Pouncing Blue Moon (Starfinder, 6/10 players picked up)

Started by Zaer Darkwail, July 25, 2018, 05:31:45 AM

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Sain

PM box is open. So is my discord: Sain#5301

Marie Reynolds

So profession for performance  based professions if  you don't have dex available  to your classes can you use  charisma?

Zaer Darkwail

Quote from: Marie Reynolds on July 29, 2018, 12:19:49 PM
So profession for performance  based professions if  you don't have dex available  to your classes can you use  charisma?

When you take ranks to profession skill, you pick one from three mental stats associated with the profession skill (besides naming what profession the skill presents). So can use Int, Cha or Wis.

Marie Reynolds

Alright so I just figured Id ask cause some class had dexterity for profession, So I will use  Charisma then.

Zaer Darkwail

That's quite odd, according core rules profession skill asks mental stats. Perhaps typo as pilot skill asks dexterity.

TFcommando

#105
Dawn Bluesky was an agent of HARP, Hazard Alleviation Response Protocol, a covert ops anti-terror group dealing with imminent, large-scale attacks.  Recruited from college, she was a high-ranking operative with an excellent track record.  Her last mission involved Dr. Guiltros, a bio-technomancer's plot to unleash engineered control symbiotes throughout Absolam Station.  She thwarted that plot, but was captured and experimented on for weeks before manging to escape.  Guiltros had wanted to make her into her own agent, a loyal slave controlled by lust.  Her body's sensitivity was increased, her figure thickened and breasts enlarged and her gender was changed from female to futanari, something that had the effect of vastly enhancing her sex drive.  She'd been changed on the genetic level, something that HARP doctors were unable to reverse.

She took a medical resignation... she wasn't able to get through the day without jerking off or fucking someone (and once, that someone was the boss's secretary, right under her desk!).  Dawn spent some time looking for a cure through alternative medicine and magic, but as she travelled, she found herself giving into her urges more and more, finally giving up and embracing what she'd become.  She “auditioned” for the Pouncing Blue Moon by stripping down at the gangplank and walking abourd nude.

Dawn is a curious and outgoing woman, usually with a ready quip for friend or foe.  She was studying pre-Gap history at the university before being recruited into HARP.  Her moral code has changed as she's become more hedonistic and shamelss, going from lawful good to chaotic... “If it feels good, do it.”  Enforcing laws and morality doesn't motivate her the way it used to.

She has a nimble, acrobatic fighting style, using a pistol or baton, bouncing around to create a weak spot and exploit it.

Dawn is now a tanned, blonde human hermaphrodite with a thick build and quite ample breasts, standing at 5'9” tall.  Her personal style is now “Brazen exhibitonist,” her clothes leaving her breasts, ass and cock mostly or fully revealed... she has a suit of space armor that is long sleeves and boots, a collar and nothing else.

Name: Dawn Bluesky

Class: Operative 6
Alignment: Chatoic Good (formerly lawful)
Theme: Ace Pilot +1 Dex
Race: Human 4 HP +2 Dex


Str 10
Dex 13+3/18/20
Con 11/13
Wis 10
Int 14/16/18
Cha 12/14

HP: 40
Stamina: 48
Resolve 8

BAB +4
Init +7
Fort +3
Ref +10
Will +5

Operative Edge +2
Specialization Daredevil
Theme Knowledge Pilots & ships
Lone Wolf

Sneak Attack 3d8
Exploits
2 Uncanny pilot
4 Uncanny Mobility
6 Bleeding Shot

Skills
Acrobatics 6/+14
Athletics 6/+9
Bluff 6/+10
Computers 6/+12
Culture 6/+12
Disguise 6/+10
Engineering 6/+12
Intimidate 6/+10
Medicine 6/+12
Pilot 6/+14
Perception 6/+8
Profession (Archaeologist) 6/+13
Sense Motive 6/+8
Slight of Hand 6/+13
Stealth 6/+13



Feats
Skill Focus Acrobatics
Skill Focus Athletics
H Toughness
1 Jet Dash
3 Quick Draw
5 Sky Jockey

Gear
210 Tactical baton w/Glamered Fusion
4270 Corona laser pistol
20 1 battery
1400 Personal Upgrade Dex +2
1400 Personal Upgrade Int +2
1350 Retinal Reflectors
95 Gill Sheath
4120 Yskoi Refractor Suit
1000 Jump Jets
625 Datajack
500 Tier two computer, Artificial Personality, Miniaturized 3 (negligible), Hardened, Self-Charging
3 Starstone Compass
7 Personal Comm Unit
15,000


NSFW pics








Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

Zaer Darkwail

Dawn looks good TFCommando :). Although NSFW pics could use height tag in image code to make them easier to view (same applies to other pic applications). Officially it's now monday but I make first picks on late hours (around +19 or so). As note first picks does not prevent late applications; as I likely pick 4-5 people in and then tuesday or wednesday finish picking people to the game (as wednesday plan make game launch, including IC post, OOC post comes in monday).

