
EH-RK |

He's been rolling diplomacy to give individual people +2 to rolls

Manteca Imani, MD |

Yeah, EH-RK has the right of it -
my skills are captain-heavy at the moment, though I did put ranks in computers so if EH-RK wanted to go engineering and I could be a less powerful Science Officer we can try that route.
Manteca continues to monitor Boreals gunning display, chiming in occasionally with warnings.
diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

Queen Abrogail Thrune |

Now that it is clear wher ethe safe spot is in regards to the bone ships weapons it is down to a piloting battle. If Allison can manage to keep the Sunrise Maiden out of reach of the weapons it is only a matter of time until the other ship is destroyed. "Our core got infected by snails. That rusty babe hasn't seen a warp blowthrough for eons." she excuses the maneuver, that doesn't meet her own expectations.
Piloting: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19

Foxy Quickpaw |

Allison's piloting is still good enough and to keep out of the armed arcs of the ship.
Engineer Phase
Balance Shields DC 17: 1d20 + 6 ⇒ (13) + 6 = 19
Patch DC14: 1d20 + 7 ⇒ (14) + 7 = 21
Helm Phase
piloting: 1d20 + 8 ⇒ (1) + 8 = 9
Gunnery Phase
axed, due to bad piloting.
Shields 2/2/12/2

EH-RK |

Who is up? What phase are we in? What arcs are facing the enemy ship?

Manteca Imani, MD |

Looks like we've gotten our piloting check and a gunner check in -
just sort of running things out of order. Do you want to engineer for a few rounds and I can try to rebalance while the two shoot,
or should I do some more diplomacy to try landing some hits?

Foxy Quickpaw |

If Allison wins piloting, then our front is targeting the back of the other ship. It is always me giving the complete turns for the enemy ship and then everyone on the Sunrise Maiden. I don't care for order, as it only slows things down even further.
And do me a favour and tell me what boni you use. Either you manage to smuggle them under my radar, or you might be missing some. Allison uses one of the two +1 boni from the computer. If you tell what boni you use and someone else tells what bonus to add to whom by inspiring or whatever I can resolve that.

Manteca Imani, MD |

Roger that I've been avoiding the duonode bonuses, because taking a sure +1 bonus for a maybe +2 bonus... that's a bad trade.
Manteca tries to direct Boreal better while looking over at Allison. Diplomacy dc 15: 1d20 + 10 ⇒ (17) + 10 = 27
"Allison, are you sufficiently outpiloting them? Would it be more beneficial for me to provide assistance to you?"
The way I see it, using the duonode and Manteca, Allison can have a +7 advantage over the other ship - alternately, if EH-RK wants to take over Engineering, I can be an alright Science Officer - or I can keep giving bonuses to hit. But if we keep the edge on piloting, it's literally like fish in a barrel.

Dame Tannhäuser |

Gyrolaser: 1d20 + 4 ⇒ (19) + 4 = 23
Pew: 1d8 ⇒ 6

Foxy Quickpaw |

Manteca motivates Boreal, but she misses the enemy ship, while Tannhäuser manages to shoot it. But only subtracts from the shield's energy
Bone Ship - Shields 2/2/12/2 Dmg 14 - front arc weapon glitch[/dice]
[ooc]Sunrise Maiden - Shield 12/11/11/11 - HP 44/55 - aft weapon glitch
Engineer Phase
Patch Front Weapon
DC19: 1d20 + 7 ⇒ (7) + 7 = 14
Helm Phase
piloting: 1d20 + 8 ⇒ (11) + 8 = 19
Gunnery Phase
The gunners of the ship throw a fit as the pilot doesn' manage to keep them in shooting range.

Queen Abrogail Thrune |

Allison tries to keep at the back of the enemy shield as the sweet spot of that combat.
Piloting: 1d20 + 13 ⇒ (19) + 13 = 32
Allison does a loop and a roll and again points the nose of the Maiden at the aft. "Yeeeehah! Give that bony ass a whopping! I'm going to blow the remains apart with the ion beam of the thrusters when I plough through it!"

Dame Tannhäuser |

Tannhäuser keeps firing.
Gyrolaser: 1d20 + 4 ⇒ (4) + 4 = 8
Pew: 1d8 ⇒ 8

Manteca Imani, MD |

Manteca sighs as Allison puts the ship through her piloting gymnastics.
"I'll take that as a 'No thank you, Doctor Imani, I'm doing just fine without any encouragement," says the shirren. "Sorry, Boreal Typhon,
looks like you're stuck with me until we sink this ship."
Diplomacy dc 15: 1d20 + 10 ⇒ (12) + 10 = 22

EH-RK |

Surfacing for a moment to say that I'm crazy at work and you can bot me

Manteca Imani, MD |

Manteca speaks telepathically, directly to Boreal.
Boreal, the longer we're in this fight, the more Allison will struggle to come up with these quips of hers and they will become more and more strained. For all of us - please finish this.
Diplomacy DC 15: 1d20 + 10 ⇒ (4) + 10 = 14

EH-RK |

Eric boosts power to the shields
Computers DC 21: 1d20 + 11 ⇒ (2) + 11 = 13
I've been slammed at work. Just moved to my new office...it's been a rough week. Sorry guys.

