"Aye...aye Ms. Astri." The two sailors lay out a couple different blades ad carving tools and get to work. They divide the task in to and get to work. One begins to whistle a catchy but off tune song that is quickly recognized by crew....The Legend of Thalios Dondrel.
The peg legged man lowers his voice, "Talk t'Millauka he knows of herbs th't be good for bites." He scans the area before continuing. "Sarg. Darenar is bad people...bad people. He and Capt Donovan have bad blood 'bout the warhammer. Sarg won the ol' hammer Maelstrom from the drunken captain at dice." He hacks up another luggy and spits it out on the deck.
Da'rash of shark attacks have claim'd the lives of several sailors and fishermen, leaving more folks missing limbs like me. It ain’t natural. Dark times is comin’. A black shark means dark times.”
He hawks up a big glob of spit brownish green spit, chews it a second or two, then expels it out onto the docks near Astri's sparkling boots. "'eard 'bout what y'all have been doin'." He nods approvingly. "“The sharks got their god back. The black shark comes. We’re all as good as dead. You ask the Tulita. The old shamans know about the dark times.”
To Astri and her group. "Ain't nobody ever kilt it. It just went t'other places or hunt'n grounds." He paves his iron hook. "Some say the Tultia helped push it off and the other ancient gods. Maybe now those gods 'ave left us with all this filth." he motions back a thte port.
"Now as a young'un I lost me arm t'a tiger shark, just plain tore'd it off as casual as could be, when I's was passing near the edge of the
harbor with a swim." he stopmps his two wooden peg legs. "Lost these his to sharks. When me fishing sloop sank ten years ago in a squall, gripped me a plank, and went white-knuckled for hours, before the sharks came. Held me legs out of the water for hours more before his muscles gave out and the bale-sharks took 'em apart below the knees, bite by agonizing bite."
A voice, like a knife across a stone, cuts the air: “There be a black shark.” The crowd parts to reveal an ancient man of the sea. His leathery skin stretched over his bones, he raises his right arm to silence the boy’s reply. The arm ends in a cold black iron hook. The old man’s one good hand clutches a wooden crutch, supporting his wracked frame. His leather breeches are cut off at the knees and two gnarled wooden pegs, chipped and scratched from wear, extend from the stumps of what remains of his legs. “There be a black shark.” His voice rasps once more.
A thick silence settles over the crowd then; no one wants to debate the shark’s existence any more. One of the younger fishermen even hazards a glance off the pier as if he expects a dark fin to crest the waves at any moment. With muttered excuses and leave-takings the crowd of fishermen breaks up, leaving the old man alone on the pier, his back to the dock, staring across the roiling sea.
You've seen this ancient fisherman who appears to be a local authority on sharks and just about everything else on the docks before, but you've never interacted with him. He is known simply as Old Craw, no one remembers his given name.
The crew look a bit dismayed when Astri announces no loot. "So, we risk'd our lives wit pirates, storms, dragons, wereharks and rescuing folk and we don't got much to show fer it." Another sailor barks.
When Astri offers Chell up in sacrifice all the crew looks to cleric to solve the problem. Several eyebrows raise. "Treasure...well..." The voices probe.
There's a pause then a shout from the crows nest. "All's clear Captain, but I do see more wreckage a quarter mile off, looks like the main sail and mast. 3 more bodies floating."
Ptahh eventually leads the former prisoner back down and into the main cavern. There the former captives will advise they came in through a strange statue garden. They know of no other way out of the cavern system. although one will advise that he heard some talk about a "Sharkery, that lies below. The BIG black visits there." He points to the one of the lakes.
"Captain...30 fathoms" It's clear that water depth is becoming more shallow and the Captain orders the sea anchor dropped. You are in the thick fog and visibility is limited...although the outline of large ship partially out of water can be seen with flicking fire near what looks like it's bow.
The First Mate steers the ship trying to stay out of the sea fog but mother nature has other ideas as it rolls in and shrouds the ship in mist. Visibility drops to nothing. Small gusts of wind stir and roil the mist and bring with them a slight chill unusual for these warm, tropical waters. Eventually a shout comes from ol' One Eyed, "FIRE...STABOARD BOW! FIRE!"
Everyone who was remaining on deck can make a perception check.
A sailor hurries from the Captain's side and the quarterdeck. He is red faced, huffing and puffing, when he gets to your group. 'C...C...Captain wants to see you." He waves back towards the quarterdeck. "He wants you all."
