1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
"Trick!"
Raia steps forward to examine the resealed portal. "Do you think the password is enough to enter safely?
The lashunta's antennae curl as she concentrates and looks closely at the pyramid's symbol.
Cast detect magic, and follow that trail as long as I can.
Detect Magic:
Source Starfinder Core Rulebook pg. 348
Classes Mystic 0, Precog 0, Technomancer 0, Witchwarper 0
School divination
Casting Time 1 standard action
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 minute/level
Saving Throw none; Spell Resistance no
Description
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears attends the party, arriving late and bleary-eyed.
Uncharacteristically, his clothes are covered in soot and his fur is matted. He drinks copiously and drones maudlinly on about possible reasons his last experiment did not explode as spectacularly as intended. At the party's end, it's a very unstable ysoki who weaves from wall to corridor wall with a new idea for energy concentration prior to ignition.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears is happy to bring the artifacts back to Absalom Station. When asked about the Republic and Authority, his advice is to steer clear of the conflict. The Republic seems to be composed of reasonable people, but the Authority is aggressive. Confrontations with the Authority are likely to lead to combat.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears steps forward into the presumably safe space created by Momo's and Jek's explosions. He's surprised to find yellow still standing, and so close, but realizes he has a trusty bulwark in Qimok.
"Just a little adjustment."
Move as shown. Cast supercharge weapon on Qimok's sword.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears steps forward. He noted Borq's backward movement and leaves room behind the main combatants for them to step back again if necessary. There's not much he can do from here except contribute a little infallible damage.
Move as shown. Magic Missile v blue:2d4 + 2 ⇒ (1, 4) + 2 = 7
That's 1 second level and 2 first level spells cast.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears rounds the corner, sees Jek's gardening, and nods appreciatively. It's good to forestall a flanking attack, especially when Ear's flank is likely to be closest to the attack.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Now Ears remembers that Momo can't see in the dark. He switches his flashlight on for her benefit. "Let's catch up to the others."
UNless they can phase through the wall to attack Momo and me, my actions will be the same. TO save time in case I get hung up, Ears will double move to the position shown on the map.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears taps his lighted flashlight against the golem. "It's right here. It's just not moving any more. Speaking of moving, we should follow the others. I'm not sure whether it can reactivate."
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears decides to see how things go before casting again. He draws his slug thrower and fires past Qimok at the golem.
semi-auto pistol, tactical v KAC :1d20 + 8 ⇒ (9) + 8 = 17 ... damage:1d6 + 3 ⇒ (1) + 3 = 4 critical -; Analog)
Construct Immunities :
Source Alien Archive 4 pg. 153, Alien Archive 3 pg. 150, Alien Archive 2 pg. 149, Alien Archive pg. 153
Constructs are immune to the following effects, unless the effect specifies that it works against constructs.
Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stun.
Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Missed that we're all up.
Ears steps up behind Qimok while taking out his flashlight. He waits for Qimok to draw the pike back, then taps its butt. "Hit him again! DOn't miss! "
Cast supercharge weapon on the pike. +4d6 of same type to damage next round.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears is surprised the construct came through the illusion, then light dawns. "Doesn't interact with the EM spectrum, makes you wonder how it could see us ..."
Momo Strawberry wrote:
Where is it? I can't see a thing! For Momo, being unable to see a creature in light, or being unable to see a creature in darkness isn't much of a difference.
...
"We can see it in the dark! Take out the lights! Then I'll come help you aim."
Though it is burning. Maybe that's enough to let you aim at it.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Laser, transparent barrier, golem that turns invisible in light. Ears starts considering tactical possiblities. It's not surprising the laser didn't work, but still disappointing.
"Everyone back from the glass wall!"
Ears casts holographic image of a ceramic tiled wall coincident with the far side of the transparent barrier. He's hoping the barrier provides physical verisimilitude for the illusion. The illusion is 10' tall. If the golem is taller than that Ears will raise the illusion to block its vision.
Ears gets 10 squares of hologram. "Hopefully tha buys us some time. "
Holographic Image:
Source Starfinder Core Rulebook pg. 360
Classes Technomancer 1-6
School illusion
Casting Time 1 standard action
Range see text
Area see text
Duration see text
Saving Throw Will disbelief; Spell Resistance no
Description
You weave nearby photons into illusory holograms that can take almost any form you can imagine. These holograms are usually effective against cameras, robots, and living creatures.
