Vesk

Kultha Cleft-Tail's page

281 posts. Organized Play character for Black Dow.


Race

Vesk

Classes/Levels

[Exocortex] Mechanic 2 | Init▸ +1 | EAC▸ 13 KAC▸ 16 CMAC▸ 24 | SP▸ 0/18 HP▸ 17/18 | RP▸ 2/3 | Saves F▸ +5 R▸ +4 W▸ +0 [+4 vs. Fear effects] | Movement▸ 25ft | Perc▸ +6; Low Light Vision

Gender

4669-702 | Female

About Kultha Cleft-Tail

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“A scar is a healing. After injury, a scar is what makes you whole.”China Miéville, The Scar

But the men at the Front could never be there, and the battles could not be won, if the stevedores stopped in their dull routine, and left their work undone.Ella Wheeler Wilcox, The Stevedores

Two things inspire me to awe. The starry heavens above and the moral universe within.Albert Einstein

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FEMALE VESK EXOCORTEX MECHANIC 2

Neutral Good Medium Humanoid [Vesk]

PACT WORLD PROFILE ▽:

Digital Image Capture of Kultha

SFS #▸ 4669-702
FULL NAME▸ Kulthalovosh
KNOWN ALIASES▸ Cleft-Tail
RACE▸ Vesk
GENDER▸ Female
REGISTERED PROFESSION▸ Freelance Mech-Tek and Dockworker.
HOMEWORLD▸ Vesk-4
ALIGNMENT▸ Lawful Good
FAITH▸ Follower of Talavet
STATUS▸ Pact World citizen with zero rated criminal record. Registered member of Starfinder Society.
AFFILIATIONS▸ Wayfinder Faction of SFS.
STARSHIP▸ Currently affiliated to none.
AGE▸ 22 years.
HEIGHT▸ 6'9"
WEIGHT▸ 269lbs.
SKIN COLOURATION▸ Sea green w/ azure blue and golden scale markings.
EYE COLOURATION▸ Red
DISTINGUISHING FEATURES/MARKS▸ Missing final third of tail.
SALIENT RECORDS▸ Served in Veskarium Navy as an Ordinance Cargo Spetsialist 1st Klass [honourable discharge].

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SFS ID NUMBER▸ # 4669-702

FACTIONWayfinders

CHRONICLES ▽:

SFS 0-01 Into the Unknown [5 Quests]▸ XP: +1, Fame: +2, Credits: +802 [750+52]
SFS 1-03 Yesteryear's Truth [5 Quests]▸ XP: +1, Fame: +4, Credits: +787 [741+46]
SFS 1-10 The Half-Alive Streets▸ XP: +1, Fame: +2, Credits: +759 [735+24]
SFS 1-28 It Rests Beneath▸ XP: +1, Fame: +2, Credits: +749 [725+24]
SFS 3-15B Frozen Ambitions [The Preluria Connection]▸ XP: +1, Fame: +2, Credits: +780 [720+60]

TOTAL EARNED▸ XP: 5, Fame: 12, Credits: 3,877

A character’s Fame reflect the goodwill, political capital, and personal favors she has built up through service to the Starfinder Society.

FACTION REPUTATION ▽:

For every 10 points of Reputation she has accumulated with a particular faction, that character gains a cumulative +1 circumstance bonus on Diplomacy checks against members of that faction.

Reputation with Acquisitives▸ -
Reputation with Dataphiles▸ -
Reputation with Exoguardians▸ -
Reputation with Second Seekers (Luwazi Elsebo)▸ -
Reputation with Second Seekers (Ehu Hadif)▸ 1
Reputation with Wayfinders▸ 9

AVAILABLE BOONS ▽:

Wayfinders Champion [FACTION]You’ve declared your allegiance to the Wayfinders and dedicate your missions to furthering the goals of that faction.
Benefit▸ 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.
Normal▸ A character gains no Reputation unless he has a Faction boon slotted.

Friend of the Ghibrani [SOCIAL]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.
Benefit▸ Husk Ghibranis & Membrane Ghibranis

Starfinder Insignia [SLOTLESS]Venture-Captain Arvin presented you with a commemorative insignia in gratitude for your services to the Starfinder Society.
Benefit▸ 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.

