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Rif Korenvel







- Name: Rif Korenvel

- Age: 26

- Race/Species: Human

- Sex: Male

- Homeworld: Akiton




- Class: Biohacker

- Alignment: Lawful Good
- Occupation Doctor

- Faction Alignments: Starfinder Society




Primary Weapon: Gnome Scout Gun Tactical (Special - Cryo)

Secondary Weapon: Needler Pistol

Sidearms: Tactical Cestus Pistol and Survival Knife

Outfit & Armor: Rif wears an uncommon doctor's outfit which some of his cybernetics are visible. Mainly his cybernetic arms and the cybernetics around his throat and chin. Though at times he does keep his arms covered by his clothes, so only his metal hands are visible. He does wear glasses and though he mostly can see without them. He finds wearing glasses helps his vision, then without.

Rif's armor is light in nature and looks like a cross between a flight suit and a medical outfit, but reinforced. Thus making it flexible but still offering protection from attacks and able to hold what he needs while on a mission.

Inventory: Satchel with medical supplies, data journal, A datapad with pictures of his family, a reinforced eyeglasses case, a mini flashlight, and 100 credits.




Short Backstory: Rif was born in Maro, on the planet of Akiton, and was the youngest of three. His family was a lower class one and a new family to the city. Among those seeking a better life in the wasteland that is Akiton. Born just after his family arrived at the city. Here, his family did the best they could, and for Rif, it was enough. Luckily, they were located above the levels that hosted gangs and were rife with gang violence. Making Maro a true home to him despite its problems. Then things took a turn.

For Rif started to get ill, and when brought to a doctor, it took time for Rif to be diagnosed with a rare condition. One that would kill him unless drastic action is taken. His family at first paid for the treatment, which involved replacing his failing organs with cybernetic ones. But as the costs mounted, his family became unable to afford the procedures needed to save him, and it looked bleak for Rif. Until a member of the Augmented who was visiting Maro and heard of Rif's condition offered to help Rif. By using his movement's expertise with cybernetics to help Rif survive but he would have to leave Akiton and come to Verces. With no other option to save himself. Rif accepted the Augmented's offer and traveled to Verces where he was given the cybernetics to save his dying body.

While on Verces, and now a member of the Augmented. He was given the funds to further his education now that he was not in danger of dying. So in order to help those sick like he was, Rif opted to be a doctor and studied to be a biohacker. Which he did well with this and was taken back by the landscape of his new home. But as Rif finished his education and further augmented himself. He started to feel less like a human and more like a machine, and after getting a new cybernetic heart, and no longer able to hear his own heartbeat. Did this feeling reach a breaking point, and in the end, Rif decided to quit the Augmented and used what funds he had to leave Verces.

Now on his own, Rif thought about his next move and how to feel more like a human again. Which he remembered about the Starfinder Society and figured that perhaps joining that group could help him feel human again. So, he joined up as a doctor/medic and was assigned to a ship. Where he welcomed his new life, hoping to recover mentally and feel like a human again. Along with hoping he can get along with his new crewmates.

Personality Description: N/A

Friends: Some from his homeworld of Akiton

Enemies: His former friends among the Augmented, who could not understand his concerns and rejection of their ways.

Romantic Partners/Lovers: Rif had one while living on Verces, a fellow Augmented, but has since broken up with her once he left the Augmented.

Contacts: None




Feats

Chosen
Subsonic Hum - Cybernetics in your throat vibrate in such a way that can give your voice an unnerving edge.
Observant Follower - Observe a skill check to repeat the action with a bonus.
First Responder - Your First Aid is more effective.

