Telakin (Doppleganger)

Zagulo Maresh's page

121 posts. Alias of Phntm888.


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EltonJ wrote:

Yes. He's had some trouble which caused a delay. His water pipe broke in his gaming room.

Yikes! That's quite significant trouble. I hope he's able to get it fixed without having to spend too much money.


So...are we still waiting on Mokshai's submission?


Zagulo Maresh wrote:

Okay. I'm going to swap for Improved Stealth - I was planning on taking that at level 5, anyway, so if we're more at a point for having our own ship by then, I'll take Hyperspace Savant again.

It doesn't typically feel good to have an ability that you never use.

I've opted to stick with Hyperspace Savant. It's too important to the core of the character for me to switch. I'll just have to hope I get to use it at some point.

Calypso Calrissian:

I kind of view Zagulo a having had more of an employer/employee relationship with Calypso as opposed to the "found family" vibe. I don't think he's worked with her that long.

Plus he has a family that he's on very good terms with. He just wants to explore the galaxy, and his parents were very understanding of that. He is descended from one of the people who mapped the Hydian Way.

EDIT: I also worked the purchase of the droid (Gyro) into my backstory. He was part of the Corporate Sector mapping expedition Zagulo was on.


Mokshai wrote:

I will fill in whatever is missing, can someone advise me as to the classes that they currently have ?

We've got a little bit of everything, so make what you want!


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Thank you, Ouachitonian. Saves me from having to look it up when I get home.


May I purchase a GY-I Information Analysis Droid, possibly with a few (non-combat) modifications?

EDIT: It's out of the Scavenger's Guide to Droids.


Ouachitonian wrote:
Can I buy a Cargo Skiff? It's not from the books we're using, it's from the Rebellion Era Campaign Guide, but it does make sense for us to have some sort of ground-based transportation, and the cargo skiff is big enough to carry the whole party plus some supplies or something (most of the other speeders I found were for 1-2 people. Does no one drive sedans or SUVs in this universe?). As long as it fits in or ship.

I noticed the same thing as I was looking through the Speeder options. It seems like speeder bikes and two-seaters are the only thing anyone ever drives. Makes one wonder how Luke and Obi-wan made it to Mos Eisley without either C-3P0 or R2-D2 flying off the back.


Okay. I'm going to swap for Improved Stealth - I was planning on taking that at level 5, anyway, so if we're more at a point for having our own ship by then, I'll take Hyperspace Savant again.

It doesn't typically feel good to have an ability that you never use.


EltonJ wrote:

@Mokshai, everyone else, don't worry about buying ships right now. I'll give you a ship for the team. The captain and first mate will be NPCs.

You will have opportunities to get a ship of your own later.

Something I just thought of - will the captain and first mate be flying the ship? If so, I'd like to swap my Hyperspace Savant talent for a different Scout talent, since Hyperspace Savant is really only of use if I'm piloting the starship.


Alright, then. I'm going to look at the equipment some more and maybe purchase a couple more things.


Jensaarai are Jedi-adjacent, and Hack Anslash was also working on a Jedi. I guess Hack decided not to finish the character.


Calypso Calrissian wrote:

** spoiler omitted **

** spoiler omitted **

@Zagulo Maresh and Ni't Shonai: Please...

Fine with me, assuming we both get in.

Saashaa wrote:
Feel free to theorize how your character would know or get in contact with a tech/computer nerd.

I couldn't find a backstory where I can see that our paths would have definitely crossed, since you said a lot of Vren's backstory depended on other factors.

Zagulo spent most of his life growing up traveling along the Hydian Way, before going on a mapping expedition and then smuggling weapons and refugees (and one Jedi) for the Republic against the Sith. It's possible Vren's family worked on his parents' transport ship and they knew each other growing up there as children, if that works for you.

Alternatively, given both are Duros, they could be distant cousins. It's not out of the question that at some point since the Rebellion a Maresh married a Suurgav.

Let me know if either of those works for you.


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Teren Jade wrote:

I decided that what would be easier for me is to "be the change that I want to see ... in the campaign" because with all the love that I have in my heart, I just can't vibe with the kinda left field Sabacc Losses Casino Ship Karma Management proposal that no one is enfranchised in from either a monetary or a story perspective (other than the lost credits overlayed on their backstory). I want to propose something whch starts as Teren's, and he offers to the team as a hope, a home, and a haven for people like them.

