Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi sighs as the party turns back from what must be an exciting area to explore. But she is happy to get back to the ship and contemplates what she might do with her well-gotten gains. Thanks to the GM and the Players.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"That clears a few things up," Navasi comments. "I'll bet our friendly neighborhood technomancer can get past this thing's firewall. Let's watch out for booby traps, though. Does our connection to the mainframe upstairs allow us to open this door, do you think?" Navasi looks at the options on her comm unit, studying the menu and trying to see if the adamantine hatch is connected.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"The gobs we defeated upstairs said 'Chief Ritarip Metalskin' took you two down here a couple of days ago to sacrifice you. They also said something about worshiping a 'green god' who had stopped giving them miracles. That make any sense to you?" Navasi says, eyeing the strange combo, scratching her head. "What would we find if we go below that expensive hatch over there."
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"Aleon, please apply some of your mystic magic to keep our friend here alive, Borgor too. Anyone got rope? If not, I'll scrounge for something in these crates." Whether needed or not, Navasi will begin to poke around into the crates that have already been opened and anywhere else there might be useful finds. perception: 1d20 + 7 ⇒ (20) + 7 = 27
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Acrobatics: 1d20 + 9 ⇒ (9) + 9 = 18 Navasi jumps to the top of the crates and moves closer and then prepares to shoot, feinting in case Bogo keeps resisting. "Com'on Borgor! It's over. We didn't come to hurt you, so don't be a fool and let's just talk! Bago, talk some sense into your captain. We're friends of Livewire." "Then we can work out how two heads ended up on one body," Navasi thinks. Bluff: 1d20 + 9 ⇒ (4) + 9 = 13
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Sense Motive, Skill Expertise: 1d20 + 7 + 1d6 ⇒ (20) + 7 + (5) = 32 "The second head to speak has been charmed. Perhaps this giant is of two minds about the situation," Navasi warns, immediately sensing something off about Bago. Is it possible to jump from the platform directly to one of the crates, or does the mesh grate mentioned prevent this? If it is possible to move, what is the roll required, if any? "You know what they say, gang; the bigger they come, the harder they fall." This activates the Envoy "Get 'em" envoy improvisation. Everyone gets +1 (morale) to hit BorborBago until Navasi's next turn starts. This is Navasi's move action. Then she tries to shake Bago out of his charm with some diplomacy. "Hey! Bago! You going to let someone push you around and make you do what you know you shouldn't? Snap out of it!" Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20 I'm hoping that will give him a new saving throw. Whoever has a comm unit, consider turning the gravity off under BorgorBago or maybe adjusting the lights can give us an advantage.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi marvels at Raya's ability to penetrate the dense tangle of wires and find the right ones to extract, reconnect, and get things humming again. She turns off the alarm sounds and brings up the lights in the hanger to annoy the goblins mostly. Computer, mainframe bonus: 1d20 + 5 + 5 ⇒ (9) + 5 + 5 = 19 "Raya, we need your mojo to get past this pesky firewall." While Raya works on the firewall, Navasi pulls the shaman into the clear and searches the body. "What was he trying to do here?" Navasi says to herself as she searches. Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi follows Obozaya into the room and eyes the sparking console from the far side of the room. "Raya, more opportunities for you to work your particular form of magic. Let me know if I can help." Raya should also try the computer check. If other character's can aid, Navasi will attempt to help. Computers, aid: 1d20 + 9 ⇒ (15) + 9 = 24 DM Brainiac wrote: A green-screened mainframe computer terminal covers the eastern side of the room. In case it matters, which direction is east on the map? Also it the top side of the room elevated (the side toward middle of the map)? If so, how far? Also, is this area part of the ship that Livewire was on or is it part of the larger body of the "moon"?
