Welcome back to Creative Characters, Starfinder edition. The Particular Crimes Unit, or PCU are an elite law enforcement unit specializing in cases involving tricky technology and requiring significant expertise. The PCU are perfect pregen characters for a GM wanting to run mysteries or a police procedural in Starfinder and can also work well as elite NPCs, though whether they help or hinder your players will depend on what side of the law your players find themselves.
All members of the PCU use both mechanic levels and the steward officer archetype within their builds; a testament to their technical know-how and law enforcement training.
Last week debuted the flashy and attention-grabbing Oemoe-es Rann, the rookie of the squad.
This week rounds out the core members of the squad with Yurull Samat. A long-time undercover officer, he has only recently transferred to the PCU.
DEFENSE SP 42 HP 46 RP 8
EAC 20; KAC 21
Fort +4; Ref +9; Will +5
Speed 30 ft.
Melee unarmed strike +4 (1d6+7 B, archaic, nonlethal) or nanofiber garrote +6 (2d4+3 S, analog, conceal, grapple, operative, throttle)
Ranged static arc pistol +8 (1d6+3 E, arc 2, stun)
Spell-like Abilities (CL 7th)
Str 10; Dex 15; Con 10; Int 16; Wis 12; Cha 20
Feats Fast Talk, Skill Focus (Sense Motive), Unfriendly Fire, Veiled Threat, Weapon Focus (small arms)
Skills Bluff +17, Computers +12, Culture +13, Diplomacy +16, Disguise +17, Engineering +12, Intimidate +15, Profession(smuggler) +7, Sense Motive +14, Sleight of Hand +12
Languages Aklo, Common (signed and spoken), Draconic, Elven, Eoxian, Infernal, Kasatha, Lashunta, Shirren, Triaxian, Vercite, Vesk, Ysoki; limited telepathy 30 ft.
Gear bandolier with Mk I flash grenades (2) and Mk I stickybomb grenades (2), binder restraints (2), D-suit II with concealed compartments and glamer projector, datapad with telepathic user interface and fake shell countermeasure, disguise kit, holoskin, nanofiber garrote with merciful fusion, personal upgrade Mk I (Charisma), ring of whispers, serum of healing Mk I, spell ampoule (invisibility), static arc pistol with called and secured weapon fusions, wildwise augmentation, 40 credits
Artificial Intelligence (Ex)
Yurull has an exocortex installed in his brain, granting the following abilities:
Combat Tracking – As a move action, Yurull can designate a target for his exocortex to track, allowing him to make attacks against that target as if his base attack bonus were equal to his mechanic level (a +1 bonus on his noted attack bonuses).
Memory Module – Once per day as a reaction, Yurull can reroll a failed skill check to recall knowledge. This ability cannot be used during combat.
Yurull has a custom rig installed as an augmentation in his arm system . This rig counts as an Mk I comm unit and Yurull is always treated as having the appropriate tool for Computers and Engineering checks while using this.
Diplomatic Training (Ex)
In addition to gaining Diplomacy and Culture as class skills, Yurull can use Diplomacy for Intimidate checks to demoralize a creature and Culture for Life Science checks to identify humanoids and monstrous humanoids. When Yurull attempts a Diplomacy check to change a creature’s attitude, the target’s attitude only worsens if he fails the check by 10 or more.
Envoy Improvisations (Ex)
When attempting a Bluff, Disguise or Sense Motive skill check, Yurull may add 1d6+1 to the result as an insight bonus as long as he has at least 1 Resolve Point remaining. (Note: the +3 bonus from Skill Focus (Sense Motive) does not stack with this ability. Only the higher result applies).
Expertise Talent (Ex)
Mechanic Tricks (Ex)
As long as he has access to the local infosphere, it takes Yurull only 10 minutes to attempt a Diplomacy check to gather information and he can take 20 on a skill check to recall knowledge in half the time (typically 1 minute).
Policing is not always as simple as charging in, warrants out, guns blazing. The case is not always cracked by deductions and sleuthing and cutting edge forensic equipment. Sometimes, it requires an officer to become someone else, someone the criminals can trust. That someone is often Yurull Samat. In his many years of undercover work for the Stewards, Yurull has infiltrated gangs, smugglers, corrupt corporations and criminal syndicates, providing critical evidence to bring them down from the inside. Which is why Captain Wun personally recruited him for the PCU. The rest of his team may have the intellect and technical expertise, but no-one does social engineering like Yurull Samat.
Amongst his team, Yurull is often quite cynical and sarcastic, his many years of undercover work weigh on him more than he’d like to admit. It is only amongst those he truly trusts that he is willing to let his guard down and be bitter, be sarcastic but also, be sincere. Otherwise, he keeps his mask up, becoming whoever the situation requires him to be.
Quietly competitive, Yurull has already formed a strong bond with Drabu Hex, one borne of friendly rivalry. The two detectives often exchange jabs and jokes with one another, as well as small sums of money, outcomes of the wagers they make with each other on the current case.
Yurull’s strength lies in his skills, not in a firefight. If he can solve a problem with words or guile, he will. In combat, he focuses more on setting up advantageous situations for his allies and providing support.
That’s all for this week and with Yurull Samat, rounds out the core members of the PCU. But we aren’t done yet.! The next few weeks will also introduce some of the support and ancillary staff of the PCU, including Captain Wun. These ‘extra’ characters provide GMs ready-made NPCs for games using the PCU members as pre-gens and also allow for a more diverse array of challenges and opportunities if your players should encounter the PCU in your own game.