Pvt. Hudson's page

229 posts. Organized Play character for Eric Collins - France.

Full Name

Private First Class William L. Hudson


Active condition(s):


LN lvl 4 Soldier (vaguely worships Abadar)


early 20's, Male Human Merc' | SP 0/32 ; HP 28/32 ; RP 6/7 | (+4 Mobility) EAC 20 ; KAC 20 | (+2 vs. spells & SLAs) Fort. +5 ; Ref. +6 ; Will +5 | Speed 30 ft. | Perception +7 ; SM +1|


5ft 11 ½ (181.5 cm), 184 lbs. (84 kgs)



Special Abilities

can chew gum in combat




vaguely worships Abadar


wherever deployed




Mercenary (Acquisitives)

Homepage URL

"I'm ready, man!"

Strength 10
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 13
Charisma 10

About Pvt. Hudson


Current Mission Log:
GET SOMEONE to carry 6 x Serums
Known Quality can be replaced one last time by Contractor’s Respect
• Health Status: --
• Ammo' Used: 16 bullets

Ranged Combat:
Attack: +4 BAB +5 Dex +1 Versatile Focus
Harness: -1 full attack and range
Damage: +4 Weapon Spec' +1 insight

Explosive & Fiery:
• Half is fire damage & grants knockdown critical effect (added to normal critical effect)
• Any extra damage from crit' is fire damage ; weapon deals 1/2 dam' to targets that take 1/2 dam from energy but none from kinetic (ie. incorporeals) ; counts as weapon w. explode property vs. swarm defenses ; at GM’s discretion can set extremely flammable materials on fire (ie. oil-soaked rags or dry tinder).

Defender Squad Machine Gun:
(lvl 4) manufactured by AbadarCorp
Dam' 1d10 P ; Range 60 ft. ; Crit' — ; Cap' 40 rounds ; Usage 2 ; Analog, automatic
• 1 clip w. 30 basic piercing rounds loaded
• 1 full clips of basic piercing (0 leftover rounds)
• 1 full clip of explosive rounds (0 leftover rounds)
• 1 clip of 16 explosive rounds (out of 30)
[dice=vs. KAC]1d20+4+5+1[/dice] (reduce cover penalty by 2)
Full Attack:
[dice=1st vs. KAC]1d20+4+5+1-3[/dice] (reduce cover penalty by 2)
[dice=2nd vs. KAC]1d20+4+5+1-3[/dice] (reduce cover penalty by 2)
Basic Damage
Explosive Damage
[dice=P & F (fiery)]1d10+4+2[/dice] (crit': Knockdown)

Mounted Beacon:
Beacon (50 ft. radius)

Full Auto:
• no action required to toggle between normal attacks and automatic mode.
• full attack in automatic attacks in a cone with a range of 1/2 weapon’s range
• this uses all the weapon’s remaining ammunition
• roll one attack against each target in the cone
[dice=vs. KAC]1d20+4+5+1[/dice] (reduce cover penalty by 2)
• starting with those closest to you
• attacks in automatic mode can’t score critical hits
• roll damage only once, and apply it to all targets struck
Basic Damage
Explosive Damage
[dice=P & F (fiery)]1d10+4+2[/dice]
• each attack against a creature in the cone uses up 2 x normal ammo'
• when not enough ammo' to attack another target, stop making attacks
• if 2 or more final creatures equidistant, determine randomly which you target
• you cannot shoot a creature more than once, even if more ammo' than targets)
• you can’t avoid shooting at allies in the cone but gun is Defender, manufactured by AbadarCorp w. built-in friend-or-foe protocol that prevents it from firing at a creature programmed as a friend
• when you fire in automatic, the protocol excludes friends as possible targets
• the weapon fires no ammunition at a friend

• move action to add an ally (within 1st range increment) to friend-list
• Defender weapon has a built-in scanner that can be pointed w/o aiming the gun
• can download new friend parameters to add to list
• as well as grant others permission to transmit friend parameters to list
• relies on visual scans & limited biometrics to ID friends: can be fooled by illusions & optical tricks (good disguise)
• standard action to remove a friend from the list
• that friend can be added back to the list as a move action
• Initial friend-list that includes juvenile sentients & recognized law enforcement was removed by Speck Zezener in SFS #01-13
• list from 01-13
Pvt. Hudson ; Speck Zezener ; Fionne ; Jackojare ; Medrick & τ-eddy Mk8 ; Ksaza
• list from 01-99
Miya ; Raian ; Iris ; Jor ; Dr. Nix[
• list from 01-25
Jaqweh Navar ; Kultainen Vaimo ; Spy... (Freen) ; Zoombo Deskarin

