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Looks like I was posting while you posted. Fordon was short so we can count it as an aid to make sure the Navasi one hits.
Naiaj perks up when the two pilots begin to speak.
"Well, if you were in this situation I am more interested in what you would do? The ship engineer should be able to scavenge energy from other systems to surge through the down thrusters before impact to lessen the damage." she says stoically as if reciting from a textbook until Navasi begins to chime in. Her face softens a little as they talk together.
1 Success! Naiaj successes 1/4. The group also finds out she enjoys teams working together which grants larger bonuses.
---
Carousing: Second Half (4 Actions each)
Meme: Actions 3/4
Tolmu: Actions 4/4
Fordon: Actions 3/4
Navasi: Actions 2/4
Guest Influence Levels:
Zo!: Complete.
Royo: 3/4 Scholarly field not tried (Mysticism)
Ykris: 1/4 Mentioned the medical implantation aspect of bio augmentations.
Naiaj: 1/4 Computers, Engineering, Diplomacy.
Iteration-177: 2/4 Likes Starfinder stories (Made up or real) and has an interest in religious artifacts.
Added reminder texts for information gathered.

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Tolmu says to Royo,,,"The biggest problem with relying on tech devices during exploration is that not everything can be detected by the instruments. Some extra-dimensional phenomena cannot be detected by machines. Instead they must be experienced on an instinctual level first hand."
Mysticism: 1d20 + 9 ⇒ (10) + 9 = 19

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Fordon continues to talk to Naiaj and Navasi.
"Yes, I agree. Nobody cares about the ship if they do not have to repair it after combat. As long as they get out of it alive. I took some lessons during my training at the Society. Ship construction and maintenance war more interesting than handling ship weapons."
Engineering: 1d20 + 11 ⇒ (12) + 11 = 23

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Tolmu and Royo.
"Quite true. It isn't only record keeping where technology can fail us! If we must rely on our instincts especially with the esoteric then it too behooves us to consider other aspects of our fields, does it not?" he says to the others in the discussion. The others seem mostly convinced which has Royo show a smile for once as he pulls Tolmu aside.
"Your assistance made getting though their wired skulls much quicker. If the new age of Starfinders are all like you I can't wait to see the reports!" he says clapping the mystic on the shoulder.
Royo Successes: 4/4 Complete.
---
Fordon, Navasi, and Naiaj.
"That is good to hear. The less debris class ships coming back to the Lorespire the better. Definitely bring a gunner with you though. Someone in your group is bound to rile up a pirate." she says nodding.
Naiaj Successes: 2/4.
---
Carousing: Second Half (4 Actions each)
Meme: Actions 3/4
Tolmu: Actions 3/4
Fordon: Actions 2/4
Navasi: Actions 2/4
Guest Influence Levels:
Zo!: Complete.
Royo: Complete.
Ykris: 1/4 Mentioned the medical implantation aspect of bio augmentations.
Naiaj: 2/4 Computers, Diplomacy.
Iteration-177: 2/4 Likes Starfinder stories and has an interest in religious artifacts.

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Meme joins Fordon and Navasi with Naiaj, "While I do not have any experience with an actual ship combat, I feel like it would be very important to try and discuss your issues before getting armaments involved. I mean, we all have the ability to share our thoughts to each other in one way or another and not everyone have ship scale weaponry. Am I right, dude?"
Diplomacy (to avoid combat): 1d20 + 5 ⇒ (7) + 5 = 12

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Meme, Navasi, and Naiaj.
"Certainly one way to put it but might not be so easy in practice." she says unimpressed by the duo.
No Successes. Naiaj Successes: 2/4.
---
Carousing: Second Half (4 Actions each)
Meme: Actions 2/4
Tolmu: Actions 3/4
Fordon: Actions 2/4
Navasi: Actions 1/4
Guest Influence Levels:
Zo!: Complete.
Royo: Complete.
Ykris: 1/4 Mentioned the medical implantation aspect of bio augmentations.
Naiaj: 2/4 Computers, Diplomacy.
Iteration-177: 2/4 Likes Starfinder stories and has an interest in religious artifacts.

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Tolmu politely excuse himself from the conversation and wanders over to Iteration-177...
"I was brought to my attention that you like to here about the various adventures Starfinder members find themselves having. Let me tell you about how I came across this..", as he slightly turns so his right his is more forward while also moving his robe back to display the Membrane Holdout Pistol sitting there. "This came from my visit to the secluded planet, Elytrio. After a wild ride through the ancient automated defenses, we explored the planet finding two subspecies of life. They called themselves, Ghibranis. Though careful negotiations, we Starfinders were able to convince them to reconcile their splintered past and to petition for entry into the Pact Worlds."
Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25
Culture: 1d20 + 6 ⇒ (18) + 6 = 24
Wasn't sure which check to use. Information from #1-03: Yesteryear's Truth.

