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Use this thread to post the basic fluff for your characters. You do not need to have your full sheet here unless you want to if you do please put the Mechanics in a spoiler.

Also make sure that you include a Stat Block as your character accounts Signature

Thank you

Main Cast

Evana Female human Icon Envoy -Dave

Jexa Brae a lashunta (Damaya)Technomancer Spacefarer  - Noir

Echo Female Android Outlaw Mechanic - Max

Jordayn Kannith Half-elf, Mystic Priest - Sean


Gorunta Hemok a Vesk Soldier with a mouth - Jer

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Gorunta Hemok

Alignment: Lawful Neutral

Gorunta is a Vesk who believes in honor, but does not possess a filter on what he says and has little regard for propriety. Thus he left the Veskarium before he was killed by a hundred blood-duels over. And now years of soldiering of fortune has led to him into a twist of destiny...

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Alignment: Chaotic Whatever


Echo was born the poor daughter of rich parents, who first ventured out into the wild universe with naught but a few spacebucks and, like, a thousand degrees from Space University. She got awesomely rich and generally kicked ass but then gambled it all away and now she's with you guys.

Also, she totally did not hack her personnel file.

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Real Name: Evana [Error! Data Corrupt]
Nicknames: Eve, Evie
Concept: Vengeful Entertainer
Marital Status: Single
Known Relatives: None Known
Date of Birth: Unknown
World of Origin: Unknown
Occupation: Entertainer (Musician, but many other fields seem to apply)
Allegiance(s): Herself, and those that endear themselves to her.


Physical Traits

Gender: Female
Ethnic Background: Genetic modification makes it difficult to discern.
Age: Twenties
Height: 5'8"
Weight: She wouldn't say.
Eyes: Emerald Green
Hair: Ice Blue
Handedness: Left

Appearance: With a body born for the runway or stardom, Evana is an elegant and attractive woman. Although her appearance changes to match the needs of her performances, she is most commonly seen with emerald green eyes and blindingly bright ice blue hair. She has an athletic frame and works very hard (a couple hours every day) to maintain a healthy and fit lifestyle.

Her wardrobe changes to suit the needs of the mission, from elegant ball gowns to sexy cocktail dresses but casually she is most often seen wearing black or deep purple leathers and stylish heeled boots. She will dye her hair and change her eye color at the drop of a hat, however, so defining her appearance becomes difficult at times.

Abilities/Special Skills: Evana is a social chameleon. Words are her weapon and she's incredibly adept at blending in with crowds of people and using those present to get what she wants out of the evening or event. She draws a slight high off of manipulating those into doing what she wants, especially if they aren't aware they're doing it. Her musical talents and years spent in the entertainment industry have taught her to read the ques and tells from people's body language and give them exactly what they want. After she has done so, she moves on, leaving them to weep over the one that got away.

Despite her rather self centered point of view she is a phenomenal leader and motivator. Evana has worked hard to get where she is in her life and she motivates those around her to be equally goal oriented and focused in order to achieve their own ends. Usually she is motivating them to do something she needs done, but leadership is about properly motivating those you've delegated tasks to.

Personality: Evana has the soul of a saint wrapped in the body of a tight little succubus. She loves to enjoy life full tilt and doesn't stop to smell the roses, she plucks them up to smell them later or use in her bath water. Although she can be very serious when it comes to completing a task, or acting in a particular role, she is always the consummate party girl on the inside. Jovial and snarky, giddy and sarcastic, Evana is always seeing on the brighter side of inevitable doom.

Background: Evana entered the music scene several years ago as a teen pop idol. Although she never really hit celebrity status, her career is very well known on Starhome Station where she spent years touring the various districts and making credits hand over fist with her natural talent for music and an amazing manager, a ysoki named Vermina Rattick. Then one day, she was gone. Her shows were canceled, Evana was nowhere to be found, and her manager was promoting some new starlet, a drow sensation named Noxiana Sable. A few months after her disappearance Vermina Rattick announced that Evana's body was discovered, dead of an apparent drug induced suicide.

Well, two-years later Evana's back. She's no longer the teen pop idol with pretty pink hair and singing about boys and Fridays... her musical styling is now angry and loud and she's not happy unless the volume is at eleven and ears and eyes are bleeding. Yet through it all there is always a deep motivational message in lyrics that either inspire people to rise up to their potential or, if they have no potential, do the 'verse a favor and off themselves.

It's up in the air where this new career path will take her, but so far it's off to a good start, people love the new her (especially now that she's old enough to drink!), and nothing draws in the crowds and launches a new direction in one's career like a 'back from the dead' tour!

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Jexa Brae


Alignment: Neutral

Jexa has spent her life going from place to place, wandering some might call it, but she was always exploring, seeking out magical secrets or cutting edge tech. This was partially do to her not fully fitting in with other Lashunta. Some lashunta might call her "selfish", but she sees it as "smart". That is not to say that she cannot or does not help others or do the 'right' thing, from time to time. She is not above 'appropriating' what she needs (or wants), though. This has led her to working alongside some unsavory beings from time to time, but she never had a problem taking from them either, in the end. With a holoskin or a spell, she never had much trouble avoid reprisals or evading the authorities.

Though she has no great love for authority, deep down she does know right from wrong, and actually will do the right thing or help others, if it's not too much trouble, or she finds it fun, or just wants to take down somebody a peg or two and maybe help out a wronged person in the process. Of course she hides this as doing it for the thrill or "just 'cus", but it does make her feel a bit better about herself occasionally.

Aside from her exploration of magic and technology and the blending of the two, she is also interested in self-directed evolution, and so she has taken to implants as a means to doing so, as making herself into whatever she wishes to be, and encourages others to do the same.

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Name: Jordayn Kannith
Race: Half-elf
Class: Mystic
Theme: Priest
Level: 4
Experience: 6001
Alignment: Neutral Good
Deity: Arshea - The Spirit of Abandon, Goddess of Freedom, Physical Beauty, and Sexuality
Home World: Verces

Gender: Male (currently)
Age: 20 (26 subjectively)
Height: 6'
Weight: 171 lbs
Hair: Pale Ash Blond
Eyes: Pale Blue
Handedness: Left

Jordayn is a handsome young half-elf, lithe and trim of figure with distinctly pointed ears. He leaves his long pale ash blond hair flow loose and his light blue eyes are merry, complementing his habitually serene and engaging expression. He typically wears well tended but utilitarian clothing. His robes as a Priest-Companion of Arshea are more elegant and flowing, while still flattering his form.

Abilities/Special Skills
Besides his mystic abilities of healing, by Arshea's Grace, Jordayn is a remarkably skilled physician and biological scientist. He has a great interest in any and all cultures and has a facility with languages. A Priest-Companion of Arshea, Jordayn is adept in many arts of pleasure, including massage and in the bedchamber. He believes for true health, one should be sound of body and mind and spirit.

Jordayn is an almost unrelentingly cheerful and friendly man, optimistic and outgoing. Hates witnessing people suffering and in pain and readily offer his services to any in need. Though not a pacifist, he does go out of his way to avoid causing permanent harm, and is as comfortable in cities and space stations as he is outdoors and in the wilds.

Openly and unabashedly pansexual, Jordayn is willing and eager to experience all aspects and spectrums of love and sexuality. If not as ardent and enticingly sensual as many other Priest-Companions of Arshea, he does believe there is healing in physical intimacy, and simply in having someone willing to listen.

Jordayn has a wanderlust explore and experience new cultures, planets and races, and to bring Arshea's soothing balm to those in need, though he is not strident proselytizer. As in love and desire, one may worship as one wishes, as is harms none. Despite not having the best luck - he has been sent to Arshea's exquisite embrace thrice only to be called back each time in a new form - Jordayn still keeps a positive attitude, believing there is something more and better to life.

Born and raises in the Ring of Nations of Verces, the verthani Jordayn proved to be a God-Vessel at a young age, inducted into the Delightful Mysteries of Arshea. Jordayn could have become a seductive and enticing Priest-Companion, twining Corporate CEOs and Politicians around their fingers, but with a gift for medicine, Jordayn was more interested in the healing pleasure could bring and had little liking for Temple politics.

So after earning priesthood, Jordayn was sent out into the Galaxy, to learn what he could for Arshea while spreading her word. He was also giving a unique spell glyph imprinted onto his back, that would aid Jordayn in experiencing all Arshea has to offer. And there was a lot to experience. While saving a little girl caught in the crossfire between gangs on the lower levels of Starhome Station, Jordayn took her wounds and died for the first time.

The Spell Glyph activated on its own accord and Jordayn was reborn as an adult, male Vesk. Jordayn's second death came with a belligerent group of drunks wouldn't believe the Vesk was not a fighter, but a healer. This time, Jordayn awoke as a female Shirren - that was certainly new and interesting, with all manner of possibilities Jordayn sought to explore. And she did, for a few years.