Spells/Talents: Basic Booster and Minor Biohacks




Attributes & Skills

Strength 10
Dexterity 13 (+3)
Intelligence 17 (+3)(2 from class)(2 from Human)
Wisdom 14 (+2)(2 from class)
Charisma 11 (+1)
Constitution 11 (+1)

(DEX) Acrobatics 0
(STR) Athletics 0
(CHA) Bluff 1 (+1)
(INT) Computers 4 (+3)(1 from class)
(INT) Culture 1 (+1)
(CHA) Diplomacy 1 (+1)
(CHA) Disguise 0
(INT) Engineering 4 (+3)(1 from class)
(CHA) Intimidate 1(+1)
(INT) Life Science 2 (+1)(1 from class)
(INT) Medicine 4 (+3)(1 from class)
(WIS) Mysticism 0
(WIS) Perception 4 (+4)
(INT) Physical Science 2 (+2)
(DEX) Piloting 0
(CHA, INT, WIS) Profession 1 (+1)
(WIS) Sense Motive 2(+2)
(DEX) Sleight of Hand 2 (+2)
(DEX) Stealth 0
(WIS) Survival 0
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Nuru Adeyemi — The Meridian Blade

Character Appearance



Name: Nuru Adeyemi

Age: 24

Race/Species: Aasimar

Sex: Male

Homeworld: Verces (the Line)



Class: Solarian

Alignment: Neutral Good

Occupation: Monster-hunter and field inquisitor of the Meridian Circle

Faction Alignments: Starfinder Society, Exo-Guardians and the Meridian Circle



Primary Weapon: Solar Weapon (longsword manifestation)
Secondary Weapon: Tactical Semi-Auto Pistol
Sidearms:
  • Azimuth Laser Pistol
  • Survival Knife


Outfit & Armour: Layered synthetic weaved robes with simple plated pauldrons and bracers with monk-like ceremonial patterns.

Inventory:
  • Satchel
  • Long term rations
  • Compact field medkit
  • Meditation beads & holo-pendant reliquary
  • Credits: 500



Short Backstory
Raised on Verces, where day and night divided the world into extremes, Nuru learned that harmony lived between opposites. During his youth, his Aasimar lineage had burned bright, causing the Meridian Circle to discover him, praising his radiance and his knack for quiet focus. In training, he excelled with the solar blade but spent equal time in meditation, listening for the cosmic current Solarians revered.

In later years, deployments against the void and cult cells left his order scarred. Senior hunters began to favour purging fire over discernment, with rumours spreading that mercy was weakness. Nuru disagreed. To him, Photon’s blaze without Graviton’s stillness was imbalance, and imbalance courted catastrophe. Lately, though, he had noticed a faint dimming in his own radiance. It was barely perceptible, like a candle’s flicker in a draft, but he felt it. He told no one. Perhaps it was punishment, reflection, or simply his imagination. Truth be told, he does not know but it lingers in the corners of meditation, a reminder that even light could waver.

Rather than abandon the Circle, he stayed. His superiors sent him on solo assignments, part test, part sidelining, expecting the darkness to harden him. Instead, each mission has strengthened his conviction. He sees value in precision over slaughter, protection over spectacle, balance over zeal. To those who fear his order, his name is becoming a quiet reassurance instead of a warning.

When the Starfinder Society requested aid from the Meridian Circle, his superiors agreed to send an envoy as a gesture of faith and cooperation. Nuru was the obvious choice, respected enough to represent them, distant enough not to be missed. For him, the posting was more than duty; it was a chance to act freely beyond the Circle’s growing zeal, to see the wider currents of the cosmos, and perhaps to understand why his own light had begun to waver.


Personality Description
Tranquil, devout, and stubborn in the soft way. Nuru is a patient listener, sparing with words, fond of koans. Offers hope first, force second. Meditates before battle; in Photon he shines, in Graviton he dims, and in both he remains centred.

Friends: A handful of young initiates who quietly admire his restraint.

Enemies: Zealots within the Circle who see balance as heresy; several Devourer cult remnants.

Romantic Partners/Lovers: Romantic trysts but nothing serious

Contacts: None


Feats

Racial:
  • Darkvision (60 ft)
  • Celestial Resistance 5 (acid, cold, electricity)
  • Halo/Inner Radiance (soft glow at will)


Chosen:
  • Weapon Focus (Solar Weapon)
  • Mind over Magic
  • Iron Will


Spells/Talents
  • Stellar Rush (Photon)
  • Defy Gravity (Graviton)



Attributes & Skills

  • Strength 16 (10 base +2 Class +4 points)
  • Dexterity 12 (10 base +2 points)
  • Intelligence 10 (10 base)
  • Wisdom 11 (10 base +1 point)
  • Charisma 18 (10 base +4 Aasimar +2 Class +2 point)
  • Constitution 11 (10 base +1 point)


  • (DEX) Acrobatics 0
  • (STR) Athletics 3 (1 Class + 2 point)
  • (CHA) Bluff 2 (+ 2 point)
  • (INT) Computers 0
  • (INT) Culture 0
  • (CHA) Diplomacy 4 (+ 4 point)
  • (CHA) Disguise 2 (+ 2 point)
  • (INT) Engineering 0
  • (CHA) Intimidate 3 (1 Class + 2 point)
  • (INT) Life Science 0
  • (INT) Medicine 0
  • (WIS) Mysticism 2 (+ 2 point)
  • (WIS) Perception 4 (1 Class + 3 point)
  • (INT) Physical Science 0
  • (DEX) Piloting 2 (+ 2 point)
  • (CHA/INT/WIS) Profession 3 (+ 3 point)
  • (WIS) Sense Motive 4 (1 Class + 3 point)
  • (DEX) Sleight of Hand 0
  • (DEX) Stealth 0
  • (WIS) Survival 0

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Zaeli Ashren



Name: Zaeli Ashren (pronounced ZAY-lee)
Nicknames: Zay, or Z
Age: 23
Species: Human
Sex: Female
Homeworld: Absalom Station





Class: Technomancer (Level 1)
Alignment: Chaotic Good
Occupation: Technical expert, pilot, and thief.
Faction Alignments:
Starfinder Society
Android Abolitionist Front (formerly)




Primary Weapon: Zaeli carries no primary weapon.
Secondary Weapon: Zaeli carries no secondary weapon.
Sidearms: Zaeli is equipped with a heavy revolver (handcannon), as well as a small knife for personal defense.

Outfit & Armor: Zaeli's outfits usually consist of light, sleeveless tops to display her tattoos (weather permitting) and looser, practical pants with lots of pockets, along with tough boots, flat-soled and ankle high. She typically has several necklaces, rings, and bracelets on, as well as a satchel over her shoulder for supplies. Her revolver holster is strapped around her right thigh, while her knife is sheathed at the back of her belt.

She doesn't wear armor in combat, relying on stealth, quickness, and illusory magic to protect herself. She does have a well-made space suit that acts as light armor for when she's needed outside the ship, or in environments unsuited to human life.

Inventory:
500 credits
Spell Cache: Zaeli's spell cache comes in the form of an AbadarCorp MC3040, a wristband-mounted personal computer modified to be capable of storing her magical power. She doesn't need it to cast spells, but it can act as an extra reserve after her spells are spent, as well as an excellent tool for organization, note-keeping, and communication, and interfacing with other external systems.
Basic Medkit
Electronics Toolkit
Mechanical Toolkit
Cosmetics and Basic Disguise Kit
Lockpicking Tools
Zipstick




Backstory: Zaeli Ashren was born to two AbadarCorp manufacturing administrators on Absalom Station, giving her a stable, comfortable, and exceedingly boring early life. She bore no ill will towards her parents, but Zaeli always knew she was meant for something other than the life of corporate worship they tried to foist on her. She had an exceptionally sharp mind and an insatiable curiosity, and before long it led her to defy her parents' wishes and make her own way on the station.

She didn't think of herself as a person of faith, but that changed when she discovered a shrine of Desna for the first time in her late teenage years. The goddess of luck, travel, the stars, and dreams called to Zaeli in a way she'd never experienced with Abadar, and in her worshipers she found community for the first time. Among that community was an android, a young soul named Light-14 that seemed to be on a similar journey, and the two became inseperable.

From the Desnans, Zaeli learned the magic of chaos and trickery, beauty and illusion. She was seen as one with great potential due to her ability to combine such magic with the technological skills she'd been mastering at her family's behest. It came in handy after all, and before long Zaeli was a fledgling technomancer, learning skills that could protect herself and her fellow Desnans on their journeys.

Light-14, who had become her first love, convinced her to leave Absalom Station behind with him and explore the system. He trusted her enough to involve her with the Android Abolitionist Front, which he'd been a part of since before they'd met. Zaeli took to the cause easily; freedom, as she saw it, was life's greatest gift, something that every being with a soul deserved. Desna had liberated Zaeli from a dreary, dull life aboard a cramped space-station city, so she made it her purpose to liberate others.

Zaeli rarely stayed in one place for long the next few years, traveling the system with Light and doing whatever work they were allowed to for the AAF. Lookout duty, information gathering, courier work, transporation, smuggling, the occasional theft... it was all for a good cause, and it started out innocently enough. But the longer Zaeli and Light worked for their cell, the more fellow operatives they met, the more it became apparent that much was being kept from them, and that the larger schemes at work were violent, uncaring who was caught in the crossfire. Zaeli began to grow uneasy, while Light-14 remained fully committed.

When the cell's motives drew too close to Perceptionist ideals, Zaeli was forced to make a difficult decision. She chose to betray a mission that would've resulted in the bombing of a factory on Verces and the certain deaths of dozens of innocents, by informing the Stewards of the plan. As a result, much of the team she was a part of were arrested, including Light-14. While they were forced to serve prison time, Zaeli was allowed to walk free. Her relationships with the AAF and Light-14 were ruined, but her consience remained clear. She hoped that someday Light-14 might come to see what he'd become, and return to Desna's way.

Returning alone to Absalom Station, Zaeli paid a brief visit to her parents, but wouldn't stay long. Ever restless and eager to see what the vastness of space had to offer, she joined the Starfinder's Society, lending her technical and magical knowledge to a new crew. She hopes to find a new cause aboard the Ionera that can chase away the memories of the previous years.

Personality: Zaeli is a free spirit, an eternally restless soul who can't stand to be cooped up in one place for more than a few days at a time. She lives to travel, to see new places and meet new people, to learn more and experience more, with an adaptability to new environments and situations that serves her well. She has a strong moral code, preferring to solve problems nonviolently when possible using her tricks and guile, or her charm. If that fails, though, she can be a fierce fighter for the sake of friends and allies, or just people in need.

Her weaknesses are her impatience, which sometimes can push her to recklessness, as well as a difficulty reading people and their intentions. Zaeli has a sharp mind for things like logistics, tactics, technical problems, and magic, but she'll be the first to admit she hasn't been the best judge of character.

Friends: Any fellow devotees of Desna will find a friend in Zaeli, and vice versa.
Enemies: The AAF are aware of her actions on Verces. AAF attitudes vary wildly, but at best Zaeli is regarded as an untrustworthy outsider again. At worst, a traitor that still needs to suffer the consequences of her betrayal.
Romantic Partners: Light-14 (former). They parted on awful terms, with Zaeli's actions condemning him to prison. Whatever they had together is likely in the past for good.
Contacts: None currently.




Technomantic Talent: Illusion. As a constant effect, Zaeli automatically gains a saving throw to recognize illusions within 60 feet. The first two times she encounters an illusion per day, reduce the DC of the saving throw to disbelieve it by 2.

Feats:
Human Bonus Feat: Cultural Chameleon
Diplomatic Insight
Divine Blessing (Desna)
Retrotech

Spells:
Level 0
Ghost Sound
Telepathic Message
Vanishing Trick

Level 1
Disguise Self
Holographic Image
Supercharge Weapon




Attributes and Skills:
10 Strength
16 Dexterity (+2 class, +4)
16 Intelligence (+2 class, +2 race, +2)
10 Wisdom
14 Charisma (+4)
10 Constitution

0 Acrobatics
0 Athletics
1 Bluff (+1)
3 Computers (+1 class, +2)
2 Culture (+2)
4 Diplomacy (+4)
2 Disguise (+2)
3 Engineering (+1 class, +2)
0 Intimidate
0 Life Science
0 Medicine
2 Mysticism (+1 class, +1 race)
0 Perception
1 Physical Science (+1 class)
4 Piloting (+4)
0 Profession
0 Sense Motive
4 Sleight of Hand (+4)
4 Stealth (+4)
0 Survival
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Valiane Driftshade







- Name: Valiane Driftshade

- Age: 30

- Race/Species: Winterborn Ryphorian

- Sex: Female

- Homeworld: Triaxus




- Class: Operative

- Alignment: Chaotic Neutral

- Occupation: Assassin/Information Broker

- Faction Alignments: Starfinder Society and The Dataphiles




Primary Weapon: Assassin Sniper Rifle

Secondary Weapon: Uppercut SMG

Sidearms Hail Pistol, Electric Prod

Outfit & Armor: Valiane wears a white Second Skin suit that allows her to move with ease and remain stealthy. She wears a black leather belt that holds her tools and weapons. When not in her armor, she casually wears hooded robes in black, dark red, or white. Not much of a fashion enthusiast, Valiane prefers comfort and sustainability over looks, as she remains vigilant in case she is ever attacked or followed. She does own some more "fashion"-y clothing like dresses, skirts, blouses, and heels in case she needs to go undercover, but those are often few and far between what her standard missions are.

Inventory:
  • 300 credits
  • Personal Comm Module
  • Signal Jammer
  • Camouflage Membrane
  • Hacking Kit
  • Datapad
  • Dark Purple Crystal Gem attached to a necklace





Short Backstory: Valiane entered the world in darkness. Truthfully, she does not remember much from when she was younger, despite fleeting memories of a woman's skin against her cheek or a man's laughter warming her inside. Valiane's attempts at remembering are met with a piercing headache, so she has not bothered much. Instead, she remembers fighting tooth and nail to find food for herself, leading her to pick pockets or steal to provide for herself. Any people she came across were either marks or means to an end.

In her struggles, Valiane also learned the gift of information. Information was powerful in the right hands, and even at her young age, she learned how to wield it to get out of trouble by reminding one of the security guards that she overheard his interest in younger women despite being married for 20 years. Quickly, she started gathering information and remembering it. She found she could remember a lot of what she read and recall it just as quickly. This made it easy for her to use them at the right moment.

One of her early marks was a Ryphorian man named Tyrkashy. He caught Valiane and, rather than turn her in, decided her skills would be valuable. Unbeknownst to Valiane, Tyrkashy was a criminal with hands in many pockets, and he saw a tool to be sculpted, used, and, if need be, disposed of. So he trained her and honed her natural talents, instilling knowledge of computers, hacking, and defending herself. What Tyrkashy hadn't anticipated was how he grew to care about the young girl. Valiane, used to not trusting anyone but herself, grew to start caring for the older man also. So when Tyrkashy was inevitably betrayed and killed, in his dying breath he urged Valiane to run.

Valiane got off the planet by hiding out on one of the ships that was leaving. The ship belonged to the Dataphiles. Valiane hid and gathered information from the ship, seeing if she could find a place to lay low. She was caught again, but yet she was offered freedom. The captain of the ship saw her abilities and decided she would be most useful to them in gathering information or taking out contracts. Valiane, with nowhere else to go, joined up with the Dataphiles.

Valiane still didn't trust anyone, but she knew people out there were not all bad or all good. Tyrkashy had instilled a moral code in her, and she never took contracts on people who did not deserve it. In the pursuit of knowledge, Valiane was given a new task: join the Starfinders and gather intel. Valiane was unwilling at first, but knew she had little choice. She joined the Starfinders, hiding her true motivations, to see what she could find.

Personality Description: Valiane has spent a lot of time on her own or surrounded by people who could not be trusted. As such, Valiane does not give in to her emotions easily. What many see as quiet and icy, Valiane sees as survival. Valiane is loyal to herself and has very little to spare for others unless they prove themselves to be worthy of her consideration. Valiane knows how powerful information can be and knows the dangers attached. Despite this, Valiane does follow a code and does not go after people unless they deserve it.

Friends: Tyrkashi Val'roy (Deceased) - A criminal on Triaxus who took Valiane in and trained her up to be the best. Initially cold and distant, he eventually grew to care about Valiane. He was killed in an act of betrayal that Valiane knows nothing about. Truthfully, Tyrkashi was killed protecting Valiane from people who wanted to make her into a weapon for their own means.

Enemies: Quilla Vanguard - A big name in the criminal underworld whom Valiane targeted during one of her missions. Ruthless, cunning, and not afraid to tear anyone down who gets in her way, Quilla was bested by Valiane and had one of her secrets stolen.

Pewter Goldsmith - A former confidant of Tyrkashi and the one who betrayed him for his own means, he wanted to take Valiane and train her to be a weapon he could sic on his enemies. A powerful businessman now, he never forgot about the young girl who got away.

Romantic Partners/Lovers: Few broken hearts, but nothing of substance

Contacts: None




Feats
  • Low-Light Vision: Ryphorians can see in dim light as if it were normal light
  • Trimorphic: Winterborn ryphorians gain cold resistance 5
  • Skill Focus: Gained from Operative Specialization - Data Broker. +3 to Skills included (Computers and Diplomacy)
  • Weapon Specialization (Snipers): Deal extra damage with selected weapon type
  • Read Foe: Use Sense Motive to gain a bonus to attack or defense
  • Far Shot: You remain accurate at longer ranges
  • Intuit Relationships: You can quickly sense relationships between others and use that knowledge to manipulate them
  • Mobility: You can easily move past dangerous foes


Spells/Talents:
  • Operative Exploit: Intelligence Network - You have access to a secret intelligence network that gets you snippets of information and rumors you can sometimes use to reveal secrets or weaknesses of your rivals. This may be a collection of operatives and spies you have infiltrated, a connection to a formal information broker you trade tidbits of knowledge with, or an assemblage of allies and informants you’ve carefully curated over your travels
  • Weapon Specialization: You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency





Attributes & Skills

Strength 10 - 2 (Racial) = 8
Dexterity 10 + 2 (Spent) + 2 (Operative) = 14
Intelligence 10 + 2 (Spent) + 2 (Operative) = 14
Wisdom 10 + 2 (Racial) + 2 (Spent) = 14
Charisma 10 + 4 (Spent) = 14
Constitution 10 + 2 (Racial) = 12

(DEX) Acrobatics 0 + 3 (Spent) + 1 (Operative) = 4
(STR) Athletics 0
(CHA) Bluff 0
(INT) Computers 0 + 3 (Skill Focus) + 1 (Spent) = 4
(INT) Culture 0
(CHA) Diplomacy 0 + 3 (Skill Focus) + 1 (Spent) = 4
(CHA) Disguise 0 + 2 (Spent) = 2
(INT) Engineering 0 + 4 (Spent) = 4
(CHA) Intimidate 0
(INT) Life Science 0
(INT) Medicine 0
(WIS) Mysticism 0
(WIS) Perception 0 + 2 (Keen Senses) + 1 (Spent) + 1 (Operative) = 4
(INT) Physical Science 0
(DEX) Piloting 0
(CHA, INT, WIS) Profession 0 + 4 (Spent) = 4
(WIS) Sense Motive 0 + 4 (Spent) = 4
(DEX) Sleight of Hand 0 + 2 (Spent) + 1 (Operative) = 3
(DEX) Stealth 0 + 3 (Spent) + 1 (Operative) = 4
(WIS) Survival 0
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Temash Arall







- Name Temash Arall

- Age: 29

- Race/Species: Lashunta (Damaya)

- Sex: Male

- Homeworld: Somewhere in the Diaspora




- Class: Mechanic

- Alignment: Chaotic Good

- Occupation: Space Pirate (former)

- Faction Alignments: Starfinder Society
Free Captains (former)




Primary Weapon: Subzero Ice Carbine.

Secondary Weapon: Utility Scattergun.

Sidearms: Tactical Semi-Auto Pistol, Survival Knife.

Outfit & Armor: Freebooter Armor I
Popularized by the Free Captains of the Diaspora, Temash's Freebooter armor features an armored breastplate hidden beneath a tattered cloak. Heavy clothes, boots, and gloves offer protection from standard work place hazards such as high voltage wiring, super heated metal, the occasional shiv, and low caliber bullets. A multitude of pockets and pouches allow for hidden weapons, quick access to tools, snack stashes, and more than one flask of Diaspora grog.

Drone
P0L-E (Pronounced “Polly”)
A small makeshift hover drone capable of unlimited perfect flight. P0L-E comes equipped with a variety of tools to help with basic maintenance, including a mounted Arc Pistol for when that help requires fending off enemies.

Inventory
- Custom Rig
- Titanium Alloy Cable Line 30 ft.
- Portable Light, Lantern
- Laser Drill
- Concussion GrenadesX2
- Frag GrenadesX2
- Booze Flask

- Credits: 100




Short Backstory: As far back as Temash could remember, he had served on the starship Ival's Remorse under the command of his father, the pirate captain Vimash Arall. Legends among the Free Captains, infamous among the pact worlds, the crew of the Remorse were as fierce as they were cunning. It was a legacy that Vimash took great pride in, and one he fully intended for Temash to take over one day. Except, there was a divide between the two.

Unlike his father, Temash had no lust for gold or glory, but for knowledge and discovery. His true calling was found not in the captain’s chair, but in the gears and grime of the engines below. Any chance he could, he slipped away to watch the engineers work their magic and learn the tricks of the trade. The ship's engineers were well aware of the boy’s fascination with machinery and gladly took him under their wing, teaching him everything they had picked up over the years. It wasn’t just the teachings of the crew he sought either. Any text or blueprint the crew pillaged or pilfered, he would immediately consume. If there was a new technology being talked about or a rumored breakthrough, he would seek it out. If the information he wanted was locked behind a different language, he would learn that as well.

By the time Temash was nearing puberty, he could disassemble any of the ship’s systems and put them back together again from memory alone. His passion and desire to learn more about machines of all kinds lead him to build his robotic companion P0L-E and cemented his choice to develop into a Damaya lashunta, a decision that would only further drive a wedge between him and his father, who had long desired a his son to be a hearty strong Korasha.

Time did little to bridge the distance growing between the two. Vimash became increasingly frustrated with his son's lack of motivation to carry the torch and embrace the pirate life, while Temash had grown resentful of his place in the universe. He wanted adventure. To explore uncharted sectors, discover strange and wondrous marvels hidden in the cosmos. Not a barbaric life stuck in established systems doomed to raid and plunder until the end of days.

Trapped and uncertain if he would ever escape, the luck of Desna smiled upon Temash as he stumbled across an advert for the Starfinder Society. He had heard of them before, though the thought of joining had never crossed his mind. After all, once a pirate, always a pirate. Yet as he stared into the insignia in front of him he began to think maybe, just maybe, he could find a place there. A fresh start on a new ship.

His mind was made up. The next time they made port, Temash ‘borrowed’ some money from his father, booked passage to Absalom Station, and never looked back.

Personality Description: A stark contrast from the loud and boisterous crew that raised him, Temash is rather quiet and calm. When left alone he'll keep to himself and his work, but he is far from shy or introverted. Beneath the rough exterior is a warm and friendly soul ready to lend an ear or talk someone's off at any time or any place. He may not seek out company on his own, but he gladly welcomes it with open arms and an open bottle.

Friends: P0L-E - Though nonsentient and only capable of saying one word, Temash finds great comfort in the company of his drone. He doesn’t go anywhere without his trusty companion by his side. He even talks to it and treats it as if it was a real person.

Enemies: Captain Vimash Arall - No one walks away from the crew of the Remorse; not even the captain’s own flesh and blood. While the Free Captain’s code prevents Vimash from putting a bounty on Temash, nothing says he can’t deal with the matter personally or offer a fee for information on the deserter's location.

Romantic Partners/Lovers: None at this time.

Contacts: Empty




Feats

- Lashunta Racial Bonus: Magic and mental resistance. Lashuntas have a strong resistance to mind manipulation and any other mental effects including illusion magics.

