The Dark Trilogy presented by GMEdwin

Game Master Insnare

Kask Station has gone silent... The Fleet is concerned and has sent one of its SRP(Space Recon Patrols) nicknamed SeRPs to go and investigate...

KASK STATION

Scout Ship


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The Fleet has discovered a new World! It was deemed suitable for Terraforming and colonization. If at first harsh; it is represents the ingenuity of the fleet. In rapid succession, experts designed the colony and sent robots to build the station overlooking the M class planet Kask.

The robots were busy constructing the outpost overhead. Where thousands of colonists would train before they set up the colony on the planet below. Exhaustive testing confirmed that all features of the station were nominal and the first shiploads of staff (mostly admin and trainers) were prepared to move in.

Then, suddenly, all communication and telemetry from the station fell silent.

"Fleet, this is Sigma One Delta. We have a problem."

The message continues and "Planet Kask Station is silent.... We have a Dark Outpost"

What we have here is Dark Science Fiction/Fantasy which is one of my all time personal adventures and I am excited to run this game here on the boards using the new Star Finder rule set.

What I am looking for is a crew of six, maybe seven 20 pt bought, 2nd level characters to make up a team of Space Rekkes.

Wealth per level is appropriate for level 2. Any takers?


I'd be interested.

For the record though, 20 point buy is immense for Starfinder. The core rules assume 10 points. It doesn't work like Pathfinder - in Starfinder each point trades at 1:1 for ability scores, no matter how high the score is (maximum is 18 though).

How long do you envision this game going? Is this a one-off? Or do you hope to make a full campaign out of it?

Are any of the races from Alien Archive allowed?


I would love to make a whole campaign out of it. Do you have a link to the Alien Archive. I have the Core Rulebook.

Then maybe I should do a 15 point buy then.

I have the entire collection and it is a masterpiece of Dark Sci Fi/Sci Fantasy.


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Alien Archive is not online as far as I know. But the .pdf is only $10. Since it is basically the equivalent of the Bestiary and Advanced Race Guide all in one, if you plan to run a Starfinder campaign then you really ought to get it.

Monsters are built very differently than in Pathfinder and I am still getting a handle on it.

There is also First Contact, which is a smapler of monsters and is free.[/url]

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A 15-point buy would allow some very powerful characters compared to normal. If that's what you want then by all means.

For example, I have a character, Xera Driftspeaker.

At 1st level her stats are:
STR 10
DEX 18
CON 10
INT 13
WIS 14
CHA 08

With another 5 points I could make her:
STR 10
DEX 18
CON 10
INT 14
WIS 18
CHA 08

Basically that 5 points gives me a net +3 in ability score bonuses. A 20-point buy ends up giving you another +2.

If you want characters that are more powerful than normal, that's cool with me.

-------------

Also, if you plan for the party to have their own starship, you should probably cap the party at a maximum of six players. The medium starships have only six crew positions, so if there are seven players, one of them has to sit out space combats. That's no fun for whoever is the odd man out.

Scarab Sages

Pathfinder Starfinder Society Subscriber

I'd love to throw my hat in with a dwarven drone mechanic.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Quite interested, I really like Starfinder and this seems like a curious premise.

Paizo Employee Organized Play Line Developer

This sounds really fun. I'd love to make a character!

I'll give it some thought, but my gut is to make a ysoki tehcnomancer.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Before I can build however I will need clarification on character creation.


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What clarification do you need? Ask me a question.

Paizo Employee Organized Play Line Developer

Yes, please let us know if we should use the standard 10, or 15.


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It is going to be dangerous so I suggest going with a 15 point buy. If you would rather do 4d6 and drop the lowest that works for me too.

Your character needs to be affiliated with the fleet in some way.

Paizo Employee Organized Play Line Developer

Cool! Sounds good.

Is the Fleet associated with any other group in particular? Is the Fleet a mercantile group? Or more scientists? Benevolent? Greedy?

I'm going to make a ysoki mercenary technomancer who works for the Fleet as a problem solver/gun for hire, but I'm just curious what kind of employer the Fleet is. Thanks!


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The fleet is the military organization of an Intergalactic League of Planets, it is responsible for protecting the planets and colonies of the League from other hostile inter galactic organizations and such and to conduct research for the betterment of the galaxy.

As an organization the Fleet is fairly benevolent but bureaucratic and somewhat callous. The ILP is closer to Athenian democracy but is served by special interest groups and corporations. Every planet has its own flavor and culture which can cause deadlock within the ILP's Legislature.

