SFS # 60325-702
Reputation 51 Fame, 56 Global Reputation
EAC 24, KAC 25
Speed 30 ft.; fly 30 feet (avg) (with boon only)
Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 22 (+6), Wis 14 (+2), Cha 11 (+0)
0-Level Spells Known: Mending, Token Spell
You construct an Artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
Drone: You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it. Drones are detailed in Drones.
Shirrens’ sensitive antennae grant them blindsense (vibration)—the ability to sense vibrations in the air—out to 30 feet. A shirren ignores the Stealth bonuses from any form of visual camouflage, invisibility, and the like when attempting a Perception check opposed by a creature’s Stealth check. Even on a successful Perception check, any foe that can’t be seen still has total concealment (50% miss chance) against a shirren, and the shirren still has the normal miss chance when attacking foes that have concealment. A shirren is still flat-footed against attacks from creatures it can’t see.
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. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
Shirrens are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, a shirren can roll a single attack roll or skill check twice and take the higher result.
Shirrens are eager to learn about new cultures and societies. Shirrens receive a +2 racial bonus to Culture and Diplomacy checks.
Custom Rig (Brain):
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.
If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices. See page 213 for more information on computers.
You can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship’s downloaded data sets and transponder (see page 430) at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range.
Shirrens can communicate telepathically 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 speak.
As you gain experience, you learn Tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some Tricks require the use of a custom rig or other gear.
You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier.
Unless otherwise specified, you can’t learn mechanic tricks more than once.
List of Chosen Mechanic Tricks:
Miracle Worker (1/day):
As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.
Armor: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute.
Weapon: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute.
Damaged Ship: You restore a number of Hull Points equal to the starship’s base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase. See page 292 for more on ship construction and page 320 for more on damage to ships.
If you don’t share a language with creatures you encounter, you and the creatures can spend 10 minutes attempting to converse (if they are willing), after which you attempt a DC 25 Culture check. If you succeed, you formulate a simple pidgin language that allows basic communication. You can use the pidgin language with those specific creatures only, but you gain a +2 bonus to Culture checks to create a pidgin language with similar creatures that speak the same language.
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.
You can use your custom rig to attempt Computers 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.
Your overload class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours.
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science 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 Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Stealth Drone 9
N Small Construct (Technological)
Senses Perc +15, SM +0,
EAC 19, KAC 21
Speed 50 ft., 20 ft. climb
Str 12 (+1), Dex 16 (+3), Con - (+0), Int 6 (-2), Wis 12 (+1), Cha 6 (-2)
Ally: Alien Observer
All My Boons:
Alien Observer: You bring along a noncombatant alien observer belonging to a species from outside of the Pact Worlds. This alien does not take part in combat. It speaks Common and its native language. The alien observes your actions, but it does not take part in any encounters; it refrains from involving itself in combat or making skill checks. Because of the importance of preserving the observer, while this boon is slotted, you and other characters taking part in the scenario reduce the Fame cost to purchase a body recovery by a rescue team (see the Basic Purchasing Plan boon) by 2. If you gain Infamy at any point while this boon is slotted, you immediately lose this boon.
Envar's Attention: During your mission to the space station Brilliance, you managed to impress Arch Energy’s notorious chief procurement officer, Envar Tamm. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with Envar Tamm—for good or for ill. You will be told if this boon is important to a future scenario prior to slotting your boons.
Gun Runner: Your involvement in reacquiring the Society’s stolen drow weapons hasn’t gone unnoticed. As a result, you’ve forged strong relationships with the Starfinders responsible for distributing new weapons. While this boon is slotted, you can purchase grenades at a 10% discount. Alternatively, at the end of a scenario when you have this boon slotted, you can permanently cross it off this Chronicle sheet to gain a one-time 20% discount on a single weapon purchase.
Heart Friend Forever: During a concert on Songbird Station, you met BurgundyBear, an avid collector of Strawberry Machine Cake paraphernalia. You chose to trade away your prize limited-edition release copy of the Star Sugar Heartlove!!! album in exchange for material goods - but more importantly, you earned the heartfelt thanks of Burgundybear. Shortly after this trade you received a personalize thank-you message from BurgundyBear, marking her as belonging to the Pact Worlds' official embassy in the Veskarium. When slotting this boon, you can call upon your new friend to temporarily assign you a diplomatic attache familiar with the Veskarium. This attache knows how to speak Common and Vesk. Their presence grants a +4 bonus to all checks you make to influence skittermanders, vesk, or other residents of the Veskarium. This boon might have repercussions in future scenarios, which you will be told prior to slotting your boons.
High Society Influence (Iteration-177, Naiaj, Royo, Ykris, & Zo!): 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.
*Honorbound Allies: During your mission to salvage information from the Struggle’s Scholar, you engaged in an honorable starship duel with a vesk transport, the Honorbound. By following the strictures of the duel, you impressed the captain of the Honorbound, Captain Yuluzak. This boon might have repercussions in future scenarios, which you will be told prior to slotting your boons. Future scenarios calling on this boon will specify if you must slot it as an Ally or Starship boon.
Iteration-177's Attention (Phlegmatic): During your journey to Athaeum, you attended a unique dinner hosted by the android known as Iteration-177. They came to a decision about your personality based on a memory you provided (or refused to provide). How this decision will play out in the future is not yet clear, but you have nevertheless made an impression on the mysterious android. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out all results save that which you earned from the dinner.
Spirits of a Doomed People: You saved the spirits of those mentrasi bound to the strange menhir in the lost city of Xaharee. While these spirits have passed on to their final judgment, some still linger around you, wishing to repay the favor you’ve done for their people. When this boon is slotted and you have 0 Hit Points and are dying, you can check one of the boxes on this boon. You immediately gain 1 Hit point and 2d8 temporary Hit Points, as one of the mentrasi spirits temporarily rejuvenates you. You can activate this boon without spending an action even if it is not your turn, though you cannot activate it after being attacked but before damage is dealt. You can only benefit from this effect once in a 24-hour period. Once the final box is checked, this boon can no longer be slotted.
Suulhu-Huur's Debt: During your mission to the abandoned Arniselle lodge, you saved the life of the kalo Suulhu-Huur. Now the sole survivor of the once infamous Manta Corps group, she recognizes that she has a debt to you and vows to one day repay it. How this influence will play out in the future is not yet clear. You will be told if this boon is important to a future scenario prior to slotting your boons.
Unidentified:Journey to the Scoured Stars: Segment 1: 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.
Klysk is not a stranger to combat, but is not thrilled when it happens. Typically, he tries to stay away from enemy combatants, typically between 15 to 25 feet, only closing to melee in extreme circumstances. He takes single shots (no full-attacks) at opponents in this priority: 1) foes casting spells on the party, 2) foes who have directly attacked Klysk or his drone, 3) foes currently attacking a heavily injured ally, 4) anyone else. He has his drone target on the same priority list, typically at the same opponent.
He will try to stay relatively near to his allies (within range of his telepathy, but not adjacent to them). He also tends to keep his drone as close to himself as possible (within 10 feet or so), typically on a nearby wall or the ceiling above him.
Unless I am directly controlling him, Klysk will not attempt to use his Overload ability, nor will he use his Energy Shield or Overcharge tricks.
[dice=Thunderstrike Sonic Rifle]1d20+8[/dice]
[dice=Corona Laser Rifle (Drone)]1d20+10[/dice]
In ship combat, Zenvisk prefers to be either a science officer or an engineer, but can serve in essentially any roll aboard the ship. His order of preference is: Engineer, Science Officer, Pilot, Gunner, Captain. (He will only take the Captain position if the entire party insists upon it or I am playing him.