Ghibran Linguist [SLOTLESS]
Benefit▸ 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.

Hero of the Stars [STARSHIP - Limited Use]You defeated the dreaded Besmaran pirate ship, Lawblight, showcasing your determination during an intense starship combat.
Benefit▸ 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.

Automated Defences [STARSHIP]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.
Benefit▸ 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.

AbadarCorp Augmentations [SOCIAL BOON - Limited Use □ □ □]AbadarCorp has made you a special offer after you helped maintain the stability of their Freemarkets by keeping illegal augmentations off the streets.
Benefit▸ At the end of a scenario where you have this boon slotted, you can purchase one or more augmentations from the Starfinder Core Rulebook and receive a one-time 20% discount. If the item level of the augmentation is 8 or more, then you receive only a 10% discount on that augmentation. For each augmentation you purchase in this manner, check one of the boxes on this boon. Once you’ve checked all three boxes, you can no longer receive this discount on future purchases.

Halfling Admittance [PERSONAL - Limited Use □ ]Your efforts on Absalom Station roused the attention of the station’s halfling population. By assisting the halfling Maija and her family, you created a bond between Absalom Station’s halflings and the Starfinder Society. As a result, several halflings have displayed an obvious interest in joining the Society.
Benefit▸ Select one of the following uses, and cross the other use off this Chronicle sheet.

New Character▸ You can play a halfling character, beginning at 1st level as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Starfinder Society Roleplaying Guild Guide. A copy of this Chronicle sheet must be the first Chronicle sheet for the given character.
Existing Halfling▸ You can apply this boon to an existing halfling character in you have that you earned from another source. You can increase one ability score that is a 14 or lower by 2. Cross this boon off your Chronicle sheet, but keep a copy with the character you apply this change to. A character can earn this benefit from this boon only once.

In-the-Vehicle-Training [STARSHIP]Hours of traversing Vabaimus’s uneven ground has given you valuable experience when manoeuvring a vehicle in dangerous conditions.
Benefit▸ While operating a vehicle (but not a starship), you increase its EAC,KAC, and hardness by 1. When a vehicle you are operating would be wrecked, you can cross this boon off your Chronicle sheet and attempt a Piloting check; the vehicle is instead reduced to 1 Hit Point and remains operable for a number of rounds equal half the result of your Piloting check unless it is reduced to 0 Hit Points first.

Souvenir Cestus [SLOTLESS - Limited Use □]Vabaimus is home to numerous crest-eaters, and you departed with several of their horns as souvenirs.
Benefit▸ You can check the box that precedes this boon to use your Downtime to fashion an austere bone cestus (Starfinder Alien Archive 31) at a cost of 120 credits. This cestus has an effective resale value of 60 credits. If you use this boon when you are level 8 or higher, you instead fashion a measured bone cestus as a cost of 1,100 credits and whose effective resale value is 550 credits.

SLOTTED BOONS ▽:

Ally
FactionWayfinders Champion
Personal
Promotional
SocialAbadarCorp Augmentations
StarshipIn-the-Vehicle-Training
SlotlessStarfinder Insignia; Ghibran Linguist & Halfling Admittance.

SFS FLAVOUR NOTES ▽:

In both Into the Unknown and the The Half-Alive Streets Kultha encountered and verbally sparred/flirted with the roguish Vesk pawn-merchant Julzakama.

During The Half-Alive Streets Kultha got a complimentary pediclaw at Hard as Nails and since then is a loyal customer who receives a monthly e-letter updating on other events in Absalom Station's vesk community.

While undertaking the Frozen Ambitions - Preluria Connection investigation she proved to be quite the amorous fan of Vesk performer Domakayo!