As Gloomy Gus walks away there is splatter on his left shoulder, as whitish goo drips, and the seagull takes flight from the mainmast. Gus mutters his curse under his breath.
Revhi raises a brow. Hardly useful information."You think we know when trouble's going to strike? We're hired muscle, not prophets."
Gloomy Gus smirks and his enormous red mutton chop sideburns and a mustache rise, "Clearly you're not the divination type." He mutters to the cleric. "You'd think you could've asked for some guidance....guess not."
Upon hearing gloomy gus make his prediction, Marcus begins sniffing the air. Smells like brine to me Gus
When gus asks about potential trouble, Marcus sidles up next to him and nudges him gently in the ribs with his elbow.
I am hoping for no trouble what so ever and at making some easy coin for once
Gloomy Gus responds, "Pirates, Krakens, and worse loom on the Razor Sea... just my luck a rogue iceberg it'll hit." he flexes his fingers, "Always know where the driftwood is my pappy use to say, never know when you'll need it." he then hooks one of the coils of rope to the mast.
While the Captain adjusts his course and orders the sails trimmed. Gloomy Gus comes on over carrying two coils of rope and sure enough he is wearing his favorite color: green. He glances up and sniffs the air, "Smells like storm's brewin', there's always a storm brewin'" Even though there is barely a cloud in the sky. "So, you're the sellswords...guud guud, so when do you think we'll 'ave trouble?"
The lookout yells, "FINS CAPTAIN, lots of fins." Sure enough there is a pack of shark fins trailing the ship's wake dining on garbage. Taht is one thing you've noticed over the last couple months is there has been a large increase in shark activity in and around Port Shark, lots of reported shark attacks.
"Yeah...yeah, I've got you 'ere on the list. first mate's on the quarterdeck hurry off now."
He points to Jean-Phillipe and Davkas then shouts, "Come on now, get a hustle on, we be shovin' off soon. If you your comin' aboard git me yer names now...hurry.
Rex sees stars and crumble unconscious to the floor. There's a bit of drool coming out of his swollen bloody lips, his left eye is completely closed and purple.
Dravkas:
You manage to find one person who will talk to you. He's in a good mood being that he just won some coin on Markus. "yeah, I'm shippin' out wit 'im in the morning too. So you all comin' along? Seems like the capt, ships lots of spices and grains in his holds, some exotic clothes too. At least from what I've seen over the last couple days. Not countin' you all looks like a full crew of 45 plus officer." He points to one. "don't know where we are goin' not privy to that ...I guess. Hope you like religious items...cuz the ship be full of many carvings to Quell and other gods." He pauses.
The stunned bareknuckle fighter shakes the cobwebs out of his head. "Someone needs t'be knockout out, too much money bet." The crowd is cheering for blood and battle. To simply give up would cause unrest among those watching.
He tries to jab twice to keep the monk at bay.
att:1d20 + 13 ⇒ (1) + 13 = 14;damage:1d3 + 7 ⇒ (3) + 7 = 10
I didn't think of bluff, I'd have to look at that as an option.I Understand the potential flavor/color of the scene, so it's something I wouldn't be opposed to so the player can try to shine. If it became a "regular" tactic, I'd want to make sure the rules were closely followed.
----
save vs stunning fist:1d20 + 6 ⇒ (15) + 6 = 21
The monk strikes hard and fast, nearly taking the wind from his stocky opponent. The man recovers quickly and unloads a quick two punch combination.
left hook to face:1d20 + 13 ⇒ (10) + 13 = 23;damage:1d3 + 7 ⇒ (3) + 7 = 10
Rex is a fierce-looking bear of a man. His bony, crooked nose indicates he learned his pugilistic skills the hard way, and he is indeed a veteran of numerous bare knuckles matches. His eyes go dead and holds his opponent in a rock-steady unwavering stare.
"Gather 'ere you foolish scallywags and list'n up. There be wretched creatures as big'n as this tavern, twice as wide too, that'll swallow ya whole out there under the sea, but that's a better fate than those sailors cursed wit' the black spot. Some say it's a curse from th' Demon Below other's say it a mark of a traitor, but mark me words, those bearing the judgment of the ace of spades... doom all t'death."
"Gather 'ere you foolish scallywags and list'n up. There be wretched creatures as big'n as this tavern, twice as wide too, that'll swallow ya whole out there under the sea, but that's a better fate than those sailors cursed wit' the black spot. Some say it's a curse from th' Demon Below other's say it a mark of a traitor, but mark me words, those bearing the judgment of the ace of spades... doom all t'death."