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi climbs the ladder and checks the door to the room at the south side of the area. "It's locked. Anyone want to try to figure out a way past this door. Might be worth a look-see what's in here in case it will help. Might be a computer we can use to pull up layout map or perhaps a way to look at what's going on down there before we head down--security cameras might still work." It's annoying the way the pre-gen character creation concentrates all the skill points on the same set of skills, leaving some very useful skills without ranks. Even though engineering, disguise, intimidation, and medicine are class skills of the envoy, Navasi has not a rank in any of them, not only making her unable to make engineering or medicine checks but also sacrificing the +3 that comes with spending a rank in a class skill. By 4th level, Navasi has 44 skill points to spend and all are concentrated in 11 skills, leaving 4 class skills with no ranks. Frustrating.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi fishes some wire from the rubble and uses it to tie the goblins' hands and then ties them to something immovable. She also removes anything like a comm unit or communicator from their gear, if she can. "That should keep you out of trouble. You'd better hope those big guys are still alive." With that, she reloads her pistol to replace the rounds she fired and heads for the elevator.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"You are trespassing on Starfinder property. This is your last chance to surrender!" Navasi calls out as she moves up. She points her pistol at the north goblin. Ready attack if either goblin continues fighting. Edit: Previous post had attack and damage for Navasi's sword, not pistol.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi steps forward to a point where she has a clear shot to the goblin on the raised deck and points her pistol as if to fire, but holds off on pulling the trigger, waiting for the goblin to commit itself to a reaction before firing the trigger next round. Feint (Bluff): 1d20 + 9 ⇒ (17) + 9 = 26
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Do the pieces of junk spaceship drawn on the map hinder movement or provide cover? Are the goblins at the top elevated? If so how far? Navasi advances with her semi-automatic drawn and ready. When the goblins attack she starts to fire at one of the goblins on her flank and then at the last moment redirects her fire at the goblin Obozaya just attacked. Bluff, Convincing Liar: 1d20 + 9 ⇒ (2) + 9 = 11
Bluff, Convincing Liar: 1d20 + 9 ⇒ (1) + 9 = 10
"We come in peace / Shoot to kill!" Navasi sings out, imitating their sing-song voices. Anyone old enough to remember this song on Doctor Demento Radio Show?
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"Good teamwork, everyone," Navasi calls out as she guides the ship in to land. She checks her ammo, grenades, and other gear before heading out. She activates her D-suit's environmental protections and activates her helmet's infrared sensors before disembarking. "Just so you all know, I like to hang back a bit in battle, using ranged weapons and keeping up some chatter to help us all stay frosty and dealing with all threats. If I call your name and say 'incoming', be prepared to hit the deck if you want to avoid a ranged attack. I also like to feint in combat, so don't take anything I say to the enemy seriously." Navasi's Watchout Improvisation: As a reaction, when an enemy makes a ranged attack against an ally within 60 feet of you, you can warn that ally of the danger. You must spend your reaction when the enemy declares the attack but before it makes the attack roll. Your ally can spend a reaction to gain a +4 to AC against the triggering attack. Once the triggering attack is resolved, the ally falls prone. So each round, the first ranged attack at anyone that Navasi is aware of will activate this reaction and the player can decide if he/she wants to take advantage of the warning to get the AC boost at the expense of going prone.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi loops around to come up behind the goblin racer. "Get someone to the fore and port gunnery stations! We can hit with three guns. Let's end this!" I believe I've placed the ship so that the goblin ship is in the firing arc of the fore, port, and turret guns. I'd recommend that Raya fire the fore light particle beam and Aleon fire the port laser net, while Obozaya continues firing the Turret gun.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi returns to the helm. "Thanks, Raya. I'll let you get back to engineering. We might try boosting the speed of the ship so we can get behind this sucker or at least keep it off our tail." Piloting Initiative: 1d20 + 9 ⇒ (14) + 9 = 23
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"Let's end this. Raia, would you do the honors of piloting this fine ship while I work on something to put a little fear into them?" Navasi moves to the comm console and broadcasts a message on a frequency the goblins can hear. "Starfinder command, this is Captain Navasi. We've engaged the enemy and find no evidence of anything more than light fighter ships. No traps detected. Commence with the full assault. 'Ware the tractor beam, however." Bluff: 1d20 + 9 ⇒ (15) + 9 = 24
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
It would be clearer if the dice rolls were not horizontally aligned. Makes it harder to see the results at a glance. Just a suggestion. "Shields back to full. Raia, can you divert some power to our weapons? We need to take them out." Raia: if we don't take damage in this upcoming round, I'd suggest Raia take the helm and let Navasi take a turn to assume the Captain's role and use the Taunt action against the enemies. Her bluff is pretty high.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Are penalties to piloting due to damage subtracted from the general initiative roll? I'm just trying to understand why in the previous round one of the enemy ships had a lower initiative than the other even though just a single initiative roll was made. "Hold on." Navasi took more evasive actions, hoping to avoid more interference from the tractor beam. Piloting, evasion stunt: 1d20 + 9 ⇒ (19) + 9 = 28
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Piloting Initiative: 1d20 + 9 ⇒ (4) + 9 = 13 Do both the enemy ships move on the same piloting initiative roll?