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DEFENCE ▽:

EAC13 [10; +1 Reinforced EVA Suit I Armour; +1 DEX Mod; +1 Race Mod*]
KAC16 [10; +4 Reinforced EVA Suit I Armour; +1 DEX Mod; +1 Race Mod*]
AC [vs Combat Manoeuvres]▸ 24 [8+KAC]

*+1 Racial bonus to AC when wearing armour

HP▸ 18 [12 Class +6 Race]
SP▸ 18 [12 Class + 4 CON +2 Toughness]
SAVES▸ Fort +5 Ref +4 Will +0
CMD▸ 13 [10+1BAB+1StrMod+1DexMod+0SizeMod+0MiscMods]

MOVEMENT & SENSES ▽:

SPEED▸ 25ft. (30ft. -5ft. Armour Penalty)
SENSES▸ Perception +7; Low Light Vision*

*Racial Ability: Can see in dim light as if it were normal light

OFFENSE ▽:

Initiative▸ +1
Base Attack Bonus [BAB]▸ +1

Melee Attack+2 = [+1 BAB+1 STR Mod+Misc Mod]
Ranged Attack+2 = [+1 BAB+1 DEX Mod+Misc Mod]
Thrown Attack+2 = [+1 BAB+1 STR Mod+Misc Mod]

Exocortex Combat Tracking Bonus+2 [Move Action activation - only vs foes in line of sight]

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WEAPONS

SHOULDER LASER, AZIMUTH | Level▸ 2 | Attack Bonus▸ +2 | Damage▸ 1d3 P | Critical▸ - | Range▸ 40ft. | Type▸ Small Arms | Ammo/Usage▸ 20 Charges/Usage 1 | Special▸ Intergrated (1 Slot).

SLEDGE | Level▸ 3 | Attack Bonus▸ +2 | Damage▸ 1d8+1B | Critical▸ - | Range▸ 40ft. | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Analog & Unwieldily.
UNARMED ATTACK | Level▸ - | Attack Bonus▸ +2 | Damage▸ 1d3+1B | Critical▸ - | Range▸ - | Type▸ Basic Melee | Ammo/Usage▸ - | Special▸ Vesk natural weapons can be Lethal or Nonlethal.

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ABILITY SCORES ▽:

STR▸ 13 [+1] DEX▸ 12 [+1] CON▸ 14 [+2] INT▸ 14 [+2] WIS▸ 10 [+0] CHA▸ 10 [+0]

Ability Score Buy

[RACE]▸ +2 STR, +2 CON & -2 INT
[THEME]▸ +1 CON
[POINTS]▸ +1 STR [1 Point, 1/10]; +2 DEX [2 Points, 3/10]; +1 CON [1 Point, 4/10] & +6 INT [6 Points, 10/10]

RACE: VESK ▽:

Devoted to conquest and dominance, the reptilian vesk only recently ended their long war with the other races of the Pact Worlds, and many still distrust them despite their sense of honor and their utility in combat.

ABILITY ADJUSTMENTS▸ +2 STR; +2 CON; -2 INT
HIT POINTS▸ 6 HP
SIZE AND TYPE▸ Vesk are Medium humanoids with the vesk subtype.
ARMOUR SAVANT▸ Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
FEARLESS▸ Vesk receive a +2 racial bonus to saving throws against fear effects.
LOW LIGHT VISION▸ Vesk can see in dim light as if it were normal light.
NATURAL WEAPONS▸ Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

THEME: SPACEFARER ▽:

Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!

ABILITY BONUS▸ +1 CON

THEME KNOWLEDGE [1ST]You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.

CLASS: MECHANIC ▽:

Adept at building and modifying machinery, the mechanic has either an advanced artificial intelligence or a cutting-edge robot drone as his constant companion.

STAMINA POINTS▸ 6 + CON Modifier
HIT POINTS▸ 6 HP
KEY ABILITY SCORE [INT]▸ You rely on your Intelligence for your knowledge, skills, and technical know-how, so Intelligence is your key ability score.
ARMOUR PROFICIENCIES▸ Light Armour. Heavy Armour gained through Exocortex AI.
WEAPON PROFICIENCIES▸ Basic Melee Weapons, Grenades & Small Arms. Longarms gained through Exocortex AI.

ARTIFICIAL INTELLIGENCE (EX) [1ST]You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavours. 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.

BYPASS (EX) [1ST]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.

