Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd quickly grabs his labels and hustles over to the fresh ship, sticking the stickers over the appropriate buttons, just in case he has a lapse in memory at an inopportune time. He hits the intercom button and the crackle of static and feedback echo loudly around the fresh ship "This IS your Captain speaking. Is everyone ready to ride? We gotta scare that big ship back to its hole.. so lets move Starfinders!" The comms quickly goes silent once more. I can't imagine we can do any weapon firing starting at this range so I'll just try to encourage the Pilot this round. If anyone has any other suggestions that I'm not considering then feel free to speak up. Diplomacy, Encourage Pilot, DC15: 1d20 + 10 ⇒ (10) + 10 = 20
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Speck Zezener wrote:
Ehdd slinks a bit lower in his Captain's chair and turns off the small side monitor... "Ahem! Fara, finish this thing off with that missile eh? Hit it square between the eyes!" He points a claw at his own face, adjusting his sweet glasses before he fiddles with that gifted pog again... Diplomacy, Encourage Missile gunner:DC15: 1d20 + 10 ⇒ (7) + 10 = 17 So can I get more free shots with this aid token or is it a one shot thing? I'll roll below just in case. Aid Token Shot: Pew pew!: 1d20 + 4 + 3 ⇒ (14) + 4 + 3 = 214d8 ⇒ (8, 3, 1, 8) = 20
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd hits the button to try hailing the other jinsul ship and does his best to sound intimidating. "Yer next buddy! That next torpedo isn't gonna make it outta the tube! BOOM!" Bluff: Taunt Enemy Gunners: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (1) = 18 Taunt: Taunt (Any Phase, Push) You can use the communications system to broadcast a taunting message to the enemy vessel. You select an enemy vessel and a phase of combat (engineering, helm, or gunnery), and then attempt a Bluff or Intimidate check (DC = 15 + 2 × the enemy starship’s tier). If you are successful, each enemy character acting during the selected phase takes a –2 penalty to all checks for 1d4 rounds; the penalty increases to –4 if the enemy’s check is made as part of a push action. Once used against an enemy starship, regardless of the outcome, taunt can’t be used against that starship again during the same combat.
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd gets a bit excited, then disappointed, then excited again as the aid package starts firing off some guns at the orange ship! "Holy smokes, this is AWESOME!" As a gun fires... Aid Token PEW PEW! vs Orange: 1d20 + 4 + 3 ⇒ (14) + 4 + 3 = 214d8 ⇒ (5, 1, 4, 6) = 16
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd sways a bit as the engine thrusters roar the ship into action "Wooo doggy! This baby's got some life left in 'er still!" He proceeds to check out the memory stick, hoping one of their good Starfinder friends left him some previously unreleased episodes of Gunsmoke or Three's Company. I plan to make use of that token as soon as possible, let's blow up a ship or two eh?
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
"Time to put this pile of weapons and armor to good use! Get that missile launcher sighted in, we've got bugs to zap!" He hits the 'gunner comm' button and hollers some words of encouragement. Diplomacy, Encourage? Missile Gunner, DC15?: 1d20 + 10 ⇒ (17) + 10 = 27 A bit fuzzy on these rules but I think those are correct?
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Reading through that announcement it seems we can either choose to pilot a ship and fight or fight as a group in melee. I'd think that we'd be better suited for ship combat with our skills. I know Ehdd would chose this option!
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd continues to encourage everyone to get the robot, this time firing off his arc pistol at it as well. "Just like shootin' varmits outta the dump!" A blast of electricity shoots out. Arc Pistol, Gettum: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 81d6 ⇒ 1 Get'em gives everyone +1 to hit the robot if they are within 60' until my next turn.
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
"I knew you were a cattle rustler!" Bellows Ehdd in his cowboy persona. "Gettum boys!" He points at the robot as he draws out his 6 shooter and fiddles with the settings. Get'em!:
Get ’Em (Ex): As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet. Ehdd draws his arc pistol and sets it to DEAD!
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd tips his cap to the others as they bring the group around "Well done ladies n gents!" He does a bit of a double take as Historia 6 announces herself. "You bet! Make sure you tell 'em who saved you!" He straightens his glasses and does a little wiggle. As they approach the final group Ehdd has himself worked up We saved Historia 6! That's HISTORIC! As the group starts spouting off at how awesome their picnic is and the smell of the flowers he scoffs. "You think flowers are great? Smoking things and that other stuff? Well, if you come with us you can have all that AND the pleasure of watching the GREATEST DANCER EVER!" He starts to bust out the moves... Profession Dancer!: 1d20 + 9 ⇒ (18) + 9 = 27
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd waves his antennae over towards the shirren wearing the tin crown "Nice hat! Does it improve your antennae reception? It can be very spotty around here. I enjoy your choice of patina on it. Very unique. Kind of like my top hat, but different." He adjusts his hat this way and that until it sits just right.