Tactical Acid Dart Rifle:
(lvl 2)
Dam' 1d8 A & P ; Range 80 ft. ; Crit' corrode 1d4 ; Cap' 10 darts ; Usage 1 ; Analog
• 3 full clips of darts (4 leftover darts)
[dice=vs. KAC (crit': corrode 1d4)]1d20+4+5+1[/dice] (reduce cover penalty by 2)
[dice=A & P]1d8+4+2[/dice]
Full Attack:
[dice=vs. KAC (crit': corrode 1d4)]1d20+4+5+1-4[/dice] (reduce cover penalty by 2)
[dice=A & P]1d8+4+2[/dice]
[dice=vs. KAC (crit': corrode 1d4)]1d20+4+5+-41[/dice] (reduce cover penalty by 2)
[dice=A & P]1d8+4+2[/dice]

Tactical Semi-Auto Pistol:
(lvl 1) w. Underwater property: no penalty to attack & full damage
Damage 1d6 P ; Range 30 ft. ; Critical — ; Capacity 9 rounds ; Usage 1 ; Analog
• 3 full clips of explosive (3 leftover bullets) loaded
• 1 full clip of basic piercing
[dice=vs. KAC (crit': Knockdown)]1d20+4+5+1[/dice] (reduce cover penalty by 2)
[dice=P & F (fiery)]1d6+2+2[/dice]
Full Attack:
[dice=vs. KAC (crit': Knockdown)]1d20+4+5+1-4[/dice] (reduce cover penalty by 2)
[dice=P & F (fiery)]1d6+2+2[/dice]
[dice=vs. KAC (crit': Knockdown)]1d20+4+5+1-4[/dice] (reduce cover penalty by 2)
[dice=P & F (fiery)]1d6+2+2[/dice]

Smoke Grenade:
(lvl 1) Underwater property: no penalty to attack & full damage
Damage — ; Range 20 ft. ; Critical — ; Capacity drawn ; Has 2
Releases a cloud of dense smoke. Lasts 1 minute, 20 ft. radius.
All who inhale smoke save vs. Fortitude (DC = 15 + 1 per previous check) or spend round choking and coughing: he can do nothing else.
A character who chokes for 2 consecutive rounds takes 1d6 nonlethal damage. (Active environmental protection armor prevents this effect altogether) Regardless of armor, smoke obscures vision: concealment to all within it.
[dice=vs. AC 5]1d20+4+5+1[/dice] (reduce cover penalty by 2)

Survival Knife:
(lvl 1) Underwater property: no penalty to attack & full damage
Attack: +4 BAB +5 Dex +1 Versatile Focus
Damage: +2 Weapon Spec'

Damage 1d4 S ; Critical — ; Analog, operative
[dice=vs. KAC]1d20+4+5+1[/dice]
Full Attack:
[dice=vs. KAC]1d20+4+5+1-4[/dice]
[dice=vs. KAC]1d20+4+5+1-4[/dice]

Space Combat:
• +9 Gunner
• +5 co-Pilot
[dice=Piloting]1d20+5[/dice] (no ranks)

Private First Class William L. Hudson:
Male Human LN Death-Touched Level 4 Soldier (Sharpshoot)
SFS #101218-709
Obsidian Spiders Squad Leader & Combat Technician
Serial number: A08/TQ1.0.41776E3
Detached to the Acquisitives
Vaguely worships Abadar
5ft 11 ½ (181.5 cm), 184 lbs. (84 kgs), dark brown hair, blue eyes, age 24

"I'm ready, man!"

• A lanky blue-eyed male human in his 20's, with a crew cut.
• off duty - He is wearing mismatched camo' fatigues, with an Acquisitives patch on the shoulder, and Pvt. Hudson name tag on his chest pocket, beside which is pinned a Starfinder Insignia.
He has a holstered pistol on his belt.
combat-ready - He has a suit of light armor under his camo' fatigues, and a gunner harness strapped to his chest: a wearable support mesh with an articulated arm on which a heavy machine gun has been mounted.
An electric-light beacon is clamped to the side of the machine gun.
His belt has various different-sized ammo' clip pouches and a of couple grenades strapped to it, alongside his pistol.
Beside his Pvt. Hudson name tag and the Starfinder Insignia, he has attached a serum of healing and a medpatch.
"In case of emergency", he says, pointing to them.
On his back, alongside his military backpack, he has strapped some sort of dart-shooting longarm.

