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Character sheets

Spoilers ahead. This page covers many episodes. I have watched up to: — later details will be hidden, and the choice is remembered on this device.Showing up to: ·

Big Barry Syx

Printable sheet, end of A Starstruck Odyssey (spoilers): page · PDF

A Starstruck Odyssey sheet of Big Barry Syx (played by Brian Murphy). Only what is said in play or shown on the on-screen stat cards; dotted values are derived from spoken rolls. Values shown are the latest up to your chosen episode.

Skills

Features

  • Brawny — Character feature on the card. SOE1·00:25:47
  • In the zone — Murph puts his sunglasses on as Barry gets into the zone, the Berserker state. SOE1·00:36:39
  • Precision Shot — Takes a Precision Shot with a power die: 17 to hit. SOE1·00:36:53
  • Rage on the ship gun — Murph: "I think if I bonus action, I'm a barbarian." SOE1·01:28:18
  • Guard — Bonus action Guard: stands in front of Zortch. SOE4·02:48:30
  • Brawny: carrying — Carrying capacity doubles, so he can carry Gunnie. SOE4·01:37:51
  • In the zone: rage — A bonus action, "how I go into a rage", with bigger sunglasses; advantage on his attack. SOE4·01:38:05 SOE4·01:40:25
  • In the zone: halves damage — Damage from the fall is halved because he was in the zone; he keeps six hit points. SOE4·01:44:18 SOE4·01:43:33
  • Barry's Instinct: leap — A bonus-action jump while in the zone, used to leap onto a scooter: "I'll be taking that." SOE5·00:16:18 SOE5·00:16:29
  • Regeneration — Reaction: expends a hit die and gets one back; heals 8. SOE5·00:47:26 SOE5·00:47:40
  • Stone Cold Stunner — On a natural 20 Brennan narrates him flipping a lieutenant off the scooter without using the action economy; Murph: "Stone Cold Stunner?" (a one-off ruling) SOE5·00:56:52 SOE5·00:57:04
  • Formation Style — Bonus action Guard on Margaret because of Formation Style; takes the hit. SOE5·01:00:23 SOE5·01:24:54
  • Formation Style: Aurora — Formation Style makes Aurora Nebbins move with him as a bonus action. SOE5·02:07:47
  • Burst — Fires a burst into a group of enemies and rolls damage: 9 damage. SOE5·00:59:34 SOE5·00:59:59
  • Rage does not stop cold — Brennan asks whether cold bypasses the rage; it does, and Barry takes the 36 cold damage. SOE8·00:28:42
  • Regeneration (heal to 22) — Reaction heal after the cold blast; Murph: "22." SOE8·00:29:22 SOE8·00:29:45
  • Burst: save DC — Burst on the Sheriff and two deputies: Dexterity saves, DC 15; his weapon attack bonus is +7 (not a spell attack). SOE8·00:16:24 SOE8·00:17:14
  • Smell — Smells nothing but his own blood. SOE8·00:32:22
  • Barry's Instinct: leap damage — "While raging bonus action you leap 30 feet, you deal kinetic damage equal to Strength within five feet of you." SOE8·01:04:37
  • Smell: Slop and Gravy — Smells Slop and Gravy. SOE8·00:39:34
  • Crit on 19 — "That's a crit with a 19 because of the new level up." SOE9·01:16:24
  • Explosive Shot — Bonus action Explosive Shot with the ship's gun: after reducing a ship to zero, spends a power die for another ship attack. SOE9·01:17:14
  • Slowing Shot — Slowing Shot instead of Precision Shot: halves the target ship's speed. SOE9·01:18:46
  • Reckless Attack — "And I'll do Reckless." SOE11·00:40:56
  • Rapid Shot — Rapid Shot with the rotary cannon on the Plinth: 27 damage, then 28 on the second attack. SOE13·01:21:04 SOE13·01:22:30 SOE13·01:22:52
  • Expertise for one roll — Brennan grants expertise for one Persuasion roll: "you are expert in nothing more-" "Than being a Barry." (a one-off ruling) SOE18·00:44:35 SOE18·00:44:45