Teren's mentor, Cobalt, a Warden of the Sky, will have been working very hard whilst Teren was training and growing up, investing and working to give him a ship, at which time Cobalt himself needed to return to space for reasons he didn't really share with Teren. The ship is a beautifully appointed Dynamic-class Freighter, with seriously advanced luxury upgrades, and Area 7 completely converted into an expansive owner's suite. The dormitories have privacy capsules for relaxation and study. The ships common room is stunning.

Cobalt's only charge (to his charge) was to offer safety to those who might need it; not really any different than Teren is sworn to do as a Warden, but with a little more behind it. As Teren meets others, he offers them a place as crewmates, and also shares his vision from the past, a ship he knew of called Ghost, where Jedi training took place during and after the Clone Wars, in direct defiance of the Empire. He hopes that others will want to contribute to creating that kind of place aboard the Centurion Falcon, so that no one Force Sensitive will ever need to fear persecution again.

DYNAMIC

My proposal is that we table all starship discussion until the GM has made final selections (there will likely be more submissions than applicants once everyone has finished their submission). Instead, each player notes how many starting credits they would like to set aside for the starship. Once the final party is chosen, they can decide if they want to contribute to a single person's starship decision, choose and design a starship as a group, or just have the GM assign one to them.

Also, at this point in time, the Dynamic-class Freighter is almost 4000 years old, and should probably have the Archaic Vehicle Template on it.


Completed or Mostly Complete
Phntm888 - Zagulo Maresh (Duros Scout)
GM Drake - Calypso Calrissian (Zeltron Scoundrel/Noble)
Saasha - Vren Suurgav (Duros Scoundrel)
Seth86 - N'it Shonai (Twi'lek Jedi)
Lapyd - Marz Shun (Kel Dor Jedi)
Ouachitonian - Bes'rk Skirata (Mandalorian (Codru-Ji) Soldier)

Under Construction
Spazmodeus - Jensaarai
Evindyl - Taren Jade (Human Noble)
Hack Anslash - Kaltor Jaan (Zabrak Jedi; Background Pending)

I think that's how it looks for everyone/all submissions right now. I don't think I missed anyone, but if I did, please let me know.


Saashaa wrote:
Note about astrogation: Without a nav computer, or astromech droid, but with holonet access, the DC to astrogate is 25. It appears as though, in normal situations, you can take 10. It is not clear whether or not you can take 20.

The base YX that Calypso was using comes with a navicomputer stock, as does the base YT-1300.

-------------------------------------------------------------------

Re: The larger discussion, I don't mind chipping in for a group ship and letting another PC take the lead on the ship design - I'm glad Calypso's player is so excited and has such a clear vision for her ship. I don't necessarily have the time to dedicate to that in-depth of design decisions at the moment, so someone else taking the baton and running with it is helpful to me in that regard.

I understand, however, that not everyone is okay with that and would like more input, or that it may not be fitting everyone's vision for a starting ship. Truthfully, I've had a hard time seeing how Calypso's vision for her character necessarily fit in with the larger plot of the adventure (searching for the planet Tython), but given the back and forth messaging with the GM, assumed that meant the EltonJ was comfortable with how the character would fit into the larger plot of the adventure.

It does sound like most people would be more comfortable either having a ship assigned to us by the GM, or having more of a collective discussion regarding the base ship and the upgrades.

The GM also told me that he was only going to accept up to 6 people, and I think we now have more than 6 submissions. Perhaps the best course of action right now is for each of us to specify how many starting credits we're setting aside for the starship, and then the final chosen players can choose how they want to handle the starship.


