When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned.
It can be recognized without necessarily disregarding. The intent can definitely be recognized, which does provide information into Sparks' mental state and inclination without broader extrapolation. The hard part is that it breaks the balance in the mechanics, and the intent behind the class, as solar bodies do not instantly "Go Nova", or collapse into a singularity without a progression.
Essentially, circumventing the buildup without some expenditure is game-breaking.
Now, what I am willing to allow is that once combat begins, when attuning and when gaining an attunement point, a number of Resolve points can be expended to immediately gain a number of attunement points equal to the number of Resolve Points spent. The drawback to that is the sudden surge of alignment without the proper buildup can be severely taxing, forcing a Fortitude save of (10 + Cha Mod. + X), where X is the number of points immediately gained when the Solarian becomes unattuned.
Failure on a save conveys a level of exhaustion, as your body and its metaphysical connection has been strained before it was ready. Not to mention the use of RP potentially inhibits your chances of survival. You can burn bright, but you might just burn out.
As everyone gets situated to enter, a message chimes on the ship's comm as well as your individual units.
{Your shuttle sensors indicate that you have docked. It may have gotten moved by the technicians, but an Observer-class drone was placed in storage locker three to help with recording evidence of the arbitration. Please retrieve and activate the drone before entering the Acreon. ~Ambassador Nor}
The docking tether lights that indicate the secure connection to the Acreon also have a red indicator light signaling vacuum on the other side of the tether. Normally, if this was the only connection that was vented to space, that indicator would be the green of a stable atmosphere from the Hippocampus' connection. As the scan did not indicate any damage, one of the other access points had to be open.
The Hippocampus glides in slow orbit around the Acreon, the sensors pinging rhythmic notes into the dark as 15-0-10 works the console. Green holo-lines trace the transport’s silhouette on the display—medium-class hull, Hardscrabble Collective registry, crew capacity six. Data scrolls by in precise, orderly columns, yet something about the readings feels off. The power signature is faint but stable— minimal energy output consistent with life support and gravity, but no propulsion, no weapons, no movement.
Refining the scan, the aft section pulses brighter in the readout— Airlock. Open. Vented to vacuum. The instruments confirm exposure across several compartments, yet interior pressure elsewhere remains intact, contained by emergency bulkheads. The ship is wounded, but not broken. A second pass sweeps through the weapons grid: the chain cannon and gyrolasers are powered down, their targeting systems cold, no threat evident. A handful of subroutines still run at low priority— life support, gravity, environmental stabilization– all at survival thresholds.
When the sweep widens to include the Drift Rock, the return signal flares, then flattens into noise. The asteroid registers as inert— rock and metal, density consistent with drift debris— but the readings resist refinement, as though something in its structure is swallowing the scans. The sensor feed jitters briefly before stabilizing, the display showing only static where mineral data should be.
Magic Officer:
While the instruments hum and data scrolls in ordered light, Zephyr closes his eyes at the auxiliary console. The Hippocampus’ systems sync to his biometrics, and the AR display flares with color in a cascade of Castrovelian green and gold, branching outward like living vines. The divination subroutine unfurls like a digital Harrow Deck, each glyph flickering across the display as if shuffled by unseen hands.
The first card appears— The Lost Sailor, inverted– a figure adrift amid tangled lines of energy. The interpretation blooms across his senses: the crew are gone from their proper course, their fate severed from the paths of life but not yet claimed by death. The next glyph forms, The Blooming Crown, its Castrovelian motif of flowers entwined with circuitry glowing softly. It pulses once, then fades into shadow– life remains, but wan and fading; nurtured by something unnatural, a mimicry of vitality rather than its source.
The divination shifts, the digital vines curling into the outline of the Drift Rock, rendered as a void where no data dares touch. The third card emerges—The Shrouded Root, its imagery twisting into obsidian tendrils. The card trembles, flickering between organic and metallic hues. Through the hum of the shuttle, the Zephyr senses something– it is not malevolent exactly, but ancient, still, and deeply alien. It is not that the Rock resists revelation. It is that it has no reflection, nothing the weave of magic can grasp. A stillness so profound it consumes meaning.
When the final glyph fades, the Harrow projection dims to a pale, living green that settles over the console like moss in moonlight. The divination ends, but a faint echo remains— a single, recurring pulse from the Drift Rock’s position, inaudible to the ear yet thrumming through the heart of the interface. Whatever dwells there does not move, yet it waits, and its waiting feels vast.
The docking with the Dust Runner goes smoothly, the linking of the docking ring more felt than heard through the ship as the lights of the airlock ring precede the hiss of the atmosphere equalizing. Since your shuttle is smaller than the converted freighter, it does not take much time before the lights go green and the indicators give everyone the go-ahead.
As your feet find the deck on the larger ship, all of you are met by a red-skinned Akitonian human in a set of workwear. A smile is on his face, and a rough hand is raised in greeting to you before it rubs the short goatee. "I appreciate your taking me up on the offer of a tour and explanation. Welcome to the Dust Runner."
- - -
The conclusion of the tour is in the galley, where hot coffee was on offer, and the basic accompaniments were optional. Serissi leans back in his chair, nursing his mug of bitter black coffee, and lets out a slow breath before speaking. “Look, the thing you need to understand about the Collective is we ain’t rich folk. Most of us make what we can scratching at the rocks in the Diaspora, hoping a contract here or there keeps the lights on and the air scrubbers running. When something like the Acreon’s deal with Astral Extractions comes along, you don’t say no. You can’t. But just ‘cause we take their credits doesn’t mean we give up who we are. We value our freedom. Our independence. We’ve had more than one corp try to buy us up or squeeze us out, and we’ve had to push back every time.”
He sets the mug down with a dull clink. “The crew of the Acreon, they thought they had the right to stake their claim on the Drift Rock. From where we stand, that’s fair. They did the work, they found it. Now, Astral Extractions? They’re trying awful hard to say it’s only theirs, like our people never mattered in the deal at all. And with how the Acreon showed up– silent, locked down, crew missing— you’ll forgive us for thinking there’s more going on than we’re being told. That makes folks in the Collective suspicious, and with good reason.”
Serissi’s voice drops a little, but there’s a firm edge in it. “See, the Collective, we call ourselves a clan. And we mean it. Once you’re in, you’re family. You look out for each other, defend each other, take care of each other. We don’t know if the Drift Rock’s worth anything in the long run, but we do know what our people are worth. We need to know what happened to the crew of the Acreon. That’s the part that matters most. If they’re alive, we want ‘em back. If they’re not… well, then maybe whatever’s in that rock can help their families carry on. That’s all we’re after.”
