Katra Sebine

Scherzo Vivacissimo's page

109 posts. Alias of Clebsch73.


Race

SP 18/18 HP 22/22 RP 4/4

Classes/Levels

Hunting Rifle 6/6 (22) Pusher Decoupler 40/40 Azimuth Laser Rifle 17/20

Gender

F Human Noble Scion Envoy 3 EAC 13 KAC 15

About Scherzo Vivacissimo

Characters

Background:
Kalistocrat Childhood: You grew up in a family that followed the Prophecies of Kalistrade. Since these prophecies insist on celibacy, you and your siblings were all adopted, and your parents filled your head with the idea that the zeros in your credit balance measured your success in life. When you became an adult, you left home and abandoned the religion, alienating your parents and your sister, Eline, who has continued to rise in the organization. Now, she works as an Executive Vice President in the Company. The two of you haven’t spoken in years, but fortunately, the executive level might as well be another star system. She almost certainly doesn’t know you’re also employed by EJ Corp.

Theme:
Noble Scion You were born into a position of power and privilege. You might be an actual aristocrat or another member of the upper class, such as the relative of a politician, business magnate, or famous celebrity. Whatever your background, you were raised to be a member of high society, and you are as comfortable with alien diplomats as you are at a fashionable party. You can draw on your family’s resources to ease your way through life, so the galaxy is yours to enjoy!

Race/Planet:
Human Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.
Home Planet: Castrovel See also Castrovel
City of birth: Qabarat; See also Qabarat.

Story:
Scherzo started life as Brighten Reisora, growing up in Qabarat, Castrovel, the youngest daughter of a rich family prominent in the Kalistocracy as the followers of the Prophecies of Kalistrade are usually called. As such she was raised to be an upright, virtuous, overachiever, given the best education, and groomed for a position of influence once she made her way in the world of finance and business. The problem was that little Brighten hated everything about the religion. They frowned on frivolous activities such as games or dancing, made everyone wear dull white clothes, and admonished young people to avoid sex except to procreate and to avoid even that if possible. Both Brighten and her sister Eline were adopted. She has never been able to determine her true parents, although she was told they were part of the ill-fated Starfinder adventure that led many to their deaths in a far off part of the Vast.

Brighten was just the opposite of what her parents wanted her to be. She wanted nothing so much as to be a musician and travel the Pact Worlds exploring the known space and eventually, traveling farther to see what was out there. She put up with her family's restrictions until she turned 21 and had completed her university training. Special tutors taught her the art of diplomacy and intimidation, as well as history and psychology, all part of the game of getting ahead in the cut-throat world of the business world. When she got her first chance to travel alone as a graduation present, she traveled to Absalom, found some lawyers to process a legal name change, adopting the name Scherzo Vivacissimo, musical terms that sounded suitably exotic and as far as possible from the strange names used by the Cult, as she thought of the religion. She sent a message to her parents breaking ties with them and requesting that they let her live her own life. The family made some attempts to lure her back, including a lawyer who found her and told her she could take advantage of a stipend of 100 credits a week, if she would return home and take advantage of offers of employment made by influential friends of her family. She refused, but the lawyer took a liking to her and managed to set up a fund that banked the money on the sly and sent her word on how the money could be accessed.

Scherzo kept the information, for emergencies, but she vowed that she would do everything she could to make her own way in life and did not access the money for a long time. She tried to make it as a musician for a while. She was an excellent player of the synth-violin, an electric violin which involved complex synthesizer modifications of the basic tones produced by the instrument's strings. She was successful at making enough money to live and had many adventures, romantic flings, and even some rough and tumble when she got mugged at one point and caught up in a gang fight at a club.

But she hit on hard times after she ticked off an influential talent agent who made unwanted sexual favors a condition for getting booked at the best clubs. Scherzo refused and soon found herself blackballed and only able to perform at low-life dives. She grew tired of this, and found the life of a poor person not as romantic as she had imagined it to be when chaffing at the conspicuous consumption practiced by her family. She faced facts that she'd need to work a normal job until she could get back to performing her music. She applied at various corporations but found that without help of her family, she had trouble getting any offers that she thought she could stomach.

She interviewed with EJ Corporation, who put her through more than the customary interview. They gave her aptitude tests, gave her VR tests where she had to use various skills, including fighting, negotiating, reading body language, and manage a variety of situations involving unknown species. At the end of it all, they offered her a position on a space freighter. She was surprised, since she did not think she had any skills relevant to that. But the Company said that they valued her ability to deal with interpersonal problems that often arose during long trips through the drift. Also crews often had to negotiate deals and they viewed her test results as showing potential for just such a job.