Calypso Calrissian wrote:

cost breakdown of maintenance gear on the ship (2,850 credits):

- space suit (15 kg) (2,000 credits)

- utility belt (500 credits)

- toolkit (250 credits)

- 20 rolls of mesh tape (5 credits each) (100 credits) (10 rolls in each of the engine rooms)

cost breakdown of medical supplies on the ship (2,200 credits):
- cyrogenics chamber ship modification (cost is included in the ship modifications cost breakdown)

- surgery kit (10 kg) (1,000 credits)

- medical kit (20 kg) (600 credits)

- 6 medpacs (in external pouches of medical kit) (1 kg each) (100 credits each) (600 credits)

cost breakdown of safety gear on ship (1,500 credits):
- 20 sets of binder cuffs (0.5 kg each) (50 credits each) (1,000 credits) (5 each hidden in the captain's room, the galley and and each of the engine rooms)

- 10 fire extinguishers (50 credits each) (500 credits) (one in each of the 4 passenger rooms, one in the captain's room (one of the 6 passenger rooms), one in the co-pilot's room (one of the 6 passenger rooms), one in the bridge, one in the galley and one each of the engine rooms)

cost of utility supplies on the ship (1,000 credits):

- 10 power rechargers (100 credits each) (1,000 credits)
(one in each of the 4 passenger rooms, one in the captain's room (one of the passenger rooms), one in the co-pilot's room (one of the passenger rooms), one in the bridge, one in the galley, and one in each of the engine rooms)

How much of this is general use vs Calypso's personal equipment?

Zagulo has his own fire extinguisher, 4 medpacs, a roll of mesh tape, his own tool kit, and enough credits leftover that I can purchase a power recharger for him (I initially purchased it, then removed it, and realized I never repurchased it after finalizing my credit expenditures).

You could probably save a bunch of credits by dropping a lot of these items and allowing players to be responsible for bringing their own, and that would get you enough for the two ion cannons and one of the docking guns, at least. Even dropping half of it could you get you to either docking guns or the ion cannons.

I know there's probably at least something of a roleplay incentive for all of these things (ensuring the traveling luxury casino ship is fully equipped and meets all necessary safety standards), but since the Luxury upgrade has to be delayed, anyway, you could delay the full outfitting for the luxury casino ship until after you've paid for all of the other system upgrades.
------------------------------------------------------------------------

Calypso Calrissian wrote:
Notes: The ship has two fire-linked front-mounted medium laser cannons (so require single gunner).

Are these pilot-controlled or is the gunner separate from the pilot?


EltonJ wrote:
Zagulo Maresh wrote:
My character is complete, with backstory, and ready for review.

Very good.

Although I have to ask, does he have the Legacy destiny?

My read is that you have to take the Legacy Destiny if you have a Legacy. If that is not the case, then I'll take Discovery instead. Let me know which to update the profile to include.


My character is complete, with backstory, and ready for review.


Calypso Calrissian wrote:
Zagulo Maresh wrote:
Zagulo could also work with/for Calypso, if you'd like. He's a good pilot and an instinctive navigator, who might be quite handy for her ship (a.k.a. you can spend less credits on automation to get the required crew down to 1).

After the sabaac (?) game, she offered you a job to help her modify the ship she acquired with her winnings. Afterward she offered you a position on the ship. You could be flying the ship while she's hosting games on board.

She intentionally modded ship so she can fly it solo (no pun intended :P).

Also, makes it, that if only one of us can make it to the cockpit when chaos is ensuing near the ship and we need a fast getaway, fortune's on sound as long as one of us can make it to the pilot's chair in time.

* *

Saashaa wrote:
Okay...I can probably work it in. This would also allow for a connection with an individual of the Calrissian line.
Cool bloodline connect (adding 'look up history of Suurgav to my 'to do' list)

That's good for me. I'll get it worked into the backstory.


EltonJ wrote:

Okay.

So far we have:
* Ni't Shonai (Jedi)(Seth86)
* Calypso Calrissian (Noble/Scoundrel)(GM_Drake)
* Bes'rk Skirata (Soldier)(Ouachitonian)
* Marz Shun (Jedi)(Lapyd)
* Vren Suurgav (Scoundrel)(Saashaa)

Concepts:
* Kaltor Jaan (Jedi)(Hack Anslash)

Interest:
* Spasmodeus
* Evindyl

Did I forget anyone?

Yes, Zagulo Maresh (Phtm888) here, Duros Scout. Saashaa's making a Duros, too, which may have been the confusion.

I have created a Legacy in this profile. Still working on a backstory.

