
cmlobue |

This is the thread for cmlobue's Tier 1-2 table of SFS #3-00 The Last Bite for Gameday X.

House GM Tyranius |

Each of your comm devices begins going off all throughout the day as First Seeker Luwazi Elsebo’s voice breaks the silence. “Starfinders, if you’re receiving this transmission, I’m requesting that you cease your current missions and return to Absalom Station at once. I have obtained urgent information regarding one of our foe’s activities. If she succeeds, she could tip the balance of corporate power within the Pact Worlds and possibly even destroy the Society. I’ll explain once we convene at the Lorespire Complex.”
Table GM’s please begin the Introduction Phase

cmlobue |

The Lorespire Complex’s familiar grounds are in a boisterous state of flux. Hired workers set up pavilions and booths on the lawns, courier vehicles dart back and forth down the adjacent streets, and janitors hustle to prepare rooms for occupation throughout the compound’s buildings. Dozens of early guests loiter nearby chatting excitedly. The festive, yet chaotic, atmosphere persists in stark contrast to the First Seeker’s ominous announcement.
A lashunta man, Venture-Captain Arvin, strides forward to intercept the newest arrivals. “Welcome back, Starfinders. First Seeker Elsebo plans to meet with the agents involved in her operation shortly. She’ll announce when she’s ready—listen for the code phrase ‘pest control.’ It looks like Luwazi is finally going to have us strike back at Datch, the architect of our past year of credibility woes. Regardless of our foe’s machinations, we’re hosting several weeks of conferences and parties to honor Ehu Hadif, and there’s plenty to do while you wait. Let’s get you checked in, shall we?”
This is a good spot for Introductions, purchases, slot boons as well as preparing the fleet. While preparing the Fleet you will be roleplaying relevant skill checks as well as sharing stories of past adventures. For stories shared you must have the chronicle to back it up.
Following the start of Year 4, players no longer slot boons. Instead, for this adventure, players gain specific benefits.
You can help prepare by meeting with:

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Liftt looks nervously around the room.
"Ahh, hello everyone." he starts, this antennae twitching in an uneasy manner. "I don't know anything about this Datch character at all." he sighs.
"But in terms of helping with the party, perhaps I should go down and help Zigvigix. I'm a pilot instructor when not working for the Society, so I can hopefully help with any parking difficulties."

cmlobue |

Because we have so little time for this part, I am revealing all of the preparation missions at once. Instead of making you all discuss who makes what check before rolling, you can attempt as many as you want, and I will take the best from each as the primary, with others functioning as Aid Another checks if they are high enough. Results will be posted after everyone has rolled or we reach the next part of the scenario.
This scenario also has the Starship tag, so you should discuss what roles you will each begin with during starship combat.

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Valet
Liftt hurries down to the parking situation. "Oh my... Oh my... I really wonder how some people get a licensee." he mutters.
"Can I help? Keys over there?"
He grabs a set of keys, and then methodically, starting at the first, gets in. Puts on his seat belt. Adjusts the seat. Adjusts the mirrors. IDs the computer and then starts up the vehicle.
pilot: 1d20 + 12 ⇒ (12) + 12 = 24
Buffet
With the cars dealt to, Liftt also feels in need of refreshment. "One must keep up energy to stay alert. Especially when driving."
However the chaos at the buffet causes him quite some concern. Grabbing a waiters outfit, he quickly loads up a platter and starts to weave in and among guests, trying to deliver food to as many as he can.
acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20
VIP roundup
"Oh.. Sparklemane! I've not seen them for Ages" says the excited shirren
I'll go try to round them up.
He eyes up the thickening crowd, then, sighing, starts to shoulder his way through in search of the heavily armed unicorn.
athletics: 1d20 + 5 ⇒ (19) + 5 = 24

