![]() About Dreamer of the Host 128-B2:
JINSUL STATION ZEALOTS (3) CR 4 CE Medium monstrous humanoid Init +1; Senses darkvision 60 ft.; Perception +10 DEFENSE HP 50 EACH EAC 16; KAC 18 Fort +6; Ref +8; Will +5 Defensive Abilities unflankable, unshakable belief OFFENSE Speed 40 ft. [dice= Melee bite v KAC, ]1d20 +13 [/dice] ... [dice= damage]1d6+9 [/dice] P) or [dice= leg blades v KAC, ]1d20 +13 [/dice] ... [dice= damage]1d6+9 [/dice] P; critical 1d6 bleed) [dice= Ranged caliginous shadow pistol v EAC, ]1d20 +10 [/dice] ... [dice= damage]1d4+4 [/dice] C; critical blind) TACTICS During Combat The zealots prefer to lash out with their leg blades against does, and only use their pistols if they cannot move into melee range. They make full attack actions whenever able, preferring to unleash multiple attacks rather than single strikes. Morale completely devoted to their priest, the station zealots fight to the death. STATISTICS Str +5; Dex +1; Con +3; Int +0; Wis +0; Cha +0 Skills Acrobatics +10, Athletics +15, Bluff + 15, Mysticism +10 Languages Jinsul Other Abilities powerful leap Gear basic lashunta tempweave, caliginous shadow pistolAR with 1 high-capacity battery (40 charges) SPECIAL ABILITIES Powerful Leap (Ex) A jinsul treats any Athletics check to jump as if it had a running start. Unshakable Belief (Ex) Whenever a jinsul station zealot is the target of a trick attack, the jinsul can roll a Bluff or Sense Motive check in response. If the jinsul’s result equals or exceeds that of the trick attack skill roll, the trick attack is unsuccessful. If the jinsul’s check exceeds the trick attack check by 5 or more, the creature performing the trick attack gains the off-target condition until the end of their next turn. [dice= BLuff unshakeable v trick attack roll] 1d20+15 [/dice] JINSUL BASE COMMANDER CR 9
Haste Circuit (Magic)
All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste counters and negates slow You can activate or deactivate your armor’s force field as a standard action. Once active, the device generates an invisible force field around you (a force effect), including all your worn and carried items. The force field blocks solids and liquids but not gases or light (including laser beams). You can breathe while the field is active, but you can’t eat or drink. While a force field is active, it provides you with a number of temporary Hit Points depending on the force field’s power. A force field has fast healing, meaning that it regains temporary Hit Points at a fixed rate each round at the end of your turn, up to its normal maximum. If the force field’s temporary Hit Points are reduced to 0, it is inactive until the end of your next turn, when its fast healing restores some of its Hit Points. The charge capacity, amount of temporary Hit Points granted, and rate of fast healing vary according to the force field’s color code. A force field has a usage of 1 charge per round. Color Capacity Temp HP Fast Healing Fortification
128-J3:
SUBTIER 7–8 (CR 8) JINSUL NAVIGATION DEFENSE ROBOTS (2) CR 6 CN Medium construct (technological) Init +3; Senses darkvision 60 ft., low-light vision; Perception +18 DEFENSE HP 90 EACH EAC 18; KAC 20 Fort +6; Ref +6; Will +3 Defensive Abilities integrated weapons; Immunities construct immunities Constructs are immune to the following effects, unless the effect specifies that it works against constructs. Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stun. Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage. Any effect that requires a Fortitude save (unless the effect works on objects or is harmless). OFFENSE Speed 30 ft., climb 20 ft. [dice= pincer v KAC] 1d20 + 17 [/dice] ... [dice= damage] 1d6+11 [/dice] (P, critical -- biobot injection) [dice= integrated LFD blindmark rifle] 1d20 +14 [/dice] ... [dice= damage] 2d8+6 [/dice] ( So) Offensive Abilities biobot injection, create darkness TACTICS During Combat The robots attempt to incapacitate all PCs and inject them with biobots. STATISTICS Str +5; Dex +3; Con —; Int —; Wis +2; Cha +0 Skills Acrobatics +13, Athletics +13 Languages Jinsul Other Abilities mindless, unliving Gear LFD blindmark rifleAR with 2 highcapacity batteries (40 charges each) SPECIAL ABILITIES Biobot Injection (Sp) When a jinsul navigation defense robot scores a critical hit against a living creature with its biobot injection attack, the robot successfully implants jinsul nanobots into the target that begin to create a mystical connection to the jinsul base commander in area B2. Following successful injection, creatures have a 20% chance of gaining the confused condition for 1 round if the base commander speaks to them in Jinsul. The nanobots can be removed with a successful DC 25 Medicine check; otherwise they dissolve in the bloodstream after 24 hours. Integrated Weapons (Ex) The robot’s weapons are integrated into its frame and can’t be disarmed. 128-J1:
VETERAN TORPEDO TECHNICIANS (2) CR 7 Jinsul mechanic CE Medium monstrous humanoid Init +4; Senses Darkvision 60 ft; Perception +16 DEFENSE HP 100 EACH EAC 19; KAC 20 Fort +8; Ref +10; Will +10 Defensive Abilities unflankable; Resistances cold 5, fire 5 OFFENSE Speed 40 ft. [dice= Melee industrial welder v EAC] 1d20 +16 [/dice] ... [dice= damage]2d4+7[/dice] E & F) or [dice= bite v KAC]1d20 +16[/dice] ... [dice= damage]1d6+7 P [/dice] or [dice= leg blades v KAC]1d20 +16[/dice] ... [dice= damage]2d4+7[/dice] P; critical bleed 2d4) [dice= Ranged red star plasma pistol v EAC] 1d20 +14[/dice] ... [dice= damage]1d8+7 [/dice] E&F; critical burn 1d8) Offensive Abilities overload (DC 17), target tracking TACTICS Use the tactics from Subtier 5–6. STATISTICS Str +0; Dex +4; Con +2; Int +5; Wis +0; Cha +0 Skills Acrobatics +19, Athletics +16, Computers +19, Engineering +19, Life Science +19, Medicine +16, Physical Science +16, Stealth +16 Languages Jinsul Other Abilities artificial intelligence (exocortex), expert rig, mechanic tricks (overcharge, neural shunt), miracle worker (1/day), powerful leap, remote hack (DC 15), wireless hack Gear preserver’s mantle IIAR (mk 1 thermal capacitor), industrial welderAR with 1 battery (20 charges), red star plasma pistol with 1 battery (20 charges), comm unit (system-wide) SPECIAL ABILITIES Powerful Leap (Ex) See Subtier 5–6. [spoiler= D beast]
Use the vehicle chase rules (Starfinder Core Rulebook 282–
2. Dunes Altered Movement: Deep sand (–2 to Piloting) 3. Stone monoliths Altered Attacks: Rock spires (cover); New Trick: Topple rocks (Piloting or ranged attack roll, New Active Hazard: –2 to Piloting and must evade or vehicle takes 5d8 damage). 4. Giant Anthill Active Hazard: Defensive ants (must evade or vehicle takes 5d8 damage); New Trick: Bolting ants (–4 to Piloting) 5. Ramps Split Routes: Jump across a ravine (Piloting DC 20 + item level or vehicle takes 5d8 damage; hardness applies), go around (–4 to Piloting checks to keep pace or speed up) 6.Salt flats Altered Movement: Good grip (+4 to Piloting). 7. Sandstorm Altered Attacks: Sandstorm (concealment). 8.Canyon Altered Movement: Narrow canyon (–2 to Piloting); Active Hazard: Falling rocks (must evade or vehicle takes 5d8 damage). Stuff:
SAND SLITHERER CR 9 N Gargantuan magical beast Init +4; Senses darkvision 60 ft., low-light vision; Perception +17 DEFENSE HP 145 EAC 21; KAC 22 Fort +13; Ref +13; Will +8 (+12 vs. mind-affecting effects) OFFENSE Speed 50 ft. Melee bite +22 (3d6+10 P plus swallow whole) Space 20 ft.; Reach 15 ft.
Scout Missions:
MAXILLASAUR CR 7 21609549 N Large animal Init +2; Senses low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +11; Ref +11; Will +6 OFFENSE Speed 50 ft. Melee bite +17 (2d10+12 P plus swallow whole) Space 10 ft.; Reach 10 ft. Offensive Abilities intimidating roar, swallow whole (2d10+12 A, EAC 19, KAC 17, 26 HP) STATISTICS Str +5; Dex +2; Con +4; Int –4; Wis +1; Cha +1 Skills Athletics +19, Intimidate +19 SPECIAL ABILITIES Intimidating Roar (Ex) As a standard action, a maxillasaur can bellow ferociously, causing all enemies within 60 feet to become shaken for 1d4+1 rounds (Will DC 15 negates). This is a mind-affecting, sense dependent fear effect. Spoiler:
1. Starfinders have recovered a signal beacon from a steamy swamp on Agillae-2. Our analysis of the data indicates there is a large group of survivors on another planet in the same system, and we will soon be ready to commence the evacuation mission.
2. Our agents explored a starship graveyard on Agillae-5, where they found many more of our comrades kept comatose in stasis chambers. Our scientists are studying the strange technology so we can decide how to safely release them. 3. Our comrades investigated the derelict starship Aeon Horizon and recovered mission data and logs from the ship. The logs indicate that there may be a large number of Starfinders on a barren moon orbiting the ice giant Bastiar-8. 4. We sent our scouts to investigate derelicts in the ice rings of Bastiar-7. Those agents discovered that a few Starfinder ships escaped the fate of our other ships in the area. We are now determining the current locations of these ships so we can start a mission to evacuate the survivors. 5. Starfinders have penetrated the defenses of an ancient automated city on Callion-2. They discovered that a group of Starfinders visited the city a year ago, trying to find a way to help other Starfinders stuck on the desert planet of Callion-1. We’ll begin moving resources to Callion-1 immediately. Graveyard:
Shortly after the PCs begin their descent
to the planet’s surface, an insidious virus infects their landing craft via Starfinder communication channels, easily bypassing firewalls and other defenses. The virus hijacks all systems and starts running a simulation of a gravitational anomaly that results in the ship crashing on the planet’s surface unless the PCs can intervene to stop it. The virus uses the ship’s own systems to create false data and to play messages captured from ships that crashed on the planet in the past. Viral Phases: The viral simulation progresses through the steps listed below. During each step, each PC can attempt one of the skill checks listed in that phase. Everything happens so fast that the PCs must decide who attempts which skill check or aid another check prior to rolling. For each skill check that the PCs succeed at, the PCs increase their total number of successes by one. Multiple PCs succeeding at the same check do not increase this total. These successes represent the PCs fixing a problem affecting the ship’s maneuverability or accurately anticipating what’s happening next, giving them more time to react. The total number of successes determines how much damage the PCs take when the ship lands, as detailed in the Development section. Communication Request: The PCs receive a message from one Venture-Captain Whiskan. If the PCs accept the communication request, they hear a distressed voice warning them about gravitational anomalies and asking them to turn back. A PC who succeeds at a Hard Sense Motive check realizes the message seems overly familiar in tone, as if it had been sent to someone whom the venture-captain knew well. A PC who succeeds at a Hard Computers check notices that the metadata of the message indicates it was sent 9 months ago. A PC who succeeds at a Hard Culture check recognizes Venture-Captain Whiskan as a senior Starfinder who was lost during the original Scoured Stars incident. Sensor Readings: The ship’s sensors indicate nearby gravitational anomalies, and the ship starts gently shaking. A PC succeeding at an Average Computers or Physical Science check realizes the sensor scan data must be false and can calculate more accurate navigational information; in this case, successful checks with the two skills count as separate successes. A PC succeeding at a Hard Perception check notices the shaking doesn’t feel natural; it’s as if the ship’s own engines were creating the effect. Loss of Controls: The ship starts shaking uncontrollably and barely
Starfinders:
STARFINDER OPERATIVE CR 5
bluethorn:
BLUETHORN RAVAGER N Huge plant Init +4; Senses blindsense (vibration) 60 ft., low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +11; Ref +9; Will +6 Defensive Abilities regeneration 5 (cold); Immunities plant immunities OFFENSE Speed 30 ft. Melee slam +17 (2d6+12 B & P) Space 15 ft.; Reach 10 ft. Offensive Abilities trample (2d6+12 B & P, DC 15) STATISTICS Str +5; Dex +4; Con +1; Int –4; Wis +2; Cha –2 Skills Acrobatics +14, Athletics +14, Survival +19 Refugee crowd moves 30 feet per round at initiative count 0. The first group starts moving immediately, while the second group starts moving on the following round. Each group takes up a 10-by-10-foot area. Once both groups have made it safely past the map’s left edge, the PCs can also withdraw without defeating the remaining creatures. A group of survivors has EAC 10, KAC 10, and a +0 bonus to all saves. Each crowd has 50 HP
