Raia

Luanna Moonshade's page

2 posts. Organized Play character for Clebsch73.


Gender

Female Damaya Lashunta Mystic 2 AC 17 Shield 2 Perc +7 Init +8 F 4 R 5 W 9 HP 18/18 Vitality Network 14/14 ◆ ◇ ↺

About Luanna Moonshade

#105836-2702
Luanna Moonshade
Female Damaya Lashunta Mystic 2
Class DC 17
Traits: Humanoid, Lashunta
Connection: Healing
Background: Disciple of Yaraesa
Holy Symbol of Yaraesa

Appearance and personality:
Tall, Slender, dark hair with glints of light, Dark eyes, pretty face, lyrical voice. Skin is dusky but glows nicely in moonlight.

Pleasant person to be with. Listens well, loves to discuss topics like science, literature, religion, philosophy, and the universe. She is not pushy about her religion, but she is not afraid to challenge ideas she doesn't think contribute to the accumulation of knowledge and improvement of society.

She also enjoys sensual pleasures of good food, music, dance, and sex. She is gender fluid in partners but presents primarily as female, with pronouns She/her/hers. She carries a button accordion with her on adventures and plays melodies during downtime.


Background:
Home Planet: Castrovel. Port of Call: Qabarat. She was raised by well-to-do parents who provided her with everything her voracious curiosity could want. She joined the Yaraesa religion and studied their lore in several universities, doing a dissertation on great libraries of the Gap (what little is known about them). She joined the Starfinders as a way to see the universe and help people with her gifts.

Attributes
Str 1 Dex 1 Con 0 Int 2 Wis 3 Cha 2

Defenses
AC: 17 [10 + 1 (Dex) +4 (prof) +2 (armor)] Quilted Armor
6 point force field armor upgrade.

Force Field mechanics:
While your force field is active, any physical or energy damage you would take is applied to the force field's Hit Points first before being applied to your Hit Points. If damage from an attack or effect reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. Force fields replenish 2 Hit Points each round at the beginning of your turn while they're active.

Shield: 2 Carbon Shield Hardness 5 Max HP 20 BT 10
Has Baton which can add +1 if action taken to hold defensively. Does not stack with shield.

Fort 4 Ref 5 Will 9
HP 18
Perception +7
Talisman on shield gives +1 status bonus to initiative checks
Speed 25

Combat
Melee Strikes
Baton +5 (1d6 + 1 B, nonlethal)
Analog, Finesse, Nonlethal, Parry

Knife +5 (1d4 + 1 P or S)
Agile, Analog, Finesse, Thrown 10', Versatile S

Ranged Strikes
Sonic Rifle +5 (1d6 S, Boost 1d8, Tech)(2 hands, Range 40 ft., Magazine 10 charges, Expend 2, reload 1)

Pulsecaster Pistol +5 (1d6 E, Nonlethal, Tech)(1 hand Range 30 ft. Reload 1 Magazine 10 charges Expend 2)

Knife, Thrown +5 (1d4 + 1 P or S, Agile, Analog, Finesse, Thrown 10', Versatile S)

Spells Spell Attack +7, Spell DC 17
Cantrips (At will) Detect Magic, Divine Lance, Light, Vitality Lash, (Connection Spell) Stabilize
1st rank (4 per day) Bless, Infuse Vitality, (Connection Spell) Heal, Mind Skewer [Erata to AON: Add Defense basic Will]
Epiphany Spells (Focus)
Rank 1: Infusion

Skills Bold = Trained
Acrobatics +1
Arcana +6
Athletics +1
Computers +6
Crafting +6
Deception +2
Diplomacy +6
Intimidation +2
Lore Libraries +6
Lore Lashunta +6
Lore Yaraesa +6
Medicine +7
Nature +7
Occultism +6
Performance +6
Piloting +1
Religion +7
Society +6
Stealth +1
Survival +3
Thievery +1

Languages: Common, Castrovelian, Pahtra, Diasporam
Limited Telepathy: You can communicate mentally with creatures within 30 feet. You can communicate only with creatures that share a language with you. This doesn't give you any access to their thoughts, and it communicates no more information than normal speech would.

