
cmlobue |

Please tell us a bit about your character below, fill in the >Sign In Sheet< and add your token, Perception and Initiative to >Slide 2<.

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Darkvoid Batoidia is surprisingly agile in his bulky purple and black encounter suit. His attempts at being myserious and intimidating are often thwarted by distotions from the external speaker that projects his speach from inside his water filled armor. Numberous grenades adorn his belt as well as a grapple gun and a pulse caster. Once he become compfortable with his allies he can be a bit bombastic and a little condesending.

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This charming, well-groomed ysoki lives with a strong, recurrent urge to steal, without any conscious regard for the items value or immediate utility and often without any particular memory of the theft. Yet, apparently due to some yet-to-be-understood twist within the fabric of time, Tuek finds that most of the items that he pockets (or cheeks?) turn out to be just the right tool or trinket he needs at a particular moment.
Unfortunately, he doesn't quite get that ability mechanically until next level, but he has to start somewhere!

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I was wondering what "kleptovoyant" meant! :)
For anyone who has taken a look at my character, from what I've been able to find on the internet, a level in soldier to start off a battlemage-type technomancer doesn't seem to be a bad idea (yay proficiencies!) so that's what I've done. Technomancer will be level 2 with an eye for buffing spells and utility.

therealthom |

Gummy Bear,
I like your concept personally. Looking at your build, I think you only get 6 skill points -- 4 from soldier, 2 from 14 intelligence, but I might have missed something.
One personal rule of mine -- always grab a melee weapon of some sort. Seems like you always need one sooner or later. Among other experiences, I had a technomancer who regretted having only a sidearm when the enemy suddenly got up close and personal. (I also advocate always having a ranged weapon for much the same reason .)

cmlobue |

cmlobue, Little Lendtech's player here. Are you planning to run the game on discord? I'm having a little trouble getting logged in there.
Nope, planning to run it right here.
The four of you can dot into Gameplay and start talking to each other. I'm going to wait another 12 hours or so before the briefing to see if anyone else wants to join, but we will be started soon.

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Lysle, looking forward to see what Tuek can do. He's the first precog I've played with.
Alas, he can't do too much and doesn't even get his signature ability (the Advanced Preparation Temporal Anomaly, until next level). So, for now, he is little more than just a decent good thief.

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Gummy Bear,
I like your concept personally. Looking at your build, I think you only get 6 skill points -- 4 from soldier, 2 from 14 intelligence, but I might have missed something.
One personal rule of mine -- always grab a melee weapon of some sort. Seems like you always need one sooner or later. Among other experiences, I had a technomancer who regretted having only a sidearm when the enemy suddenly got up close and personal. (I also advocate always having a ranged weapon for much the same reason .)
Thanks for looking it over! You're right, one of the earlier iterations of Mazirek had a 16 int and I never modified the skill points after dropping it. Fixed! Getting a melee weapon in there now too.

Zwordsman |
At work so I can't do much more than this quick post.
I'm a returnees who hasn't played starfinder In quite a while as well
It would also be my first starfinder society game.
If you have space and the want still I'll look up how to join sfs tonight and toss an application.
I don't know anything about this AP but if it'd vehicle suited I'd love to play a experimental vehicle mechanic. Otherwise Witchwarpera appeal. Of course I need to ascertain sfs rules prior

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As it turns out. Experimental Vehicle is banned. So I'll have to ponder another concept.
A few ideas I had are not SFS.
If I miss the Go Time that's how it happens~ I need to read a few classes I have acces to etc.
the experimental vehicle mechanic being a courier was an idea I liked~
You could probably still use the idea even if you don't necessarily have the mechanical abilities to back it up! A mechanic (the class) who is an expert driver/pilot who is a professional courier is likely something the rules support. Maybe the exocortex is what makes you such a boss, or your drone gives you the support you need to be better than some average joe. I'd help you more directly, but I'm frankly not familiar enough with this rule set to offer more than encouragement!

cmlobue |

One nice thing about Starfinder Society is that you are allowed to change absolutely anything about your character until you play them at level 2. That means you can try three different ideas without locking yourself into anything.
Vehicle (and mech) based options aren't available in SFS mostly because they are not the sort of thing that comes up frequently (unlike starships, which are used every 2-3 scenarios). If you play enough, you will see both around.
I will say that vehicles do come up in this scenario.
It will definitely be a day or two before we reach the point where adding a player becomes a problem (and you can still get full credit for playing even if you entirely miss one of the missions).
For something more specific to your idea, you could play an operative with the driver specialization, or possibly a technomancer who specializes in the "junk" spells.

Zwordsman |
Cool beans~
Going with a human experimental explosive mechanic. I do have a question.
For items from Adventure Paths. Do you have to have played said path to be allowed to purchase it? or is it viable as long as it is on the "OK" list and it is a level and credit cost you can spend for?
Wing board is an allowed item when I looked up stuff. but I have not played that AP yet. The item level and price in reach though. As that would be pretty great for a courier. Granted that would leave me without a firearm. Which is hazards. but got bombs and punches~
Otherwise I"ll just skip the vehicle portion of the courier idea and just be odd jobs~
Will post the final character tomorrow as I just need to figure out a name, since my concepts changed.
Source Starfinder #28: The Hollow Cabal pg. 45
Item Level 1; Price 900
Tiny air vehicle (1 ft. wide, 3 ft. long)
Speed 40 ft., full 100 ft., 22 mph (fly)
EAC 11; KAC 12; Cover none
HP 12 (6); Hardness 4
Attack (Collision) 1d4 (DC 16)
Modifiers +2 Athletics, –3 attack (–6 at full speed)
Description
Simple, single-person vessels, wingboards can only gain altitude by catching updrafts and thermals or by hitching a ride on other vehicles. Riders use the Athletics skill to control a wingboard instead of the Piloting skill.

cmlobue |

It's not about what you played for the most part, it's about what you own. You would need to own a copy of Starfinder #28 in order to use that item.
The exception is items that appear on chronicle sheets for games you've completed; they can be purchased as soon as you meet the level requirement (no more than 2 higher than your character).
(Also, if this is a brand new character, I would advise against spending 900 of your starting 1000 credits on a single item, especially one that does not help you in combat.)

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Zwordsman here. Character is mechanically close to done. Spending is required still.
Yep Figured it was not a good plan haha. Just loved that concept. Well in the future! That one I don't own anyway. I don't really own much AP just the main biger line books.
I've got this one generally finished. I wanted to put it out prior to going to work. At lunch I'll look at items, figure out the name as well. I believe the rest is good for a GM review. Was half pondering lowering INT for moe Dex or Con. INT does give DC and more grenades though.
Also languages.
This is on Abso station correct? Would you have any suggestions on basic languages that a person on said station would know?
This would be the first character I played using the actual Starfinder setting.