Ramona Avandth

Rilynn Rae's page

708 posts. Organized Play character for Therenger.


Full Name

Rilynn Rae

Race

Lashunta

Classes/Levels

Technomancer (3), Operative (1) | HP:25/25 SP:21/21 RP:3/5 | EAC:14 KAC:14 BAB:+2 INIT:+1 PER:+8 | F+1 R+4 W+4 | 1st Lvl Spells: 0/5+1 | Living Staff, Tactical +3/1d6+4 B | Boons: Envar's Gift, Dream Whispers, High Society Influence

Gender

F

Size

M

Age

21

Special Abilities

Telepathy, 30'

Alignment

Chaotic Good

Languages

Common, Castrovelian, Kasatha, Shirren, Vesk, Ysoki

Strength 10
Dexterity 11
Constitution 10
Intelligence 20
Wisdom 10
Charisma 14

About Rilynn Rae

SFS # 2388942-701
Level: 4
Experience: 12
Reputation: 5 (Second Seekers), 3 (Acquisitives), 21 (Dataphiles), 1 (Wayfinders)
Fame: 4

Faction: Dataphiles

Description: Tall and lithe, even by Damaya standards, Rilynn stands just shy of 6'. She moves with aristocratic grace, but is constantly aware of the attitudes and temperament of those around her, and will adjust her mannerisms and even her posture to fit the room. Mahogany hair frames a narrow, angular face. Her skin is pale but shimmers faintly in the light as is common among Qabartese Damayas. A tattoo of a Great Ursaur, a Castrovelian apex predator, lunges halfway around her lower torso, from backbone to belly. It is a symbol of strength, and also the locus of her supernatural powers.

Defense
HP:25 SP:21 RP:5
EAC:14 KAC:14 (Lashunta teampweave, basic)
Fort:+1 Reflex:+2 (Mk1 Ring of Resistance) Will:+4
Envar's Gift (see below)

Offense
Initiative: +1
Perception: +7
Base Attack Bonus: +2
Speed: 30 ft
*Attack Special: Stunt and Strike (Computers Stunt: Dirty Trick)
Living Staff, Tactical lvl 5, Dmg:1d6+4 B, Critical: Bind Special: block, living, powered (capacity 20; usage 1), reach
Arc pistol, static (Shock) lvl 2, Dmg:1d6 E, Rng:50 ft, Crit:Arc 2, Cap:20, Use:2, Bulk:L, Special:Stun
Shirren-eye rifle, tactical (sniper) lvl 2, Dmg:1d10 P, Rng:70 ft, Cap:1, Use:1, Bulk:1, Special: Analog, sniper (250 ft), unwieldy
Dragon Gland, Wyrmling (Cold) - Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage.

Racial Feature: Lashuntas can mentally communicate with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speaking.

Theme Benefit: Xenoseeker, Life Science
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Class Features:

Technomancer Class Feature (Lvl 1): Spell Cache (body tattoo) Once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.

Technomancer Class Feature (Lvl 2): Energize Spell
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.

Technomancer Class Feature (Lvl 3): Spell Focus bonus feat

Technomancer Class Feature (Lvl 3): Techlore (EX)
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.

Technomancer Class Feature (Lvl 3): Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. (Basic melee weapons, small arms)

Operative Class Feature (Lvl 1): Operative's Edge (EX)
Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Operative Class Feature (Lvl 1): Specialization
Your specialization represents your primary area of expertise. Pick one specialization upon taking your 1st level of the operative class. Once made, this choice cannot be changed. Descriptions of the specializations appear on page 94. Your specialization grants you the Skill Focus feat (see page 161) in your specialization’s associated skills, and you gain a free skill rank in each of those skills at each operative level (this does not allow you to exceed the maximum number of skill ranks in a single skill).
**Hacker Whether it’s a computer system or a mechanical device, you can hack it.
* Associated Skills: Computers and Engineering. You can attempt a Computers check with a +4 bonus to make a trick attack by creating a computerized distraction (you can’t use this option if stripped of all computerized gear in an area with no computers).
* Specialization Exploit: Elusive hacker.
* Control Hack (Ex): At 11th level, when you exceed the DC of a Computers or Engineering check to disable a device or computer system by 5 or more, you can instead take control of the device or system. For every 5 by which you exceed the DC, you can typically make the device or system perform one task, at the GM’s discretion. Once the device or system has done what you commanded, you choose whether the device deactivates or returns to normal.