Marie Reynolds

#107
So  if in our time zone we are a day behind you we should still be in the window for applications then?

Also for Kimos  any  other starting languages  I should be aware  of besides common and   the planet and  bonus languages.

Zaer Darkwail

I measure things by my own time window. Basically saying the game start is now from +70 hours. I make first picks in +18 hours, then another +18 hour and last one at +18 hour. However max number of people is 7, or 8 (as there is player attrition so good to take some extras).

Marie Reynolds

Okay . Here is  my question about languages.

Also for Kimos  any  other starting languages  I should be aware  of besides common and   the planet and  bonus languages?

Zaer Darkwail

Well, besides starting languages there are other player race languages (which include core fantasy races like elves, gnomes, dwarves etc). Less common are monstrous languages like infernal, celestial, draconic, abyssal, elemental languages and some alien species languages. Overall best case is pick many common languages as there is not really specific important language besides common and your own race one. But full list in below spoiler.

Languages

Prevalent Languages
Akitonian (inhabitants of Akiton)
Aklo (inhabitants of Aucturn, Dominion of the Black)
Brethedan (inhabitants of Bretheda, Liavara, and their moons)
Castrovelian, also called Lashunta (lashuntas, inhabitants of Castrovel)
Eoxian (inhabitants of Eox)
Kasatha (kasathas)
Shirren (shirrens)
Triaxian (inhabitants of Triaxus)
Vercite (inhabitants of Verces)
Vesk (vesk, inhabitants of the Veskarium)
Ysoki (ysoki)

Other Languages
Abyssal (demons, chaotic evil outsiders, inhabitants of the Abyss)
Aquan (inhabitants of the Plane of Water)
Arkanen (inhabitants of Arkanen and Osoro)
Auran (inhabitants of the Plane of Air)
Azlanti (Azlanti, inhabitants of the Azlanti Star Empire)
Celestial (angels, good outsiders, inhabitants of the good-aligned planes)
Draconic (dragons, reptilian humanoids, Triaxian dragonkin)
Drow (drow, many residents of Apostae)
Dwarven (dwarves)
Elven (drow, elves, half-elves)
Gnome (gnomes)
Goblin (bugbears, goblins, hobgoblins)
Halfling (halflings)
Ignan (inhabitants of the Plane of Fire)
Infernal (devils, lawful evil outsiders, inhabitants of Hell)
Kalo (kalo, inhabitants of Kalo-Mahoi)
Nchaki (inhabitants of Nchak)
Orc (orcs, half-orcs)
Sarcesian (sarcesians)
Shobhad (shobhads)
Terran (inhabitants of the Plane of Earth

Swordsman18

#111
Nevaeh Aoi


Race:       Android
Player:     Swordsman18
Classes:    Technomancer6
Hit Points: 34
Experience: 15000 / 23000
Alignment:  Neutral Good
Vision:     Darkvision (60'), Low-Light Vision
Speed:      Walk 30'
Languages:  Castrovelian, Common, Draconic, Elven, Ysoki

Attributes








Stat   Score   Mod
STR   10   +0
DEX   16   +3
CON   15   +2
INT   18   +4
WIS   12   +1
CHA   10   +0

Biography:
Nevaeh was built on Absalom Station by the Exemplar-23 Corporation. Initially, her purpose was to be a navigator for an exploratory mission outside of the Pact Worlds. She served on the Blue Diamond for this purpose for a year. But then there was an incident where they were raided by pirates. In this raid, she was shunted out into space where several of her systems were damaged. Unable to breathe or otherwise survive in the harshness of space, she was saved at the last second by Captain Riku Aoi. Nevaeh found her desire to live. And in this desire, she found herself.

Coming back from the brink of death, she found herself rather insecure. Navigation no longer meant anything to her. What did it matter that she could point them in the right direction if the ship was breached? At the same time, it appeared that when she had nearly died, that there was something that shifted inside of her. Either it was her mind, her systems, or something that allowed her to tap into the magic of technology. Nevaeh thought it could have been that she lost some part of her soul or when she died some malfunction opened her up to magic.