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Well I would hate to waste those rolls and technically both would work so we can go with you using both. One for the adventure story and one for the Society in general.
Tolmu and Iteration-177.
"Fantastic! Nice to see they let you bring back souvenirs instead of confiscating them all. And your group went the route of diplomacy earning new allies! Let me guess you were the charmer that won them over? Please do tell me more when you have time...I will be visiting quite a bit more often if I can help it." says the android with a firm handshake and a wink.
2 Successes. Iteration-177 Successes 4/4 Complete.
---
Carousing: Second Half (4 Actions each)
Meme: Actions 2/4
Tolmu: Actions 1/4
Fordon: Actions 2/4
Navasi: Actions 1/4
Guest Influence Levels:
Ykris: 1/4 Mentioned the medical implantation aspect of bio augmentations.
Naiaj: 2/4 Computers, Diplomacy.
Iteration-177: Complete.
Zo!: Complete.
Royo: Complete.

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Would Meme be able to try the Diplomacy check again? Maybe Navasi would be better to make the check and Meme could attempt an aid? Otherwise, I'm not sure Meme could contribute to any other check directly.

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Tolmu focuses his attention on Ykris trying to fathom what he may be interested in and/or how the others may sway his interest towards the group...
Sense Motive vs. Ykris: 1d20 + 8 ⇒ (7) + 8 = 15
...then quietly walks by and touches each group member utilizing Mindlink to share this information with each one.

Navasi "The Help" |

Yeah, we can do that Meme.
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
"Well to expand further it always depends on who the opposing group is. Pirates like money so you work out a deal. Others may be more accepting of assistance or promises. And some there is no hope so you look for the quickest out." Navasi says to Naiaj hoping to change her attitude.

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Meme, glad that Navasi stepped in, nods his agreement. "Out on the sphere, you see tons of vids of peoples startin' things up and then being able to cool things down when they find some common ground, ya know. That's gotta work in the cockpit too, I'd imagine."
Diplomacy, to aid: 1d20 + 5 ⇒ (16) + 5 = 21

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Meme, Navasi, Fordon and Naiaj.
As the group begins to form up on Naiaj she smirks.
"That is the team thinking that can get you out of the sticky situations. You should be fine out there having each others backs. And you are right as well. Sometimes a pre-plotted course handles better than the daredevil."
2 Successes. Naiaj Complete.
Tolmu is able hammer down his interests in medicine and life science but he like many others in attendance cares to learn about the Starfinders.
Carousing: Second Half (4 Actions each)
Meme: Actions 1/4
Tolmu: Actions 0/4
Fordon: Actions 1/4
Navasi: Actions 0/4
Guest Influence Levels:
Ykris: 1/4 Life Science, Medicine, Culture (Starfinder Society).
Naiaj: Complete.
Iteration-177: Complete.
Zo!: Complete.
Royo: Complete.

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Meme approaches Ykris and starts talking to it, switching focus between the half-elf host and the thing on its neck, "You know, man, I just joined with the Starfinders, but I was told they can get me pretty much anywhere in and out of the system. With access like that, you can't really get better partners, ya know?"
Culture: 1d20 + 5 ⇒ (17) + 5 = 22

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Ykris entertains the questions but the conversations are cut short as Radaszam gestures for the group to convene on him. Those that are too engrossed in their conversations are tapped on the shoulder by one of his mercenaries.
The Acquisitives leader starts to move leading the group to one of the outside hallways. He waits for the entire group to catch up before speaking. The burly vesk doesn’t mince words.
“We’ve got a situation on our hands. I’ve been following rumors of a somewhat notorious assassin who only recently showed up on Absalom Station. I just heard from one of my contacts that signs point to the First Seeker as the assassin’s next target—and if that’s the case, the assassin will almost certainly make a move tonight. Now here’s the thing. I’ve got enough security here that no one’s really in any danger; and besides, Luwazi’s no stranger to a fight. But it’d look really bad for the Society if someone took at shot at her in front of all these high-ups, you know what I mean?" he pauses looking for the spark of understanding in the fresh recruits.
"On the other hand, if a team of crack Starfinders were to investigate the rumors and unmask the assassin, we’d be able to show that we can still hold our own and add some, oh, let’s say, gravitas to the First Seeker’s announcement tonight. Defeat this assassin in style, impress the investors, make yourselves look good in the process... What do you say?”

