
Peet |

I just bought the rules!
I am thinking now of an Android Mystic (Sun Shaman) with the Ace Pilot theme.
I see there are no mystics or technomancers, and no Ysoki.
I'd like to play a Mystic. I suppose I could do a Ysoki instead of an Android, though I had originally envisioned an android character who was hell-bent on going around liberating Android slaves.

Madcaster |

I'm going to withdraw. I tried, but nothing comes to mind for a backstory that I like.
Moreover, the little bits I did write were eaten by the damn Win 10, along with the Technomancer crunch. And I honestly don't want to restore it.
Microsoft, you've been making operating systems for three decades now, why can't you make it right?

![]() |

Sorry to see ya go, Madcaster.
Of note, if I'm writing anything lengthy for this, I write it out as a draft in my Gmail, that saves to the cloud automatically every 2.37 nanoseconds. I've not lost a paper yet. =)
And I hear ya about coming up with good stories. Man! IF only there was a, like, a program that could just toss out random ideas until I could grab one I liked and tickled my muse.

inxpitter |

Here's Kibbens, the Ysoki Themeless Solarian. I'm definitely still working on all the crunchy bits, but I have a decent backstory in the works.

![]() |

Saashaa, make whatever character interests you the most. I find people make better submissions if they are creating something they actually want to play as opposed to making a character to fill a gap.
So far, my interest has led me to make a bunch of mechanics. I am trying to branch out and see this as a great opportunity. I also enjoy filling niches
If this approach disqualifies me I understand, but I assure you I can create a very interesting character under constraints.

Peet |

I have put together Xara Driftspeaker, Android Mystic and Ace Pilot. Still working on the story but the main gist of it is that she is an escaped slave from the Azlanti Star Empire. Now she dedicates her life to trying to free other androids from bondage.
Vrog: Xara is CG and I figured that I would go with Besmara as her deity since she is interested in taking direct action against slavers and damn the consequences. However, Besmara is not listed as one of the deities for the Star Shaman connection. It that is a problem, I can change it.
I may need to tweak the gear a bit as I am still getting a handle on things there but crunch is otherwise pretty much done.