1st: When you cast holographic image as a 1st-level spell, it produces a purely visual hologram at long range (400 feet + 40 feet/level). The image has no sound, smell, texture, or temperature. The image can’t extend beyond four 10-foot cubes plus one 10-foot cube per caster level. The image lasts for as long as you concentrate. You can move the image within the limits of the size of the effect.
2nd: When you cast holographic image as a 2nd-level spell, it produces a hologram as per the 1st-level version of the spell, except the hologram can include minor sounds, but not understandable speech. The image lasts for as long as you concentrate plus 2 additional rounds.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Take 10 on the engineering spoiler.
"Nice little bunker they got here. Look at those walls. I bet they could take a 20 kay-ton blast in their day."
From the text I'm having trouble establishing where we and the humanoid figure are. It looks like there's a wall between the long corridor along the south and the main room with the table. Ears has darkvision.
Once the trap is pointed out to him, Ears gets to work disabling it. Despite concetrating on that job, he maintains a reasonable degree of awareness.
ANyone else taking a stab at the second perception check?
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Go for that suit, Borq! Do we have stuff we want to stuff into the null space chamber? Is anyone riding the edge on encumbrance?
Lost Ear's last post. He didn't roll well on culture anyway.
Before setting out for the hobgoblin ruins, he takes time to carefully put away his scholar's togs and suits up in just his armor with a cloak draped over it. He checks the rest of his gear.
"Where there's Memorials -- hospitals and cemeteries follow. And more memorials. Maybe a small park, or a park bench. Big question is what's it a memorial to?"
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Nice work on the diplomatic front while I was away.
Ears listens to Rasheen's monologue. Mindful of their host, he stays in professor-mode. "Radaszam would be greatly pleased to recover anything connected to Rasheen, but this find will greatly exceed his expectations. I am especially excited about the schematics she mentioned. What were those? Did she leave copies? And why wouldn't she need supplies at her destination?"
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Round 4. Ears moves on to Kanaxa. He tells a story about a consulting job he did for a ceramic armor manufacturer on Apostae. It seems they couldn't maintain the proper pH for optimum material strength in the vat farthest from the offices despite putting in the most advanced control systems possible. Every afternoon the pH would dip. The solution was to put in bathrooms for the slaves near the far vat.
Based on a true story.
Engineering:1d20 + 15 ⇒ (3) + 15 = 18Oh No. Kanaxa might have trouble seeing the engineering humor.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
It's only after Tioran has engaged in conversation with someone else that Ears realizes the diplomat had gotten bored and smoothly dumped him. Oh, well.
He drifts over to Jekcedo to see how his shirren friend is making out, and notices the datapad in Camily's hand. "Is that a DP-3400? Did you get the quantum memory upgrade?..."
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears watches the others pick partners for conversation. He decides to stay with Tioran. "No apologies needed ambassador. From your perspective it only makes sense to take an opportunity to observe us in out natural habit, as it were. And you were an excellent tour guide, so we were none the poorer for your stratagem.
It seems everyone here is connected with various digs. Are you a scientist also? I'm not an expert, but I do dabble in forensic xenobiology from time to time...."
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ear's left ear swivels to hear Momo's conversation. While not as mission-oriented as Jek's, her question brings a bit of interest to the history. Nothing like theory-mongering to stir the intellectual.
"Magic, eh?" Ears wants to investigate magically himself, but it's just not polite to cast spells at your hosts.
"A draft is unfortunate, but it seems likely the Gideron Authority will continue to make provocations against the Republic until the Republic can show sufficient strength to deter them."
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
diplomacy:1d20 + 2 ⇒ (2) + 2 = 4
Halfway through the trip, after trying to schmooze diplomats and dignitaries, Ears can be heard in the ship's cafeteria complaining about their stupidity and lack of humor. He's dressed in his armor.
*** Planetside ***
"Thank you, Tioran. I would enjoy seeing your seat of higher learning and soaking in your culture. May I have a few moments to find my tweeds?"
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
phaeton_nz wrote:
(Radazam) As for the Director, he’s the director of Heartfire, the terraforming company that made Kizmatta habitable for Marixah colonization. The process took decades—they had to invent most of the weather-control technology themselves. But as big as the operation’s gotten, it’s still family owned, and by all reports most of the family helps out with the business. We reached out to him when we learned that the coordinates were on land controlled by the company. Turns out it’s his family’s personal property. He’s willing to negotiate for exploration rights, but he wants to clear it with local authorities first. The Marixah Republic is very proud of its cultural heritage, and letting outsiders just walk in and carry it off probably wouldn’t go over well. So he’s hosting a party for some bureaucrats who can push the right papers—it’s up to you to impress them so he can get permission to open up the area without getting into hot water himself.