Since then Nevaeh took on the name of her savior, Captain Aoi and became an engineer. The hum of engines and the purr of machinery providing her with a sense of permanency. Or at least it did. On what had been a simple mission, Captain Aoi lost the ship in a bet. So now they were without a ship and much of the crew scattered. Owing her life to the Captain, she stayed with him. Nevaeh marketed herself to various ships in the hope that she could work for them to earn back their ship. Nevaeh learned of the Pouncing Blue Moon and that it was looking for a crew. She hoped that the Captain and herself could join. Alas that is not what happened. Instead, she stumbled upon a party where she fell upon an opportunity. This same courtesy was not extended to her Captain.

Nevaeh did not want to leave, but she had to. This was one of the only legitimate outlets to them earning enough credits to buy their ship back. Captain Aoi sent who he felt was his daughter off to the Pouncing Blue Moon to work as part of their Engineering crew.

Remaining Sheet




Skills
SkillTotalRankStatMisc
Acrobatics8530
Athletics1100
Bluff0000
Computers13445
Culture5140
Diplomacy0000
Disguise0000
Engineering12543
Intimidate0000
LifeScience9243
Mysticism7115
Perception7610
PhysicalScience12444
Piloting7133
Profession(Electrician)8143
Profession(Lab Technician)8143
SenseMotive451-2
Sleight of Hand10433
Stealth6330
Survival5410


Technomancer

SPELL CACHE (SU) 1st Level
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

MAGIC HACK 2nd Level
You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your
technomancer level + your Intelligence modifier.

SPELL FOCUS 3rd Level
You gain Spell Focus as a bonus feat.

TECHLORE (EX) 3rd Level
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

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

CACHE CAPACITOR (SU) 6th Level
You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you regain your spells. At 12th level, your cache capacitor gains a second slot that can hold darkvision, lesser resistant armor, life bubble, or spider climb. At 18th level, your cache capacitor gains a third slot that can hold arcane sight, flight (spell level 3rd or lower), see invisibility, or tongues.

Harmful Spells (Ex)
When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.

Fabricate Arms (Su)
As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use fuse spells with this magic hack. A weapon can’t be larger than two-handed, and the size of the item can’t exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4thlevel spell slot to fabricate a suit of armor of 10th level or lower. The armor or weapon persists for a number of rounds equal to your technomancer level. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack.



Feats
Combat Casting
  You leave fewer openings when casting a spell.
 
Mobility
  You can easily move past dangerous foes.
 
Spell Penetration
  +2 bonus to caster level checks to overcome SR


SPACEFARER

Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!


THEME KNOWLEDGE (1ST)
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.


EAGER DABBLER (6TH)
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 intuition 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.



Combat

Total / Touch / Flat Footed
AC: 27 / 27 / 24
Initiative:   +3
BAB:          +4
Melee tohit:  +4
Ranged tohit: +7
Fortitude:    +4
Reflex:       +5
Will:         +6
Unarmed attack:
to hit:       +4
damage:       1d3+6
critical:     20/x2
Arc pistol, static:
to hit:       +7
damage:       1d6+3
critical:     none/x0
range:        50'
Dueling sword, tactical:
to hit:       +4
damage:       1d6+6
critical:     none/x0
Knife, survival:
to hit:       +7
damage:       1d4+3
critical:     none/x0
special properties: Analog, operative


Equipment
Name                                            QTY   LBS
Arc pistol, static  1   0lbs
Freebooter armor II  1   0lbs   Special: EAC = 6, KAC = 8
  Tensile reinforcement When calculating your armor’s hardness and Hit Points (see page 409), treat it as if its item level were 5 higher.
Charge Cloak  1   0lbs
Aeon Stone (Clear Spindle)  1   0lbs
Aeon Stone (Iridescent Spindle)  1   0lbs
Battery, ultra-capacity  1   0lbs
Datajack, high-density  1   0lbs
Dermal plating, mk 1  1   0lbs
Tool Kit (Hacking Kit)  1   0lbs
Tool Kit (Engineering Kit)  1   0lbs
Comm Unit (Personal)  1   0lbs   Special: Includes a calculator, a flashlight, and several entertainment options.
Bonding Epoxy  1   0lbs
Space Suit  1   1lbs
Dueling sword, tactical  1   0lbs
Knife, survival  1   0lbs   Special: Analog, operative
Backpack (Industrial) (2.2 lbs.)
   Tent (Mobile Hotelier)  1   1lbs
   Clothing (Everyday)  1   0lbs
   Clothing (Formal)  1   0lbs
   Medkit (Basic)  1   1lbs
Total weight carried: 5.2 lbs.
Current load:         Light
Encumbrance
Light:  6   
Medium: 1200   
Heavy:  1200