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Meme listens to the vesk and nods in agreement, "Sounds kinda fun to me. Where do you want us to get started?" He starts looking around as if he would be able to pick out the assassin in the crowd without any further details.

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"Good! Enterprising individual ready for anything. I sent the information to your devices but what we know so far is this individual is not an easy person to find, unsurprisingly. Triloteya has been operating out of a seedy engineering bay in the Sparks. The address is included in your packet and I am hoping you can quickly find some evidence to nail down our target. Don't worry about things here...I will see to them till you return." Radaszam says answering the question before turning to a storage chest next to him. He kicks it open revealing some presents.
Contents:
2x Screamer Grenades I
1x Tactical Arc Emitter
1x Business Stationwear Armor
1600 Credits
"Elsebo said you did damn good in there shmoozing up to the guests. Gifts are from her...I would make ya pay at least a little." the vesk says with a smirk.
Feel free to ask more questions or let me know if you want to make any stops before heading to the location in the Sparks.

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"Is there a preference to what condition the assassin is in when we bring them in? I only ask because I assume the assassin will not be coming in willingly."

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Just now realizing that his first time out as a Starfinder could end up his last, if he could not cut it, Meme swallows deeply as he awaits an answer from the vesk captain. I am sure I can figure out what to do, but not sure what I will do if the time comes that I need to kill a man. What would my fans think if I did?

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"Alive is always better in the eyes of the public especially if new agents were to succesfully foil an assassination attempt on an evening such as this but in reality...do what needs to be done but leave enough for identification." Radaszam says clearly not worried about the condition of the assassin.

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Is everyone doing alright? Going to move us forward and send out PMs. Any other questions can be asked and I will answer them in the next post.
The group looks up the quickest route to their destination on AbadarMaps which has them taking a series of long lifts traversing the Spike. The trip takes nearly 15-minutes the group can use to check the infosphere (Computers or Culture) on their target or rest.
The exterior becomes increasingly industrial as they arrive in the rough-and-tumble neighborhood of the Sparks. The air is bitter with tang of metalworks, sharp chemicals, and the stale odor of the many creatures crammed in the small space. The maze of corridors are lit with stark LED light strips on the short 10 foot ceilings and the clang of machinery echoes constantly making it troublesome to hold meaningful conversation. Most residents pay no mind to the Starfinders as they move towards the hangar.
They arrive at the hangar bay to be greeted with stained plastic doors flanked by keypads similar to the dozens lining the grimy hallway. A glaring LED lighting strip illuminates the address code imprinted along the doorframe. Every few seconds, this light, along with all the others along the corridor, flickers briefly. Though the sounds of industry still echo through the corridors, this section clearly sees less traffic and is currently devoid of passersby.
You have arrived. Let me know what you want to do next. Map will be up in slides.

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Tolmu casts Token Spell to illuminate his staff in case the lights go out completely. He grips the staff tightly and whispers..."Ready to go in. After the rest of you, of course."

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Looking at the doors, Meme realizes he is quite ill-equiped to get them into the hangar. "Anyone have the keycode to get in?" He looks around to try and figure out their general surroundings.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11

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Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
The group takes a look around the hallways but there seems to be no other way in except through the doors which are locked.

Navasi "The Help" |

Computers: 1d20 + 6 ⇒ (1) + 6 = 7
Culture: 1d20 + 6 ⇒ (16) + 6 = 22
Navasi is unable to pull up anything about the supposed hideout during their trip on the elevators but she does find criminal records of Triloteya spanning many years with bounties in many sectors of space. None of the bounties include an image.
---
"Nothing, huh? Well let me sit down with the touchpad for a minute and let's see if we can get it to cooperate." Navasi says pulling out a kit which she plugs into the touchpad.
Computers (Hack): 1d20 + 6 ⇒ (1) + 6 = 7

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The lights flicker out a bit longer than usual as the keypad turns red and begins to hum...then a burst of electricity shoots through the ground she was standing on.
Electricity Damage (Reflex 13 for 1/2): 4d6 ⇒ (6, 3, 6, 3) = 18

Navasi "The Help" |

Reflex: 1d20 + 4 ⇒ (5) + 4 = 9
Unable to move quick enough the elctiricy courses through Navasi as she falls back convulsing for a moment before falling unconscious.
Unconscious and Dying.
Spend 1 RP to stabilize.