avr |

The trouble with a long-away deadline is that you can fail to get around to meeting it. I'll tidy this up later, but this is the character I mentioned weeks ago.
LN, follower of Abadar.
Str 10 + 1 theme + 2 level = 13
Dex 14 + 2 level + 2 level = 18
Con 10 + 2 level + 2 level + 2 P.U.Mk1 = 16
Int 16 + 2 race + 1 level + 1 level + 4 P.U.Mk2 = 24
Wis 10 + 2 level = 12
Cha 10
Resolve: 5 + 7 = 12
HP: 4 + 10*5 = 54
SP: (5 + 3 + 1)*10 = 90
EAC 32 KAC 30
F +8 R +7 W +8
Advanced semi-auto pistol: Attack +11, 2d6+5 P, 60’, 12 rounds cap.
Survival knife: Attack +11, 1d4+6 S
Arcing Surge: Reflex half DC 21, 10d6 E, 120’ line
Feats
1: Toughness
H: Mobility
3: Amplified Glitch
Tech3: Spell Focus, Weapon Spec. (small arms, basic melee)
5: Heavy Armor Proficiency
7: Spell Penetration
9: Agile Casting
Magic Hacks
2: Energise Spell
5: Charging Jolt
8: Tech Countermeasures
Spells
0 (at will): Dancing Lights, Detect Affliction, Detect Magic, Telepathic Message, Token Spell, Transfer Charge
1 (7/day): Comprehend Languages, Detect Tech, Flight, Identify, Unseen Servant*
2 (6/day): Darkvision, Invisibility, Make Whole, Microbot Assault, See Invisibility
3 (4/day): Arcing Surge, Dispel Magic, Haste, Handy Junkbot
4 (3/day): Dimension Door, Resilient Sphere
*: in cache capacitor (24 hour duration)
27100 Lashunta ringwear IV
3100 - Jetpack
200 - Radiation buffer
150 - Tensile reinforcement
5500 Advanced semi-auto pistol
1560 - Entangle infusion
160 - 120 rounds
730 60’ titanium cable, grappler
95 Survival knife
120 - Called infusion
174 Industrial backpack, professional clothing, mobile hotelier, hygiene kit, personal comm, starstone compass, 1 week field rations, hip flask of whiskey, medpatch, binder, fire extinguisher
390 Super-capacity battery (80)
500 10*Serum of healing Mk 1
20 Tool kit (hacking)
245 Tier 1 computer (hardened, artificial personality, minaturization, range III, alarm, security IV)
8525 Accelerated datajack (+2 Computers)
6500 Personal upgrade Mk 2 (Int)
1400 Personal upgrade Mk 1 (Con)
4200 Ring of resistance Mk 2 (Fort)
1400 Spell gem (explosive blast)
900 2*Spell gem (knock)
308 2*Spell chip (holographic image, level 1)
63277/66000 spent
Skills
Acrobatics +14 (10R, Dex +4, Class +3, ACP -3)
Athletics +11 (10R, Str +1, Class +3, ACP -3)
Computers +25 (10R, Int +7, Class +3, datajack +2, techlore +3)
Culture +17 (10R, Int +7)
Engineering +20 (10R, Int +7, Class +3)
Intimidate +10 (10R, Cha 0)
Mysticism +17 (10R, Wis +1, Class +3, techlore +3)
Perception +11 (10R, Wis +1)
Piloting +17 (10R, Dex +4, Class +3)
Profession (mercenary) +14 (10R, Wis +1, Class +3)
Stealth +11 (10R, Dex +4, ACP -3)
Survival +11 (10R, Wis +1)
Background
Deneth claims that his family descends from a hero from before the Gap. This is difficult to check, especially when you consider that he was a technomancer on Absolom Station and might well have had an opportunity to modify records.
He left Absolom station in haste with a group of mercenaries due to offending a duelist there. They taught him enough discipline to not make the same mistake again and made considerable use of his abilities; a little bit of ‘animal’ (magic) can be very useful. They were less concerned about his personal fighting ability, guns for hire are easier to get than spellcasters in general. After seeing the effects he could work on modern devices Deneth tries very hard to rely on analog devices to avoid the same happening to him.
The mercenaries, Todd’s Deaths, were generally successful enough until their last job when most were lost fighting some outsiders while coming back from the Vast. The odds against this seem substantial and Deneth would like to investigate, but he has no leads. The company broke up after returning due to the losses, including of their leader Todd, leaving Deneth at a loose end.
Personality
Deneth still likes to see people embarrassed, he's just more disciplined about how and when to do it.
Following orders has become second nature to him after years as a merc. He'd have to think to not do so.
He has a virtual girlfriend in his computer. Any real girlfriend would have to deal with the competition,.
Long term he'd like to find what happened to his company, but I'm not sure that'll matter in a one-shot.
Build reasoning
It’s been said that non-full, 9-level casters need to rely on more than spells, but I’m fairly sure that’s wrong by 10th level. Most of his spells don’t rely on saves so the lack of super-high save DCs isn’t a problem (21-22 doesn’t look terrible anyway), and with the energise spell magic hack he has what amounts to the arcane bond ability. Heavy armor and tech countermeasures plus the odd spell should keep him from being taken down easily. The saves look poor admittedly.
The spells have been picked to have viable combat options at all levels from 2+ and to cover as much utility as possible.
Aside from heavy armor proficiency and spell penetration those feats are largely space fillers and could be easily changed. Amplified glitch represents his history on Absolom station and toughness is something the mercs beat into Deneth, but neither is important mechanically.