Magic


Technomancer Spells

SPELLBOOKNAME0

Level 0
Dancing Lights (Evocation)
Saves: None   DC:    Casting: 1 standard action
Duration: 1 minute [D]   Range: Medium (110')   Components:
SR: No   Effect: Create and direct up to four lights.   Target: Up to four lights
DESC: Create and direct up to four lights.
DESC 2:  Create and direct up to four lights.
Detect Magic (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Concentration, up to 1 minutes   Range: 60 ft.   Components:
SR: No   Effect: Detect spells and magic items within 60 feet.   Target: Cone-shaped emanation
DESC: Detect spells and magic items within 60 feet.
DESC 2:  Detect spells and magic items within 60 feet.
Energy Ray (Conjuration)
Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Close (25')   Components:
SR: Yes   Effect: Ray deals 1d3 acid, cold, electricity, or fire damage.   Target: One creature or object
DESC: Ray deals 1d3 acid, cold, electricity, or fire damage.
DESC 2:  Ray deals 1d3 acid, cold, electricity, or fire damage.
Mending (Transmutation)
Saves: Will negates (harmless, object)   DC: 14   Casting: 10 minutes
Duration: Instantaneous   Range: 10 ft.   Components:
SR: Yes (harmless, object)   Effect: Restore 5d6 Hit Points to an object or� construct.   Target: One object of up to 1 bulk
DESC: Restore 5d6 Hit Points to an object or� construct.
DESC 2:  Restore 5d6 Hit Points to an object or� construct.
Telepathic Message (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: 10 minutes   Range: Medium (110')   Components:
SR: No   Effect: Send a short telepathic message and hear simple telepathic replies.   Target: Up to 1 creatures
DESC: Send a short telepathic message and hear simple telepathic replies.
DESC 2:  Send a short telepathic message and hear simple telepathic replies.
Transfer Charge (Transmutation)
Saves: Fortitude negates (object)   DC: 14   Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components:
SR: Yes� (object)   Effect: Move charges from one power source to another source of the same type.   Target: Two objects of the same type; see text
DESC: Move charges from one power source to another source of the same type.
DESC 2:  Move charges from one power source to another source of the same type.


Level 1
Detect Tech (Divination)
Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: 60 ft.   Components:
SR: No   Effect: Detect technological items with charges or that replenish charges within 60 feet.   Target: Cone-shaped burst
DESC: Detect technological items with charges or that replenish charges within 60 feet.
DESC 2:  Detect technological items with charges or that replenish charges within 60 feet.
Jolting Surge (Evocation)
Saves: None   DC:    Casting: 1 standard action
Duration: Instantaneous   Range: Touch   Components:
SR: Yes   Effect: Touch deals 4d6 electricity damage.   Target: One creature or object
DESC: Touch deals 4d6 electricity damage.
DESC 2:  Touch deals 4d6 electricity damage.
Overheat (Evocation)
Saves: Reflex half   DC: 15   Casting: 1 standard action
Duration: Instantaneous   Range: 15 ft.   Components:
SR: Yes   Effect: Deal 2d8 fire damage to creatures in cone.   Target: Cone-shaped burst
DESC: Deal 2d8 fire damage to creatures in cone.
DESC 2:  Deal 2d8 fire damage to creatures in cone.
Supercharge Weapon (Evocation)
Saves: None   DC:    Casting: 1 standard action
Duration: See text   Range: Touch   Components:
SR: No   Effect: Touched weapon deals extra damage.   Target: One weapon
DESC: Touched weapon deals extra damage.
DESC 2:  Touched weapon deals extra damage.


Level 2
Caustic Conversion (Evocation)
Saves: None   DC:    Casting: 1 standard action
Duration: 1 rounds   Range: Medium (110')   Components:
SR: Yes   Effect: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.   Target: One creature or object
DESC: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
DESC 2:  Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.
Invisibility (Illusion)
Saves: Will negates (harmless, object), see text   DC: 16   Casting: 1 standard action
Duration: 1 minutes [D]   Range: Touch   Components:
SR: Yes (harmless, object)   Effect: Target is invisible for 1 minutes or until it attacks.   Target: One creature or object no more than 10 bulk
DESC: Target is invisible for (CASTERLEVEL) minutes or until it attacks.
DESC 2:  Target is invisible for 1 minutes or until it attacks.
Logic Bomb (Abjuration)
Saves: See text   DC: 16   Casting: 1 standard action
Duration: 1 days or until triggered   Range: Touch   Components:
SR: See text   Effect: Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.   Target: One computer system or module
DESC: Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.
DESC 2:  Target computer deals 6d6 energy damage to the first creature that tries and fails to use it.
Recharge (Evocation)
Saves: Fortitude negates (object)   DC: 16   Casting: 1 round
Duration: Instantaneous   Range: Touch   Components: RP
SR: Yes (object)   Effect: Replenish charges in a battery or item capable of holding charges.   Target: One object
DESC: Replenish charges in a battery or item capable of holding charges.
DESC 2:  Replenish charges in a battery or item capable of holding charges.