Operative Class Feature (Lvl 1): Stunt and Strike (EX)
You can perform skillful stunts while going on the offensive. As a full action, you can move up to your speed. Whether or not you moved, you can then make an attack with any weapon you’re wielding and are proficient with, even a weapon with the unwieldy property or that requires a full action to make a single attack. Just before making your attack, attempt a skill check with one skill that you have Skill Focus with (DC = 20 + your target’s CR). If you succeed at the check, the target is flatfooted against attacks you make using this ability. At any point during the full action, you can also trigger one stunt that you know. The stunt must match the skill you are using for the stunt and strike attack. At 7th level, you can perform two stunts you know. If the stunts use different skills, you must attempt both skill checks, and if either fails, your target is not flat-footed. If a stunt allows a saving throw, its DC is equal to 10 + half your operative level + your Dexterity modifier.
**Computers Stunt: Dirty Trick Whenever you attempt a Computers check as part of your stunt and strike and succeed, you can cause the target to gain one of the following conditions until the start of your next turn instead of the flat-footed condition: deafened, off-target, shaken, or sickened (your choice).

Spells:
6 0-level (unlimited use)
5 (+1 Racial) 1st-level (3 per day base, +2 Int = 5)

0-Level

Dancing Lights:
School: evocation
Casting Time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute (D)
Saving Throw: none
Effect: up to four lights
Spell Resistance: no
You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.You can have only one dancing lights spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Daze (Lashunta Racial Ability):
School: enchantment (compulsion, mind-affecting)
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature of CR 3 or lower
Duration: 1 round
Saving Throw: Will negates; Spell Resistance yes
This spell short-circuits the mind of a humanoid creature with
a CR of 3 or lower so that it is dazed (unable to take actions,
but taking no penalty to AC). Humanoids of CR 4 or higher are
not affected. After a creature has been dazed by this spell, it is
immune to it for 1 minute.

Detect Magic:
School: divination
Casting Time 1 standard action
Range: 60 ft.
Area: cone-shaped emanation
Duration: concentration, up to 1 minute/level
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.

Psychokinetic Hand (Lashunta Racial Ability):
School: transmutation
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Targets one unattended object of no more than 10 lbs. or 1 bulk
Duration: concentration
Saving Throw: none; Spell Resistance no
You point your finger at the target object, gaining the
ability to lift it and move it at will from a distance. As a
move action, you can propel the object as far as 15 feet in
any direction, though the spell ends if the distance between
you and the object ever exceeds the spell’s range. You can’t
perform complex operations, such as firing a gun or using
a computer, but you can shut a mechanical door or lid and
work simple buttons to open or close automated doors or
trigger an alarm.

Energy Ray:
School: conjuration (creation)
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Targets one creature or object
Duration: instantaneous
Saving Throw: none; Spell Resistance yes
When you cast this spell, choose acid, cold, electricity, or fire;
the spell gains that descriptor. You fire a ray at the target, and
you must make a ranged attack against its EAC. On a hit, the
ray deals 1d3 damage of the chosen energy type.

Mending:
School: transmutation
Casting Time: 10 minutes
Range: 10 ft.
Targets one object of up to 1 bulk
Duration: instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance
yes (harmless, object)
This spell repairs damaged objects and constructs, restoring
1d4 Hit Points. If the object has the broken condition, this
condition is removed if the object is restored to at least half
its original Hit Points. All of the pieces of an object must be
present for this spell to function. A construct can benefit from
this spell only once per day. Magic items can be repaired by
this spell, but magic items that are destroyed don’t have their
magic abilities restored. This spell doesn’t reverse effects
that warp or otherwise transmute items, but it can still repair
damage dealt to such items.