elemental:
Init +3; Senses darkvision 60 ft.; Perception +16 DEFENSE HP 70 EAC 17; KAC 19 Fort +7; Ref +9; Will +6; +4 vs. fear Defensive Abilities unflankable OFFENSE Speed 40 ft. Melee bite +12 (1d4+10 P) or leg blades +12 (1d6+10 S; critical bleed 1d8) Ranged red star plasma rifle +15 (1d10+5 E & F; critical burn 1d4) or cryo grenade I +15 (explode [10 ft., 1d8 C plus staggered, DC 13) STATISTICS Str +5; Dex +3; Con +2; Int +0; Wis +1; Cha +0 Skills Athletics +11, Piloting +11, Survival +11 Languages Jinsul Other Abilities powerful leap Gear leader caste armor (as freebooter armor II), red star plasma rifle with 2 high-capacity batteries (40 charges each), cryo grenade I SPECIAL ABILITIES Powerful Leap A jinsul treats any Athletics check to jump as if it had a running start. J2:
JINSUL TERMINATOR CR 3 CE Medium monstrous humanoid Init +2; Senses darkvision 60 ft.; Perception +13 DEFENSE HP 40 EAC 15; KAC 17 Fort +5; Ref +7; Will +4; +4 vs. fear Defensive Abilities unflankable OFFENSE Speed 40 ft. Melee bite +9 (1d4+3 P) or leg blades +9 (1d6+7 S; critical bleed 1d6) Ranged ifrit-class flamethrower +12 (1d6 F; critical burn 1d6) STATISTICS Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha –1 Skills Athletics +8, Piloting +8, Survival +8 Languages Jinsul Other Abilities powerful leap Gear warrior caste armor (as freebooter armor I), ifrit-class flamethrower with 20 petrol SPECIAL ABILITIES Powerful Leap A jinsul treats any Athletics check to jump as if it had a running start. DARK APPRENTICE CR 4 Jinsul solarian
JINSUL CHAMPION CR 7 Jinsul soldier (divine champion)
JINSUL ASSAULT LEADER CR 5 CE Medium monstrous humanoid
STATISTICS
DARK ASCENDANT CR 8 Jinsul solarian
Navasi:
Navasi:
Female human outlaw envoy 8 CG Medium humanoid (human) LEVEL 8 Init +4; Senses darkvision 60 ft.; Perception +12 DEFENSE SP 48 HP 52 RP 8 EAC 22; KAC 23 Fort +3; Ref +10; Will +9 Defensive Abilities watch out OFFENSE Speed 30 ft., fly 30 ft. (jump jets, average) [dice= buzzblade dueling sword v KAC] 1d20 +7 [/dice] ... [dice= damage] 2d6+8 [/dice] S; powered) [dice= red star plasma pistol v EAC] 1d20 +10 [/dice] ... [dice= damage] 1d8+4 [/dice] E & F; critical burn 1d8; 20 ft. line, unwieldy) Ref DC 17 [dice= anarchic frostbite-class zero pistol +10 [/dice] ... [dice= damage] 1d6+4 [/dice] C; critical staggered [DC 16]) or [dice= smoke grenade v DC5] 1d20 +3 [/dice] ... (explode [20 ft., smoke cloud 1 minute]) [dice= stickybomb grenade I v DC5] 1d20 +3 [/dice] ... (explode [10 ft., entangled 2d4 rounds, DC 14]) Offensive Abilities improved get ’em STATISTICS Str 10 (+0); Dex 18 (+4); Con 11 (+0); Int 16 (+3); Wis 12 (+1); Cha 16 (+3) Skills Acrobatics +15, Athletics +11, Bluff +14, Computers +14 (8 ranks), Culture +14, Diplomacy +14, Medicine +14, Perception +12, Piloting +15 (8 ranks), Sense Motive +12, Sleight of Hand + 16, Stealth +15; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld) Feats Diversion, Fast Talk, Improved Feint, Iron Will, Unfriendly Fire Languages Akitonian, Aklo, Azlanti, Brethedan, Castrovelian, Common, Eoxian, Kasatha, Shirren, Triaxian, Vercite, Vesk, Ysoki Other Abilities convincing liar, cultural savant, expertise, heads up, inspiring boost, legal corruption Combat Gear mk 1 serums of healing (2), smoke grenades (2), stickybomb grenades I (2), medpatch; Other Gear d-suit II (upgrades: infrared sensors, jump jets), anarchic frostbiteclass zero pistol with 1 battery (20 charges), buzzblade dueling sword with 1 battery (20 charges), red star plasma pistol with 1 battery (20 charges), mk 1 ring of resistance, basic medkit, computer (tier 2, artificial personality, miniaturization ×2, self-charging), everyday clothing, field rations (1 week), flashlight, hygiene kit, personal comm unit, toolkit (hacking), credstick (303 credits); Augmentations mk 1 synaptic accelerators (Dexterity) SPECIAL ABILITIES Convincing Liar (Ex) When Navasi attempts a Bluff check, she can choose to not add her expertise die until after she sees the result of her d20. Once she sees the result of her d20, she can either roll and add her expertise die normally or reroll the d20 and take the better of the two d20 results (but not add her expertise die). Cultural Savant (Ex) As long as time permits, Navasi can take 20 on Culture checks to recall knowledge even if she doesn’t have access to a means of research. Darkvision Navasi can see up to 60 feet in total darkness. Diversion When Navasi successfully