Dame Tannhäuser |

Gyrolaser: 1d20 + 4 ⇒ (8) + 4 = 12
Pew: 1d8 ⇒ 4

Foxy Quickpaw |

Boreal shoots the light particle beam from the turret.
Attack: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 213d6 ⇒ (3, 2, 1) = 6
That shot is a nice hit that further weakens the shields of the enemy ship.
Bone Ship - Shields 2/2/6/2 Dmg 14 - front arc weapon glitch
Engineer Phase
Patch
DC19: 1d20 + 7 ⇒ (3) + 7 = 10
Helm Phase
piloting: 1d20 + 8 ⇒ (13) + 8 = 21
Gunnery Phase
open...

Dame Tannhäuser |

Gyrolaser: 1d20 + 4 ⇒ (19) + 4 = 23
Pew: 1d8 ⇒ 2

Foxy Quickpaw |

The enemy ship gets shot again and again and again, but at this rate it will take like forever to demolish it. But they are not willing to wait for that and start getting away. Which it has a chance, as it is faster than the Sunrise Maiden.
Engineer Phase
Balance Shields
DC17: 1d20 + 7 ⇒ (10) + 7 = 17
Helm Phase
piloting: 1d20 + 8 ⇒ (18) + 8 = 26
Bone Ship - Shields 1/1/7/1 Dmg 14 - front arc weapon glitch

Manteca Imani, MD |

Manteca looks back at Boreal. "I don't know what that means, but that means we have to make every shot count at this point. Don't fire til you're sure, Boreal Typhon."
Trying To Captain More, DC 15: 1d20 + 10 ⇒ (18) + 10 = 28
Aaaand Boreal gets the +2 this round

Dame Tannhäuser |

Gyrolaser: 1d20 + 4 ⇒ (13) + 4 = 17
Pew: 1d8 ⇒ 7

Foxy Quickpaw |

Now with the ship turning tail, Boreal and Tannhäuser line their weapons up and send some parts of it flying into space.
Crit: 1d100 ⇒ 40
Now the port side weapons glitch.
1/1/0/1 23dmg.
Helm Phase
piloting - flip and burn DC19: 1d20 + 8 ⇒ (17) + 8 = 25
The ship slows down in its course to run away and does a flip, facing the Sunrise Maiden with its front weapon battery.
Gunnery Phase
shoot light particle beam: 1d20 + 8 ⇒ (11) + 8 = 193d6 ⇒ (3, 3, 1) = 7
shoot plasma torpedo launcher: 1d20 + 8 ⇒ (9) + 8 = 173d8 ⇒ (4, 7, 5) = 16
Sunrise Maiden - Shield 12/11/11/11 - HP 44/55 - aft weapon glitch

Dame Tannhäuser |

Gyrolaser: 1d20 + 4 ⇒ (9) + 4 = 13
Pew: 1d8 ⇒ 4

EH-RK |

EH-RK decides that the shields are fine now. He scans the craft, attempting to gather more information about it...perhaps even an owning entity.
Scan: 1d20 + 11 + 2 + 2 ⇒ (14) + 11 + 2 + 2 = 29

Foxy Quickpaw |

Well, with an impact of 23 damage coming up against your ship...
Boreal tears a large hole in the back of the ship.
Tannhäuser would need some cheering on to hit.

EH-RK |

Can EH_RK find out more info on who might own/operate the ship? Or is that more an Out of Combat action?

Foxy Quickpaw |

As for who is behind that attack is hard to say, as the vast of the Eoxian fleet has separated from the Eoxian government (at least officially) and a lot of them are for hire for everyone who can afford that.

Dame Tannhäuser |

Gyrolaser: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Pew: 1d8 ⇒ 8

Foxy Quickpaw |

You're too early, Tannhäuser. You already acted this round.
With the aid of Manteca, Tannäuser also brings home a shot that adds to the structural damage of the enemy ship.
Crit: 1d100 ⇒ 82
Bone Ship: 1/1/0/1 Dmg 39 HP 1/40 port weapon and power core glitch
The enemy ship is in a serious condition now. The pilot goes for desperate meassures and starts on collision course.
DC 11 to prevent collision

Manteca Imani, MD |

Manteca looks at Boreal now. "Boreal Typhon, bring guns to bear. IT's time to put these people to flight."
Diplomacy 15: 1d20 + 10 ⇒ (13) + 10 = 23
Boreal gets her +2 for the shot

EH-RK |

Mysticism: 1d20 + 7 ⇒ (14) + 7 = 21
Eric frowns at the ship as it attempts a ramming action.
Humanoids: We are attempting a job for Ambassador Nor, an Eoxian, and we have been attacked now twice by ships of Eoxian make. There is a high probability approaching ninety three point four oh two seven that this is not a coincidence. Eric says as Allison expertly pilots the ship away
Eric targets the ship with a weapon system from his computer terminal. He waits for Wraith to line up the ship with either the Port or Starboard lasers
Attack: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Light Laser Cannon: 2d4 ⇒ (4, 1) = 5