![]() |

I'm submitting Julakesh Starfist, a vesk ex-military officer who bonded with the universe during a deadly solar flare and the corona that followed. She's a spacefarer solarian.
Julakesh Starfist
Female Vesk Spacefarer Solarion 10
LN Medium humanoid (reptilian)
Init +2; Senses Darkvision 60 ft., Low-light vision, Perception +4
------------------------------
DEFENSE
------------------------------
SP 90 HP 76 RP 9
EAC 25 (10 +12 armour, +2 Dex, +0 misc, +1 racial)
KAC 26 (10 +13 armour, +2 Dex, +0 misc, +1 racial)
AC vs. Combat Maneuvers 34 (8+KAC)
DR — Resistances —
Fort +10, Ref +5, Will +7 (+2 vs. Fear)
Defensive Abilities corona (cold resistance 10 when active), dark matter (DR 3/- when active), glow of life, gravity anchor
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee unarmed strike +14 (1d3+19 lethal)
…solar weapon +14 (5d6+14/knockdown)
Full attack unarmed strike +11/+11 (1d3+19 lethal)
…solar weapon +11/+11 (5d6+14/knockdown)
Ranged aphelion laser pistol +12 (3d4+5 F/burn 1d4) (90 ft. 40 charges, 2 use, boost 1d4)
Full attack aphelion laser pistol +9/+9 (3d4+5 F/burn 1d4)
Offensive Abilities black hole, flashing strikes, stellar rush, solar acceleration, supernova, time dilation, great cleave, lunge, step up and strike, weapon specialization
------------------------------
STATISTICS
------------------------------
Str 19, Dex 14, Con 17, Int 8, Wis 10, Cha 19
Base Atk +10
Feats Cleave, Great Cleave, Lunge, Step Up, Step Up and Strike, Weapon Specialization (basic melee, advanced melee, solar weapon, small arms)
Proficiencies Light armour, basic melee weapons, advanced melee weapons, small arms
Skills Acrobatics +15, Athletics +17, Intimidate +13, Perception +4, Physical Science +3, Piloting +6, Survival +4
(3 points; 4 class, -1 INT)
Abilities Armor Savant, Eager Dabbler, Fearless, Flashing Strikes, Natural Weapons, Sidreal Influence (stealth, survival), Skill Adept (piloting, survival), Solar Manifestation, Spacefarer Knowledge, Stellar Mode, Stellar Revelation (black hole, corona, dark matter, glow of life, gravity anchor, stellar rush, supernova), Weapon Specialization, Zenith Revelations (solar acceleration, time dilation)
Languages Common, Vesk
------------------------------
SPECIAL ABILITIES
------------------------------
Armor Savant Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal.
Eager Dabbler In your journeys, you've picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuit ion to your advantage. You gain a +2 bonus to skill checks if you don't have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills.
Flashing Strikes: Your mastery of melee combat allows you to make multiple attacks more accurately. When making a full attack entirely with melee weapons, you take a -3 penalty to each attack roll instead of the normal -4 penalty.
Sidreal Influence (Su): You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. Choose two skills from the lists below, one from the graviton list (stealth) and one from the photon list (survival). To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1minute.
Solar Manifestation (Su): You gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take one of two additional forms: armor or a weapon.You must pick one solar manifestation (weapon) upon taking your first level of solarian. You also choose whether your solar manifestation glows brightly with one color common to stars (including blue, red, white, or yellow) or is the perfect darkness of a black hole (glowing white). A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow returns immediately. Once made, these choices cannot be changed. Only you can interact with your solar manifestation, whether in mote or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it.
Solar Weapon: You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light, but it can be whatever general shape you choose (energized fist). Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing (piercing) damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level there after. Solarian weapon crystals can increase your solar weapon’s damage. (3d6+4)
Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand.
Spacefarer Knowledge You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science 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 Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Stellar Mode (Su): The stellar forces you call on are attuned to either photons (represenitng the power of stars to emit heat,l ight, and plasma) or gravitons (representing the power of stars to attract and imprison objects through gravity). The ultimate expression of photon power is the supernova, when all of a star's energy is exerted outward, while the ultimate expression of graviton power is the blackhole, where gravity is so strong that nothing, not even light, can escape it. The balance between these two opposing cosmic forces is the source of your power, and your stellar mode represents the strength of your conneciton with one or both of these forces -a relationship that shifts from one moment to the next as you use your stellar revelations.
When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned.
At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you're fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you've accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned.
At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousnes while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations.
When you're not in combat, you can't enter a stellar mode. This ability manifests only in high-stake situations. When your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there's any doubt about whether you’re in combat or able to access your stellar mode. the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don't pose a real threat to you.
-Gravitron Mode: When you enter graviton mode, you gain 1 graviton
attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have (+2).
-Photon Mode: When you enter photon mode, you gain 1 photon attunement
point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you're photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have.
-Unattuned: While unatuned, you gain no attunement points and you are
neither photon-attuned nor graviton-attuned. You gain no beneftis while unattuned.
Black Hole (Su): When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels there after (30 ft. range, 20 ft. Closer). Soild objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Blackhole functions as a zenith revelation for the purposes of abilities that reference them.
