Meyanda

I-5's page

175 posts. Organized Play character for Magabeus.


Race

SP 14/14; HP 18/18 | RP 2/2 | Jump-jet 7/10 | Attuned: Graviton 3 |

Classes/Levels

EAC 16; KAC 17 (+4 vs AoO from movement)| Fort +3; Ref +3; Will +3 (+2 vs disease, mind-affecting, poison & sleep) | Init: +2 | Perc: +5

Gender

N Android Solarian 3 |

Alignment

Neutral

Deity

Pharasma

Languages

Akitonian, Brethedan, Common, Kasatha

Strength 16
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 11
Charisma 12

About I-5

Starfinder Society:

Player Name: Gerard
Character Name: I-5
PFS#:24861-701
Class &Levels: Solarian 3
Faction: Exo-Guardians
Day Job: None

Reputation
Fame: 12
Reputation All Factions: 17, Tier 2
Reputation Wayfinders 11, Tier 1
Reputation Exo-Guardians 4, Tier 0
Reputation Second Seekers (LE) 1, Tier 0
Reputation Acquisitives 1, Tier 0

Chronicles
1: Quest Into the Unknown - GM credit
XP 0 + 1 = 1
Fame 0 + 2 = 2
Credits 1000 + 720 - 1316 = 404
Reputation Wayfinders 0 + 2 = 2

2: #1-03 – Yesteryear’s Truth – GM credit
XP 1 + 1 = 2
Fame 2 + 2 = 4
Credits 404 + 741 = 1145
Reputation Wayfinders 2 + 3 = 5

[ooc]3: Welcome to Starfinder Society

4: #1-01 - The Commencement
XP 2 + 1 = 3
Fame 4 + 2 = 6
Credits 1145 + 753 - 800= 1098
Reputation Wayfinders 5 + 2 = 7

5: #1-02 – Fugitive on the Red Planet
XP 3 + 1 = 4
Fame 6 + 2 – 2 Exo-Guardians Champion = 6
Credits 1098 + 719 – 1500 = 317
Reputation Wayfinders 7 + 2 = 9

6: #1-05 – The First Mandate
XP 4 +1 = 5
Fame 6 + 2 = 8
Credits 317 + 737 – 1000 = 54
Reputation Wayfinders 9
Reputation Exo-Guardians 0 +2 = 2
Reputation Second Seekers (LE) 0 +1 = 1
Reputation Acquisitives 0 +1 = 1

7: #1-09 – Live Exploration Extreme!
XP 5 +1 = 6
Fame 8 + 2 = 10
Credits 54 + 740 = 794
Reputation Wayfinders 9
Reputation Exo-Guardians 2 +2 = 4
Reputation Second Seekers (LE) 1
Reputation Acquisitives 1

7: #1-00 – Claim to Salvation
XP 5 +1 = 6
Fame 10 + 2 = 12
Credits 794 + 1530 – 2230 = 94
Reputation Wayfinders 9 +2 = 11
Reputation Exo-Guardians 4
Reputation Second Seekers (LE) 1
Reputation Acquisitives 1

Character Sheet:

N Android Solarian 3
Init +2; Senses Perc +5, low-light vision & darkvision

--------------------
Defense
--------------------
EAC 16 (+1 racial, +2 dex, +2 armor, +1 solar armor)
KAC 17 (+1 racial, +2 dex, +3 armor, +1 solar armor)
SP 21
HP 25
RP 2
BAB +3
Fort +3, Ref +3, Will +3

--------------------Offense--------------------
Speed 30 ft (fly through jumpjets).; Space 5 ft.; Reach 5 ft.
Melee
Note: use multiple attacks standard, use single attacks if an attack roll in full attack mode 18 or 19 on the die misses

[dice=Knife, survival vs KAC]1d20 +6[/dice]
[dice=Damage (S)]1d4 +3 +1[/dice]

[dice=Longsword vs KAC]1d20 +6[/dice]
[dice=Damage (S)]1d8 +3+3[/dice]
special: Analog