Finally, he fixes the PCs with a steady, tired look, his fingers tightening around the warm ceramic of the mug. “We’re not fighting the contract. Astral Extractions can have the files, the surveys, all that prospecting data. That was the deal, and we’ll honor it. But the ship? And the claim the crew staked on the Drift Rock? That belongs to the Collective. It belongs to the families. So, when you’re out there, I’m asking you to do your best. Find out what happened to our people. Give us the truth, whatever it is. That’s all we want.”
Not too long after your departure from the Embassy, with its uncanny organic design, two messages arrive, in a very short window after the other.
Message One:
To the Esteemed Investigators,
We at Astral Extractions Corporation would like to extend our appreciation for your willingness to aid in clarifying the matter of the Acreon and its unusual circumstances. As one of the principal stakeholders, we believe it would be of mutual benefit to meet with you directly to provide our perspective and ensure that you have every resource necessary to complete your inquiry efficiently and professionally.
Accordingly, we invite you to join us at Astral Extractions Headquarters, Bluerise Tower, at a time most convenient to your current obligations. Our offices are always open to guests and we look forward to extending the courtesy of our hospitality. We are confident that by working together in good faith, we can bring about a swift and peaceful resolution to this unfortunate dispute.
The second message is a video recorded message, the audio and video showing a red-skinned human— Akitonian, you realize after a moment of thought and context from the surroundings– in a clean but worn tan coverall, standing in what would be an empty meeting room on a ship, leaning back against the table. The identification of the sender is one Otal Serissi, a name you know to be the nominal spokesperson for the Hardscrabble Collective. The viewscreens of the meeting room are set to the surroundings external to the ship, which show space and other types of ships in regular orbit. In the corner of one screen, you can see Absalom Station. There is a moment of him clearing his throat before speaking.
"Greetings, Starfinders. Ambassador Nor has informed me of your acceptance to take a look at the Acreon and the 'Rock, to help resolve this stalemate that currently exists. I'd like to invite you out to my ship, the Dust Runner, out here in the Armada. You might have heard a bit about us, but I'd like to sit down and talk to you— give you a better idea about what the Collective is, and not just some bland summary from some polished-up program."
There is a snort and a shake of his head, his expression showing amusement at himself for his phrasing.
"I'm aware you'll be headed out tomorrow, so drop by anytime between now and then. I'll make space for you. It won't be luxury— that's for certain– but the coffee will he hot, and strong. See you then."
___________________________________
Any deliveries that you might have been expecting would have arrived if they haven't already.
I am bumping this thread back up to be top as we have had a couple players drop so there is at least one spot available, if not two.
There is room for a Core Solarian, and a Solar Shield Solarian. The group has just gotten some time to look around Absalom Station, having found evidence for the violence that was witnessed when they arrived, and are justifiably decompressing.
Likewise, you are new to the station, or at least new enough that any affiliations that you might have here are tentative. You could be a prior arrival from another school in the Dhacian Rota, have just completed your training with the Starfinders and sent here to see what "Home Away From Home" looks like.
...fell into the rabbit hole of looking for the lodging ChimChim referred us to, and then kinda got lost in the history.
Do you know it took us FIVE PAGES to get to even meeting with the Starfinders? 5 pages. 250 posts. Roughly half of our total actually. I LOVED EVERY MINUTE.
That said, those 250 posts happened by the end of last October, and in the next 10 months, we've only managed about 275 more...
Aside from the impetus of moving the MacGuffin to the next story point, I believe those five pages were all made up on the fly. It was fun to put more color into Absalom Station, dictated by the characters' wanderings. It definitely does a lot see just a sample of the span of things that are encompassed in the station.
Now, we're sorta back on the rails, and not much room to stretch in for a fair amount of time.
Daily posts are not sustainable. Definitely not any satisfactory posts for me, at least.
On progression, I am generally responding to forward motion, but I'm not against dawdling and exploring if a character ventures out. I'm exploring Absalom Station with you, since the blurbs are... the seeds of an idea, but seeing the Puddles, and the Temple district was a memorable experience.
So, we can incorporate scene skip messages in the posts, or here in discussion, just a basic {Ready to move Forward}, or even simpler (>>) tag at the end of a post. A majority says progress, the next post wraps the scene and advances.
I do want to give everyone a chance to post, so two or three days is enough to usually allow for that. A month passes with no word, I'll generally count the character out and withdraw them, potentially replacing them at the next section of the AP or story beat, if it makes sense. Extenuating circumstances apply, but non-communication is non-communication.
In combats, a similar "auto action" system could be set if it comes up.
Considering the time and the proximity, a leisurely walk with a notification sent ahead would see Chiskisk ready to receive you upon arrival. Using a Rebu would see the same result, just with less time spent on-foot. With the events of the night behind you, there is undoubtedly a relief that many of you may not have had since your arrival put you in the middle of a shootout between two gangs. One potential silver lining is that without this occurring, there were levels to Absalom Station that you may not have gotten a chance to see— never mind that the desire to see them likely would not have surfaced, either.
Lorespire Fluff:
Mid-morning around the Lorespire Complex was a lively tapestry of purposeful energy and casual camaraderie. Golden artificial sunlight streamed gently through translucent panels overhead, bathing the pathways and buildings in a warm, inviting glow. Small clusters of Starfinder agents, students, and support staff walked with deliberate strides, carrying datapads, holoprojectors, and steaming cups from nearby cafés as they exchanged greetings and discussed upcoming assignments. The hum of hovercars drifting along designated lanes above added a soft, steady rhythm to the morning bustle.
The avenues approaching the Complex were broad and well-maintained, lined with carefully tended gardens and planters bursting with vibrant flora from numerous worlds. Here, a vendor’s cart displayed neatly arranged samples of rare minerals and gemstones, each one accompanied by informational holodisplays detailing their origins and properties. Across the street, a popular eatery specializing in interstellar pastries had a line spilling gently onto the sidewalk, patrons chatting amicably as enticing aromas wafted from its doors.
Shops and businesses catering to both Starfinder agents and curious visitors dotted the area, their façades blending modern, sleek designs with welcoming aesthetics. A tech boutique displayed the latest navigational tools and compact surveying drones, while an adjacent bookstore showcased shelves stocked with data crystals on astrophysics, xenobiology, and historical accounts of expeditions into the Vast. Between these establishments, a small plaza provided benches and shaded alcoves where visitors and workers alike paused to enjoy a moment of respite amid the morning’s productive energy.
