SFS # 820-704
Experience 21
Slotted Faction Acquisitives
Wealth See ITS
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Mu’s a famous gladiator, but she’s a celebrity as much for her charitable exploits as she is for her magical fighting style. She’s done charity work for Tasch a small mining town in Akiton that’s been through hard times, lobbied for the Renkrodas, and advertised the joys of higher education with the University of Qabarat. She’s followed everywhere by Mu’s Fight Club, some hard-core fans who just help her be more awesome.
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Bot Me! Mu will charge whenever she possibly can. As a Nuar she takes no penalty for doing so. However, she has a lot of mobility with her 70 ft speed, and likely can get where she needs to go without charging! Given advance warning, she’ll supercharge her weapon.
Str 23*, Dex 10, Con 14, Int 25***, Wis 14, Cha 15
Stat Leveling:
Scoured Stars Bonus: CHA
Personal Upgrade 1: CHA
Personal upgrade 2: STR
Personal upgrade 3 (Rune Stone): INT
Level 5 makeover: STR, DEX, CON, INT
Level 10 makeover: STR, CON, INT, WIS
Stats at LVL 1: 16, 8 10, 16, 12, 11
Skills
Athletics (Str) — 21 = 12 ranks + 3 class + 6 str
Culture (Int) — 24 = 12 ranks + 3 class + 7 int +1 icon +1 insight (U of Q)
Computers (Int) — 24 = 12 ranks + 3 class + 7 int +3 insight
Engineering (Int) — 22 = 12 ranks + 3 class + 7 int
Deception (Cha) — 17 = 12 ranks + 3 class + 2 cha
Intimidate (Cha) — 17 = 12 ranks + 3 class + 2 cha
Life Science (Int) — 22 = 12 ranks + 3 class + 7 int
Mysticism (Wis) — 20 = 12 ranks + 3 class + 2 wis +3 insight
Physical Science (Int) — 24 = 12 ranks + 3 class + 7 int +1 insight (U of Q)
Profession Gladiator (Int) — 23 = 12 ranks + 3 class + 7 int +1 icon
Survival (Wis) — 19 = 12 ranks + 3 class + 2 wis + 2 racial
Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions
Advanced Iridishell, White Forcefield, Hydrojets, Force Soles MK 2
Other Gear
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Special Abilities
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Magic Hacks
Holographic Artist's Cache Hack
Source Character Operations Manual pg. 92
The holographic artist uses their spell cache to paint the world around them with dazzling holograms and creatures that others can't help but believe.
First Slot (6th Level): disguise self, holographic image (1st level), summon creature (1st level), or unseen servant.
Second Slot (12th Level): holographic image (2nd level or lower), invisibility*, mirror image*, or summon creature (2nd level or lower).
Empowered Weapon (Su) D
As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you're wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.
Enchanted Fusion (Su)
As a standard action, you can expend an unused spell slot to temporarily grant the effects of a weapon fusion to a weapon that you touch. When you activate this ability, choose from the following weapon fusions: flaming, frost, ghost killer, merciful, or shock. If you expend a spell slot of 4th, 5th, or 6th level, you gain the ability to choose either the corrosive or thundering fusion. The weapon gains the chosen fusion for a number of rounds equal to the level of the spell slot you expended. The weapon can't gain a fusion it already has or one that can't be applied to a weapon of its type, but this bonus fusion doesn't count toward the maximum total level of fusions the weapon can have at once. You must have the empowered weapon magic hack to choose this magic hack.
Flash Teleport (Sp)
Source Starfinder Core Rulebook pg. 122
As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.
Glitch Step (Su)
Source Character Operations Manual pg. 94
You can expend a 1st-level or higher spell slot to glitch yourself out of reality, as if you were an image on a bad view screen, allowing you to move in unpredictable ways. You must use this ability as part of a move action to move your speed or a withdraw action, and it provides you with one of the following benefits. You can use this ability only once per move action.
Ignore 20 feet of difficult terrain. This increases to 40 feet of difficult terrain if you expend a 3rd- or 4th-level spell slot, and 60 feet of difficult terrain if you expend a 5th- or 6thlevel spell slot.
Move 10 feet. This counts as 5 feet of movement, but you do not provoke attacks of opportunity when moving this way. Any other movement you attempt as part of your move action provokes reactions as normal. This increases to 20 feet if you expend a 3rd- or 4th-level spell slot, and 30 feet if you expend a 5th- or 6th-level spell slot.
Pass through up to 1 foot of solid objects as if you were incorporeal (Core Rulebook 264). You can pass through ceilings, floors, and walls, provided they’re no thicker than 1 foot.