Reactions
Bond Boost
Trigger A bonded ally within 20 feet is about to roll a saving throw.
You channel a surge of energy through your bond, shielding your ally’s body and mind. Your ally gains a +1 status bonus to the triggering saving throw. If they roll a success on the saving throw against a vitality or void effect, they get a critical success instead.

Common Actions
TRANSFER VITALITY
Traits Concentrate, Healing, Mystic
You can transfer up to 10 Hit Points (minimum 1) from your vitality network into yourself or a bonded creature you can sense within 60 feet. This works on creatures with void healing as though this action had the void trait. Vitality Network has 6 + 4 hp per level and refreshes at rate of 4 per turn when you regain actions. When you Refocus, the vitality network regains all hit points.

Raise a Shield
You position your shield to protect yourself. When you've Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.

No Cause for Alarm ◆◆◆
Traits Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Critical Success Reduce the creature's frightened value by 2.
Success Reduce the creature's frightened value by 1.

Epiphany Spells
Infusion ◆ to ◆◆◆
Traits Uncommon, Concentrate, Focus, Manipulate, Mystic, Vitality, Void
Targets 1 willing bonded creature
You infuse the target's essence with healing energy. If the target is a willing creature, you restore 1d6 Hit Points. The target is then temporarily immune for 10 minutes. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
◆ The spell has a range of touch.
◆◆ The spell has a range of 30 feet. If you're healing a creature, increase the Hit Points restored by 6.
◆◆◆ You heal all bonded creatures in a 30-foot emanation.

Feats
Ancestry/Heritage: Additional Lore (Libraries), Additional Lore (Lashunta)
Background: Religious Talisman
Class: Bond Boost
Skill: Religious Talisman, No Cause for Alarm
General: Additional Lore (Library, Lashunta)

Gear Quilted Armor with Force Field Armor upgrade, Carbon Shield, Baton, Knife, Pulsecaster Pistol, Sonic Rifle, Battery, Cable Line 50 ft, Comm Unit, Holospark, Hygiene Kit, Medkit, Musical Instrument: Button Accordion, Backpack, Dreamlink Serum, Spell Gem (Mind Skewer).
Purchased but not installed: Filtered rebreather upgrade
Cash: 41
Bulk: 6.0
Max bulk: 6

Lashunta Ancestry:
Size Medium
HP: 6
Speed: 25
Languages: Castrovelian, Common
Traits: Humanoid, Lashunta
Limited Telepathy
You can communicate mentally with creatures within 30 feet. You can communicate only with creatures that share a language with you. This doesn’t give you any access to their thoughts and communicates no more information than normal speech would.

Heritage
Damaya Lashunta
You’ve chosen the adaptive genetics to become a damaya. You might have a leaner, lither body type than other lashuntas and are likely encouraged to pursue work as a scholar or politician. In addition to what you gain from your ancestry, you gain an attribute boost to Intelligence and an attribute flaw to Constitution, but the free ancestry boost can’t also be Intelligence. You become trained in Diplomacy. If you would automatically become trained in Diplomacy (from your background or class, for example), you become trained in another skill of your choice. You gain the Additional Lore general feat.

Ancestry Feat 1
Lashunta Lore
Feat 1
Trait: Lashunta
You’ve studied the lives and achievements of other lashuntas who have improved both their psychic powers and their communities. You gain the trained proficiency rank in Occultism and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Lashunta Lore.


Background Disciple:
You’re a loyal disciple of a particular deity. You might have been raised in a religious culture or perhaps felt a kindred calling toward a god later in life, but you’ve honed your skills and devoted your life to living as a follower of that deity.
Choose two attribute boosts. One must be an attribute specified in your deity’s Divine Attribute entry, and one is a free attribute boost.
You’re trained in the deity’s listed divine skill and a Lore skill related to your deity (Abadar Lore, for example). You gain the Religious Talisman skill feat even if you do not meet the feat’s prerequisites.

