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About Stell Z-Lin, SFSBackground:
Linn de Silva was born in the Ring of Nations on Verces. She is the only daughter of Elanor Scarlanza and Parcer de Silva, itinerant opportunistic entrepreneurs who traveled the ring looking for ways to make money. Her mother was a con artist and her father was a mercenary. Both lived by their wits and their ability to deal with danger. Linn learned to shoot small arms from her father and she learned how to read people and manipulate them from her mother. They also showed her a bit about how to pilot a small starship when, for a while, they had acquired a space yacht and before it was lost in a poker game.
Linn took to these skills easily enough, having a nimble mind and body, but she had a natural talent for music, which her parents appreciated and encouraged. She learned the synth-violin and took lessons where her parents were settled long enough to locate and employ a good teacher. When she started to perform, she adopted a stage name of Stell Z-lin and played with a band, The Drifters, in night clubs and bars all around the Ring of Nations. Little by little, she began to become the center of attention during performances. She parted with the band when she started getting solo gigs. To help publicize herself, she made amateur music recordings and self-published them. An influencial music critic came across some of these and praised them, which began to get her noticed and considered for other jobs besides bar room performances. When she was 21, her parents joined the Starfinder Society as they felt freed from parenting duties to enjoy the opportunity to explore the galaxy on someone else's deci-credit. Stell got an opportunity to be an auxiliary performer for a mega-star of the pact world music scene, Gemma Argenta, a Lashunta singer whose music was known even beyond the pact world system. Stell provided mostly back-up synth-string music, but once in a while, she was given a short solo and her art was well-received. She also began to get informal lessons from Cars Pax, an old Kasatha who performed with two synth-instruments simultaneously. The tour gave her access to high quality recording technology and she began to make small music videos playing some of her own compositions or covers of other hits, usually with her dancing as she played, something she had been working on throughout her career. Her star was rising, but fate redirected her life when she got news of the Scoured Stars incident. She knew her parents were on a mission outside of the system for the Starfinders, but when she heard about the tragic disappearance of some 80% of the Starfinders, she went to the Absalom Station Starfinder lodge complex to inquire about her parents' fate. When she was told that they had been part of the group that was now lost, she grieved for a time, holed up in rented lodging. She channeled her feelings into a composition that she recorded and self-published called Eulogy for Fallen Stars. The piece earned her some potentially lucretive contracts to do more, but by that time, she had resolved to join the Starfinders in hopes of perhaps helping to discover what happened and maybe help locate and free her parents from the Godshield. While she has not given up her aspiration for stardom in the music field, she has put that dream on hold, or at least on a back burner to be pursued when she's not on Starfinder missions. Appearance:
Stell is 5'3", with strawberry blond hair that she generally wears loose or secured in a ponytail when expecting anything athletic. She has expressive green eyes, bold dark eyebrows, a few freckles, and a heart-shaped fair-complected face. When not wearing her traveling gear, she likes to wear stylish clothes that allow her freedom of movement. She has a tattoo of a harp on her right shoulder. Religion:
Stell's parents were not very religious. She has found two pact religions helpful in making her way. Weyden inspires her to explore the physical universe, while she considers her music to be a path to mental perfection and transcendence in line with the ideals of Yareasa. She picked up the latter from her association with Gemma Argenta. Stell Z-Lin
Defense SP 24 HP 28 RP 3
save dicebot:
[dice=Initiative]1d20 + 3[/dice]
[Dice=Fort]1d20 + 1[/dice] [dice=Reflex]1d20 + 8[/dice] [dice=Will]1d20 + 5[/dice] Offense
Combat Dicebots:
[dice=Survival knife vs KAC]1d20 + 6[/dice]