At the heart of it all rose the Lorespire Complex itself, impressive and commanding yet inviting in its architecture. Its smooth curves and angular spires symbolized the spirit of discovery and forward-thinking ambition that defined the Starfinder Society. As some approached its entrance, a few slowed their pace slightly, taking a moment to appreciate the Complex as a tangible embodiment of shared purpose and endless possibility, preparing themselves mentally for the missions and explorations that awaited within.
There is a moment of hesitation at the reveal of weapons, before everything becomes chaotic and the fight ensues. The gang members scramble for weapons that they did not have ready as the one of the far end looks to flip the table up, not taking into account that the weapons the others were scrambling for were set on the table. They clearly were not as prepared for this as all of you were.
"Boss! We've got company!!" one of them shouts, the sound carrying in the quieter environment of this storeroom.
________________________________
Party Up first, entry plus intimidate gets a Surprise round!
If I may ret-con, I forgot I wanted Sparks to also check the fallen bouncer for a key card or other device(s) that might be helpful in entering the storeroom and the room beyond. If need be, he will pop back out claiming he forgot to tip the doorman and procure any such 'keys.'
No keys, but you do find an Azimuth Laser Pistol with 20 charges.
At the bar, the bartender can only give their newest patron a rather blasé blink, nodding with the words as if they had heard something similar before. Their hands move smoothly, one glass, one bottle from the rack in front just under the bar, and one shot set in front of the Dirindi with a pause to see if that drink was all that was going to be ordered. Their attention goes to Zemfira next, a bit of a chin nod asking what her order was.
Approaching the door to the storage area, Sparks is not impeded or interrupted in his path, the confidence being displayed enough to convince any nearby that might seek to object. Despite the presence of staff, they seem to know something is up and are not looking to interfere with anything that might seem out of place. In fact, Sparks can notice that any workers that might be near the door to the storage room are pointedly not looking in his direction and attempting to move away without provoking him.
Displays shift under that holographic sky as the entertainer blends one song into another, attempting to coax more feet to the floor despite the unknown tension.
Zemfira connects with a solid hit on the remaining bouncer, and that cements the thought that remaining here would be bad for his health. Abandoning any pretense of anything but preservation, the duraplast club that he was using was dropped from a hand as they went from standing to sprinting down the street and away faster than expected. The doors to the club are now no longer staffed, and entry is at your leisure.
The line that had been waiting to enter has since scattered, with a couple of braver individuals attempting to record what was happening, though from at least half a block away. Those wiser than them have decided that elsewhere was a safer place to visit. It is uncertain if any emergency services of any sort have been contacted, though the odds are that their arrival will not be timely.
__________________________________
Withdraw action taken by the remaining bouncer.
400xp total for the two bouncers at the entryway. The doors are open, the club is able to be accessed freely. Two clubs (1d6 B) can be picked up from the ground where they fell.
What's the point of having a shield as your Solarian mode if you can't whap people with it? In the words of a legendary hero: "Shield to the Face!"
Dirk: While the doors of the club are closed, the club itself is Open. The two rude individuals that are stationed outside are just curating the clientele.
As far as it could be considered, a night out at a club that resulted in a morning checkout with a sleep deficit and the smells of the club and the night on the pair of clothes that had been worn when one woke up could be considered a fairly decent send-off. Of course, that assumed that one could find their clothes to have them laundered to pack. The laundry and packing services offered by the hotel alleviated both of those concerns, provided the item in question was misplaced in the assigned room. No assurances were made regarding "alternate locations" or "a change of ownership". Nonetheless, at the desired time, your belongings are prepared to your liking, neatly arranged for you to collect with ease, a parting breakfast offered, and the mundane ritual of checkout made fancy marked the fond farewell of Attelan Star Academy to its brightest stars.
It could be understandable if the morning felt different, the polished REBU Blackpool transit smoothly navigating the traffic lanes of Absalom station in midmorning to your accommodations of the next week, a simple two-bed suite for each of you at a small hotel near the Lorespire Complex known as the "Moons of Sleep". Your information included your keys, conveniently incorporated into your comm units, and easily granted you access to rooms that could be described as "efficient", "minimal", and "essential", The amenities are by no means as expansive as what you just left, and could be considered quite spartan by comparison; Solid color sheets, neutral walls, and decor that seemed two steps away from "warm classroom chic". Referral links to local eateries are offered, since there is no food serving on premises, unless one counted the vending machines that were just enough to provide an adequate meal, if standards were not set too high. There were some rotating specials highlighted for the day, though.
Hotel Environs:
The neighborhood surrounding Moons of Sleep is a vibrant enclave nestled comfortably near the imposing, yet welcoming spires of the Lorespire Complex. Streets here are clean and brightly lit, decorated with soft-blue lanterns and lined with cultivated greenery from a dozen star systems—bioluminescent bushes and flowering vines that gently glow in hues of lavender and turquoise, offering a tranquil contrast to the bustling pace of Absalom Station. Small plazas punctuate the district, each hosting polished metal benches arranged around sleek sculptures commemorating the Starfinders' most famous missions or historic discoveries, inviting both contemplation and casual conversation from passersby.
The area feels remarkably like an upscale university district, Starfinder-style. Eateries, coffeehouses, and tech cafés catering to researchers, field agents, and visiting scholars line every corner. Holoscreens flicker in shop windows, cycling between announcements of upcoming lectures at the Complex, promotions for adventuring gear or star charts, and bulletins about recent expeditions into the Vast. Young initiates and seasoned veterans alike gather at outdoor seating areas, poring over datapads and star maps, exchanging mission stories and theories in equal measure. The air carries faint notes of exotic cuisine—spiced tea from Castrovel, roasted grains imported from Akiton—mixed with the gentle hum of distant engines and muffled chatter of shop patrons.
Moons of Sleep itself sits comfortably at the heart of this scholarly haven, offering guests a restful retreat within walking distance of the Starfinders' hub. Its exterior reflects the district's modern-yet-inviting aesthetic, featuring smooth walls of pearl-white alloy trimmed with glowing cerulean accents, and wide windows that softly radiate warmth onto the street outside. A holographic sign overhead cycles through phases of moons from multiple worlds—Castrovelian crescent, Brethedan sphere, even an Aucturnian eclipse—symbolizing restful cycles and universal welcome. Quiet pathways radiate outward, connecting visitors directly to transport hubs, small marketplaces, and green spaces, reinforcing an atmosphere of serene productivity perfectly tailored to travelers seeking inspiration or a quiet place to reflect between adventures.
