| 
  
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   will save: 1d20 + 3 ⇒ (10) + 3 = 13 JJ tries his gambit once more. Survival trick attack, DC 20+enemies CR: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   will save: 1d20 + 3 ⇒ (2) + 3 = 5 Whelp JJ is taken aback at the dragon's roar. He tries to steady himself and kicks ups some sand. survival trick attack, DC 20+enemies cr: 1d20 + 11 ⇒ (4) + 11 = 15
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ draws his pistol and moves into action before the dragon can strike. trick attack survival, DC 20+enemies CR: 1d20 + 13 ⇒ (16) + 13 = 29
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   sense motive: 1d20 + 8 ⇒ (1) + 8 = 9 Darn bad timing "Yes what is the prophecy?"  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   "Yes we are with the society called the Starfinder's. We are attempting to locate a set of sandstone tablets. We believe one to be here. Do you know of it?"  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Finally, something JJ was built for. Planetary survival survival: 1d20 + 9 ⇒ (15) + 9 = 24 JJ scouts ahead with his rifle out and picks his way through the terrain.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ now starts to feel some of the wounds. concealment, lo bad: 1d100 ⇒ 83
 Finally some good rolls  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ continues to use the smoke to his advantage. concealment, low bad: 1d100 ⇒ 17
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   I would have just pulled my knife than and still would have missed. JJ takes another swing with his knife. trick attack, DC 20+enemies CR: 1d20 + 10 ⇒ (16) + 10 = 26
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ takes a guarded step back and fires another round at the vesk from behind his back.  stealth trick attack, DC 20+ enemies CR: 1d20 + 10 ⇒ (19) + 10 = 29
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ no close enough to the vesk raises his pistol and fires. trick attack, DC=20+enemies CR: 1d20 + 10 ⇒ (6) + 10 = 16
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ attempts to hide in the crowd and get around the vesk. stealth moving at half speed: 1d20 + 10 ⇒ (20) + 10 = 30 second move action, stealthing: 1d20 + 10 ⇒ (18) + 10 = 28 As he moves, he draws his pistol.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ walks over to the pod and calls out through the door. "Hello"  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   engineering: 1d20 + 6 ⇒ (16) + 6 = 22 JJ finagles with the locking mechanism.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ walks through the hallway to a where the office is located and will open the door.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ takes the opportunity to sneak by the bouncer. stealth?: 1d20 + 10 ⇒ (12) + 10 = 22  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   For some reason, this thread was not showing updates. Sorry for my absence. Catching up now JJ finally makes his way into the club. disguise to blend in: 1d20 + 2 ⇒ (17) + 2 = 19 As he moves through the club and heads straight to the office. Move out the way. I am here on business. No time for you stupid questions." intimidate: 1d20 + 2 ⇒ (3) + 2 = 5 Well JJ is about to get punched in the face  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   "I am back in good position" then drops his voice "for now" evade, DC 16: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Crap no other choice but to do a flyby JJ pulls hard on the controls flyby, DC 19: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 and swears as he opens himself up for an attack. And then moves away from the river rat and prepares for another run.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ grits his teeth playing this cat and rat game. piloting to evade, DC 16: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ mutters under his breath, "Oh no you dont" And does a small loop around. evade, DC 16: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 No evade this round  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Oh, i just now realized it is against the enemies tier not ours. JJ Doubles back and comes around the backside of the asteroid to catch the side of the river rat. piloting to evade, DC 16: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   "Hold on to your lunch." JJ says pulling on the handles. piloting, flyby DC 21: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12 Crap  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ quickly ducks the ship around the asteroids. piloting to evade: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   "We got them on the run for now" JJ says as he maneuvers on the tail of the River Rat piloting, Evasive Maneuvers DC 16: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   There you go Vindler JJ takes the offensive and chases down the River Rat. 
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   "Making some space and swinging her around" piloting, evasive maneuvers DC 16: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Sorry to hear that. I apologize for the delay. I will change one thing, and that would be the facing. Our strongest shields are in the front. As well as another 3d6 gun. My as well have that presented if he comes for us. This will also keep our hit side away from him. Eventually, I will win the initiative. Even with the GM's loaded dice bot...JK GM  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ closes the comms between the ships. "I'm going to keep them dead ahead. Our bigger gun and shields are in the front." piloting to evade, DC 16: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   "Maybe, maybe not" JJ says in response to being alone. "Sorry friend. This ship, and everything on board, is not our property to just give away." J.J. says dryly. "Guess you are going to have to look elsewhere."  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ grasp the controls, just in case he needs to make space. "No. We are actually heading to a location to pick up something. A piece of sandstone I think. Something that was located at a dig. You know, the normal society stuff." "What about you guys?"  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ looks over at Smiles. "Well met. This is John Joseph Oaklie. I guess I would be the best person to speak for this ship, seeing as I am piloting this ship. Speaking of ships, I notice yours has a bit of damage to her. Could you possibly need assistance in repairs?" diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19 Thought I would never be the one to main line a diplo check. But here it is  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Take 10 and 20 from the Archives Since you are not distracted or in immediate danger, you should be able to take 10.  
 