[dice=Curve Blade vs KAC]1d20 +6[/dice]
[dice=Damage (S)]1d10 +4 +3[/dice]
special: Analog
criticial effect: Bleed 1d6

Photon mode: +1 damage
Plasma Sheath & Photon mode: +2 damage

Ranged
[dice=Arc Pistol, Static vs EAC]1d20 + 5[/dice]
[dice=Nonlethal Damage (E)]1d4 +1[/dice]
special: Stun
critical effect: Arc 2
charges: 20/20, usage 2
range increment: 50 ft

Additional Ammunition
Standard battery: 20/20

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 10, Int 12, Wis 11, Cha 12

Skills: 21 ranks
Skill name (ranks): modifier as prepared die roll
Armor Check Penalty: -1
[dice=Acrobatics (3 rank)] 1d20 + 8[/dice]
[dice=Athletics (3 rank)] 1d20 + 9[/dice]
[dice=Culture (3 rank)]1d20+7[/dice]
[dice=Life Science (3 rank)]1d20+7[/dice]
[dice=Perception (3 ranks)] 1d20 + 6[/dice]
[dice=Diplomacy (3 rank)] 1d20 + 7 + 1d6[/dice] sidereal influence
[dice=Mysticism (3 rank)] 1d20 +6 +1 + 1d6[/dice] priest & sidereal influence
[dice=Sense Motive (0 rank)] 1d20 +0 -2[/dice] android

Feats
Mobility
You gain a +4 bonus to your Armor Class against attacks of opportunity that you provoke by leaving a threatened square.

Spring Attack
As a full action, you can move up to your speed and make a single melee attack or combat maneuver without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack, and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. If you have the trick attack class feature, you can take your movement from trick attack at any time during a trick attack with a melee weapon (instead of only before), without provoking any attacks of opportunity from the target of your attack.

Weapon Specialization (Basic and advanced melee weapons and small arms)
You add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

Languages: Akitonian, Brethedan, Dwarven, Common, Kasatha, Vesk, Ysoki

Class Abilities - Solarian
Skill Adept – (Culture & Life Science)
As part of the process that led you to become a solarian, you gained additional insight and training. Choose two additional skills and add them to your list of class skills.

Solar Manifestation (SU) (weapon, perfect darkness)
At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon. You must pick one solar manifestation (either armor or a weapon) upon taking your first level of solarian. You also choose whether your solar manifestation (in any form) either glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow or darkness returns immediately. Once made, these choices cannot be changed.
Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.

Solar Armor
You can form your solar mote into a suit of armor made out of stellar energy that outlines your body. This armor appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can take whatever general shape you choose, whether glowing armored plates of solidified stellar energy, a form-fitting suit of crackling energy, or an aura of stellar plasma. Your solar armor’s general design has no impact on its function and doesn’t give the armor any special abilities. Once you’ve selected the general design, you can’t change it until you gain a new solarian level.
Your solar armor grants you a +1 enhancement bonus to both your Kinetic Armor Class and your Energy Armor Class. This bonus increases to +2 at 10th level. It is compatible with light armor, but it gives you no benefit if you’re wearing heavy armor. At 5th level, you also gain energy resistance 5 while your solar armor is active. You can choose either cold resistance or fire resistance when you activate the armor, and can switch energy types as a move action. This energy resistance increases by 5 at 10th level and every 5 levels thereafter.
Forming or dismissing solar armor is a move action.

Stellar Mode (SU)
The stellar forces you call on are attuned to either photons (representing the power of stars to emit heat, light, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star’s energy is exerted outward, while the ultimate expression of graviton power is the black hole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your connection with one or both of these forces—a relationship that shifts from one moment to the next as you use your stellar revelations.
When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below).
At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.
At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.
When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you.