[dice=Damage, S]1d4 + 2[/dice] [dice=Tactical Semi-auto pistol, vs KAC]1d20 + 6[/dice] [dice=Damage, P]1d6 + 2[/dice] (range: 30') [dice=Needler Pistol, vs KAC]1d20 + 6[/dice] [dice=Damage, P]1d4 + 2[/dice] [dice=Static Arc Pistol, vs EAC]1d20 + 6[/dice] [dice=Damage, E]1d6 + 2[/dice] (range: 50') [dice=Tactical Shirren-eye Rifle, vs KAC]1d20 + 6[/dice] [dice=Damage, P]1d10 + 4[/dice] range: 70' [dice=Damage, P]1d10 + 4[/dice] range: 250' with aim Trick Attack [dice=Trick Attack, Bluff, Skill Expertise]1d20 + 13 + 4 + 1d6[/dice] DC: 20 + Targets CR; success: Target is flat-footed against the trick attack; if attack hits add Trick Attack Damage [dice=Trick Attack Damage]1d8[/dice] [dice=Feint, skill expertise]1d20 + 12 + 1d6[/dice] Move Action, DC 15 + 1-1/2 × the opponent’s CR; success = Treat Opponent as Flat-footed. Statistics
Skill Dicebots:
[dice=Acrobatics]1d20 + 9[/dice]
[dice=Athletics]1d20 + 6[/dice] [dice=Bluff, Skill Expertise]1d20 + 13 + 1d6[/dice] [dice=Computers]1d20 + 7[/dice] [dice=Culture]1d20 + 9[/dice] [dice=Diplomacy]1d20 + 12[/dice] [dice=Disguise]1d20 + 13[/dice] [dice=Engineering]1d20 + 7[/dice] [dice=Intimidate]1d20 + 9[/dice] [dice=Intimidate, voice amplifier]1d20 + 9 + 2[/dice] [dice=Life Science]1d20 + 4[/dice] [dice=Medicine]1d20 + 7[/dice] [dice=Mysticism]1d20 + 3[/dice] [dice=Perception]1d20 + 9[/dice] [dice=Physical Science]1d20 + 4[/dice] [dice=Piloting, 1 rank]1d20 + 9[/dice] [dice=Profession (musician)]1d20 + 13[/dice] [dice=Profession (musician), job]1d20 + 13 + 1[/dice] [dice=Sense Motive, skill expertise]1d20 + 7 + 1d6[/dice] [dice=Sleight of Hand]1d20 + 9[/dice] [dice=Stealth]1d20 + 12[/dice] [dice=Survival]1d20 + 6[/dice] Economics:
Level 1 Income: Starting wealth 1000 Outgo: Starting equipment: 984 Chronicle 1
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Net Income: 9756 Net Outgo: 7378 Bulk: 5.8/6.5
Theme: Icon:
You are a popular and respected celebrity within the bounds of colonized space.
Thanks to interstellar transmissions and Hyperspace travel, the galaxy is smaller than ever, and this connectivity has facilitated your ascension to celebrity status. You might be a famous performer or a celebrated scientist, but either way, you are often recognized. Your reason for traveling to unknown worlds might be to further spread your acclaim or to escape the limelight. Theme Knowledge (1st)
Human:
Ambitious, creative, and endlessly curious, humans have shown more drive to explore their system and the universe beyond than any of their neighbor races—for better and for worse. They’ve helped usher in a new era of system-wide communication and organization and are admired for their passion and tenacity, but their tendency to shoot first and think about the consequences later can make them a liability for those races otherwise inclined to work with them.
Ability Adjustments +2 to any 1 Ability Hit Points 4 Racial Traits
Bonus Feat
Skilled
Envoy:
You make your way in the universe with a charming smile, quick wit, and keen sense of self-preservation, and excel at getting others to do what you want. You might be a trickster, hustler, or con artist, or you might serve as an actor, ambassador, or businessperson, paving the way for negotiation through kind words or the occasional dirty trick. You are often the group’s strategist, using your quick wit and tactical acumen to push your friends to greater heights. You may also be skilled in diplomacy, serving as the face for a starship crew, talking your way into restricted systems or gaining audiences with local politicians or warlords.
Hit Points 6 Stamina Points 6 + Constitution modifier Key Ability Score Your Charisma helps you succeed in many social situations and makes a number of your improvisations more effective, so Charisma is your key ability score. A high Dexterity score can make you a better ranged combatant, while a high Intelligence score improves all of your skills. Class Skills Acrobatics (Dex), Athletics (Str), Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), 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) Skill Ranks per Level 8 + Intelligence modifier Proficiencies Armor-light; Weapons-basic melee weapons, grenades, small arms Level 1
Envoy Class Features Envoy Improvisation:
Envoy Improvisation 1st Level
As you gain experience, you learn envoy improvisations—little tricks that bolster allies, confound enemies, or change the ebb and flow of battle using guile, inspiration, or luck. You learn your first envoy improvisation at 1st level, and you learn an additional improvisation at 2nd level and every 2 levels thereafter.