Ghost Sound:
School: illusion
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief; Spell Resistance no
You create a volume of sound that rises, falls, recedes,
approaches, or remains fixed. You choose what type of sound
this spell creates when casting it and cannot thereafter
change the sound’s basic character.
The volume of sound created can produce as much noise
as 20 normal humans. Thus, you can create shouting, singing,
talking, marching, running, or walking sounds, as well as sounds
of battle or small explosions. You can make noises that sound
like machines, the general chatter of distant conversation,
or the roar of an alien predator, but you can’t make specific
sounds such as intelligible speech or the exact hum of a particular
starship’s engines.

Transfer Charge:
School: transmutation
Casting Time: 1 standard action
Range: touch
Targets two objects of the same type; see text
Duration: instantaneous
Saving Throw: Fortitude negates (object); Spell Resistance
yes (object)
You can transfer any number of charges from one battery to
another battery or from one power cell to another power cell.
You can only transfer charges using two objects of the exact
same type (two batteries of the same size, two identical power
cells, or the like); you transfer charges from the source object
to the receiving object.
You must declare how many charges you are transferring
before casting this spell. If you transfer more charges from
the source than the receiving item can hold, the receiving item
must succeed at a Fortitude saving throw or take 1d6 electricity
damage. This spell provides no knowledge of how many charges
a receiving item can safely hold, but you can choose to transfer
fewer charges than the maximum allowed to reduce the risk.

1st-Level

Comprehend Languages:
School: divination
Casting Time: 1 standard action
Duration: 10 minutes/level
You can understand the spoken or signed words of creatures or read otherwise incomprehensible written or tactile messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. You can’t use this spell to read magic writing or encoded messages (though it does reveal if a message is magic or encoded), but you can use it to read raw computer code or foreign programming languages, allowing you to understand enough to attempt Computers checks on those materials without penalties.

Detect Thoughts (Lashunta Racial Ability, 1/day):
School: divination (mind-affecting)
Casting Time: 1 standard action
Range: 60 ft.
Area cone-shaped emanation
Duration: concentration, up to 1 minute/level
Saving Throw: Will negates, see text; Spell Resistance no
You detect the surface thoughts of intelligent creatures
around you. The amount of information revealed depends on
how long you study a particular area or target.
1st Round: You detect the presence or absence of thoughts
from conscious creatures that have Intelligence scores of at
least 1 (or an Intelligence modifier of –5) or higher.
2nd Round: You detect the number of thinking minds and
the Intelligence score (or modifier) of each. If the highest
Intelligence score is 26 (or a modifier of +8) or higher and at
least 10 points higher than your own Intelligence score (or 5
points higher than your own Intelligence modifier), you are
stunned for 1 round and the spell ends. This spell doesn’t let
you determine the location of the thinking minds if you can’t
see the creatures whose thoughts you are detecting.
3rd Round: You can read the surface thoughts of any mind
in the area. A target who succeeds at its Will save prevents
you from reading its thoughts, and you must cast detect
thoughts again to have another chance. Creatures of animal
intelligence (an Intelligence score of 1 or 2 or an Intelligence
modifier of –4 or lower) have simple, instinctual thoughts.
Each round, you can turn to detect thoughts in a new area.
The spell can penetrate barriers, but 3 feet of dirt or wood, 1
foot of stone, 1 inch of common metal, a thin sheet of lead, or
any force field blocks it.

Magic Missile:
School: evocation (force)
Casting Time: 1 standard action; see text
Range: medium (100 ft. + 10 ft./level)
Targets up to three creatures, no two of which can be more
than 15 ft. apart; see text
Duration: instantaneous
Saving Throw: none; Spell Resistance yes
You fire two missiles of magical energy that strike targets
unerringly (the creatures must still be valid targets) and deal
1d4+1 force damage each. You can’t target specific parts of a
creature, and objects are not damaged by the spell.
You can target a single creature or several creatures, but
each missile can strike only one creature. You must designate
targets before you attempt to overcome spell resistance or
roll damage.
You can cast this spell as a full action. If you do, you fire
three missiles instead of two.

