Jhofre Vascari

Miraj Pavana's page

538 posts. Alias of Clebsch73.


Race

Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5

Classes/Levels

fatigued & Sickened

Gender

Male

Alignment

CG

About Miraj Pavana

'Botting Instructions:
If combat has not yet started, but seems inevitable, Miraj will try to demoralize one of the foes with a use of intimidation, talking tough.
If in melee, he will generally seek cover if there are ranged attacks coming at him.
He prefers to attack with his pistol over using his sword cane, since it does more damage.
If the foe seems lightly armored, he will make a double attack if he doesn't need to move.
Otherwise, he'll use his sense motive skill to attempt a trick shot, reading body language to time the most effective moment to attack.
Since he gets a +4 bonus when he uses sense motive (from his detective specialization), his bonus is +13.

Miraj Pavana
Male Ryphorian Operative Outlaw 4
CG Medium humanoid (ryphorian)
Init +3; Senses low-light vision, dark vision 60 ft.; Perception +12

DEFENSE SP 28 HP 28 RP 4
EAC 14; KAC 15
Fort +2; Ref +6 (+ evasion); Will +5
+2 Fortitude saves against poison and disease
Resistances fire 5
Defensive Abilities evasion

Dicebot for Saves:
[dice=Fortitude]1d20 + 2[/dice]
[dice=Fortitude, Inoculation Exploit, Medical Care]1d20 + 2 + 2 + 4[/dice]
[dice=Reflex]1d20 + 6[/dice]
[dice=Will]1d20 + 5[/dice]

OFFENSE
Speed 40 ft.
Melee sword cane +6 (1d4 + 2 P, Critical Bleed 1d3), Inferno Knife +6 (1d4 + 2 S, Critical Burn 1d6)
Ranged Semi-Auto Pistol +6 (1d6 + 1 P, range 30) or Azimuth Laser Pistol +6 (1d4 + 1 F, range 80, Critical 1d4 Burn) or Static Arc Pistol +6 (1d6 + 1 E, range 50, Critical Arc 2) or Tactical Shirren-Eye Rifle +6 (1d10 + 3 P)
Offensive Abilities trick attack +1d8

roll details copy paste:

[dice=Trick Attack, Sense Motive]1d20 + 15[/dice]
When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn.
[dice=Trick Attack]1d8[/dice]

[dice=Sword Cane vs KAC]1d20 + 6[/dice]
[dice=Damage, P]1d4 + 2[/dice]
[dice=Critical: Bleed]1d3[/dice]

[dice=Inferno Knife vs KAC]1d20 + 6[/dice]
[dice=Damage, S]1d4 + 2[/dice]
[dice=Critical: Burn]1d6[/dice]

[Dice=Semi-Auto Pistol, Vs KAC]1d20 + 6[/dice] Range = 30
[dice=Damage, P]1d6 + 1[/dice]

[Dice=Laser Pistol, Vs EAC]1d20 + 6[/dice] Range = 80
[dice=Damage, F]1d4 + 1[/dice]
[dice=Critical damage, Burn]1d4[/dice]

[Dice=Static Arc Pistol, Vs EAC]1d20 + 6[/dice] Range = 50
[dice=Damage, E]1d6 + 1[/dice]
Critical: Arc 2

[dice=Tactical Shirren-Eye Rifle Vs KAC]1d20 + 6[/dice] Range = 70 (250 with aim during move action)
[dice=Damage, P]1d10 + 3[/dice]

STATISTICS
Str 12 (+1); Dex 15 (+2); Con 12 (+1); Int 12 (+1); Wis 12 (+1); Cha 12 (+1)
BAB +3
Feats Skill Focus (Culture, Sense Motive), Versatile Focus, Weapon Focus (Small Arms), Weapon Specialization (all proficient weapons), Medical Expert
Skills Acrobatics +9, Athletics +7, Bluff +10, Computers +7 (1 rank), Culture +11, Diplomacy +4, Disguise +10, Engineering +7 (1 rank), Intimidate +7, Life Science +4, Medicine +10, mysticism +4, Perception +12, Physical Science +4, Piloting +8 (1 rank), Profession (Detective, Int) +10, Sense Motive +11 (Trick Attack +15), Sleight of Hand +10, Stealth +9, Surivival +8
Languages Castrovelian, Common, Draconic, Elven, Scyphozoan, Triaxian
Other Abilities operative specialization (detective), nightvision, innoculoation

Skill Dice-Bot Text:

[dice=Acrobatics]1d20 + 9[/dice]
[dice=Athletics]1d20 + 7[/dice]
[dice=Bluff]1d20 + 10[/dice]
[dice=Computers]1d20 + 7[/dice]
[dice=Culture]1d20 + 11[/dice]
[dice=Diplomacy]1d20 + 4[/dice]
[dice=Disguise]1d20 + 10[/dice]
[dice=Engineering]1d20 + 7[/dice]
[dice=Intimidate]1d20 + 7[/dice]
[dice=Life Science]1d20 + 4[/dice]
[dice=Medicine]1d20 + 10[/dice]
[dice=Mysticism]1d20 + 4[/dice]
[dice=Perception]1d20 + 12[/dice]
[dice=Physical Science]1d20 + 4[/dice]
[dice=Piloting]1d20 + 8[/dice]
[dice=Profession (Detective)]1d20 + 10[/dice]
[dice=Sense Motive]1d20 + 11[/dice]
[dice=Sleight of Hand]1d20 + 10[/dice]
[dice=Stealth]1d20 + 9[/dice]
[dice=Survival]1d20 + 8[/dice]

Gear Gear: Freebooter Armor I, sword cane, tactical semi-auto pistol, small arms rounds (57), Azimuth laser pistol (20 charges), Static Arc Pistol (20 charges), tactical shirren-eye rifle, Sniper Rounds (25), Inferno Knife, standard battery (5), 100' rope, Aeon Stone Clear Spindle, Aerosol Spray, binders (5), binoculars, Bonding Epoxy, Canteen (empty), Chemalyzer, Deoxy pellet, Gear Clamp (for med kit), Gear Maintenance Kit, Holoskin, Industrial Backpack, medkit, personal comm unit, Personal Upgrade (+2 Strength), radiation badge, Reconfigurable clothing: travel/environmental, standard Petrol tank, tool kits (detective, engineering, hacking, Navigator's), Xenowarden's Boots.

