Shren by CCantu2020

Species
Chiss
Career
Explorer
Specializations
Scout
System
Edge of the Empire

3
Threshold 12
Current 0
Threshold 13
Current 0
Ranged 1
Melee 1

Placeholder Image

Characteristics

2
3
4
2
3
2

Skills

Skill Career? Rank Roll Adj.
Astrogation (Int) X 0
Athletics (Br) X 2
Charm (Pr) 0
Coercion (Will) 0
Computers (Int) 0
Cool (Pr) X 1
Coordination (Ag) 0 Add (Blue) per rank of Stalker to all Stealth and Coordination checks
Deception (Cun) 0
Discipline (Will) 0
Leadership (Pr) 0
Mechanics (Int) 0
Medicine (Int) X 1
Negotiation (Pr) 0
Perception (Cun) X 2 Add (Blue) per rank of Uncanny Senses to all Perception checks
Piloting: Planetary (Ag) X 0
Piloting: Space (Ag) X 0
Resilience (Br) 0
Skulduggery (Cun) 0
Stealth (Ag) 0 Add (Blue) per rank of Stalker to all Stealth and Coordination checks
Streetwise (Cun) 0 Remove (Black) per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks
Survival (Cun) X 1
Vigilance (Will) 0 Add x2 (Blue) per rank of Uncanny Reactions to all Vigilance checks
Brawl (Br) 0
Gunnery (Ag) 0
Lightsaber (Br) 0
Melee (Br) 0
Ranged: Light (Ag) 0
Ranged: Heavy (Ag) 0
Knowledge: Core Worlds (Int) 0
Knowledge: Education (Int) 0
Knowledge: Lore (Int) X 0
Knowledge: Outer Rim (Int) X 1
Knowledge: Underworld (Int) 0 Remove (Black) per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks
Knowledge: Warfare (Int) 0
Knowledge: Xenology (Int) X 0

Attacks

Light Blaster Pistol (Enc 1)
Range
Medium
Skill
Ranged: Light
Stun Setting
Damage
5
Critical
4
Hands (unarmed)
Range
Engaged
Skill
Brawl
Disorient 1 / Knockdown
Damage
3
Critical
5
Brass Knuckles
Range
Engaged
Skill
Brawl
Disorient 3
Damage
4
Critical
4
Energy Slingshot
Range
Short
Skill
Ranged: Light
Disorient 2, Stun Damage
Damage
3
Critical
N/A

22
275
15
10/12

Weapons & Armor

--Light Blaster Pistol-- (x2)
These are the lightest of blaster pistols, commonly found all over the galaxy as they are not highly regulated as larger and more powerful weapons.

Skill Ranged - Light
Dam 5
Crit 4
Range Medium
Encum 1
HP 2
Price 300
Rarity 4
Special Stun Setting

--Brass Knuckles--
These are a set of metal rings and bar of metal worn on the hand, used to have a punch deal more damage.

Skill Brawl
Dam +1
Crit 4
Range Engaged
Encum 1
HP 0
Price 25
Rarity 0
Special Disorient 3

Add one setback die to an individual looking for this weapon when it is concealed.

-- Heavy Robes --
Often worn by Jedi for ceremonial purposes, they provide little defense against incoming damage except in making the wearer's profile harder to ascertain for an accurate shot.

Defense 1
Soak 0
Price 150
Encum 1
HP 0
Rarity 2

-- Heavy Clothing --
A good leather jacket, technician's jumpsuit, or a thick woolen cloak won't stop much damage, but it's certainly better than nothing. Most characters living on the edge of the Empire favor heavy clothing for everyday wear.
Defense 0
Soak 1
Price 50
Encum 1
HP 0
Rarity 0

-- Energy Slingshot --
This wrist-mounted device is able to fire small bolts of stunning energy, mostly used by mischievous pranksters.

Skill Ranged - Light
Dam 3
Crit N/A
Range Short
Encum 1
HP 0
Price 40
Rarity 4
Special Disorient 2, Stun Damage

Personal Gear

-- Backpack --
As the name indicates, this is used to carry things around on one's back - effectively increasing one's encumbrance threshold.
Price 50
Encum N/A
Rarity 0
This item grants +4 to a character's encumbrance threshold.