Calypso Calrissian wrote:


*Lots of Background Information*

I'm okay with Zagulo's "stake" having come through losing a high-stakes sabaac game to Calypso.

Zagulo could also work with/for Calypso, if you'd like. He's a good pilot and an instinctive navigator, who might be quite handy for her ship (a.k.a. you can spend less credits on automation to get the required crew down to 1).


Forgot HP rolls.

HP Level 2: 1d8 + 1 ⇒ (1) + 1 = 2
HP Level 3: 1d8 + 1 ⇒ (6) + 1 = 7

Class Starting Credits: 3d4 ⇒ (1, 1, 4) = 6


Calypso Calrissian wrote:

Credits towards ship from rest of you thus far:

Ni't Shonai (Seth): 13,000 credits
Zagulo Maresh (Phntm888): 10,000 credits

I've finalized my purchases. Please increase my share to 14,000 credits.


Seth86 wrote:
since i believe im not auto proficient in jedi armor, i may be spending roughly 13k on ship shares :P

Armor is really only worth it if you invest in the talents (Armor Specialist Talent Tree) to use it well. Otherwise, it drops off in usefulness as you level up due to how Defenses are calculated.

Calypso Calrissian wrote:
Let me know who wants to use some of their credits to the cost of Calypso's 'traveling gambling casino' light cruiser.

Mark me down for 10k at the moment. I'm trying to decide if I'm purchasing any additional equipment beyond what I have, but I should have at least that much leftover.


Phntm888 here with the profile. Stat block finished, backstory to come.

A friendly reminder, make sure you purchase a comlink (either on its own or through the Utility Belt), or else you won't be able to talk to the party if you get separated.


Here is Phntm888's submission, Zagulo Maresh, a draconic bloodline sorcerer with the Dragon Scholar background who wants to learn more about the gold dragon that merged its bloodline with his.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

"So, to Umbra Club or the Kelerium plant. Which do we choose?"


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

I have no Xenology, either, but I've got a lot of Intellect, so I figured it was worth a shot.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Zagulo looks at Hou, then at the girl, then nods and says, "We learned he's holed up in a Kelerium processing plant owned by Novacore, over in the Works. Droid automated, and takes up about a third of the sector. Do you know specifically where in the plant he's hiding?"

He doesn't recognize her species, and hopes they don't have to guide her around since she doesn't have eyes.

Xenology:

Xenology: 4d8 ⇒ (1, 8, 5, 5) = 19
4 Advantages

Difficulty: 2d8 ⇒ (8, 2) = 10
2 Failure, 1 Threat

Total 2 Failure, 3 Advantages


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Mentally complaining about the stairs, Zagulo follows Muhax down them - hopefully at a slower pace than they went up.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Hey all, I stopped receiving notifications for the games I'm in. You guys might want to check yours, as well.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Zagulo signs out of the terminal and sneaks back to the stairs so they can plan their next move.

Stealth:

Stealth: 2d12 + 1d8 ⇒ (10, 9) + (5) = 24
4 advantage, 1 success

Difficulty: 1d8 ⇒ 1
Blank

Total 1 success, 4 advantage. I'll spend those to boost others stealth checks as necessary.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

KN Underworld:

Underworld: 1d12 + 3d8 ⇒ (5) + (1, 7, 3) = 16

4 successes, 1 advantage

Difficulty: 2d8 ⇒ (1, 7) = 8

2 threat

Total 4 successes, 1 threat

Zagulo looks over the data before whispering to those near him, "This address is for a Kelerium processing plant owned by Novacore. It's nearly entirely droid automated, and has been operational for centuries. It makes up nearly a third of the Works sector here on Coruscant. We could search the complex for hours or days and possibly not find Kaa'to."


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Okay, I wasn't sure. I'll boost Muhax, since Muhax is covering the stairs.

Computers Check:

Computers Roll: 2d8 + 2d12 + 1d6 ⇒ (5, 7) + (8, 1) + (1) = 22

2 success, 3 advantage

Difficulty: 2d8 ⇒ (4, 5) = 9

2 Threat

Total is 2 success, 1 advantage.

Zagulo begins slicing the terminal, looking for any data that will allow them to locate the target.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

What difficulty should I use for slicing the terminal? And can my advantage from Stealth be used to give myself a boost die on the check?