Ammo/charges:

Small Arms Rounds
In semi-auto pistol: 9/9
Small arms rounds: 57/57
Laser pistol: 20/20
Static Arc Pistol: 19/20
Sniper Rifle: 1/1
Sniper rounds: 20/25
Inferno Knife: 60/60 min
Petrol Tank: 60/60 min
Chemalyzer: 18/20

In Medkit: Antibiotic Tier 1 (3), Antitoxin, Tier 1, Coagulant Tier 1, Mk I serum of healing (4)

In storage: second skin with quick release sheath upgrade, fire extinguisher (in storage), flashlight, Clothing (Everyday, formal, travel), Hygiene kit, consumer backpack, Reconfigurable clothing (for disguises).

Racial Traits:
Summerborn Ryphorian
Ability Adjustments: +2 Con, +2 Wis, –2 Str
Hit Points: 4
Size and Type: Ryphorians are Medium humanoids with the ryphorian subtype.
Bonus Feat: Ryphorians gain a bonus feat at 1st level.
Keen Senses: Ryphorians’ distinctive ears help them hear precisely, granting a +2 bonus to Perception checks.
Low-Light Vision: Ryphorians can see in dim light as if it were normal light.
Trimorphic: Summerborn ryphorians gain fire resistance 5. A ryphorian can stack this natural resistance with one other form of resistance.

Build Details:

Str 12 (-2 race +2 points, Personal Upgrade Mk 1)
Dex 15 (+1 theme +4 points)
Con 12 (+2 race)
Int 12 (+2 points)
Wis 12 (+2 race)
Cha 12 (+2 points)
Hit Points 28 [4 (Race) + 24 (Class 6*4)]
Stamina Points 28 [24 (class 6*4) + 4 (Con 1*4)]
Resolve Points 4 [2 (half level, round down) + 2 (Dex mod)]
Skill Ranks 44 [8 (class) + 1 (Int mod) + 2 (bonus ranks in Culture and Sense Motive)] x 4 levels
Acrobatics 9 [2 (ranks) + 3 (class) + 2 (Dex) + 2 (insight)]
Athletics 7 [1 (ranks) + 1 (Str) + 3 (class) + 2 (insight)]
Bluff 10 [4 (ranks) + 3 (class) + 1 (Cha) + 2 (insight) ]
Computers 7 [1 (ranks) + 3 (class) + 1 (Int) + 2 (insight)]
Culture 11 [4 (ranks) + 3 (class) + 1 (Wis) + 3 (insight)]
Diplomacy 4 [1 (ranks) + 1 (Cha) + 2 (insight)]
Disguise 10 [4 (ranks) + 1 (Cha) + 3 (class) + 2 (insight)]
Engineering 6 [1 (ranks) + 3 (class) + 1 (Int) + 1 (insight)]
Intimidate 7 [1 (ranks) + 3 (class) + 1 (Cha) + 2 (insight)]
Life Science 4 [1 (ranks) + + 1 (Int) + 2 (insight)]
Medicine 10 [4 (ranks) + 3 (class) + 1 (Int) + 2 (insight)]
Perception 12 [4 (ranks) + 3 (class) + 1 (Wis) + 2 (insight) + 2 (Race)]
Physical Science 4 [1 (ranks) + 1 (Int) + 2 (insight)
Piloting 8 [1 (ranks) + 3 (class) + 2 (Dex) + 2 (insight)]
Profession (Detective) 10 [4 (ranks) + 3 (class) + 1 (Int) + 2 (insight)]
Sense Motive 11 [4 (ranks) + 3 (class) + 1 (Wis) + 3 (insight)]
Sleight of Hand 10 [2 (ranks) + 3 (class) + 2 (Dex) + 2 (insight) + 1 (Theme)]
Stealth 9 [2 (ranks) + 3 (Class) + 2 (Dex) + 2 (insight)]
Survival 8 [2 (ranks) + 3 (Class) + 1 (Wis) + 2 (insight)]

Outlaw:
OUTLAW
+1 DEX

Whether you are guilty or not, you are a wanted criminal in a city, on a planet, or even throughout the galaxy. Miraj is wanted by a faction on Triaxus lead by a dragon named Dretchnyliax. See background material for the GM for details. He has attempted to create the appearance that he was killed in an accident. His current appearance and papers are meant to keep them from recognizing him. If they find out he is alive, it could mean bad things for his family, so he has strong incentive to keep his true identity a secret. He might be wanted by other governments and corporations on Triaxus but they would be looking for his prior identity as well.

Due to the sins of your past or your current unlawful behavior, you are a wanted individual somewhere. You might not even be guilty and are striving to clear your good name. Or you might fully admit to being a criminal but believe the laws you break are unjust. Whatever the case, boarding a starship headed to deep space might be just the thing you need until the heat dies down—or until you’re dragged off to prison.

Theme Knowledge (1st)
You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand 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 Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.


Operative:
OPERATIVE
You’re a shadow. You move swiftly, strike suddenly, and always have an escape plan. You’re a consummate professional, and you always get the job done, whether it’s scouting enemy lines, hunting down criminals, stealing and smuggling items, or assassinating key figures. As an operative, you’re skilled in a wide variety of disciplines and specialties, and use speed, mobility, and your quick wits rather than relying on heavy weapons. You excel at the art of surprise, whether it’s sniping targets from cover or striking while their backs are turned. Your cause may be righteous, but you have no problem fighting dirty—achieving your objective is all that matters.