Deity Yaraesa:
YARAESA
Lady of Wisdom
Yaraesa was a lashunta who attained divinity through enlightenment, guiding others to follow her path.
Areas of Concern knowledge, mental perfection, scholarship, science
Edicts strive for perfection, make learning and teaching a lifelong practice, expand the boundaries of scholarship and scientific study
Anathema destroy knowledge, disparage the wisdom of other cultures and generations, take credit for another’s intellectual labor
Divine Attribute Wisdom or Charisma
DEVOTEE BENEFITS
Cleric Spells 1st: akashic download, 3rd hypercognition, 5th: dreaming potential
Divine Skill Arcana

Mystic Abilities:

Perception
Trained in Perception
Saving Throws
Trained in Fortitude
Trained in Reflex
Expert in Will
Skills
Trained in one skill determined by your connection
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks
Trained in simple weapons
Trained in unarmed attacks
Defenses
Trained in light armor
Trained in unarmored defense
Class DC
Trained in mystic class DC
Spells
Trained in spell attack modifier
Trained in spell DC

CONNECTION
All mystics have a supernatural connection with a cosmic force that grants magical powers. The exact nature of your connection can vary widely—you might worship a god or pantheon, embody a metaphysical concept, become a conduit for nature’s wrath, or something else. Even mystics who share the same connection might interpret the source of their powers differently. At 1st level, choose your connection. Your chosen connection determines the type of spells you cast and the spell tradition you choose spells from, your additional trained skill, the epiphanies you learn, and a harmony that usually grants creatures a special benefit when you heal them with your vitality network.

Your connection is a mystical force that grants you magic. It could come from a divine patron, manifestation of a primeval cosmic force, or some other mystery. Your connection determines your spellcasting tradition and grants you the trained proficiency rank in the listed connection skill. You automatically add your connection spells to your spell repertoire, as described in the spell repertoire class feature. You gain the initial epiphany at 1st level and can gain the advanced and greater epiphanies by selecting the Advanced Epiphany (page 123) and Greater Epiphany (page 124) feats. You gain your chosen connection’s harmony at 1st level, which triggers whenever you Transfer Vitality, and your connection’s perfect harmony at 19th level.

HEALING
You’re connected to the fount of vitality and void energy that flows through all living things on every planet. You weave these energies into spells that heal your allies and harm your enemies.
Tradition divine; Connection Skill Medicine
Connection Spells cantrip: stabilize; 1st: heal; 2nd: false vitality; 3rd: entropy strike; 4th: genetic regeneration; 5th: breath of life; 6th: vampiric exsanguination; 7th: execute; 8th: moment of renewal; 9th: massacre
Epiphany Spells initial: infusion; advanced: vitality nova; greater: vital rebirth
Harmony When you Transfer Vitality, attempt to counteract one affliction affecting the target, or attempt to counteract one effect of your choice imposing one of the following conditions on the target: blinded, clumsy, dazzled, deafened, enfeebled, sickened.

MYSTIC BOND
You form a bond between yourself and others, most typically your closest companions. Forming bonds is different for every mystic but always involves using a 10-minute activity related to the mystic’s connection that requires you to be adjacent to the creature with whom you wish to bond. You can maintain a bond with up to 10 other willing creatures, and the bond lasts until you or the bonded creature are no longer willing to be part of the bond. You are always considered part of your own bond and don’t count toward the 10-creature limit.

You always know the general distance and direction toward other bonded creatures, their Hit Point totals, and if they’re conscious, unconscious, dying, or dead. This ability doesn’t work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies.

VITALITY NETWORK
Your soul supports a network of energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per level. You gain the Transfer Vitality action that you can use to take Hit Points out of your network and into yourself or your allies as healing.
Life-and-death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you’re master in spell DC, it regains 6 Hit Points instead; if you’re legendary, it regains 8 Hit Points. When you Refocus, your vitality network regains all its Hit Points.

TRANSFER VITALITY [one-action]
Traits: Concentrate, Healing, Mystic
You can transfer up to 10 Hit Points (minimum 1) from your vitality network into yourself or a bonded creature you can sense within 60 feet. This works on creatures with void healing as though this action had the void trait. The amount you can transfer increases by 10 at 5th, 10th, 15th and 20th level.

