N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Chronicle Received. Thanks.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Profession (Bounty Hunter): 1d20 + 6 ⇒ (19) + 6 = 25 When the mission ends, Ebon thanks everyone for a good mission. He checks his bounty board and quickly finds a lead on a wanted scam artist. Thanks. It was fun.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
"Actually, I think we can promise Starfinder help for your father. The Starfinders stated we should offer you protection and any other reasonable measure needed to secure your cooperation. In fact, they already know about your father's location and your concern for his safety can be assumed. We can try to send them a message alerting them to your father's situation. I believe the Starfinders would gladly dispatch a team to locate your father and take him to safety. You can make the request yourself and we'll send it to HQ as soon as possible." Ongie probably knows the limitations of drift beacon communications and the fact that there is a even chance that the message will take longer to get to Absalom Station than the Drake, but if it gives better odds that the message will get to them faster than by starship travel alone, it would be worth the attempt. Ebon adds, "I'd be glad to join with others in a rescue mission although I'm sure the Starfinders have more capable agents for such a mission."
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
"If we lose to these jokers, they'll probably sell the ysokis as lab rats for rogue cybernetics experiments, so better make this good. Just sayin'." DC 18
That should provide a +4 bonus to the piloting check. The Stunt DC is 14 so I think we're good.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Lucky thing in space no one can hear derisive laughter from badly failed attacks. But if the enemy's shields are down, then maybe Chance hit.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
I don't believe we ever got a roll for Ongie as science officer doing a scan of the enemy ship. I'll make a roll using Onglie's listed stats. It may not matter, but let's see anyway. Ongie's scan, Computer bonus: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 Assuming that's a success, add 5 for the Balok's manual reallignment of the scanners. DC = 5 + 1-1/2 × the tier of the starship being scanned + its bonus from defensive countermeasures. I'd estimate that to be no more than 10 which means we would probably get all the information available. Chance is already at the coilgun, so Balok can fire the missle launcher. Ebon starts for the turret but yields to Balok and returns to the captain's chair. "Balok, use the information from the scan and hit 'em with a missile right up their waste disposal port! If ya miss, I'll give those pointy ear of yours a good yank!" Demand action, Intimidate, computer bonus: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
"Chance, fire at will. Let's show 'em what it means to take on a Starfinder starship!" Both gunners can add a +1 computer bonus.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon's in the turret where the missile launcher is. If the coilgun can't fire on the ship, Balok can move to aft gun if the enemy is behind us.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon moves to the gunnery controls and prepares to fire the turret gun. He waits for the best moment to fire. I'll want to see the map after the enemy moves.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon opened a channel to the enemy ship and said, "Now who's got nowhere to run? You were mighty smug about destroying a starship on the ground. When the starship is fighting back, yer sucking coilgun rounds. Ha, ha, ha!!!" Taunt action during the enemy's gunnery round.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
"Excellent flying, Yonker!" Ebon says. "Ongie, give us a scan of this ship. While she's doing that, Bonkers, can you divert some power to the forward coilgun so Chance can give 'em a taste of their own starship destroying medicine." Crew are of course not required to take these recommended actions. This is just RP plus a little help for those unfamiliar with the rules. Details:
Divert power requires a DC 15 Engineering check. Add +1 to the roll as a bonus provided by the mk I Trinode Computer.