CUSTOM RIG (EX) [1ST]You have created a customised toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armour 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. 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. 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.

MECHANIC TRICK [2ND]▸ 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.

EXOCORTEX AI ▽:

You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power. Only you can access or interact with your exocortex.

Your exocortex grants you all of the following abilities as you advance in level:

COMBAT TRACKING (EX) [1ST]▸ Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialisation in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.

MEMORY MODULE (EX) [1ST]▸ You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill.

MECHANIC TRICKS ▽:

OVERCHARGE (EX) [2ND]▸ As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.

FEATS ▽:

SKILL FOCUS (General)You are particularly adept at a certain skill.
Benefit▸ Choose a skill [Engineering]. You gain a +3 insight bonus to checks involving the chosen skill.
Special▸ You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skill.

TOUGHNESS (General)You have enhanced physical resilience, and harsh conditions or long exertions don’t easily tire you.
Benefit▸ For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

SKILLS ▽:

MECHANIC▸ 6 Skill Ranks per level [4 Class; +2 INT]

Mechanic Class Skills List▸ Athletics (Str), Computers (Int), Engineering (Int), Medicine (Int), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis)

ATHLETICS +05▸ 2 Ranks; +1 STR; +3 Class; -1 Armour
COMPUTERS +07▸ 1 Rank; +2 INT; +3 Class; +1 Bypass
ENGINEERING +11▸ 2 Ranks; +2 INT; +3 Class; +1 Bypass; +3 Feat
MEDICINE +06▸ 1 Rank; +2 INT; +3 Class
PERCEPTION +07▸ 1 Rank; +1 WIS; +3 Class; +1 Bypass
PILOTING +06▸ 1 Rank; +2 DEX; +3 Class
PHYSICAL SCIENCE +07*▸ 1 Rank; +2 INT; +3 Class; +1 Theme
PROFESSION [DOCK WORKER] +11▸ 2 Ranks; +1 WIS; +3 Class; +1 Clothing; +4 Toolkit

* THEME BENEFIT▸ Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5

LANGUAGES ▽:

COMMON, VESK, YSOKI, DROW

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EQUIPMENT & CARRYING CAPACITY ▽:

Shoulder Laser, Azimuth▸ [Level 2] [L Bulk]
Sledge▸ [Level 3] [1 Bulk]
Heavy Armour, Reinforced EVA Suit I▸ [Level 1] [2 Bulk]
Battery, Standard▸ [Level 1] [- Bulk] (20/20 Charges)
Battery, Standard▸ [Level 1] [- Bulk] (09/20 Charges)
Flashlight▸ [Level 1] [L Bulk]
Backpack, Industrial▸ [Level 1] [1 Bulk]
Fire Extinguisher (20/20 uses remaining)▸ [Level 1] [1 Bulk]
Clothing, Professional (Dock Worker)▸ [Level 1] [L Bulk]
Tool Kit, Professional (Dock Worker)▸ [Level 1] [L Bulk]
Field Rations (1 Week)▸ [Level 1] [L Bulk]
Scale Hygiene Kit▸ [Level 1] [L Bulk]
Mess Kit▸ [Level 1] [L Bulk]
Gear Maintenance Kit▸ [Level 1] [L Bulk]
Serum of Healing Mk 1▸ [Level 1] [L Bulk]
Credstick▸ [Level -] [- Bulk]

TOTAL BULK CARRIED▸ 5.9

CARRYING CAPACITY [Unencumbered]≤8
CARRYING CAPACITY [Encumbered]>8-16 *
CARRYING CAPACITY [Overburdened]>17 **

* [While encumbered, you reduce each of your movement speeds by 10 feet, reduce your maximum Dexterity bonus to AC to +2, and take a –5 penalty to Strength- and Dexterity-based checks.]
** [If you have the overburdened condition, you reduce each of your movement speeds to 5 feet, reduce your maximum Dexterity bonus to AC to +0, and take a –5 penalty to Strength- and Dexterity-based checks.]