Additionally, I can be reached on Discord if any of you are inclined. I find it can help combat the natural lulls that PbPs find occur on occasion, and I can relay details more readily as needed for individual questions. PM me if there is an interest.
In this investigation you are not acting on behalf of the Starfinders.
You are acting on behalf of Chiskiak, who had a good friend murdered for reasons unknown (at the time).
Since then, all of you have helped uncover the involvements of two gangs in relation to the death of Durevor Kreel. Rumors say that Astral Extractions is involved, but nothing solid in the way of evidence had been found.
It could be inferred that Durevor was intending to interview you as prospective Starfinders, and as Chiskiak has no experience interviewing for that sort of thing, they saw the opportunity to get closure and see whether all of you could be good members.
Zem is right in that you potentially ~are~ Starfinders-- just not in this investigation. Zeph is correct in that the investigation is being used as vetting.
The WayPoints™ pulsed gently along the corridors of Absalom Station, guiding Zephyr through the bustling maze of the station's inner districts on one of the available paths to a faithful recreation of a piece of Castrovel. Each glowing point hovered just above eye level, a tiny beacon of teal light promising discovery ahead along with tidbits and factoids about the planet and its environs. The noise of trade hubs and commuter crowds gradually faded, replaced by a hushed, verdant ambiance. The air grew warmer and carried a faint floral tang, a welcome departure from the station's recycled sterility. Soon, the waypoints led through an arched gateway draped in synthetic vines, and the world beyond transformed into a meticulous recreation of Castrovel’s thriving jungles. Bioluminescent patterns rippled across the walls, mimicking the rhythm of life itself, while subtle, melodic chirps echoed through the hidden speakers.
Inside, it felt like stepping onto a different planet entirely. The recreation was alive with detail: holographic ferns swayed softly in an unseen breeze, their oversized fronds brushing gently against passersby, while simulated moonlight streamed through a dense canopy above. A path wound past a cascading waterfall feeding into a clear pool, where holographic fish darted playfully among smooth stones. A musician strummed a Castrovellian string instrument near a small café, their haunting tune blending seamlessly with the faint hum of conversation from nearby tables. Vendors hawked skewers of exotic fruits, their sweet aroma mingling with the crisp scent of jungle greenery. The immersive environment was a triumph of technology and artistry, offering anyone who lingered a fleeting escape into the tranquil beauty of Castrovel’s untamed wilds.
This was one of several "green" areas, the method of utilizing flora to help clean the air a beneficial side note to bringing something tangible and authentic in a way that the simulations could not. A touch of home for those far away from it, and a step closer for those that had not yet reached it, for whatever reason. InfoDots™ hovered near points of interest for the curious, detailing information about the flora, sounds from the fauna, and the native region this space was designed to evoke, even a thrill of surprise as the sounds of a larger predator could be heard seemingly nearby. It was a touch of isolation and inclusion in a station that often tried very hard to be a little bit of everything to everyone.
It's such a cool concept, I had to try to get something to expound on it, as not much was able to be gathered casually.
The Puddles:
The Puddles neighborhood of Absalom Station is a unique and vibrant section designed specifically to accommodate the aquatic species that call the station home. Located on an entire floor of the station, this sprawling area has been engineered with an intricate network of interconnected aquatic environments, seamlessly integrating the needs of its residents while maintaining accessibility for non-aquatic visitors. The Puddles is not just a neighborhood but a testament to Absalom Station’s commitment to diversity and innovation.
The Environment
The atmosphere within the Puddles is humid, with the air infused with a faint scent of salt and mineral-rich water. Pools, canals, and reservoirs of various salinity levels dominate the landscape, providing suitable habitats for species from countless aquatic worlds. The water is illuminated with bioluminescent strips embedded in the walls and floors, casting a serene, rippling glow that mimics the natural light of ocean depths. Overhead, holographic projections of sea life and gentle waves enhance the ambiance, creating an immersive underwater experience.
The neighborhood is divided into zones, each tailored to the specific needs of its inhabitants. Freshwater and saltwater sections flow seamlessly into one another through advanced filtration systems, ensuring that all residents have access to their preferred environments. There are even specialized brackish zones for species that thrive in transitional waters. To accommodate the various temperature requirements, some sections are warm and tropical, while others are cool and shadowy, simulating deep-sea conditions.
Infrastructure
Instead of traditional streets, the Puddles relies on a network of transparent, water-filled tubes and channels that wind through the district like arteries. These conveyance systems, often referred to as "aqua-ways," allow aquatic residents to swim freely from one location to another. For non-aquatic visitors, dry walkways run parallel to these aqua-ways, complete with railings and viewing panels that offer a close-up look at the underwater activity. Transport pods, resembling miniature submarines, travel along the tubes, enabling non-aquatic species to traverse the neighborhood without requiring special breathing apparatuses.
At intersections, open plazas feature large communal pools surrounded by dry seating areas, serving as gathering spots for both aquatic and non-aquatic residents. Vendors float on platforms or set up along the edges, offering goods ranging from exotic seafood to waterproof electronics. The sound of flowing water and the occasional splash of movement creates a lively, if tranquil, atmosphere.
Culture and Daily Life
The Puddles is a melting pot of aquatic cultures, with traditions and cuisines from a myriad of water-dwelling species interwoven into its daily life. Restaurants and eateries line the walkways, offering everything from raw, coral-encrusted delicacies to hearty, kelp-based stews. Markets teem with goods harvested from distant oceans, including bioluminescent jewelry, woven seaweed textiles, and rare marine spices.
Religious and spiritual practices are also a vital part of life in the Puddles. Temples dedicated to water deities or aquatic philosophies are scattered throughout the district, often built into grotto-like structures where worshippers can immerse themselves in prayer—literally. The soft, echoing chants of rituals occasionally drift through the water, adding a mystical layer to the environment.
Challenges and Adaptations
While the Puddles is a marvel of engineering, it’s not without its challenges. Maintaining the delicate balance of so many different aquatic ecosystems requires constant oversight by environmental engineers and specialized maintenance crews. Algae blooms, waterborne diseases, and the occasional breach in a tube are ever-present concerns, addressed swiftly by teams of experts.
The neighborhood’s design also accounts for emergencies, with evacuation pods and airlocks stationed throughout. In case of system failures, the Puddles can be isolated from the rest of the station, preserving its aquatic habitats while ensuring the safety of the broader station population.