-- Utility belt --
This is a belt containing an array of pockets and slots for tools and weapons to be placed in.
Price 25
Encum N/A
Rarity 0
The belt grants +1 to a character's encumbrance threshold.

-- Stimpack x3 --
These are one-use applicators which inject a special cocktail into a character's system which allows them to continue fighting despite their wounds.
Price 25
Encum 0
Rarity 2
Using a stimpack heals 5 wounds for the first application, 4 on the next and so on. It takes 24 hours for stimpacks to perform at full effectiveness again, after the last application.

--Extra Reloads--
All weapons run out of ammunition at some point, such as gas for energy weapons and kinetic reloads.
Price 25
Encum 1
Rarity 1
They allow a character to reload their weapon using a maneuver, when it has run out of ammo due to a critical failure.


-- CAPC ECM-598 Medical Backpack --

This medpack is produced for military and field-rescue groups, containing anything one would need for an emergency. It also contains a set of tutorials and instructions for dealing with emergency situations.

Price 450
Encum 2
Rarity 4

May make Medicine checks to heal others without penalty.

Add 1 boost dice to all Medicine checks. Decrease difficulty of checks to heal a critical injury by 1 (to a minimum of 1).

-- Shield (Materials) --
Price 10
Rarity 0
Check Average (2 difficulty) Mechanics or Survival
Time 8 hours

Carried by field medics, the Medpac is different from an emergency one in that it has more equipment and materials than the other.


-- Emergency Medpac

Essentially what is considered to be a First Aid Kit, it is highly portable - yet critical for treating any wound without problems.

Price 100
Encum 1
Rarity 1

They allow to perform a medical check to heal wounds without penalty.

Assets & Resources

15 strips of Ewok jerky
Room key 118 - 89
Intergalactic cherry chocolates (From hotel)
Crude medical intruments
3 ft Rope x1
(Plyskkn added hidden storage to the ship)

Critical Injuries & Conditions

Talents

Name Rank Book & Page Description
Uncanny Senses 1 EotE pg 277 Add (Blue) per rank of Uncanny Senses to all Perception checks
Rapid Recovery 1 EotE pg 73 When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery
Street Smarts 1 EotE pg 277 Remove (Black) per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks
Uncanny Reactions 2 EotE pg 277 Add (Blue) per rank of Uncanny Reactions to all Vigilance checks
Quick Draw 1 EotE Pg 277 Once per round on the character's turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.
Touch of Fate 1 EotE pg 277 Once per session, add (2 Blue) to any one check
Stalker 1 EotE pg 73 Add (Blue) per rank of Stalker to all Stealth and Coordination checks
Infravision 1 Remove up to 1 setback dice from checks due to lighting conditions.
Dedication 1 Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six.
Force Rating 1 EotE pg 277 Gain +1 Force rating

Force Powers

Force Rating
2
Power
Sense
Description
- The Force user can sense the Force interacting with the world around him.
- The user may spend (Light) to sense all living things within short range (including sentient and non-sentient beings). (May not be activated multiple times.)
- The user may spend (Light) to sense the current emotional state of one living target with whom he is engaged. (May not be activated multiple times.)
- Effect: Spend (Light) The Force user senses the current thoughts of one living target with whom he is Engaged. (May not be activated multiple times.)
Upgrade Effect
Range x1 Spend (Light) to increase power's range by a number of range bands equal to Range upgrades purchased.
Control Ongoing effect:
The Force user gains the ability to sense danger the moment before it strikes, allowing him to anticipate attacks and avoid incoming blows. This power gains the Ongoing effect: Commit (x1 Force Dice) . Once per round, when an attack targets the Force user, he upgrades the difficulty of the pool once. (May not be activated multiple times.)
Duration Sense's Ongoing effects may be triggered one additional time per round.

Background

Hailing from the home-world of Csilla, Shren was leading a Chiss scouting party comprised of himself and 5 others.

He took basic medical training in the Csilla Institute of Medicine and Health where he completed his field certification of frontier medicine and command. He was promoted to commander by the Chiss Defense Fleet, being assigned a shuttle with a crew.

Privately he has noted unexplained feelings and abilities that surface when he focuses them. With only his direct superiors aware of this, he was chosen to lead a scout to find a new colony.