LtFox

#112
Huh, this filled out fast...

Anyway, now that I've had the chance to go through Starfinder's rules more thoroughly, I'm ready to put my hat in as well.

Name: Andaka-M018  Sheet

Race: Android, no fixed gender.  Has shifted to feminine looks and personality to better acclimate aboard the ship.

Class: Technomancer, with focus in computer skills and long-range support

Theme: Outlaw.  Andaka found herself on the ship because life had become a little too hot on most known worlds.

Background:



Originally created by a somewhat disreputable corporation, Andaka realized early on that she didn't want to spend her days crunching boring numbers.  When she was eventually granted access to the company's mainframe, it didn't take her long to put her plan in action.  In the next weeks, the company steadily lost money, seeming from bad decisions and bum deals.  Cursory inspection revealing nothing wrong with the accounting, as planned.

When the company soon collapsed, no one looked too closely at the now unemployed android who took off to places unknown.  Of course, Andaka had siphoned some of the money from the company's collapse to her own accounts, and thus spent some time drifting around various planets, hacking into businesses on a whim.  Eventually her money ran low, and she began to take on riskier jobs to get by.  Minor hackings and grift turned into corporate espionage and sabotage.  Even the occasional major heist.  She always left the planet soon after, but eventually people began to put two and two together, and it was harder for her to get jobs since the authorities were often already clued into her.

When even the semi-legitimate jobs ran dry, she began running support gigs for various disreputable merc companies, until her infamy caught up with her even there.  The company she was doing a data raid with was sold out to the authorities, and they were decimated in an ambush.  She only got away by the skin of her teeth after all the other mercs were cut down.  Desperately fleeing the world with most of her money gone and authorities hot on her trails, she took up with Smikey to lay low for a while.  After all, no one would look for a notorious hacker and saboteur in a floating porn studio, right?  Of course, it also helps that Andaka looked very different before coming onboard the Blue Moon.  Changing her gender expression and outward markers was an old hat for her, after all.


I have the character sheet most of the way done, as well.  I'll update it here once I finish it up.  I notice that we now have to technomancer applicants, but we both have very different focuses on our characters.  Andaka can work on the ship as a gunner, engineer or scientist as needed.



More pictures:

Spoiler: Click to Show/Hide

EDIT: Added character sheet
O/O

In Sword, Truth.

TFcommando

Quote from: Zaer Darkwail on July 29, 2018, 04:19:23 PM
Dawn looks good TFCommando :). Although NSFW pics could use height tag in image code to make them easier to view (same applies to other pic applications). Officially it's now monday but I make first picks on late hours (around +19 or so). As note first picks does not prevent late applications; as I likely pick 4-5 people in and then tuesday or wednesday finish picking people to the game (as wednesday plan make game launch, including IC post, OOC post comes in monday).

Thanks!

I've adjusted the size some, but I'm bad with the BBcode, I need to make a cheat sheet somewhere.

Lots of androids, I see.  I had been tempted to have Dawn uploaded into a sexy android body too, I must confess.
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

Zaer Darkwail

LTFox: The extra pictures I cannot see sadly. But good pick on the general pic :). Indeed lots technomancer androids, but different foci overall.

TFCommando: Well, the new picture sizes are at least better now :).

Muse

Psst...  Zaer.  What language do the Kenmos speak? 

*  *  *

Nyota's best roll would be pilot, followed by gunner.  If she's accepted she should probably compare pilot scores with other potential pilots and give the primary pilot roll to the highest score--unless some other trick makes someone else more suitable. 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Zaer Darkwail

Ah, Kemos and Anthro's both native language is furria (language of furry races) :P. But besides that they use common as well + anything they int score allows.

LtFox

Okay dokie,

finally Andaka's character sheet is done. Here. Also added it to my previous post.  Took me a while to iron it all out, given this is my first Starfinder character.  Which also means that there's likely room for optimization or improvement, since I mostly went with the options that seemed most interesting.

From what I gleaned about the Starship rules, Andaka can perform very well in the Gunner, Science Officer and Pilot roles.  Engineering would be fine normally, but if the ship is indeed Tier 12, then we need a really good skill-dedicated mechanic for it, with preferably that +6 support from the ship computer, since the Engineering DCs would be mid-30s.  Like 35 on up, and I can't get engineering anywhere near that.

