Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Seeing the creature healed and as George confirms it, Bleu thinks the pillar need to be destroyed first. Navasi seems to agree too, so he takes a step back and shoots toward the pillar, hoping his laser rifle might damage it. Guarded step before shooting
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu takes the following 10 minutes to take a break, checking if the creature did not break any of his bone.
Spending a RP to recover stamina. *** Bleu gets in cover then shoot toward the rocky part of the creature he can see. “I don’t think it wants to talk.” Moved 5 ft.
Laser Rifle: 1d20 + 8 ⇒ (11) + 8 = 19
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
The skittermander grabs his knife with one of his arms, hoping it won’t come to that, and fire at the creature with the turret gun. Hoping the attack of opportunity will not take Bleu out. Laser Rifle, get’ em: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
The skittermander orients the turret toward the other creature and shoots. vs EAC: 1d20 + 8 ⇒ (5) + 8 = 13
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu moves toward the turret, glad he managed to get to it, and uses it to shoot the creature out of the smoke. Corona Laser Rifle Turret vs Red EAC: 1d20 + 8 ⇒ (8) + 8 = 16
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
The skittermander shoots toward the creature next to his teammates. vs Green EAC: 1d20 + 8 ⇒ (14) + 8 = 22
He then gets to the ladder and starts climbing. Using hyper after the movement to start climbing, as Bleu has 6 hands, 2 are holding his rifle and 2 more can be used to climb.
He shouts “Almost there!”
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
At the ysoki offer, Bleu gladly accepts “Those gun on the turrets are way better than mine, but go ahead.” He follows Navasi’s direction and shoot toward the one she points at. vs Yellow EAC with cover, get’em: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
He then goes on moving toward the turrets.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Now I understand what was happening in the previous encounter. I do not think Bleu had to use hyper as his 25 ft. of movement looked enough. The skittermander is relieved that Ears managed to get in safety. In the shuttle, he takes the time to catch up his breath. He thanks the android for healing some of his more important injuries. Spending 1 RP to recover stamina. If noone wants that ring, Bleu takes it, same for the serums. He gives his knife a look but has no idea how to fix that. --- While going at the camp, the skittermander wants to use the corona laser rifle of the turret but the creatures already managed to break into the camp. He shoots toward the one hit by George and starts heading toward one of the turret, as he spots the rifle on the turret in the middle. Laser Rifle: 1d20 + 8 ⇒ (13) + 8 = 21
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Are the access shaft going down and need to jump and avoid falling getting prone?
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu remembers how Starfinders took care of him a couple years ago when he lost all the skittermanders he new, including his parents. Seeing the Ysoki having trouble running back, he grabs his smoke grenade and throw it, hoping to catch several enemies. Put a template for the smoke.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Looks like Ears did not move his token, or is too far to get out. Something is strange as I can still see the token next to Red, was the ysoki so far off?
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu uses his knife trying to get a cut in but more interested in using it to parry. Fight defensively (+2 AC), then guarded step.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
“If those creatures are hot, I do not think my laser rifle will be of use.” The skittermander draws his knife that Ears supercharges and starts trying to cut the creature. Knife attack vs Green KAC, get’ em: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Bleu then asks “We found a fire extinguisher earlier, would it work on those creatures?”