Conclusion
The Puddles is more than a residential area; it’s a living, breathing example of Absalom Station’s ingenuity and dedication to inclusivity. Its blend of naturalistic design, advanced technology, and rich cultural diversity makes it a standout neighborhood—a place where species from across the galaxy can find a little piece of home beneath the waves, even in the vastness of space.
The expression that follows the question Zemfira poses is something that would likely be followed by a shrug. "A guess cannot even be made right now. The ship is in limbo out there in the Quarantine Zone, and until we can get a response, or access to the logs to determine specifics, there is a dispute on ownership, and it probably won't move until that gets resolved."
Indicating the conclusion of the call, Otal nods and somberly replies. "Thank you for informing me of the tragedy. Durevor was a well-regarded individual in the area of workers' rights."
Outside the apartment, the neighborhood settled into the rhythm of early evening on Absalom Station, a mix of industrious activity and the soft murmur of daily life winding down. The corridors beyond the door pulsed faintly with the amber glow of overhead lights, their warmth diffused by patches of flickering holographic advertisements clinging to the walls like neon ivy. Residents moved with purposeful ease, a mix of species whose footsteps echoed unevenly against the durasteel flooring. The scent of spiced noodles and fried meat lingered in the air, carried from food stalls stationed strategically along the main thoroughfare. Occasionally, the muffled hum of a passing utility drone would cut through the relative quiet, its sleek body gliding toward unseen destinations with unwavering efficiency.
From the apartment’s window, angled to reveal a slice of the station’s outer plating, the view was more abstract—a patchwork of distant lights, casting fractured reflections across the reinforced glass. Beyond the faint glow, a hint of the cosmos peeked through, black and infinite, dotted with stars and the muted flash of starship thrusters. The faint, rhythmic thrum of the station’s life support systems blended with the distant sounds of conversation, laughter, and the occasional clatter of goods being loaded or unloaded in the nearby docking bays. Despite its industrial veneer, the neighborhood had its own kind of charm: a lived-in resilience, a balance between the chaos of constant motion and the brief moments of calm stolen between shifts.
...even if a lot of the campaign related techie jargon goes over my head...
To be fair, I am making up a lot of the techie jargon as we go. I'm trying to stay true to the naming convention in the system, while being very clear about the function of the things that got names.
The internet(of stuff and things) became the "InfoSphere", so trying to consider the whole of the internet for Absalom Station in specific would be the "Absalom Station (Info)Sphere", with subdivisions occuring as needed, in much like a Venn diagram of relations, but on a 3D Plane. As such I would think that the local worlds in a system would have their own 'Sphere, with the linked Spheres becoming the "(system)Constellation" or somesuch.
Feel free to make stuff up as we go, background color and flavor is fine, as long as it is cohesive. There just is not that much officially fleshed out regarding technological advancements and proper names, which would compound with the number of species and their names for things... So have a ball with it.
Plausible Name Generations:
Personal Navigation & Interaction GuidePath: An enhanced version of the GuideLine, offering real-time augmented reality (AR) overlays for precise, step-by-step navigation tailored to an individual’s preferences, like avoiding crowds or finding scenic routes.
BeaconPoints: Small, localized signal emitters providing detailed directions or real-time updates in specific areas, such as stations, cities, or ships.
TrackSphere: A personal tracking network within the InfoSphere, allowing users to monitor movements of friends, couriers, or even autonomous drones in real-time.
Data Access and Interaction InfoHub: Centralized digital access points in physical spaces, acting as kiosks for interacting with the InfoSphere for local data, maps, and public records.
DataClouds: Dynamic clusters of publicly accessible data hovering over areas of interest, visible through AR or a digital interface.
InfoTag: Digital markers attached to real-world or virtual objects that store detailed descriptions, history, or metadata retrievable through a glance or tap in AR.
Communication and Social Networks ChatSphere: The futuristic evolution of social networks and messaging platforms, integrating holograms, neural interaction, and shared AR spaces.
PulseStream: A live feed system that broadcasts real-time updates, events, or alerts within the InfoSphere, akin to a social media timeline for communities or individuals.
LinkNodes: Secure, localized network points allowing individuals or groups to set up temporary private connections for sharing data or coordinating actions.
Security and Oversight SafeZone: Areas monitored and enhanced by the InfoSphere to provide alerts and guidance for public safety, emergencies, or restricted access.
EchoScans: Real-time environmental scans layered over the InfoSphere, offering situational awareness for users, such as detecting hazards or unseen activity.
ShieldGrid: A digital barrier that secures sensitive information or networks within the InfoSphere, protecting against cyber-intrusions.
Entertainment and Leisure SpherePlay: Fully immersive entertainment experiences, including AR games, interactive media, and virtual gatherings hosted in the InfoSphere.
HoloZone: Dedicated virtual reality spaces within the InfoSphere, designed for simulated training, entertainment, or relaxation.
DreamStream: A service offering curated experiences, such as custom simulations or interactive stories, delivered directly through neural interfaces or AR displays.
Commerce and Transactions TradeLink: A streamlined, InfoSphere-integrated platform for commerce, allowing instant transactions, delivery tracking, and vendor verification.
MarketSphere: A global marketplace layer within the InfoSphere, showcasing goods and services from across star systems in a seamless AR or VR interface.
CreditWeb: The secure financial backbone of the InfoSphere, ensuring instantaneous, encrypted monetary exchanges between users, businesses, and banks.
Education and Knowledge LearnSphere: A dedicated network within the InfoSphere offering interactive educational content, including live expert seminars, virtual classrooms, and simulations.
InfoVault: A vast repository of historical, scientific, and cultural knowledge maintained within the InfoSphere, accessible with advanced search algorithms and AR overlays.
SkillLink: An adaptive system connecting users with personalized skill development plans, incorporating real-world practice with InfoSphere-guided feedback.
A bit of detail to shed on the Sponsorships that have been offered to you, since the first round have gone out. The others will come eventually, with occurrences in the AP giving an incentive to those companies that have interviewed to be represented.
In exchange for representation– The Academy is prestigious— there are some benefits that will be available to those contracted. First off, they will be issued an armor and weapon of their choice within current equipment limitations, that will be very much for display and use. Additionally, much like the interview in the HAC, a "social session" will be needed, taking half a day or so as they set you up as Models/Personalities.
If you'd like to know the Behind the Screen reasoning, message me. I don't want to reveal more than necessary.
