SF Starfinder: Little House In The Vast (Closed) - Page 3
Page 3 of 7 FirstFirst 1234567 LastLast
Results 21 to 30 of 69
  1. #21


    Name: Tara Lushek
    Sex: Female
    Race: Human:
    Theme: Spacefarer
    Class: 1st level Soldier
    Alignment: Lawful Neutral
    Resolve: 4/4
    Exp: 0

    Appearance: Human from the Azlanti Empire; pale skin (with a few scars from training incidents) and blonde hair that she keeps in a ponytail (a minor rebellion from the days of crew cuts.)

    Personality: Fundamentally, Tara is a woman that has been humbled; she is aware that she is full of biases against other sentient races that she is probably not even aware of. She is still hidebound by rules and discipline; she seeks a more just society, but believes that the law can lead people there.

    Her hobbies include strategy games, reading books on the Pact World races (preferably written from the perspective of their peoples) and practicing with whatever new weapons she can get her hand on, maintaining cast-iron disciple even though the army that trained her is now her enemy.

    History: Tara was a loyalist to the Empire all her life, and her spatial awareness, manual dexterity and good health made her an ideal candidate for the military's armor training program. She trained extensively with all forms of weapons and all non-powered armors, and was on the fast-track for the power armor program until her defection.

    The reason for her defection was a classmate called Elia Ro, who had joined the military for an unusual reason: to sow dissent on the down-low amongst its ranks. Elia was a keen observer of human nature and Tara found herself unable to adequately answer just what the difference was between an android and a human, that rendered the former subservient to the latter - and this led to deeper issues such as what made Azlanti culture superior to any of the others the Empire had ransacked. The fact that Tara was sweet on Elia helped matters, as well.

    Elia died - not from being found out by her superiors, or in combat on some distant planet, but due to a training exercise that went wrong and that her superiors covered up. Reasoning that authorities that would lie about this would lie as a matter of course, and no longer able to ignore her burgeoning conscience, she went AWOL.

    Adjusting to the Pact Worlds has been difficult, but she has found work as a hired gun; she is now technically a fugitive from the Star Empire. But those who come looking for her will find that if anything, her skills in the art of war have grown.

    Statistics
    Str: 10 (+0)
    Dex: 16 (+3)
    Con: 14 (+2)
    Int: 10 (+0)
    Wis: 13 (+1)
    Cha: 10 (+0)

    Stamina: 9/9
    Hit Points: 11/11

    KAC: 15
    EAC: 12
    Initiative: +3
    BAB: +1
    Speed: 20 ft

    Saves
    Fort: +4
    Reflex: +3
    Will: +3

    Feats:
    - Weapon Focus (Longarms)
    - Versatile Focus (apply Weapon Focus to all proficient classes of weapons)

    Racial Abilities
    - Extra Feat
    - Extra Skill Point

    Theme: Spacefarer
    - Level 1: -5 to Physical Science checks related to strange new worlds & related knowledge. +1 Con. Physical Science is a class skill.

    Class Abilities:
    - Fighting Style: Armor Storm
    -- Level 1: Hammer Fist (treats any powered armor or heavy armor attack as having a battlefist)

    Proficiencies: Basic & Advanced Melee, Small Arms, Longarms, Sniper Weapons, Heavy Weapons, Grenades

    Skills:
    Athletics +1 (+4 base, -3 armor), Perception +2, Physical Science +4, Piloting +7 (1 ranks), Survival +5

    Languages: Common, Azlanti

    Weapons:

    Item Bulk Price
    Frag Grenades (2) 0 70
    Survival Knife 0 95
    Azimuth Laser Rifle 1 425

    Armor:
    Golemforged plating I (Bulk 3, Cost 250)

    Equipment

    Item Bulk Price
    30 ft titanium line 0 15
    Comm unit L 7
    Flashlight L 1


    Total Bulk: 4/10

    Money: 137c

  2. #22
    Member
    Magsman (Lvl 14)



    Join Date
    Jan 2002
    Location
    Napanee, Ontario
    Posts
    6,518
    Looking good as well, though perhaps the fantasy gamer in me is a bit surprised neither of you has invested in a backpack, . Also, while I admit I have made characters with both a comm unit and a flash light plenty of times, a comm unit can actually be used as a flashlight with a slightly smaller cone.
    Last edited by Kaodi; Saturday, 1st June, 2019 at 12:45 PM.

  3. #23
    So need to work up my character but my concept is an outlaw mechanic. Not sure on race yet. Hopefully I can work on him tonight.

  4. #24
    I figured we'd have a ship! Lots of room in there to store stuff, so we don't have to be hobos. I can buy a backpack if needed though.

  5. #25
    Community Supporter
    Superhero (Lvl 15)



    Join Date
    Jan 2002
    Location
    Central, NJ, USA
    Posts
    7,588
    Quote Originally Posted by Charlotte of Oz View Post
    I figured we'd have a ship! Lots of room in there to store stuff, so we don't have to be hobos. I can buy a backpack if needed though.
    Yes, we don't need to carry all of our stuff on our backs. I assume Zyzzy has some luggage containing some clothing.