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Save your point for SP. You do have a Mystic in the group.
"By the Goddess!!" calls out Tolmu as he steps forward. "Blessed Goddess, Sarenrae, please hear your servants plea and heal his companion."
Healing Channel(Su) vs. Navasi: 2d8 ⇒ (7, 4) = 11

Navasi "The Help" |

Navasi stirs back to consciousness as Tolmu's healing energy washes over her.
"Thanks...I thought I made my final mistake. This one is obviously trapped...think we can disable it before it charges up again, Fordon? Then we can give hacking through that door another go." she says catching her breath.

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Botting Fordon.
Engineering (Disable): 1d20 + 11 ⇒ (15) + 11 = 26
Engineering (Salvage): 1d20 + 11 ⇒ (11) + 11 = 22
With little difficulty Fordon and Navasi are able to disable the shock plates. Without the threat of being electrocuted they are able to hack the door in due time allowing access to the room while also taking some of the components for their use later.
With a flicker of the lights the automatic doors slowly slide into the walls to reveal the cramped engineering bay filled with rusted crates and plastic barrels. Scattered about the floor are discarded Ready-2-Eat Chili-mac packets, Lychee-flavored beverage pouches, and packing materials. On the south wall is a recess stacked with rubber mats as a makeshift bed with a high-quality industrial backpack resting on them. Along the northern wall hanging ragged wires constantly shower the area in sparks when the lights flicker.
Perception Meme: 1d20 + 3 ⇒ (4) + 3 = 7
Perception Fordon: 1d20 + 4 ⇒ (3) + 4 = 7
Perception Navasi: 1d20 + 4 ⇒ (12) + 4 = 16
Perception Tolmu: 1d20 + 8 ⇒ (18) + 8 = 26
Perception 1: 1d20 + 12 ⇒ (12) + 12 = 24
Perception 2: 1d20 + 12 ⇒ (12) + 12 = 24
Initiative Meme: 1d20 ⇒ 9
Initiative Fordon: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Navasi: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative Tolmu: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative 1: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative 2: 1d20 + 4 ⇒ (13) + 4 = 17
Tolmu is able to spot two wormlike creatures writhing around the dangling cables giving him a moment to react before they strike out.
Tolmu can make a move or standard action in surprise round.
---
Combat Round 1: Bold may act.
Navasi
Tolmu (Gets a Standard or Move action before combat in Surprise Round)
---
Enemy Red
Enemy Blue
---
Meme
Fordon
Active Conditions:
Life Science: To Identify

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Tolmu recalls that the creatures are Electrovores native to Velorr. The creatures gain sustenance by feeding off electrical currents which it can use to create a powerful burst of electricity around it. The shock can leave its enemies staggered if they aren't quick enough to get out of the way.
Special Ability: Electrical Discharge does electricity damage and staggers creatures within 10 feet. Reflex can half the damage and stop the stagger. It can use this ability multiple times.

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Nope, the Recall Knowledge isn't an action as far as I know. Still have you Move or Standard then your full first round.

Navasi "The Help" |

Navasi cringes at the news from Tolmu.
"So we need to keep them at a distance? Let's open fire then starting with that red scaled one!"
Get'em: +1 Morale on attacks till my next turn against red.
Azimuth Laser Pistol: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
T-Shirt Reroll.
Azimuth Laser Pistol: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Damage: 1d4 ⇒ 3

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Navasi barely clips the electrovore with the blast from her pistol. It screeches in pain as its skin begins to cook, the smell of burnt flesh wafting through the air.
---
Combat Round 1: Bold may act.
Navasi
Tolmu
---
Red Electrovore (-3)
Blue Electrovore
---
Meme
Fordon
Active Conditions:
Life Science: To Identify
Get'em: +1 to Attack on Red.

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Tolmu tries to take carefull aim at the target Navasi fired at...
Membrane Holdout Pistol vs. Red: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
possible Fire/Holy damage vs. Red: 1d6 ⇒ 5
Tolmu has the following feats: Divine Blessing(Sarenrae): first fire effect each round does 1/2 fire and 1/2 holy. and Mystic Strike: Your melee and ranged attacks count as magic for the purposes of bypassing damage reduction and other situations, such as attacking incorporeal creatures.