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"...and that is why the Pardus clan's Lucky Coin Conglomerate is entering a partnership with Fuji Enterprises. Let us toast to a bright future ahead of us!"
With his speech over the man leaves the stage and with a glass of wine in hand starts circulating among the guests, some of the most well known and influential business people in the Pact Worlds.
"There you are Arthur!" says a grinning dwarf as he approaches dragging an elf-looking female behind him. "Arthur Pardus meet Arcee-86. Arcee-86, Arthur Pardus. This is the guy I was telling you about Arcee."
"Telling tales about me Goran? Good things I hope. As Goran said, Arthur Pardus at your service." Arthur says with a charming smile at the android. Before he can get out another word his arm starts beeping. Taking a glance his arm he glances at the First Seeker's message before looking back at Goran and Arcee. "Arcee-86, nice to meet you. I would like to talk some more but it seems duty calls." he says with a shrug. Finishing his drink in one go he drops it off with passing waiter before heading to the exit.
In between two shadows his fine suit ripples and changes into his work clothes, rugged and comfortable to move in. A few minutes later the operative finally arrives at the Lorespire Complex.
Making his way to Celita Arthur presents himself. "Arthur Pardus reporting for duty."

cmlobue |

Thankful for the help, the head caterer gifts the PCs with a vacuum-sealed, spoilage-resistant takeout container full of scrumptious food. Once during the adventure, a PC can consume this food to gain a +1 bonus to skill checks and saves for a number of minutes equal to their character level and also functions as a mk 3 serum of healing.
Solving the problem gives Tall Sam free reign of the Society’s parking garage and starship hangars. With Zigvigix’s permission, Tall Sam modifies several of the parked vehicles. Once during the adventure, the party can flip a boost switch to add a +4 to a single Piloting check during starship combat or a vehicle chase, and the starship or vehicle can also move one additional hex or zone. In place of the reward above, the PCs can force the crew of an enemy ship or vehicle to take a –2 penalty to all Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat or vehicle chase round.
After a hectic search of the grounds, you locate each of the missing guests of honor. The three VIPs are grateful for the escort and give each of you a mk 1 serum of healing that must be used during the course of this adventure. The magnanimous Zo! thanks the PCs by gifting them a voucher for a one-time 10% discount on gear or equipment purchased on Absalom Station for the duration of the adventure. This discount does not stack with any other discount, and The item you purchase will appear on the Chronicle sheet. The VIPs pool their resources together to offer the group some special swag. Each PC can select a serum or grenade from the Core Rulebook with an item level less than or equal to the group’s APL to receive free of charge. This item must be used during the course of this adventure.
Liftt has obtained the best results on Valet Pileup, Buffet Crisis and VIP Roundup. Media Boost, Media Control and Sound Check are still available.

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Another shirren carefully tucks a datapad into his pocket and surveys the scene. He pauses in indecision for a few seconds, then heads into the crowd.
<<Venture-Captain Arvin! A pleasure to see you again.>> The shirren's telepathic voice is crisp and professional, if slightly clinical. <<Junior agent Krzysztofli reporting from Solar Observatory station 52B. Do you require assistance?>>
Perception to Find VIPs: 1d20 + 7 ⇒ (1) + 7 = 8
<<Apparently not...>> (lol, took me so long to write up the post that things moved on)
<<Hello Fitch, hello Cristie, hello Morjelene, hello Gary...>> Krzysztofli taps a microphone a few times. <<Can anyone hear me? Is this operational?>>
Computers to Sound Check: 1d20 + 5 ⇒ (5) + 5 = 10
<<Venture-Captain Radaszam, are these people bothering you?>> The shirren produces a datapad and begins tapping precisely on it. <<Alright, please form a line and state your grievances so I may record them and transfer them to the correct departments...>>
Bluff to Handle Media: 1d20 + 4 ⇒ (18) + 4 = 22
<<If I may?>> Krzysztofli nods to Celita and opens an intranet browser. <<Do you have any hashtags already in use, or shall I generate some?>>
Culture to Boost Media: 1d20 + 10 ⇒ (6) + 10 = 16

cmlobue |

You end the peaceful, albeit misguided, protest. You learn from the demonstrators that despite the Society’s efforts to counteract Datch’s smear campaign, many individuals in the Pact Worlds still distrust their organization. You gain valuable insight into the crowd’s behavior. At any point during the adventure, a PC can attempt a Hard Bluff, Diplomacy, or Intimidate check to influence a crowd. Once during the adventure when the group encounters a team of two or more adversaries, the group can activate this reward to grant each PC a +4 bonus to their initiative checks for that encounter.
The PCs launch a social media tag about the upcoming events that quickly gains momentum throughout the local infosphere. Once during the adventure, each PC gains a +2 bonus to a Charisma-based skill check attempted when interacting with an individual who is not a Starfinder.
Media Control is done. Media Boost can be improved.