There is no shortage of options for Zephyr to find something suitable that delivered to the current location of the group. Nothing especially extravagant was in the neighborhood, but several highly rated shops were lauded for their selection of grab-and-go options– hearty filling meals, soups, and sandwiches that could fill a stomach without emptying a pocket. Much of the fare is more focused on substance than appearance, but considering the number of positive hits, the taste more than makes up for it.
Zemfira can help Dirk locate OsmosTech in the InfoSphere, getting a summary of its frontpage and a few mentions of the company here and there, most notably the loudest opinions on the company and its practices. In regards to the Acreon, whether intentionally or not, the most that can be found is the promotional information for the ship, and a touch more detail in an aficionado forum.
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OsmosTech:
OsmosTech Mining stands at the forefront of asteroid resource extraction with its cutting-edge osmotic mining technology, a process that revolutionizes deep-space operations. Utilizing specialized nanite swarms and adaptive, pressure-sensitive extraction fields, OsmosTech’s method infiltrates asteroid structures, drawing valuable minerals and gases through controlled osmotic channels without the need for conventional drilling. This technique reduces structural damage to asteroids and allows for the efficient harvesting of rare and fragile materials that would otherwise be lost to more aggressive mining practices.
As a proud subsidiary of Astral Extractions, OsmosTech upholds the conglomerate's reputation for ambitious expansion and high profitability, though not without controversy. Critics argue that its rapid-growth mindset pushes ethical boundaries, with allegations of overworking contracted mining crews and cutting corners on safety protocols in favor of increased yields. Nonetheless, the company maintains its place as a key player in the star-spanning race for resources, propelling the industry into the future while leaving miners to navigate the thin line between opportunity and exploitation.
Acreon:
The Acreon is a storied medium-class mining vessel renowned within the Hardscrabble Collective for its daring deep-space expeditions. With reinforced hull plating and state-of-the-art cargo holds optimized for mineral storage, the Acreon was built to brave the harshest conditions of the Diaspora and beyond. Manned by a crew of seasoned prospectors, the ship represented both grit and hope, a symbol of the Collective’s unyielding spirit in the face of corporate dominance.
Prior to the infamous Drift Rock incident, the Acreon had a reputation for finding valuable but treacherous mining sites. Its captain, Loskial Tirth, was a Verthani known for his meticulous approach and sharp intuition. Tirth was respected for balancing bold risk-taking with cautious leadership, fostering a close-knit crew who valued their independence from larger corporate interests. His leadership style was said to inspire loyalty, making the Acreon a sought-after assignment for those willing to endure long stints in the void.
Rumors and logs from the Acreon tell tales of hazardous missions to asteroid clusters riddled with rogue drones and natural space hazards. Its success attracted both admiration and envy, especially from rivals like OsmosTech Mining, who saw the Acreon’s exploits as a thorn in their competitive side. Even before the enigmatic Drift Rock was found tethered to it, whispers of ambitious ventures and dangerous discoveries often surrounded the ship, leaving a legacy marked by fortunes won and lives lost in the cold reaches of space.
Now, the Acreon floats in quarantine above Absalom Station, its hull battered and eerily silent. For the past three days, the ship has been unresponsive to all hails, fueling speculation and fear throughout the station. The sudden lack of communication and the unknown nature of the Drift Rock have only deepened the mystery, prompting officials to impose strict containment protocols as the Hardscrabble Collective and its contractor search for answers.
The hotel normally runs around 250c a night before added-on amenities. Considering all the amenities you have access to, this is part of some package or fall within a range, depending on what you access.
Heartened by the show of confidence from all of you, Chiskisk takes a breath and sets the . "It is appreciated. Please do keep me informed, and I will do what I can from this end if it is needed."
With no further questions, all of you are free to leave, a bit of interacting with your system has the WayLine leading you out of the complex and back into the light of Absalom Station.
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There is a moment of consideration as Chiskisk receives the delivery that Zemfira put forth, and there is a bobble of his antenna that precedes his response that denotes chagrin. "Apologies Zemfira. Durevor was inclined to try to recruit you into the Society. Given your reception, it was my fault to presume that not all of you would have been inclined to assist. Should all of you wish membership in the Society, I am prepared to grant that including a signing bonus plus expenses. Would two hundred credits to each of you for necessities, and my comm code so that you can contact me directly if needed suffice?
Turning to address Zephyr, the Shirren nods politely. "That seems reasonable to assume that my friend may have caused offense, whether knowingly or not. I can have the last six months condensed and sent to you. A gesture of a hand indicated Sparks interest.
"I fear that any notes that Durevor may have kept were private to him. Access may be difficult. We were good friends, but not so close as to share access codes. I can provide you with his home location, but that is the best I can do."
Again, their hands fold on the desk, awaiting any other inquiries.
To their credit, the receptionist takes Sparks rundown of the situation and nods solemnly, their attention leaving Zemfira after maybe a moment longer than would be expected. Each of you receives a look as if comparing you to something before they stand and give a very professional gesture to the hallway. "Ah yes, you are expected." As they finish that statement, a WayLine the color of hammered silver appears for those of you that have your comm unit settings set to the level of an everyday assistance tool.
"Please follow the WayLine to your destination, Director Chiskisk has been notified of your arrival and is waiting."
A passing glance at the building directory shows that rather than by rank, the floors of the Lorespire are arranged by division, with the more "hands-on" divisions residing closer to the ground level. Your destination seems to be near the top of the first third of the levels closest to the ground floor.
The ride to the Lorespire Complex truly let the breadth of the station be seen as the business district from your position around the Eye raises just enough to allow sight from one end almost to the other. Designed beautifully, the central dome of the area contained structures that seemed to share aspects of numerous construction techniques, blended into a synergistic whole, intermingled and interspersed with greenery around, and even on some of the buildings, their numerous stories reaching towards the top of the dome.
Like plants around a tall tree, smaller buildings surround the larger ones, the InfOverlay™ providing names, short details, and InfoDots on the locations of prominence. Your destination is marked, your destination located on the Ring as your transit carries you away from the Eye, and the associated campus for the Starfinder Society is delineated as you approach. It is not only the Headquarters for the organization, but also a campus where members new and old spend time between tasks, assignments, and pursuits. The Lorespire is aptly named, a spire raising a remarkable distance over the campus itself, housing likely much of the administrative end of things.
Your Rebu arrives at the foot of the complex, where a small rise of stairs and automatic doors mark the entrance to a wide lobby.