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The electrovore hisses in pain as the burning continues from the well placed shot of Tolmu.
In retaliation the two disconnect from the wires and dart towards the group while gathering energy. Once they get close they both radiate a burst of electricity.
Electrical Discharge Damage (Blue): 1d6 + 2 ⇒ (5) + 2 = 7
Electrical Discharge Damage (Red): 1d6 + 2 ⇒ (1) + 2 = 3
Everyone must make 2 (DC 13) Reflex Saves or suffer the listed full damage and be Staggered for 1 round. Succeeding halves the damage (3 and 1) and stops the Staggered effect.
---
Combat Round 1: Bold may act.
Navasi
Tolmu
---
Red Electrovore (-8)
Blue Electrovore
---
Meme
Fordon
Active Conditions:
Get'em: +1 to Attack on Red.
Everyone: 2x Reflex Save (DC 13).

Navasi "The Help" |

Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
Navasi dodges out of most arcs of lightning but can't avoid the huge burst completely.
Half damage for 4 Damage.

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Reflex DC13: 1d20 + 2 ⇒ (5) + 2 = 7
Reflex DC13: 1d20 + 2 ⇒ (16) + 2 = 18
8 E damage and staggered: 1 round. Gain 1 EP.
Meme jogs to the wrong side and takes the majority of the damage. He shakes his head as the electricity courses through him. "Dudes, totally not cool." He swings out at the flying thing next to him.
Gain 1 EP (2 total)
Entropic Strike vs EAC(blue): 1d20 + 4 ⇒ (7) + 4 = 11
A damage: 1d3 + 2 ⇒ (3) + 2 = 5

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Crap...saves not a strong point here.
Reflex save vs. DC=13: 1d20 + 1 ⇒ (10) + 1 = 11
Reflex save vs. DC=13: 1d20 + 1 ⇒ (15) + 1 = 16
So 7 from the first. I still get Staggered, right?

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Tolmu: Yeah, you will be staggered for 1 round due to one of the blasts catching ya.
Meme strikes out but the wriggling creature moves just barely out of the way. The fins running along it bristle with electricity as it hisses at him.
---
Combat Round 1: Bold may act.
Navasi
Tolmu (Staggered 1 Round) (-8)
---
Red Electrovore (-8)
Blue Electrovore
---
Meme (-8)
Fordon
Active Conditions:
Get'em: +1 to Attack on Red.
Fordon: 2x Reflex Save (DC 13).

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Botting Fordon.
Off-Turn.
Dive For Cover on first burst.
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
4 Damage.
The ysoki drops to the ground and rolls away from most of the blast before hopping back up.
On-Turn.
Swift Action: Moxie to Stand Up.
Azimuth Laser Pistol: 1d20 + 2 - 4 + 1 ⇒ (1) + 2 - 4 + 1 = 0
Damage (F): 1d4 ⇒ 1
Azimuth Laser Pistol: 1d20 + 2 - 4 + 1 ⇒ (16) + 2 - 4 + 1 = 15
Damage (F): 1d4 ⇒ 4
One on his feet he fires off two quick shots from his pistol. The first goes straight into the ceiling passing an inch from Meme's ear but the other strikes the red electrovore in the jaw with a sizzle.
---
Combat Round 2: Bold may act.
Navasi (-4)
Tolmu (Staggered 1 Round) (-8)
---
Red Electrovore (-12)
Blue Electrovore
---
Meme (-8)
Fordon (-4)
Active Conditions:
Get'em: +1 to Attack on Red.

Navasi "The Help" |

"This one is hurting let's finish it off." she calls to the group to coordinate attacks.
Move Action: Get'em on Red: +1 to attacks against it till next turn.
Frag Grenade: 1d20 + 2 ⇒ (8) + 2 = 10
She then tosses a grenade past the creatures hoping to catch both in the blast. The grenade explodes into a wave of shrapnel that envelops both electrovores.
Damage (P)(Red): 1d6 ⇒ 3
Damage (P)(Blue): 1d6 ⇒ 3

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Reflex (Red): 1d20 + 7 ⇒ (5) + 7 = 12
Reflex (Blue): 1d20 + 7 ⇒ (7) + 7 = 14
Both creatures are able to wriggle away from most of the larger debris only taking minimal damage.
---
Combat Round 2: Bold may act.
Navasi (-4)
Tolmu (Staggered 1 Round) (-8)
---
Red Electrovore (-13)
Blue Electrovore (-1)
---
Meme (-8)
Fordon (-4)
Active Conditions:
Get'em: +1 to Attack on Red.

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Tolmu takes aim at one of the creatures...
Membrane Holdout Pistol vs. Red: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
possible (1/2 Fire and 1/2 Holy) vs. Red: 1d6 ⇒ 5