Rohkar Cindren

Navaso the Iconic's page

76 posts. Alias of Maar the Volcano Monk.


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Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

IMPORTANT NOTICE GUYS!

http://paizo.com/paizo/blog/v5748dyo5lk7r?That-Cantina-Feel

If you check out that blog post, the new Alien Archive book added a TON of races for Starfinder but most importantly, there is a free Chronicle Boon on there where you have your GM sign off on adventures and after so many adventures (6 and 12) you get access to an uncommon race to use with a new character. Since we've all run this unique adventure we should all fill one out and have Poblano sign off on it. I myself already have 3 games in so I'm getting my other GM to sign off on those first but once I get that back I'll be tossing it to Poblano to sign off as well. It does mention that it allows games run from 8/17/2017 to June 2018 so there shouldn't be any issue with us backtracking and getting those entries filled in.

Good luck out there guys!


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Is that it then? :) I'll admit I got a little confused at the end there with BorgorBago's situation but it makes sense now that he plans to transfer his consciousness. I was just like, wait what, they have a plan to split them, like surgically? lol

Thanks for running this for us, Poblano! I'll admit it was harder for me to get into character with a pre-built backstory but it was still fun nonetheless. :)


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Player: GM Fuskee (Nick)
Character Name: Fuskee
Organized Play Number: 130411-701
Slotted Faction: Acquisitives

Applying to a level 2
Chronicle #: 4
Starting Exp: 3
Initial Fame: 6
Initial Reputation: 6


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Looks like we have some machinery down here, care to check it out for us, techie?" Navaso stays near the steps and keeps his pistol out in case the machinery needs to be "disabled".


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Hey at least I'm trying to do something, Bago has already said Borgor isn't listening to him so DO SOMETHING to subdue him."


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"I mean I could just do this..." Navaso reaches into his bag and pulls out a Stickybomb Grenade before tossing it just behind the big creature so he can entangle them and maybe sort this out without violence.

Stickybomb Grenade vs AC 5: 1d20 + 3 ⇒ (1) + 3 = 4

"..................................."

Miss: 1d8 ⇒ 2
Range: 1d4 ⇒ 1

It should hit the bottom left square of BorgorBago's icon which means the two in front of him will be hit with the entangle as well.

Any creature hit by this grenade that fails a DC 12 Reflex save gains the entangled condition until it escapes as a move action with a successful DC 13 Acrobatics or DC 18 Strength check or until 2d4 rounds pass.

Entangle Rounds: 2d4 ⇒ (4, 1) = 5

Navaso can't even talk as the grenade slips from his hand right as he goes to throw it and watches it explode on BorgorBago as well as two of his comrades. "................................"

That is the best 1 I've rolled in my entire DND/Pathfinder career.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

I heard about this on another forum I frequent, Cali right? They were saying that their house is like getting ash blown in it and everything, I can't even imagine what that's like, it's super safe and boring here in Ohio but hey, I'd rather have boring and safe anyday. :P


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Seeing them take a shot at Obozaya, he opens fire back with his pistol at the giant two-headed thing.

Tactical Semi-Auto Pistol: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6 Piercing

...and then gives an "Inspiring Boost" to Obozaya to give them 11 Stamina points back. "Don't sweat it Obo, this big dumb thing is going DOWN!"


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso sticks with Altronus and has his pistol ready as well, staying quiet so they can get the jump on the goblins when they come around the corner.

Ready action to shoot if we see a goblin. If they aren't goblin then I might not shoot and see if negotiation is possible but let's be honest.....


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso is not the wisest but does his best to help out.

Wisdom: 1d20 ⇒ 13


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Can you open this door? We can check out what's on the other side of this walkway here." Navaso waits at the door for the group to follow. "Do you want to take the lead again Iseph?"


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso stays on alert outside with his pistol ready, keeping an eye out for any other goblins that might be hiding around. "We're still okay out here, you guys done in there yet? Hurry up! I want to get back to my captain's chair."


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Navaso takes a look around the room and notices two things, a small key card lodged between the cushions of one of the chairs, and a charred corpse beneath the console which is probably the goblin's former old-old chief, Gutproud Techtalker. "Well we found a key card but I have no clue what it goes to. And this seems to be the goblins' former chief." he says pointing to the charred remains. "Probably watch out for those cables, they might have fried her alive and you don't want to meet the same fate."


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso moves up to the upper area behind Altronus and watches out for any "buzzing or popping" that the goblins are talking about, providing some backup and quick heal if anything goes wrong.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso looks down at his singed clothes. "Ugh, guess I'm buying a new pair of pants when I get back to Absalom Station. This mission better be worth it! I'm fine, we can keep going."


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso moves up to get in range of his pistol and fires off a shot at the injured purple goblin.

Tactical Pistol: 1d20 + 5 ⇒ (9) + 5 = 14

and hopefully finishes it off.

Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Reflex Save: 1d20 + 6 ⇒ (13) + 6 = 19


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso takes out his tactical pistol and runs up to take a quick shot off at the goblin in red.