Items

  • Sunglasses — Big sunglasses, put on to get into the zone. SOE1·00:36:39
  • Heavy repeater — Bet at the casino; the dealer offers 400 credits for it. SOE4·01:02:56 SOE4·01:03:01
  • Heavy repeater (lost) — lost: the heavy repeater and a light pistol move across the table. SOE4·01:03:22
  • Heavy repeater (bought again) — "I am gonna go in and buy another heavy repeater." SOE6·01:14:12
  • Heavy slug pistol — A slug pistol he lifts with a 20 Strength stance. SOE7·00:54:58
  • Power belt — Sidney gets him a power belt that needs to be fixed; Gunnie fixes it later in the episode. SOE7·00:52:19 SOE7·01:33:07
  • Armor enhancement — Gunnie infuses his armor: one plus AC until the next long rest. SOE7·01:39:12
  • Lightbow (assault blaster?) — Murph: "I'm gonna lightbow attack on this-": 17 to hit for 13 damage. "Lightbow" may be a transcription slip; the name "assault blaster" is only the narration of Lt. Deputy Two's death, not said by a player. SOE8·00:40:26 SOE8·00:40:34 SOE8·00:40:59
  • Prescription sunglasses — "My prescription sunglasses go on, and suddenly I see so clearly." SOE9·00:14:04
  • Rotary cannon — Pulls out a huge gun, a rotary cannon. SOE11·00:39:56
  • Friction grip gloves — Murph: "These guys also gave me the friction grip gloves that we have." SOE12·00:09:21
  • Revolver, heavy shield generator, composite armor — Shops: a revolver, a heavy shield generator (a plus three offhand AC thing) and composite armor that gets his AC up to 17. SOE13·00:17:30 SOE13·00:17:42
  • Nets — "I bought nets." A hit entangles and restrains the target. SOE14·00:07:50
  • Jet pack — Skip lends him his jet pack for now: "This was Hog's. Treat it well." SOE16·02:07:48 SOE16·02:07:51

Gunthrie "Gunnie" Miggles-Rashbax

Printable sheet, end of A Starstruck Odyssey (spoilers): page · PDF

A Starstruck Odyssey sheet of Gunthrie "Gunnie" Miggles-Rashbax (played by Lou Wilson). Only what is said in play or shown on the on-screen stat cards; dotted values are derived from spoken rolls. Values shown are the latest up to your chosen episode.

Skills

Features

  • Techie — Character feature on the card. SOE1·00:44:29
  • Patch — Patch: a Constitution check of the ship as an action, to restore hull points (hull repair). SOE1·01:24:35 SOE1·01:25:20
  • Potent Aptitude — Adds a d4 to another character's roll; limited uses. SOE3·00:56:16
  • Defibrillator — Uses a defibrillator on the Princeps Zortch. SOE4·01:56:52
  • Tech powers gained — "A lot of new tech powers for Gunnie" at the level-up. SOE7·00:59:07
  • Infuse — Touches Barry's armor and infuses it with an enhancement of armor or weapon. SOE7·01:39:00
  • Protective barrier — Pops a protective barrier out of his data pad onto an ally: a d4 of shielding against energy damage. SOE8·00:25:37 SOE8·00:25:46
  • Med pack — Throws a med pack at an ally, cast at second level: 2d4 healing. SOE8·00:50:53
  • Oil spill gadget — Uses a gadget, a classic oil spill, on pursuers while flying with the jet pack. SOE9·00:28:29
  • New Patch ability — "I have a new ability with regard to Patch that's not on my printed sheet." SOE9·00:57:38
  • Patch with Mechanics kit — Advantage on the Constitution Patch check with the Mechanics kit. SOE9·00:57:47
  • Defiant — A d4 added to a failed roll. Margaret and Skip also have it; Barry and Sid do not (SO_11 00:57:01). SOE11·00:32:05
  • Practiced — Character feature on the card. SOE13·00:47:13
  • Weapon Enhance — Infuses an ally's weapon: +1 to attack and damage. SOE13·00:30:22
  • Gas grenade — Gas grenade: Con save DC 14, 2d6 poison, obscures. SOE14·00:25:23
  • Minor Defibrillate — Cast to stabilize Aurora Nebbins. SOE14·00:45:01
  • Expertise — Expertise in both rolls asked for (hacking plus a second, unnamed one). SOE16·00:38:30
  • Energetic Burst — 10 temporary hit points and d4s to saving throws for an ally. SOE16·02:09:25
  • Defiant (later uses) — Lou adds Defiant to a roll again. SOE16·00:39:26 SOE17·01:05:50
  • Weapon Enhance (Sid's gun) — Enhances Sid's gun: +1 to attack rolls and an extra d4 lightning damage. SOE16·02:21:01