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
The skittermander change a bit the chair so it is more adapted to his height and hop into the piloting chair, listening to any advice. He pushes the throttle while saying enthusiastically “Let’s go help our friends!” I’ve got the same bonus as Navasi but fewer other skills so rolling the main one, add any successful aid.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Fortitude save DC 13 to negate −1 Con: 1d20 + 3 ⇒ (14) + 3 = 17 The skittermander steps back and goes on firing at the already hurt creature. <Move> Guarded Step
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Ears would probably better of casting after taking his guarded step unless that is one of the few spell that do not provoke. Bleu takes a step back, after pointing his rifle to Ears as his knife is still sheathed. <Move> Guarded Step toward Donovan, using Guardian Ability He then takes aim at the wounded creature. <Standard> Attack. If the weapon is supercharged, use Inspired Survival’s double roll; otherwise, won’t bother.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu sights a bit “Being stranded here reminds me a bit of the Scoured Stars.” He manages to smile anyway “But this time I’m old enough to protect people and help even more!” Despite having no idea how it is done, that does not detter the skittermander for gladly accepting the mission “Mining? No problem.” That might be the only time so far in his career that All Hands on Deck might apply, that halves the time of performing labor. Not that it matters, he’s not the only one working and we are in no rush… DC 17 Fortitude: 1d20 + 3 ⇒ (7) + 3 = 10 Despite being fast, the skittermander is still quite tired after all those efforts. Bleu draws his laser rifle while getting in front of Ears and shoots toward the one Navasi pointed at. Using guardian ability to increase Ears AC, lowering Bleu’s
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu starts talking to people to convince them of using the Starfinders to use the RRU trashcan he placed all over the camp. The skittermander explains that RRU stand for recycle/reuse/use it for energy. He explains his idea to many Starfinders hoping they will talk to more people and the system gets used. Diplomacy to convince people to sort out their unused stuff: 1d20 + 9 ⇒ (1) + 9 = 10 Bleu seems only able to bother people at the wrong time and to insist too much on unimportant details. Other Starfinders also take time talking to people and making some writing, and organizing the reuse part. Stuff starts piling up, Bleu trying to help by sorting stuff. He’s building a big pile of discarded food trays and as he’s tapping it with two of his hand, indicating to some Starfinders “Don’t worry, that can’t fall.” the pile starts falling on him. Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22 The skittermander manages to avoid being buried in junk and to take any injury. He starts a less dangerous system to sort the discarded stuff.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Seeing garbage everywhere, Bleu wants to improve that, find a way to reuse what can be, or burn for energy what can. He would like to find a way to recycle some stuff but he does not have the technical expert to do so. He draws on his knowledge of cleaning up to devise a system so that people know what to do with their garbage. Profession (Janitor): 1d20 + 9 ⇒ (2) + 9 = 11 He can’t come to any better system than just throw it in the bin and someone will sort it out later…
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu moves closer to have a line of sight to the creature, drawing his knife, then shoots the creature. Moved 15 ft, could move more or less depending on where would help shoot the remaining drake.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu puts all his energy to move then shoots at the drake. Using hyper to get an extra move action, Bleu then move to get down the stairs just enough to fall from not too high.
Laser, vs EAC: 1d20 + 8 ⇒ (8) + 8 = 16
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
As Ears proposes to boost one of his weapon, Bleu asks “Boost that frag grenade, I’ll throw it right up.” The skittermander then pick the grenade and throw it so that the two creatures are affected. The grenade has explode 15 ft., so throwing it 15 ft north/up of the dragon should hit both without damaging the wall too much… Drew the blue circle and center to show where it lands.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Seeing Don being sucked in by the drake, Bleu change tarkes and starts shooting at the drake holding him in place. “Let go our comrade!” vs Yellow KAC, with get’em, full attack, lack of strength: 1d20 + 8 - 4 + 1 - 2 ⇒ (1) + 8 - 4 + 1 - 2 = 4 vs Yellow KAC, with get’em, full attack, lack of strength: 1d20 + 8 - 4 + 1 - 2 ⇒ (4) + 8 - 4 + 1 - 2 = 7 The creature moves too fast and his shots go wide.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Fine with going with the heavy gun, where Bleu is.
As the creature piles up on the wall, Bleu shoots the heavy weapon toward the closest enemy. Full attack Pink KAC, penalty for lacking strength: 1d20 + 8 - 4 - 2 ⇒ (15) + 8 - 4 - 2 = 17
Full attack Pink KAC, penalty for lacking strength: 1d20 + 8 - 4 - 2 ⇒ (5) + 8 - 4 - 2 = 7
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
With the heavy weapon mounted, does a 12 Strength is still needed to shoot without penalty?