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"Tractor beam is spoiling our attack on the damaged ship, but we can still hit it with the turret and use the starboard light laser on this bogey on our backside."
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi pilots far away from the damaged ship but keeping it in range of the medium range guns on the Pegasus. She knows the other ship will keep behind the Pegasus, since it is faster and more maneuverable. She zig-zags to try to make the Pegasus a harder target. "We can give the damaged one both of our big guns now. Raia, hows that rear shield coming?" Piloting, Evade Stunt: 1d20 + 9 ⇒ (14) + 9 = 23
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Just wanted to double check something. Our forward shields took 6 points the first round. Then Raia made an engineering check to divert power to the shields during the second round. This repairs an amount equal to 5% the PCU. For the Pegasus tier 4, this would be 8.75. I'm unclear on the general rounding rules. It says you always round down. Would that mean 8.75 rounds down to 8? Or would it only round down if it were 8.5 or less? At any rate, after the divert power action succeeded, we were back to full shields. Now our aft shields are down to 3. A successful Divert Power action would bring them back up to full. Also I think if Aleon is acting as gunner or aiding the gunner, he gets +5 to the roll (pilot ranks + Dex Mod). I think it would be worthwhile to consider firing a third gun instead of aiding Obozaya, since Obozaya's got a +7 already. A good roll on the gunnery action could net us more damage on a good roll. It's relatively less likely to make a difference just adding 2 to one of Obozaya's attack rolls (10% chance). This assumes we have a third gun that can target one of their ships. Navasi's eyes have a laser focus as she tries to shake both ships. She outmaneuver's one of the two ships, at least. Piloting initiative: 1d20 + 9 ⇒ (8) + 9 = 17 "Raia! Our rear shields are almost gone. I'll try to keep our facing toward them but one of them might be able to get behind us and do more damage." I should be able to move the ship after the losing goblin moves. As long as this happens before late afternoon Eastern Standard Time.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Sorry if I wasn't clear. Navasi's piloting roll above was meant as the evade stunt. This is a DC 16 piloting check to give us a bonus of +2 to AC and TL for the turn.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi knows the goblin racers can fly faster and turn better than the Pegasus so she just tries to circle away from them and then point back to keep the rear shields away from their reach if possible. While doing so, she zigs and zags, trying to make the ship harder to hit. Pilot, ship bonus: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 "Doh! Silly me. I had the inertia dampers activated. This should be a bit more fun now."
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Sorry all, but this battle has started during a very busy time for me and so I'm not able to make a studied response to the movement. I'll post a piloting roll to attempt evasion and ask _Lem/Obozaya to make the moves on the map as she sees best to keep things moving. I have to work tonight and the time I usually have to spend on posts has been eaten up preparing for my wife's birthday tomorrow. Things will open up by Friday. I'll try to post anything else needed before bed tonight.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi grits her teeth and focuses on the controls. Piloting initiative, ship bonus: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 "I should have spent more time in the pilot's seat on the trip in. I can't get used to how different this thing responds compared to the lighter craft I'm used to flying." @ Aleon: Remember, you have to choose between acting as the captain or one of the other roles. I'd suggest taking to the guns instead, so we can have a better chance of taking out at least one of these fighters. If you want, however, Navasi will be attempting evasive maneuvers to make it harder for the tractor beam to hit us. Captain Actions section of Core Rulebook wrote: You can encourage another member of the crew to give her a bonus to her action. This works like aid another, granting a +2 bonus to the check required by a crew action if you succeed at a DC 10 check using the same skill. Alternatively, you can grant this same bonus by succeeding at a Diplomacy check (DC = 15 + your starship’s tier). So, that could be a DC 10 Piloting check or a DC 19 Diplomacy check.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Here are the starship stats from the handbook. I will update this as we take/repair damage. Note the attack options, their location, and ranges. STARFINDER SOCIETY PEGASUS TIER 4