  6. #26
    Member
    Magsman (Lvl 14)



    Join Date
    Jan 2002
    Location
    Napanee, Ontario
    Posts
    6,518
    In any case I was thinking about closing recruitment on Wednesday but if Justin and Vlad get characters up sooner than that and no one else expresses interest we can get things going before then.

  7. #27
    I should have mine done tonight or tomorrow.

  8. #28
    Member
    Magsman (Lvl 14)



    Join Date
    Jan 2002
    Location
    Napanee, Ontario
    Posts
    6,518
    Would anyone be building their characters differently if I added a house rule, that you get maximum resolve regardless of your ability scores? Usually it is half your level rounded down (min 1) plus your key ability score bonus, but I think that kind of discourages more varied character attributes, and I am not sure what could be negatively affected if instead of using your key ability score you just used the maximum bonus you could have (so +4 at 1st, +5 at 10, and +6 at 20th, before any other modiffiers).

  9. #29
    Community Supporter
    Superhero (Lvl 15)



    Join Date
    Jan 2002
    Location
    Central, NJ, USA
    Posts
    7,588
    Couldn't an ability score go faster than that rate? Various enhancements could permanently increase them. And generally, your going to improve your key ability.

  10. #30
    This is what I have so far. Need to get my description and background done and write up my drone. should have this done tomorrow.



    Skitter
    Male Ysoki Outlaw Mechanic-1
    AL: Chaotic Good
    Speed: 30
    Height: 3'9"; Weight: 75 lbs
    Appearance:
    Strength
    8
    -1
    Dexterity
    14
    +2
    Constitution
    13
    +1
    Intelligence
    18
    +4
    Wisdom
    10
    +0
    Charisma
    10
    +0
    KAC
    14
    EAC
    13
    Init
    +2
    Fort
    +3
    Ref
    +4
    Will
    +0
    HP: 8 Stamina: 7 Resolve: 5
    Skills
    Computers (Int)* +9 (1 rank + 4 + 1 (Insight from Bypass) + 3)
    Engineering (Int)* +11 (1 rank + 4 + 1 (Insight from Bypass) + 2 (Racial) + 3)
    Medicine (Int)* +8 (1 rank + 4 + 3)
    Perception (Wis)* +4 (1 rank + 0 + 3)
    Physical Science (Int)* +10 (1 rank + 4 + 2 (Insight from Skill Synergy) + 3)
    Piloting (Dex)* +6 (1 rank, +2 + 3)
    Sleight of Hand (Dex)* +6 (1 rank + 2 + 3)
    Stealth (Dex)* +8 (1 rank + 2 (Racial) + 2 + 3)
    Survival (Wis)* +2 (0 + 2 (Racial))

    Languages Known: Common, Ysoki, Kasatha, Shirren, Brethedan, Vesk

    Theme: Outlaw
    Theme Knowledge: 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.

    Race: Ysoki
    +2 DEX; +2 INT; -2 STR; 2 HP
    Size and Type: Ysoki are Small humanoids with the ysoki subtype.
    Cheek Pouches: Ysoki can store up to 1 cubic foot of items weighing up to 1 bulk in total in their cheek pouches, and they can transfer a single object between hand and cheek as a swift action. A ysoki can disgorge the entire contents of his pouch onto the ground in his square as a move action that does not provoke an attack of opportunity.
    Darkvision: Ysoki can see up to 60 feet in the dark. See page 263 for more information.
    Moxie: Ysoki are scrappy and nimble even when the odds are against them. A ysoki can stand from prone as a swift action. Additionally, when off-kilter (see page 276), a ysoki does not take the normal penalties to attacks or gain the flat-footed condition. When attempting an Acrobatics check to tumble through the space of an opponent at least one size category larger than himself, a ysoki receive a +5 racial bonus to the check.
    Scrounger: Ysoki receive a +2 racial bonus to Engineering, Stealth, and Survival checks.

    Class: Mechanic
    SP: 6+Con; HP: 6; Key Ability: Int; Skill Points: 4+Int
    Class Skills: Athletics (Str), Perception (Wis), Computers (Int), Physical Science (Int), Engineering (Int), Piloting (Dex), Medicine (Int), Profession (Cha, Int, or Wis)
    Armor Proficiency: Light armor; Weapon Proficiency: Basic melee weapons, grenades, small arms
    Artificial Intelligence: You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
    Drone: You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it. Drones are detailed in Drones beginning on page 74.
    Bypass: You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
    Custom Rig: You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. For more information on augmentations, see Chapter 7: Equipment. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks (see page 71) and drone mods (see page 77) require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit (see Chapter 7: Equipment). Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet. If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.

    Feats
    Skill Synergy: Stealth and Physical Science: These skills become class skills for you. If one or both were already class skills, you gain a +2 insight bonus to those skill checks instead.

    Equipment
    Second Skin (250cr) L +2 KAC, +1 EAC, Max Dex +5, Slots- 1 (open)
    Prosthetic Arm (100cr) (Custom Rig)
    Frag Grenade (35cr) I 20 ft. Drawn L Explode (1d6 P, 15 ft.) Quantity 4
    Laser pistol, azimuth (350cr) 1d4 F 80 ft. Burn 1d4 20 charges 1 L
    Battery Quantity (60cr) 2

    40 cr

    Background
    Last edited by VLAD the Destroyer; Monday, 3rd June, 2019 at 04:12 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •