Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
profession(smuggler): 1d20 + 9 ⇒ (13) + 9 = 22
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I have a radical suggestion. If Rattus think he can make the DC 24 Piloting check we can fly straight ahead and shoot for a Flyby. Thoughts?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
All my hard work, undone in one shot. Rodkin continues to try to restore shields. Engineering to restore shields, DC 19: 1d20 + 14 ⇒ (8) + 14 = 22 @GM Cmlobue, I think you missed one of my repair rounds. I repaired the shields to: forward 27/30, port 19/20, starboard 19/20, aft 26/30 in the Engineering Phase and when we start the helm and gunnery phases you had shields: forward 25/30, port 18/20, starboard 18/20, aft 23/30. Another 7 shield points back, which Rodkin will put back into the Forward shields, putting us at shields: forward 19/30, port 19/20, starboard 19/20, aft 26/30
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
If I read the Enemy rolls right, we are going to have to move first. I would suggest we Back Off which requires a DC 19 Piloting check. I have proposed this on the map with a Yellow Arrow. I think we are far enough back that we might be able to keep them in our forward arc as they come for us. Other Suggestions?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Did Chryssi's turret shot hit with a 19? Rodkin continues to try to restore shields. Engineering to restore shields, DC 19: 1d20 + 14 ⇒ (9) + 14 = 23 Another 7 shield points back, which Rodkin will split to 1 each port and starboard, 2 forward and 3 aft. I think that brings us to SP 91/100; shields: forward 27/30, port 19/20, starboard 19/20, aft 26/30
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
My vote is for another Turn In Place. Turning one facet counter-clockwise put them squarely in our forward arc and us in their starboard arc. Assuming we do something along those lines. Obo fires the Forward particle beam using one of the computer +1s. Gunnery: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
I am starting to think the weapon is inherently unlucky.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin continues to try to restore shields. Engineering to restore shields, DC 19: 1d20 + 14 ⇒ (13) + 14 = 27 Another 7 shield points back, which Rodkin will split to 1 each port and starboard, 2 forward and 3 aft. I think that brings us to HP 84/100; shields: forward 25/30, port 18/20, starboard 18/20, aft 23/30
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I have a proposed course in Gray, once again keeping us out of their Forward Arc and keeping them in ours. We could go a little short of this, but I think bringing us further around may be advantageous in the future. The last turn puts them on the edge of our forward arc. This is why Initiative is soooo important in Starship combat.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin once again tries to provide more power to the shields. Engineering to restore shields, DC 19: 1d20 + 14 ⇒ (20) + 14 = 34 I believe that gives us 7 shield points back, which Rodkin will split to 4 forward and three aft If we are using the Natural 20 effects from the Starship Operations manual, that would restore 15 Shield instead of 7. In that case, it would be distributed 8 forward and 7 aft.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Obo fires the turret particle beam. Gunnery: 1d20 + 7 ⇒ (19) + 7 = 26
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I propose we simply Turn in Place two faces clockwise to bring our forward arc around to face the enemy. It puts them in our forward arc and we aren't in their forward arc. That allows Chryssi and Obo to shoot with the Forward gun and the turret. Any other thoughts?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Good shot Obo. Nice damage! No die below 3 and 5 die either 5 or 6 on d8s. My inclination is to use the Engineering phase to restore shields, but I could boost weapons or boost our speed. Engineering roll to restore shields. in case that is what we want to do. I believe the DC is 19.: Engineering to restore shields: 1d20 + 14 ⇒ (4) + 14 = 18
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I think a flip and burn would leave us facing them but we would still be in their forward arc, where their big gun can hit us in our forward shields. If our forward weapon was more powerful than theirs, this would be a good option. Unfortunately, they have the more powerful forward weapon. In starship combat, sometimes the objective is to not get hit by the enemy's most powerful weapon. Obo could fire both weapons using the Fire at Will action, but I am afraid the -4 will force him to miss both. Then we get into the debate whether the weapons are controlled from one area, like Worf or Sulu operates or separate areas like the turrets on the Millenium Falcon. I think Starfinder leans toward one weapons station. Regardless of the debate, I think Obo's bonus to hit will be +8 (BAB 4 + Dex bonus +3 + computer assist +1.) I think he should just fire our big gun, since the penalty would be half his total bonus, going against their AC of 19. +8 means our chance to hit is about 50%, where firing twice gets us two shots at about 30% each. They also have 15 points of Shield in this arc, so this will take a while.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
We only have two weapons, one that fires in the forward arc that does 8d6 damage and one turret that does 3d6. Their weapon in their forward arc does 10d6 damage and their turret is like ours, doing 3d6. I could have boosted speed in the Engineering phase, but choose to repair the glitching engines instead to avoid -2 on all rolls involving the engines, including all piloting checks. I want to get them in our front arc but keep us out of their front arc, so they can't hit us with their big gun. I think going around like I proposed does that, but I am not a Starship combat expert either.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I draft a course in Green. I thought about just doing a "Back Off" stunt, but realized we would also be subject to an AoA and don't think we could do a "Flyby" to avoid the AoA at the same time. I believe this gets us out of their Forward arc (and their big gun) and lets us hit them with both of our weapons (hopefully). We should also throw an Evade stunt (DC 19) to raise our AC if we don't do any other stunts. If Chryssi balanced the shields this turn, can she also fire weapons? If not, should we move Obo to the big forward weapon? Does anyone else have any thoughts?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Just to make sure I understand where we are. We have completed the engineering phase for round 2. Not sure if the other ship has completed that phase. Next would be the Piloting roll for initiative, which I assume we got a 33 for our initiative but we don't know what the enemy got so we don't know who is going first. Don't forget we have a +1 to any three checks per round. My suggestion would be Piloting for Initiative and the two gunnery checks, assuming we can get the enemy in the front arc. Current crew assignments:
Does that sum up the situation?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin will try to Patch the Glitching Engines.