The lobby is a refuge from the station outside. from the ambience of the foyer, designed to be modernly welcoming, with the slight tint to the windows, emphasizing the separation from the bustle of the world outside, to the positioning of the building itself– just close enough that the foot traffic can be seen without being a part of it. Appointed along that same theme, the little touches make this a welcome launch pad either into the hotel proper and the luxurious comfort therein, or a spot to brace oneself before heading out into the press of society out there beyond the tinted glass. Nevertheless, you will have to leave this comfort, at least temporarily.
Dirk Gently's Three Blue eyes turn big as an epiphany hits him like all that buttery goodness will later this afternoon!
I should be using my Espionage Specialist skills to gain knowledge of the general type of people that are staying at the hotel, a sense of their tax bracket, perhaps, as well as the subtle touches that denote their particular place in their socio-economic stratus sphere!
(Deadpan look at the camera before failing to hold the expression and bursting out laughing)
The meals that get served that evening are very nearly exquisite. Whether this is the standard of this establishment or something in particular for you is difficult to say. Each order you place through the system offers complementary pairings as well as a tidbit of the history of the dish or the most notable instance of the item. Your dishes are brought by servers, dressed immaculately in a uniform that compliments the room, allowing to be present and working without being intrusive on the ambience. You also discover that each table— at least in your section, of which there are remarkably few tables– has various levels of privacy settings that allowed for both visual and auditory isolation, if needed.
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News Headlines:
"Corporate Eyes on the Acreon: Claims on Salvage Rights Stir Controversy"
• Starfinder Society and Astral Extractions Clash Over Ship’s Fate
"Drift Crisis Averted: Stellar Flare Dispersed After Joint Pact World Operation"
• Emergency Response Team Prevents Catastrophic Energy Discharge in System
"Gravitonball Finals: Crowd Erupts as Underdog Team Claims Victory"
• Championship Match Ends in Nail-Biting Finish
"Adventurous Souls Beware: Increase in Reports of Cult Activity in the Spike"
• Security Forces Issue Warnings Amid Rise in Occult-Related Incidents
BOT
From their position, Zephyr focuses, a streak too fast to be seen giving cover to allies as they retreat back across the middle of the docking bay.{Cover to Sparks}
A shot goes wide of Zemfira as Sparks keeps an eye out from his position, a single shot throwing off the aim of the individual behind the crate so that what would have been a hit, missed. As Pertinax and Zemfira hustle Durevor back towards allies, the dwarf unresponsive and limp in their hands as the cloud starts to clear, the extinguishing cloud dispersing. Shots continue to fly back and forth as one of the members of the group on the right goes to cover as they put the fire out from the well aimed laser shot from across the room. Dirk can see them taking cover and in critical condition
The aide that had contacted station security takes her chance and rushes for the exit, leaving the bay behind.
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Sparks has taken 8 damage from a shot last round (before any mitigation) and is on fire. Reflex Save DC11 to put it out.
Party up!
Considering that combat tends to drag when it comes to people and timing (because life, right?), I was wondering if it would break the feel or flow for you if just throwing a line of intent into Discussion about what your character would be doing in the combat if getting the time to post in gameplay would be a little difficult at the moment.
In combats, I'm likely going to keep things moving after 48hours and bot those that had not posted, as time gets away from us here and there and being bogged down in a combat is not a good feeling.
(BOT)
Zephyr, crouched for cover behind the barrels, had let his mote remain unmanifested as the lasers flew, but one thing was evident. The intent that had seemed to greviously injure their contact was not the same intent behind the shots that fired at partially visible targets across the docking bay. Convenient then, that said fight just happens to occur now. Without reaching, the mote that seemed to drink in the nearby light settled into his hand as his fingers closed around it. Everyone had rushed fowards, but they may have overlooked him. It was easy to seem nonthreatening when there were bigger threats around.
{Fully Graviton Attuned}
(BOT)
Pertinax, for all of his movement, seemed somewhat unconcerned about the lasers than some, perhaps trusting in his heavier armor to mitigate any hits, or truly not overly concerned about the skill of those possessing firearms. There is an aura that he seems to exude in this situation, and maybe it makes those firing think twice before pointing a weapon at the figure in black. The gangs are identified after a moment, though the Ace and King motif from a deck of cards as well as the purple and green colors. Twenty-One. The Downside Kings are far from their stomping grounds today...
(BOT)
Loud and distracting, Dirk continues his advance, the cloud of suppressant lingering in the air in his wake, thwarting any shots that try to pass through it. Quite an unorthodox use for a fairly common object, but the efficacy is undeniable. Nearly half of the sightlines are fouled by the cloud, with only the bottom of the bay even able to trace from one side to the other. A little trick learned from a minor engineering mishap, but when a focus(Ha!) of one assignment happens to be optical developments, the resulting benefits to the knowledge is anything but opaque(Double Ha!).
As shots continue to streak across the bay, more fail to cross the intervening space thanks to the cloud that Dirk is spewing in and around his wake. Perhaps it is frustration that made the Downside King near the huge box of equipment decide to orient on the Brenneri(-8 +Burn!) that had tried to take cover, but the shot was true. Critically striking, the bolt ignites fur and clothing, making the term "firefight" a bit more nuanced in the moment. Another shot slips past and nearly knocks one of the more commonly dressed ganger by the forklift over with the damage of the hit.
Prone, the dwarf does not move, while his companion starts to relay the situation to station security
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Round3! Party Up!
(The brightly lit docks of Absalom Station are abuzz with activity as travelers bustle by, preparing to board or disembark from starships bound to or from any of dozens of worlds. Brash and swaggering starpilots, scurrying ysoki mechanics, and expectant colonists mingle with enigmatic kasatha mystics, hard-faced asteroid miners, imposing vesk mercenaries, and more, creating a microcosm of the abundance and variety of life in the Pact Worlds. New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life on the vast space station. Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and baggage. A sharp tang of ozone hangs in the air—a byproduct of electrical discharges from the docked ships—but underneath, the station’s atmosphere has a slightly used aroma. The docking bay’s deck plates thrum beneath your feet, though whether it’s from the passage of innumerable feet or the vibrations of the station’s power conduits and air recycling systems is impossible to say.)
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The countdown to the jump into the Drift is almost out, and for those that have completed the orientation courses, a notification alerts you that access to virtual consoles is enabled. Walking through the virtual setup of the Drift preparations, Zemfira plots a course that gets highlighted, checked, and then incorporated as the new jump path for their trip! A note is added that a commendation will be appended to her license.