Anywhere, I'm fine with tuning the character this way or that if it seems necassary to anyone.
O/O

In Sword, Truth.

Zaer Darkwail

Hmmm, need buy different computer to ship then. A +6 which can be adjusted to given tasks.

LtFox

#119
Unless I'm mistaken in my reading of the rules (very possible, since this is a new system), a Tier 12 ship gets a 6th-tier computer as a standard.  You can even got for the double-bonus version, where it can give two +6 bonuses to various ship handling checks.

EDIT: Derp.  While the tier 6 computer itself is included, you need to buy the Skill booster (integrated control module, ICM) separately.  For T6, it's either 36 or 72 Build points, depending if you want one or two bonuses.
O/O

In Sword, Truth.

Zaer Darkwail

Well, in page 2 I had posted ship's stats and it has computer which gives +2 to four different skills. So it already has more advanced computer (and with advanced security) applied to it. Ship also has biometric ID system in; meaning without DNA sample you do not even open the hatch doors and such in the ship unless someone inside does it remotely. Anti-hacking defenses also but no counter measures in.

Overall the ship is many ways custom designed and for overall Smikey had modified ship to be damn agile and faster than regular cruiser (normally cruiser cannot even get drift level 3 which simply subtracts -3 from d6 roll to determine number of days it takes to travel to distant star systems via drifting). Also for ship of that size it has serious firepower in twin-linked X-laser cannons (doing around between 60-240 dmg in a long line). Sort of dmg which makes even big galactic battle ships crap on pants getting shot at as that burns through even best shields such big ships have, second shot causing critical damage. Pouncing Blue Moon advantage over those ships it's agility as most capital ship weapons are in front rows, turrets and side arms are problems as well but besides few top class torpedoes Pouncing Blue Moon can outrace torpedoes as well (even fastest torpedoes when it goes full burst speed if it decides retreat and nobody can chase it down).

Zaer Darkwail

Okay, first round of picks (there will be two more chances) are following (and I expanded from 4-7 to 4-10 as there are many good applications);

Lazzar, female kemo solarian captain (played by Sain)
Piper FawnNyota, female human mystic gunner/backup pilot (played by muse)
Radok, female vesk mechanic/soldier engineer (played by HopeFox)
Sylvi, female human soldier gunner/backup pilot (played by PerpetuallyAnnoyedCleric)
Dawn Bluesky, female human operative pilot (played by TFcommando)
Andaka-M018, female modified android technomancer science officer (hacker focus, played by LtFox)

So, tomorrow I pick 2-4 and if I haven't filled up to 10 yet, I pick 2 more on wednesday (there is space for 1 gunner and then additional engineer and then science officers, but it's possible also to be pilot if you can purchase/get idea to control a smaller spaceship vessel; a starfigther, I can give credit cost/list for such thing if desired). Anyways those already picked can post on OOC already (and there's charsheet link in first post in OOC where post chars up and same thread is info on the ship and Smikey sheet is work in progress). Game is located on NC: Exotic System small groups (as perverted tentacle monsters can be a random encounter in space).

So if you did not get picked on today, do not assume your not going be picked at all (this is meant give some peeps extra time finish applications, I in first picks took people which I needed essentially fill ship combat roles and player attrition is a thing after all in E so that's why expanded the player pick up number). It was tough pick to choose between two androids which to take as science officer as both were appealing. However went with LtFox char because green is my favorite color :P. But besides that you need add theme on your char Swordsman18 and then sheet is complete (did not find what theme she had).

But there are others who expressed interest before but haven't made any concrete sheets or bios yet so that's why two extra days for pick ups (and left on purpose 4 slots to be filled in). Also 10 sort balances out if all are active so as all get one secondary char which to play (a minor PC of sorts) to work as additional crew member as crew needed is 20 on the ship so need 20 people in it anyways and eases GM burden from controlling all NPC's in ship.

Swordsman18

Zaer, I think I am also going to switch up the bio a little bit. The ship has a sexual bent but I made a rather straight laced character. So I am going to lighten up and add some fun to her. The theme that she has was Spacefarer. I will look over the posted sheet and correct if it is not there when I modify the bio.

Also question, I took Electrician and Lab Technician since there was no Engineering Profession, if you would allow, could I combine the two into a solid Engineering Profession. Or if you wanted her for science, I can stay as is.

Marie Reynolds

#123
I will  get the back story and Personality in tomorrow.  Foiled by having to sleep to be coherent at work!