Spells

Items

  • Mechanics kit — Gunnie's engineering kit; used for Astro Nav equations and repairs. SOE1·01:23:56
  • Cyborg body — Rented from the maker. SOE1·01:01:14
  • Cyborg body: legs engine — An engine in his pelvis runs his legs independently of torso, arms and head; detachable legs. SOE5·01:13:37
  • Gadgeteer's harness — Gadgeteer harness with his tools. SOE16·01:02:49
  • Paid in full — Contract closed: "this top of the line cyborg body is yours and yours alone, forever". SOE17·01:17:37

Margaret Encino

Printable sheet, end of A Starstruck Odyssey (spoilers): page · PDF

A Starstruck Odyssey sheet of Margaret Encino (played by Ally Beardsley). Only what is said in play or shown on the on-screen stat cards; dotted values are derived from spoken rolls. Values shown are the latest up to your chosen episode.

Skills

Features

  • Charmer — Character feature on the card. SOE1·01:07:27
  • Hack Communications (Disruption) — A Disruption she can cast from the ship as an action: expends a power die and picks ships within 600 feet; they make a Wisdom save or take ionic damage equal to her roll plus her Charisma modifier, and on a failure their communications are disabled until they reboot. SOE1·01:09:11
  • Defiant — Uses Defiant on one of the rolls: "I have Defiant also." Another crew member (Zac) used it just before her; a d4 added to a roll. SOE1·01:31:49 SOE1·01:31:53
  • Sage Advice — Spends a minute talking to everyone; they gain proficiency and her Intelligence modifier (+5) to a skill of her choice. SOE3·01:31:09 SOE3·01:31:16
  • Master's Advice — Added to Sage Advice: the first time they make that skill check, they gain a bonus equal to her Intelligence modifier ("the first Persuasion roll will be plus 12"; plus 7 until a long rest). SOE3·01:31:57 SOE3·01:32:17
  • Charmer: Charisma versus Wisdom — "my Charmer feat, which is my Charisma versus their Wisdom", tried on a concierge. SOE3·02:08:51
  • Critical Analysis — Bonus action to target a creature: she uses her Intelligence modifier instead of Strength for the grapple against him. SOE4·00:39:48 SOE4·00:39:53
  • Defiant (later uses) — Still has Defiant and rolls a d4 with it; again to push a failed Strength roll from 10 to 13. SOE4·01:21:15 SOE9·00:32:10
  • Heads Up — Adds a d4 to the roll of someone she can see (line of sight). SOE5·00:51:13
  • Critical Analysis: retrained on an ally — As a bonus action she retrains Critical Analysis onto an ally (Barry) for "another plus five". SOE5·01:24:06 SOE5·01:54:36
  • Targeted Strike — Reaction: expends a d4 and adds it to an ally's attack roll and damage if it hits; rolls 3 on Skip's attack. Read out as "Targeted Attack". SOE8·01:02:08 SOE8·01:02:15 SOE8·01:02:27
  • Targeted Strike: later use — Reaction: expends a superiority die and adds it to an ally's attack roll and damage (a d4 on Skip's ram); the same feature as Targeted Attack. SOE9·00:51:27 SOE9·00:51:32
  • Heads Up: saving throws — Heads Up is for saving throws. SOE9·00:55:55
  • Sage Advice (cast) — Casts Sage Advice at take-off. SOE9·01:06:46
