| Katherine Hamilton |
Biohacker Level 2
Gain a new theorem
You gain a +2 circumstance bonus to your Medicine check when using the treat disease and treat drugs or poison tasks, and can do so with greater speed. It takes you 1 minute to treat disease, and a move action to treat drugs or poison. You can also attempt these tasks without a medkit, medical lab, or medical bay, though doing so takes the normal amount of time for both tasks and you do not gain the bonus to the checks.
Skills: Computers, engineering, Life Science, Medicine, Perception, Physical science, Profession (lab technician), stealth.
+6HP, +6sp
| Penny Etal |
Mystic level 2
free trader kicks in
You know how to find cargo that needs hauling, buy it cheap, identify good markets, then sell for a profit. Three times per day when you attempt one of the following skill checks, you can reroll the d20 before the outcome is revealed.
Culture checks to recall knowledge about mercantile laws, customs, corporations, or other merchants
Diplomacy checks to gather information about merchants, markets, and merchandise
Profession checks using the accountant, corporate professional, manager, merchant, or smuggler skills, or any other Profession skills the GM approves
Bluff, Diplomacy, or Sense Motive checks to negotiate the price for goods and services
In addition, whenever you would lose cargo for any reason—such as a cargo hold being struck by weapon fire or cargo containers being stolen by thieves—you can attempt a Reflex saving throw. The DC of this saving throw is equal to that for a trap of the same CR as the threat that caused you to lose your cargo (see Table 11–14: Trap Statistics). On a success, emergency precautions allow you to rescue half the lost cargo.
new cantrip: grave words
skills: bluff, culture, diplomacy, mysticism, perception, profession(merchant), sense motive
| Penny Etal |
Our current loot. The Tactical infinity Rifles (longarms) are level 3 as well as the explorer handcoil (smallarms). Ben and Kes could take one each of them, and Boots could take the smallarms. Penny will keep the holoskin. And the armor is better than the stuff we start with if Kath, Ben, or someone wanted it.
2 autotarget rifles 755 each
http://aonsrd.com/WeaponDisplay.aspx?ItemName=Autotarget%20Rifle&Family =None
2 tactical pikes 475 each
https://www.aonsrd.com/WeaponDisplay.aspx?ItemName=Advanced&Family=Pike
4 tactical infinity rifles 1300 each
https://aonsrd.com/WeaponDisplay.aspx?ItemName=Elite&Family=Infinity%20 Rifle
16 frag grenades II 310 each
http://aonsrd.com/WeaponDisplay.aspx?ItemName=Mk%202&Family=Frag%20Gren ade
kasatha microcord I 460 each
https://www.aonsrd.com/ArmorDisplay.aspx?ItemName=I&Family=Kasatha%20Mi crocord
azimuth laser rifle with 1 battery 425 each
http://aonsrd.com/WeaponDisplay.aspx?ItemName=Azimuth&Family=Laser%20Ri fle
explorer handcoil with 1 battery 1200
https://aonsrd.com/WeaponDisplay.aspx?ItemName=Explorer&Family=Handcoil
tactical switchblade 1300
https://aonsrd.com/WeaponDisplay.aspx?ItemName=Tactical&Family=Switchbl ade
holoskin 500
http://aonsrd.com/TechItems.aspx?ItemName=Holoskin&Family=None
| Penny Etal |
Penny, mystic level 3
skills plus 1 to everything
feat spell focus
greater mindlink (mindlink as many times a day as she wants)
new spell baleful polymorph (to turn boots into little bunny foofoo)
| Katherine Hamilton |
Katherine
Biohacker 3
Feat - Longarm weapon focus to make her hit better with her needler rifle
Skills - quite a lot but included medicine, computers, life science, profession lab tech, engineering
+6hp +6sp
Spark of ingenuity 1/day
Weapon specialisation in everything my class is proficient with (includes all injection weapons)
| Penny Etal |
shifted a point from cooking to disguise. +12 in cooking is probably enough
| Chase Reisora |
Mechanic 3
+6 SP, +6 HP
+1 BA, +1 Will
Skills up
Overload
Weapon Specialization
New Feat: Toughness
| Penny Etal |
| 1 person marked this as a favorite. |
More annoying than ever: double check :)
| Benedict Daxos |
Having counted back through all the loot we've picked up so far I think we have each made (including all loot/valuables etc until now) 1672.75 credits/gp/whatever they use.
Also - Envoy 3.
Feat: Weapon Spec Longarms.
Improvisation: Convincing Liar
Language: Drow
Skills x10
Hp/Sp - sure.
| GM Itzi |
There will be six Chase Rounds. Each round will consist of the following:
* An Obstacle.
The GM will present the crew with an obstacle to overcome. This will usually entail a skill roll of some sort.
* A Chase Action
The crew as a whole will select which Chase Action they'd like to do that round and which crew member will attempt it. Each action lists the ship role that can attempt it along with what skills can be used. Note that the same character cannot roll against the obstacle as well as do the chase action in the same round.
Possible Chase Actions:
Covering Fire
(Gunner - Piloting)
Peppering an enemy ship with bullets or laser fire can force its pilot to take suboptimal evasive maneuvers, giving the firing ship
a chance to catch up or bug out.
Success: The crew gains 1 success.
Create Obstacle
(Chief Mate - Acrobatics, Athletics)
(Engineer - Engineering)
(Magic Officer - Mysticism)
(Science Officer - Computers)
Whether by jettisoning junk, igniting a pocket of volatile gas, or summoning a cloud of technomagical nanites, a crew can put a
dangerous hazard in the path of their opponent.
Success: The crew gains 1 success.
Environmental Cover
(Pilot - Piloting)
A daring pilot might choose to fly much too low to the ground, enter a twisting canyon, or even brave an asteroid field in order
to gain an advantage.
Success: The crew gains 1 success.
Failure by 5 or More: The starship takes 1 hit.
Evaluate Weakness
(Captain - Bluff, Diplomacy, Intimidate)
(Science Officer - Computers)
Even in the heat of a tense chase, a canny crew can use intuition or equipment to zero in on a target’s vulnerabilities, giving them a leg up on their next move.
Success: The crew’s next chase action gains a +2 bonus, and if it would result in 1 success, it results in 2 successes instead.
This action can’t be used again during this chase.
Negotiate Obstruction
(Gunner - Piloting)
(Science Officer - Computers)
Whether a force field or a civilian starship convoy, unexpected obstructions can be a bane or a blessing. A crew might blast or hack their way through a closing hangar bay door at the last minute or weave their way through the docking bays of a busy spaceport.
Success: The crew gains 1 success.
Failure by 5 or More: The starship takes 1 hit.
Outmaneuver
(Pilot - Piloting)
A good pilot has a bevy of tricks up their sleeve, from a nosedive to a hard turn to a trusty barrel roll. Of course, getting too fancy runs the risk of pushing a ship beyond its breaking point.
Success: If the crew’s next chase action would result in 1 success, it results in 2 successes instead.
Failure by 5 or More: The starship takes 1 hit.
Outspeed
(Chief Mate - Acrobatics, Athletics)
(Engineer - Engineering)
(Magic Officer - Mysticism)
A motivated crew can give the engines all they’ve got, either by pouring in extra fuel or magically boosting them, and gain just enough distance to outpace—or close in on—their opponent.
Success: The crew gains 1 success.
Failure by 5 or More: This action can’t be selected again during this chase.
| Chase Reisora |
Mechanic 4
HP +6; SP +7; RP +1
Fort +1; Ref +1
BA +1
Skills Allocated
Mechanic Trick: Recalibrate Engine