Hit Points: 6
Stamina Points: 6 + Constitution modifier
Key Ability Score: Your Dexterity helps you to infiltrate, get into position, escape danger, and make decisive shots with your weapon, so Dexterity is your key ability score. High Intelligence boosts your skills, and Charisma aids in your interactions with other characters.
Class Skills: Acrobatics (Dex), Athletics ( Str), Bluff (Cha), Computers ( Int), Culture (Int), Disguise ( Cha), Engineering (Int), Intimidate ( Cha), Medicine (Int), Perception ( Wis), Piloting (Dex), Profession ( Cha, Int, or Wis), Sense Motive ( Wis), Sleight of Hand (Dex), Stealth ( Dex), Survival (Wis)
Skill Ranks per Level: 8 + Intelligence modifier
Proficiencies: Armor-light; Weapons-basic melee weapons, small arms, sniper weapons
9 ranks plus bonus rank in Culture and Sense Motive per level

CLASS FEATURES
OPERATIVE’S EDGE (EX) 1ST LEVEL
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

SPECIALIZATION 1ST LEVEL
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Your specialization grants you the Skill Focus feat in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).

TRICK ATTACK (EX) 1ST LEVEL
You can trick or startle a foe and then attack when she drops her guard. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt a Bluff, Intimidate, or Stealth check (or a check associated with your specialization) with a DC equal to 20 + your target’s CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. This damage increases to 1d8 at 3rd level, to 3d8 at 5th level, and by an additional 1d8 every 2 levels thereafter. You can’t use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

OPERATIVE EXPLOIT 2ND LEVEL
As you gain experience, you learn special tricks called operative exploits. You learn your first operative exploit at 2nd level, and you learn an additional exploit every 2 levels thereafter. If an operative exploit allows a saving throw to resist its effects, the DC is equal to 10 + half your operative level + your Dexterity modifier. If it requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your operative level + your Dexterity modifier. You cannot learn the same exploit more than once unless it specially says otherwise.

NIGHTVISION (EX)
You can see in the dark as if you had low-light vision and darkvision with a range of 60 feet.

EVASION (Ex) - 2nd Level
If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

SPECIALIZATION: DETECTIVE
Your ability to read people and make deductions helps you ferret out the truth in any situation.
Associated Skills: Culture and Sense Motive. You can attempt a Sense Motive check with a +4 bonus to make a trick attack by reading your foe.
Specialization Exploit: Glimpse the truth.

QUICK MOVEMENT (EX)
As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.

OPERATIVE EXPLOIT 4th level
INOCULATION (EX)
You’ve trained to resist various chemical and biological weapons, toxins, and pathogens you come across in the course of your missions. You add your operative’s edge bonus to Fortitude saves against poison and disease.


Feats:
1st Level Feat:
WEAPON FOCUS (COMBAT)
You have increased training in a particular weapon type, making it easier to hit your target.
Prerequisites: Proficiency with selected weapon type.
Benefit: Chose 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.

1st level Race bonus feat:
VERSATILE FOCUS (COMBAT)
Your accuracy applies to all weapons with which you are proficient.
Prerequisites: Weapon Focus (any).
Benefit: The benefits of Weapon Focus extend to all weapons with which you are proficient.

1st level Class feature feat:
SKILL FOCUS (Culture, Sense Motive)
You are particularly Adept at a certain skill.
Benefit: Choose a skill. You gain a +3 insight bonus to checks involving the chosen skill.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill.

3rd level Class feature feat:
Weapon Specialization (Combat)
You know how to get the full damage out of a weapon type your class doesn’t normally use.
• Prerequisites: Class Feature at 3rd level.
• Benefit: You gain specialization in all class weapon type proficiencies, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.

3rd level feat:
Medical Expert
You are an expert at medical science and caring for the ill.
Prerequisites: Life Science 1 rank, Medicine 1 rank, Physical Science 1 rank.
Benefit: You can use the Medicine skill in conjunction with a medpatch or sprayflesh to treat deadly wounds as a full action. If you have an ability that enables you to treat deadly wounds more often but with a longer time frame (such as the envoy’s surgeon expertise talent), you cannot use this feat to use that ability more quickly. When used in this way, the medpatch or sprayflesh does not perform any of its normal functions. You can also use the Medicine skill to provide long-term care with just a medkit.
Normal: It takes 1 minute to treat deadly wounds, and long-term care requires a medical bay or medical lab.

Gear:
Freebooter Armor I
Source Starfinder Core Rulebook pg. 197
Level 2; Price 750; Category Light
EAC Bonus +2; KAC Bonus +3; Max. Dex Bonus +4
Armor Check Penalty —; Speed Adjustment —
Upgrade Slots 0; Bulk L
Popularized by the Free Captains of the Diaspora, freebooter armor features an armored jacket or breastplate, heavy boots and gloves, numerous straps and hidden weapons, and a helmet. Novice explorers and mercenaries beginning their career sometimes choose freebooter armor for the air of rakish experience this light armor lends its wearer.

Sword Cane
This thin blade comes with a scabbard that makes it resemble a stylish cane. Sword canes are popular on Absalom Station, where similar nonweapon items have some popularity as fashionable affectations. A sword cane can incorporate one of the following at the standard price for that item: 20 feet of retractable cable line, a personal comm unit, or a spotlight. A successful Perception check (DC = 15 + the weapon’s item level) is required to identify a sword cane as a weapon when it is sheathed.
Level 1
Price 250
Damage 1d4 P
Critical Bleed 1d3
Bleeding Condition
Bulk L
Special Analog, Operative

Inferno Knife
Source Starfinder #2: Temple of the Twelve pg. 12
Level 4; Price 2,100
Hands 1; Proficiency Basic Melee
Damage 1d4 S; Critical burn 1d6
Capacity 1 petrol; Usage 1
Bulk L; Special Analog, Operative
Description
Not all developments in military technology are successful. Originally designed to be a perfect survival tool, the inferno knife combines the cutting prowess of a survival knife with the virtues of a lighter and road flare. By squeezing one trigger, the user can inject a small stream of fuel from the hilt’s reservoir onto the blade’s tip, and a secondary trigger can ignite it, creating a small torch to signal others or light campfires. The product’s launch was disastrous, and users logged hundreds of complaints about the knives’ needless complexity. As a result, inferno knives have flooded the market and become showy weapons for criminals and performers, though timing the blade’s ignition in combat remains an unpredictable art.