Their mission was to find a new habitable world for their people or resources to support recent expansion now that the Imperial/Rebel Alliance war was fully engaged with each, leaving them open to explore more.

During their first mission on the outer rim, after scouting a few planets, the scout team arrived on Nirauan and found some promising signs of for a new colony in its jungle terrain. They stumbled on an imperial patrol in the jungle and after a deadly misunderstanding regarding the mysterious loss of Imperial troops in their region and being falsely blamed, his team fled and despite being to start their shuttle and take off, they were swarmed by Tie Fighters. With amazing grace they took out their foes but with more enemy ships incoming, they knew a more desperate move was needed. To buy time they scuttled their ship on that remote world, dumping their cargo and supplies into the jungle so they could make use of them later. They knew that they had a better chance of surviving the ground forces instead of the Imperial ships. All 5 members plus Shren agreed that the best course of actions was to split in different directions in the jungle and use their different strategies to divide their pursuers and take any opportunity to leave the planet and find help. This intrepid team through ingenuity held out for a week, whittling down their pursuer's numbers with simple snares and traps. While contact was limited in the jungle, after a few weeks all 5 of his team ceased their contact, presuming they were eventually captured.

Shren himself managed to survive another month in the jungle and finally eluded his pursuers by faking his own death in an explosion and stowing away on the landed imperial shuttle, which returned to the main imperial cruiser. Overconfidence on the imperials part led to Shren being able to stow on another shuttle that landed on Nar Shaddaa as the imperial cruiser was recalled to that system for special cargo and supplies. After sneaking off he had to find his team, knowing that their efforts enabled him the extra time to outwit and divide his pursuers. Now with no supplies or plan he knew that in time an opportunity would open up and he could fulfill his duty to bring his team home, either in this world or the next.

The fate of his five fellow patriots unknown, he can only assume they were imprisoned, still on that jungle planet or dead. As the commander of his group and their friend, he can't give up on leads of their search until he can deliver a final resolved report to their families.

His options include: freeing his fellow Chiss himself; using the neutral agreements his people have with the Empire; if his people are close to Chiss space, perhaps have the Chiss bring them back.

His main mission is to confirm where they are before he can proceed.

He now travels from world to world and looking for odd jobs to pay his way to the next world, always on the lookout for leads to the fate of his fellow countrymen.

Csilla, the heart of the Ascendancy and the homeworld of the Chiss, sits in the Unknown Regions: an area of space largely separated from what we know as the Star Wars galaxy by volatile spatial anomalies that made traversing there all but impossible for most ships.

Even within the Unknown Regions, space travel and navigation were a risky business. The Chiss—who dubbed the expanse “the Chaos”—and other species had to carefully plot hyperspace paths through solar storms, by black holes, and other rogue anomalies. In particular, the Chiss harbored a secretive corps of navigational service used by its military branches to help vessels plot safe courses: Force-sensitive young girls, gifted with “Third Sight” as it was interpreted by the Chiss, could use their abilities to help a starship effectively see a path. Dubbed ozyly-esehembo in Cheunh, the Chiss language—translated as “sky-walkers”—every ship in the Chiss Navy was given one of these young girls (and their career) as an official navigator.

The process of using the Force to navigate the Chaos is a tumultuous one. Sky-walkers only usually have a career that lasts between the ages of around 8 and 13 before their ability to sense is almost entirely faded.

Chiss society, aka the Ascendancy, is ruled by two main bodies: the Aristocra and the Military. The Aristocra is made up predominantly of nine major noble houses (more on those later) and handled the actual governance. Through the Syndicure, the Ascendancy’s political branch, the ruling and greater families of Chiss nobility passed laws and united the disparate sovereignties of each family. But exploration and defense itself were handled by the military—most notably the Expansionary Defense Fleet, the Ascendancy’s naval operation. The Defense Force, although itself controlled by governing articles from the Syndicure, was a fundamental aspect of Chiss culture, which prided itself on duty to the state through service. It was tasked with peacekeeping within the Ascendancy’s borders and, when required, exploratory missions beyond those borders.