Corona (Su): As a standard action, you can surround your body with an envelope of fiery plasma. You gain cold resistance 10, and any adjacent creature that hits you with a natural weapon or a melee weapon takes 2d6 fire damage. The corona lasts for 1 round or until you leave photon mode. When you are attuned or fully attuned, any creature that starts its turn adjacent to you while your corona is in effect takes fire damage equal to half your solarian level (5).
Dark Matter (Su): As a move action, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. You gain damage reduction 1/- . This increases to DR 2/- at 6th level and increases by 1again every 3 solarian levels thereafter (DR 3/-). This benefit lasts for 1 round or until you leave graviton mode. When you are attuned or fully attuned, your DR from dark matter is equal to half your solarian levek (DR 5/-).
Glow of Life (Su): As a move action, you can spend 1 Resolve Point to recover a number of Hit Points equal to twice your solarian level (20 hp). Once you use this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest. When you are attuned or fully attuned, increase the amount you heal with this revelation to three times your solarian level (30 hp).
Gravity Anchor (Su): As a move action, you can form a gravitational bond between yourself and either the surface you're standing on or the objects you are holding. This grants you a +4 bonus to your AC against bull rush, reposition, and trip combat maneuvers if you choose the surface underfoot, or against disarm combat maneuvers if you choose objects. The bonus lasts for 1 round or until you leave graviton mode. You can have only one gravity anchor active at a time. When you are attuned or fully attuned, you can activate this revelation as a reaction when targeted by a bull rush, disarm, reposition, or trip combat maneuver, in which case it defends against only that attack.
Stellar Rush (Su): As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties. When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex DC 19 for half). This damage increases by 1d6 at 6th level and every 2 levels thereafter (4d6 fire).
Supernova (Su): When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you (11d6 fire). A creature that succeeds at a Reflex save (DC 19) takes half damage. At 9th level, you can increase the radius to 15feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation you immediately becomes unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.
Zenith Revelations: Zenith revelations are powerful stellar revelations that require you to be fully attuned in a stellar mode. After using a zenith revelation, your stellar mode immediately becomes unattuned.
Solar Acceleration (Su): When you're fully photon-attuned, you can make a full attack as a standard action. In addition, you and up to six allies within 30 feet are affected by haste for 1 minute after you use this revelation.
- Time Dilation (Su): When you're fully graviton-attuned, you can make time pass more slowly for your enemies. As a standard action, you can project a gravitational wave in a 30-foot cone. You choose which creatures in the cone are affected and which ones aren't. Each target must succeed at a Fortitude save (DC 19) or be affected by slow for a number of rounds equal to your solarian level (10 rounds).
------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear solarion weapon crystal (lesser graviton), aphelion laser pistol
Possessions backpack, battery (8), freebooter armour III, armor upgrade (backup generator, infared sensors, jetpack), everyday clothing (2), hygiene kit, personal comm unit, mass produced tent, ring of sustenance, serum of healing mk 1 (2, heals 1d8), serum of healing mk 2 (3, heals 3d8)
Carrying Capacity
Unencumbered 0-8 Encumbered 9-16 Overburdened 17+
Current Bulk 5 (and 6L)
Credits 85
Julakesh was a vesk soldier for most of her life, policing residents and putting down rebellious behaviour among the barbarous feline humanoids on Vesk-6. She treated her charges with respect but revelled in the opportunity for glorious combat, or competition among her fellow soldiers. As she rose through the ranks her chances for combat increased, and eventually she was given the opportunity to join a combat vessel bound for a fierce battlefield on another planet. She accepted the honour with great enthusiam and left Vesk-6 for the first time since she joined the military.
Unfortunately, a solar flare and the subsequent coronal mass ejection struck their ship, causing most of the systems to fail and the nearly all of the crew to die. Of those few crew remaining, all of them were left changed—three suffered slow radiation poisoning, one’s scales turned a sickly brown, one lost more than half his muscle mass and two suffered terrible mutations. The energy from the corona bonded with Julakesh in a moment of intense pain, leaving her capable of using the very elements of the universe as a weapon—the power of gravity and the power of the stars. She was no longer Vesk, she was something other. Something greater.
Through luck and determination, Julakesh and her fellow ailing soldiers managed to steer the ship back to Vesk-6 where they were taken care of by the military doctors. Julakesh was cleared for active duty, but found the next few years of work unfulfilling. Although she enjoyed combat as much as she always had, her gaze was constantly drawn heavenward, she knew in her heart she belonged among the stars.
Eventually she left behind her promising military career and set out for the unknown on a passenger ship travelling to Absalom station. As they took off into the beautiful void of space, Julakesh finally felt at peace. This was where she belonged.
Her travels have taken her far and wide since then, but as much as she loves discovering and exploring new planets and stars, she’s always happiest in the void of space, surrounded by silence and stars.
Julakesh Starfist is a fierce looking vesk with horns circling the top of her head like a spiked crown. Her scales are mottled black that never reflects light and bright white that almost seems to glow. She is well muscled and just under seven feet tall. A glowing orb of bright white light hovers around her, following her wherever she goes. Most startling of all is when she enters into combat, grasps the ball of light and it energizes her fists, making them surrounded by a blazing, bright white light.
Julakesh is brave, bold and adventurous. Like most of her kind she revels in the glory of combat and competition. She loves exploring new planets and—most especially—being off planet. She’s most at home in the depths of space and enjoys floating around with her jetpack outside the ship whenever it is stopped.
Thanks for your consideration. Best of luck everyone!