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Heading to the soundstage where he was directed Arthur starts following the instructions he is given by the audio engineer to move various equipment. While not exactly the kind of engineering he is familiar with it will. Engineering: 1d20 + 6 ⇒ (7) + 6 = 13
Done with helping the audio engineers Arthur decides to show of some tricks, making objects disappear from one hand and appearing in another.
Media boost using Sleight of hand: 1d20 + 9 ⇒ (15) + 9 = 24

cmlobue |

The PCs launch a social media tag about the upcoming events that quickly gains momentum throughout the local infosphere. Once during the adventure, each PC gains a +2 bonus to a Charisma-based skill check attempted when interacting with an individual who is not a Starfinder.
When using the reward above, the PCs can roll their check twice and take the better result (in addition to gaining the +2 bonus).
While helping Fitch and her brood, the prodigious young ysoki offer a few helpful tips about fixing equipment on the fly. Each time the PCs attempt a skill check to repair or reprogram a technological item during the adventure, one PC can gain a +1 bonus to the check.
Media Boost is done. Sound Check can still be improved.

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Next to the Ysoki comes a lean dwarf with an undercut hair of pink color. She puts on the headphones and plug her datapad into the sound control
Profesion, sound engineer ;): 1d20 + 11 ⇒ (7) + 11 = 18
"I covered some concerts, so maybe I can aid you kiddo."
Made it ;)

cmlobue |

While helping Fitch and her brood, the prodigious young ysoki offer a few helpful tips about fixing equipment on the fly. Each time the PCs attempt a skill check to repair or reprogram a technological item during the adventure, one PC can gain a +1 bonus to the check.
Instead the PCs gain a +3 bonus, and once during the adventure, each PC can roll twice and take the better result.
You have achieved the maximum result on each task. Congratulations! Everything will run smoothly now, and nothing bad should happen for the rest of the scenario. It's about 8 hours until the next part of the adventure, so feel free to roleplay, discuss starships, spend Zo!'s voucher or just wait for the party to start.

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Liftt collapses into a plush seat.
"Wow, that was almost as stressful as running dropships behind the Scoured Starts.." he sighs.
"Now for a well deserved rest."
He looks around the ready-room at the others. "I love the hair Makai, what do you use to dye it?" he says, trying to make conversation.

House GM Tyranius |

A chime sounds throughout the Lorespire Complex and its surrounding grounds, followed by a broadcast of First Seeker Luwazi Elsebo’s resonant voice: “Pest-control workers, your presence is kindly requested in the Hall of Discovery.” Spurred by the announcement, junior and experience Starfinders file into the Forum’s meeting space.
As the last of the summoned Starfinders enter the meeting space, Luwazi stands atop a stage at the centre of the hall. Radaszam and Zigvigix position themselves behind the First Seeker, warily surveying the crowd. When the doors shut behind the final Starfinder team, Radaszam steps forward and whispers in Luwazi’s ear. She nods as he offers her a microphone.
“Thanks to your courage and resilience, Starfinders, we have overcome adversity time and again. Two years ago, we embarked on a mission to rescue our lost agents from the Scoured Stars. Last year, we returned to battle the jinsuls and won. Today, I stand before you for the last time as your First Seeker and invite you to accept a very different challenge.
“I trust you are all familiar with the individual called Datch. For the past year, Datch orchestrated a slanderous media war against the Society for reasons incomprehensible to us. We’ve recently learned more about our enemy and realized that the Society is not her only target. As a member of AbadarCorp’s security department, Datch used her connections to manufacture a media smear campaign against us. She did so to gain power within the corporation, and her next target is Executive Archdirector and CEO Iseki-Okaibo. Yesterday, Datch instigated a vote of no-confidence against him. If the motion passes, Datch stands to take advantage of that power vacuum.”
Luwazi frowns at the assembled Starfinders. “We cannot let that happen. We can’t directly challenge Datch—not yet. If we’re going to stop her, we must beat her at her own game. While Datch positions herself to seize power, I plan to use Ehu Hadif’s elevation and the presence of our most veteran agents at the elevation event as a cover to send you on covert missions throughout the Pact Worlds. The missions vary, but your primary goals are to disrupt Datch’s ongoing activities and convince AbadarCorp executives not to support the vote of no-confidence. I’m counting on you, Starfinders.”
Encouraged by the First Seeker’s words, the chosen Starfinder teams prepare to depart the Lorespire Complex for various destinations across the Pact Worlds. Society leaders direct smaller groups of agents into specialized briefings, where they present information about each covert operation. After a year of enduring Datch’s merciless attacks against their organization, the Starfinders finally have the chance to retaliate.
Table GMs, Part 1 has begun.