The Chiss Ascendancy is one of the most powerful factions in all of the Unknown Regions and not a body born out of military expansionism. The Chiss’s strict intervention policies practically forbid war without a threat attacking first. Its influence and control are instead expanded through arms-length diplomacy, ensuring (for the most part) relative peace with other races...if only because the Chiss themselves believe their species to be the superior beings of the galaxy. But the earliest days of the Ascendancy’s reach into the stars weren’t born out of Imperial goals or even a desire to explore, but climate disaster. Approximately a thousand years before the time of the Clone Wars, Csilla’s sun began to dim, freezing the Chiss homeworld. While some Chiss brought their civilization below the ice-locked planet’s surface to survive, many took to the stars instead to find nearby worlds capable of sustaining life as they’d known it.

From those planets—Rentor, Avidich, and Sarvchi—the Chiss began looking further into the cosmos around them, reaching out to other worlds in the Chaos and, at times, going to war. The Chiss even partially ventured beyond the anomalies safeguarding their area of space and into what we know as the Star Wars galaxy. This was well before Thrawn did so as an attempt to investigate whether or not the Galactic Republic and, by the time he actually arrived, the Empire, was a worthy ally to help the Ascendancy combat the sinister forces they had discovered in their borders. In fact, the Chiss had ventured into the wider galaxy eons before: fighting alongside the Sith Empire, thousands and thousands of years prior, in its wars with the Republic.

The Aristocra, in overseeing most social, political, and economic aspects of Chiss society, is served by a council of noble families that harbor the most influence: the Ruling Families. Currently, there are nine—the Boadil, the Chaf, the Clarr, the Dasklo, the Irizi, the Mitth, the Obbic, the Plikh, and the Ufsa. The families are not bound by direct bloodlines, mostly, but are much larger sociopolitical factions, governing the worlds of the Ascendancy. There are multiple titles within a family reflecting a member’s purpose:

Patriarchs were the heads of each Ruling Family, the most important member.
Speakers and Syndics were the representatives (Speakers being the chief Syndic) who participated directly in the Syndicure
Patriels and Councilors were the bureaucrats who handled governmental bodies on planetary and local levels, respectively
The Aristocra were the general nobility of a family with no specific governmental or military role.
Although they make up the majority of the Aristocra’s powerbase, there are several smaller families—known as the Greater Families—below them. Throughout Chiss history, the exact number of Ruling Families has expanded and contracted and the Nine are the most influential force in Chiss society as we know it. Not just politically, in that they essentially control the Syndicure, but because Chiss society is structured to subsume most Chiss into one family or the other. If military service is a major part of Chiss culture, then through it so is adherence to the nobility, to the point that their very names are shaped, and can be changed, by the family they are part of and their standing in that family.

Chiss have two names: a full name, and a shortened core name. Full names are made up of three segments broken up by apostrophes; the first segment is the name of the family they come from, the second is the personal name that helps build that Chiss’ core name, and the third is an indicator of that person’s relationship to their family. There are currently five known tiers of relation: Blood, Cousin, and Ranking Distant cover Chiss who are, in varying degrees, descended from a family’s bloodline. Trial-Born and Merit-Adoptive, meanwhile, are Chiss who have become part of the family through an assessed process of adoption. Merit-Adoptives are recruited for their skills, predominantly through military service (in which case affiliation expires upon the end of that service), but Trial-Born are permanent members who pass specific rituals (unsurprisingly called trials) to continue serving a family.

This doesn’t just highlight the tight grip the Ruling Families have on the very fabric of Chiss society but is reflected linguistically too: a Chiss’s own name can change over the course of their life, as they move between familial affiliations and careers. Thrawn, for example—full name Mitth’raw’nuruodo—was born Kivu’raw’nuru, a member of the lesser Aristocra family Kivu.

Motivation

Comrades: Can't rest until he can bring his comrades home.

