As for your new identities, we can always just create a false persona for you, but a career would be helpful. The dataphiles would be a perfect place for you, as we can place you just about anywhere you’d want to go.
Tenry, whom is an accomplished doctor in his own mind, considers the possibilities. Too fake her death, they will need a corpse. They could use hers, and bring her back, but she might not go for that. They could burn the house to cinders, but that could risk substantial collateral damage. She could just disappear. But they would still look for her… the possibilities… he loses himself in these thoughts and gains a blank expression.
Tenry looks at the woman with a tinge of sympathy, I’m also sure we have some extremely skilled surgeons who could outright remove the implants so that this never happens again. I, myself, am training to be one of them.
As members of the society, Tenry initiates, I’m afraid we just can’t give up information on an ongoing case. Suffice to say, If you have no information to give us, and you would not like to aid us in finding this hacker, then I’m afraid are losing valuable time. He checks his watch and then gazed out the window as a small show, Station security should be along any moment as I’m sure they traced the hack back here as well. Thank you for the offer of tea, but I’m afraid we really must be off. We need to find this hacker and offer him or her our protection before those corporate goons get ahold of them.
Tenry makes a show of getting up to leave, hoping his ruse will work. He hates lying, and bluffing in general, but there really isn’t time for games to him.
Diplomacy:1d20 + 4 ⇒ (9) + 4 = 13
Tenry watches is astonishment at everything that has just happened. Looking at the garden and boy, he begins to wonder if they have the right house. When Nic Nak rushes in to stop the boy from closing the door, he hears the grandmother call out and he responds.
I’m sorry Miss… he begins, then realizes he never caught her name. umm, we have been sent by the Starfinder Society on a very important, and time critical mission. It’s been reported that someone at this residence hacked into a secure database. While we do not wish any harm to this person, our goal is actually quite the opposite. We wish to help them avoid trouble with the people he hacked, and offer them safety and a job if they would come with us. diplomacy:1d20 + 4 ⇒ (3) + 4 = 7
As further evidence of what he is saying is true, he activated his glyph, causing the Starfinder symbol to shine brightly on his wrist to which he holds up.
Things are progressing at least. I’ve noticed Pathfinder did a number of these games that are high in RP, that’s where PbP falls a little I think as your combat or specialty characters tend to fall off, because they are mostly waiting about for something to happen that uses their skills. For this instance as an example, Tenry really has nothing to do. I would have made a comment about the garden, asked questions to build a foundation with the grandma, but we frightened the child as a bunch of people wielding big guns (not me, I have a simple stun gun) walked up to him asking for the owner, so my avenue of approach won’t work. Note that the boy has tried to rush into the house, we are attempting what looks like a B&E, instead of waiting for the grandmother to come talk to us. It’s rather exciting, but my character is questioning what our motives are at this point as the outward appearance shows this is not the right place.
Perhaps someone should sneak around back, see if there’s a back way in. Idir, you’re our resident envoy, try using your charm on him. Tenry quickly mentions, keeping his voice low while studying the situation.
INT:1d20 ⇒ 10 with no other information to go on about these companies, might I suggest we head off to see what we can find at the source of the hack? Tenry asks his group, then pauses and continues. Anyone able to forge some fake identification papers to get us in?
Hang on,Tenry says, You might be onto something here. He turns and looks over at Historyia and asks, Do you have any records of personnel that have been released from service or have unfavorable marks? Think along the lines of high debts, foreign contacts (friends, family) whom may be against any of the resident corporations? Finally, do you have a list of what corporations were targeted, and do they have commonalities between them?
Tenry follows along smiling to himself. For a guy that fears leadership, he sure likes leading. He makes a mental note of this for if a time ever comes that his fear starts to overwhelm him. To remind him of this time, when he ignored his fear and just did something.
In that case, since we get our missions from them, I would succeed in Idir’s idea about visiting Historia first, then seeing where her mission takes us.
Hold on my small friend Tenry speaks up as Idir tries to lead the party out the door. Historia might be located here at the complex, but so far more votes have gone to Radaszam, suggesting that the party is more in line with his missions than (hers?), and we’ve yet to hear if Guidance herself doesn’t have a mission for us first.
All truths be told,Tenry chimes in, I'm not much of a leader in circumstances such as this, however, if given a vote, I say we should look into what Fitch has to say. After all, what are Starfinders if not explorers of the Galaxy. And who knows, perhaps our mission could direct us towards other leaders goals as well. Tenry stops for a moment, as if lost in his thoughts. Ah yes, the chance to explore strange new worlds. To seek out new life, and new civilizations... He trails off in wonderment for a moment before snapping back to reality. Eh, what do I know, I'm just a Doctor, not a Starship Captain.
Tenry gives a quick thought and activates his augmentation, then checks the site for any kind of infection. Satisfied all is normal, he gives a second thought and deactivates it. This should come in quite handy. Tenry says to no one in particular, then he looks to Guidance and asks in an inquisitive tone, I would assume you have our first mission ready?
Not so much, Tenry replies, To many times I have observed that people don’t really listen anymore, they go with the flow. 9 times out of ten, when I greet someone with the wrong time of day, they simply greets me and continue moving, not realizing my “mistake” because they weren’t really listening. It’s quite fascinating to me to witness this. I dare you to try it some time.
seriously, I do this at work. For the first few days, when I would go in at 11PM and greet people with “good morning” they would say good evening and keep moving. After a while they started catching on. Where sitting at the main entrance to our building in the morning, I’d say good evening as people walked in, again mostly getting good morning in return. After a while more and more people would start to catch on as repeated exposure caused them to actually start hearing what was said,
The doctor is next, taking his cheek swab and then getting his hand imprinted. Hope they have a way to reverse this in the event I get called to a real hospital. Field work has never been my desire.
