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

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

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Marie Reynolds

#125
Sorry I did not record that, I took the skilled from  human as its  the only choice for humans given the write of that racial ability. I shall be working on the bio and personality now.

Alright back story and personality added!

Swordsman18

Nevaeh Aoi


Race:       Android
Player:     Swordsman18
Classes:    Technomancer 6
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.

According to all of the technicians, the Nevaeh that survived after being spaced was living on borrowed time. While her data was more or less intact, her body was too damaged. And unless she had a near complete refurbishment, she would be dead. The good Captain was not a rich man, but he was the type to do for his crew. So he requisitioned a body that Nevaeh could use to complete her refurbishment. What he had neglected to tell her is that the body he got was “special”. Nevaeh's new body was from that of a company that specialized in pleasure androids. So she received the nervous system, chest, organs from this pleasure android. At this time, Nevaeh learned that her body had new features. Chief among them was almost an internal pressure for sexual release. Before she had no need for sexuality. Now it was something that she needed to live.

To sate her need, Nevaeh had to become something else. Navigation was still something she could do, but only if she met the needs of her body. To do this, she hosted shows where she navigated a small ship through treacherous terrain. At the same time, she allowed an audience to use toys on her. This did lead to a bit of a rough time for her crew. But they were all very much amused and entertained. Through this, she was offered an opportunity. She could join Pouncing Blue Moon, taking her show there, earning money to support her old crew as well as herself.

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.


Zaer Darkwail

Ok, both your chars, Swordsman18 (Nevaeh Aoi, second science officer) and Marie Reynolds (Sephia, general support) are added in :). Now, today is last day to finish/create chars as I do last recruit rounds later today (around +12 hours).

Swordsman18


Zaer Darkwail

I myself see no need to, as science officer your main skill is computer use (and navigator would use also computers a lot).

Marie Reynolds

Sweet! Is there anything  in particular  you would like to see  expanded upon for Sephia?

Zaer Darkwail

A plus would be pics for the missing friends and perhaps some 'lewd' pics of Sephia while working in the ship's porn industry (or while as escort to see the contrast). With great disguise skill her appearance can wary greatly.

Marie Reynolds

#132
Hmm finding  more of that  one pic might be hard cause  so few snake  girls pics. But I will see what disguise ones I can come  up with.

Disguises used while  playing the sexiest game of wheres waldo




Melody

Taeon

Belor The Traitor

Still pending on the   missing Female Vesk  picture  just  not many bright colored vesk pics to show a female of the race out there.

GunmetalDreamer

Whoops, spent too long waiting for my FLGS to get in a copy of Armory (was planning to roll up a Kemos Augmented Mechanic, and I wanted more cyberware).

Ya'll have fun!

Zaer Darkwail

I do not have armory book so approval things from it is by case by case basis GunmetalDreamer, however there is so far only 6 PC's from 10 filled in the game and it has been bit slow start on it. So feel free submit char for approval :)

GunmetalDreamer

Well, so far, neither does my FLGS, so I'll have to dial back my plans either way :P

My computer is on the fritz, I've got a buddy swinging by to help me reformat the main drive tomorrow, hopefully I can get a character submitted after that's settled.

Sye

Anyone able to help me finish up my character? I have 15000 credits to use but I don't have access to the Starfinder Armory pdf
  

Sain

Sure!

I did not have the books either so I used http://www.starjammersrd.com/equipment/ - the system reference document. It is free and totally legal! Let me know if you need help with anything specific.
PM box is open. So is my discord: Sain#5301

Sye

Quote from: Sain on August 10, 2018, 01:52:54 PM
Sure!

I did not have the books either so I used http://www.starjammersrd.com/equipment/ - the system reference document. It is free and totally legal! Let me know if you need help with anything specific.

Oh ok! Thank you! So much easier when there are websites I can look at. I was like, everyone has stats higher than me and I can't get past 13 on one stat lol
  

Sain

But how ;D? You have 10 points to spread and get racial bonuses. Also, can buy +2 attribute boosters! Zaer houseruled to allow one of those for mental and one for physical (instead of RAW that allows only one +2, one +4, and one +6).
PM box is open. So is my discord: Sain#5301

Sye

Quote from: Sain on August 10, 2018, 02:21:08 PM
But how ;D? You have 10 points to spread and get racial bonuses. Also, can buy +2 attribute boosters! Zaer houseruled to allow one of those for mental and one for physical (instead of RAW that allows only one +2, one +4, and one +6).