Obligations

5 Dutybound: Can't return home until all his men are accounted for

5 Blackmail: Personal information is being used to keep the group fulfilling the request of their hooded informant.

Description

Height: 5'9
Weight: 180
Build: Slender
Personal craving for Ewok jerky and other exotic foods

Other Notes

1st mission
Arrived at dark warehouse on Nar Shadda, found Hololink of indiscernible figure, mission: steal ruby from Teemo the Hutt on Nal Hutta.
Arrived at Cala'mon hotel to find two guards outside dead and Teemo and two guards inside the room dead from unknown causes.
Safe was taken but unable to open, escaped to east exit with prearranged transport, but now blackmailed due to being unable to fulfill their obligation.
Registered under the hotel for the group, 2 rooms and bottle inside room that (Luke) took, full canto bight wine
Swiped the intergalactic cherry chocolates on the pillows as they left the room
2nd mission
Went to Taris, V had another mission to destroy spice lab. Found Ruby in safe and was given ship. Bought speeders and observed spice trade off and followed back to warehouse. Destroyed lab and kept the dealers cargo craft.
Found contact, Kes, he setup buyer for group and gave a job to find swoop racer that owed him, completed mission smoothly but things went bad during gem deal, Shren and Kizer fell, Kes aided and provided an escape route. Dirga behind the group that sent after the ruby.
Taris
Mirialan, Desja
Healed at medical lab, Shren healed team and group rested for the night, gave him his share of winnings, gave 1500 credits, bit off the hand/elbow and to send message to Dirga
Fought small group at hanger and made it to ship and left
Next coor
Outer Rim, Space Station, he can help someone find more information about V and Lonay and Dirga, big in information world used be with Black Sun
V next mission on Selonia


Episode 8
Kwenn Space Station
-1 Strain Threshold (Obligation)
Su/Shren/Kizer went to contact, casino
Plysskan/Lorenzo went shopping
Sold his spice, rolled chance cube
Main rules of station, No two handed blasters/weapons; Personal blasters allowed; No Explosives
Spent 7 days of travel to Station, healed 7 wounds and strain, trust in crew forged

Station
Went to Kes's contact, Camlo (Species Ryn)
Gambled for information, Shren spent 20 on one game of Hintaro, not that helpful
Information from Camlo:
"Many Vs in Black Sun
Verso
Varlo
Vendo

Many people in The Black Sun don't like him (Lonay)

-Tell us about Assassination of Teego the Hut-
A lot of infighting in Black Sun, His best bet would be Lonay, because Lonay and Durga don't get along

Dirga and Lonay
Does Lonay have any rival relatives?
Doesn't have much family to speak of
How get in touch with Vigo Lonay?
Are contacts to get in touch in with
Anything you want to share?

Xizor (Falleen) on top in Black Sun
Lonay and Durga not big fans of him

Other Vigos
Durga - Hutt
Clezo - Rodian
Human - called "Green"
Kree'tah - Kian'thar
Parit - Mon Calamari
Sprax - Nalroni
Vekker - Quarren
Wumdi - Etti Vigo over the Corporate Sector

Not long from now, Black Sun having annual meeting to discuss Vigoship and other problems during this galactic war.
Perhaps unknown member making move before then to vy power from this Lonay from the sounds of it
Not that information on one person with just "V"
Know named "V"
Against Lonay
Probably out on outer rim territories where his power base is
Must have a number of resources to be able to blackmail us, have some communication with Durga, and somewhat respectable, at least in the Black Sun world.

Also no knowledge of the missing Chiss"

Imperial Ships docked (One - Imperial II-class Star Destroyer; Two - Imperial II-class frigate), General annual repairs to their ship, patrolling outer rim around Hutt space, bit of gathering recently of Imperials, news of potential rebel base being rebuilt somewhere out here (Ice planet )
Two imperials, Harch - Decked out, admiral of the Imperial Navy, Thyrsian - Female/Captain of the Line, gave wondering glance Shren (More to be revealed later)
Took Perception check 3 Diff, 1 setback (Might mean something)

Sidenote: Comm device is audio disabled so like texting, can send a message out

Message from V: "It seems you have had a spirit of independence surge through you, How foolish to reveal yourselves to Durga, then to further dig your own graves...to ignore me, To think, we could have done so much together....Pity to waste such soup"

Kes Call (Incoming)
Dig some digging on his own
V is still a mystery to Lonay and Durga (according to their men) some sort of vampire boogeyman, gathering his power base, is as ruthless as Zizer, real "creepy vibes" real creepy stories
one of V's guys heading to Ji-ga at Mygeeto to handle business with the Munns
(Not more powerful than Xizer, Not Top 2)

V's update
Target is "close associate of Lonay in Selonia
Week and half trip from current location