- Strong First Impression: Alter initial attitudes more quickly

- Opposition Research: Identify weaknesses in your foes more easily

- Zero-G Training: More easily avoid being off-kilter in zero-g

Spells/Talents
- Quick patch: Repairing ship systems takes less time and can be done for two systems at once.

- Overcharge: The custom rig can overcharge a weapon that uses a battery or power cell for ammo; increasing both damage and ammo consumption for the next attack.




Attributes & Skills

Strength 10
Dexterity 14 (+1 Class)(+3 Free)
Intelligence 18 (+2 Race)(+4 Class)(+2 Free)
Wisdom 12 (+2 Free)
Charisma 15 (+2 Race)(+3 Free)
Constitution 8 (-2 Race)

(DEX) Acrobatics 2 (+2 Free)
(STR) Athletics 0
(CHA) Bluff 0
(INT) Computers 4 (+1 Class)(+3 Free)
(INT) Culture 3 (+3 Free)
(CHA) Diplomacy 3 (+3 Free)
(CHA) Disguise 0
(INT) Engineering 4 (+4 Free)
(CHA) Intimidate 3 (+3 Free)
(INT) Life Science 0
(INT) Medicine 0
(WIS) Mysticism 0
(WIS) Perception 4 (+1 Class)(+3 Free)
(INT) Physical Science 1 (+1 Class)
(DEX) Piloting 0
(CHA, INT, WIS) Profession 0
(WIS) Sense Motive 0
(DEX) Sleight of Hand 4 (+4 Free)
(DEX) Stealth 0
(WIS) Survival 0
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Vanborin Fraser


Character Appearance


- Name Vanborin Fraser

- Age: 27

- Race/Species: Half-elf

- Sex: Male

- Homeworld: Absalom Station

- Class: Soldier

- Alignment: Chaotic Good

- Occupation: Quartermaster/Field technician

- Faction Alignments: Starfinder Society




Primary Weapon:


Secondary Weapon:


Sidearms:



Outfit & Armor (11 cr + 95 cr)
Clothing, Athletic (5 cr)
Clothing, Everyday (1 cr)
Clothing, Uniform (5 cr)
Stationwear, Flight Suit (95 cr)

Inventory






Short Backstory


Personality Description (Optional) Van is very creative with a strong interest in art, but a bit of a pessimist and harsh, not one to mince words.

Friends
Sergeant Edward Hogg, Verces Army


Enemies
Seth Fraser (Father, wanted con-artist)

Romantic Partners/Lovers
Mary Scott (in a committed relationship with Lt. Andrew Scott)

Contacts
NONE




Feats
Bodyguard
Last-chance Grab
Repair Specialist
Adaptability (Racial)
Elven Blood (Immune to magic sleep affects, +2 racial bonus to SW vs enchantment spells and effects.)(Racial)
Keen Senses (Racial)
Low-Light Vision (Racial)

Spells/Talents
Primary Fighting Style: Guard
Primary Style Technique: Armor Training (Ex)




Attributes & Skills

Strength 14 (+4)
Dexterity 15 (+2 Key Ability Score) (+2 racial) (+1)
Intelligence 13 (+3)
Wisdom 12 (+2)
Charisma 10
Constitution 10

(DEX) Acrobatics 4 (+4)
(STR) Athletics 3 (+3)
(CHA) Bluff 0
(INT) Computers 2 (+2)
(INT) Culture 0
(CHA) Diplomacy 1 (+1)
(CHA) Disguise 0
(INT) Engineering 4 (+4)
(CHA) Intimidate 1 (+1)
(INT) Life Science 0
(INT) Medicine 2 (+2)
(WIS) Mysticism 0
(WIS) Perception 4 (+2 racial)(+2)
(INT) Physical Science 0
(DEX) Piloting 1 (+1)
(CHA, INT, WIS) Profession 1 (+1)
(WIS) Sense Motive 0
(DEX) Sleight of Hand 0
(DEX) Stealth 2 (+2)
(WIS) Survival 2 (+2)
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