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Zagulo merely nods to Tibs and sneaks over to the terminal to begin slicing it.

Stealth Roll:

Stealth: 2d12 + 1d8 ⇒ (1, 10) + (4) = 15
2 successes, 2 advantages

Difficulty: 1d8 ⇒ 4
1 Threat

2 sucesses, 1 advantage total. Can I use that advantage to give myself a boost die for my Computer check?


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Breathing slightly heavily from the walk to the fifteenth floor, Zagulo thinks I should have said the elevator. Either that or perhaps I should take up exercising.

To Tibs' question, Zagulo says, [b]"I would like to get access to a terminal to see whether they have information about the target's location. Perhaps we can carefully peek out the stairwell to see if we can determine how many people are present in the docking bay?


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

I say stairs and docking bay.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Zagulo whispers, "We should examine the docking bay above. I can likely find a terminal to slice into there, as well."


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

"I'm going to see if there are any ways in except for the obvious," Zagulo says, as he goes to move about and look for alternative entries.

Rolls:

Perception: 2d12 - 3d8 ⇒ (11, 7) - (6, 5, 5) = 2

1 success, 3 advantage, 3 threat

1 success total

"There are some ventilation grates in back. They look tight, but we should be able to fit through them."


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

"Agreed. The sooner we catch him, the better."


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Umbra Club: 2d8 - 2d8 ⇒ (3, 5) - (6, 8) = -6
Nothing there

The Spyder: 2d8 - 2d8 ⇒ (4, 6) - (7, 7) = -4
2 Successes, 2 Threat

Zelcomm Tower: 2d8 - 2d8 ⇒ (5, 5) - (5, 2) = 3
1 Failure, 1 Advantage

"We may want to avoid the Snyder. The majority of the gamblers there are affiliated with Black Sun, and if they know of recent events, we may not get out of there alive."


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

"Agreed. We can do this and catch the bounty hunter, I'm sure. Our skills are there."


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Well, at least we're walking out of this with something. Zagulo nods his acceptance of the terms offered by Chopper, before looking to Tibs for final confirmation.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

"That they did not tell us up front we would have to do this for them as part of the job is troubling. It shows they are willing to hold information back, and very well might decide to save themselves our payment at the end of this. Once we get this bounty hunter, we should make sure they pay us before we actually turn him over."

Zagulo casually wanders over to the monitor to look at the status of the decryption.


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Zagulo sighed. It was going to be one of those jobs. He knew they should have insisted on half up front. It was the only way to guarantee you got something out of jobs like this. At this point, the odds were 50/50 in favor of them getting shot at the end of this.

Looking at Chopper, the Duros said, "Could you contact the Pike family and ask for half our payment? Since this wasn't part of the original job, I would say we've earned that."


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

"In the usual way. I assume you were told to expect us?"


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Rolls:

Computers: 2d12 + 2d8 - 1d8 ⇒ (10, 1) + (7, 2) - (6) = 14

Net 2 Advantage, 2 Success. Can I spend the 2 Advantage to help negate Threat from Amon's rolls?


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

How do I aid another in this system?


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Knowledge (Underworld):

Good Pool: 1d12 + 3d8 ⇒ (7) + (3, 4, 2) = 16 1 Advantage, 5 Success
Bad Pool: 1d8 ⇒ 4 1 Threat

Net 5 Successes.

Smiling, Zagulo shakes his head. "Chopper apparently owes a lot of people favors."

Seeing the looks on some of their faces, Zagulo said, "His speeder shop is pretty decent. Actually, he could probably get rid of this for us. He owes me a favor for helping him out with a small legal issue. A pretty jovial Besalisk - but don't screw him over, he doesn't take it kindly."


Male Male Duros Scout 3 | HP 34/34; DT 16 | Defenses Fort 16, Ref 19, Will 15 | Condition Track 0 | Init +10 | Perception +8 | Force Points 6/6 | Destiny Points: 3

Zagulo breathes a sigh of relief at the fact they'd escaped the Black Sun thugs. "Indeed. There are some on Duro who could not have flown so well, though they would never admit it."

As Muhax begins speaking with their employer, Zagulo waggles the data card containing the information.

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