Tactical Pistol: 1d20 + 5 ⇒ (19) + 5 = 24

He smiles as he almost hits the goblin right in the face. "That'll teach you to mess with my gunner!"

Pistol Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso quickly relays on his comm system, whispering to Iseph, "If you need a distraction to hide back in the shadows, just let me know."

Navaso can Bluff to cause a distraction and let an ally Stealth into hiding as a move action, so just let me know if you ever need that done.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso will stay at the front of the group while Iseph moves in. He raises his hand to his neck and presses down on an invisible button that glows red and creates a line going from his armor, up his neck, to the sides of his eyes, allowing him darkvision from his armor as he keeps an eye out for any foes about to attack.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Arm yourselves, team. I don't think we'll be doing too much negotiating with these goblins." Navaso nods at Iseph and stays back with the group to let him scout ahead.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Well let's not waste anymore time and head down there then. These goblins need to be taught a lesson for preying on the weak like that." Navaso gets up from his seat and gets his gear together, ready for the oncoming battle.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Sorry, forgot to post, we can move on this round anyways, all I'm doing is Encouraging the Turret gunner and since Obozaya already hit this turn my Encourage is basically pointless, lol. I will do my next round Encourage though, just so it's already done.

Navaso is a little distracted for a few seconds before regaining his focus and pulling up a monitor to track Obozaya's turret aim. "You've got this, blast that dirty space goblin!"

Encourage/Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27

Obozaya has +2 on their next Gunnery round!


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"See! My yapping is helping!" Navaso lies through his teeth and takes credit for the hit. "Now, just do that again."


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso assists the turret gunner by helping with the targeting.

Diplomacy/Encourage DC 15+Starship Tier: 1d20 + 9 ⇒ (2) + 9 = 11

But instead of encouraging the gunner, he ends up just being an annoying back-seat driver that doesn't help at all.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

It's not really about versatility it's more along the lines of we buff other people with our Intimidate or Diplomacy so we have to be able to act in every round in order to do so. Even though I can "act" in the first phase, if I'm buffing our gunners it doesn't even matter until that phase anyways. Taunt is the only exception which is why I went through and used it on each ship since you can only do it once per combat per ship.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Not having an issue here! I know it takes a little while to get used to it. Although I don't know what you mean by rolling ahead, I was catching up because you missed me on Round 2 because I think I missed checking for a day. 3 Rounds means I should have Taunted 3 times which is all I've done so far, now that it's Round 4 I will be using diplomacy to help the gunners.

Edit: Yes, my first Taunt on the current Gameplay page was for Round 2 because I didn't get an action, and then the second one that I posted a short while later was for Round 3, since my actions can be at any time I just wanted to make sure I got it before the Gunnery phase in case the penalty made a difference.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso pulls up his communication system one last time, addressing the last ship as he speaks into the device, "We have hacked into your guns, if you shoot them you will turn into an egg. You have been warned!"

Taunt/Bluff: 1d20 + 9 ⇒ (5) + 9 = 14

Rerolling using Convincing Liar

Convincing Liar: 1d20 + 9 ⇒ (20) + 9 = 29

Navaso turns off the comm system and laughs, "Oh man those goblins are so confused right now..."

# Rounds: 1d4 ⇒ 1

Last ship's Gunner gets -2 this round (PUSH -4) and now it's time to start giving bonuses to the gunners!


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

I didn't get my Bluff action before the Gunnery phase but that was my bad, I think I missed checking yesterday? Either way the one I was going to target missed so this will just be for the future rounds.

Navaso pulls up another communication channel with the Blue ship, "We be goblins too!"

Taunt: 1d20 + 9 ⇒ (2) + 9 = 11

Using Convincing Liar to reroll my D20 instead of adding my Expertise.

Convincing Liar: 1d20 + 9 ⇒ (16) + 9 = 25

Taunted Rounds: 1d4 ⇒ 3

Navaso snickers as he can hear the goblins on the other side of the communications questioning whether they're goblins or not too.

3 rounds, -2 to Gunnery actions, -4 to Push Gunnery actions, for blue ship.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

In fact I don't even think there are gunner "stations" it's more like you can choose to be a gunner and you sit at a computer which allows you control of any weapons you want to shoot. As normal, you can pick one gun to shoot a round or as a Push action you can choose to shoot 2 weapons and take a -4 on your attacks.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

You only get 1 of the actions every turn, Raia. Since our Engineer should be able to keep our shields up just focus on Scanning for now.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"We took a hit and there's still three of them up so let's start powering those shields back up, Engineer Quig. I've got two more ships to mess around with but after that I'll be assisting our gunner with his shots. Gunners, use the Duonode Computers to help with your aim, we need to take out some of these junkers before they can really gang up on us."

Weapons only increase our damage by 1-3 since it just makes 1s into 2s, I recommend doing shields because we need to keep them up, if we had less shields during that last crit roll we would have taken a critical systems hit but thankfully as long as it doesn't get through the shields it won't do that. Also I'd say let both of our gunners use the computer bonuses, we seem to be hitting our DCs just fine.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

I usually stick with Evade or Maneuver, Evade if you're already in position or can get in position for the extra AC, or Maneuver if you're in a tight spot and need to make some quick turns.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

During the Engineering Phase, Navaso pulls up a comm system to relay a message to one of the goblin ships (any of them are fine unless we figure out that one is bigger than the others or something).