From Absalom Station, born in the Downlow, on level 21, Hudson joined the Level 21 Crew. early. At age 19 he was arrested and given the choice of a 5 year stint in the ‘Sauna’ - a prison colony on the volcanic moon of Varos - or 10 years in Radaszam's Obsidian Spiders.
He went with the Spiders, and managed to pass training, and then actually fit in
Part of Bravo Gun Team, First Squad, 2nd Battalion, his goal is now the pension he will receive at the end of his service.
With this money, he intends to buy a share in Mama Fats' bodega, and live off the profits.
Having served just under three years, Hudson was a member of the combat unit deployed by the Obsidian Spiders to the moon of Acheron, to investigate the sudden loss of contact with the AbadarCorp terraforming colony: Hadley's Hope.
Hudson was subsequently involved in combating the undead infestation at the colony.
Badly hurt, one of the sole survivors, he was evacuated in a coma, and in deep-freeze for the duration of the non-Drift trip back.
Deeply scarred by this event, he has been transferred to the Acquisitives to help provide support and security to the Starfinder missions.

STR 10 ; DEX 20* ; CON 12 ; INT 10 ; WIS 13 ; CHA 10
* Key Ability (+2 Synaptic Accelerator)

32 SP ; 32 HP ; 7 RP

EAC 20 ; KAC 20 (+4 AC Mobility)
(+5 Armor + 5 Dex)

Init' +5 ; Speed 30 ft. ; BAB +4

+5 Fortitude (+4 +1 Con)
[dice=Fortitude]1d20+4[/dice] (+2 insight vs. spells & SLAs)
+6 Reflex (+1 + 5 Dex)
[dice=Reflex]1d20+6[/dice] (+2 insight vs. spells & SLAs)
+5 Will (+4 + 1 Wis)
[dice=Will]1d20+4[/dice] (+2 insight vs. spells & SLAs)

Light & Heavy Armor ; Basic & Advanced Melee ; Small & Long Arms ; Heavy & Sniper Weapons ; Grenades
lvl 1 - Weapon Focus (Heavy) ; lvl 1 human - Mobility
lvl 2 combat - Versatile Focus
lvl 3 - Spellbane ; Weapon Specialization
lvl 4 - Shot on the Run

only speaks Common - "Doesn't everybody?"

re. law enforcement:
w. Defender gun law enforcement might react more positively.
More likely in situations where weapons are an issue, especially if no other obvious weapons, or allow officer to modify friend-list to protect potential targets.
GM can grant up to +2 circumstance bonus to interact w. law enforcement.

5+Int/level ; * = class skill
+12 *Acrobatics (Dex) 4 ranks + 3 class + 5 Dex
+7 *Athletics (Str) 4 ranks + 3 class skill
+0 Bluff (Cha)
-- Computers
-- Culture
+0 Diplomacy (Cha)
+0 Disguise (Cha)
+4 *Engineering (Int) 1 rank + 3 class skill
+4 *Intimidate (Cha) 1 rank + 3 class
-- Life Science
+7 *Medicine (Int) 4 ranks + 3 class
-- Mysticism (use Perception to recall knowledge re. undead & negative energy)
+8 *Perception (Wis) 4 ranks + 3 class + 1 Wis
-- Physical Science (Int)
+5 *Piloting (Dex)
+9 *Profession, Mercenary (Wis) 1 rank + 3 class skill + 1 Wis +4 Kit
(+1 for Day Job: +10 & Take 10 = 20 or 40 Cr.)
+1 Sense Motive (Wis)
[dice=Sense Motive]1d20+1[/dice]
-- Sleight of Hand
+5 Stealth (Dex)
+5 *Survival (Wis) 1 rank + 3 class skill + 1 Wis

Sniper's Aim
Reduce AC bonus from cover by 2 for ranged attacks (not total cover).
• Bullet Barrage
+2 insight bonus to damage rolls for weapons in the projectile category
(will be +3 @ level 8)

Full action to move up to your speed & make a single ranged attack at any point during your movement.