Disguise Self:
School: illusion
Casting Time: 1 standard action
Range: personal
Duration: 10 minutes/level (D)
You make yourself—and any clothing, armor, weapons, and
equipment on you—look different. You can seem up to 1 foot
shorter or taller, thin, fat, or in between. You can’t change your
creature type (although you can appear as another subtype).
Otherwise, the extent of the apparent change is up to you. You
could merely add or obscure a minor feature, or you could look
like an entirely different person or gender.
The spell does not provide the abilities or mannerisms of
the chosen form nor does it alter the perceived tactile (touch)
or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you gain a +10
circumstance bonus to the Disguise check (since it counts
as altering your form). A creature that interacts with you
directly can attempt a Will saving throw to recognize your
appearance as an illusion.

Grease:
School: conjuration
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Area: one 10-ft. square or one object
Duration: 1 minute/level (D)
Saving Throw: Reflex partial, see text
Spell Resistance: no
You cover a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must succeed at a Re ex save or fall prone. A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Re ex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill on page 135 for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered at-footed. The spell can also be used to create a greasy coating on an item. Unattended material objects are always affected by this spell. If you attempt to affect an object in a creature’s possession, the creature can attempt a Reflex save to negate the effect. If the creature fails the initial saving throw, it immediately drops the item and must attempt a new save each round it attempts to pick up, hold, or use the item. A creature wearing greased armor or clothing gains a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 circumstance bonus to its AC against grapple combat maneuvers.

Skills:
(Skill Rank + Class Mod + Ability Mod + Other Mod)
5 (1+3+0+1) Acrobatics (Dex)
1 (0+3+0+1) Athletics (Str)
3 (0+3+2+1) Bluff (Cha)
16 (4+3+5+4) Computers (Int)
15 (4+3+5+3) Culture (Int)
12 (4+3+2+3) Diplomacy (Cha)
9 (3+3+2+1) Disguise (Cha)
15/17 (4+3+5+3) Engineering (Int), [+2 when using Engineering Toolkit]
3 (0+3+2+1) Intimidate (Cha)
12 (2+3+5+2) Life Science (Int)
12 (3+3+5+1) Medicine (Int)
9 (4+3+0+2) Mysticism (Wis)
8 (4+3+0+1) Perception (Wis)
10 (1+3+5+1) Physical Science (Int)
6 (1+3+1+1) Piloting (Dex)
11 (2+3+5+1) Profession: Spy (Int)
6 (2+3+0+1) Sense Motive (Wis)
6 (1+3+1+1) Sleight of Hand (Dex)
5 (1+3+0+1) Stealth (Dex)
5 (1+3+0+1) Survival (Wis)

lvl 1 Feat: Skill Synergy (Culture, Diplomacy)
lvl 3 Feat: Lightning Reflexes
Armor Proficiency: Light armor
Weapon Proficiency: Basic melee weapons, small arms, sniper weapons

Equipment
Credits: 1122
Mk1 Personal Upgrade, Intelligence
25 Cartridges, sniper
4 extra Weapon Batteries (20 charges each)
Iredescent Spindle aeon stone (740cr)
Spell Gem, Life Bubble (140cr)
Mk1 Ring of Resistance, Reflex +1 (735cr)
Tool Kit, Engineering Specialty (445cr)
Disguise Kit (20cr)
Hacking Kit (20cr)
Armor: Lashunta Tempweave, basic (1950cr, L)
Weapon: Shirren-eye rifle, tactical (755cr, 1)
Weapon: Arc pistol, static (750cr, L)
Weapon: Survival Knife (95cr, L)
Weapon: Living Staff, Tactical (3300cr, 1)
Augmentation: Vocal Modulator +2 Disguise check circumstance bonus (125cr)
4 doses Mk1 Serum of Healing

Dragon Gland, Wyrmling (Cold):
You implant an arcanicus gland modified to function for a creature of your race at the back of your throat. You can trigger this gland as a standard action to expel a breath weapon in a 15-foot cone as an extraordinary ability. Choose the damage type when the organ is biocrafted, picking from the following list: acid, cold, electricity, or fire. You are not harmed by using your own breath weapon. Once you’ve used your breath weapon, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately. A wyrmling dragon gland deals 3d6 damage, a standard gland deals 9d6 damage, and a wyrm gland deals 18d6 damage. Targets in the area can attempt a Reflex save (DC = 10 + half your level + your Constitution modifier) to take only half damage.