Scherzo was naïve enough to believe the Company's promises of high pay and bonuses, not yet realizing how the fine print of her employment agreement included lots of conditions which would result in much lower pay than she expected. But at the moment, she was thrilled to be able to travel and to be really free from meddling by her parents and their ridiculous religion.

Description:
Age: 22
Height: 5'10"
Weight: 145 lb
Appearance: Scherzo is quite attractive, with thick black hair that hangs down to her shoulder blades, dark eyes, and a shapely figure. She is very expressive and outgoing, comfortable in her body, exuding a love of life and a confidence that makes her seem older than she is.

Female Human Noble Scion Envoy 3
N Medium Humanoid (Human)
Init +2; Senses Perception +5
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DEFENSE --- SP 18 HP 22 RP 4
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EAC 13; KAC 15
Fort +3, Ref +5, Will +3

Save Dice:

[dice=Fortitude]1d20 + 3[/dice]
[dice=Reflex]1d20 + 5[/dice]
[dice=Will]1d20 + 3[/dice]

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OFFENSE
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Speed 30 ft.
Melee Battle Staff +2 (1d4 + 3 B, Block, Critical Knockdown) or Survival Knife +4 (1d4 + 1 S)(range 20 ft.)
Ranged Hunting Rifle +4 (1d8 + 3P)(90 ft) or Azimuth Laser Rifle +4 (1d8 + 3 F, Critical burn 1d6)(range 120 ft.) or Pusher Decoupler +4 (1d6 + 1 A, critical Demoralize)(60 ft)
Combat Dice:
[dice=Battle Staff]1d20 + 2[/dice]
[dice=Damage, B]1d4 + 3[/dice]
Block: +1 enhancement bonus to your AC for 1 round against melee attacks from target hit.
[dice=Survival Knife]1d20 + 4[/dice]
[dice=Damage, S]1d4 + 1[/dice]
[dice=Hunting Rifle]1d20 + 4[/dice]
[dice=Damage, P]1d8 + 3[/dice]
[dice=Azimuth Laser Rifle]1d20 + 4[/dice]
[dice=Damage, F]1d8 + 3[/dice]
[dice=Critical Damage, F]1d8 + 3 + 1d6[/dice] + target gains the burning condition
[dice=Pusher Decoupler vs EAC]1d20 + 4[/dice]
[dice=Damage, A]1d6 + 1[/dice]
[dice=Critical Damage, A]1d6 + 1[/dice]
[dice=Intimidate]1d20 + 7 - 5[/dice] vs. DC 15 + 1.5 CR or 10 + Intimidate bonus

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STATISTICS
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Str +0; Dex +2; Con +0; Int +1; Wis +0; Cha +3
Base Atk +2
Feats DIversion, Great Fortitude, Longarm Proficiency
Skills Acrobatics +7, Athletics +3, Bluff +9, Computers +5 (ranks 1), Culture +5, Diplomacy +10 + 1d6, Disguise +3, Engineering + 5, Intimidate +9, Life Science +2, Medicine + 5, Mysticism +1, Perception +5, Physical Science +2, Piloting +2 (ranks 0), Profession (musician) +9, Sense Motive +6 + 1d6, Stealth +5, Survival +1
ACP -1
Theme Knowledge: You move about in the highest echelons of galactic society. Your status allows you to know who’s who among the wealthy and powerful of the galaxy, from which families are on the rise and which are on their way down to how to dress for a barathu social event and which set of tongs to use for the kalo wandfish dish in the third course of brunch. Reduce the DC of Culture checks to recall knowledge about the aristocracy, wealthy and powerful families, prominent personalities, and etiquette by 5.
Languages Common, Azlanti, Castrovelian, Elven
Skills Dicebots:
[dice=Acrobatics]1d20 + 7[/dice]
[dice=Athletics]1d20 + 3[/dice]
[dice=Bluff]1d20 + 9[/dice]
[dice=Computers]1d20 + 5[/dice]
[dice=Culture]1d20 + 5[/dice]
[dice=Diplomacy, delay expertise roll]1d20 + 10[/dice]
[dice=Expertise roll]1d6[/dice]
[dice=Diplomacy skill, expertise]1d20 + 10 + 1d6[/dice]
[dice=Disguise]1d20 + 3[/dice]
[dice=Engineering]1d20 + 5[/dice]
[dice=Intimidate]1d20 + 8[/dice]
[dice=Life Science]1d20 + 2[/dice]
[dice=Medicine]1d20 + 5[/dice]
[dice=Mysticism]1d20 + 1[/dice]
[dice=Perception]1d20 + 5[/dice]
[dice=Physical Science]1d20 + 2[/dice]
[dice=Piloting]1d20 + 2[/dice]
[dice=Profession (musician)]1d20 + 8[/dice]
[dice=Sense Motive, expertise]1d20 + 6 + 1d6[/dice]
[dice=Stealth]1d20 + 5[/dice]
[dice=Survival]1d20 + 1[/dice]

