Йозеф
Автор: |
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vestel |
Раса: |
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Андроид |
Класс: |
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Оперативник |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 12 [+1] |
Ловкость: | | 18 [+4] |
Выносливость: | | 10 [+0] |
Интеллект: | | 12 [+1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 11 [+0] |
EAC: | | 14 [+2] |
KAC: | | 15 [+2] |
Внешность
Характер
Init +5; Senses darkvision 60 ft., low-light vision; Perception +5 DEFENSE SP 6 HP 10 RP 5 EAC 14; KAC 15 Fort +2; Ref +6; Will +2; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs) OFFENSE Speed 30 ft. Melee survival knife +4 (1d4+1 S; analog, operative) Ranged tactical semi-auto pistol +4 (1d6 P; analog) or or frag grenade I –3 (explode [15 ft., 1d6 P, DC 10]) Offensive Abilities trick attack
История
Iseph awoke in a renewal crèche in a storage facility on Aballon, the building empty save for a note and a pen left on the oor. Clearly hastily scrawled, the note read only: Run. Hide. Retaliate. Beware the mark. Next to the words was a drawing of a symbol—the same inexplicable design branded on Iseph’s chest. Yet the biggest shock was when Iseph picked up the pen, as the note’s writer had clearly intended— for the handwriting on the note matched Iseph’s own. Disoriented, Iseph did their best to disappear into Aballon’s bustling android population. Eventually, Iseph worked up the courage to begin making surreptitious inquiries about the mysterious symbol and their own past. All of these searches failed, yet Iseph began to get the sense of being watched. When a contact claiming to have information was slain in a massive bombing clearly meant for Iseph, Iseph ed to the Diaspora. There they joined up with the Android Abolitionist Front, becoming a black ops specialist until a disagreement with their handler led them to go independent. Today, Iseph o cially hires on with freelancer crews as an elite pilot specializing in dangerous transport or exploratory missions. If those jobs sometimes require a little in ltration or a bullet from the shadows—well, that costs extra.
Навыки
Skills Acrobatics +11, Athletics +6, Blu +5, Computers +6 (1 rank), Disguise +5, Engineering +6 (1 rank), Intimidate +5, Perception +5, Piloting +10 (1 rank), Sense Motive –1, Sleight of Hand +9, Stealth +11; (reduce the DC of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots); (ghost specialization: +4 to Stealth checks to make trick attacks) Feats Great Fortitude, Skill Focus (Acrobatics, Stealth) Languages Common, Shirren Other Abilities ghost specialization
SPECIAL ABILITIES Constructed For effects targeting creatures by type, Iseph counts as both a construct and a humanoid (whichever is worse for Iseph). Darkvision Iseph can see up to 60 feet in total darkness. Flat Affect The DC of a Sense Motive check attempted against Iseph increases by 2. Low-Light Vision Iseph can see in dim light as if it were normal light. Trick Attack As a full action, Iseph can move up to 30 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, Iseph attempts a Blu , Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals 1d4 additional damage and the target is at-footed against this attack. Upgrade Slot Iseph has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Iseph can draw as a swift action.
Инвентарь
Combat Gear mk 1 serum of healing, frag grenade I, medpatch; Other Gear ight suit stationwear, tactical semi-auto pistol with 30 small arm rounds, survival knife, everyday clothing, eld rations (1 week), hygiene kit, personal comm unit, toolkit (hacking), credstick (37 credits) GEAR DESCRIPTIONS Flight Suit Stationwear While wearing this armor, Iseph can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours. Medpatch Iseph can use this to attempt an untrained Medicine check with a +10 bonus to perform the rst aid, long-term stability, treat disease, or treat drugs or poison task. Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP. Tactical Semi-Auto Pistol This weapon can be fired nine times before it must be reloaded.
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Наваси
Автор: |
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GyroTheWise |
Раса: |
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Человек |
Класс: |
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Эмиссар |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 14 [+2] |
Выносливость: | | 11 [+0] |
Интеллект: | | 14 [+2] |
Мудрость: | | 10 [+0] |
Обаяние: | | 14 [+2] |
EAC: | | 13 [+1] |
KAC: | | 14 [+2] |
Внешность
Невысокого роста девушка явно азиатской внешности.