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"Thanks for that scan, Keskodai." DoubleGold: what name are you using for the Shirren Mystic? Keskodai or Aleon Hunter? I'd like to role play the conversations using the name you prefer. Navasi takes advantage of the first ship's eager advance and pilots the ship back toward where that ship started. She hopes to be able to maneuver to a point where short range weapons won't be as accurate, while also turning so the best shields, the forward shields, were facing the enemy. She can't quite get far enough away for this, but she ends up with both the ships in the forward arc. The other ship might get to a point where only the turret gun and the starboard arcs would be able to target it, but it seems a good compromise. "Raia, watch where that second ship ends up and get to the gun that can target it. Or if you think it better, we can fire everything we have at one of them. If we can take down one quickly, the other won't be such a problem." Navasi is so used to being the captain in these battles, she finds herself giving orders despite her being the pilot. In other words, ignore what she's saying if you want to do something different. I marked the path so I could remember how I got from point A to point B. If there are any mistakes in the path, point them out to me so know better. If not, delete the marks and arrows when they serve no further purpose. The modifiers listed for the Pegasus says +4 Computers. Does that mean any computer check gets a +4? If so then the computer scan result was a 17. GM probably factored that in if so, but I suggest we put bonuses in the dice roller when used to keep it clear that we're using all our ship's modifiers effectively. I don't think we've used either of our two +1 bonuses this round, so the gunners should each take one.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
This is my first attempt at piloting. My first couple of turns may be slightly delayed so I can take the time to review all the rules and check on the status of the enemy ships. I'm working in the evenings M-Th at present, so I'll try to concentrate my posts in the early afternoon.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi slips into the pilot's chair and begins to prep for battle running. I'd suggest Keskodai/Aleon Hunter do a science officer scan on the first round to see what we can learn of the enemy ships. Thereafter,
Piloting, 4 ranks, +1 from starship: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 Navasi muttered under her breath as she made a few mistakes powering up systems in the wrong order. "It's been a while since I had to pilot in a firefight." Just to be sure, we're in the tier 4 Pegasus, right? I'd suggest if we have two gunners to use the +1 bonus from the ship on the gunnery tasks, unless the engineer feels it would be helpful to take one.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
_Lem wrote: The mighty Obozaya spends the days in the drift in constant practise. Anyone who has been confined to a small spaceship with a sweating lizard knows that can't be fun... And Navasi without her personal hygiene kit! Navasi looks up what she can about the fighting habits of goblins. She memorizes some goblin jokes to use as zingers to distract or intimidate them in combat. Is there a skill roll to make for knowledge of goblins, assuming that is what we'll be facing?
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi sets a gentle hand on Livewire's shoulder. "Thank you. This will be very helpful. If we can, we'll try to find out what happened to your friend and give him your message. We'll also let the warden know you cooperated with us and maybe they'll get you more hygiene materials when you need them. Stay strong. If you can think of anything else that might help a rescue mission to the 'moon', let us know now. Otherwise, we'll be going."
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi studies the ysoki as she talks, evaluating her body language to tell if she's being forthcoming. Sense Motive, Skill Expertise: 1d20 + 7 + 1d6 ⇒ (19) + 7 + (4) = 30 When Livewire asks for hygiene products, Navasi fishes in a pouch and hands her a personal hygiene kit. "Will this do, or do you need something special? It must be hell in here. We're happy to do whatever we can for you." If the hygiene kit won't be enough, Stell will ask Obozaya to accompany her and she'll look around to see if she can see other ysoki who appear to be more comfortable and will approach them to negotiate some supplies. Diplomacy: 1d20 + 9 ⇒ (15) + 9 = 24 If credits are needed to boost this number, let's use as many as will boost this up to 25 for starters.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi allows others to let the warden know that there is money on the table. Then she says, "We seem to have an understanding that we may be able to help each other. Let me explain why we need to visit this Livewire character. Anytime an entire starship goes missing, it is a major cause for concern. Not only are valuable crew members lost along with the precious cargo, but the ship itself, something that requires a sizable investment is lost. So imagine the concern of the entities who have enlisted the help of our organization when multiple ships disappear." Navasi pauses a moment and pulls out her comm unit, taps a few controls and sets it on the table so it's holographic projector can display a model of the planets in the vicinity of Salvation's End. "This is the entity known as Salvation's End. Locals call it a false moon. No one knows exactly what's there." She taps the comm unit again and several bright lines appear arcing near the planet and moon. "These are the flight plans of several commercial vessels who traveled through this part of the system. Each one disappeared somewhere in the vicinity of Salvation's End. We have been tasked with figuring out this mystery. Livewire is the only person known to have visited Salvation's End and lived to tell about it. We just want him to tell us about it. There are a lot of very wealthy entities who will be happy to compensate your prison in return for information that helps us put a stop to these costly disappearances, not to mention the families of all those crew members who are waiting for closure about what happened to their loved ones. We've got an offer on the table, let's find a number that is mutually agreeable." Diplomacy, 2 successful aid rolls: 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15 This might get expensive.