- Drunken sailor the night before setting sail
Don't role play this out. I just wanted to add a bit of flavor.
Roughly 39 hours after you set sail from Sharkjaw, 8:00 am on the second day. you left about 5pm on Day 1 You get a shout from the crows nest, "Land HO!!! 10 miles...Northeast."
The crew members that were set adrift by Capt Dre was a brig, sort of like this a bit bigger. Had more ballistae. Capt Dre b' a raisin' in name stake. Ruthless, surprised he let us live actually...being sick n' all. Hails from carcass but he was lookin' to hunt in the north. Merchant rich area around beacon Island, the pearls and Darkol Islands. He dreams big like. He's some hocus pocus diviny types onboard to."
As the night shift readies to grab a bit of breakfast and bunk down they gossip and tell other crewman about the night's adventures and losses.
"Right out of the riggin'...one minute he's thar, the next poof..gone to Davie Jones locker."
---
In another snippet, "Yep...the villainous, parrot-strangling, lilly-livered kelp eaters just plum snatched Waern (Tulita Veteran) and Cronin (Human Marine) right from d'deck."
Everyone seems to have different priorities and the crew generally needs direction. The first slowed the ship, then were told to get gear to start retrieving crates and debris (Astri), then Chaplin gave the order for survivor.
After several long minutes two crew members on deck manage to pole and manipulate a crate against the starboard side of the deck. Astri had directed a block and tackle to be set up there, so it can be used to pull the crate up.
Meanwhile two crew members finally get the fishing newt around a body near the bow of the ship. "Got a body. Need 'elp pullin' i'm up."
As one on the crew toss out a fishing net off the bow towards the bodies. He makes sure that he has enough rope attached to the net, so he can use it to troll the waters.
Bri the wheel slips from your grasps and does a complete rotation, you loose some of the wind in your sails. using your 16 roll from earlier. You have a difficult time holding course as you grasp the wheel in your hands. the bow of the ship crashes hard, jotting into the waves as the water sloshes over the decks.
rigging crew:1d20 + 5 ⇒ (17) + 5 = 22
The riggers release enough sail just as it's about to rip in the wind, but they save the situation. Drenched as the rainfall whacks the ship.
Chell you find 5 or 6 crewman who have working knowledge of wounds care. There is some grumbling to be on the medic team as opposed to a borading party but the grumbles subside. Less risk, I suppose. No dagger in me side.
"FFFF..alll..gorrrrrr yer me fffav'rite barkeep. Keep 'emmmmmm comin'" the drunken sailor rambles. Two nearby veterns thump their empty tankards on the bar for refills. The happily paid dwarf bar owner obliges the request.
"Yeah...whose hiring, now I'm jsut drink'n and list'n, I'm not comitt'n to 'nothin' yet. not till I'm guud and convinced." The sailor thumps his empty tankard on the bar three times. "Ain't no wheres near being convinced of nut'n." He adds.
Full Name
Heuristically Functioning Genus 5-309
Race
Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) //
Classes/Levels
EAC 16 KAC 16 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.
Gender
Scholar Android Mechanic 2 //
About HFG-5-309
This android, it's clearly an android from the tracery of circuits along the surface of a plastically clear complexion, has a shock of wavy black hair running straight back from its high forehead. It's build is similar to an average human female; its expression, blankly serene. It's high-collared form-fitting armor is reminiscent of work overalls, with pockets on the chest and thighs. Various gear hangs off its belt and pokes from the pack on its back. Behind it hovers a tiny drone.