The scan requires a computers check. Add +1 to the roll (computer bonus). The DC depends on the tier of the starship, but assuming it is Tier 2 like our ship, the DC would be 8 (could be higher if their ship has technology to make scans harder). On a success, add 5 from the manual realignment of the sensors achieved by Balok's roll. The higher the result, the more info we get. The gunner roll can also add +1 from the computer bonus. A gunnery roll is 1d20 + the gunner’s base attack bonus or the gunner’s ranks in the Piloting skill + the gunner’s Dexterity modifier + bonuses from computer systems. Based on Chance's stats, that should be +7, including the computer bonus. The coilgun is a long range weapon (20 hexes), so we are well within that range at current range of 2 hexes, so no range penalty. The enemy ship's AC depends on the enemy pilot and ship armor, but it is probably similar to our AC which is 13. Damage on a hit is 4d4. If the Divert engineering action was successful, then each result of 1 on a dice is changed to a 2 instead. GM: let me know if you'd rather help players unfamiliar with starship battles spelling out the options or if any of this is off. I've had enough experience with battles to be fairly familiar with the rules and tactics, plus I happen to have some time right now.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Starship Combat Advice: See the spaceship specs I posted above. Also see here for rules on movement. Speed is 8 and maneuverability is average, which means to turn one hex facing (60 degrees) you must first move forward 2 hexes. Our strongest shields are in the front and back (fore and aft) but the engineer can adjust the shield balance. Our best gun is fore, so ideal would be to attack their ship facing their side or back, which usually have weaker shields and guns, although the science office can do a scan to try to learn things about the ship's weaponry and shields.
My advice is to angle to the side and hope to get around behind their ship if the piloting rolls allow next round. There are some special tricks (called stunts) a pilot can attempt to gain an advantage but it requires a DC 15 Piloting check. Success gives an advantage in movement or attacks, but failure can result in a disadvantage. In our situation, the main stunt you may want to consider is the flyby, which allows us to fly through the enemy ship's hex without exposing us to an AOO and giving us a close range attack. On a failure, we are exposed to an AOO and cannot take the close range attack. Before movement, however, comes the Engineering phase, in which the engineer can attempt a DC 15 Engineering roll to give an advantage. At this point, that would probably be to boost the engines, giving an additional two hexes of movement, or to boost the scanners to get more information from the science officers scan (in the helm phase), or boost the weapons, giving more damage. Our ship gives a +1 bonus to our choice of three actions. I'd use one on the piloting roll if used, 1 to either the engineering roll or science officer roll, and save +1 for one of the gunnery attacks. I would suggest Balok not take the Chief Mate role but instead take one of the gunnery ports so we have more fire power.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Technically you roll piloting, but in this case it's the same bonus. That's a great roll!
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon suggests that Balok try to help the science officer get more information from the scanners by manually adjusting the sensors. See the the Manual Realignment (Helm Phase) action by attempting a DC 15 acrobatics or athletics check during the Helm phase. But if the pilot wants to improve the ships maneuverability or the engineer wants use the divert action, the Chief Mate (Balok) can instead use the same DC skill check to aid one of those actions during the helm or engineering phase. Ebon asks the science officer to do a scan of the enemy to learn what their ship may be capable of. If we win initiative, Ebon will recommend the engineer divert power to the engines to improve the ship's speed and Chance occupy the fore coilgun assuming the enemy ship is ahead of our ship. If we lose initiative, he will recommend boosting the weapons and chance to the aft gyrolaser if the enemy ship is coming up behind us. If the enemy ship is in to the side of our ship, Chance should go to the turret gun. These are options Ebon recommends. Each player should do something else if you think it best.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
I put this on my shared drive, but the GM may want to download it and put it in the header instead. Edit: Turns out the PDF cannot be modified in Google Shared Docs so I made an editable Word document that could be used to keep track of shield levels, damage, etc.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
I had not thought of Ebon as captain material, but his skills are actually pretty good for the rolls that may help; plus he's not good at much else. Ebon notices everyone else taking the technical and gunnery stations, with the captain's chair unoccupied. "Unless any objects, I'll do what I can as captain. Good luck everyone." He looks at the readings and notes the range and direction to the enemy ship and looks to Yonkers settling into the pilot's station and yells, "Pressure's on ya, little one! Fly fast an' far an' soon or we may end up like Ongie's ship!" Demand Action to give bonus to pilot's first roll: DC 18