CREDITS + VALUABLES ▽:

TOTAL CREDITS▸ 1375

Starting Credits▸ 1000
Earned Credits (Into the Unknown)▸ +802
Earned Credits (Yesteryear's Truth)▸ +787
Earned Credits (The Half-Alive Streets)▸ +759
Earned Credits (It Rests Beneath)▸ +749
Earned Credits (Frozen Ambitions - The Preluria Connection)▸ +780

INITIAL SPENDING▸ 990/1000▸ 10CR Remaining

470 FLAME PISTOL, 000 CLUB [CHEATER BAR], 410 ESTEX SUIT I ARMOUR, 005 PROFESSIONAL CLOTHING [DOCK WORKER], 025 INDUSTRIAL BACKPACK, 001 FLASHLIGHT, 015 FIRE EXTINGUISHER, 060 PETROL TANK, STANDARD, 003 HYGIENE KIT & 001 FIELD RATIONS (1 WEEK)

EARNED SPENDING

260 PLASMA BOLTER, TACTICAL, 020 PROFESSIONAL TOOLKIT [DOCK WORKER], 005 GEAR MAINTENANCE KIT, 060 BATTERY, STANDARD, 050 SERUM OF HEALING MK1, 002 MESS KIT, 200 REINFORCED EVA SUIT I, 870 SHOULDER LASER, AZIMUTH, 060 BATTERY, STANDARD, 050 SERUM OF HEALING MK1 & 1050 SLEDGE

SALE OF EQUIPMENT

047 FLAME PISTOL, 006 PETROL TANK, STANDARD, 041 ESTEX SUIT I ARMOUR & 026 PLASMA BOLTER, TACTICAL

ADVENTURE EXPENSES [HALF ALIVE STREETS]▸ 005CR HARD AS NAILS PEDICLAW

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BIOG▽:

Kultha was hatched and raised on Vesk-4 into a mercantile family who specialised in munitions. As she grew the juvenile vesk demonstrated a natural aptitude for engineering, and desire to “serve” her people. When she was of age, Kultha spurned a clerical position within the family company to instead join the mighty Veskarium Navy. However her family’s lack of military heritage and ancestral honours meant she was assigned to cargo and logistics as a lowly Stevedore - a role that was a far cry from the Starship Engineering post she aspired to.

The subsequent years saw she diligently tending to, and re-supplying the Naval vessels that returned from active duty missions beyond the Veskarium. However, with each ship refit Kultha worked on, with each tale of the veterans heeded, she continued to yearn for the depths of space… Increasingly driven by a sense of purpose and kismet, the young Stevedore submitted a transfer request. It was her strong work ethic and conviction to service that saw the paperwork accepted, and to her surprise and immense pride, Kultha was reassigned to a veteran Vindicas Tyrant - Woe-Bearer as an Ordinance Cargo Spetsialist 1st Klass.

It was on her maiden flight that a key coolant system suffered a catastrophic level failure, despite the poor maintenance of which had been flagged up by the tech-savvy youngster before launch. The grizzled First Rank Engineer ignored the warnings, citing Kultha’s neophyte scaremongering as a cover for his own lack of diligence.

When the emergency protocols engaged, containment bulkheads were locked shut, resulting in dozens of crew members being trapped in an icy tomb. Kultha herself survived, but not unscathed; she became partially trapped when the last hatch auto closed. Her wounds were severe, with her tail partially severed and spine crushed.

As a non-combatant however her wound and scars were not celebrated, and her report of negligence by the ship’s engineering was stymied to avoid any scandal. After an arduous period of recovery which saw her damage nervous system requiring augmentation with an exocortex A.I. Kultha’s only reward was an honorary discharge from the Navy she loved.

Seeing his idealistic scion jaded and dejected, Kultha’s father used his mercantile connections to secure for her a post upon a freelance trading vessel - The Vital Spark, as part of its multi-species crew. She bade her father farewell and gratefully signed on as a junior engineer, throwing herself into learning from the ship's cankerous Ysoki chief Wire-Whisker, and honing the knowledge and aptitude the Veskarium Navy had failed to recognise.

When the ship arrived at Absalom Station for a major refit, Kultha was reluctantly let go, but the Chief put her in touch with the Starfinder Society’s Wayfinder faction, whom he was sure would make use of the skills and feed her increasing wanderlust.

