leader is most interest, of course, in the mission at large. But Starfinders, first and foremost, are searchers after knowledge. And T'aro is eager to help on that front. "I am working on a fuller description and analysis of some of the flora and fauna of Ukulum. It will be a small addition to the impressive body of knowledge. But hopefully it will add a new perspective... a draft will be along shortly."
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
RE: Starfinder knowledge I'm sending along-- this is just setting up for me to hopefully write another little "article" like last adventure. But at the moment I am busy and under the weather. But crossing my fingers that I can write one later.