Jordayn's latest death came saving the small band of Freebooters she'd been roving with in The Diaspora from Corporate Corsairs. She'd saved the Freebooters, but alas, not their ship, which she had still been on. A year ago, Jordayn revived on Starhome Station, a male half-elf, only the faintest image of the Reincarnation Spell Glyph on his back remaining. He'd died, but the crew had survived, at least for another day.

He wouldn't regret his third death, though he did wish Arshea and Pharasma were not so eager spin him anew again and again so swiftly on the Wheel of Life. But there was still so much to see in the Pact Worlds and beyond, he wouldn't begrudge the Goddesses their play, if they would grant him the time to experience it all.

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  • 2 weeks later...



Player Name: Charlotte

Race: Ysoki
Theme: Ace Pilot
Class: Operative

Level: 4
XP: 6,001


  • STR: 8 (-1)
  • DEX: 18 (+4) (5p)
  • CON: 12 (+1) (2p)
  • INT: 16 (+3) (4p)
  • WIS: 10 (+0)
  • CHA: 12 (+1) (2p)

Resolve Points: 6

Hit Points: 26
 - Racial: 2
 - Class: 24

Stamina Points: 28
 - Class: 28

Base Attack: +3
Initiative: +6

Kinetic AC: 22 (10 base, +4 Dex, +8 armor)

Energy AC: 20 (10 base, +4 Dex, +6 armor)

Fortitude: +2 (+1 Con, +1 Operative)
Reflex: +8 (+4 Dex, +4 Operative)
Will: +4 (+0 Wis, +4 Operative)

Languages: Common, Ysoki

Racial Abilities:
 - +2 Dex, Int; -2 Str
 - Cheek Pouches: can store 1 cubic foot of items with bulk up to 1 in cheek pouches
 - Darkvision to 60 feet
 - Moxie: stand from prone as a swift action, no normal penalties from being off-kilter, gains +5 racial bonus to Acrobatics when moving through enemy space.
- +2 bonus to Engineering, Stealth and Survival

Theme: Ace Pilot
 - +1 Dex
 - Theme Knowledge: Reduce DC of all Culture checks related to pilot and starship culture by 5; gain +1 to Piloting skill.

Armor Proficiencies: Light

Weapon Proficiencies: basic melee weapons, small arms, sniper weapons

Operative Exploits:
 - Uncanny Pilot: Halve all vehicular penalties to attack rolls, gain +2 bonus to skill checks in chases when using Evade or Trick
 - Uncanny Mobility: Against target of trick attack, movement does not provoke attacks of opportunity.

Class Abilities:
 - Operative's Edge: +2 insight bonus to initiative and skill checks
 - Operative Specialization: Daredevil
 -- Free skill rank each level in Acrobatics and Athletics, Skill Focus feat for each
 -- May use Acrobatics on Trick Attack checks.
 - Trick Attack +1d8: attempt Bluff/Intimidate/Stealth check on attack with melee weapon with operative keyword or with small arms; success against DC 20 + CR means additional damange is dealt and target is flat-footed.
 - Evasion: Take no damage instead of half damage on successful Reflex save
 - Quick Movement: +10 ft to speed.
 - Weapon Specialization: Basic melee, small arms, sniper weapons
 - Debilitating Trick: render creature off-target or flat-footed until beginning of Sunshine's next turn.

 - Skill Focus: Acrobatics
 - Skill Focus: Athletics
 - Mobility: +4 to AC versus movement-based attacks of opportunity
 - Grenade Proficiency: No penalties to attacks with grenades

Skill Ranks: 9 per level, plus 2 free skills

  • Name                    Total    Points    Train    Stat    Extra    Notes
  • Acrobatics           14          4             +3        +4      +3 feat    Free Skill
  • Athletics                9           4             +3         -1      +3 feat    Free Skill
  • Bluff                       10         4             +3        +1      +2 operative's edge
  • Culture                   10         2             +3        +3     +2 operative's edge
  • Engineering           14         4             +3        +3     +2 operative's edge, +2 race
  • Medicine                10         2             +3        +3     +2 operative's edge
  • Perception             9           4             +3        +0     +2 operative's edge
  • Piloting                   14        4             +3        +4     +2 operative's edge, +1 theme
  • Sense Motive         9          4             +3        +0     +2 operative's edge
  • Sleight of Hand     13        4              +3       +4     +2 operative's edge
  • Stealth                    15        4              +3       +4    +2 operative's edge, +2 race
  • Survival                   11        4              +3       +0    +2 operative's edge, +2 race