Basically, both the Fleet and ILP have a Laissez Faire attitude towards what happens within their borders and people have the freedom to do as they choose. Obviously, the Fleet is a military organization and Spacers(fleet personnel) have to comport themselves in a military manner.

Paizo Employee Organized Play Line Developer

Thanks!

I'll be submitting Kit, the perfect tool for the job! Kit's a fiery little ysoki tchnomancer for hire, currently working for The Fleet on a team of 'problem solvers' sent in when danger's expected, but full military units aren't required or practical.

Statistics:

Kit
Female Ysoki Mercenary Technomancer 2
CN Small humanoid (ysoki)
Init +3; Senses Darkvision 60 ft., Perception +1

------------------------------
DEFENSE
------------------------------
SP 14 HP 14 RP 5
EAC 15 (10 +2 armour, +3 Dex, +0 misc)
KAC 16 (10 +3 armour, +3 Dex, +0 misc)
AC vs. Combat Maneuvers 24 (8+KAC)
DR N/A, Resistances N/A
Fort +2, Ref +3, Will +3

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee thunderstrike pulse gauntlet +1 (1d6 B & So/knockdown) (powered; 20 capacity/1 usage)
…jolting surge +1 (or +3) (4d6 E)
Ranged energy ray +4 (1d3 A/C/E/F)
Offensive Abilities N/A

Spells Known (CL 2nd, Concentration +5)
1st—3/day—comprehend languages, jolting surge, overheat
0—At Will—dancing lights, detect magic, energy ray, psychokinetic hand, token spell

------------------------------
STATISTICS
------------------------------
Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1;
Feats Nimble Moves
Proficiencies light armour, basic melee weapons, small arms
Skills Acrobatics +3, Athletics +4, Computers +8, Engineering +10, Perception +1, Piloting +7, Sleight of Hand +7, Stealth +6, Survival +2
(8 points; 4 class, 4 INT)
Abilities cheek pouches, magic hack (energize spell), moxie, scrounger, spell cache, theme knowledge
Languages Castrovelian, Common, Kasatha, Shirren, Vesk, Ysoki

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Cheek Pouches Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.

Magic Hack You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier.
- Energize Spell - Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.

Moxie Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter, a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.

Nimble Moves You can move through up to 20 feet of difficult terrain each round as if it were normal terrain. This allows you to take a guarded step into difficult terrain.

Scrounger Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.

Spell Cache As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete. (An implant in her left palm)

Theme Knowledge 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.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear thunderstrike pulse gauntlet, serum of healing mk 1 (x8, heals 1d8, in CP)
Possessions battery (x5, 20 charges each, in CP), consumer backpack, engineer’s tool kit, everyday clothing (worn), freebooter armour I (worn), hacking tool kit, personal comm unit (in CP)

Carrying Capacity
Unencumbered 0-5 Encumbered 6-10 Overburdened 11+
Current Bulk 3 (3 L)
Credits 24

Appearance and Personality:

Kit is a technomancer for hire, currently working for The Fleet. She’s a fiery little ysoki with a passion for causing trouble and poking her nose where it doesn’t belong. She’s nimble and quick, like most of her kind, and much smarter than she lets on. She’s impatient, brave and bold, traits which tend to send her running headlong into situations she didn’t quite think through… But all’s well that ends well! And it’s all ended up pretty good so far!

Kit is greedy, and works for coin more than cause. She’s loud, brash, and has an odd sense of humour, which makes it hard for her to keep friends. She takes her missions—not seriously, but stubbornly. She won’t abandon a mission no matter how hard it gets—though she WILL complain about it—loudly and often! She doesn’t leave comrade’s behind, and will hurl herself into trouble to save them—even if she doesn’t like them.

Kit has frazzled black fur, often sticking out wildly with static. She has beady little red eyes and slightly yellowed teeth. Her ears are big for her race, and each is pierced with a variety of earrings, nails, rings and other tiny knick-knacks. Her attire is a colourful mismesh of different clothing styles all layered on top of each other. She’s a packrat when it comes to clothes and jewelry, but only keeps gear she’ll actually use. She wears her cred-sticks on a chain around her neck, and is prone to biting anyone who comes too close to touching them.