Name: Sephia
Stage Name:
Race: Kemos(Snake)
Class and Level: Operative 3, Envoy 3
Theme: Carouser
Alignment: Chaotic Good
Age: 26
Height: 5'
Weight: 10 lb.
Deity: Weydan The Endless Horision
Faction: Android Abolitionist Front

Home World: Akiton

Ability scores

Strength 12
*Dexterity 16
*Constitution 14
*Intelligence 14
Wisdom 10
*Charisma 16
(*=Stats  raised by level 5 bonus)

HP: 40
SP: 48
RP: 6
KAC: 18=10+5+3
EAC: 17=10+4+3
BAB: +4
Saves:
Fortitude: 4= 2+2
Reflex:        9=6+3
Will:       6=6+0
Speed:40'
Initiative: +5
Languages: Common,Furria, Akitonian,Ysoki,Vesk

Special abilities

Racial
Animal Sense: Kemos have Low-Light Vision.
Keen Senses: Kemos get +2 perception skill rolls.
Adaptive Biology: Kemo bodies are highly adaptive to environment, so they gain +2 to all fort saves against environmental hazards and against disease and toxins.
Adopted Genes(Human): skilled (from human ancestry).
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.
Specialization Exploit: Master of disguise.
Fool Detection (Ex): At 11th level, whenever you succeed at a
saving throw against a spell, technological device, or ability
that would provide information about you (such as detect
thoughts), instead of negating the effect, you can provide false
information that matches your cover identity. If such an effect
has no saving throw, you can attempt a Bluff check opposed
by the Sense Motive check of the caster or user, and provide
similar false information on a success
Skill Focus from Operative Specialization:
Skill Focus(Bluff)
Skill Focus(Disguise)


Proficiency: Basic melee weapons, small arms, sniper weapons, grenades
Light armor

Weapon Specialization (Combat)
In all weapons types that are granted proficiency by classes
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.

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; see
page 94) 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.

QUICK MOVEMENT (EX) 3rd Level
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

Uncanny Shooter (Ex)
Your ranged attacks with small arms do not provoke attacks
of opportunity


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. The list of
envoy improvisations appears on page 62.
If an improvisation allows you to grant an effect to an ally, you
cannot grant yourself that effect unless the improvisation states
otherwise. If an envoy improvisation allows a saving throw to resist
its effects or requires an enemy to attempt a skill check, the DC is
equal to 10 + half your envoy level + your Charisma modifier.
Some envoy improvisations are language-dependent, mindaffecting, sense-dependent, or some combination of any or all of
these. These terms are defined on page 270.

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.

SKILL EXPERTISE (EX) 1st Level
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).

EXPERTISE TALENT 3rd Level
At 3rd level and every 4 levels thereafter, you choose an
expertise talent, which gives you an extra option when using a
skill with which you have expertise. The list of expertise talents
appears on pages 269–270.


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
Clever Feint (Ex)
As a standard action, you can fake out an enemy within 60
feet, making that enemy open to your attacks. Attempt a
Bluff check with the same DC as a check to feint against
that enemy (though this isn’t a standard check to feint,
so Improved Feint and Greater Feint don’t apply). Even if
you fail, that enemy is flat-footed against your attacks (see
page 276) until the end of your next turn. If you succeed,
the enemy is also flat-footed against your allies’ attacks
until the end of your next turn. You can’t use clever feint
against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed
Bluff check for clever feint as if it were a success.

Look Alive (Ex)
When you spend a Resolve Point to regain Stamina Points
after a 10-minute rest, all allies who stay within 60 feet of you
throughout the rest gain a +2 morale bonus to Perception and
initiative checks for the next hour or until the next 10-minute
rest to recover Stamina Points, whichever comes first.



Skills


Acrobatics (Dex):            12=4+3+3+2*
Athletics (Str):            10=4+1+3+2*
Bluff (Cha):               17=6+3+3+3+2*
Computers (Int):            9=2+2+3+2*
Culture (Int):               9=2 +2+3+2*
Diplomacy (Cha):             10=4+3+3
Disguise (Cha):            17=6+3+3+3+2*
Engineering (Int):            11=4+2+3+2*
Intimidate (Cha):            10=2+3+3+2*
Life Science (Int):            12=5+2+3+2*
Medicine (Int):            11=4+2+3+2*
Perception (Wis):            13=6+0+3+2+2*
Physical Science (Int)   :         11=4+2+3+2*
Piloting (Dex):            10=2+3+3+2*
Profession (Psychiatrist)(Cha):      9=2+2+3+2*
Profession (Dancer)(Cha)         11=3+3+3+2*
Profession (Sex Worker(Cha,)      11=3+3+3+2*
Sense Motive (Wis):            8=3+0+3+2*
Sleight of Hand (Dex):         11=3+3+3+2*
Stealth (Dex):               11=3+3+3+2*