...
"Radaszam, you mentioned " walking in and carrying off Marixah's cultural heritage." I thought our mission was to trace Rasheen's movements. Is the acquisition of artifacts a secondary objective? If not, we can easily explain that."
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears straightens up a little and looks over at Omzig again. He nods and dips back into the infosphere.
Omzig:
You look very smart.
The tweed jacket coincidence was too funny. Good stuff. The professor bit probably hasn't come up, but is my explanation for Ear's two modes of speech and behavior -- formal academic when he's trying to impress people, and slangy ysoki scrounger when he's emotional or just being himself.
What did the Gideron Authority do about the Swarm in 291 ? Did they send any help?
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Rolled 29 to do computer research instead if possible. I'll drop a culture roll in here too.
Culture:1d20 + 7 ⇒ (14) + 7 = 21
Ears look up from his computer; nods to the two skittermanders. His eyes narrow at the sight of Omzig's clothing. Then he ducks back into his computer.
Telepathic message for Omzig:
Are you wearing that jacket as a sincere homage, or ironically? Hey, you put her there for RP purposes.:-)
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears is neatly dressed for the briefing in a tweed jacket with leather elbow patches, and apparently on his best behavior. He nods respectfully to the other team members. "Marixah Republic and the Gideron Authority? I've heard rumors from other agents about the difficulties of running missions on their borders.
.
Where's the Heartfire reception and what's the likely Drift transit time to get there? How much time is available before we depart?"
When Jek hands out T-shirts, Ears' composure breaks down. "This is great, Jek! Thanks. I'll wear it on the mission."
Computers to research stuff:1d20 + 15 ⇒ (14) + 15 = 29
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
just after ship combat
Ears pirouettes on his chair. "Great work, team! Way to send those boney deaders packing!"
That was one of the best ship combats ever. Good team coordination. Good rolls. . Borq was able to keep the corpse-ship where we wanted it. Qimok and company were accurate. I've had so many ship combats turn into terrible boring slogs because everyone, but especially the gunners, were on a cold streak with the dice.
With Radaszam
Ears chews on something throughout the debreifing with the venture captain.
He has a concise report file ready that posts to Radaszam's account. "I'm happy that you're happy. If Historia wants some help analyzing that info, have her call me. "
He turns to the other team members, swallows whatever he is chewing, straightens up. His voice softens, "Should an opportunity arise in the future, I'd be happy to fly with any of you again."
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Qimok wrote:
Qimok's down to 2 RP after five broadsides, so it didn't seem worth doing with one of our two big guns out. Thrym would actually be our best gunner, at +12 (Q is only +9, being 6th level and not solely focused on Dex).
Makes sense. Borq's doing a great job. I'm pretty sure they'll stay in our front arc, so we can plan on two shots a round. [disclaimer]Past performance can guarantee future returns. [/discliamer]
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Qimok wrote:
Since the limited fire weapon is out, we have two weapons to use at most, so don't need both Thrym and Jek to help Qimok. We do, however, need to keep our forward arc towards them to use our highest-damage weapon, or to have more than one weapon available.
Qimok didn't broadside last round. If he can't broadside anymore, the best plan this round might be to have Jek use his best of two roll as secondary gunner while Thrym uses the chief mate's ability to improve targeting for Qimok. After that it looks like Thrym is our best secondary gunner.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
Ears grins because the shields absorb the whole of the enemy attack, but rebalancing the shields again would leave half the shields vulnerable. That's asking too much, even for a pilot as skilled as Borq.
" That's great Thrym! Can you do something to help Qimok shoot straight now?" Per his request a round or two back.
Ears will Switch back to engineering. Divert power to shields, and speed, since Thrym nailed his check.
Enginering, divert, v DC 19, shields, speed:1d20 + 15 ⇒ (9) + 15 = 24 That's 10 shield points back to the front shield.
Jekcedo wrote:
Jek can move to one of the guns this turn, Jek is only +5 with guns but for one attack can roll twice and take the best.
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3
"Nice shooting!"
Ears punches a button to change his console's functions away from general power generation and distribution to focus on the shields. He bleeds as much power as he can from the right shield, and throws it onto the forward one.
"Borq, keep them out of our right arc! I'm pulling power off that shield!"
Science Officer, rebalance shields v DC 19:1d20 + 15 ⇒ (20) + 15 = 35
We've got about 75 shield points, so I've got to leave 8 on the right shield. That will let me put 17 on the forward.