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Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Snorri Forge Father.
Dwarf-Priest (Of Angrad)-Soldier. NG

I'm still working on his personality but if you've ever seen Dog Soldier imagine the Sergeant from that. Almost like a mercenary battle chaplain, quite content with being dumped into the thick of it and will try to get any part of his squad out alive and complete the mission.

There's no axes in the system so I just took a doshko mechanically for a great axe.

Character Sheet:

Str 16 Dex 16 Con 14 Int 10 Wis 14 Cha 8
EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5
Hit Points: 13=6+7, Stamina Points: 18, Resolve: 4
Greataxe (Doshko) +6 Vs KAC, 1d12+3, Analog, Unwieldy
Light Reaction Cannon +6 Vs KAC, 1d10F, 90ft Range Penetrating, Clip 6
Darkvision 60ft, Slow But Steady, Stonecunning, Traditional Enemies, Weapon Familiarity, Theme Knowledge, Primary Fighting Style (Guard), Fighting Style Technique (Armor Training)

Acrobatics 5=1+3+3-2, Athletics 5=1+3+3-2, Engineering 4=1+0+3, Intimidate 3=1-1+3, Medicine 4=1+0+3, Mysticism 4=1+0+3, Piloting, Profession (Soldier) 6=1+2+3, Survival 6=1+2+3

Feats: Weapon Focus, Versatile Focus


Gear:

Gear: Thinplate (3B), Light Reaction Cannon (3B), Longsword (1B), Industrial Backpack (1B), Environmental Clothing (Cold, Dust Storms, Extreme Gravity, Heat Climates, Radiation, Zero Gravity, 6L), Formal Clothing (Priest’s Vestments, Military Dress, 2B), Mobile Hotelier 1B, Hygiene Kit 1B, Heavy Weapon Ammo (40 Rounds) 2L, Adamantine Alloy Heavy Weapon Ammo (20) L, Field Rations 4 Weeks (4B), R2E (x4, 4L) Credits: 25 Bulk: 17, and 3L

Special Abilities:

Armor Training (Ex): You reduce the armor check penalty of armor you wear by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.

Slow but Steady: Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers.
Stonecunning: Dwarves gain a +2 bonus to Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Traditional Enemies: Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to AC against an attack from a creature with the giant subtype.
Weapon Familiarity: Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.
PRIEST +1 WIS
Your unshakable devotion to a philosophy or religion forms the core of your personality.
You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on.
Theme Knowledge (1ST]
Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.


Sashaaa what was your question?

Scarab Sages

Pathfinder Starfinder Society Subscriber

it was answered thank you

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Dotting!

Can I use Dragonkin from Alien Archive?


Dragonkins are fine.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Woot! Working on it. Im a total newb with Starfinder so bear with me haha. Will have something up later!

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

So we have a pilot, soldier and technomancer Correct? I will grab something like mechanic or possibly solarion. Looking at them now!


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Corerue wrote:
So we have a pilot, soldier and technomancer Correct? I will grab something like mechanic or possibly solarion. Looking at them now!

Saashaa was going to submit a dwarf mechanic (but no details yet).

Kevin has submitted a dwarf soldier.
Melorial has submitted Kit, an Ysoki Technomancer.

Corerue: Maybe I can create a Ryphorian and we can do the bonded pair thing.

Not sure what class yet... Ryphorians get a WIS bonus but I'm already playing a mystic.


GM: Do you expect that there will be space combat in this adventure? Or do we just head down to the base and then it is all on the planet?


I'm very interested, and I have a copy of the alien archive if the dm needs it.

So we have a mechanic, soldier, technomancer... I will make an operative!

Let me look at the alien archive a bit and figure out what I want to make, but I'm thinking Skittermander.

[EDIT] Yep. Totally doing a Skittermander Operative if that's allowed by the DM. are we doing 15 points?


Dotting, even though I really shouldn't get in another game, because I really want to try Starfinder. :D

Scarab Sages

Pathfinder Starfinder Society Subscriber

So...GM I have a request. Can we pick the stat for which our resolve points are based? This will allow non traditional builds from being penalized. Also making solarians less daunting to play...though I will still play a mechanic.

Also would you allow Nuar as a playable race? Not 100% if I want to do it, but might if it is an option.


Nuar can make Maze Cores, which are pretty cool.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber
Peet wrote:
Corerue wrote:
So we have a pilot, soldier and technomancer Correct? I will grab something like mechanic or possibly solarion. Looking at them now!

Saashaa was going to submit a dwarf mechanic (but no details yet).