Engineering to Patch Glitching Engines DC 19: 1d20 + 14 ⇒ (18) + 14 = 32 Engines back on line. Tear them up
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I took a shot at moving the ship, trying to get us positioned to hopefully get them in our front arc. They will probably get a front arc shot at us, but I am open to any better ideas. Hopefully we can win some initiative and get better position on them next turn. I am assuming Rattus has six ranks in piloting, which at least gets us up to an AC and TL of 20
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
While we have a small speed advantage over the other ship, if we just try to run away they will hammer us with that 10D6 forward arc weapon. Unfortunately, they are also more maneuverable than we are (their good versus our Average). I think maneuvering is our best chance, trying to stay out of their forward arc and trying to get them in ours. That's my thoughts anyway, but I'm not driving.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I assume you are waiting for us to move Rodkin looks at the scan results from Chryssi. Make sure to stay away from that ship's front arc. That forward mounted weapon does way too much damage.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin will head for Engineering, assuming Rattus is the Pilot. On hearing the threat from the female elf, he will move to boost the engines. Engineering to boost Engines for more power to the weapons: 1d20 + 14 ⇒ (8) + 14 = 22 I assume that is barely a success if DC is 15 plus 1.5xTier if we are in a Tier 5 ship. I don't have any reference materials available to confirm.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Has Rodkin had time to spend the Resolve to come back to consciousness?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Why am I not surprised. Rodkin will stabilize on his turn. This is the first time I have gone down with Holographic clones in play. Do they stay or go when I lose consciousness?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
@cmlobue, Did you roll to hit Rodkin among the 4 Holographic Clones? It should be a one in five chance.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin moves to engage Nev Sleight of Hand for Trick Attack, final number is CR tricked: 1d20 + 16 - 20 ⇒ (3) + 16 - 20 = -1
And the RNG has betrayed me again
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
You are putting up way too much of a fight. Tired of getting shot, Rodkin uses his standard action to activate his Holographic Clone Holographic Clones: 1d4 ⇒ 4 And all five of him move back toward the combat.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Please correct me if I am wrong, but i think I spend an RP at the beginning of my turn to come to one HP and act? I am taking my turn based on that assumption. Spend an RP to get back in the fight with 1 HP. Please pardon any mistakes I make, as I can't get to my reference materials right now. As I recall, Ysoki get Kip Up as a racial ability so Rodkin can get up from prone as a swift action. Pick up the Handcoil Explorer with the move action Standard action shoot Rehanu. No Trick since I don't believe pick up a weapon as a move can count toward the trick. explorer handcoil(critical arc 1d6) 1nd range increment: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
And it doesn't do any good if I can't roll double digits.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Yes, Rodkin would spend an RP to stabilize.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin continues the assault on Rehanu, trying to get them out of the fight Sleight of Hand for Trick Attack, final number is CR tricked: 1d20 + 16 - 20 ⇒ (8) + 16 - 20 = 4
Rodkin is really unsteady
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin continues the assault on Rehanu Sleight of Hand for Trick Attack, final number is CR tricked: 1d20 + 16 - 20 ⇒ (5) + 16 - 20 = 1
Rodkin continues to fire in stony silence No trick this time, but maybe the damage will help?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin continues the assault on Rehanu Sleight of Hand for Trick Attack, final number is CR tricked: 1d20 + 16 - 20 ⇒ (18) + 16 - 20 = 14
Rehanu, you might as well give it up. You're coming back with us. Assuming the CR 14 Trick is sufficient, Rodkin will use Debilitating Trick to make Rehanu Flat Footed to everyone.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I'm the target, eh. Not very sporting of you, but I guess bringing three friends wasn't sporting of me, either. Maybe if we take Rehanu out Nev will be easier. He will move and fire at Rehanu. Sleight of Hand for Trick Attack, final number is CR tricked: 1d20 + 16 - 20 ⇒ (9) + 16 - 20 = 5
Assuming the CR 5 Trick is sufficient, Rodkin will use Debilitating Trick to make Rehanu Flat Footed to everyone.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Well Nev, I guess we get to see who's better. Rodkin flanks out to the left to avoid having the group bunched up. Sleight of Hand for Trick Attack, final number is CR tricked: 1d20 + 16 - 20 ⇒ (15) + 16 - 20 = 11