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Navasi waits a moment, thinking the Shirren mystic would elaborate. When he does not, Navasi shares one of her experiences. "I was working under cover trying to expose an organized crime group raiding transport vessels. I discovered they were going to hit a ship carrying medical supplies bound for a war-torn planet in desperate need. I did not have time to alert the authorities, so I worked with another operative to send a secret message warning the targeted ship and then we sabotaged the syndicate's attack ship's weapons. There was a firefight after someone picked up on the sabotage, but I was able to survive and escape. Long story short, the refugees got their medical supplies and a branch of the crime operation got pruned, once my reports were acted on." GM:
Going off the bio on the pregen sheet, with some modifications. Navasi is hiding some emotions since the real event on which she is basing this resulted in the loss of one of her mentors and friends. Bluff: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (2) = 26 DC 26 Sense Motive: Navasi is hiding some strong emotion as she speaks of this.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Sense Motive, Skill Expertise: 1d20 + 7 + 1d6 ⇒ (2) + 7 + (2) = 11 Navasi is usually pretty good at reading sentient beings to determine their true motives, but apparently the combination of heat, smell, and the strange bioforms throws her off; Navasi can't tell much of anything about the warden. She accepts the offer of food, knowing it is probably either a test of how badly we want to negotiate or just an important point to etiquette. Either way, Navasi takes some of the offered refreshment and tries to look like she enjoys it. Bluff, Skill Expertise: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (4) = 23 She smiles and gives a thumbs up. "Mmmm. Tangy and sour! Just as I like it."
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"I can fight if I have to, but I try to talk first. Even during.a fight, I can do a lot with words, distracting, feinting, warning, and the like. I use magic and technology but I don't know much about science, technology or mysticism. On a starship, I usually operate as the captain, but it looks like were short a few crew members, so I'll do whatever is needed, except engineer. Anyone else good at fixing starships?" Navasi raises her drink and toasts, "Let's have fun and make this a good clean job. Cheers!"
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"I know some good night spots. But first, there is something I'd like to do. It won't take long. I'll meet you at Dark Matters night club. Here's the address. If you prefer someplace else, send me the address on my comm unit." She heads out, eventually arriving at a posh neighborhood of residences, taking up a position where she can see people who come and go from a particular unit. She stays out of sight, snaps a few pictures, and an hour or so later departs. By the time she gets to the night club, she's a little quiet at first, but enjoys some drinks, loosens up, dances, and generally makes merry.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
"What do the people in the nearby world think it is? They must have stories at least. Is this in our solar system or beyond?" Culture: 1d20 + 9 ⇒ (12) + 9 = 21 "I've got a lot of experience interrogating people who don't want to share information with others. When I got my start, I was working for people who made me one of their chief 'persuaders.' I always tried to keep things civil and not resort to crude threats and violence, although sometimes I had to." Navasi looks slightly haunted as she says this, then shakes it off. "I expect I can get results." The GM ninja'ed my post. After Luwazi explains the interrogation involves subterfuge, Navasi brightens slightly. "I'm pretty good at undercover work as well. This is beginning to sound like fun." As Luwazi indicates we should christen the new ship, Navasi looks at it with lust in her eyes, but then settles down and says, "I know what it is like to lose someone I love on a mission. You have my sympathies on the current uncertainties regarding your Starfinders. We'll serve them with pride. It takes guts to explore the unknown." She observes some silence, contemplating the events she had read about recently in the Scoured Stars system.
Female Human Envoy (outlaw) 4 | SP 24/24 | HP 28/28 | RP 4/4 | EAC 17 KAC 18 | Init +2 | Darkvision 60 ft. | Perception +7 | F +1, R +6, W +6 | Speed 30 ft.
Sitting comfortably listening to Luwazi is a human female with short dark hair with one purple lock. One eye is brown and the other is blue. She is dressed for rugged environments, wearing a D-suit under sturdy boots, pants, and jacket. She has a variety of weapons, including a dueling sword, a semi-auto pistol and another pistol with a tank containing some kind o fluid attached. A bandalero crosses her body with a number of grenades attached. Her outfit, however, includes colorful strips of cloth that drape down her torso, apparently just to look nice. She comments with an accent that is hard to place--part upper class Absaom, part Disapora pirate. "Navasi here," she says, by way of introduction to the others. "So, not to put too fine a point on it, you Starfinders messed up big time, bit off more than you could digest, and now you need some fresh blood to create a distraction from your past mistakes?". She pauses and then adds quickly, "Not that there's anything wrong with that, so long as you have a generous payment.." |