Kevin has submitted a dwarf soldier.
Melorial has submitted Kit, an Ysoki Technomancer.

Corerue: Maybe I can create a Ryphorian and we can do the bonded pair thing.

Not sure what class yet... Ryphorians get a WIS bonus but I'm already playing a mystic.

It would be neat to have us from the same planet for sure, still getting used to Rypotians = Traiaxians, IIRC. Haha

Was thinking of Ace Pilot / Mystic with Star Shaman for the Walk the Void, but was unsure how useful it would be in a Space Station crawl like adventure.

Still figuring things out hopefully have something posted tomorrow.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber
Peet wrote:
Corerue wrote:
So we have a pilot, soldier and technomancer Correct? I will grab something like mechanic or possibly solarion. Looking at them now!

Saashaa was going to submit a dwarf mechanic (but no details yet).

Kevin has submitted a dwarf soldier.
Melorial has submitted Kit, an Ysoki Technomancer.

Corerue: Maybe I can create a Ryphorian and we can do the bonded pair thing.

Not sure what class yet... Ryphorians get a WIS bonus but I'm already playing a mystic.

It would be neat to have us from the same planet for sure, still getting used to Rypotians = Traiaxians, IIRC. Haha

Still working on my Dragonkin right now, hard to choose a class since he is +4 str and -2 Dex.

I was thinking Ace Pilot and Mystic Star Shaman but I am not sure how useful a Star Shaman will be in a Space Station crawl. The Walk the Void ability is really awesome though.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber
Peet wrote:
Corerue wrote:
So we have a pilot, soldier and technomancer Correct? I will grab something like mechanic or possibly solarion. Looking at them now!

Saashaa was going to submit a dwarf mechanic (but no details yet).

Kevin has submitted a dwarf soldier.
Melorial has submitted Kit, an Ysoki Technomancer.

Corerue: Maybe I can create a Ryphorian and we can do the bonded pair thing.

Not sure what class yet... Ryphorians get a WIS bonus but I'm already playing a mystic.

It would be neat to have us from the same planet for sure, still getting used to Rypotians = Traiaxians, IIRC. Haha

If your already doing a Mystic in another game (?)


Yeah the term "Ryphorian" little confusing, but "Triaxian" is like calling Humans "Earthlings." And technically Dragonkin are Triaxians too. :)

Not only am I already playing a mystic, that mystic is a Star Shaman. Walk the void isn't that big a deal, because all armors can be sealed against vacuum.

I like Dragonkin. If you want I could do the Dragonkin Solarion and you could do the Ryphorian Mystic. :)

The other combo I was thinking of would be to play a mechanic with an exocortex. If I am riding you, and you are using a powered weapon, I could use the Overcharge trick (which I get at 2nd level, so I would start with it) on your weapon as a move action, then use it on my weapon and fire as a standard action.

We do already have one mechanic submission coming. But hopefully we will be different enough that we can both be selected.

The Ryphorian Mechanic would have the scholar theme and be a biologist.

basic build:
Scores: STR 8, DEX 18, CON 12, INT 18, WIS 12, CHA 10.

HP: 14, SP: 12. RP: 5
Fort: +4, Reflex: +7, Will: +2
BAB: +1, Initiative: +8

Longarm to hit: +5

Feats: Improved Initiative, Medical Expert

Skills:
Athletics +4
Computers +10
Engineering +10
Life Science +9
Medicine +12 (includes skill focus from exocortex)
Perception +6
Physical Science +9
Stealth +6


Responding in order,

1) You and me both.

2) Solarions are ok.

3) Not sure if the bonded pair thing is so hot.

4)There won't be space combat at the beginning but maybe later

5 Sure, could you send me a link for it.

6 I will have to look up Nuars, non traditional builds, sounds kind of funny for a game that is two months old. :) I will look into it.

7 Yes maze core sound interesting.


The "bonded pair" is a race ability of Dragonkin. Traditionally they would have a rider who they had a psychic link to. The game effect is that between the two characters, both of them use the higher initiative roll of the two.

Nuars are a minotaur-like race that lives on Absalom Station.

By "non-traditional builds" I'm guessing he is just referring to the fact that each class has a key ability score that is used to calculate their resolve points and also save DCs for class abilities, but often that ability score is not the best one for that class to have at maximum.

For example, melee Solarians need a high STR, but their key score is Charisma.

Maze cores are items made by Nuars that are basically a combo of two different items.