Inspiring Boost (Ex) [language-dependent, mind-affecting, sense-dependent]
Skill Expertise:
Expertise (Ex) 1st Level
You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6. Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int). Operative Class:
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 Level 3: BAB 2, F: 1, R: 3, W: 3 Operative 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
TRICK ATTACK (EX) 1ST LEVEL
Quick Movement (Ex) 3rd Level
Weapon Specialization (Ex) - 3rd Level
Specialization: Spy:
You can steal or adopt new identities as easily as most people change clothes, allowing you to infiltrate nearly any circle.
Associated Skills: Bluff and Disguise. When you use Bluff to make a trick attack, you gain a +4 bonus to the skill check. 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. 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. The list of operative exploits appears on page 95. You cannot learn the same exploit more than once unless it specially says otherwise. Quick Disguise (Ex)
Feats:
Skill Focus
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. Operative Specialties: Bluff, Disguise Improved Feint
Standard Feint Rule: Feint
Weapon Focus (Small Arms) (COMBAT)
Versatile Focus (Combat)
Weapon Specialization (Combat) Operative class
Augmentations:
Voice Amplifier System
Throat Augmentation Cybernetic Level 1 Price 125 A voice amplifier greatly increases the volume of your voice. You can switch a voice amplifier on or off as a swift action. When activated, a voice amplifier grants a +2 circumstance bonus to Intimidate checks and lowers the DCs of other creatures’ Perception checks to hear you speaking by 5. Synaptic Accelerator, +2 Dex
Equipment:
Plexiglass Bodysuit, I
The lush forests of Ghorus Prime are host to all manner of flora, and ghoran biochemists have learned to cultivate the natural defense mechanisms of many plants to their advantage. A plexigrass bodysuit consists of millions of densely woven blades of a bioengineered plant with incredibly tough fibers that have a tensile strength that rivals most alloys. Level 5 Price 2700 EAC Bonus +3 KAC Bonus +4 Maximum Dex Bonus +6 AC Penalty Speed Adjustment - Upgrade Slots 2 Bulk L Armor Upgrades
Concealed Compartments
KNIFE (SURVIVAL)
SEMI-AUTO PISTOL (TACTICAL)
NEEDLER PISTOL
ARC PISTOL (STATIC)
Comm Unit
Backpack
Clothing
Everyday
Formal
Professional
Travel
Hygiene Kit
Serum of Healing
Serum of Appearance Change
rounds (Small Arms) 30
Darts (Ammo) 20
Battery 2
Tactical Shirren-eye Rifle: Shirren-eye rifles are named for their compound sights, which resemble the eyes of the insectile race, but are rarely manufactured by shirren companies. Shirren-eye rifles are extremely accurate and favored by snipers and sharpshooters.
Sniper Rounds (25)
Religion:
WEYDAN
The Endless Horizon CG god of discovery, equality, exploration, freedom Centers of Worship: Absalom Station, the Diaspora, Idari, Verces Symbol: A starship heading into the unknown While gods like Iomedae and Urgathoa started out as mortals and ascended to godhood, Weydan did the opposite—and continues to. As the god of discovery and exploration, the deity called Weydan regularly breaks off shards of his divine self and crafts them into avatars—mortal versions of himself in every gender, shape, and species—that can walk unseen among the countless cultures of the Material Plane, free from the responsibilities of godhood and able to experience those aspects of existence denied to omniscient deities. In this way he also teaches the fundamental equality of all creatures—even gods—and encourages his congregation to treat all people well, for even the most grotesque sinner or alien monstrosity might be a secret messiah. While these avatars of the divine occasionally reveal themselves to protect the innocent or lead the faithful in times of crisis, more often they simply travel, exploring the multiverse to the best of their mortal abilities, until death folds their spark back into the divine flame. While Desna advocates travel for travel’s sake, Weydan expounds the virtues of voyaging with an end goal in mind, even if the goal is simply discovery. Exploring the unknown is a sacred process that reveals as much about the explorer as about the star system or world being explored. The universe contains a wealth of wonders just waiting to be discovered, and Weydan takes joy in every discovery his followers make, no matter how small or how significant. He and Desna share a love of liberty, and Weydan believes in every sentient species’ right to freedom, unfettered by restrictive laws. He regards equality for people from all walks of life as the foundation of that freedom and an essential requirement for a thriving society. As such, he opposes slavery and any system that advances one being’s privileges by causing another’s oppression, which often puts him at odds with Abadar’s capitalist teachings. Envoys, explorers, gnostics, socialists, Starfinders (see page 479), and colonists heading to new homes on recently discovered planets make up the majority of Weydan’s followers and priests. Many humans and androids, especially those fighting against oppression, venerate Weydan, as do young kasathas rebelling against the strict traditions of their culture, or shirrens appreciating his succor of the downtrodden. Befitting the egalitarian nature of his faith, Weydan’s church does not have much of a hierarchy. Temples to Weydan are commonly housed within starships, both active craft and decommissioned hulks. YARAESA