Характер
Наваси никогда не упустит случая насолить каким-нибудь надутым богачам и, в особенности, большим корпорациям. А вот нуждающемуся в чем-то человеку она, наоборот, всегда старается помочь, пусть и в ущерб себе.
История
Навыки
Defence:SP 6 HP 10 RP 3 Fort +0; Ref +4; Will +4 Speed 30 ft. Init +2; Perception +4 Skills: Acrobatics +6 Athletics +4 Bluff +6 Computers +6 (1 rank) Culture +6 (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld) Diplomacy +6 Perception +4 Piloting +6 (1 rank) Sense Motive +4 Sleight of Hand +7 Stealth +6
Feats: Improved Feint, Iron Will Other Abilities: expertise Languages: Common, Kasatha, Vercite, Vesk Special Abilities: Expertise (Ex) - If Navasi has at least 1 Resolve Point remaining when she attempts a Bluff or Sense Motive check, she can roll 1d6 and add it to the result as an insight bonus. Get ’Em (Ex) - As a move action, Navasi selects one foe within 60 feet that she can see or hear, and that can see or hear her. Navasi and her allies gain a +1 morale bonus to attack rolls against that foe until the end of her next turn. Improved Feint - As a move action, Navasi can attempt a Bluff check against a single opponent (DC = either 10 + her opponent’s total Sense Motive skill bonus or 15 + 1-1/2 × the opponent’s CR, whichever is greater) to cause that opponent to be flat-footed for the next attack she makes against it before the end of her next turn.
Инвентарь
Survival knife +2 (1d4 S; analog, operative) Azimuth laser pistol +2 (1d4 F; critical burn 1d4) with 2 batteries, this weapon can be fired 20 times before its battery needs to be recharged or replaced. Flashlight, Navasi’s flashlight increases the light level by one step in a 20-foot cone and can be used for 10 hours. Medpatch, Navasi can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat poison task. Frag grenade I Smoke grenade Field rations (1 week) Hygiene kit Personal comm unit Toolkit (hacking) Credstick (17 credits)
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Райа
Автор: |
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Swell |
Раса: |
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Лашунта |
Класс: |
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Техномант |
Мировоззрение: |
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Принципиальный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 14 [+2] |
Выносливость: | | 10 [+0] |
Интеллект: | | 16 [+3] |
Мудрость: | | 10 [+0] |
Обаяние: | | 13 [+1] |
EAC: | | 13 [+1] |
KAC: | | 14 [+2] |
Внешность
Характер
Учёная, живёт ради встречи с новыми видами, и изучения их культуры.
История
Райа родилась в Городе-государстве Комена. Хоть и взрослея, буквально в центре войны между Лашунта и Формианцами, Райа, слушая советы родителей, выступавших дипломатами в этой войне, научилась ценить жизнь. Она стала понимать различия между живыми организмами, которые заключались не только в истории и традициях, но и в самом образе мышления. С тех пор, после того, как война закончилась мирным путём, в основном - благодаря родителям Райи, девушка стала буквально одержима изучением новых форм жизни, закончила университет, стала техномантом, нашла любовь. Сейчас же Райа назначена на станцию Авессалом и с нетерпением ждёт новых открытий и приключений.
Навыки
Магия Лашунта: за стандарт - 1) Ошеломление - Ошеломление на 1 раунд (Спасбросок 11 по воле) 2) Чтение мыслей - Обнаружение мыслящих существ в конусе 60' (Спасбросок 12 по воле). Концентрация, чтобы прочитать мысли. 3) Психокинетическая рука - За стандарт каждый раунд, перемещение объекта в радиусе 25' весом до 10" на расстояние до 15'. Можно нажать кнопку/закрыть контейнер. Ограниченная телепатия: телепатическое общение с существами в радиусе 30'. Существа должны понимать язык телепата. Кэш заклинаний: 1 раз в день произнести заклинание из использованного слота заклинаний. Заклинания: 1) Танцующие огни: создать до 4 источников света в радиусе 10' 2) Обнаружение магии: Обнаружить магию в конусе 60'. Концентрация, для более полной информации. 3) Луч энергии: атака дальнего боя. Любой тип энергии. Бонус +2. Против EAC. 1d3 урона. 4) Грязь: Квадрат 10' или объект. DC 14 Рефлекс чтобы не упасть/не выронить 5) Магический снаряд: 2 снаряда, 1d4+1 силового урона каждый. Если использовать как фуллраунд - 3 снаряда. Всегда попадают. 6) Починка: 1d4 восстановление прочности/1 единицу массы предмета.