Tenry places a calming hand on Idri’s shoulder and whispers, Calm down my young friend. I’m sure the Starfinder’s wouldn’t have recruited someone who might harm his companions. He stands up straight and greets the newest member of the party the same as he has everyone else, with the opposite time of day, but then adds, About all I know of our taking here is exploration and research. The fact that the Starfinders felt necessary to have medical expertise on this voyage shows me that they know our mission will be dangerous, but I hope my skills won’t be needed that much.
No, Tenty states, My chrono is working perfectly fine, thank you for the concern. He leaves it at that, giving a polite nod to Idir. He then continues, My name is Dr. Tenry Borgins, though as it appears we will be coworkers, Tenry should suffice.
Tenry enters the scene wearing his counselor clothes, carefully hiding his second skin underneath. Inside his coat, a careful observer can see the hilt of some kind of energy weapon. He greets everyone in a peculiar way, smiling warmly and topping his bowler hat, and saying the opposite greeting for the time of day (if it is morning, he says good evening, if it is afternoon or evening, he says good morning).
Good news bad news time. Good news, I'm sticking with the Dromada Envoy (Starfinder Data Jockey). Bad news, I'm struggling to come up with a name for him.
The simplest way for me to come up with names is to use a random name generator. I used PCGens to get mine, took about 10 clicks to find one I liked, but there you go!
OK, so here is what I have so far. Took me a bit and there might be some tweaking involved, but I'm pretty happy so far.
Roleplay: Tenry is a consular and field medic, beyond keeping his allies alive, he also wants to make sure their emotional and psychological needs are met as well.
Combat: Killing is that which the bad guys, so if dealing with a self-aware creature (INT >3) he will attempt to subdue it rather than see it killed.
After Combat: Though he will not waste valuable resources, Tenry will attempt to stabilize any combatants fallen from lethal damage with Medicine checks and his medic kit. He carries a set of binders for use on the most dangerous combatant, or whichever seems to might wake up first.
Tenry:
Male human priest mystic 1 Archetypes Starfinder Forerunner,
LG Medium humanoid (human)
Init +6; Senses Perception +7
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DEFENSE
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EAC 13; KAC 14
SP 6 HP 10 RP 4
Fort +0, Ref +2, Will +5
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STATISTICS
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Str 12, Dex 14, Con 10, Int 10, Wis 17, Cha 10,
Base Atk +0; Grp+1
Feats Harm Undead, Improved Initiative
Skills Diplomacy +4, Medicine +4, Mysticism +8, Perception +7, Profession (Counselor) +8, Sense Motive +7, Survival +7,
Languages Common
Combat Gear field ration (per week) (5),
Other Gear staff, battle, second skin, clothing (profession (counselor)), space suit, battery (2), medpatch, comm unit (personal), flashlight, backpack (consumer), backpack (consumer), tool kit (profession (counselor)), hygiene kit, medkit (basic), binders, cable line (titanium alloy/10 ft), lantern, pulsecaster pistol, clothing (travel), clothing (everyday), clothing (formal), tent (mass produced), 49.0 gp
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SPECIAL ABILITIES
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RACIALTRAITS Size And Type Humans are medium humanoids and have the human subtype
Bonus Feat Humans select one extra feat at 1st level
Skilled Humans gain an additional skill rank at 1st level and each level thereafter
THEME BENEFITS Priest You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on
Theme Knowledge Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the dc of culture and mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it's a class skill from the class you take at 1st level, you instead gain a +1 bonus to mysticism checks. In addition, you gain an ability adjustment of +1 to wisdom at character creation
CLASS FEATURES: Connection You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic-once made, this choice can't be changed. Connections you can choose from begin on page 85. Many mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don't fit within their ethos (for example, weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it
Connection Power At 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the dc is equal to 10 + half your mystic level + your wisdom modifier. If the power requires an enemy to attempt a skill check, the dc is equal to 10 + 1-1/2 x your mystic level + your wisdom modifier
Connection Spell Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on table 4-6: mystic spells known. These spells can't be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection's entry. If your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level
Healing Channel You can heal yourself and your allies. You can spend 1 resolve point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 hit points and increases by 2d8 at 3rd level and every 3 levels thereafter
Healing Touch Once per day, you can spend 10 minutes to magically heal an ally up to 5 hit points per mystic level
Lose Feat You chose to lose a feat as part of your archetype
FEATS: Harm Undead You can use your healing channel to harm undead When you use your healing channel, you can expend a mystic spell slot of the highest level you can cast to also deal damage equal to the amount you heal to all undead foes in the area. The undead can attempt a will save for half damage, at your usual connection power dc
Improved Initiative Your quick reflexes allow you to react rapidly to danger You gain a +4 bonus to initiative checks
Description:
Height: 6' 2"
Weight: 210 lbs.
Gender: Male
Eyes: Blue
Hair: Blonde,
Skin: Pale
Dominant Hand: Right
Quirks: Slight Pessimist, though usually only to garner a smile., tends to ask probing questions to garner mental state of crew
Quotable: Oh no, not again
Background: Tenry was born on Absolon Station. His father was a mechanic on board and his mother worked in the nursery, which meant he learned more from his mother than his father. This caused him to focus more on expressing his emotions and he observed that people who did this tended to live longer, happier lives. He wanted to devote himself to this practice so once he was able to attend University, he focused on mental health. His keen senses in detected how people felt eventually lead him to be a counselor. A few days after graduation, the head Magistrate for his church came to him. Apparently an expedition was being planned and the Wayfinders had asked if the Magistrate knew of anyone who they felt could be of service. Tenry was their first and only choice. Given some rations and supplies, Tenry must now head out into the Black as the envoy's primary healer, both of physical, and metal stabilities.