Unfortunately, he says this as Yonkers is doing some important preflight prep and does not appear to notice that Ebon is talking to him. Hope that's my nat one for the rest of the adventure. We should have the starship's stats on a slide for reference. I have something that may help, which I'll dig up and post, but the GM may have a different set of ship stats.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon will move to one of the ship's gunnery ports. His gunnery bonus is just +1. He'll go to the turret unless someone with a higher bonus is available, in which case, he'll go to the fore coilgun. I'm only going to get a chance to post this afternoon, so if necessary, 'bot Ebon.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon advances another 25 feet closer to the kasatha, firing another pulsecaster jolt. His attunement to the black holes of the universe advances another level. 2 points. Ebon offers no trash talk but advances with a grim look on his face. Pulscastor Pistol vs EAC: 1d20 + 1 ⇒ (18) + 1 = 19
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon's dark mote gets slightly larger as he aligns himself with the power of the black hole. 1 point of graviton attunement. He advances toward the two remaining enemies, drawing his pistol as he goes and squeezes off a shot at the kasatha. Where he moves and how far depends on the terrain. Is it difficult terrain? Are the darker blue patches obstacles or can one move across them? Depending on the answers his shot may or may not take a range increment penalty. I've moved him assuming not difficult terrain but not moving across the dark blue section. Pulsecaster pistol vs. EAC: 1d20 + 1 ⇒ (17) + 1 = 18
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon is in pretty good shape when it comes to moving gracefully. Still the ice floes are tricky to land on without slipping. "I just hope all this is leading her away from the assassins," Ebon huffs, his breath forming clouds of light frost. Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon focuses on tracking Ongie. Perception: 1d20 + 4 ⇒ (16) + 4 = 20
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon's time coming of age was spent in isolation from information about the Pact Worlds and Veskarium, so he is not much help figuring out the tactical aims of the ysoki. He understands stealth, even if he's not particularly good at it. He relies on his armor and scales reflecting little light to creep closer to Ongie. Stealth: 1d20 ⇒ 18
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Upon embarking on the long tunnel walk to the surface, Ebon observes, "Looks like some prisoners found a few tunneling tools. Anyone see the Shrewskink Redemption?" Looking out at the blowing snow, Ebon notices the distant figure. "Someone's out there. Damn this snow. I lost it." Perception, aid: 1d20 + 4 ⇒ (6) + 4 = 10
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
"Anyone who is being stalked by assassins should feel threatened. I was emphasizing the need for urgent action, not implying we would initiate hostilities." Ebon's defensive response is cut off by the skittermander's entrance. He follows to the door, retreats from the explosion and then cautiously returns too look in the room. "Where is Ongie? Can you contact her? We don't want anymore explosions, plus we need to move quickly as possible." Percpetion, Low light vision: 1d20 + 4 ⇒ (15) + 4 = 19
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
"Consider that if we can find you, so can your enemies. They will not engage in this kind of discussion. They will let their weapons do the talking."
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon hastily says as loudly and calmly as he can, "We are Starfinders who come in peace, offering protection from assassins we know are close by." Then if he can he steps back out and gestures for the ysoki and skittermander to take it from there. Diplomacy: 1d20 + 3 ⇒ (12) + 3 = 15 Let's hope that's good enough that a couple of aids from others can put us over the DC.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon shakes his head to Yonkers offer of a shine. "I prefer the color of the void." If no sounds or sights at any of the points explored provides any information about what is where, Ebon suggests we go the the door due north from the hologram covered entry point. Near where I've moved Ebon to on the map. Once those who are good at spotting traps have given it an inspection, Ebon will move through, ready to fight. Or if others prefer a different door, Ebon will go along with that.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
"Never understood that tech stuff. The brothers at the monastery where I learned the art of solaria never used computers or even comm units." Ebon says as he cautiously looks into the halls revealed by the hologram. "Which way? Straight or left? I suggest we check all the spaces we can without opening any more doors, just to get the lay of the place." As the group explores, Ebon speaks softly. "When we find Ongie, it's probably best if I back off and let you smaller ones to the talking. We vesk tend to be intimidating, and one with black scales, in my experience, well, people form dark assumptions."