Инвентарь
Лазерный пистолет "Азимут" - 20 выстрелов до перезарядки Набор инженера - Проверки навыка инженерии без штрафов МК 1 сыворотка лечения - Исцеление на 1d8 Вторая кожа - Выживать в вакууме или других неблагоприятных средах 24 часа.
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Альтронус
Автор: |
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Alardis |
Раса: |
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Касата |
Класс: |
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Соляриан |
Мировоззрение: |
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Принципиальный нейтральный |
Сила: | | 14 [+2] |
Ловкость: | | 12 [+1] |
Выносливость: | | 12 [+1] |
Интеллект: | | 11 [+0] |
Мудрость: | | 12 [+1] |
Обаяние: | | 12 [+1] |
EAC: | | 12 [+1] |
KAC: | | 13 [+1] |
Внешность
Характер
Талантливый ученый, обладающий недюжинным любопытством, не позволяющим ему надолго сконцентрироваться на одном направлении изысканий. Любит уделять внимание мелочам.
История
Навыки
Skills Acrobatics +7, Athletics +8, Diplomacy +5, Life Science +4; (reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology) Feats Weapon Focus (advanced melee weapons) Languages Common, Kasatha Other Abilities desert stride, four-armed, stellar mode
DEFENSE SP 8, HP 11, RP 2 EAC 12; KAC 13 Fort +3; Ref +1; Will +3
OFFENSE Speed 30 ft. Melee solar weapon +4 (1d6+2 S) Ranged azimuth laser pistol +2 (1d4 F; critical burn 1d4) or frag grenade I –1 (explode [15 ft., 1d6 P, DC 7]) Offensive Abilities black hole, solar manifestation (solar weapon), supernova
SPECIAL ABILITIES Black Hole (Su) When fully attuned to graviton mode, as a standard action Altronus can pull any number of creatures he targets that are within 20 feet of him toward him. Each target must succeed at a DC 11 Fortitude save or move 5 feet closer. This movement does not provoke attacks of opportunity. After using this power, Altronus becomes unattuned. Desert Stride Altronus can move through nonmagical difficult terrain in deserts, hills, and mountains at his normal rate. Four-Armed Altronus has four arms, all of which can wield and carry items normally, though this does not affect how many attacks he can make each round. Solar Manifestation (Solar Weapon) Altronus has a mote of yellow light that orbits him. He can grab this and turn it into a solar weapon with the same ease as drawing a weapon. It is considered a one-handed advanced melee weapon that deals 1d6 slashing damage. Stellar Mode At the beginning of Altronus’s first round in a combat, he must choose one of three modes — graviton-attuned, photon-attuned, or unattuned. If graviton- or photon-attuned, he gains 1 attunement point for the appropriate mode. Each round, he either maintains that mode (gaining another point of attunement, to a maximum of 3), or becomes unattuned (losing all attunement points, and he can then enter a new mode on the following turn). If Altronus has 1 or 2 points in a mode, he is attuned to that mode. If he has 3 points in a mode, he is fully attuned to that mode. Some of his abilities function only when he is attuned or fully attuned to the graviton or photon mode. When attuned in graviton mode, Altronus gains a +1 insight bonus to his Reflex saves. When attuned in photon mode, Altronus gains a +1 insight bonus to damage rolls. Supernova (Su) When Altronus is fully attuned to photon mode, as a standard action he can deal 2d6 fire damage to all creatures within 10 feet of him (Reflex DC 11 half). After using this power, Altronus becomes unattuned.