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I think it would be best that the characters not be codependent. The party should be interdependent but not codependent.

Nuars are ok.

To be fair, I would like to keep things as simply as possible, this will be my first Starfinder foray. I am extremely well-versed in the modules I will be running, having run them once at a convention and one with my old Moscow group.


Was my operative idea okay?


The operative is a good idea.


Okay, here is my character, Ambrose. I will work on transferring him to an alias when we get started.

Liberty's Edge

Pathfinder Starfinder Roleplaying Game Subscriber

Insnare

I understand your reluctance, if he plays a Rhyporan we can make it a possibility. When the game is stable and everything is going smoothly. But right now we will put the bond on the back burner.

So Google doc access below for Vults PDF. I wish I had a simpler site. My kids are all over me so trying to transfer to

Vultsubai 'Vult' - Dragonkin / Ace Pilot / Mystic Star Shaman 2

Its a filled out PDF, will convert to text once I get a chance to. Also figuring out the last. I took the route of making him more like an Outer Dragon due to being a Star Shaman.

Appearance, Personality and History:

Appearance

With eyes that shine like moonlight, a pair of short curved back horns crown his head and his body is covered in hard ebony scales that glow with traces of lunar light when he calls upon his mystical connection to the cosmos. His underbelly glows the brightest, where the scales give way to a lighter skin toned underside. That glowed like moonlight when his powers were active. Vultsubai stands tall and imposing but his size, muscle and fearsome look hides a gentle disposition. He moved around the station with a medical kit and his basic equipment. Second Skin equipment, arc-pistol and auto pistol for having to extract others from gang related violence.

Personality

Though he comes from a warlike race he was more focused on preventing loss of life when he could. He had a calm disposition, though was quick to action when needed, approaching tasks with a steady hand. His dexterity allowed his unusual size to still be effective in administering medical aid, his longer reach made smaller patients easier for him to work on.

He was fearless when it came to walking in the void, his connection making him unaffected by Outer Spaces cold touch or the vacuum either.

However he has a hard time bonding with others, his past history reminding him that not everyone was as strong as him.

When on a mission he is engaged, more like a combat medic then a mystic. Focusing on keeping others on their feet and bringing down foes, stabilizing them after so they can be questioned by the Fleet.

Outside Medical duties he took to vehicle operation and maintenance, he enjoyed the technical aspects and piloting was second nature to him as a frequent flyer himself. Something he missed doing since he left Triaxus years ago.

History

Vult comes originally from Triaxus and worked for a Chromatic dragon ran corporation that often delegated him out as a 'security guard'. Something he hated immensely because he didn't get extra pay, regardless of working on ground, orbit or space station. When he got the chance to work interplanetary, for a 10% pay raise, he jumped at the opportunity and enjoyed several trips between worlds. Building connections and growing friendly with the crew, loosening up enough to reveal his real personality.

It was on their twelfth journey when disaster struck. A group of space siren led the ship off course, tricking the flight deck crew to pilot the ship into an oncoming meteor storm. No warning was given before the storm hit. Puncturing multiple decks and ending the lives of several of the crew in an instant. With atmosphere leaking off and multiple decks sealed off, Vult struggled to get unconscious crewmen to escape pods on the engineering deck.

As the stress mounted is when his mystical powers started to emerge, when he went to administer aid he found the wounded had stabilized on their own. Saving him time as he worked hard to recover more of the injured. It wasn't until he was at the last pod when the ship started coming apart at the seams, he sought out his final companion. Shlandra, a human woman he was quite fond of and dragged her out of the breached engineering bay. He got her to the last escape pod when the airlock down the hall broke apart and threatened to drag them both out into the void.

With his last ounce of strength he pushed her into the final pod and launched it moments before being thrown into the void. He floated in the void and awaited his fate, his lungs felt like they would burst. His entire body felt the pull of the vacuum but just as quickly as it came it faded. He had closed his eyes initially but when he felt no particular issues anymore he opened them and found his scales had changed from their once lustrous silver to a an ebony black. Like a starless sky...

He was marooned with the broken vessel, along with a handful of survivors before being rescued a few weeks later. Though the experience left him with several of his friends dead and his physical form changed completely he found he wanted to stay among the stars. To search them for something he. Schlandra wanted nothing to do with space, though she was grateful for his help she was grounded now. While he was still determined to found something among the stars.

So he left the Crimson Mega Corp and joined the fleet, seeking out new experiences. When the fleet handed him a mission roster on a station that went dark he accepted without hesitation.