Yaraesa teaches that the core of sentience is the search for knowledge and meaning—the striving to advance one’s society through education, experimentation, and learning. Yaraesa is the goddess of this struggle—the constant endeavor to develop one’s mind and reach a state of intellectual and spiritual perfection. Lashuntas attribute many of their race’s early scientific advancements to Yaraesa, claiming that she was once a living scientist who learned everything that could be learned on the mortal plane. In mastering her own mind, she ascended to godhood to study all the wisdom and lore of the Great Beyond. Yaraesa’s followers seek to emulate their goddess, hoping to eventually transcend their mortal forms. The path one takes toward this perfection is an individual choice—education, physical exercise, scientific scholarship, and spiritual meditation are all valid enterprises. The simple act of reading—whether on a computer screen, an actual printed volume, or direct eye-projection—can be an act of homage to Yaraesa, and each piece of knowledge or insight gained brings one a step closer to the goddess. Yaraesa bridges the divide between science and spirituality, teaching that the more you learn about the underlying laws of the universe, the more you understand about yourself. A majority of Yaraesa’s worshipers and priests are lashuntas, but her faith is popular throughout the Pact Worlds, particularly among shirrens. Educators, mechanics, psychics, scientists, scholars, and technomancers venerate the Lady of Wisdom as they explore the boundaries of both mortal knowledge and their own minds. Yaraesa’s temples resemble ancient libraries filled with books—even if the volumes on display are just holographic props—and always include small, quiet rooms where worshipers can read or meditate in peace. Many universities, especially those on Castrovel or funded by lashuntas, contain chapels to Yaraesa. One unusual quirk of Yaraesa’s worshipers is their vocal rejection of faith—or rather, some conventional understandings of it. Yaraesa teaches that the scientific process and knowledge gained through controlled, replicable, and verifiable experiments are the best way to understand the universe. Where some gods offer knowledge and power as a reward for allegiance, Yaraesa demands that her people figure things out for themselves as best they can. This doesn’t mean that she refuses to grant her followers magical power; rather, she generally does so in consistent and predictable ways that can be taught like a science, and she’s more likely to nudge someone toward a discovery than hand them the answer. For members of her church, faith isn’t blind trust but a healthy and skeptical relationship between an esteemed teacher and her pupils.
Faction Wayfinders:
Members of the Wayfinders are some of the Society’s foremost experts in first contact scenarios. An organization dedicated to fully pursuing the Starfinder Society’s mission statement of exploration, the Wayfinders are at the forefront of each expedition to scan a planet, set foot on an asteroid, or greet a previously unknown species. Wayfinders have a natural passion for exploration, be it through social situations with new species or discovering ancient alien ruins.
Faction Leader: Fitch (CN female ysoki technomancer) Motto: First into the unknown. Objectives: The Wayfinders are paragons of the greater Starfinder Society’s drive to explore the innumerable worlds accessible with the advent of the Drift. They, more than any other group within the Society, focus their efforts outside of the Pact Worlds. Traveling through Near Space and the Vast, the Wayfinders live for the thrill of discovery, bringing their findings back to the Lorespire Complex for proper cataloguing and dissemination. Season 1 Goal: Many organizations outside of the Starfinder Society decry the events of the Scoured Stars as a sign that the Society’s rampant exploration could be more trouble than it’s worth. The Wayfinders strive to continue their mission, regardless of outside doubt and derision. They hope to make an important discovery that will prove the value of the Starfinder Society’s expeditions, something all the Pact Worlds can see and appreciate. Header information
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