Инвентарь
Combat Gear Azimuth Laser Pistol This weapon can be fired 20 times before its battery needs to be recharged or replaced. Beacon This handheld light increases the light level by one step in a 50-foot radius. It can operate for 10 hours before its battery must be recharged or replaced. Flashlight This handheld light increases the light level by one step in a 20-foot cone. It can operate for 10 hours before its battery must be recharged or replaced. Medpatch Altronus can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task. Mk 1 Serum of Healing (2) Drinking a vial of this serum restores 1d8 HP. Second Skin While wearing this armor, Altronus can close its environmental seals and survive in a vacuum (or other harsh environment) for up to 24 hours. Titanium Alloy Cable This 100-foot-long cable is designed for climbing or securing loose cargo.
mk 1 serums of healing (2), frag grenades I (2), medpatch;
Other Geareveryday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (33 credits)
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Кескодай
Автор: |
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Leemora |
Раса: |
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ширрен |
Класс: |
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Жрец |
Мировоззрение: |
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Нейтральный добрый |
Сила: | | 10 [+0] |
Ловкость: | | 13 [+1] |
Выносливость: | | 12 [+1] |
Интеллект: | | 12 [+1] |
Мудрость: | | 18 [+4] |
Обаяние: | | 8 [-1] |
EAC: | | 12 [+1] |
KAC: | | 13 [+1] |
Внешность
Характер
Как многие ширрены Кескодай - командный игрок и социальная бабочка, которая любит встречать новых людей. Один из членов экипажа однажды назвал его "самым дружелюбным жрецом смерти в галактике" и он с гордостью носит значок с этой надписью. Не смотря на то, что он любит опционные бары и другие искусственные средства стимуляции центров выбора, он осторожен и не позволяет себе злоупотреблять ими... ну, по крайней мере старается. Он очень гордится эстетичностью своего снаряжения, своей коллекцией трофеев и усами (которые на его взгляд прибавляют ему солидности). Однако его главная гордость, это его сын Чк Чк, который еще находится в личиночной стадии развития. Как и многие ширрены, Кескодай носит Чк Чк с собой в бронированой колыбели, предназначенной для того, чтобы ребенок мог познавать мир, находясь при этом в относительной безопасности. Хотя Чк Чк еще не достаточно взрослый, чтобы уметь говорить, Кескодай регулярно с ним разговаривает и малыш отвечает ему стуком по стеклу.
История
Навыки
Init +1; Senses blindsense (vibration) 30 ft.
DEFENSE
SP 7; HP 12; RP 5
EAC; 12 KAC 13 Fort +1; Ref +1; Will +6
OFFENSE
Speed 30 ft. Melee battle staff +0 (1d4 B; critical knockdown; analog, block) Ranged pulsecaster pistol +1 (1d4 E nonlethal) or shock grenade I –4 (explode [15 ft., 1d8 E, DC 7]) Mystic Spells Known (CL 1st, ranged +1) 1st (3/day)— mind thrust, mystic cure, share language 0 (at will)— detect affliction, detect magic, stabilize, telekinetic projectile
STATISTICS Skills Computers +2 (1 rank), Diplomacy +5, Life Science +5, Medicine +5, Mysticism +9, Perception +8, Piloting +2 (1 rank); (reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders) Feats Harm Undead Languages Celestial, Common, Shirren, Vesk; limited telepathy 30 ft. Other Abilities healing channel, healing touch
SPECIAL ABILITIES Blindsense Keskodai ignores all forms of visual camouflage and invisibility when attempting Perception checks to notice creatures within 30 feet, though creatures he can’t see still gain full concealment Communalism Once per day, as long as an ally is within 10 feet, Keskodai can roll a single attack roll or skill check twice and take the higher result. Harm Undead When Keskodai uses healing channel as a full action, he can expend 1 Resolve Point to also deal damage to all undead within 30 feet. The damage is equal to the amount the healing channel heals, though undead can attempt a Will save (DC 14) for half damage. Healing Channel (Su) Keskodai can spend 1 RP to restore 2d8 HP to himself (as a move action), an ally touched (as a standard action), or all allies within 30 feet (as a full action). Healing Touch (Su) Once per day, Keskodai can spend 10 minutes to restore 5 Hit Points to an ally. Limited Telepathy (Su) Keskodai can communicate telepathically with creatures within 30 feet that share a language with him. Spells Keskodai can cast the following spells, each as a standard action: Detect Affliction: Keskodai can determine whether a creature or object is cursed, diseased, or poisoned, and can determine the exact affliction with a successful Life Science, Medicine, or Wisdom check. Detect Magic: This reveals whether creatures or objects seen within a 60-foot cone are magical and, with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level. Mind Thrust: This spell deals 2d10 damage (Will DC 15 half) to one creature with an Intelligence score. Mystic Cure: With a touch, Keskodai can restore 1d8+4 Hit Points to one living creature. Casting this spell doesn’t provoke attacks of opportunity. Share Language: Keskodai can grant a creature touched the ability to read, understand, and speak (if able) up to three languages Keskodai knows. Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize. Telekinetic Projectile: Keskodai can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making an attack roll (+1 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.