 - Survival Knife (95c, 1d4s, traits: analog, operative)
 - Laser Pistol, corona (4,270c, 2d4f, range 90ft, traits: burd 1d4 on critical hit)
 - 2 batteries: 120c
 - Shirren-eye rifle, tactical (755c, 1d10p, 70/250ft, traits: analog, sniper, unwieldy)
 - 1 box longarm rounds: 75c, 25 rounds
 - 2 frag grenades: (70c total, 1d6p, 15ft radius, 20 ft range)

 - Freebooter armor II (+6 EAC, +8 KAC, Max Dex +5, 1 upgrade slot, 4,720c)
 - Upgrade: Jump jets (1000c)

 - 50 ft cable line (25c) 
 - Personal Comm Unit: (7c)
 - Basic Medkit (100c)
 - Flashlight (1c)
 - Tool Kit (20c)
 - Serum of Healing x2 (100c)
 - Starstone Compass (3c)

Credits: 5090

Appearance: Despite efforts to look bad-ass, including a carefully popped collar and scuffed elbow and knee pads on her pilot tunic, Sunshine is never going to stop being cute and she's made an uneasy peace with it. She's average size and build for a ysoki, with a streak of white fur on her head as the result of an old injury. She's typically seen munching on some kind of junk food and seems to have an endless number of pockets to store it in, all sewn into the lining of her freebooter's armor.

Gender: Female, if asked (most ysoki look androgynous.)

Background: Sunshine is the middle child of a dozen siblings of various occupations scattered throughout the system, and joined the military half on a whim and half to distinguish herself from the rest of her family. Her mother approves; her father worries; her siblings mostly just give her a hard time about it and downplay her accomplishments like they're no big deal.

Her accomplishments, by the ripe old age of fifteen, including serving in the Starholme defense fleet, getting marooned on a hostile world, jury-rigging a way off that world, accidentally desecrating a site sacred to the church of Abadar, and gettting drummed out of the fleet. Sunshine is insubordinate and has a host of bad habits, yet could probably pilot a go-kart held together with string and get it on the ground in walk-away condition.

As penance for her alleged desecration - a misdeed she takes surprisingly seriously, betraying something of a spiritual side - she is working as a pilot on the good ship Solanya, working for Atuz. She hasn't quite absorbed the thought that the Solanya is not her ship, since her reasoning is that if she determines where the ship goes, how fast it gets there, and how many pieces it's still in upon arrival, what is that if not ownership?


  1. "The Touch" - Stan Bush, Transformers: The Movie OST
  2. "Instruments of Destruction" - N.R.G., Transformers: The Movie OST
  3. "Death of Optimus Prime" - Vince DiCola, Transformers: The Movie OST
  4. "Dare" - Stan Bush, Transformers: The Movie OST
  5. "Nothin's Gonna Stand In Our Way" - Spectre General, Transformers: The Movie OST
  6. "The Transformers (Theme)" - Lion, Transformers: The Movie OST
  7. "Escape" - Vince DiCola, Transformers: The Movie OST
  8. "Hunger" - Spectre General, Transformers: The Movie OST
  9. "Autobot/Decepticon Battle" - Vince DiCola, Transformers: The Movie OST
  10. "Dare To Be Stupid" - "Weird Al" Yankovic, Transformers: The Movie OST
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Name: Ninura Umana Zye
Race: Kasatha
Class: Soldier
Theme: Prodigy
Level: 4
Experience: 6001
Alignment: Chaotic Good
Home World: Idari/Akiton

Gender: Female
Age: 20
Height: 7'3”
Weight: 230lbs
Hair: None
Eyes: Black
Handedness: She has Four of Them

Appearance                  Ninura.jpg

Personality Ninura is odd. She has a borderline autistic personality from whatever enhancments the war collage performed. She is most often quiet and introspective but then sometimes she has the need to be doing something, usually of a mundane nature, such as cooking, or cleaning. At other times she will focus on a companion and follow them and observe them and mimic them. The only one she does not do this with are Sunshine and Gorunta. Sunshine make her happy and when she focuses on Sunshine it is with the intent of pleasing her. Gorunta on the other hand brings out her competitivness. She will at every oprotunity attempt to one up the Vesk.


Background Ninura's background is a mystery, she was born on Idari but at a young age, 3 or 4, she was taken from the great world ship and sent to a special colony on Akiton leaving her family, her clan, her past behind. She has no memory or at least says she doesn't and does not talk to anyone about her past unless she is forced to and then she makes things up. She tends to avoid contact with other Kasatha.