MYSTIC SPELLCASTING
You are a spellcaster and can cast spells using the Cast a Spell activity (see Casting Spells on page 298). As a mystic, when you cast spells, you might intone a prayer or hum a song inspired by your epiphanies, you might gesture or dance in patterns that follow the flow of your connection’s network, and you might accompany your spellcasting with wisps of energy flowing between you and your bonded allies.
Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as a mystic, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Mystic Spells per Day table on page 119.

Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DCs use your Wisdom modifier. Details on calculating these statistics appear on pages 394–395.

Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell’s rank to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they’re heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of mystic spell slot you have. For example, as a 1st-level mystic, your cantrips are 1st-rank spells, and as a 5th-level mystic, your cantrips are 3rd-rank spells.

SPELL REPERTOIRE
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice as well as an additional spell and cantrip from your chosen connection. You choose these from the common spells from the tradition corresponding to your chosen connection or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Mystic Spells per Day on page 119), you add a spell of the same rank to your spell repertoire.

When you gain access to a new rank of spells, your first new spell is always the spell granted by your chosen connection, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your chosen connection and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.

Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.

Swapping Spells in Your Repertoire
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can’t swap out epiphany spells or connection spells. You can also swap out spells by retraining during downtime.


Feats:

Additional Lore (Heritage Feat)
Feat 1
Traits General, Skill
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory (Libraries Lore). You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.
Library Lore Chosen.
Also Lashunta Lore from the Ancestry feat Lashunta Lore.

Background Skill Feat
Religious Talisman
Traits General, Skill
Feat 7 Feat 1 per background description.
Prerequisites master in Religion (waived by background), follower of a specific religion
You can construct and bless a religious symbol of your deity in 10 minutes. While such talismans are traditionally scraps of paper with a religious symbol drawn on them, they can take many forms, including body art, a sticker, or even a virtual emoji. You can create a talisman only for yourself and for the deity you worship. As long as you continue to engage in activities that match your deity’s edicts you gain a +1 status bonus to initiative rolls. If you violate your deity’s anathema, the talisman is destroyed, and you take a –1 status penalty to initiative rolls and Perception checks until you complete an atone ritual (page 382).

Level 2 Class Feat
Bond Boost
Feat 2
Traits Mystic
Source Player Core pg. 122
Trigger A bonded ally within 20 feet is about to roll a saving throw.
You channel a surge of energy through your bond, shielding your ally’s body and mind. Your ally gains a +1 status bonus to the triggering saving throw. If they roll a success on the saving throw against a vitality or void effect, they get a critical success instead.

Level 2 Skill Feat
No Cause for Alarm ◆◆◆
Feat 1
Traits Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill
Source Player Core pg. 224
Prerequisites trained in Diplomacy
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Critical Success Reduce the creature's frightened value by 2.
Success Reduce the creature's frightened value by 1.


Gear:

Quilted Armor
Traits Comfort, Tech
Source Player Core pg. 248
Price 15 credits
AC Bonus +2 Dex Cap +2 Check Penalty — Speed Penalty — Strength +1 Bulk 1
Category Light Group Cloth Upgrades 1
This armor is made of layered fabrics stitched together and is popular with scavengers. On Akiton, some suits of quilted armor are actually constructed of heirloom blankets and garments repurposed for protection.

Filtered Rebreather (Commercial) Armor upgrade (currently uninstalled)
Item 1
Source Player Core pg. 268
Price 5 credits Bulk L
This armor upgrade supplements your armor's environmental protections and filters out common contaminants, including protection from most toxic atmospheres (GM Core 97).

Force Field (Commercial)
Item 1
Source Player Core pg. 269
Price 200 credits Bulk L
Bulk —
Force fields absorb damage. A force field's Hit Points are based on its version. While your force field is active, any physical or energy damage you would take is applied to the force field's Hit Points first before being applied to your Hit Points (including temporary Hit Points). If you have a shield raised, your force field and shield both take damage. If damage from an attack or effect reduces the force field to 0 Hit Points, you take any excess damage, the force field deactivates, and it can't be activated again for 10 minutes. Force fields replenish the indicated number of Hit Points each round at the beginning of your turn while they're active.
The Commercial force field has 6 Hit Points and replenishes 2 Hit Points on your turn.
SFS Note If a PC takes damage with both a force field up and a shield raised, the force field takes damage first. Shield Block only triggers if there is damage remaining afterwards, at which point the shield would potentially be damaged.
Usage installed in armor

Carbon Shield
Traits: Analog
Source Player Core pg. 251
Price 25 credits
AC Bonus +2 Speed Penalty — Bulk 1 Hardness 5 HP (BT) 20 (10)
This durable yet lightweight defensive plate comes in a variety of shapes and sizes, and it's often customized with LED displays that broadcast personal insignia or an organization's colors and symbols.