Semi-Auto Pistol (Tactical)
The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine.
Level 1
Price 260
Damage 1d6 P
Range 30 ft.
Critical -
Capacity 9 rounds
Usage 1
Bulk L
Special Analog

Azimuth Laser Pistol
The laser pistol is possibly the most common small arm used by explorers, guards, mercenaries, and traders. Laser pistols are light and reliable, yet they still deal a respectable amount of damage.
Level 1
Price 350
Damage 1d4 F
Range 80
Critical Burn 1d4
Capacity 20 charges
Usage 1
Bulk L
Special -

Static Arc Pistol
Arc pistols fire deadly, stunning blasts of electricity at ranged targets. They have a two-pronged emitter that directs the electrical blast and a bulky chamber that holds the capacitor.
Level 2
Price 750
Damage 1d6 E
Range 50
Critical Arc 2
Capacity 20 charges
Usage 2
Bulk L
Special Stun

Shirren-Eye Rifle, Tactical
Level 2; Price 755
Damage 1d10 P; Range 70 ft.; Critical —
Capacity 1 round; Usage 1
Bulk 1
Special analog, sniper (250 ft.), unwieldy

Battery
Batteries charge powered weapons, but they can also be used to power an array of items, including powered armor and technological items. Batteries have a standardized size and weight, and items that take batteries all have a slot into which they fit, regardless of the item’s actual size. Weapons that use batteries list the highest-capacity battery they are capable of using as well as how many charges from the battery that each shot consumes.
Level 1
Price 60
Charges 20
Bulk -
Special -

Comm Unit
A personal comm unit is pocket-sized device that combines a minor portable computer (treat as a tier-0 computer with no upgrades or modules) and a cellular communication device, allowing 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 (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres).

Holoskin
This holographic projector is generally mounted to a belt or arm strap. It can be programmed using the Disguise skill to project a different appearance. When you use a holoskin, you can disguise major features, race, or creature type without the DC of your Disguise check increasing, except against Perception checks that involve physical examination.

Flashlight, Spotlight
A portable light, sometimes called an electric torch, is one of several different devices that use batteries to create light sources. A portable light increases the light level by one step in an area determined by its Model, as follows: flashlight (20-foot cone), spotlight (100-foot cone).

Backpack
Backpacks have numerous pockets for storing items that you might need while adventuring and include industrial-strength straps for attaching additional items for easy access. Padded bands strap across the wearer’s chest and waist to evenly distribute the backpack’s weight, and it can carry roughly 2 bulk of items. When fitted properly and worn, the bulk of the backpack itself does not count against your bulk carried (though it does if you carry it in your hands), but the bulk of any items within it does.

Backpack, Industrial
Source Starfinder Core Rulebook pg. 230
Category Personal Items (Backpack)
Level 1;Price 25; Bulk 1
Description
When wearing a properly fitted industrial backpack, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. This does not stack with the effect of a consumer backpack.

Clothing
Clothing is often worn both under and over armor, and its benefits apply in nearly all situations. Clothing comes in several varieties based upon its intended purpose, as described below.

Everyday
Clothes designed for everyday wear come in a dazzling array of colors and styles, many of which are tailored to specific cultures or planets. Most characters choose their everyday wear based on their personal preferences.

Hygiene Kit
This kit contains all of the tools and products needed to practice good grooming and hygiene. Kits designed for specific races include supplies (such as scale-care products for vesk or antennae grooming for lashuntas or shirrens) that are of less use to other creatures.

Fire Extinguisher
As a standard action, you can deploy a fire extinguisher to end a burn effect on any one creature or object of Medium or smaller size. Extinguishing a Large creature or object takes 2 rounds, and the number of rounds required doubles with each size category beyond Large. A fire extinguisher can function for 20 rounds (which need not be consecutive) and can be recharged for 10% of the purchase price.
Level: 1
Price: 15
Bulk: L

Binoculars
Often used by Starfinders and other explorers or scouts, this advanced optical device allows you to view distant objects. While using binoculars, you gain a +1 circumstance bonus to vision-based Perception checks against objects 30 feet or farther from you. In order to gain this benefit, you must continually adjust the binoculars’ magnification settings, which requires using two hands and a move action each round.
Level: 1
Price: 50
Bulk: L

Radiation Badge
Because the invisible danger of radiation can lurk anywhere, dwarven mining consortiums often issue these small apparatuses to those exploring uncharted asteroids. When you are about to enter a square containing any level of radiation and you are wearing a radiation badge, the badge beeps audibly to warn you. A radiation badge is always on and functions for 7 days before it needs to be recharged (much like the environmental protections of a suit of armor with an item level of 1).
Level: 1
Price: 100
Bulk: L

Serum of Healing, Mk I
This vial of medical serum quickly sets bones and repairs other physical damage. It restores Hit Points when administered to a living creature.
1d8 Hit Points
Level: 1
Price: 50
Bulk: L

Reconfigurable Clothing (2 sets)
Reconfigurable clothing is constructed of specialized nanofibers that allow the clothing to shift between one or more outfits at your signal, such as clicking your heels together, speaking a command word, or twirling in place. As a move action, you can change your clothing from its current configuration to another outfit incorporated into the clothes. When you purchase reconfigurable clothing, choose one or more outfits to incorporate into your clothes. A single outfit of reconfigurable clothing can hold up to five other outfits of clothing. The cost for an outfit of reconfigurable clothing is 100 credits plus the cost of all outfits incorporated into the clothing.
Source Starfinder Armory pg. 129
Category Personal Items (Clothing)
Level 2
Price 100 + cost of component outfits
Bulk L
Set 1: travel, cold, heat, dust, zero-gee. Cost: 150
Set 2: formal, priest of Yaraesa, business professional, shabby poor person's clothes, sanitation worker's uniform. Cost 121

Clothing, Environmental, Radiation
Level: 1
Price: 10
Bulk: L
Each environmental outfit is designed with a specific climate in mind, and wearing such an outfit in an extreme environmental condition it is tailored for grants a benefit as follows: cold climates (+2 circumstance bonus to Fortitude saves against environmental cold dangers), dust storms (reduce damage from dust storms with windstorm-magnitude winds by 1), extreme gravity (reduce damage from extreme gravity environments by 1), heat climates (+2 circumstance bonus to Fortitude saves against environmental heat dangers), radiation (+1 circumstance bonus to saving throws against radiation effects), and zero gravity (+2 circumstance bonus to Acrobatics or Athletics checks to stop movement or climb along handholds in zero-g). See Chapter 11 for more information on environmental dangers.