Stellar Revelation
As you gain experience, you uncover new secrets about the powers of energy, gravity, stars, and other fundamental sources of cosmic power that grant you the ability to channel these forces and manifest potent preternatural powers. At 1st level, you automatically learn the black hole and supernova stellar revelations. At 2nd level and every 2 levels thereafter, you learn an additional stellar revelation. You cannot select the same stellar revelation more than once unless it says otherwise. You can choose any stellar revelations you wish, but if you have more photon revelations than graviton revelations, or vice versa, it is more difficult to become fully attuned in either mode.
Stellar revelations normally note what kind of action they require. If a stellar revelation does not note the kind of action it takes and it modifies some other action (such as an attack or skill check), it can be used as part of that action. If a stellar revelation allows a saving throw to resist its effects, the DC is equal to 10 + half your solarian level + your Charisma modifier. A revelation that says it lasts for 1 round or until you leave the associated mode lasts for whichever of these durations is
longer. You can use stellar revelations both in and out of combat, but since you can’t enter a stellar mode outside of battle, any revelation that lasts for 1 round or as long as you’re in a stellar mode lasts only 1 round if you’re not in combat.

Sidereal Influence (Su) (Mysticism & Diplomacy)
You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list.
To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.
Graviton Skills: Bluff (Cha), Disguise (Cha), Mysticism (Wis), Sense Motive (Wis), Stealth (Dex)
Photon Skills: Culture (Int), Diplomacy (Cha), Intimidate (Cha), Medicine (Int), Survival (Wis)

Graviton mode
When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have.

Black Hole (Su)
When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.

Photon mode
When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.

Plasma Sheath (Su)
As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.
When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.

Supernova (Su)
When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.

Unattuned mode
While unattuned, you gain no attunement points and you are neither photon-attuned nor graviton-attuned. You gain no benefits while unattuned

Racial Abilities - Android
Constructed
For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.

Exceptional Vision
Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263.

Flat Affect
Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.

Upgrade Slot
Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.

Theme Abilities - Priest
Theme Knowledge (Pharasma)
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.

Equipment:

Carrying capacity: 8
Bulk (excluding backpack): 4
Light Bulk: 8

Weapons:
Arc Pistol, Static: 750 (chronicle 4)
Knife, Survival: 95 (chronicle 1)
Longsword: 375 (chronicle 1)
Curve Blade, Carbon Steel: 2230 (chronicle 8)

Ammunition:
Battery 20/20: 60 (chronicle 1)

Armor:
Freebooter Armor I: 750 (chronicle 1)
Jump Jets: 1000 (chronicle 6) - charges: 20/20, usage 2

Augmentations:
Society Subdermal Graft
Type: Not specified
System: Hand (single)
Level: 1
Price: 150 (free on chronicle 2)
This implant rests underneath the skin of the palm of one hand, or at the end of a tentacle or similar appendage in species that lack hands. The augmentation can be activated or deactivated mentally as a swift action. Activating the implant causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. This augmentation acts as a mark, letting others know you are a member of the Starfinder Society. It also increases the light level within 5 feet by one step while active.

Synaptic Accelerators Mk 1 (Strength +2)
Type: Technology
System: None
Level: 3
Price: 1400 (chronicle 5)
These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent.

Other purchases
Backpack (Industrial): 25 (chronicle 1)
Clothing (Everyday): 1 (chronicle 1)
Comm Unit, personal: 7 (chronicle 1)
Hygiene Kit: 3 (chronicle 1)
Serum of Healing Mk 1: 50 (chronicle 5) used on chronicle 8
Star Sugar Heartlove!!!: 50 (chronicle 4)
Starfinder Insignia 0 (chronicle 1)

Consumables used this scenario

Boons:

Slotted Boons this scenario
Ally: High Society Inluence
Faction: Exo-Guardians Champion
Personal:
Promotional: Promotional Record Keeper - Starfinder Player Character Folio
Social: Faction's Friend
Starship: Automated Defenses

All Boons
Ally Boons
High Society Inluence (Chronicle 6): During the course of Luwazi Elsebo’s gala to announce the future of the Starfinder Society, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential people. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out the attendees your failed to influence. Guests influenced: Iteration-177, Ykris, Naiaj, Zo!, Royo.

Faction Boons
Exo-Guardians Champion You’ve declared your allegiance to the Exo-Guardians and dedicate your missions to furthering the goals of that faction. This Faction boon allows the character to gain Reputation with the Exo-Guardians faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.