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 16; KAC 16
SP 14 HP 16 RP 4
Fort +4, Ref +6, Will +0
, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs,
_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 30'
Melee knife, survival +4 (1d4 , critical -; Analog, operative)
Ranged needler pistol +4 (1d4, critical Injection DC +2; Analog, injection) (Quick-release Sheath)
_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 10, Dex 16, Con 12, Int 17, Wis 10, Cha 8,
Base Atk +1; Grp+1
Feats Improved Initiative
Skills Athletics +5, Computers +9, Culture +4, Diplomacy +0, Engineering +9, Medicine +7, Perception +4, Physical Science +8, Piloting +8,
Languages Akitonian, Common, Kasatha, Vercite, Vesk
Combat Gearserum of healing mk 1,
Other Gear needler pistol, clothing (profession (general contractor)), stationwear,datajack, standard, clearweave i, fire extinguisher, comm unit (personal), flashlight, backpack (consumer), tool kit (engineering kit), cable line (titanium alloy/10 ft) (3), battery, tool kit (hacking kit), hygiene kit, 18 darts, knife, survival, 1760.0 gp
_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS Size And Type Androids are medium humanoids with the android subtype
Constructed For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum
Exceptional Vision Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263
Flat Affect Androids find emotions confusing and keep them bottled up. They take a -2 penalty to sense motive checks, but the dcs of sense motive checks attempted against them increase by 2
Upgrade Slot Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor
Quick-release Sheath Draw one-handed light weapon as swift action. (Android upgrade)
THEME BENEFITS Scholar You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there
Theme Knowledge You are an expert in one particular field of study, and your passion for the subject shows. Choose either life science or physical science and then choose a field of specialization. If you pick life science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick physical science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The dc of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill 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 checks with your chosen skill. In addition, you gain an ability adjustment of +1 to intelligence at character creation
Physical Science Specialty / Chemistry
CLASS FEATURES: Artificial Intelligence You construct an artificial intelligence (or ai), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This ai is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your ai can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed
Bypass 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 You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see chapter 7: equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any computers or engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a mk i comm unit (see chapter 7: equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its ai or directly control it at a range of 2,500 feet. If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks
Drone You begin play with a powerful robotic drone to house your ai. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it. Drones are detailed in drones beginning on page 74
Mechanic Trick 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 x your class level + your intelligence modifier. Unless otherwise specified, you can't learn mechanic tricks more than once. The list of mechanic tricks appears on page 71
Tech Tinkerer You know how to modify the functions of upbs to radically alter how items work. With 10 minutes of work, you can modify a technological item so that it temporarily functions as any other lower-level technological item of the same or lower bulk (losing its original function while in this new form). The item must have an item level and bulk no greater than half your mechanic level. If the new item requires a battery that has more charges than the original device's battery (or another source of power or fuel not present in the original item), you must also provide the appropriate battery or power source. Any charges or similar expenditure from the new item come from the original item (if possible) or the new power source you install (if one was required). The new item retains the original item's bulk. Any damage dealt to the new item is retained when it returns to its original form. If the item is broken or destroyed in its modified form, it remains broken or destroyed when it returns to its original form and must be repaired or replaced normally.
This change lasts for 10 minutes per mechanic level or until you undo it with 10 minutes of work. You cannot modify or produce armor, augmentations, hybrid or magic items, items with limited uses or charges (such as batteries, drugs, or fuel), or weapons, although you can produce an item that uses charges from a battery or fuel if there is a separate battery or power source to power it. At 5th level, you can spend 1 resolve point to use this ability to modify an item whose level is equal to your mechanic level, giving it the function of a lower-level item
FEATS: Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 15; KAC 17
SP 0 HP 20 RP 1
Fort +0, Ref +5, Will -1
_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 6, Dex 16, Con *, Int 6, Wis 8, Cha 6,
Base Atk +2; Grp-8
Feats Weapon Focus (Weapon Focus ~ Small Arms)
Skills Acrobatics +7, Engineering +2,
Combat Gear Base Atk +2; Grp-8
Feats Skills Combat Gear Other Gear laser pistol, azimuth (tiny), 0.0 gp , spare battery
_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CLASS FEATURES: Basic Mods You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once. The list of basic mods appears starting on page 77
Flight System (2x) Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone's fly speed increases to its full land speed, and there is no limit on the amount of time it can fly
Limited Ai Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn't make a separate initiative roll). You must be able to issue simple commands to your drone, but you don't have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range
Manipulator Arms Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a -4 penalty
Master Control As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited ai). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone
Skill Unit Choose one of the following skills: acrobatics, athletics, computers, engineering, perception, or stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone's skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use engineering to disable a device, for example)
Weapon Mount You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount's batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone
[/b]
[b]FEATS:
Weapon Focus (weapon Focus ~ Small Arms) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead
Background and notes:
Originally held as an illegal slave on Verces, HFG found herself free after a raid on a nightclub by Starfinders. She made her way to Absalom Station to join her benefactors.
HFG has internalized a seritors attitude. She tries to be as quietly helpful as possible. However, she always favors a strong defense, will speak out against any kind of exploitation of sentients, dislikes verthani. She will always bow to democratic group decisions.