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Boons Slotted this Adventure
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Ally: Alien Associates
Faction: Acquisitives
Personal: Nuar Race Boon
Promotional: T-Shirt Reroll
Social: Enemy of the Devourer
Starship: Slotless: Qabarat University Admittance
About Mu's Fightclub
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Magical Mu has a fight club that accompanies her everywhere she goes!
1st RULE: You do not talk about FIGHTCLUB.
2nd RULE: You DO NOT talk about FIGHTCLUB.
3rd RULE: If someone says "stop" or goes limp, taps out the fight is over.
4th RULE: Only two to a fight.
5th RULE: One fight at a time.
6th RULE: No death, no foul.
7th RULE: Fights will go on as long as they have to.
8th RULE: If this is your first night at FIGHTCLUB, you HAVE to fight.
(This is Mu's Alien Associates Boon.)
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MU'S FIGHTCLUB
Holly Hellcat:
A halfling that Mu picked up in smalltown on Level 21 of Absalom Station. She ran with the Level 21 Crew run by gangleader, Jabaxa.
Greta Thunderspear:
A dwarven barbarian that Zo! introduced to Mu. Fierce and strong and doesn't take guff from anyone.
Thumper:
A half-orc that Mu rescued from one of the Drow houses on Apostae.
Darryl:
A brakim mechanic who likes to run Mu's light and sound.
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CRUNCH DETAILS:
When you slot this boon, you're accompanied by a group consisting of one or more members from each of the species whose boons you've noted above. You can determine the personality of these NPCs, though they generally keep away from the action and do not actively participate in the adventure, except as noted below. Do not worry about the positions of your associates during combat.
For each ally you bring with you in the above manner, you can perform one of the following actions, once per adventure:
• Your ally provides a one time +2 bonus to a single skill check you perform. You must declare using this ability prior to rolling the check.
• Your ally obfuscates your position on the battlefield, granting you soft cover for one round. You must use this at the start of your combat turn, and it ends at the end of your following turn, but doing so is a free action.
• Your ally says some inspirational words that restores twice your level in Stamina Points. In combat you can use this at any point during your combat turn as a free action.
• Your ally casts a single O-level spell with an effective caster level equal to your level. The spell counts as being cast from your current location, but otherwise does not count as a spell you cast. In combat you can use this at any point during your combat turn as a free action.
Enemy of the Devourer
After stopping a Cult of the Devourer cell on Castrovel, you've developed quite the reputation. You've also taken steps to learn as much as you can about the destructive organization. You gain a +2 bonus on any Culture, Diplomacy (gather information), or Mysticism check related to the Cult of the Devourer. Once per session, you can re-roll any one saving throw against an effect created by a follower of the Devourer.
Known Quality (Acquisitives)
Known Quality (Social Boon): You have become a rising celebrity backed by your faction. When you have this boon slotted and you attempt a Day Job check at the end of a session, multiply your total earnings by your Acquisitives Reputation Tier. For example, if you are Tier 3 in the Acquisitives, you multiply the result of your Day Job check by 3. Apply this additional multiplier after doubling the result of your Profession skill check and determining your total earnings.
YEAR OF THE SCOURED STARS BOON:
Whether through your direct accomplishments or the actions of allied Starfinders, you’ve made serious headway against or completely triumphed over the threat of the Scoured Stars. The Society remembers the deeds of the noble Starfinders who battled against the jinsul threat and the discovered the mysteries of the Scoured Stars, and many other Starfinders benefit from the actions of these brave veteran agents.
Prerequisites: All Factions Tier 3; at least four of the Journey to the Scoured Stars segment boons
Cost: 8 Fame (24 on subsequent purchases)
Benefit: When you select this boon for a character, pick one of the following to apply to your character immediately:
• You gain 1 extra Resolve Point. If you’ve collected all eight segments, then this increases to 2 Resolve Points.
• You gain 1 extra Hit Point for every character level you have. If you have collected all eight segments, then this increases to 2 Hit Points for every level you have.
• You can select a single saving throw (Fortitude, Reflex, or Will) and increase your bonus to that save by 1. If you have collected six or seven segments, then you can select one of the remaining two saves to increase, and if you’ve collected all eight segments, then you instead increase all your saves by 1.
• If you’ve collected all eight segments, then you can increase one of your ability scores that is currently 16 or lower by 2.
Special: When you first apply this boon to a character, it costs 8 Fame. You can apply this boon only once to a given character. Subsequent purchases of this boon for different characters cost 24 Fame.