Dreamlink Serum
Item 2 (from Chronicle Sheet)
Source Starfinder Society Scenario #1-03: Disaster at Dreamlink Labs pg. 15
Price 50 credits
Usage held in 1 hand
Bulk L
Activate ◆ (manipulate)
A glossy purple syrup swirled with streaks of black and green. After drinking this serum, your mind drifts and latches onto psychic impressions from the Newborn, granting you esoteric knowledge and alien wisdom at the expense of your current awareness. You gain a +2 item bonus to Occultism and Religion checks for 10 minutes. Once during the duration, you can roll a check to Recall Knowledge twice and use the better result (this is a fortune effect); if you roll a 1 or a 20 twice using this fortune effect, you glimpse the silhouette of a mysterious figure in the corner of your eye and become frightened 1.

Baton
Traits: Analog, Finesse, Nonlethal, Parry
Source Player Core pg. 264
Price 2 credits
Damage 1d6 B
Bulk L
Hands 1
Type Melee Category Simple Group Club
Upgrades 1
This reinforced rod is commonly made from metal alloys and designed to strike and parry incoming blows.

Knife
Traits: Agile, Analog, Finesse, Thrown 10 ft., Versatile S
Source Player Core pg. 264
Price 2 credits
Damage 1d4 P
Bulk L
Hands 1 Type Melee Category Simple Group Knife Upgrades 1
Invaluable as both a weapon and a tool, knives come in a variety of shapes, styles, and materials ranging from starmetals to ceramics.

Pulsecaster Pistol
Traits: Nonlethal, Tech
Source Player Core pg. 265
Price 30 credits
Damage 1d6 E
Bulk 1 Hands 1 Range 30 ft. Reload 1
Type Ranged Category Simple Group Shock Upgrades 1
Magazine 10 charges Expend 2
This imposing pistol fires a jolt of paralyzing electricity from its barrel. Its remaining charges are visible as glowing lines of energy radiating down its body. Pulsecaster pistols are often used by bounty hunters and law enforcement who need to keep their targets alive.

Sonic Rifle
Traits: Boost 1d8, Tech
Source Player Core pg. 265
Price 40 credits
Damage 1d6 So
Bulk 1 Hands 2 Range 40 ft. Reload 1
Type Ranged Category Simple Group Sonic
Upgrades 1
Magazine 10 charges Expend 2
A sonic rifle creates a narrow beam of ultrasound that effectively turns whatever it hits into a speaker, breaking its targets apart with hypersonic vibrations.
Boost 1d8 You can charge up a weapon with this special property with an Interact action to add an additional damage die of the listed size to the next attack you make with the weapon. On a critical hit, roll these after doubling the weapon's damage. Multiple boosts have no effect.

Cable Line (Commercial)
Item 0
Source Player Core pg. 241
Price 2 credits Bulk L
This industrial cable is typically made of high- durability plastic coated in metal. A commercial cable line is coated in titanium alloy.

Comm Unit
Item 1
Source Player Core pg. 241
Price 7 credits
Hands 1 Bulk L
A personal comm unit is a pocket-sized device that combines a minor portable computer and a cellular communications device, allowing instantaneous wireless communication with other comm units in both audio- and text- based formats at planetary range. A personal comm unit also includes a calculator, a flashlight (emits bright light in a 5-foot radius around you and dim light in the next 5 feet), a browser that accesses any local infospheres, and several entertainment options (including games).