Underwater property: no penalty to attack & full damage
Betsy, manufactured by AbadarCorp
Acid Rifle
Sidearm w. Underwater property
Boot Knife w. Underwater property
Smoke Grenades w. Underwater property

worn on chest
• Mk 1 Serum of Healing (1d8)
• Medpatch

Basic Acrochor Hide
on loan from AbadarCorp for mission #7 only
Level 4 Light Armor
EAC Bonus +5 ; KAC Bonus +5 ; Max. Dex Bonus +5 ; Upgrade Slots 0 ; Bulk L
Armor Check Penalty — ; Speed Adjustment —
Armor Benefits:
• boots anchor your feet to a solid surface in a zero-gravity, allowing you to orient yourself or return to normal footing when needed
• armor protects you from a range of hazards through an environmental field (a minor force field specially attuned to pressure and temperature that does not reduce damage from attacks) that lasts 24 hours / level (standard to turn on, can be used in 1 hour increments) - cf. p. 297/298 CRB
• armor facilitates self-contained breathing, protecting you against vacuums, smoke, and thick, thin, and toxic atmospheres (including any airborne poison or disease)
• self-contained breathing functions underwater and in similar liquid environments. This protection allows you to breathe in a corrosive atmosphere to prevent suffocation.
• armor protects you against low levels of radiation and grants a +4 circumstance bonus to saving throws against higher levels of radiation
• armor’s environmental protections reasonably protect you against both cold (temperatures below –20° F) and heat (air temperatures over 140° F).

In armor (80 charges, use 1/hour)
A personal comm unit is pocket-sized device combining minor portable computer (tier-0 computer w. 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.
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).

• Starfinder Insignia
Camo' Fatigues w. Acquisitives Patch and Pvt. Hudson name tag on the chest
Gunner Harness
- can carry heavy weapon as if STR 12 w/o penalty
- reduce total penalty for full attack & range by 1
- full action to wear or remove harness ; full action to attach or remove weapon
Industrial Backpack
in backpack:
• Fire Extinguisher
• Zippo
• Merc' Toolkit
• Restraints
• old AbadarCorp promo' symbol of Abadar
2 x R2Es

can carry 6 Bulk (5 w/o backpack) w/o encumbered
6 is Current Total
1 L - Pistol
1 L - Pistol Rounds
1 B - Acid rifle
1 L - Darts
2 B - Machine Gun
4 L - Heavy Rounds
1 L - Survival Knife
2 L - Grenades
1 B - Harness
1 L - Armor
1 L - Clothes
1 L - Toolkit
1 L - Fire Extinguisher
1 L - Healing Serum
1 L - Medpatch
2 L - 2 x R2Es
1 L - Uniclamp
1 B - Beacon
(6 L - 6 x Healing Serums) carried by someone else
5 B 19 L total

Created at level 3
1000 + 720+40 + 753+40+200 + 2160+40 + 733+40 + 1467+40 + 1499+40 +1494+40 +1460+40
8772 starting credits
spent before mission 7:
1400 Cr. - +2 Dex Synaptic Accelerator
286 Cr. - Pistol w. Underwater
60 Cr. - Pistol Explosive Rounds
485 Cr. - Acid Rifle
20 Cr. - Darts
2472 Cr. - Machine Gun w. AbadarCorp
360 Cr. - Heavy Rounds
720 Cr. - Heavy Explosive Rounds
104 Cr. - Survival Knife w. Underwater
88 Cr. - 2 x Smoke Grenades w. Underwater
1400 Cr. - Gunner Harness
25 Cr. - Industrial Backpack
5 Cr. - Professional Clothes
20 Cr. - Professional Toolkit
20 Cr. - Fire Extinguisher
50 Cr. - Medpatch
50 Cr. - Healing Serum
5 Cr. - Binders
2 Cr. - 2 x R2Es
150 Cr. - Uniclamp
25 Cr. - Beacon
1 Cr. - Lighter
2 Cr. - Symbol of Abadar
left before mission 7:
1022 Cr.
from mission 7: 1494+40
purchased before mission 8
• 300 Cr. - 6 x Mk 1 Serums of Healing
purchased after mission 8
• 50 Cr. - replaced Serum of Healing
3706 Cr.