Finitrium Augmentations
Finitrium Augmentations (Slotless Boon): The Starfinder Society defeated the Order of Dawning Fate and saved the metropolis of Izdria. In the time since, Izdria has begun to mine finitrium, using the profits from the sale of this rare starmetal to fund reconstruction efforts. Corporations and inventors from across the galaxy work to find applications for this newly discovered substance. Scientists working for the Starfinder Society have invested their efforts in the field of hybrid augmentations, knowing full well the power of the augmentations once utilized by the Order of Dawning Fate. Now, the tables have turned, and you’ve received one of these unique and powerful augmentations, which you can use to perform amazing deeds.
When you purchase this boon, select one of the following effects granted to you by your custom finitrium augmentations. These finitrium augmentations don’t occupy a body slot, don’t cost you any credits, and are permanent—you can’t remove them. You can purchase this boon once per character.
[x] Action Boost: You use your finitrium augmentations to alter your perception of time, temporarily enabling you to do more, in the same amount of time. You can spend 1 Resolve Point as a free action to take an additional move action or swift action on your turn, or 2 Resolve Points to take an additional standard action on your turn. After you use action boost, you can’t use it again until you take a 10-minute rest to regain Stamina Points.
Specialized Resolve
Specialized Resolve (Slotless Boon): Resolve is a measure of your grit, luck, and ability to overcome adversity and triumph in the face of insurmountable odds. For many, it’s simply a part of them, but for others, resolve can represent forces beyond their understanding — moment of enlightenment or foresight, potent magical forces, inexplicable instincts, or even divine intervention.
You are one such hero. As part of this character’s daily preparations, they can select one new way to use their Resolve Points per category (Defensive, Offensive, Transport, and Utility) from the list on pages 186-187 of Starfinder Enhanced. Each specialized use that a character with Resolve Points selects can be used once per day. The player must inform their GM of their selections or record them in a fixed manner for reference. You must own a copy of Starfinder Enhanced to use this boon.
Specialized Uses for Resolve Points
Source Starfinder Enhanced pg. 186
Specialized uses include new ways to use your Resolve Points. These are split into four categories: defensive, offensive, transport, and utility. As part of your daily preparations, you can select one new way to use your Resolve Points per category. Each specialized use that a character with Resolve Points selects can be used once per day.
Defensive Specialized Uses
Source Starfinder Enhanced pg. 186
This category covers primarily protective uses of Resolve Points.
Critical Cancellation: As a reaction when an enemy critically hits you, you can spend Resolve Points to turn aside their attack. If you spend 1 Resolve Point, the attack doesn’t trigger critical hit effects. If you spend 2 Resolve Points, that attack becomes a hit rather than a critical hit; its damage isn’t doubled, and it doesn’t trigger critical hit effects.
Extra Reaction: When a reaction you have access to would be triggered, but you have already expended your reaction for the round, you can spend 1 Resolve Point to immediately gain a reaction. This allows you to use the triggered reaction. This doesn’t allow you to use more than one reaction in response to the same trigger.
Inspiring Support: When you successfully provide covering fire to an ally during combat, you can spend 1 Resolve Point to bolster that ally’s spirits. If you do, that ally restores a number of Stamina Points equal to your level.
Invigorating Spell: When you cast a harmless spell on an ally, you can spend 1 Resolve Point to adapt your spell to heal their wounds. If you do, that ally restores a number of Hit Points equal to the level of the spell × 2, in addition to the normal effects of the spell. If your spell would affect more than one ally, select one of those allies for this ability to affect.
Miraculous Recovery: On your turn, if you have a condition which has a duration measured in rounds, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1, maximum equal to the condition’s remaining duration) to recover from the condition. At the beginning of your next turn, you lose the condition.
Sudden Resistance: When you take damage from a significant enemy, you can spend 1 Resolve Point as a reaction to temporarily gain resistance—equal to your remaining Resolve Points—to the type of damage you were dealt, whether that damage was a type of kinetic (bludgeoning, piercing, or slashing) or energy (acid, cold, electricity, fire, or sonic) damage. If you were dealt energy damage, this is energy resistance against that energy type. If you were dealt more than one damage type, select one of those damage types to gain resistance to. In either case, this effect lasts for 3 rounds and doesn’t apply against the damage that triggered the use of this ability.
Offensive Specialized Uses
Source Starfinder Enhanced pg. 186
This category covers uses of Resolve Points that pack an offensive punch.
Bolster Spell: When you cast a spell, you can spend Resolve Points to increase the saving throw DC of that spell by 1 for each Resolve Point you spend. You can’t increase the spell’s DC higher than the DC of the highest-level spell that you can cast.