Personal comm units integrated into armor have some voice-activated capabilities; you can communicate with other comm units in audio-based formats and receive responses without needing a free hand, but typing a message, browsing the infosphere, or using an app requires the use of at least one hand.

Comm units that function at longer ranges aren't as portable; they include built-in generators that provide the necessary amount of power and rely on active Drift beacons to communicate. Short-term use of these units can be purchased in most major settlements.

Holospark
Item 0
Source Player Core pg. 241
Price 3 credits Bulk L
This tiny holoprojector is often disguised as an earring, lapel pin, or pendant, It stores a simple visual projection of personal flair, such as a halo or wings, accompanied by short audio, such as a clip of a popular song or a sound effect. Your holospark can be programmed with a computer, such as the one in your comm unit.

Hygiene Kit
Item 0
Source Player Core pg. 241
Price 2 credits Hands 2 Bulk L
This kit contains all the tools and products needed to practice good grooming and hygiene. Kits designed for specific creatures include supplies (such as scale-care products for vesk or antennae grooming oil for lashuntas or shirrens) that are of less use to other creatures.

Medkit (Commercial)
Item 1
Source Player Core pg. 241
Price 50 credits Hands 1 Bulk L
These contain analgesics, bandages, sterile gauze, and suturing tools necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.

Musical Instrument
Item 0+
Source Player Core pg. 241
Hands 2 Bulk 1
All but the most traditional instruments use modern technology to amplify their sound, provide musical accompaniment, or connect wirelessly to other instruments. Handheld instruments include autohorns, guitars, psychoactive wave plates, digital synth decks, holoflutes, and more. The GM might rule that an especially large handheld instrument has greater Bulk. Heavy instruments, such as drumdecks and theremins, are less portable and generally need to be stationary while played. Some instruments have the tech trait.

Container (Ordinary)
Item 0
Source Player Core pg. 241
Price 1 credits
Bulk L
Containers include backpacks, briefcases, duffel bags, and handbags. A container holds up to 4 Bulk and the first 2 Bulk of those items don't count against your Bulk limits. If you're carrying or stowing the container rather than wearing it on your person, its Bulk is light instead of negligible.-

Bulk Calculations
Quilted Armor 1 with Force Field Armor upgrade L, Carbon Shield 1, Baton L, Knife L, Pulsecaster Pistol 1, Sonic Rifle 1, Battery 0, Cable Line 50 ft L, Comm Unit L, Holospark L, Hygiene Kit L, Medkit 1, Musical Instrument: Button Accordion L, Backpack 0, Dream Serum L, Spell Gem (Mind Skewer) L.
Bulk: 6.0


Chronicles:

Spent at character creation:
Equipment 150
Item / Cost / Bulk
Quilted Armor 15, 1
Carbon Shield, Commercial 25, 1
Baton 2, L
Knife 2, L
Pulsecaster Pistol 30, 1
Cable Line, Commercial, 50 ft 2, L
Comm Unit 7, L
Holospark 3, L
Hygiene Kit 2, L
Medkit, Commercial 50, 1
Musical Instrument: Button Accordion 8, 1
Cash: 6
Bulk: 5.6

1) Scenario #1-03 Disaster at Dreamlink Labs
Purchases in game: None
Income: 140 credits
XP: +4 (Total 4)
Cash: 146 credits
Purchases: Dreamlink Serum (50)
Armor Upgrade: Filtered Rebreather (5), Bulk: l
Sonic Rifle (40), Bulk 1
Extra Battery (10)
Container (backpack) (1)
Cash: 41
Bulk: 4.7 (6.7 but Medkit and Instrument are in backpack)

2) Scenario #1-02 Mystery of the Frozen Moon
Purchase in game: none
Income 140 credits
XP: +4 (Total 8)
Cash: 181
Purchases
1st-Rank Spell Gem (Mind Skewer) 40 x2
Cash: 101

3) Scenario # 1-05 Sloughscar Summit
XP: +4 (Total 12)
Level up to 2nd
+6 HP
1 new 1st level spell: Mind Skewer
Class Feat: Bond Boost
Skill Feat: No Cause for Alarm
Credits: +140
Cash: 241
Purchases: Force Field Armor Upgrade (200)
Cash: 41