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
While George was reconnecting the tower, Bleu made sure the thing was cleaned. *** During the following weeks, Bleu does its best to help, spending most of his time cleaning because that’s one of the few things he knows enough to do without being told to stop helping. *** As George ask Bleu where the team should be positioned, the skittermander blinks at him and stare a bit. He has no idea what to do but does not want to say so as that’s one of the few time someone asked his opinion. As Ears starts indicating what to do, the skittermander is a bit let down. That does not stop him from pointing a couple of things. “The gun that can fire a lot of bullets should be closer to the door, it’s a weak point.”
Bleu always wanted to use heavy weaponry but his size and strength are lacking in the domain. He knows how to handle them so stays next that one. A couple of time, you can hear him making the sound of angry wildlife, then he makes the sound of shooting at the thing, pretending to hit the thing in the heart. He changes his voice a bit and says “There’s too many of them!”, then back to a voice that is a bit similar to Jadnura, pretending to shoot toward the forest “Do not worry, let me shoot at those containers full of explosives. KABOOM!” If no one plan to use any of the weapon, it might be better to have Bleu grab the laser, that’s way better than his current longarm. Perception, low-light vision: 1d20 + 1 ⇒ (6) + 1 = 7
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu waits for Navasi encouragements before firing toward the creature. Meaning waiting for the Get’em.
Attack of opportunity: Concealment: 1d100 ⇒ 79 Knife vs KAC, get’ em: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 Slashing: 1d4 + 1 ⇒ (3) + 1 = 4
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
As one of the creature passed next to him, Bleu tries to give it a punch. Bleu did not have the time to draw his knife yet. Target the first one who was in range, seems Blue attacked first.
The skittermander draws his knife with another of his numerous hand, while aiming at the Pink creature. Concealment: 1d100 ⇒ 27
Attack of opportunity: Concealment: 1d100 ⇒ 18 vs KAC: 1d20 + 8 ⇒ (9) + 8 = 17 slashing: 1d4 + 1 ⇒ (3) + 1 = 4
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Xenowarden’s Boots: Bleu already has Nimble Moves, so this is of mild interest to him.
Stamina Points 21 -> 14 Bleu grabs his vacuum cleaner while trying to stay in front of Ears and as it shoots toward the closest enemy, the glammer fades away revealing a laser rifle. Move on Ears square, using guardian racial ability, +1 shield AC for Ears, −2 AC to Bleu.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu politely replies to the leader, Wander-Fourth and Denskaro “Pleased to meet you. Our ships crashed on the planet. Did you mean to come here?” He gladly gives information to the priests about how the team ended up. Sense Motive DC 17, Wander-Fourth: 1d20 + 1 ⇒ (17) + 1 = 18
“This was heavy to haul around but as we found you now, you can have all the food we don’t need when getting back to camp.” The skittermander starts taking it out from his backpack that seems quite filled with it and organize it in a neat pile, organizing it by similar type. Noting the concerns of Wander-Fourth, the skittermander adds “If you need some other equipment, we will see with our colleagues at our camp to send you more.” Not sure if the bonus applies, Ears and Navasi already mentioned this.
Bleu starts stating how much the society is about helping each other, but how they also helps other. Despite the trouble it causes, its members always try to fix things. Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12 He starts boring the Weydanite with his story about how he was protected by other members while he was still a child in the Scoured Stars and loose himself a bit in the details. They probably only notice that Starfinders bring their child in dangerous missions… Out of idea of how to please the weydanite, he offers “I’ve been a janitor since I was saved, let me help you clean your camp.” Profession (Janitor): 1d20 + 9 ⇒ (10) + 9 = 19
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu grabs the battery, and put it in his rifle immediately, the spare goes into his backpack. He grabs a mk 1 serum of healing. He hold onto the fire extinguisher and if no one else wanted them, the ion tape and the zipstick. He thanks whoever heal him of radiation sickness, he heard bad stories about that. Bleu loves making friends and incite the others toward the mission. He’s not into construction too much, aside from trying to lift something, he does not think he can help, he does not have any power armor yet. He tries to help however he can, but it’s clear he has no idea what he’s doing. Round 1 Perception/Survival: 1d20 + 1 ⇒ (14) + 1 = 15
Nice rolls but not enough to help. I’ll post, hoping the other will be able to help more. The skittermander can’t help be in wonder at the Shirren’s hat. “Hi, I’m Bleu and we’re Starfinders that crashed here too. That’s quite the nice hat you have.” He pauses to let her answer. “Do you have time for a talk?”