Medkit
Source Starfinder Core Rulebook pg. 219
Level 1; Price 100
Hands 2; Bulk 1
Description
The basic medkit has spray antiseptic, bandages, and handheld instruments designed to examine, explore, and treat common ailments. The basic medkit allows you to attempt DC 25 Medicine checks to treat deadly wounds.

Antibiotic, Tier 1
Source Character Operations Manual pg. 127
Category Medicinals
Level 1;Price 150
Antibiotics help patients fight off disease. When you take or are injected with an antibiotic, you gain a bonus (equal to 3 + the medicinal’s tier) to saving throws against disease for a number of days equal to 2 × the antibiotic’s tier.

Antitoxin, Tier 1
Source Starfinder Core Rulebook pg. 232
Category Medicinals
Level 1;Price 150
An antitoxin is a broad-spectrum medicinal designed to weaken all poisons in your system. When you take or are injected with an antitoxin, you gain a bonus (equal to 3 + the medicinal’s tier) to saving throws against poison for a number of hours equal to its tier.

Coagulant, Tier 1
Source Starfinder Armory pg. 132
Category Medicinals
Level 1;Price 150
A coagulant thickens the blood, serving as an emergency stopgap to prevent someone from bleeding out before receiving medical attention. When you take or are injected with a coagulant, you gain immunity to the bleeding condition for 1 minute per tier of the medicinal, but you also take a penalty equal to the medicinal’s tier to Acrobatics and Athletics checks and to Reflex saves for that duration.

Counteractant, Tier 1
Source Character Operations Manual pg. 127
Category Medicinals
Level 1;Price 150
This substance boosts your immune system. If you take or are injected with a counteractant, you gain a bonus equal to the medicinal’s tier to saving throws to end afflictions, and a successful saving throw counts as a number of consecutive saving throws equal to the medicinal’s tier.

Petrol Tank, standard
Source Starfinder Core Rulebook pg. 179
Level 1; Price 60
Capacity 20
Bulk 1; Special —
Petrol is a highly flammable blend of hydrocarbons that is used in flame weapons (and petrol is occasionally used by desperate adventurers as fuel or for other various utilitarian purposes). A petrol tank snaps easily into the housing of weapons that are specifically petrol-powered.

Xenowarden’s Boots
Source Character Operations Manual pg. 22
Level 1; Price 80; Bulk L
Description
These supple boots are crafted from plant fibers and reinforced with magical energy. While wearing a pair of xenowarden’s boots, each round you can move through up to 10 feet of difficult terrain caused by heavy undergrowth or other natural plant-based obstacles without reducing your speed.

Deoxy Pellet
Source Starfinder #21: Huskworld pg. 42
Level 3; Price 250; Bulk L
Description
This fist-sized pellet was developed on the swampy world of Atachuuva as a dual-purpose safety measure. Methane vents and peat bogs are common amid the planet’s swamps, the risk of fire remains high, and the oversized insect life on the planet poses a threat to any settlement. A deoxy pellet offers some protection against these risks, and has gained some fame through the system due to a lighthearted marketing campaign based on the slogan, “Break in case of fire or giant bug!”

You can crush a deoxy pellet as a full action that provokes attacks of opportunity. The magically enhanced chemical mixture within makes it so oxygen within a 30-foot radius of the point you break the pellet doesn’t easily diffuse to feed fire or flow into the spiracles of insects and other creatures that lack active breathing mechanisms. Natural fire goes out, and the burning condition deals half damage. In addition, vermin larger than Tiny are sickened while in the area (no saving throw). The change in oxygen persists for 5 rounds, but a light or moderate wind lowers the duration to 3 rounds, and a strong or stronger wind lowers the duration to 1 round.

Aeon Stone, Clear Spindle
Source Starfinder Core Rulebook pg. 222
Level 1; Price 245; Bulk —
Description
This aeon stone sustains you by negating the need for food or water.

Synaptic Accelerators (Technology)
These implants supercharge the synaptic connections in your brain, allowing you to process information faster and send impulses throughout your body more effectively. Synaptic accelerators grant you additional ability points. This counts as a personal upgrade of the appropriate model number. It takes an hour to install a synaptic accelerator, and once a character has benefited from its technology, it is forever spent.
Synaptic Accelerators (Technology), MK 1
Level 3
Price 1,400
Bonus to ability (Strength) +2

Second Skin (I)
This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer’s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.
Level 1
Price 250
EAC Bonus +1
KAC Bonus +2
Maximum Dex Bonus +5
Armor Check Penalty -
Speed Adjustment -
Upgrade Slots 1
Bulk L

Quick Release Sheath (armor upgrade)
This articulated compartment can hold a one-handed weapon of no more than light bulk. You can activate this upgrade as a swift action to put the item in your hand as though you’d drawn it.

Chemalyzer
Source Starfinder Armory pg. 100
Level 1; Price 150
Capacity 20; Usage 2/use
Hands 1; Bulk L
Description
This handheld unit includes an extendable wand tipped with a sampling nozzle, and can be easily operated with a single hand. It grants a +4 circumstance bonus to Engineering, Mysticism, and Physical Science checks to identify an unknown drug, medicinal, poison, or other chemical substance.