cmlobue |

At this point, five missions are available for you to attempt. See Handout 2 for the list of missions and what skills are most applicable to each. You may attempt them in any order, and can complete as many as you have time for. We have a total of 20 days for parts 1 and 2 (part 2 begins when the tables have achieved enough total successes).
I will begin the first mission you select once everyone has voted or after 24 hours have passed, whichever comes first.

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Liftt looks over the mission list and suggests "An external audit might be timely..."
Nothing to do with him enjoying flying...
"I mean.." he adds nervously. "So long as you all agree.."

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Liftt collapses into a plush seat.
"Wow, that was almost as stressful as running dropships behind the Scoured Starts.." he sighs."Now for a well deserved rest."
He looks around the ready-room at the others. "I love the hair Makai, what do you use to dye it?" he says, trying to make conversation.
A medium height dwarf walks towards Liftt. "Thanks, no dye all natural." she laughs at that and Liftt can see her hair changing color to red and her skin getting a darker tone. "It is an upgrade that I installed."
She moves faster than other dwarfs that you might have seen and on her back, she carries a gulchgun. She looks at the mission list and says "I like starships, sure why not."

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<<That is acceptable.>>
I'll happily defer to our first-time players' choices whenever possible.

cmlobue |

To space we go.
Radaszam stands in front of a holographic star map. He gestures with a claw and enlarges a quadrant of Pact Worlds space. “Right under her colleague’s noses, Datch exploits her position as director of Pact Worlds security,” he muses. “Impressive, but bad for business.” Radaszam points to Aballon on the map. “A shipment of drone parts scheduled for recycling is on its way to Aballon. Odd, considering AbadarCorp’s primary recycling facilities are located elsewhere. Thanks to recon provided by the Obsidian Spiders mercenaries, we know Datch signed off on the shipment. I want you to track down the cargo ship before it reaches its destination. If we can cut off Datch’s resources now, she’ll be easier to deal with later. We have the Stewards’ blessing to investigate, but don’t pick a fight unless you have no other choice.”
You can choose either the Drake or Pegasus for your ship (unless one of you has a boon allowing another ship).
When you exit the Drift, sensors immediately pick up another ship in the area.
(Map on Slide 9. Your ship is green, and the one you encounter is red.
At this point, you should each choose a station to start the encounter in, though you can change each round. So far it seems like Liftt will be pilot and Arthur a gunner. You can have more than one person at a station (except pilot), but except for gunner when you are attacking with multiple weapons, you hit diminishing returns quickly.
You may choose to attempt to communicate with the other ship or start combat immediately.

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Having only spent time on ships as a passenger Arthur takes his seat at Gunnery as soon as the ship goes into the Drift. He spends the time in transit familiarizing himself with the controls and reading the manual.
Computers: 1d20 + 6 ⇒ (6) + 6 = 12
At the alert Arthur starts flipping several switches and calls out. "Weapons hot! Ready to fire on command."

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Liftt's antenna twitch nervously as he double checks his harness.
"I strongly advise securing yourself. I will try to keep evasive maneuvers to a minimum, but some discomfort maybe experienced if a "jig" is necessary." he apologizes over the in flight coms.
The hover-ship pilot settles into his seat, ready to react if things go south.
I'm including a roll here for init to avoid slowing us down, but happy if someone wants to try to communicate first. I'll leave that up to the captain.
pilot,pegasus,node: 1d20 + 13 + 1 + 1 ⇒ (3) + 13 + 1 + 1 = 18 Not a good start, reduce by one if we are in the Drake