Wayfinders Champion You’ve declared your allegiance to the Wayfinders and dedicate your missions to furthering the goals of that faction. This Faction boon allows the character to gain Reputation with the Wayfinders faction. A character with this boon slotted at the end of a successfully completed scenario gains Reputation as detailed in the primary and secondary success conditions of that scenario.

Promotional Boons
Promotional Record Keeper - Starfinder Player Character Folio
You can use this boon, once per session, in one of two ways.
The first option is to reduce the Resolve Point cost of resting to regain Stamina by 1 (down to 0 RP).
The second option is to reduce the DC of any single starship combat check (including a gunnery check) by 4; this decision must be made before making the check.

Promotional Reroll - t-shirt
You can reroll a single d20 roll you make during the course of the scenario. You must follow all the reroll rules as listed on page 243 of the Starfinder Core Rulebook when using this reroll.
Special: When a player uses a free reroll, she may present her Organized Play membership card (available on their My Organized Play page) and receive an additional +1 for every GM nova she has earned, for a maximum of a +5. Note, this bonus applies to the higher result of the reroll, not just the second roll.

Social Boons
AbadarCorp Acquaintance (Respect) (Chronicle 5): During your hunt for a renegade Starfinder on Akiton, you interacted with a representative of AbadarCorp. Depending on this interaction, you may have earned the ire or respect of the Pact World corporation. Both outcomes for this boon could have positive repercussions in future scenarios, which you will be told of prior to slotting your boons. Your GM will cross out the affiliation you failed to earn.

Budding Media Celebrity(Chronicle 8): Following your stint on Live Exploration Extreme!, your face and name appear in images, videos, and memes across countless media platforms. This recognition lasts only a few days before the next major media phenomenon arises, but you can use this to launch your media career. If you have the icon theme, you gain a +5 bonus to Profession checks when performing a Day Job check. If you do not have the icon theme, when you slot this boon, you can gain the icon’s celebrity ability in place of your own theme’s 6th-level ability.

Faction’s Friend (Limited Use - 3 open boxes) (Chronicle 4): By assisting various factions of the Starfinder Society, you have proven yourself as a dependable asset. By slotting this boon, if you would fail to earn Fame at the end of an adventure by failing to fulfill a success condition, you can check one of the boxes on this boon. Doing so reminds your current championed faction of your past exploits, and you still earn 1 Reputation (but no Fame) with that faction as if you had successfully fulfilled the condition. You can use this boon only if you would also gain at least 1 XP for completing the adventure.

Friend of the Ghibrani (Husk Ghibranis & Membrane Ghibranis) (Chronicle 2): During your time on Elytrio, you had the opportunity to interact with the two subspecies of the resident ghibrani race: the husks and the membranes. Depending on your interactions, you befriended one or more of these subspecies. This boon might have repercussions in future scenarios, which you will be told of prior to slotting your boons. Your GM will cross out the entry for any subspecies you failed to befriend during this scenario.

Honorary Spider (Chronicle 6): You have made inroads with Radaszam’s personal mercenary outfit, the Obsidian Spiders. While not a formal member, you still carry some of the organization’s clout while adventuring. When slotting this boon, select Intimidate or Sense Motive. You gain a circumstance bonus to that skill check equal to your half your current Acquisitives Reputation Tier (rounding up). This bonus increases by +1 for each point of Infamy your character currently has.

Slotless Boons
Ghibran Linguist (Chronicle 2): So long as you possess this boon, all of your Starfinder Society Roleplaying Guild characters have access to the Ghibran language and can select it any time they would learn a new language.

Marked Field Agent (Chronicle 4): Having met the amalgam of intelligences known as Guidance, you have successfully completed your induction into the Starfinder Society. The Society offered you a subdermal implant as part of your commencement. You receive this augmentation for free. If you declined to receive the augmentation, cross this boon off your Chronicle sheet.