Available Boons:

Starfinder Society Care Package (slotless), ▫ ▫ ▫ Spellgem Cache: You gain a cache of three unique spell gems. Only you can use these spell gems and each gem has an effective market price of 0 credits if sold. When you use these spell gems they contain one of the following spells (chosen when you use them): comprehend languages, life bubble, mystic cure, or share language. You must follow all standard rules for using a spell gem, meaning that you must be a spellcaster to use the gem, and the selected spell must be on your class’s spell list. Consider this option if you are a spellcaster, as you can use these gems without difficulty.

High Society Influence (Ally Boon): During the course of Luwazi Elsebo’s gala to announce the future of the Starfinder Society, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential people. You will be told if this boon is important to a future scenario prior to slotting your boons. Your GM will cross out the attendees your failed to influence (none).
▫ Iteration-177 ▫ Ykris ▫ Naiaj ▫ Zo! ▫ Royo

Dream Whispers (Ally Boon), Slotted: Because you researched the dreamspun tales, the Liavaran Dreamer known as Whisperer of the Solar Winds has taken an interest in you. When you slot this boon, the Dreamer imparts some knowledge to you in the form of a cryptic comment that may prove helpful later in the mission. Once per adventure, anytime you miss an attack or fail a saving throw, you can call upon the Dreamer's mysterious message. You immediately count your role as being 2 higher, which may allow you to hit your target or succeed on your save.

Envar's Gift (SFS #4-02: Settling Accounts) You received a custom gift from Envar Tamm in the form of a spherical device that fits in your hand or other appendage as though you were wielding a weapon. Once per day, as a swift action, a PC can activate the device; doing so creates a barrage of pop-up holovids of Envar with accompanying musical jingles until the start of the PC’s next turn, giving any non-allied creatures who can see or hear it the fascinated condition for one turn.

Athaeum Insight (Social Boon), Slotted: By spending time on the library world Athaeum, you've gained a small sliver of magical insight to carry with you on your journeys. Once per session you can reroll the result of any skill check to Recall Knowledge.

Iteration-177's Attention (Ally Boon); from 1-11 In Pursuit of the Scoured Past - "Phlegmatic"

Journey to the Scoured Stars: Segment 2 (Unidentified Boon); from 1-11 In Pursuit of the Scoured Past

Rilynn's Story:

Remember what your mother told you, Colonel Biviano said to his daughters, Watch quietly. We don't get Shirren envoys often.

I think they're ugly, replied Chiaiese.

The powerful Korasha admonished the older and brasher of the two with a finger to his lips and a shush.

They're fascinating, observed the younger daughter, Rilynn. Intrigued by their distinctly insectile appearance and mannerisms, the young Damaya sat enthralled by the entire experience. The Lashunta Dilomatic entourage was led by her mother Cacia, advisor to Lady Morana Kesh, and an esteemed mystic on the cultural university faculty. Rilynn barely noticed her father leave them to rejoin his General Staff of the Red Guard, a largely ceremonial unit of retired military officers.

The Lady herself stood at the end of the long chamber, flanked by dozens of dignitaries from across Castrovel, include many from Corporatist factions which, on any other day, actively worked to depose the monarch. This was a rare occasion indeed. The Diplomatic wing turned out as the Shirren envoy approached the end of the grand runner at the base of the dais. Cacia presented the foremost Shirren with the customary scepter, and received from him some odd token in return. It was all very formal.

Look at that funny one at the end, gestured Chiaiese, bumping against her younger sister.

Father told us to be quiet, said Rilynn, but her attention was diverted all the same. Oddly, the very last Shirren in the envoy was lagging behind the others, deliberately, it seemed, and constantly poking its head from side to side while it fidgeted with something under its long green cloak.