Took me a bit to get him built. I have his combat gear selected and still going over mundane gear. Had a hard time choosing between full healer and Solider haha. Ace Pilot I thought fit for a Starship Medic.


Ah jeez I forgot to level to 2. Sorry about that.


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Corerue: Well, if you're not doing a Solarion after all, then I think I will! :)

Have to think about how that will work though.


OK, so how many do we have so far?

Is anyone rolling with a human?

I am looking forward to running you guys through this adventure series.


Here's the updated character

Dark Archive

Dot me in and call me interested!!!

I'll come up with an operative, most likely Ireski(something with an I... In the alien archive, small red Lizardfolk that can shoot blood from their eyes at opponents, like thorny devils)

Sovereign Court

William here, this is the character (and the proper race :P) that I'm applying

Working on doing everything up for him right now.

Scarab Sages

Pathfinder Starfinder Society Subscriber

I believe we have had 8 express interest thus far, though it is possible some are aliases of others.


If this is an interest thread, I would love to get into a Starfinder game. If this is a character submission thread, when is the deadline for submissions?

Sovereign Court

Oh yes! Khall is a Deadly assassin, Although he only sees his work as just that, Work. He specializes in stealth and such... Also! What's the average credit for lvl 2 players?

Scarab Sages

Pathfinder Starfinder Society Subscriber

Nah just referring to resolve point calculation, which can often be a determinant of life and death.

Crunch:
Bronin
male Nuar Mercenary Drone Mechanic 2
N medium monstrous humanoid
Init +0; Senses Darkvision 60 ft., Perception +1
------------------------------
DEFENSE
------------------------------
SP 22 HP 18 RP 3
EAC 16 (10 +4 armour, +2 Dex, +0 misc)
KAC 18 (10 +6 armour, +2 Dex, +0 misc)
AC vs. Combat Maneuvers 26 (8+KAC)
DR N/A, Resistances N/A
Fort +5, Ref +3, Will +0

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Spear, Tactical +5 1d6+4 (Block, Analog)
Melee Natural +5 1d3+4

------------------------------
STATISTICS
------------------------------
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +1;
Feats Heavy Armor Proficiency
Proficiencies light armour, heavy armor, basic melee weapons, small arms, grenades
Skills Computers +8, Engineering +8, Life Science +5, Medicine +7, Perception +5, Physical Science +7
(12 points; 4 class, 2 INT)
Abilities , AI, Bypass +1, Custom Rig, Repair Drone (MT), theme knowledge
Languages Common, Orc, Dwarven, Akitonian
-------------------------------
Gear 2000
Pike, Tactical [475]
Spear, Tactical [375]
Thinplate [1000]
Industrial Backpack [25]
Professional Clothes (engineer) [5]


Drone:

Medium Combat Drone
Senses
------------------------------
DEFENSE
------------------------------
HP 20
EAC 14
KAC 17
AC vs. Combat Maneuvers 25 (8+KAC)
DR 1/-, Resistances N/A
Fort +3, Ref +1, Will +0

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Pike, Tactical +5 1d8+2 (Analog, Reach)
Offensive Abilities

------------------------------
STATISTICS
------------------------------
Str 14, Dex 12, Con -, Int 6, Wis 10, Cha 6
Base Atk +2;
Feats Weapon Focus AMW
Proficiencies basic melee weapons, advanced melee weapons
Skills Perception +5
Abilities (2x) Melee Weapon Arm, Reductive Plating, Enhanced Armor


Settled on Solarion but now not sure what race.

GMEDWIN: How do you feel about Shobhads? They have a tribal society and are based loosely on the Tharks from Edgar Rice Burroughs' Barsoom. They are large and have four arms, and are distantly related to Kasathas.

GMEDWIN wrote:
It is going to be dangerous so I suggest going with a 15 point buy. If you would rather do 4d6 and drop the lowest that works for me too.

Is rolling for stats still on the table?

GMEDWIN wrote:
Your character needs to be affiliated with the fleet in some way.

I am thinking that perhaps the Shobhad tribes made a bargain to provide troops to the Fleet, and every year each tribe has a gladiatorial contest to select who goes. This character won and was sent to the fleet for training. This would give him the Icon background, since he was a famous gladiator before he came to the fleet.


Ambrose is available to hire as a troubleshooter and as security for expeditions. He's pretty amicable and can do work with groups of many kinds.

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