uses Bluff to create a distraction, she can allow an ally to attempt a Stealth check to hide (instead of attempting to hide herself). She can allow multiple allies to use Stealth to hide, but she takes a –5 penalty to her Bluff check for every ally after the first, and on a failed check, no ally can attempt to hide. Expertise (Ex) As long as Navasi has at least 1 Resolve Point remaining, when she attempts a Bluff, Diplomacy, or Sense Motive check, she can roll 1d6+1 and add it to the result as an insight bonus. Fast Talk If Navasi is conversing with a creature prior to the beginning of combat, and she is aware of the beginning of combat and does not begin the combat herself, she can spend 1 Resolve Point to attempt a Bluff check (DC = either 15 + target’s Perception skill bonus or 20 + 1-1/2 × the target’s CR, whichever is higher). On a success, the creature is considered unaware at the beginning of the combat (allowing Navasi and other aware creatures to act in a surprise round before the first full round of combat). Heads Up (Ex) When Navasi succeeds at a Perception check, she can signal an ally within 60 feet as a reaction so that ally can act as if he also succeeded at the Perception check. Improved Get ’Em (Ex) As a standard action, Navasi can make an attack against a foe, or as a move action she can select one foe within 60 feet. She must be able to see or hear the foe, and the foe must be able to see or hear her. Navasi and her allies gain a +2 morale bonus to attack rolls against that foe until the end of her next turn. She can spend 1 Resolve Point to instead add this bonus to attacks against all foes within 60 feet. Improved Feint As a move action, Navasi can attempt a Bluff check against a single opponent (DC = either 10 + her opponent’s total Sense Motive skill bonus or 15 + 1-1/2 × the opponent’s CR, whichever is greater) to cause that opponent to be flat-footed for the next attack she makes against it before the end of her next turn. Inspiring Boost (Ex) As a standard action, Navasi can signal an ally who has taken damage since Navasi’s last turn. The ally must be able to see and hear her and be within 30 feet. The ally gains 19 Stamina Points, up to the ally’s normal maximum. She cannot target that ally with this ability again until the ally takes a 10-minute rest to regain Stamina Points. Legal Corruption Navasi needs to pay only 2 Fame when using the Basic Purchasing Plan boon to reduce her Infamy score (down from 4). Unfriendly Fire When a foe misses Navasi with a ranged attack and she is adjacent to a different target, she can attempt a Bluff check (DC = either 10 + her attacker’s total Sense Motive skill bonus or 15 + 1-1/2 × the attacker’s CR, whichever is greater) as a reaction to force the attacker to reroll the attack against the adjacent target. This feat can’t be used on any creature that has seen her use it previously. Watch Out (Ex) When a foe makes a ranged attack against an ally within 60 feet of Navasi, she can warn the ally as a reaction. The ally can use a reaction to gain a +4 bonus to AC against that single attack and then falls prone. GEAR DESCRIPTIONS Anarchic Frostbite-Class Zero Pistol This chaos-aligned magic weapon can be fired 20 times before its battery needs to be recharged or replaced. It bypasses the energy resistance of lawful outsiders and dragons. Basic Medkit This basic medkit allows Navasi to attempt DC 25 Medicine checks to treat deadly wounds. Buzzblade Dueling Sword Navasi can activate this sword 20 times (for up to 1 minute at a time) before its battery must be recharged or replaced. Computer, Tier 2 This computer has the artificial personality, miniaturization to L bulk, and self-charging upgrades. It can receive commands and give information verbally. The computer’s artificial personality is advanced enough to attempt Bluff, Diplomacy, Intimidate, and Sense Motive checks with a +4 bonus. D-Suit II While wearing this armor, Navasi can close its environmental seals and survive in a vacuum for up to 7 days. Its infrared sensors upgrade gives Navasi darkvision with a range of 60 feet. Its jump jets allow LEVEL 8 Navasi to fly up to 30 feet (or 20 feet straight up) as a move action. Navasi can do this 10 times before the jump jets’ battery must be recharged or replaced. Flashlight Navasi’s flashlight increases the light level by one step in a 20-foot cone. It can be used for 10 hours before its battery needs to be recharged or replaced. Medpatch Navasi