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Yep, definitely stealing this layout as well. Bravo good sir. As for the +2 checks, I would always add them to the gunning checks. It is alway better to have a better chance to hit. GM, I have a few slides from my presentation with all of the roles and updated DCs on them. If you would like me to add them please do so. Or you can swipe them. Link here They are on slides 5, 6, 7  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Did you all see that shot JJ shouts as he comes back down the ramp, reloading another round as he goes, the bullet passed right between you all. If i was a hair off or I didn't time it just right. When he gets to the bodies, "Nah, grenades are not really my style. But I will take some of the pistol ammo." JJ stays silent as the others brief the Lecretti and the VC.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Okay, I finally zoomed in on the map and saw that I was on the same level. I adjusted to take the high ground. JJ takes a moment to aim through the scope, hoping to zero in on the ther thug. He slowly pulls the trigger. Scope reduce the penalty from soft cover from -4 to -2
 JJ opens up the mic in his comm unit, "Lets try to take the leader alive, it may not have the tablet."  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ ejects the spent casing and places a new round into the chamber of the rifle. He moves to get a better angle on the others. Two move actions.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ aims his sniper rifle and takes a shot at blue. attack vs KAC: 1d20 + 5 ⇒ (16) + 5 = 211d10 + 3 ⇒ (10) + 3 = 13  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   "A few thugs have never stopped me before and it will not stop me now" JJ says a little too confidently. Once in the ally way, JJ sets up in a good position and acts as overwatch. 
  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   J.J. hits the streets looking for any leads he can find. survival: 1d20 + 9 ⇒ (6) + 9 = 15  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   "Other than the obvious that it is less than reputable, what can you tell us about the location? Do you have any clue of what the treasure is?" JJ asks the VC.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   JJ can fit pretty much any role with the exception being science officer. Piloting would be his best at +10, +11 from with the ship bonuses prior to any other bonuses. Gunnery Check would be at a +5 prior to any bonuses. Engineering at +7 Captaining....not really something JJ would do. As for the other +2 checks. One should most likely going to piloting and the other to the main gunner.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   A human male walks in to the tea shop, shaking his head at all the comotion happening around him. for once, can they meet us out in the field. For crying out loud, everytime we have to meet at this complex He spots the lone android at the table and the waiter, "Is this the table for VC Arvin?" He inquires, his voice is deep and has an unusual accent. Think western movie He sets his pack down beside him, being sure not to let the bulky rifle stick out to far.  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   Basic information 
 Why did your character chose to become a Starfinder? 
 What the first impression that you think most people would have if they met your character?
 What is the most interesting/powerful/personal favorite thing that your character is able to do? 
 Purchases:  Sniper Scope: 1350 credits Improved Drift Engines: 1 fame  
 
            
              
                 Male NG Human xenoarchaeologist operative (starfinder forerunner)  3  | SP 7/21 HP 22/22 |  RP 3/3 | EAC 14; KAC 15 | Fort +4; Ref +5; Will +3 | Init: +8 | Perc: +8, SM: +8  | Speed 40ft | Trained for Trouble: 2/2 | Active conditions: None 
              
              
                
                   
	
		   I load them as PDF or Images, which ever you prefer, and then save them to a folder in google drive. Then use the share function on the folder and copy the link. Post the link here and then wait for us to grab them. 
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