Feats

Quick Draw
Improved Unarmed Strike
Skill Synergy

Equipment


Knife, survival
1
95
1d4 S

L
Analog, operative


Zero pistol, frostbite-class
5
3,060
1d6 C
60 ft.
Staggered
20 charges
1
L



Needler pistol
1
105
1d4 P
30 ft.
Injection
DC +2
6 darts
1
L
Analog, injection


Tool kit, engineering specialty (demoltions)
2
445

L




Tool kit (Disguise kit)
1
20

L




Flashlight
1
1
1
L
10
1/hour


Ammunition:


Darts X3
1
20
25
L


Rounds, small arm (Frostbite-class)X3
1
40
30
L







Stationwear, elite
6
4,100
+4
+5
+7


0
L

Medkit, basic
1
100
2
1






UPB (1000)
1000
1
Backpack:
Industrial
1
25
1

Comms:

Personal
1
7
1
L
80
1/hour




Medicinals:
Sedatives
Tier 2
5
3,000
1


Tier 1
1
150
5
Analgesic

Tier 1
1
150
5
Antitoxin

Tier 1
1
150
5






Clothing
Everyday
1
1
L
Formal
1
5
1
Professional
1
5
L


Hygiene kit
1
3
1











Background

Sephia  was   created in a lab on  Akiton , Where two scientist with the hopes of becoming up and coming  rising stars in the underworld.   Akif a human male who had a real knack for making weapons and drones and a real sadist.  Yon a human female a skilled geneticist.  These two would use drones and their own created Kimos. They were created to be there loyal agents and minions of the new gang these two would be building. This is why the setup shop on Akiton to avoid the attention of the law. However, The AAF and its Allies from the church of Weydan caught wind of this operation and set out to disrupt these two budding criminals activities.  After fighting many drones and one  feisty adolescent  Snake Kimo.

The group of Priests and Androids each took and adopted the Kimo children and raised them. The Priestess who took in Sephia are a Kashunta name Zye and a Female Shirren named Cesca. They raised her and taught her the ways of Weydan and helped her find a  new life exploring and eventually  working to free other androids and other slaves of  other races while exploring the galaxy.

As she reached her early adult hood she met  an Android  Female Melody, A Male Lashunta named Taeon, A Male human named Belor and a female Vesk named Katara. One of the  most recent adventures this group  was they planned to  strike at a  Golden League slave ring, however the before the infiltration begun it was doomed to fail As Belor sold them out to the Golden League. This is where fate turned and she  became a slave. After  bidding her time and trying to find the right time to escape was cut short due to the intervention of a Ysoki named Smikey and  he struck the ship   and freed many slaves. Sephia  then asked to  join him so she could find her friends
that have been dispersed through Golden League holdings.
This is when she joined and enterted the shows. For the opening of each show she would do a burlesque dance and to make a game of the live sex shows and wear disguises to see if the can find her in her disguise usually providing someone else pleasure in the orgy.


Personality

Sephia is quite the caregiver and enjoys taking care of others. She tends to  during the live shows help others to perform at their best. She tends to deflect  questions of her past with humor and well like by everyone but keeps herself distant. Cause she values her role as a caretaker and counselor to the crew to much to unload her problems on them she relies on Smikey for that.





Zaer Darkwail

Quote from: Swordsman18 on July 30, 2018, 08:26:01 PM
Zaer, I think I am also going to switch up the bio a little bit. The ship has a sexual bent but I made a rather straight laced character. So I am going to lighten up and add some fun to her. The theme that she has was Spacefarer. I will look over the posted sheet and correct if it is not there when I modify the bio.

Also question, I took Electrician and Lab Technician since there was no Engineering Profession, if you would allow, could I combine the two into a solid Engineering Profession. Or if you wanted her for science, I can stay as is.

Yeah, I admit her rather straitlaced background also was small factor in decision making. But unless enormous amount of excellent new chars show up you likely get picked in second round. Anyways profession wise you can be electrician/lab technician, as engineer/mechanic aren't professions (but rather class and a skill). But keep her as navigator as another science officer is a hacker (so your case you would focus more on scanning planets and navigating new courses and such to unknown spaces as own specialty and know more about planet lore).

Marie Reynolds: Looks good/interesting, although as reminder I do pickings based on personality/background (along with pics) than by completed sheets. Also as Kemo do mention what 'genetic' material you inherited from non-anthro parent.