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Makai spends some time getting herself familiar with the ship. When they leave the drift she would just strap herself to the Science officer station
Computers: 1d20 + 8 ⇒ (12) + 8 = 20
"That's them!" Makai sets some switches then turns on the communication channel
"Recycling vessel this is Starfinder Starship pegasus/drake. We were sent to inspect the cargo, by the order of Radaszam. Turn off your engines and disables your guns." says Makai then mutes the radio No diplomacy here so I will not be rolling. If there is anything to gain with diplomacy please assume failure ;)
"Maybe they are reasonable, we were asked to not head into a fight."

cmlobue |

There is a long pause before the ship responds. "Starfinders, this is Val Lulari of the Cerulean Shrike. We're in a hurry here, and I'm sure you have bigger problems now than a little recycling ship, so let's just go about our separate ways and pretend we never met." The transmission is then cut.

cmlobue |

Are you going to continue to try to communicate with them or start a fight?

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Looking up as Liftt's voice is heard on the speakers and realizes he hasn't put on his belt. The operative secures himself before returning his hands to the weapon controls.

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"Ahh... you going to talk to them captain?" asks Liftt.
"Requesting instructions..."
Makai responds to the pilot "Take a look for yourself Liftt, we have no Captain."
She turns on the comms
"Val Lulari of the Cerulean Shrike, we have orders to inspect your cargo, we shall do it, whether you like it or not. When attacked we will answer fire."

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In the engine room, Krzysztofli listens to the comms and prepares to begin manually rerouting power between various systems.
Engineering to Divert vs DC 13: 1d20 + 5 ⇒ (13) + 5 = 18 (Diverting power to engines to increase our speed by 2 hexes)
And that should be all our positions covered.

cmlobue |

"You have no authority. Thast!"
The Shrike fires a laser, close enough to your ship that it was clearly intended as a warning shot.
"Clear out before we hurt you for real!"
Starship Combat!
Shrike Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
You have won initiative, so the enemy needs to move first. I have done so on the map. Please take all helm and piloting phase actions you are interested in, including moving your ship (green). Both ships are Tier 2 for calculating DCs. Because of Liftt's Divert action, your speed is 12 this round.
Enemy Actions: 4d20 ⇒ (8, 7, 17, 13) = 45
The Cerulean Shrike speeds toward you, banking sharply to put you in their forward arc.

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Makai turns off the comms "I also know how to dance to that song. Scanning enemy ship..."
Computers, scan enemy ship, pegass bonus, DC 8: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28 For Every 5 that we passed the DC we get extra information => 3 pieces of information
She directs their superior sensors and begins reading the output
"Sharing what I found..."
This round taking the science officer's role to scan the ship. Next round I might go to captain unless Krzysztofli wishes to take that seat

cmlobue |

With that scan, you get basic information, defenses and all weapons.
Speed 8; Maneuverability good (turn 1); Drift 1
AC 15; TL 15
HP 40/40;
Shields light shields 70 (forward 20/20, port 15/15, starboard 15/15, aft 20/20)
Attack (Forward) coilgun (4d4; 20 hexes), light laser cannon (2d4; 5 hexes)
Attack (Port) light laser cannon (2d4; 5 hexes)
Attack (Starboard) light laser cannon (2d4; 5 hexes)
Power Core Arcus Heavy (130 PCU)
Complement 6

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Liftt does a gentle turn around the enemy spaceships approach vector.
"Banking to starboard, please hold on..."
The pegasus seems to glide, the acceleration virtually unnoticeable as the pilot slips into the rear of the foreign ship.
Ahh, I see we know they have no weapons to the rear, jolly good, technically I think I needed to move first anyway, but it was a worthwhile assumption.
"Lets tuck in behind them. "
Liftt gets ready to evade any counter strike from the enemy.
evade DC13: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
We have two nodes free for others to use this round. Plus one never hurts.

cmlobue |

Liftt pilots the ship to behind the Cerulean Shrike - where they have no weapons! Gunners get a clear shot at the enemy aft.
We have two gunners, so you each get a +1 to your gunnery check from the computer.
Arthur and Keskada are up!