....Did I misunderstand the 10 points? I thought the 10 was were we started and then we added our racial stats and it was a +1 to four stats...

I need to rework this...
  

Zaer Darkwail

Aye, stats start in 10, 10pts spread as you like (albeit none scores should go above 18, even after racials are placed in). Then attribute boosters and in 5th level +1 to four stats as general attribute boost from levels (and confirm these later level attribute boosts can push stat beyond 18, the 18 hard cap is during char gen).

Sye

Yeah that's what I figured out lol I was too tired apparently.
  

Sain

Quote from: Zaer Darkwail on August 10, 2018, 02:27:19 PM
Aye, stats start in 10, 10pts spread as you like (albeit none scores should go above 18, even after racials are placed in). Then attribute boosters and in 5th level +1 to four stats as general attribute boost from levels (and confirm these later level attribute boosts can push stat beyond 18, the 18 hard cap is during char gen).

If I remember correctly it was bonus to four stats. +2 to anything below 16 and +1 to stats that are already 16 or 17?
PM box is open. So is my discord: Sain#5301

Zaer Darkwail

Ah, your correct. My bad, forgot bonus differs based on score you invest on.

Kimera

WIP
Avatar NSFW

Power Armor

Background: Anura isn't your average Kemos, as her body contains some of the genetics of the alien Barathu. The reason for this is a bit unclear and there are many rumors surrounding this subject. Some say her mother  was a xeno explorer who came across the Barathu homeworld and got raped by the flying jellyfish tentacles. Others say she was a genetic experiment, to further enhance Kemos gene-pool with the Barathu's unique and adaptive genetics, but instead ended up with the race's peculiar flying ability.

hailing from a world specialised in biotech, most of her equipment is organic in nature, including her signature battle armor.

Eventually, she ended up as a member of the Pouncing Blue Moon

Personality: Anura has a bubbly and carefree personality.

Description: Young Kemos with amphibious Anthorian origin. Her slender and athletic figure is covered in dark pink skin. She usually wears her long, blonde hair in twintails. Given her amphibian and barathu nature, Anura is able to switch her sex from female to male, or both, depending on her partners preference.

Zaer Darkwail

Ok, jellyfish neko with kraken power armor is approved :). Post her in charsheet thread and post in OOC say hello to folks and write your char's entry into IC. The post should include the morning 'show' for clients before you wandered off towards breakfast (albeit now quite late).

Marie Reynolds

Sorry I thought i  had to wait to  hear back from  Zaer  after the  back ground   npcs  pics where posted to start in the  game.

Zaer Darkwail

Ah, sorry for not replying! Anyways your char is fine and you can post her in charsheet section (if not done so already) and then proceed post in IC!

Hobbes1266

Illiana Kardesh
Kemos Icon Engineer
Illianas mother was and is the CEO of the Kardesh Corporation, a powerful and publicly discussed bioengineering company, while her father was an Anthoran explorer. The couple quickly fell in lust for each other and once Illiana was conceived, they married. Illiana was born in luxury, receiving the best schooling money could buy, well on her way to take up her mother's position as CEO when she would retire. As Illiana grew older she took a position in her families company quickly becoming the head of the cyber security branch of the corporation through talent, training and her family name. On the surface it would appear they were the perfect example of family virtues and corporate power receiving media attention both as a company and as a family, but Illiana struggled to contain instinctive urges that would quickly change the way she was seen by the many that knew her family name. Illiana was a very forceful personality in the corporate office, but in her free time she would frequent secretive fetish clubs where she would be debased for the amusement of others and for her own, and for many years no one knew until one day a video surfaced of the heiress blindfolded, collared and leashed, begging to be used as she licked and sucked on any rod or hole presented before her with no idea who or what they belong to. Once the cum soaked image of Illana was shown to the public her mother disowned her and threw her out to fend for herself. Scared, alone and publicly mocked (part of which she shamefully enjoyed) Illana had to find a new direction for her life, and she quickly learned there was a demand for a disgraced heiress such as herself in more illicit industrys. It wasn't easy for Illiana to find the Blue Moon, it required several bribes, examples of the skills she had shown in the video that got her into this situation and information stolen from bounty databases, but once she did find it she quickly pleaded to join the crew far more desperately and lustfully than she had intended.