Protector of the Future (Chronicle 6): You have saved the elected First Seeker from a notorious assassin and facilitated her announcing the future of the Starfinder Society. As a token of gratitude, you can immediately cross this boon of your Chronicle sheet to gain the Second Seekers (Luwazi Elsebo) Champion boon (as detailed in the Starfinder Society roleplaying Guild Guide).If you already have this boon, you can instead cross this boon of your Chronicle sheet at any time to gain any Second Seeker(Luwazi Elsebo) boon that you meet the minimum Reputation Tier requirement for and has a cost of 2 or less.

Star Sugar Heartlove!!! (Limited Use) (Chronicle 4): During your commencement missions, you had the chance to pick up your own copy of the latest album from sugar-pop sensation Strawberry Machine Cake. This album is already a Pact Worlds hit and has quadrupled in price. You can resell the album for 200 credits prior to the start of your next adventure. If you sell the album, cross this boon off your Chronicle sheet. Alternatively, you can decide to keep the album, which might somehow prove useful in the future.

Tattoo of the Starfinder (Limited Use) (Chronicle 3): You have a magical tattoo, commemorating your induction into the Starfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary Hit Points that last for 1 minute. You also regain 1 previously expended Resolve Point when using this boon.

Starfinder Insignia(Chronicle 1): Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society. Although it appears to be an ordinary medal showing the symbol of the Starfinder Society, this insignia can store as much information as a common tier-1 datapad. Unless told about this secret, a non-Starfinder must succeed at a DC 20 Perception or Sense Motive check to realize the insignia is a storage device. This insignia is worth 0 credits and cannot be sold.

True Savior of Tasch (Limited Use - 4 open boxes) (Chronicle 5): You helped ensure a measure of prosperity for the Akitonian town of Tasch by enticing AbadarCorp to set up a shipping outpost in the town. You can forgo making a day job roll to instead devote time to assist with the growth of Tasch. Any time you opt to do so, check a box on this boon and make a note on the Chronicle sheet associated with that scenario, indicating you partook in this endeavor. Once all five boxes on this boon are marked, you receive 500 UPBs as recompense from the people of Tasch for helping to develop their now-thriving town. These UPBs cannot be converted to credits and must be used to craft some form of equipment.

Society Contract (Chronicle 9): Anytime you play a pregenerated character in an adventure, even if the scenario credit is not assigned to the character on this Chronicle sheet, you can reroll a single d20 roll. You must follow all the rules associated with rerolls (Starfinder Core Rulebook 243). You can only gain one reroll per adventure from this boon, and only when you play a pregenerated character. You cannot slot another boon that grants a reroll (such as a promotional boon). Alternatively, any time you play a pregenerated character in an adventure and that character dies, you can cross this boon off the Chronicle sheet to be returned to life, as per raise dead. Being healed in this way takes 10 minutes.

Starship Boons
Automated Defenses(Chronicle 2): You defeated one of the orbital defense platforms orbiting the planet Elytrio. The platform contained several unique, albeit technologically outdated, innovations in starship design. The most promising adaptation of the technology is its ability to deter oncoming missiles using miniature automated drones. When you slot this starship boon, once per starship combat, a science officer can reduce the speed of a single tracking weapon fired at your starship by 50% for 1 round. Declare the use of this ability when the enemy weapon is fired but before its gunnery check is attempted. A science officer can spend a Resolve Point to activate this boon again in any subsequent round or encounter. A starship can only be improved by a single copy of this boon.

Hero of the Stars (Limited Use) (Chronicle 1): You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat. This boon activates anytime your starship is reduced to 0 or fewer Hull Points. Your starship immediately regains a number of Hull Points equal to its tier × 5. A starship can never regain more than 30 Hull Points in this manner. A starship can never have more than one of these boons attached to it. When this boon activates, cross it off your Chronicle sheet.

Unidentified Boons
Journey to the Scoured Stars: Segment 1 (Chronicle 6): You were present at Luwazi Elsebo’s announcement declaring the Starfinder Society would continue investigating the Scoured Stars system. This boon represents your character’s involvement in this historic first step toward solving the Scoured Stars mystery. Other boons representing future steps towards unraveling the mystery of the Scoured Stars will appear in future scenarios, and collecting these boons will result in a unique bonus, to be detailed in a future Chronicle sheet.