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
As long as nothing threatens, we can take our time. Can we take 20 on the perception check? Ebon looks for signs of traps or secret passages. Perception: 1d20 + 4 ⇒ (3) + 4 = 7 I moved everyone's token into the storage room. Adjust as needed. Bonkers123 wrote: Filled out the form. Also I assume everyone was OK with being attuned to my custom microlab to get in game goodies. If not, let me know. I have no idea what this is about.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon will attach the fire extinguisher to his pack in case of emergencies. "If these belong to Ongie, we might want to make it clear we aren't stealing anything. Looks like she's got a posse if she's responsible for all these improvements, like a Skittermander assistant at least." Once there is a path inward, Ebon takes point. He reaches out and grasps the black dot that has been drifting around his head. It transforms in his hand into a shape like a starknife.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
"My experience as a bounty hunter has taught me to think like a fugitive. In this situation, someone seeking a safe hide-out might choose any of these places, but I'd investigate the prison first thing. Security would be easier to establish in such a place. If it has repairable infrastructure, a good engineer would likely find that appealing."
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon is best deployed on the starship as a gunner, as he has no piloting, computer, or engineering skills. His heavy armor and a warm coat prepare him for the cold and he offers to stay to the front of the group as it moves into the unknown, to be ready to take on any hostile creatures. Once underway, his jokes and quotes cease and he is focused on watching for threats.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon listens attentively. He assumes he was recruited for his combat ability, as he doesn't know enough about politics or science to think of any intelligent questions. So he follows the old adage, that it is better to keep your mouth shut and be thought a fool than to open your mouth and remove all doubt. When discussion begins about the type of starship, he suggests, "If this Organization is after this Ongie, we had best take the Drake. I've read it's the best of the three when it comes to combat." He has mixed feelings about returning to the Veskarium. He takes some comfort in knowing the Vesk-7 is remote and quite cold, so he's not likely to meet anyone who knows why he left. He checks his comm unit for a shop between where he is and the space port that sells clothing suitable for a cold environment to pick up on his way off the station. Spending 10 cr for a Cold Environment suit. He tells the others, "Vesk-7 is plenty cold, so best be prepared for it."
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Ebon can't resist. After the second Ysoki introduces himself, he says, "Greetings. Bonkers, meet Yonkers. Yonkers, Bonkers. And me, my name's Doone. Ebon Doone."
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Waiting on the dialogue with what the Venture Captain tells us about the mission. So far we just have the scenario blurb.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
The vesk with black scales glances at the picture and shrugs. After Balok introduces himself, he says, "The name's Doone. Ebon Doone." The phrasing mimics a popular movie series about a highly skilled operative. He speaks with a straight face, but then shows a toothy grin.
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
Yonkers wrote: "Nice song. Is it new? I have not heard it before." "Lasers, Razors, and Skittermanders latest. Heard it on the tube coming in," Ebon replies, his voice deep and smooth. He hums the melody to himself while Yonkers grooms. Yonkers wrote:
"True, as long as you don't lose touch with reality. As B. F. Traskogi said, 'By failing to prepare, you are preparing to fail.'"
N Male Vesk Bounty Hunter Solarian 1 Init: +0 Perc: +4 EAC 13 KAC 15 Fort +3 Ref +0 Will +2 (+2 vs fear) SP 8/8 HP 13/13 RP 4/4 | Startship Stats | Map and slides
A new recruit to the Starfinders, Ebon Doone stands out among other vesk because he is slightly shorter than most, at around six feet ten inches and because his scales are flat black. He wears Lashunta Ringwear armor, also flat black, and his only evident weapons, other than his clawed hands, is a pulsecaster pistol and a starknife. This makes sense once one notices the small mote of black that flits around his head, and once one learns he is also a bounty hunter. Those who have worked with him are quick to point out that he is a lot of fun, making jokes and quoting lyrics from popular songs or lines from popular movies. He is also known as a low level bounty hunter around Absalom Station prior to joining the Starfinders. He's eager to be assigned to a mission. He takes this situation in stride, humming the lines of a popular song,
Is this module 6.08 Lost Revelry or 6.09 Ridgerock Rescue?
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