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Piloting, DC15: 1d20 + 5 ⇒ (9) + 5 = 14 Ehdd takes a look at the bikes but his only experience with them in in video games and old tv shows and movies. "These look pretty neat. Who's the fastest? Can we watch a race?" He eyeballs the others in the group, waggling his antennae and speaking into their minds. Any ideas here hombres? I don't think they'd believe me if I told them this is just VR...
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehhd heads over to the bikers and starts chatting them up. "Howdy there partners! How's the whiskey in this one horse town anyhow?" He does his best to be friendly and catch on to their overall mood. Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Considering a lack of combat I'm assuming some people want to do some of that? I'm up for anything. Ehdd punches the red button on his armor (the small one, not the big one) "Time to go, time to go! Get us outta here!"
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd pulls down his sunglasses, revealing his multifaceted eyes as Ratatat gets clobbered upside the whiskers with a baton. "Hey man, back off my pilot!" He points out the blue guy "Get'em boys!" Ratatat feels inspired by Ehdd's concern. Inspiriting Boost on Ratatat. Restore 7 Stamina! Get 'em:
Get ’Em (Ex): As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet. Inspiring Boost: Inspiring Boost(Ex): As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd scrambles out of the ship, congratulating the crew on some amazing work "I knew you guys could do it the whole time! I'm a lucky Captain to have such a good buncha ranch hands!" He double checks his equipment as they head outside to take a look around. "Sweet gravity they've got here eh?" He does one of the highest 'worms' you've ever seen. Immediately when they enter the complex he watches shots fired, both at Faraeon "Woah, your reputation as a Grav run punk precedes you. They must have seen your last race eh?"
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd tries to be helpful in driving the ship "No go that way! Ok.. this way!" Ehdd is quite pleased with his new found piloting skills, but quickly ducks and covers for the impending crash... Assist Piloting, DC10: 1d20 + 5 ⇒ (9) + 5 = 14 Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd looks around in a panic and holds on for dear life. "Come on guys, you can do it, I don't wanna die!" Not sure if I can give any 'aiding' type of boosts like we were in starship combat.. but if so I'll make a roll for it. Ehdd doesn't have much in the way of help in such situations. Diplomacy, DC15?: 1d20 + 10 ⇒ (3) + 10 = 13
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Speck Zezener wrote:
Ehdd looks over to the new Ysoki, a look of hope in his multifaceted eyes "You're sure? How can you be sure? Don't let us crash!"
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd's voice trails off as he learns the Captain is merely a ghost, beyond hope to save. "I am truly sorry Captain. I hope you find peace. We will pass this info on to the fleet." He quickly buries his face in the glowing screen of his data pad once more. A claw twirling in the air and pointing to Ratatat to fire up the engines towards the next location. Once the engines cut out and the last sappy line delivered, Ehdd rises from his chair for a stretch, looking out across the solar system they've pulled into. "Huh. Is it me or do they all look pretty much the same?" He hits the button labeled 'coffee' and a hologram of a coffee cup materializes and stabilizes, steam rising. With a fresh brew in hand they ship starts to descend, the tranquility quickly broken up with the alert. Sense Motive, Expertise: 1d20 + 5 + 1d6 ⇒ (9) + 5 + (1) = 15
He looks up to his crew "Is that true? What do the sensor things say?"
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
For the sake of posting while the posting is good Ehdd will try to calm the woman down with a white lie. "Our tech? Gotta say I'm not tech junky here Captain, maybe the boys back home put a little something special on the ship to protect us a bit better?" He quickly tries to change the subject to get her to reveal a bit more and maybe settle down some. Bluff + Expertise: 1d20 + 8 + 1d6 ⇒ (6) + 8 + (1) = 15 "All destroyed? That's not good. Looks like our kinda weaponry that blew some holes in 'em... did you get an idea of what happened?" He continues with his John Wayne voice, looking around at the rest of the crew for any help on the 'tech' question.
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
"Hello Captain Mathius! I am Captain Ehdd of the Starfinder ship The Drake. No need to get your ponytail all frizzy, we're here on a exploration/rescue mission to find the lost Starfinders... aka YOU!" He clicks his mandibles together in what can only be described as excited applause. Take 10 on Diplomacy for a 20. "As for why we can't see you and you can't see us well... that's some funky stuff that I ain't got a clue about! Let me get someone on the line that may be able to help ya?" He hits the ship-wide comm button "So umm, who may have a clue to what's going on out there maybe? And anyone hear of that ship or Captain name before?" Sense Motive vs Captain, expertise: 1d20 + 5 + 1d6 ⇒ (15) + 5 + (5) = 25
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd's show finally ends as they are moving from relic to relic "Someone's really blasted some holes in these things... we should be a bit concerned.." As the 'talk' panel lights up. Ehdd hits the button out of pure reaction and puts on his best John Wayne "Howdy there partner. What can we do ya for out here?"