Bulk (Ukalum trek):

Strength = 12 + 2 from Industrial Backpack: can carry up to 7 bulk without being encumbered.
Total bulk: 6.8

Freebooter Armor I 0.1
sword cane 0.1
tactical semi-auto pistol 0.1
small arms rounds (57) 0.4
Azimuth laser pistol (20 charges) 0.1
Static Arc Pistol (8 charges) 0.1
tactical shirren-eye rifle 1
Sniper Rounds (25) 0.1
Inferno Knife 0.1
standard battery (5) 0
100' rope 0.2
Aeon Stone Clear Spindle 0
Aerosol Spray 0.1
binders (5) 0
binoculars 0.1
Bonding Epoxy 0.1
Canteen (empty) 0.1
Chemalyzer 0.1
Deoxy Pellet 0.1
Gear Clamp (for med kit) 0.1
Gear Maintenance Kit 0.5
Holoskin 0.1
Industrial Backpack 0
medkit 1
personal comm unit 0.1
Personal Upgrade (+2 Strength) 0
radiation badge 0.1
Reconfigurable clothing: travel/environmental 0.1
standard Petrol tank 1
Tool Kit (Navigator's) 0.1
tool kits (hacking, engineering, detective) 0.3
Xenowarden's Boots 0.1

In Medkit
Antibiotic Tier 1 (3) 0
Antitoxin, Tier 1 0
Coagulant Tier 1 0
Mk I serum of healing (4) 0.4

Religion:
Miraj is an agnostic regarding religion. He deals with things as he finds them and never saw the point in prayers or rituals to please beings who did not really go out of their way to make themselves known. He holds people who do these things with a certain degree of sympathy, when they worship deities that are on the good side of the spectrum, and contempt when they worship the evil. If he had to pick a religion, he would probably pick Eloritu, the god of secrets. His profession was seeking out the hidden truth so that would please him. He would also probably embrace Ibra, who also deals in mysteries of the cosmos. But he doesn't expect a deity who has a focus on mysteries to dole out answers, so he doesn't really have the disposition to participate in their religion either. He has known followers of Weyden and respects the values they espouse, but again, he doesn't quite see the point in being part of a social group that celebrates those virtues.

Ryphorians:
Ryphorians are the dominant humanoid race on the Pact Worlds planet of Triaxus, known for its highly eccentric orbit, which causes generations-long seasons. These humanoids have adapted to their unusual environment with a peculiar trimorphism: those generations born in the winter years (winterborn) manifest short fur and narrow eyes to protect against snow blindness, those born in the summer years (summerborn) have hairless skin in a variety of dark shades to protect them from the intense rays of the summer sun, and those born in the years between the extremes of summer and winter (transitional) have a blend of such traits. However, with gene therapy and hormonal treatments available, an individual ryphorian’s appearance is no longer an indicator of Triaxus’s current season, and while unmodified Triaxians are generally born in their winter form to reflect the planet’s current season, taking steps to change a ryphorian’s seasonal form is currently a mark of wealth and status in some cultures.

Regardless of the season of their birth, ryphorians have long and pointed ears, with feather-like notching along the back edge that automatically moves and adjusts the ear’s shape to help the ryphorian focus on specific sounds.

Long ago, Triaxian society was defined by these seasonal changes. Winterborn ryphorians were understandably obsessed with survival, loyal but gruff and slow to make friends. Promises among winterborn were legendarily serious affairs, and modern Triaxian sagas and period romances still tell of heroes willing to sacrifice all to keep their word, regardless of the tragic consequences it might bring. Summerborn ryphorians, on the other hand, grew up in a time of plenty, abandoning their fortresses to wander as nomads. While most still understood the need to stockpile and prepare for the coming winter, summers were generally a time for passion and art, rebellion and risk. Transitional children, as representatives of the changing of seasons, were viewed with awe and fear.

Today, technological advancements have enabled modern ryphorians to live in ease despite Triaxus’s season, and even the cycle of biological adaptation has been broken by magic and technology. Yet this cycle still lives on in the stereotypes various ryphorian “generations” (as the different subspecies sometimes call themselves) have about each other—stereotypes ironically strengthened by the addition of personal choice into the matter. Winterborn ryphorians are still seen as inherently more conservative and pragmatic, not least because they represent the natural, unmodified state into which most ryphorians are born during the current winter season.

Those who convert to summerborn have a reputation for flightiness and lust, artistic tendencies and passionate adherence to new ideas and social and technological progress. Though the process of conversion to summerborn is now generally accepted in most major ryphorian societies and summerborn serve in all levels of public office, the act of converting immediately brands an individual as a member of the counterculture—a badge most summerborn wear with pride. Transitional ryphorians remain relatively rare and thus still maintain some of their mystery, with many powerful mystics and leaders capitalizing on this status.

The ryphorians most often visible to other Pact Worlds citizens are the famed Skyfire Legion, elite mercenaries who offer their martial services to protect fledgling Pact Worlds colonies, Starfinder Society expeditions, and other such benevolent ventures operating beyond the legal reach of the Stewards and other Pact Worlds–based authorities.

Many members of the legion form near-telepathic bonds with dragonkin partners (see page 40), a traditional, millennia-old practice that makes them particularly effective in team-based activities. These bonded pairs—sometimes romantic, but more often collegial—make crack combat pilot duos, whether serving on their own Skyfire Legion vessels or piloting ships for explorers as part of Legion contracts. Though particularly renowned for their abilities with both air and space craft, they’re also trained in other forms of combat, and can acquit themselves well on terrestrial battlefields when the situation calls for it, with some of them even maintaining the ancient practice of riding their dragonkin partners into battle. After the Skyfire Legion, the next ryphorian group to jump to most Pact Worlders’ minds is the famous battleflowers of Ning, genderless warriors who compete in broadcasted ritual combat, often attaining systemwide celebrity and renown.

Ryphorians’ relationships with true dragons are mixed, as their world has a long history of warfare between its tyrannical chromatic dragons and their armies of ryphorian slaves and the free ryphorian nations of the Allied Territories (aided by the noble metallic dragons). While the wars between dragons and ryphorians have officially ended, with some dragons trading battlefields for boardrooms, many ryphorians still retain a deep-seated cultural hatred for their former chromatic conquerors, and it’s not uncommon for ryphorian nationalists on Triaxus to conduct illegal attacks on draconic holdings in hopes of driving the evil dragons from their home world once and for all.


Background DM Eyes Only:
Miraj Pavana was born Ember Song, a Winterborn Ryphorian, in Zo, in Triaxus. He was the youngest son of a successful family doing business as a wilderness outfitter and guide service, with an emphasis on helping people from outside the planet visit and navigate the strange climate and terrain of Triaxus. While Ember’s older siblings were all competent at something, Ember was recognized to be someone with the greatest potential to excel in the family business. He was smart, athletic, hardy, handsome, charming, and generally forecast to rise high in the competitive environment of Triaxus’ busiest spaceport.