Vrog Skyreaver |
1 person marked this as a favorite. |

Just wanted to give you guys an update:
As I said in my opening crawl, I'm plan to make selections and start the game after I get through a couple of projects (one of which is consolidating all of our training documentation at work, which I've unofficially started on while waiting for my business proposal to be approved).
I had given a guesstimation of about a month, but one of my projects is taking longer than I thought it would to complete (the one I mentioned above, as our company was just sold and we're waiting for our new processes to start up), so I am going to say that we'll start on the 30th of October (yes, I know Halloween is the next day, but still).
I realize that this might be off-putting for some of you, and for that I apologize.
That being said,

Xera Driftspeaker |

Here's Peet's submission: Xera Driftspeaker. Android Ace Pilot and Star Shaman mystic.
Basically done. I still need to buy minor gear items and I'm not totally sure about some of the stuff I do have. But crunch and fluff are otherwise done.
Note there is a level 1 version which is my pitch for a different recruitment, which may or not be accepted.

![]() |

I made my own list of characters submitted and added the themes of each.
Character - Race/Class - Player
Alison "Wraith" WhiteAngel - Human Operative Ace Pilot - Atlas2112
Iruaka - Shirren Envoy outlaw- YoricksRequiem
Isaac - Android Mechanic Themeless - zaarbuc
Jocassa - Lashunta Envoy Priest - GM-Gathrix
Loram - Kasathas Soldier Spacefarer - Stiehle
Raxsortun Steelshaper - Vesk Mechanic Bounty Hunter - Jelloarm
Kibbens - Ysoki Solarian Themeless - Inxpitter
Xera Drifspeaker - Android Mystic Ace Pilot - Peet
Deneth Viatre - Human Technomancer mercenary - avr
I am working on a Lashunta Technomancer Scholar who will focus on knowledge and defensive spells and abilities. I could recast him to be more combat oriented if desired, but I like the idea of a mostly non-violent character. He'll be a source of knowledge for most of the Int based skills and also have high knowledge of medicine. His scholarly focus will be physics. He will be an elder scientist, near the end of his life but still fit and hale enough to adventure. I should have all his info posted in a day or two.
I won't mind recasting my character in another race if it will provide the necessary coverage of races.

![]() |

Has anything been said about wealth or value of equipment? If not, is it correct to assume we have the listed value of equipment for 10th level (p. 391 of Core Rulebook) of 66,000 credits. Should we limit the level of the items purchased to 10 or can we, like SFS characters, purchase up to one level above our current level (so 11)?

Stiehle |

Has anything been said about wealth or value of equipment? If not, is it correct to assume we have the listed value of equipment for 10th level (p. 391 of Core Rulebook) of 66,000 credits. Should we limit the level of the items purchased to 10 or can we, like SFS characters, purchase up to one level above our current level (so 11)?
Can't remember if I saw anything definitive, but that's the way I went. Turned out I couldn't afford anything of level 10 anyway! :)

![]() |

Jelloarm wrote:That's a good question. I think a good compromise will be that you can purchase everything at level +1, with the caveat that no more than half your gear can be purchased at level +2.
Second question - I'm nearly at the point where all I have left to do is buy gear. Standard gear on pg. 391 of the CRB? Any limitations to what we buy?I'm doing a decent amount of Starfinder Society in my in-person group, so I'm used to "You can purchase things +1 level higher than your character level" - just wondering what your benchmark will be.
GM's answer on purchasing before.

![]() |

Here is a submission for a PC for this adventure. I had fun working through the levels and developing the backstory. See the spoiler near the top of the profile for the background and reasons for various leveling up choices.
Shantidas is a Lashunta Scholar Technomancer. He is strong on knowledge skills of culture, science, and technology, with spells that are supportive buffs and information gathering as well as some that are damaging in combat.

Vrog Skyreaver |

Okay guys, to start with, I'd like to thank everyone for apping, as there were some really quality submissions. As I had more than several excellent choices to pick from, it made it a rough decision.
I went through the options several times, and this is the group that I settled on:
Iruka
Raxsortun
Xara
Alison "Wraith" WhiteAngel
Kibbens
Loram
Deneth
Please join me in the discussion thread so we can get started working on your group ship!