"We just teleported a huge Vesk on to your ship and he's coming to eat you. RUN LITTLE GOBLINS."

Bluff/Taunt DC 15+(Enemy Ship Level x 2): 1d20 + 9 ⇒ (13) + 9 = 22

Used Convincing Liar to see my result before adding Expertise, adding it now

Expertise: 1d6 ⇒ 5

Bluff: 27 vs DC 15 + Enemy's Ship Level x 2

Pretty sure that works, so targeting their Gunnery Phase for this many rounds and they get -2 on all checks or -4 on all Push checks. I can only use it once per ship so is there a way we can mark it until I've bluffed all 3 ships? :P

Rounds Affected: 1d4 ⇒ 2


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Yes to the GM and yes to Quig, but also remember that a gunner can fire two weapons in a round of any arc with one of the gunner options. It's not like you're sitting in a gunner seat it's more like you're using computers to aim the weapons and can actually do two at once with a -4 penalty.

I read up on a lot of the ship combat since my main is a pilot with +12 piloting at level 1, lol.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Well, we had no trouble infiltrating the prison. Livewire was easy to deal with and we were able to secure the information we needed without using much of our funds at all. She told us that Salvation's End is actually some sort of destroyed inactive ship or vessel, and that space goblins were on the surface of it. There is some sort of tractor beam that is pulling ships in and allowing them to take the scraps. Livewire mentioned that there's a signal coming from beneath the surface near a tall structure so we intend to head for that landmark and go from there. All in all it was an easy day's work." Navaso leans back in his chair as he finishes his report.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"So, handle the junkers, avoid the tractor beam and investigate the strange goblin tower that possibly hides something underneath it. Yeah it sounds simple enough, let's get to our battle stations and kick some goblin butt!"


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Well that was easy enough. So goblins, huh? Pfft, is that all they've got?" Navaso takes out his concealed pistol and twirls it before getting back on to the ship. "I guess we better be ready for some goblin junkers then."


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Information is important, little details like that can help when you're talking your way out of a bad situation. Shall we go see this cook?"


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Sense Motive: 1d20 + 7 ⇒ (19) + 7 = 26

Navaso nods and holds out his hand to shake the Ysoki's. "Sounds easy enough. That's well within our budget." He motions for the others that we're good to go.

After they get a safe distance from anyone listening he just shares that the two people she was talking about are probably brothers or twin brothers.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso smiles as he hears Raia in his head and thinks to himself, "Yeah that might be a smart plan, it's just a Ysoki after all and I don't think they have any sort of telepathic sense."


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Yeah I much prefer PBP when it comes to GMing and playing, as a GM it gives me time to look stuff up without feeling like I'm wasting people's time, and as a player it lets me roleplay more which I just feel dumb doing in person since nobody else seems to really get into their characters, lol.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"We need whatever information you have on the false moon, Salvation's End. Based on the information you give us, you'll be compensated with some credits, sounds like a pretty fair deal, right?"


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso chuckles to himself as he watches the others try to bluff their way through the awful food. He nods at Quig when he offers to transfer some credits, since the group has 2500 credits to deal with the people in this prison. He gets up as the bathuras motion for them to follow.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"While my companions may partake in enjoying your.... recipe... I am only here on business." Navaso sits unlike he normally does, keeping his back straight and his eyes on the warden to give a false air of professionalism.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

Navaso takes a seat and pushes the platter away from himself, "We are here on official business, not comfort. The information we seek could save lives that are on the line, so the quicker we can speak to Livewire, the better."

Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10

No life science here.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

I was about to store my weapon in my cheek pouches as well but then I realized I wasn't playing my Ysoki Mechanic and now I'm just imagining Navaso trying to stuff his pistol into his mouth. xD


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

"Playing along sounds fine." Navaso takes his Tactical Semi-Auto Pistol and tucks it away in his pants. "This is my way of playing along. We might need it if we get into any trouble." (Navaso has +10 Sleight of Hand) He does take his other flame pistol out and leave it on the ship along with any other items that may be deemed as contraband.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

I'm a communist captain, I take all input! We'll try not giving identities and see if we can come anonymously and maybe bribe our way in without having to give any info. If they demand it we'll send info and just say we are investigators and hope nothing more comes from it.


Envoy/4 SP 16/24 | HP 28/28 | RP 4/4 | BAB +3 | EAC 17 | KAC 18 | Fort +1 | Ref +6 | Will +6 | Perc +7 | Init +2

I was under the assumption that they had already set up a meeting with the prison and were told that we would like to stay anonymous during our visit. I'm just trying to follow directions. Witholding our identities most likely means we just have to bribe our way in which was kind of implied with the whole "here's a bunch of credits to deal with Livewire and other occupants of the prison" but if you guys want to send information then I'm not going against the group. My character is highly NOT an "investigator" type so if I were to give my name and they could pull up information about me, it would be suspicious, at least that's how I'm seeing it.

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