  • Enhanced Scopes — Bonus action: expends a power die to increase range by 500 feet. SOE9·01:29:47
  • Direct — As her action, gives advantage on the roll for the ship's speed to whoever makes it. SOE9·01:31:13
  • Tech Amateur — A feat: cast a first-level tech power once per long rest, Intelligence as her tech casting ability; she chose Copy. The caption has no speaker label; the player's own words. SOE10·00:24:44 SOE10·00:25:11
  • Targeted Strike: d6 — Targeted Strike with a d6 superiority die. SOE11·00:41:04
  • Defiant: shared — Ally asks whether they all have Defiant; Emily (Sid), Murph (Barry) and Brennan say no. Skip and Gunnie use it themselves, so only Margaret, Skip and Gunnie have it. SOE11·00:57:01
  • Motivating Speech — Motivating Speech together with Sage Advice: 1d6 plus 4 temp HP for the crew (6 this time); Intimidation +3, +8 on the first roll (she corrects the numbers herself; the +3 AC is not part of the speech). SOE13·00:26:44 SOE13·00:26:53 SOE13·00:29:58
  • Motivating Diplomat — When she is the target of her own Critical Analysis, allies within 10 feet get a bonus to AC. SOE13·00:27:43
  • Critical Analysis: second reaction (feat) — she took a feat: when someone is making a saving throw, she can use a reaction to put Critical Analysis on them; she has two reactions per turn. SOE13·00:30:07 SOE13·00:30:13
  • Observant — Character feature on the card, new beside Charmer. SOE13·01:05:33 SOE14·00:13:53
  • Call to the Guards — She plans to use Call to the Guards so that Brutus's attack goes at Barry. SOE14·00:17:15
  • Force of Personality — "I just got Force of Personality, so they roll a wisdom saving throw." SOE15·00:13:39
  • Academic Memory — Uses Academic Memory for a Lore check of 17 on UFTP prisons. SOE15·00:25:56 SOE15·00:26:08
  • Sage Advice: persuasion — Her Sage Advice gives everyone a plus on Persuasion (she names Persuasion). SOE16·00:26:52
  • Defiant: on Gunnie — Calls it Defiant but adds the d4 to Gunnie's roll because she can see him, which is Heads Up's condition (SO_05 00:51:13); Brennan allows it. SOE16·00:49:36
  • Force of Personality: action — Used as an action while chatting with Jasmine; Brennan: she can still move. SOE16·00:55:45
  • Critical Analysis: aura — Moves Critical Analysis onto herself: anyone within 10 feet gets +3 to AC. SOE16·01:26:14
  • Operator: target data — As Operator, a bonus action to learn a target's armor class and current hull points. SOE17·00:22:46
  • Call to the Guards: superiority die — If an attack misses, an ally immediately makes a weapon attack as part of the same reaction, adding her superiority die (Barry's 15). SOE18·01:49:52 SOE18·01:49:54

Items

Norman "The Skipper" Takamori

Printable sheet, end of A Starstruck Odyssey (spoilers): page · PDF

A Starstruck Odyssey sheet of Norman "The Skipper" Takamori (played by Zac Oyama). Only what is said in play or shown on the on-screen stat cards; dotted values are derived from spoken rolls. Values shown are the latest up to your chosen episode.

Features

  • Ace Pilot — Character feature on the card. SOE1·00:05:28
  • Evasive Maneuvers — Used before initiative. SOE1·00:14:55
  • Defiant — Zac adds a d4 to a roll with Defiant. SOE1·01:31:32
  • Slippery Pilot — Bonus-action dash while piloting. SOE1·00:19:38
  • Skip: a different being in Norman's body — The Skip card reads under new management: a being from cryogenic slumber now runs Norman's body; Zac plays it as Skip. SOE2·00:27:41 SOE2·00:20:04
  • Sneak Attack — Brennan adds Sneak Attack damage. SOE2·01:54:34
  • Skills Exploit — Zac reads out a skills exploit (Operative): predict a humanoid's behavior within 30 feet, a Wisdom (Perception) check contested by Dexterity. SOE3·01:36:03
  • Guerrilla Style — Disengage and dash into the room. SOE4·00:35:51
  • Angle Perception — Zac names the Skills Exploit: Angle Perception. SOE4·00:44:52
  • Cunning Action — Moves up to 120 feet carrying Zortch. SOE5·00:19:25
  • Brain slug revealed — Skip tells the crew he is a cerebro-slug, not Norman. SOE6·00:27:26
  • Supreme Accuracy — Second feature on the card; Lethality Practice kit: Assassinate, Priming Attack. SOE8·00:03:56 SOE8·00:03:48
  • Bad Feeling — Moves up to his speed before initiative is determined. SOE9·00:06:00
  • Starship Charge — Pilot manoeuvre. SOE9·00:37:58
  • Colonian Turn — Pilot manoeuvre (power die, long ship move). SOE9·01:44:51
  • Leaves Norman's body — Skip vomits his slug out of Norman to try to take over a Guernican Art Squad man; the slug gets in but cannot take control; Norman wakes on the ground. SOE11·01:53:02 SOE11·01:54:40
  • Back in Norman's body — Skip jumps back into Norman with Bad Feeling. SOE12·00:05:44 SOE12·00:06:22
  • Uncanny Dodge — Zac calls for Uncanny Dodge against spell damage; Brennan rules it does not apply to a spell. SOE13·01:09:38
  • Consume Mind and Body Thief — Consume Mind (3d6 vs Intelligence, stuns) and Body Thief (contested Intelligence on an incapacitated target). SOE15·01:32:02
  • Slug rides Handy Annie's hand — Skip ejects from Norman's body and is carried by the android's hand; Norman wakes. SOE15·01:31:45 SOE15·01:32:35
  • Takes guard Slim's body — Body Thief contest 13 vs 13 takes a sleeping guard. SOE16·00:27:36
  • Returns to Norman's body — The guard host dies; the slug returns to Norman Takamori. SOE16·01:39:07
  • Cunning Avoidance and Dependable Pilot — Cunning Avoidance: once per round a Dex check replaces AC; Dependable Pilot takes the maximum on a Dex check. SOE17·00:32:19
  • Leaves Norman for Loose Duke — Skip spits himself out of Norman's body and wins control of Loose Duke's body (18 vs Prilbus). SOE18·01:16:50 SOE18·01:55:07
  • Back in Norman's throat — Loose Duke spits the slug into Skipper's throat; Skipper (Norman) hands his wings to Gunnie. SOE18·02:54:42 SOE18·02:55:10

Items

Riva

Printable sheet, end of A Starstruck Odyssey (spoilers): page · PDF

A Starstruck Odyssey sheet of Riva (played by Siobhan Thompson). Only what is said in play or shown on the on-screen stat cards; dotted values are derived from spoken rolls. Values shown are the latest up to your chosen episode.

Skills

Saving throws

Features

  • Empathic — Character feature on the card. SOE1·00:07:12
  • Psychic Push-Pull — Probes a clamping pilot's mind and pushes his buttons to unclamp the ship. SOE1·01:20:53 SOE1·01:21:50
  • Probe Mind — Reads the surface thoughts of the pilot inside a clamped ship; no saving throw for upper-level thoughts. SOE1·01:20:53
  • Psychic Adept — Background: instinctively knows where or from whom to obtain something. SOE3·01:06:47
  • Subtle Control — Used on Hyacinth; she rolls with disadvantage. SOE3·01:53:22
  • Battle Precognition — Raises AC to 15. SOE3·01:40:23
  • Telemetry — Reads the history of an object; tracks a truck. SOE3·02:01:14
  • Psychic Shunt — Quickened Psychic Shunt. SOE4·00:42:10
  • Disarm — Strength or Dexterity save, target chooses (used on Jan de la Vega). SOE5·01:44:40
  • Psychic Concealment — Cast on Gnosis and on Zortch. SOE7·00:20:08
  • Spell points — Six of 26 spell points go on daily Psychic Concealment. SOE8·01:50:50
  • Psychic Confusion — Heightened Psychic Confusion on the lieutenant; Quickened Disarm on a deputy. SOE8·00:19:59 SOE8·00:20:46
  • Inspiring Display — Five temporary hull points and a d6 to two people. SOE9·01:05:39
  • Link to Skip — Riva keeps the minds linked through the drone; "Riva, you feel something". SOE10·01:08:43
  • Improved Feedback — 8 damage to Barry Nyne, who must run. SOE11·00:38:51
  • Uplifting Directive — Plus five hull points and Inspiring Display dice for the ship. SOE11·01:43:01
  • Phase walk — Phasewalks to a different room of the ship. SOE11·00:38:06
  • Probe Mind range — Reads minds within 30 feet for up to a minute; not androids or constructs. SOE16·01:59:20

Spells

  • Affect Mind — Cast on Autumn to make her like the coffee more. SOE2·00:05:41
  • Calm Emotions — Makes a target indifferent about chosen creatures. SOE3·00:17:56
  • Affect Mind (RecPol) — Cast on a RecPol; the save succeeds (DC 14). SOE3·01:35:32
  • Affliction — Con save against the blonde UFTP man. SOE4·00:41:06
  • Mage Hand — Used on a dead man's phone. SOE4·01:17:45
  • Hallucination — Cast on a dog from within 60 feet. SOE4·02:42:05
  • Hallucination (Heightened) — Heightened Power, ready for the Sheriff. SOE7·02:09:34
  • Psychic Repulse — Third-level spell: creatures within 20 feet make a Dexterity save or take 8d6 force damage and are pushed back five feet. SOE18·00:31:11 SOE18·00:31:25

Items

  • Psychodrone — Riva's psychic prosthesis: a drone body Riva operates. SOE3·00:57:54 SOE5·00:04:11
  • Psychodrone (water bulb) — Card: a drone body that carries Riva while the Aguatunisian stays in a water bulb. SOE5·00:04:11
  • Fridge magnets — Riva collects them and covers the drone in them. SOE6·01:13:26
  • Rocket boots — For the psychodrone. SOE10·00:03:16
  • Psychodrone shattered — The drone body is shattered by Brutus; a spare psychodrone wakes up. SOE13·01:19:38

Sundry Sidney

Printable sheet, end of A Starstruck Odyssey (spoilers): page · PDF

A Starstruck Odyssey sheet of Sundry Sidney (played by Emily Axford). Only what is said in play or shown on the on-screen stat cards; dotted values are derived from spoken rolls. Values shown are the latest up to your chosen episode.

Skills

Features

  • Weapon Expert — Character feature on the card. SOE1·00:26:08
  • Weapon Expert: advantage — "I have Weapon Expert to give me advantage." (to offset disadvantage on a shot) SOE1·00:27:50
  • Fighting Stylist — Character feature on the card. SOE1·00:26:08
  • Handy Annie — Sidney's droid: she sends Handy Annie down to Gunnie on the gunner channel; Brennan says it already grants advantage on his roll. SOE1·00:45:26 SOE1·00:48:20 SOE1·01:24:11
  • Distracting Die — Spends a die so that Barry has advantage on his next attack. SOE1·01:26:27
  • Kinetic die — Uses her kinetic die to empower a roll; Brennan lets her add it twice. SOE1·01:26:33 SOE1·01:26:38
  • Mercenary — Background feature: she can identify a mercenary company, its names, reputation, commanders and leaders. SOE2·01:36:08
  • Ideal of the Tranquil — Uses it to take a short rest and get her spell slots back. SOE3·00:47:44
  • Failsafe — Rerolls a natural 1 on the die: "Wait, I reroll ones, Failsafe!" SOE3·02:00:52
  • Kinetic die: speed — Spends a kinetic die when she throws a grenade, to get extra speed. SOE4·00:33:39 SOE4·00:35:04
  • Tech point: proficiency — Touches Gnosis and spends a Tech point to have proficiency with it. SOE4·01:12:26
  • Hacker's kit proficiency — Rolls a Hacker's check with "my Intelligence plus Proficiency". SOE4·01:45:59
  • Explosive Fighting Style — Her fighting style: throws a grenade as a bonus action (and also one as an action), range 55, a Dexterity save at DC 14; a creature that takes a 1 on the damage dice takes maximum damage. SOE5·00:25:32 SOE5·00:25:36 SOE5·00:26:24
  • Kinetic die: AC — Spends her kinetic die to add to her AC (+4 this time, AC 19). SOE5·01:09:11 SOE5·01:09:16
  • Aurora Nebbins — The Royal Blue Mastiff takes to her after a natural 20 on her concentration: "I did not seek out a familiar in the campaign, the dice made this happen!" SOE5·01:28:19
  • Expertise in Animal Handling — Brennan grants it after her natural 20 with Aurora: "take expertise in Animal Handling." SOE6·00:08:18
  • Explosive Style as a feat — "I took my Explosive Style as a feat, so now I can throw a grenade as a reaction"; she can throw grenades as an action, a bonus action or a reaction. SOE8·00:22:57
  • Second attack for a Tech point — "it's a Sentinel thing": she spends a Tech point to use a bonus action for a second attack. SOE9·01:15:06
  • Explosives Mastery — Manifested together with the Ideal of the Tranquil (three Tech points back) before a fight: "my explosives style, oh, Explosives Mastery." SOE9·01:07:25
  • Explosives Mastery: grenade DC 16 — Her grenades and breaching charge now use DC 16 instead of 14: "DC 14, 16 for me". SOE13·01:25:22 SOE17·00:52:37
  • Handy Annie: familiar statistics — Handy Annie uses Familiar statistics, a plus six (to Stealth and Sleight of Hand); both Sidney and Gunnie have proficiency with hacker's kits. SOE15·00:23:48 SOE16·00:34:28 SOE16·00:37:35
  • Ideal of the Agile — Bonus action: opportunity attacks have disadvantage against her. SOE16·01:03:36
  • Tech point: speed — Spends a Tech point to add to her speed (a five), so her speed that turn is 50. SOE16·01:04:06

Spells

Items

  • Gun arm — An assault cannon for an arm. SOE1·00:26:06
  • Cybernetic eye — A cybernetic eye. SOE1·00:26:06
  • Roller skates — Little roller skates under a 1950s diner uniform and a paper hat. SOE1·00:26:06
  • Grenades — Throws a grenade over her back as she escapes the boardroom. SOE1·00:36:09
  • Holo-recorder — Bought to tape to Handy Annie as "a GoPro for Gunnie". SOE7·00:53:03
  • Fiber armor — A Magneto Boy fiber armor Gunnie repairs, with Handy Annie's help (DC 18, rolled 25). SOE7·00:41:48 SOE7·01:32:39
  • Rocket boots — Finds a set of very badly broken rocket boots. SOE8·01:25:40
  • Rocket boots (used) — Activates her rocket boots with her bonus action. SOE9·00:55:14
  • Thermal detonators — Buys two thermal detonators, borrowing money from Riva (2,000 credits). SOE13·00:17:02 SOE13·00:19:01
  • Breaching charge — Reads out its text: a 15 foot cone, 20d4 kinetic damage on a failed Dexterity save, "DC 14, 16 for me". SOE13·01:25:22
  • Feather boa — "I'm wearing a feather boa. That's what my moderate lifestyle paid for." SOE14·02:04:13
  • Business cards — Throws a business card to a prisoner; limited edition Wurst cards with Sundry Sidney on them. SOE16·00:54:35 SOE16·01:11:05 SOE16·01:44:26