Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Psyche rolls her eyes as she hears the explosion. She presses her fingers to her ears as she heads towards the security door to meet up with Sev. "Guys, at no time during a recon mission should high explosives play a part!" She assumes that since her teammates outside the door are both more numerous and fully armed, they do not need her support. Sev might have been able to talk his way out of trouble, but he doesn't seem the type. Sure enough, as the door opens to admit more security guards Sev unsheathes his knife and attacks them. She rolls her eyes. "Fix bayonets, I suppose." Psyche chants an ancient language. She presses the fingers of one hand to her forehead and thrusts another towards the enemy. A beam of blue light connects their heads for a brief moment.
Psyche carefully 'pens' a detailed note on her findings to her colleagues. She sends it, then returns to her drink and conversation.
Downside Kings: street gang on Absalom Station's lower levels, aka 'Downside.' Violence, intimidation, theft, murder, all for profit. Run by human female 'Ferani Nadaz,' out of nightclub called 'Fusion Queen,' used as front business. NOTE re: FN: 'barbarous.'
Level 21 Crew: Located on level 21 of AS. Theft, stolen goods, vice, smuggling. Protective of community, occasionally engages in social activities eg. protecting threatened marginalized groups. Run by 'Jabaxa,' uncertain of location or further details. Recommendation: diplomatic approach -> Jabaxa + L21c. Enlist aid prior to confrontation w/ FN + DK @ FQ. Obtain evidence re: AE pressuring HC. Bring evidence to Starfinder + local authorities -> profit, acclaim, sandwiches.
Computers: 1d20 + 3 ⇒ (1) + 3 = 4
Spending 50 credits on drinks. Renting Efficiency for 3 days = 9 credits. Psyche attempts to use her personal computer to access the station infosphere, but there is interference and she gives up before finding a good connection. Instead she heads to the recommended hotel, Moons of Sleep, and rents herself an Efficiency room. Once she has checked in, she heads to the hotel bar. She buys a drink and tips generously. She also buys a few drinks for anyone who seems interesting. She presses the staff and clientele for information about these gangs.
Psyche is pleased to have a cordial relationship with the law officer. "I had heard that justice on this station is largely dispensed at the corporations' pleasure. I am pleased that this example has been so well set." She gestures to the fallen dwarf. "Would you like us to return the victim's mortal remains to his comrades at the Society, since we will be going that way?"
Psyche stands up and begins walking over to the dwarf's body. She safes her weapon and holsters it. She doesn't run, because her medical knowledge has already supplied a focused assessment: Duravor Kreel is dead. Instead Psyche turns her attention to the defeated gang members. She marches, quickly but without running, to the purple-garbed men. "If any of them can be saved, I will try," she says.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Psyche is raising her hand to wave when the dwarf is struck by a laser bolt. Trained as a combat medic, she realizes two things: that is quite possibly a lethal wound; and she can't get to him while the fight is going on. Psyche glances around at the two groups of belligerents who have turned the docking bay into a killing ground. She runs to the nearest piece of cover and draws her pulsecaster pistol. Then she aims and fires it at one of the violet-jacketed humans. |