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GEAR/POSSESSIONS
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Kasatha Microcord (EAC +1 KAC +3 Dex +3 ACP -1 Speed 0 Up 0), Battle Staff, Survival Knife, Hunting Rifle, Longarm Rounds (25), Azimuth Laser Rifle, Flashlight, Personal Comm Unit, Synth Violin, Industrial Backpack, Pusher Decoupler, standard battery (20)(x2), standard battery (13), high-capacity battery (20/40), Serum of Healing Mk II, Serum of Enhancement (diplomat).
Carrying Capacity 6
Current Load Carried 4.4
Money 43 Credits

1st Level Spell Gems
Comprehend Languages
Eclipse Touch
Jolting Surge
Junk Shards
Electric Light Show
Magic Missile
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SPECIAL ABILITIES
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Expertise: You are an expert at dealing with challenges that test your skills, be they challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining.

Skill Expertise: At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).

Envoy Improvisations
Spell Gem Understanding (Su): You can use spell gems as if you were a spellcaster. For purposes of using spell gems, you treat all spells on the mystic, technomancer, and witchwarper spell lists as your class’s spell list, and you use Charisma as your key ability score for your spellcasting. Your effective caster level for any spell gems you use is equal to your envoy level

Inspiring Boost (Ex): (Language-Dependent, Mind-Affecting, Sense-Dependent) As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to 7 [twice your envoy level + your Charisma modifier]. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.

Expertise Talent - 3rd Level At 3rd level and every 4 levels thereafter, you choose an expertise talent, which gives you an extra option when using a skill with which you have expertise.

Slick Customer (Ex; Diplomacy)
When you attempt a Diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.

Weapon Specialization - 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency (melee weapons, small arms).

Gear Descriptions:
Hunting Rifle
Source Starfinder Core Rulebook pg. 176
Level 1; Price 240
Hands 2; Proficiency Longarms
Damage 1d8 P; Range 90 ft.; Critical —
Capacity 6 rounds; Usage 1
Bulk 1; Special analog
Description
This basic rifle is used mainly for personal defense and hunting. More advanced rifles have military uses.

Laser Rifle, Azimuth
Source Starfinder Core Rulebook pg. 176
Level 1; Price 425
Hands 2; Proficiency Longarms
Damage 1d8 F; Range 120 ft.; Critical burn 1d6
Capacity 20 charges; Usage 1
Bulk 1; Special —

Decoupler, Pusher
Source Starfinder Armory pg. 36
Level 4; Price 2,300
Hands 1; Proficiency Small Arms
Damage 1d6 A; Range 30 ft.; Critical demoralize
Capacity 40 charges; Usage 2
Bulk L; Special —
Some manufacturers have streamlined the disintegrator pistol’s design to create a more affordable option; the result of their efforts is referred to simply as a decoupler. A decoupler is smaller and lighter than a disintegrator pistol, trading some of its outright destructive power for the ability to deal superficial pain that can leave targets shaking in their boots. In the Apostaean city of Nightarch, the ruling House Zeizerer issues decouplers to its enforcers, many of whom refer to the weapons as “facilitators.” Manufacturers typically produce bruiser, pusher, and screamer decouplers.

Spell Gem
Consisting of one or more lattices of carefully arranged lines of rare metal and bits of precious stone in a silicon casing, each lattice in a spell gem is encoded with magical writings equivalent to the casting of a single, specific spell. Holding a spell gem in your hand unlocks little-used portions of your mind, granting you the ability to temporarily cast the spell encoded within the gem without using up your daily spell slots. You must hold the spell gem in your hand throughout the spell’s casting time and must spend at least a standard action using the spell gem, even if the spell’s casting time is shorter. Each spell stored within a spell gem can be cast only once, after which the magic encoded within the spell gem’s lattice is forever expended.

Serum of Healing, Mk 2
Source Starfinder Core Rulebook pg. 222
Level 5; Price 425; Bulk L
This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature.
Mk 2 3d8 Hit Points

Serum of Enhancement, Diplomat
Source Starfinder Core Rulebook pg. 222
Level 5; Price 475; Bulk L
Description
This vial of performance-enhancing serum unlocks or enhances aspects of your body and mind. Imbibing this serum grants a living creature bonuses based upon the type of serum imbibed, as described below. The effects of a serum of enhancement last 1 hour.
The creature gains a +2 insight bonus to Bluff and Diplomacy checks. Creatures with an Intelligence of 3 or greater also gain the ability to comprehend, speak, and understand one language that it has heard in the last 10 minutes.