Acquisitives Champion (Faction Boon)
Allows Reputation gain w. Acquisitives

Promotional Record Keeper (Starfinder Player Character Folio)
1/ per session: • either reduce RP cost to regain Stamina by 1 (down to 0 RP)
• or reduce DC of one starship combat check (including a gunnery) by 4

Scoured Stars Survivor (from 1-99).
Once per day as a free action, you can reduce the number of Resolve Points required to stabilize by 1 (to a minimum of 0 RP.) When you use this ability to stabilize, you also immediately gain 1d6 Hit Points for every 2 character levels you have.

replaced by Contractor’s Respect for this mission
Known Quality (Social Boon)
Have become a rising celebrity backed by your faction.
Cost: 2 Fame (purchased after 6th mission)
After doubling result of Profession skill check & determining total earnings,
multiply by Acquisitives Reputation Tier

Defender of the Fleet (from 1-99)
Whenever you slot this boon, you can pick one of the following options:
Finest Computers: You can improve the computers onboard your starship by one step: from a mononode to a duonode, or from a duonode to a trinode. Alternatively, you can upgrade the computer’s bonus by 1 while this boon is slotted (to a maximum of +8).
Finest Engines: You can increase the speed of your thrusters by one step. For example, T6 thrusters become T8 thrusters. You cannot use this boon to upgrade beyond the fastest thrusters commonly available for your size of starship (so you cannot upgrade past T14, S12, M12, L10, H10, G8 or C8 thrusters.)
Finest Weapons: Each of the weapons on your starship is the best available in the Starfinder fleet. When you roll damage, you can reroll any damage dice with a result of 1 on the die; you must keep the second result.

Purveyor of Fortunes (Slotless Boon)
Cost: 0 Fame (purchased after 4th mission)
After scenario where achieved primary success condition & $10 in Starfinder Society Retail Incentive Program: earn 1 additional Acquisitives Fame & Rep'
Only 1 / tier:
• tier 1 - after 5th mission
• tier 2 - (to do)
Starfinder Insignia (Slotless Boon)
Appears as ordinary medal showing symbol of Starfinder Society, can store as much information as a common tier-1 datapad. DC 20 Perception or Sense Motive to realize insignia is a storage device.
Marked Field Agent (Slotless Boon)
Subdermal implant (augmentation: left hand)
Activated or deactivated mentally as a swift action.
Causes a rendition of the Starfinder Society’s symbol to glow underneath the skin. Increases the light level within 5 feet by one step.

Journey to the Scoured Stars: Segment 3 (from 1-13

• 10 XP
• 22 Total Reputation (Tier 2)
• 20 Acquisitives Reputation (Tier 2)
• 2 Second Seekers (Luwazi Elsebo) Reputation (Tier 0)
• 18 Fame

• Grand Lodge PFS Faction Pin
1/scenario add 2d4 to Culture skill & treat as trained, even if you don’t have a rank in it
from The Commencement
• Faction’s Friend (Social Boon) to gain Rep' when failed
from the AP
• Loaned Ship: Sunrise Maiden (Starship Boon)
• Street Cred: Absalom Station (Social Boon) helps to fight gangers
from 1-22
• Copaxi boons (can learn language)
from 1-24
• Victory over Authority (Social Boon) use if told
from 1-12
• Contractor’s Respect (Social Boon; Limited Use)
Contractor’s Respect
By successfully investigating an abandoned outpost in Near Space, you earned the esteem of AbadarCorp. You can call upon their resources. They loan you a set of armor or a nonconsumable weapon (but fully loaded with conventional ammunition) for the duration of the adventure.
The loaned equipment must have an item level equal to or less than your character level + 1, up to a maximum item level of 8.
The item must be returned at the end of the adventure.
Whenever you slot this boon, you must check one of the boxes.
1 of 3 uses left

• Star Monster Slayer
for living starships

• 9 -
• 8 - 1-99 The Scoured Stars Invasion
• 7 - 1-13 On the Trail of History
• 6 - 1-12 Ashes of Discovery (DM Credit)
• 5 - 1-24 Siege of Enlightenment (DM Credit)
• 4 - 1-22 The Protectorate Petition (DM Credit)
• 3 - DS (#1) Incident at Absalom Station (DM Credit)
• 2 - 1-01 The Commencement (DM Credit)
• 1 - Q-01 Into the Unknown (DM Credit)