At station to refuel
Note: Two Duros (Shren's observations is possible BH)
Eyeing Lorenzo, had flash of fear seeing Kizer, Tsu told them where we were going, they mentioned Black Sun invertenly, was told there was five of, glanced at each when "kid" mentioned

Hintaro (Rules)
2 Blue Dices each
Place wagers
Reroll one of the boost die
Dealer throws the 2 Black Die
Canceled out
Highest hand to low
2 Success, 2 Adv
4 adv
2 success
2 adv
Failure eliminate success

Selonia
Mission: Eliminate Male Noghri name Ja'ek
Lagruna Motel, room B7
Received 2, 000 credits from on arrival by Drall underling

Ja’ek
Escaped on speeder after attacked
Found on the neighboring bike info, accessed onboard computer:
Know it was Black Sun owned because of fail-safes in place, previous routes bike has taken, one location of interest.

Kizer looked through room, found note,
List of facilities numbered
Facility 7 “Taris compromised” (Strikethrough)
Facility 13 Selonia “Production up in that area, other nice remarks”
Addresses to each one of these

15 locations on list (give or take), some on same planet, different planets, connected to Lonay most likely

Followed info to warehouse
Infiltrated the warehouse through side door/air vent
9 individuals in room,
6 in top of
3 on bottom
Was dusk when arrived so getting darker during time of attack

Killed Ja’ek in one shot, convinced the others to surrender
Contacted V

Nothing of note in the computer records
Emptied the pockets of hostages, looted the bodies
Found a smaller holopad on Ja'ek

Message from V
Part 1
“Very good, you've certainly made yourselves worth your weight in credits,
Now all of Lonay’s lieutenant usually carry some sort of datapad on them, you should be able to access the inner workings of Lonay’s presence here on Selonia and see what else he has planned
I need to confirm some recent rumors that have been cropping up
Report back once you get access to the datapad"

Part 2
"And yes regarding the hostages and facility, the hostages don’t really matter but as far as the facility is concerned, try to keep it in working order, we can make use of it in the future”

Tsu told hostages, “Tsurano T and the Imbroglio”

They repeated his name, said they would remember that (is Tsu in danger?) and Xizer not like what going on

Spice still being refined,
50 gallon drum, measurement
Loading 6 drums of unrefined spice on the speeder

Reef revealed why missing
Laid down the rumors
Took long call
Family wrote the message,
Another family member ran off with damaging info to mafia group, need him do what he is best at, soon...


The Red Flame was the ideal state of perfection among the Chiss. The Red Flame represented cunning, courage, discipline and a state of preparedness. Chiss serving in the military often wore red piping to remind them of the ideals of the Red Flame.

V Observations: "V" is probably not what the name starts with (Camlo didn't know of any Vs that it could be and even thought it was Lonay himself so he didn't feel it was someone with name with "V", V is either referring to "Vigo" or just a simple alias)

Could very well be someone NOT in Black Sun at all

Most likely not Lonay or Durga, Teego not dead for long before group arrived, dead (discolored) on bed, guards dead against wall, guards outside unaware, can communicate with Durga, after Lonay's spot in Black Sun, has power base in Outer Rim, know details about group, including our motives and locations, had contact of Lonay's associate Ja'ek in Correllain system so has connections closer to core worlds as well, one of his men going to handle business with the Munns, Kes has "Creepy Vibes", Ruthless as Xizer, has enough resources to blackmail group
Death of Xizer means only one of the standing Vs can take his place, if not a V then has to kill the whole group to take over the organization
Suspects: Rival gangs/others inside Black Sun/Imperial (unlikely), some unknown force user, likely dark user (or even the lore Anzati)

Shren has reservations about the Anzati possibilities, he couldn’t get over the expression “pity to waste such soup”

He knows from his studies of the legends and lore that the Anzati refer to their food this way, and they are indeed vampiric, as Kes described, would definitely fall under the creepy vibes, if so then what is the power base and what is his interest in the Black Sun?

He needs to discuss his thoughts on this matter with the group and explain that they may be in more danger than they realize

Might V stand for vampire?

Would eerily explain the death of Teego and his guards. May be able to negotiate a meeting with Durga to exchange information to find out how exactly Teego died, mainly looking for puncture wounds or missing brain cavity, if we can reach an agreement then it might be good to split up to keep V believing we are following his orders still

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