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd clasps his claws together as they approach the ships "Fabulous! I've Captain'd BOTH of these vessels!" One can only hope my 'notations' have remained. And I do hope no one has messed with my finely crafted butt divot in the lead chair... "I'm pretty sure both of these will work fine, but since I'm familiar with either I'll let you all decide. Maybe Ratatat has a preference good buddy?" He says the last little bit with a long Southern drawl. ----- As they start maneuvering the ship towards the relic ships Ehdd grips the edges of the chair, his face beading in sweat as he face lights up with flashes from his Captain's screen. He occasionally chews his fingernails as the numerous hazards outside come into view.. sometimes closer than he'd prefer. Come on boys, don't let Boss Hogg getcha! Man this one always makes me nervous!
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd hops up into his chair and glances at the list of destinations, nodding along with the others (he's a people's Captain of course) "Sounds like Bastiar-7 will be a good start. Kick this bucket in the bucket and get those engines moving Ratatat, I've gotta work on my 'how you doins' and my 'come here oftens' on the way." After he's gotten himself a suitable butt groove in the chair he pulls out his roll of masking tape and sends Ratatat a personal brain message: When you got a minute you mind coming over and labeling these buttons again? Life would be easier if we stayed in the same ship.. "Hey there pretty lady.. How you doin'?"
A litany of odd phrases can be heard in a multitude of voices coming from the Captain's chair as the flight carries on.
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd slowly makes his way to the helm as the scene unfolds "Oh, seems I've missed a bit. That's where we're going? Well then lets get there already!" He looks around the room for the pilots and then at the unlabeled controls "Umm, you know what to do!" Sorry, been ill the last couple days, and still working out the kinks. I think Ehdd is really only qualified to be the Captain.
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
A tall pink top hat blocks most of Faraeon's view, belonging to only one possible Starfinder agent. Ehdd rises from his seat as well, one just ahead of Faraeon of course, he looks back and broadcasts into his mind Ahh, hello Faraeon! Recovered yet from your latest Grav Run mishap? Those broken antennae must still be sensitive. Good luck with your mission. And with that Ehdd tips his cap to the crowd, dressed in his finest pink tuxedo. "Its time to make history. The galaxy needs us agents!" He bellows to the room through his vocal modulator in his best John Wayne voice. He flips his arc pistol in the air and holsters it in his armor's leg holster. Or at least that was his plan until he almost drops it before moon walking out of the room before anyone can say a word. Sleight of Hand: 1d20 + 4 ⇒ (5) + 4 = 9
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Perception, DC16: 1d20 + 5 ⇒ (3) + 5 = 8 Ehdd dances around like a mad man screaming "Its dead its dead! You guys rock, its dead!" As the ship shakes and the storm outside gets larger Ehdd's eyes bug out (even more!) as he looks around frantically "We gotta go go! Grab that suit thing if you want, it sure looks heavy though. We need the Captain's body or something..." He scurries around the room and hallway urging everyone to move quickly.
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd watches the B Movie Icon Faraeon take another devastating slash and backs away from the creature carefully "You're looking tired man, there's nothing I can do to help until you rest up!" You haven't rested since I healed you after your one night stand with the Xill so I can't inspire you. Ehdd thinks he can hurt it with his zappy pistol so he takes aim and fires. Arc Pistol: 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 1 No Get 'em this turn, I took a guarded step away from this scary thing. That's a move action right? Essentially a move action for a 5' step now?
Male Shirren | SP 14/14 HP 12/12 | RP 4/4 | EAC 14; KAC 15 | Fort+1; Ref +4; Will +4 | Init: +1 | Perc: +5
Ehdd watches the ghostly form move through the wall and pop out right next to him, luckily it attacks Zatheses and not himself "Umm, don't worry man, umm... the sun'll come out? Tomorrow, tomorrow! Yes that's it!" Inspiring boost on Z, gain back 7 Stam After doing his best to inspire the hairy man, Ehdd turns his attention to keeping his crew firing and on point "Don't fire till you see the whites of its eyes... WHICH IS NOW! GET 'EM!" Get 'em! Get 'em and Inspiring Boost: Get ’Em (Ex): As a move action, you can choose one enemy within 60 feet. Until the start of your next turn, you and your allies gain a +1 morale bonus to attack rolls made against that enemy. The bonus persists even if the enemy moves beyond 60 feet or out of line of sight or hearing. At 6th level, you can spend 1 Resolve Point to grant this bonus to attack rolls and damage rolls against all enemies who are within 60 feet. Inspiring Boost(Ex): As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points. At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.
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