Инвентарь
mk 1 serums of healing (2) shock grenade second skin battle staff pulsecaster pistol with 2 batteries (20 charges each) basic medkit everyday clothing field rations (1 week) hygiene kit personal comm unit credstick (19 credits)
GEAR DESCRIPTIONS
Basic Medkit Keskodai can use this kit to attempt a DC 25 Medicine check to treat deadly wounds. Battle Staff If Keskodai successfully hits a foe with this two-handed weapon, he gains a +1 bonus to his AC against melee attacks from that foe for 1 round. Mk 1 Serum of Healing Drinking this restores 1d8 HP. Pulsecaster Pistol This weapon deals nonlethal electricity damage. It can be fired 20 times before its battery must be recharged or replaced. Second Skin This armor’s environmental seals allow the wearer to survive in harsh environments for 1 day
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Обозайя
Автор: |
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cashtusk |
Раса: |
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Веск |
Класс: |
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Солдат |
Мировоззрение: |
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Нейтральный |
Сила: | | 16 [+3] |
Ловкость: | | 16 [+3] |
Выносливость: | | 13 [+1] |
Интеллект: | | 8 [-1] |
Мудрость: | | 10 [+0] |
Обаяние: | | 10 [+0] |
EAC: | | 14 [+2] |
KAC: | | 16 [+3] |
Внешность
Здоровенная зеленая ящерица в скафандре с лазерным топором и футуристичным автоматом
Характер
Не очень сообразительна, очень ответственна и верна своему слову. Считает что честность приносит честь. С новыми людьми говорит быстро, жестко. Считает что остальные расы слишком много болтают
История
Родилась на веске в семье военных бюрократов, быстро заработала известность за счет боевых навыков. Когда она осознала что на родине замесов не так-то много, Оба отправилась в пактовые миры, махаться и приключатся.
Навыки
Двигаться быстро, бить больно!
SP: 8 HP: 13 RP: 4
Melee: Tactical Doshko (+4, 1d12+3 P; Analog; Unwieldy) or Unarmed (+4, 1d3+3 B;)
Ranged: Light Reaction Cannon (+4, 1d10 P; penetrating) or Frag granade I (+4 , explode [15 ft, 1d6p, DC13]) or Shock granade I (+4, explode [15 ft, 1d8e, DC 13])
Low-light vision, Mobility (+4 AC vs AOO), Natural Weapons
Инвентарь
Лёгкая Реактивная пушка: 6 выстрелов перед перезарядкой, пробивает 1 Hardness по предметам
(2шт) Mk 1 Сыворотка исцеления: лечит на 1d8 HP
Тактическое Дошко: Таким оружием можно ударить только 1 раз в раунд из-за того что оно Unwieldy
Combat Gear mk 1 serums of healing (2), frag grenades I (2), shock grenade;
Other Gear: troop ceremonial plate, light reaction cannon with 20 heavy rounds, tactical doshko, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (9 credits)
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