Dirk settles into the Engineering room, walking through the pre-jump routines with ease. The time spent on the trip studying the layout immediately pays off as a couple of settings that were slightly out of range were identified and corrected.
Sparks, in the position of XO under the silent eye of Captain Albach sees the displays as he would, reading the status of the stations as they indicate their readiness and readout of the ship status. Attending to morale is just as important as any system and spirits are high as the final digits fall off of the counter.
For Zephyr, the transition of the ship into Drift space is felt through the station of the magic officer, the slight currents of magic parting around the hull as the pulse of the engine wraps them in a bubble and pulls them between. The station itself is set in the middle of a thin ring of a metal that incorporates the console, indentations lined with magically conductive materials that boost awareness from the individual into the whole. When engaged, the feel dramatically changes from a sedate ripple in normal space into being thrust into the forefront of a current and riding a vast wake, the calculated jump points serving as beacons that are felt or heard more than seen, with the blazing star that is undoubtedly Absalom station.
Taeron is indeed around the ship, as one could not remain in their quarters so much that they might not be seen at meals at the very least. They are available to talk to if needed, but are often performing in more of a professional capacity than anything else. He does give your your space, and rarely intrudes— to be fair, the amenities on the ship are not lacking for anything between the access to the HAC, and the quality system connections in your rooms, remaining in your quarters would not be any true effort at all. For all of you, there is a fixed meeting with a Starfinder representative on the day of your arrival to the station, but unless there are follow-up interviews or other professional callings, your schedule remains free.
Thus far on the ship it has been a leisurely week, your self-chosen study taking up as much (or little) of your time as you feel comfortable with. Some of the habits that you held while studying at the Academy are not needed with your graduation, and you find yourself with time that you may not have had before, but the goal is to let you relax, put some of your prior stresses down and realize that you are free to choose your own way with the blessing of some of the top minds of the Dhacian Rota.
There is a timer, counting down to the initiation of the drift engine. It is prominent on the system of the ship, and if allowed, has synced to your comm unit so the transition is not distressing or jarring for those that are sensitive. For those certified in system operations, the time is approaching to see if you have what it takes to operate as a secondary (or even primary) position on a ship.
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The latter. They are simulations meant for practice, and if you utilize them you'll get a point (above and beyond your norm) in Diplomacy. However, the Holographic Amusement Chamber can be utilized for other things, so if the time meant for interviews is irrelevant, it can be configured to train other skills. However, it can only be used to grant one skill point, and only for a skill that you do not have a point in, if it is not Diplomacy.
Sometime later, depending on if you are up or not, everyone gets a ping from a V.I. connected to Taeron named "Silver". Attached is a tentative itinerary that anyone can confirm if they are interested. The relevant programs have been loaded into the HAC, and they consist of adaptive programs that can instruct in etiquette and interview skills. Another loaded program was a fashion suite with options that allowed designs from the demure to the dramatic.
Dirk does find that his accomplishments allow for access to the Science Officer and Engineering consoles. The system orientation would take twice as long as Zemfira to familiarize due to the dual positions. Fortunately, those could be completed at your leisure, if wished. However, until completion, the system would disallow access to their roles. The flurry of activity that began with their departure calmed not long after, once the path was set and locked into the system. The rest was more checklists, verifications, secondary checks and then some relaxation.
For those arriving at the spaceport and expecting to get in line, there was a short correction once the check-in process rebooted from having a comet impact the planet representing the airport system. A lot of the things that occurred in the Augmented Reality (and Virtual Reality for those that could multitask that well) had a parallel to what was going on, if one knew how to interpret it. However, it is thankfully not too long of a wait before the star that was indicated on your ticket animated and shot off, leaving a trail for you to follow from your respective positions. Depending on the permissions and settings of your comm unit, that was anything from literal to metaphorical as your navigation notified you of a route to your destination.
Upon your arrival, an Atlas VI greeted you at the door of the ship, the silver softball-sized orb presenting a cheery face and voice, greeting you in the default language of your commlink, or default language of your species. When in mixed company, it defaulted to the common language. It hovered near eye-level with its miniaturized pads, and bobbled somewhat along with its projected mood.
"Hello! I'm Bahz, and welcome to the Excelsior! We've been looking forward to your arrival, and hope you have been looking forward to travel with us! Please come in, and you will find your accommodations indicated on your HUD, or comm unit, or I can direct you!
Your quarters are Luxurious, in a word. No expense was spared as the regard or reputation that you had earned was reflected in them. Your room was modeled to your tastes as best as it could with the information you had shared or had allowed it to access. Many of the systems were interlinked, and while the access was greyed out, it did appear that with proper permissions, the ships functions could also be utilized at need.
"We are still waiting for everyone to arrive, so please settle in, and on behalf of The Attelan Star Academy— as well as the crew of the Excelsior– Congratulations!
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Computers(10):
Usurping the software was somewhat of a acknowledged game between the schools that taught InfoSphere design and security, much like a technological game of tag.
Computers(15):
Those in the know recognized who had scored what by the color of tail of the comet, with the understanding that once a "hit" was scored by you for your school, the method that was used would be patched by the infiltrator or infiltrators, and the game would continue.
Computers(20):
While it was somewhat unorthodox, not a single individual that took a look at the system would speak poorly about the security gestalt that it had.
Pretty much. Everyone has completed either schooling or training at the academy or one closely associated with it. All of you are set to travel on the same ship that has been chartered expressly for this trip. If there is skills overlap, I'd have no doubt that you would have encountered each other in that capacity.
Also, to offer a little bit more customization, I'm willing to let everyone flex some of your starting proficiencies into feats. For example, Solarians get basic and advanced melee weapons. If you like, you could trade Advanced Melee Weapons for a feat and use that as normal, with prerequisites still required.
A Dirindi, Brenneri, and Half-elf walk into a bar...
Not bad, and I love the flavor and twists that everyone is putting on their characters. One or two more and we're good to look into stat generation.
MishyMish, if you're wanting to make the "control" Solarian, so to speak, that would not be out of place, as the Weapon and Shield manifestations are all that remains.
No worries about countering received deficiencies within the class, as that is a bit more meta than you need to get out of character. So far, Solar Armor and Solar Flare ideas have been presented, and if you're uncertain about how much to include for your idea, Zephyr nailed it neatly.
Who is your concept? What did they study? Why did they accept the trip to Absalom Station from the distant Telan Cluster? What is their Manifestation? Do they have an Archetype? An Alternate Class Feature?