As such, Ember received early enrollment in Zo Academy of Advanced Studies to give him time to find what he wanted to pursue. One night he was contacted by a shady looking ryphorian who informed him of a dreadful fact. His family was actually a sleeper cell of spies planted in Zo by agents of Dretchnyliax. They all had implanted in their DNA genes which could be activated by exposure to certain chemicals. These would cause horrible genetic defects to surface that would make their lives miserable. To prevent that chemical from being inserted into their food, each had to begin taking assignments to become spies in their capacity as guides and collect information on visitors to Triaxus.

Feeling he had no choice, Ember accepted this and tried to make the most of his studies and hope he would not have to do anything he could not live with. Unfortunately, he could not immediately pursue his original goal of becoming a starship pilot, as he was required to instead remain on planet and become a spy for his draconic masters. He learned computer and technology skills to aid him and also became good at reading people and acting in ways that got people to open up and share information. Sometimes he had to be intimidating. He learned some piloting eventually, but also had to learn weapon use in case he got into trouble and had to fight his way out.

As a young adult, he got called on to increasingly infiltrate companies to plant spyware and to learn what he could about how they operated. At first these were relatively tame, but as his talents distinguished him, he was given more dangerous missions and eventually almost lost his life in a near fatal incident where he was almost discovered with highly compromising information.

The dragons kept reminding him whenever he was contacted that they could easily destroy any of his family members if he did not cooperate.

Eventually, Ember had enough and began to use his skills to craft an alias that he planned to use to escape Triaxus and extricate himself from this unsavory situation. He knew he could not just leave or his family would suffer, so he set up his alternate identity and when everything was in place, he faked his death in a travel accident that took his hovercraft down into a volcano, making it impossible to recover his body. He took the treatment to convert his physiology into that of a summerborn, with brown skin and little hair. He assumed the name of Miraj Pavana, allegedly the bastard child of an eccentric academic at the Prieta Academy of Technology, who had recently passed away and who had few family members who could be questioned about a rumor that the professor had a school vacation dalliance with a student that led to Miraj’s birth. He immediately applied to the Starfinder Society as a way to escape Triaxus and make his way in the wider system of the Pact Worlds.


Application Tape:
Miraj walked into the transmission to send his reply to the interview questions he received from the dwarf from the Starfinders. He was slightly nervous although through force of habit he kept all signs of it hidden with well practiced nonchalance. He limped ever so slightly, leaning slightly on a stylish cane. That limp was also a well practiced act to justify the cane; it distracted people from noticing that the cane was a sheath for a sword.

He reviewed the questions, jotted a few notes to remind him of things to include, and then sat at the console of the communications suite. He glanced at his reflection in the glass of the black console screen. He still was not used to seeing his dark, smooth, and mostly hairless skin, a far cry from the winterborn ryphorian features he was born with. Gone now was all that soft white fur that his ancestry had evolved to deal with the centuries long winter seasons on Triaxus. He had submitted to the genetic treatment that tricked his body into thinking he had been born during the hellish Triaxian summer. Then he took a serum of appearance change to further disguise his features and insure that the person he had been was dead and buried (or the next best thing). He boarded a freighter bound for Absalom Station a new man. He hoped all the information he was sending the Starfinders would not be too closely checked, although he had worked for over a year on his new identity and he felt confident it would not trigger any warning bells if anyone chose to check his resume for accuracy.

He stared at his new image a little longer, frankly pleased with the look. Tall and slender, with a handsome face, dark piercing eyes, long ear wings, pierced and festooned with an eccentric array of silver bangles. He wore a long overcoat and a fedora tipped at a jaunty angle. The look fit the profession he had been forced to adopt——a detective, flatfoot, gumshoe, skeezer. He took off the coat and hat, removed his shoulder holster and his Eastwood semi-automatic hand cannon.

He punched the record button and the console filled with the image of his dark face.

“Good day, Mr. Kreel. I am Miraj Pavana.” The detective paused for a heartbeat, still a little taken aback by the sound of his new name. “I am a detective from Triaxus. As you can see, I don’t have zee white fur you should expect on any living Ryphorian. I had zee transformation treatment recently. I figured if I vasn’t going to be having to deal vith zat god forsaken icebox of a planet, there vas no need for all zat insulation.” His voice was a rich baritone with a Ryphorian Triaxus accent.

“As for all zat stuff about where I’m from, my family, education, und jobs, it’s pretty simple really. My father vas a well known academic, a historian at a university. Best not to name names, since he never really wanted to acknowledge me. See, he had a bit of zee old hingo-bingo with one of his grad students, and I vas zee result. As you may know, winterborns are a conservative lot who don’t approve of extra-marital offspring," here Miraj made air quotes around the phrase, "Zat is their polite term for gott forsaken bastards like me, pardon my Draconic.” Miraj gave not the slightest hint that all of this was completely false, part of his new identity to protect his real family from agents of Dretchnyliax.

Miraj gave a wry smile and shifted in his chair, slouching sideways slightly to lean an arm on the console. “Momma vas able to provide for me, but she vasn’t really cut out to be a parent and so I got my parenting in a more ... catch-as-catch-can way. I hit zee streets every day, looking for ways I could learn what I vanted to know without having to endure zee military academy atmosphere of zee public schools. I never managed to get much book learning: physics, chemistry, medicine, astronomy—don’t know much about those things. But I did get very good at understanding people.

“Sometimes I just sat vhere I could vatch people in conversation at a coffee shop. I eavesdropped und tried to read what they vere really thinking. I vas not happy just to guess so whenever I could, I spent some time following up und testing my hypothesis by trying to dig up zee details zat zee person vas not wearing on his lapel.

“After a while I got pretty good at both reading people und at sleuthing for information. Sometimes zat information proved profitable; sometimes people didn't care for zat. So I learned to fight. I had to just to survive. I’m a pretty good shot with an Eastwood,” Miraj picked up his pistol as he said this. “I can handle a sword, a club, knife, what have you. But better than fighting is convincing people zey are better off not fighting. Why fight when a sinister glare can make people think twice about their chances of winning?