And that isn't a great start for me. I'll be really surprised if that hits.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Sense Motive: 1d20 + 11 ⇒ (2) + 11 = 13 Rev and Rehanu, it sounds like you're on your own. Come with us quietly, Rodkin will subtly activate the Merciful Fusion seal on his explorer handcoil pistol. Sleight of hand to activate the Merciful Fusion: 1d20 + 16 ⇒ (6) + 16 = 22
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Talking is good. We should talk. Diplomacy to aid: 1d20 + 4 ⇒ (4) + 4 = 8 Obviously nervous, he fails to aid.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin will follow Rattus lead and Aid as best he can Roll to Aid if Rattus uses Diplomacy:
Roll to Aid Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11 Roll to Aid if Rattus uses Bluff: Roll to Aid Bluff: 1d20 + 4 ⇒ (14) + 4 = 18
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Obo will attempt to aid Rodkin in Survival Obo Survival to Aid: 1d20 + 7 ⇒ (20) + 7 = 27 Rodkin will attempt to lead the group with survival Survival for advantage in the combat with Obo aid: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 I have slightly adjusted positioning and am ready to go.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Sign-in sheet confirmed
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
This sounds like your lucky day, as we're here to rescue Xilyin and Professor Derosh and take Nev and Rehanu back for trial. Any help you can provide would be appreciated.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin is also watching the Hobgoblin, not acting aggressively. He will try to make a Bluff or Disguise check if needed.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Rodkin will try to open the door. Locks are usually Computers of Engineering. Engineering is preferred, but he can also try Computers. Engineering to unlock the door, using Engineering tool kit: 1d20 + 14 ⇒ (11) + 14 = 25 If necessary
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Thanks for the clarification Rodkin moves to the locked door and checks it for Traps/alarms. Perception to check the door and adjacent area for Traps/alarms: 1d20 + 13 ⇒ (16) + 13 = 29
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I am sorry for your loss.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I am a little confused. Are we in C3, or is the storeroom further to the North? I walked out where I did because I assumed that when the Guard gestured North, we probably needed to go North of area F?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Perception: 1d20 + 13 ⇒ (15) + 13 = 28 Some of the individuals loitering around are clearly Firewings. You consider taking the buggy stealing? We win, we take it. That's the way life is. Rodkin will head toward the Storeroom in the North, diverting from the straight course a little bit to look at the catapult.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Shall we see if we can bluff our way in? Or things might come to blows. Either way, we need to get moving. If we all take the Dusk Shades and someone who can actually talk uses the transferable tattoo, maybe we can bluff our way in?
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Also, assuming we have time, that Mind Mail armor is kind of nice, and I'll use it if no one else wants it. The Mind Mail 1 Light armor stats are +6 EAC and KAC, +6 Dex Bonus and 2 upgrade slots. My current armor is +5, so it would help me a little. Not sure about anyone else. And I think I'll wear a pair of these regardless. He'll pick up a pair of the Dusk Shades. I think we have four pair now, since all these fakers have been wearing them? And one of you who deals with people should probably ask this guys what is going on. Status line assumes we get a 10 minute rest.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
I have some skill at both Bluffing and Disguise, but I'm better at sneaking. Perhaps one of you could use the tattoo and dusk shades to get us access to someplace? And I'm pretty hurt, so I'll need at least 10 minutes before we do anything else. He will pull out a Mark 1 Serum of Healing and drink it. Healing from Mark 1 Serum: 1d8 ⇒ 1 And given that pitiful result, he will drink his other Serum of Healing Healing from Mark 1 Serum: 1d8 ⇒ 1 I didn't think Mark 1 meant it only heals 1 HP at a time.
Male NG ysoki operative (thief) 5 | SP 35/35 HP 21/32 | RP 6/7 | EAC 21; KAC 21 | Fort +5; Ref +9; Will +6 | Init: +7 | Perc: +13, SM: +11 | Speed 40ft | Holographic Clone 1/1 | Debilitating Trick, Evasion, Holographic Distraction, Uncanny Mobility | Active conditions: Wearing Dusk Shades
Botting Obo to keep us moving Obozaya Guarded Steps and swings at Yellow, assuming Yellow is still up ember flame doshko (critical wound; powered) vs EAC: 1d20 + 7 ⇒ (5) + 7 = 12
I told you I shouldn't be rolling for Obo.
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