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The shirren, putting on his overly calm "I'm a pilot instructor, you don't need to worry" voice notes that "Technically we are breaching space-flying regulation 28B-12 - proximity to other vessels.. However as they opened fire, I think the anti-piracy clauses leave us in the clear."
And to keep things moving, because my time zone is quite out from others, I'll do my init for next round as well.
pilot init, node, pegasus: 1d20 + 13 + 1 + 1 ⇒ (4) + 13 + 1 + 1 = 19 Gahh! Let's hope the roll badly again.

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Arthur trains the coilgun at the enemy ship's engines and shoots!
Coilgun: 1d20 + 1 + 4 + 1 - 4 ⇒ (9) + 1 + 4 + 1 - 4 = 11 Is this right? 1(Piloting rank 1) + 4(Dex mod) + 1(Computers). Are we Firing at Will?
Damage: 4d4 ⇒ (2, 4, 1, 4) = 11

cmlobue |

Fire at Will is when one character fires multiple weapons. The 15 is still not enough to hit because the pilot's skill ranks get added to AC.
Arthur and Keskada both fire at the Cerulean Shrike, but they are still getting used to the Pegasus' systems and miss.
Round 2 - Engineering and Helm Phase
Enemy Rolls: 4d20 ⇒ (14, 20, 15, 1) = 50
They win initiative, so the Pegasus will move first this round.

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"Oh no... and this is why you are not supposed to get so close..." shrills Liftt.
Gritting his teeth and with antennae so tense you could stir your coffee with them, the pilot offers a quick "Sorry" as the Pegasus slides past the other ship.
"Grab a shot as we go past, it maybe our only chance."
flyby DC 18: 1d20 + 13 ⇒ (20) + 13 = 33
The pegasus gets so close that all the proximity alarms on the ship start blaring and emergency lighting turns red. However there is no collision, but there is a fantastic opportunity for the Pegasus front gunners.
Free shot for folk facing the front! I think that lets our turret fire as well, but can't recall the details of that one.
The Pegasus is then banked gently left, and then gracefully to the right, finishing off facing the Cerulean Shrike.
"And ready for another if they try to slip past us..."

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Krzysztofli taps a gauge and thinks for a moment before pulling a few levers and pushing a red button. The ship’s interior lighting dims slightly in response.
Engineering to Divert to Weapons vs DC 13: 1d20 + 5 ⇒ (20) + 5 = 25
Success - any 1’s rolled for weapon damage become 2’s for the remainder of the round.

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Makai leaves her station, she moves to the captain's chair and brings up the gunner settings. "If I change this, and this to accommodate for our speed and adjust the delay of guns, you should be shooting better Arthur"
Encourage (Arthur) - Aid gunner, DC15: 1d20 + 5 ⇒ (13) + 5 = 18 Grants Arthur +2 to his gunner check

cmlobue |

The Pegasus flies past the Cerulean Shrike, taking a shot as it goes. The Shrike tries to back away to keep the Pegasus in the forward arc, but the engines don't fire at the same time, and it wobbles away. (Guess what the 1 was for?)
Gunnery Phase
It does still have you in its sights.
Gunnery: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 4d4 ⇒ (4, 2, 1, 4) = 11
Gunnery: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d4 ⇒ (2, 4) = 6
The Pegasus' forward shields go down, and the hull takes 7 points of damage.

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Coilgun: 1d20 + 1 + 4 + 1 ⇒ (17) + 1 + 4 + 1 = 23
Damage: 4d4 ⇒ (1, 1, 3, 1) = 6
Cursing as he missed his previous shot Arthur takes a more careful aim before pulling the trigger.

cmlobue |

The boost to weapons means that the coilgun deals 9 damage, weakening the Shrike's forward shields.
Round 3 - Engineering and Helm Phase
Enemy Rolls: 4d20 ⇒ (16, 13, 15, 6) = 50
Cerulean Shrike (HP 40/40; Shields F 13/20 S 15/15 P 15/15 A 20/20)
Pegasus (HP 48/55; Shields F 0/10 S 10/10 P 10/10 A 10/10)

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Krzysztofli's eyes widen as the hull shakes and an alarm starts flashing on his console. Frantically he begins to shift power around to replenish the shields, grateful that nothing is malfunctioning. Yet.
Engineering vs DC 13: 1d20 + 5 ⇒ (16) + 5 = 21
Restoring 7 points to the forward shield arc. If we can avoid getting hit there again for a round, that would be ideal.