“Anyway, that’s vat you need to know about my family, my schooling, und all that. And as for why I want to be a Starfinder, there’s nothing for me on Triaxus. I hate zee constant intrigue between the dragons und everyone else. And it might come as a surprise but I also hate snow. Sick and tired of white is what I am. If I never see zee stuff again, it’s fine with me. I want to see what else is floating in zee creative void. I figure I’m pretty good at finding things, so if you vant to find stars, I’m your guy.”

Miraj reached over a tapped the pause button, glanced at his notes, and grunted. Then he resumed the recording. “You asked if I have been in any,” he glanced again and read, any legal or extralegal trouble up to und including a violation of Pact Worlds law.” Miraj sniffed and gave a slightly evil grin. “In a word: yes. Next question.” Miraj enjoyed his little joke and then continued. “I’ll send you zee list. Long as my arm, as zey say, but mostly what you might call youthful indiscretions. Shoplifting, zee occasional drunk und disorderly, possession of controlled substances—nothing serious, mind—-just some Dranga weed for zee college kids. I think there is a dragon whose corporate goons might be looking for me. I helped someone on zee run from them get to safety. They figured out it vas me who spoiled their fun, so zat’s another reason I’m heading for zee stars. I don’t think they’ll bother looking for a small bug like me, but if they come asking, do me a favor und pretend you don’t know me.”

Miraj winked and glanced at his notes. The one thing that almost held you back. Zat's easy: Mystery. Zat's her name: Mystery McLaine., or at least zat's what she called herself. See, I fell for a Shana a while back—that’s a woman in plain common. She vas perfection, a wonder beyond worth! I’ve had a tendency for zee one night stand; probably inherited zat from my old man. But zis one vas different. She vas a half-elf; part elf, part Ryphorian, to be exact. Amazingly beautiful with golden hair instead of white and ear feathers of deepest sky blue, eyes like ice-diamonds, a voice that flowed like mint brandy. She vas a con artist und I tracked her down after she bilked some two-bit business man who fell for her scam. I located her, played the part of a wealthy dweeb, zee kind of guy she probably noticed as a likely mark, und I asked her to dance, planning to slip zee binders on her while ve were dancing." Miraj stared to the side of the camera as he contemplated the memory, or appeared to, for this too was BS. "I never had zee heart to turn her in. I told zee guy I couldn’t find her und returned his fee.

“We made a pretty good pair, once she learned I had a bit of zee con artist in me as well." Miraj sighed and shook his head. "But when I told her about my plan to go find stars, she refused to leave Triaxus. Almost talked me into staying too. But I figure Shanas like her are plentiful in zee cosmopolitan bright spots in zee Pact, so I vill just try to forget her. Not sure it will be zat easy, but I’m betting a bottle of Verces vodka und some Battle Band jazz and I can make a start on it. I’m bound for Absalom Station now, so ve’ll meet soon enough und if there’s anything else you need to know, you can ask me when you see me next. Ta!” Miraj gave a nod to the camera and ended the recording, sent the message, and logged out.

Miraj reholstered his gun, covered it with his coat, donned his hat, and limped out of the suite, pausing at the big window in the passenger lounge, gazing at the stars. Turning his head, he could still just see a speck that was Triaxus, its glaciers gleaming bright. He tipped his hat that way and shuffled back to his berth, humming a tune.

When he got to his room, he scrolled though the offerings on the entertainment console. “I vonder if zey have any videos of that hot half-elf Turkandis vas always raving about. What vas her name? Lana Lucious? Something like zat.”

Accounting:
Income: Starting Wealth 1020
Purchases
Everyday clothing 1 cr L blk
Consumer backpack 3 cr 1 blk (effectively 0, Str = 11 for carrying capacity)
Hygiene Kit 1 cr 1 blk
Formal Clothing 5 cr 1 blk
Travel clothing 10 cr L blk
Semi-auto pistol, tactical 260 cr L blk
Small arms rounds (30) 40 cr L blk
Second Skin Armor 250 cr L blk
Personal Comm unit 7 cr L blk
100' Titanium cable line 50 cr 1 blk
binders (5 sets) 5 cr 0 blk
Fire extinguisher 15 cr L blk
Tool kit (hacking) 20 cr L blk
Tool kit (engineering) 20 cr L blk
Tool kit (detective) 20 cr L blk
Sword Cane 250 cr L blk
Cash: 68 cr
Income from Starfinders: 200 cr
2 Serum's of Healing Mk I @ 50 cr each: 100 cr
Thrift shop clothing= ?
Cash 168.
Found: Azimuth Laser pistol L blk
Found: 2 spare Batteries
Found: Holoskin
Found: Quick Release Sheath Armor upgrade
Income from Fusion Queen loot: 284 credits
Spotlight (incorporated into sword cane sheath): 25 cr
Flashlight: 1 cr
Cash: 426 cr
Purchased:
Spotlight added to sword cane 25 cr
Radiation Badge 25 cr L blk
Environmental Clothing, Radiation 10 cr, L blk
3 serums of healing Mk I, 150 cr, 3xL blk
Cash: 91 cr
On assignment at Acreon and Asteroid

Post Assignment
1100 Credit from Nor
835.7 from items sold

Purchases 2 reconfigurable clothing sets for 271.
1664.7 total

Split of sold loot from drift rock: 857 credits
Stipend from Starfinders: 640 credits
Split of Twonas Gang loot: 170
Total: 3331.7 credits

Spent before Ukalum expedition:
75 Used Freebooter I armor
40 Small Arms ammo (30)
75 Sniper Rounds (25)
60 Battery, standard
245 Aeon Stone Clear Spindle
1 Canteen
150 Chemalyzer
250 Deoxy Pellet
25 Backpack, Industrial
1400 Personal Upgrade
60 Petrol tank, standard
20 Tool Kit (Navigator's)
80 Xenowarden's Boots
450 Antibiotic Tier 1 (3)
150 antitoxin Tier 1
150 Anticoagulant Tier 1
100 Serum of Healing Mk 1 (2)
Cash Remaining: 0.7 credits