Hit Points: 32
Stamina: 40
Resolve: 6

Ability Scores
*Strength* 18 (+4)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 08 (-1)
Wisdom 12 (+1)
Charisma 10 (+0)

Fortitude: +7
Reflex: +3
Will: +5

Kinetic Armor Class: 20
Energy Armor Class: 18
Initiative: +10
Base Attack Bonus: +4
Speed: 50

Racial Abilities - Kasatha
Ability Adjustments: +2 to Strength and Wisdom -2 to Intelligence

Desert Stride: Kasathas can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Four Armed: Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn't increase the number of attacks they can make during combat.
Historian: Due to their in-depth historical training and the wide-ranging academic background knowledge they possess, kasathas receive a +2 racial bonus to Culture checks.
Natural Grace: Kasathas receive a +2 racial bonus to Acrobatics and Athletics checks.

Theme Abilities - Prodigy
Theme Knowledge (Arshea): Your instruction at a top-secret academy taught you how to identify potential threats, hazards, and targets in the least amount of time possible. Reduce the DC to identify a potentially hostile creature with Life Science by 5. To help you survive hostile situations, you also possess enhanced reflexes beyond those of ordinary creatures. Acrobatics 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 Acrobatics checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.

Class Abilities - Soldier
Proficiencies: Light Armor, Heavy Armor, Basic and advanced melee weapons, small arms, longarms, heavy weapons, sniper weapons, and grenades
PRIMARY FIGHTING STYLE Blitz : You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112–115.
PRIMARY STYLE TECHNIQUE At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style.

1st Level Technique: Rapid Response (Ex) You gain a +4 bonus to initiative checks and increase your land speed by 10 feet.
COMBAT FEAT At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can’t be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat.

GEAR BOOST At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost’s name.

3rd Level: Melee Striker (Ex) Add an additional bonus equal to half your Strength bonus to damage rolls with melee weapons.

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

Feats ( * denotes Soldiers bonus Feats*)
Improved Initiative: +4 to iniative checks

*Quick Draw*: draw a weapon as a swift action

Jet Dash: You are swift of foot and can make enormous leaps. When running, you move six times your land speed. Whenever you jump, double the height and distance you can jump. While running, you don’t gain the flat-footed condition.

*Deadly Aim* Take a -2 to hit to do half your base attak bonus as extra damage.

Common, Kashata/Idari, Akiton

CLASS: Acrobatics (Dex) +9, Athletics (Str) +9, Intimidate (Cha) +4, Survival (Wis) +6

NON CLASS: Culture (Int) +2 Life Science (Int) +2 Perception (Wis)+5

Equipment (Credits: 600)
Weapons: 4 Starknife, Tactical (1d4 P, 20' thrown), Curve Blade Carbon Steel (1d10 S, 2 handed, 1d6 Bleed Crit, 2 bulk), Laser Rifle Azimuth (1d8F, 120', 1d6 Burn Crit, 20charges 1 per shot, 1 bulk)
Armor: Kasatha Microcord II (+6 EAC/+8 KAC, Dex +4, -1 Armor Check, 1 slots)- Upgrade MKI Electrostatic Field (1d6 electric damage to those who touch or hit with melee and 5 Resistance to electricity)

Minimal Speed Suspension Adaptive BioChain (speed +10')
Personal Upgrade: Bioresequencing Mk1 - Constitution (+2)
Venom Spurs (1 each hand) You implant a retractable stinger and venom sac into your hand. You can extend this stinger as a swift action but only while you aren’t holding anything in that hand. Attacks with your stinger deal 1d6 piercing damage and automatically inject venom into the target. An affected creature can attempt a Fortitude saving throw (DC = 10 + half your level + your Constitution modifier) to resist the effects of your venom. On a failed save, the creature takes 2d6 damage immediately and must attempt a new Fortitude saving throw at the start of its turn each round to end the effect. Each time it fails this save, it takes an additional 2d6 damage. Effects such as remove affliction and antitoxin affect this venom as though it were a poison.

Once used, the venom sac doesn’t refill until the next time you rest to regain Stamina Points. While it’s empty, you can still attack with the stinger but can’t envenomate your target.
Gill Sheath Breath under water
Dragon Gland – Wyrmling (Acid)You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15- foot cone as an extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.

A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage.


Clothing (Everyday x2, Travel x1)



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