In the meantime she kept herself busy - picking up ad-hoc credits as a freelance Dock Worker until the Society called...

STARSHIP ENGINEERING OPTIONS ▽:

Divert (Engineering Phase) - Engineering DC 10 + 1.5x Starship Tier. Choose one system to increase power.
Engines - increase speed by 2 this round.
Science - Science Officers receive +2 to all crew actions
Weapons - Damage die natural 1's are instead treated as 2's.
Shields - Restore up to 7 shield points, distributed equally among all 4 quadrants.

Hold It Together (Engineering Phase) - Engineering DC 15 + 1.5x Starship Tier. Choose one system, its damage is treated as if it was 2 steps less severe for this round only.

Patch - Engineering DC 10 + Starship Tier x 1.5 to repair Glitching - Engineering DC 15 + Starship Tier x 1.5 to repair Malfunctioning -Engineering DC 20 + Starship Tier to repair Wrecked - To move more than 1 step, increase the DC by 5. The damage level is unchanged, but is treated as 1 level less severe for the rest of combat.

When a starship combat encounter is over, the crew members can repair damage done to their starship, provided it hasn’t been destroyed and they haven’t been captured! Shields regenerate Shield Points at a set rate (depending on the type of shield; see page 302) as long as the starship’s power core isn’t wrecked. You can double this recharge rate for 10 minutes by taking 1 minute and succeeding at an Engineering check (DC = 15 + 2 × the starship’s tier). Any penalties from critical damage conditions apply to this check.

You can remove the critical damage condition from a system by taking 10 minutes and succeeding at an Engineering check. The DC depends on the severity of the condition (DC 15 for glitching, DC 20 for malfunctioning, and DC 25 for wrecked). The system is no longer critically damaged (it has no critical damage conditions) and can function as normal.

Repairing damage to the hull (restoring lost Hull Points) is more difficult. You must first stop the starship completely, usually at a safe location (for instance, a world with a nonhostile atmosphere or a dock on a space station), and the repairing character or characters must have access to the outside of the hull. On most of the Pact Worlds, the crew can pay mechanics to repair the starship; the cost and time needed are up to the GM. If the crew is on its own in uncharted territory, it can still repair the starship’s hull. Doing so costs 10 UPBs (see page 233) per point of damage to be repaired and requires 5 hours of work regardless of the number of points repaired. A character who succeeds at an Engineering check (DC = 15 + 2 × the starship’s tier) can cut either the cost or the time in half. For every 10 points by which she exceeds the DC, she can reduce one of these factors by half (or by half again), to a minimum of 1 UPB per point of damage and 1 hour. Any number of allies can use the aid another action (see page 133) to assist with this Engineering check. Failing the check to reduce the time or cost instead increases the cost by 5 UPBs per point of damage.

ADVANCEMENT NOTES ▽:

LIGHT ARMOUR: VESK BRIGANDINE I
HEAVY ARMOUR: REINFORCED EVA SUIT II
BASIC MELEE WEAPON: SLEDGE
SMALL ARMS WEAPON: SHOULDER LASER, AZIMUTH
LONGARM WEAPON: HUCHKET RIFLE
AUGMENTATION, CYBERNETICS: SPINAL STRUTS, MINIMAL (Cost will be 1008CR due to 20% discount from AbadarCorp Augmentations Boon)

MOI BOT ▽:

In combat Kultha will always engage her Exocortex's Combat Tracking vs opponent she is being threatened by (or most threatening in appearance if she remains unengaged). That Move Action will net her +2 bonus to attacks.

Mode of Attack will be dependent on distance. Shoulder Laser will be used at range. Claws up close (she will typically default to Lethal damage unless the group's express directive is "take them alive"). If foe/threat is robust or identified as highly dangerous she will engage Overcharge Mechanic Trick with Shoulder Laser (for +1d6 damage at cost of 3 charges per shot).

In space combat Kultha prefers to act as Engineer. She will maintain shields as a first priority, with augmenting weaponry as a secondary action - potentially alternating between two as combat develops.