The young Damaya could not help herself from probing, forgetting that Lashunta Galactic Diplomatic Protocol expressly forbid such telepathic intrusions during ceremonial processions, under penalty of exile. At first, she merely detected the Shirren was, in fact, thinking, but its mind was racing. It was excited but fearful, and... there was anger, no, more than that, rage. Then an intelligent thought surfaced, and it flashed in Rilynn's mind like lightning: "Do it now!" But the thought had velocity, direction, and she followed it, her eyes flowing over the crowd from her perch among the guest rows in the antechamber; she settled on the old Korasha standing beside her father, a General she knew - a family friend! The General received the Shirren assassin's telepathic thought and his hand reached for something behind his back.

Rilynn shot to her feet, not knowing what was about to happen. She only knew she had to do something. Father, the Shirren and General Novus - they're going to hurt people! Her telepathic message was desperate, but it was all she could do.

Colonel Biviano straightened but did not reply. He slid closer to his old friend and put an arm around him, while the envoy filed past. The General froze, his plot exposed. Yet the Shirren continued ahead. Rilynn redirected her mind at his. Now the assassin burned hatred, betrayed by its lone ally. She saw in its mind another flash, of how it would charge the dais and kill Lady Kesh.

In the next moment, Rilynn screamed a thought at him, STOP! The Shirren halted as if struck, staggered before regaining its wits, and pulling the cloak aside, exposed a pistol. But it was careless, its mind slowed by the force of her command. She swatted the pistol out of its clawed hand telekinetically, and it rattled onto the floor. Now the rest of the guard could see plainly what was happening, and they acted swiftly, four of them collapsing on the rogue Shirren. The rest of the envoy turned and the ceremony abruptly ended.

"What is the meaning of this assault?" demanded the Shirren attache. A number of shouts rose up as the assassin pleaded its innocence.

Now Rilynn' mother stepped forward and raised her hand, then bowed, Lady Kesh descending from the dais behind her to address the assembly.

"General Novus, explain yourself," she said, her voice commanding and clear.

Rilynn shook, the swell of adrenaline washing over her. We'll talk about this tonight, the voice of her mother resounded in her mind. Then she added, You were very brave, little one. The Red Guard quickly emptied the chamber of guests, and Rilynn and Chiaiese were escorted to their mother's office. They were surprised when, hours later, Lady Kesh herself walked into the office, with their parents behind her.

Lashunta ceremonial protocols are vital to our diplomatic efforts. We must never break them. As punishment, neither of you will be allowed entry to any such events ever again. Do you understand me? Both girls nodded. Lady Kesh leveled her steely gaze at them, then, at the last moment before turning to leave, she winked.

Rilynn demonstrated her gifts at an early age, combining the talents of both of her parents - her father, an accomplished fleet commander, and her mother, mystic diplomat, and developing her path as a technomancer and xenobiologist. After graduating from Academy at the top of her class she interned in the offices of the Admiralty, applying her keen sense for alien biology and culture. She was on the fast-track to a position of diplomatic or political importance. But did she want it? As in every endeavor before, she excelled in the Admiralty, learning the systems and weapons of war, but also the politics of it. And yet, Rilynn wanted something... more.

Ten years to the day after the incident with the Shirren envoy, she was summoned to Lady Kesh' office. I remember a girl who risked exile to save the monarchy. Does that same spirit stand before me now?

Rilynn couldn't suppress a smile.

Welcome to the Camerarius, Agent Rilynn, said Lady Kesh, handing over a datapad with the secretive Lashunta spy agency watermark. Here's your first assignment.

Starfinder Society Scenarios Played (Subtier):
1-05 The First Mandate (Out of Subtier)
2-01 Pact World Warriors (1-2)
2-07 Four for the First (1-2)
1-18 The Blackmoon Survey (1-2)
3-09 Frozen Ambitions (1-2)
1-32 Acts of Association (1-2)
1-16 Dreaming of the Future (1-2)
4-01 Year of the Data Scourge (Out of tier)
4-02 Settling Accounts (Out of tier)
5-02 Road to Reconciliation (3-4)
3-11 Into the Veskarium (3-4)