can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat poison task. Mk 1 Serum of Healing Drinking this serum restores 1d8 HP. Mk 1 Synaptic Accelerators These implants give Navasi an additional +2 to her Dexterity score (already included in her statistics above). Red Star Plasma Pistol This weapon attacks all targets in a 20-foot line. Make a single attack roll, and compare it to the EAC of each target. Roll damage only once; each target takes that amount. It can be fired five times before its battery needs to be recharged or replaced. Smoke Grenade This creates a 20-foot radius of smoke that lasts 1 minute. Stickybomb Grenade I Any creature hit by this grenade that fails a DC 14 Reflex save gains the entangled condition until it escapes as a move action with a successful DC 15 Acrobatics or DC 20 Strength check or until 2d4 rounds pass. Born into a wealthy family on Absalom Station, the envoy who calls herself Navasi eschewed glitzy playdates and family soirees in favor of zipping through Absalom Station’s streets with her best friends, the children of the household employees. As she befriended more stationers of less privilege, Navasi’s irritation with her plutocratic parents turned to disgust. She began to dream of a fairy-tale life in which she could steal the affluent’s unearned wealth and give it to those in need. On her eighteenth birthday, she stowed away on a ship bound for the Diaspora. Navasi arrived on Broken Rock and quickly signed up as a “procurement specialist” with a contracting firm called the Sixth Finger—little more than a starfaring thieves’ guild—ready to use her new position to steal from exploitative corporations and be a hero to those in need. The reality of life in a pirate enclave hit her like a meteorite. Out of money, too stubborn to return home, Navasi found she no longer had a choice in which jobs she took. Under the guildrunners’ threats, she roughed up innocents, stole from the poor, and worse. Though she never lost her egalitarian beliefs, she hardly recognized the naive idealist she’d once been. She quickly gained a reputation as the best fast-talker around. Navasi found that the wealth from her scores brought little joy without friends to share it with, and she recruited secretly softhearted rogues to her crews. Yet it was in one particular woman that Navasi truly found herself again. Purple-haired and tattooed, the newcomer bucked the pirates’ authority and operated alone, pulling the sorts of righteous jobs Navasi had dreamed of. She was the most exciting woman Navasi had ever met, and the two became inseparable. That all came crashing down the day the Sixth Finger arranged to knock over a medship full of supplies bound for Absalom Station. To the gang’s leaders, the ship’s missionaiding refugees of a war-torn star system—was inconsequential. Navasi’s objections were overruled. It was the final straw. Together, Navasi and her partner formulated a plan, alerting the medship to the heist and sabotaging the gang’s starfighters. It did not go unnoticed. In the ensuing ambush, Navasi and her partner were pinned down, their backs to the sole spaceworthy ship—a single-seat fighter with only enough life support for one of them. Navasi prepared to go out in a blaze of glory—only to have her partner shove her into the cockpit and slam the canopy. As Navasi scrabbled with the latch, the other woman pulled the pins on her grenades and sprinted straight at their ambushers. The wealthy scion of Absalom Station died that day, as did the pirate she’d become. As she made her way back to Absalom Station, knowing that neither the Sixth Finger nor her spurned family would ever stop looking for her, she forsook her previous incarnations. Abandoning her old identity, she took the name of her fallen love—Navasi—and swore that she’d carry on the fight they’d started together, stealing only from those who deserved it. Knowing she’d need a new appearance as well, she borrowed from her partner, dyeing her jet-black hair purple and adding a single blue contact lens. Today, Navasi is a talented freelance captain, putting together crews for planetary scouting, private security, and more. Navasi still believes in freedom for all, spreading the wealth, and taking plutocrats down a peg—but she also knows the value of earning credits, and takes pride in the ability to take care of herself and her crew. As a scoundrel, a fast-talker, and a brilliant negotiator, Navasi is happiest when the chips are down and lives hang in the balance. |