Double Critical: If you critically hit with a weapon that has two or more critical hit effects, you can spend 1 Resolve Point to apply the effects of two critical hit effects, rather than one.
Expansive Critical: When you roll initiative, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1, maximum 3) to increase the ease with which you critically hit. For the duration of that combat, you apply critical hit effects when you roll a 19 or a 20 on the die and would hit your target, rather than only on a 20. This only applies your weapon’s critical hit effect; it doesn’t double the damage dealt by your attack.
Instant Reload: You can spend 1 Resolve Point to reload a weapon you’re holding without using an action. You must have the appropriate ammunition to reload your weapon in this way.
Momentary Proficiency: When you’re holding a weapon that you aren’t proficient with, you can spend 1 Resolve Point to temporarily learn how to wield that weapon. For 1 minute, you become proficient with that specific weapon. If you’re 3rd level or higher, you can spend 1 additional Resolve Point to also gain weapon specialization with that specific weapon for the same duration.
Sudden Stop: When you damage a creature with an attack of opportunity that was triggered by that creature’s movement, you can spend 2 Resolve Points to halt them in their tracks. If you do, their movement immediately ends.
Transport Specialized Uses
Source Starfinder Enhanced pg. 187
This category involves uses of Resolve Points related to vehicles, starships, and other forms of transport.
Boarding Expert: When you board a vehicle, you can spend Resolve Points to increase your chances of success. If you spend 1 Resolve Point, you automatically succeed at any Acrobatics or Athletics check required to board. If you spend 2 Resolve Points, you automatically succeed at any Acrobatics or Athletics check required to board, and you don’t provoke an attack of opportunity for boarding.
Efficient Racer: When you’re piloting a vehicle during a vehicle chase, you can spend 1 Resolve Point while taking a double maneuver action. If you do, you can take three pilot actions during that double maneuver, rather than two.
Masterful Mech Pilot: If you take a full action to pilot a mech, you can spend 1 Resolve Point to grant the mech you’re operating two additional move actions or standard actions that turn (in any combination), rather than one. This doesn’t increase the maximum number of additional actions the mech can have per turn.
Opportunistic Positioning: At the beginning of starship combat, if your positioning would be determined randomly, you can spend 1 Resolve Point to alter your starship’s position. After the GM has placed the starships, you can do one of the following: change your facing or move your starship up to three hexes. If you spend 2 Resolve Points, you can do both.
Quick Modifications: You can spend 1 Resolve Point to install or remove a vehicle modification in 10 minutes, rather than 4 hours.
Reliable Gunner: When you fire a starship weapon during starship combat (such as by using the shoot, fire at will, or snap shot crew action), you can spend 1 Resolve Point to increase the range of one of the starship weapons you fire by 5 hexes. When you fire a weapon while on a moving vehicle, you can spend 1 Resolve Point to reduce the penalties to attack rolls imposed by the vehicle by 2.
Temporary Patch: During starship combat, you can spend 1 Resolve Point to ignore the penalties your starship has accumulated from critical damage for the duration of your crew action. This doesn’t apply to anyone else’s crew actions, nor does it remove the critical damage condition from any systems.
Utility Specialized Uses
Source Starfinder Enhanced pg. 187
This category’s uses of Resolve Points can be useful in a pinch.
Exceptional Aid: When you attempt to aid another on a skill check, you can spend 1 Resolve Point to roll your skill check twice and use the higher result. If you succeed, the creature you’re aiding gains a +3 bonus to their skill check, rather than the +2 you would usually grant.
Just the Thing: As a standard action, you can reach into your backpack, pocket, or other suitable storage space, and spend Resolve Points to acquire an item you can afford but don’t own. The item must have a bulk of 1 or less, and an item level no greater than your level – 1. You immediately lose a number of credits equal to the value of the item, as this ability assumes you prepurchased or traded for this item at some point in the past. If the item you pull out is a consumable item (such as a grenade, serum, or spell gem), you must spend 1 Resolve Point. Otherwise, you must spend a number of Resolve Points equal to half the item level.
Quick Fusion: When you apply a fusion seal to a weapon, you can spend Resolve Points to reduce the time it takes for that fusion to function. If you spend 1 Resolve Point, that fusion seal functions immediately after you transfer it.
Rapid Moves: You can spend 1 Resolve Point to take an additional move action on your turn. You can’t use this ability on a round that you take a full action.
Skilled Hacker: When you take an additional major action during a dynamic hacking encounter, you can spend 1 Resolve Point to ignore the cumulative penalty that taking that additional action would impose on your skill checks for the turn.