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Fortitude DC 17 save for radiation sickness progress: 1d20 + 3 ⇒ (16) + 3 = 19 The skittermander shoots the closest gremlin before moving. Azimuth Laser Rifle vs Purple EAC: 1d20 + 8 ⇒ (16) + 8 = 24 for Magic, Fire: 1d8 + 3 ⇒ (8) + 3 = 11 He then tries to move out of the grease and strange green light area, while drawing his survival knife with one of his many free hand. Acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
The failed fortitude DC 17 was for the radiation sickness. Do you mean we do one every round? Ears can see a laser rifle in the Skittermander hands, now that its glammer is deactivated.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
SP 21 -> 19 Fortitude save DC 17: 1d20 + 3 ⇒ (3) + 3 = 6 Even with the armor bonus, that’s a fail. Latent radiation sickness. The skittermander stands up and shoots the closest gremlin. Laser Rifle vs Purple EAC: 1d20 + 8 ⇒ (19) + 8 = 27
If George 09-23 points out the thing is resistant to fire, the skittermander will target another creature.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Reflex save DC 14: 1d20 + 6 ⇒ (2) + 6 = 8 The skittermander starts to slide, manages to stop balance himself for a fraction of a second and just has his two feet slide up as he falls on his back.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu was going to help look at the galley, so he was probably following George 09-23. As Georges points out an hostile creature, the blue skittermander grabs his vacuum cleaner while moving in front of George. Using Guardian, sharing square with George, who has a +1 shield to AC while Bleu has a −2. As he points out his vacuum cleaner at the creature, the glammer dissipates as he shoots, revealing a laser rifle. vs EAC: 1d20 + 8 ⇒ (18) + 8 = 26Laser/Fire: 1d8 + 3 ⇒ (2) + 3 = 5
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
The skittermander tells Donovan “I’m Bleu, glad to meet you.” He puts his environmental protections on, which seals his helmet, making him a bit more frightening, if it was not for his 2 foot height. That makes blue look more like the avatar I picked for him. As George tries to focus the team, he agrees “Yes, yes the mision.” I guess the broken starship core would have been a cue to put the protections on. Bleu looks at the core intensely. With a worried voice, “That thing is not going to blow up, is it?” Amongst the equipment, Bleu points out at the fire extinguisher and indicates “I know how to use that.” It is clear he wants the item but does not dare ask for it. He also gives the broad-spectrum scanning device thinking that the portable game looks a bit strange. He assists in looking at the content of the galley.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
The skittermander seems to be quite happy indicating “I’m glad we save all those people in that freighter.” If no one tells Bleu to activate it, and there’s no sign of needing environment protection, he won’t activate it. Bleu grabs his personal comm as activate its light function. “Does any of you recognize this ship?” He waves his light around to get a sense of the room, his low-light vision helping. “It looks in pretty bad shape. Shall we go access the main computer? If there’s power of course.” He will then try to see if there’s still power in the room, trying to switch lights for example, if there’s no obvious signs. As Donovan tries to talk, the blue furred skittermander gladly tells his story. “I followed my family and other Starfinders in the Scoured Stars while I was still a whelp. As we got stuck there, my family was killed by Jinsuls. Jadnura and others protected me until we got free thanks to other Starfinders. As I was too young to become an agent at the time, I just helped the Society the best way I can. I became a janitor. That never stopped me of dreaming to become an agent at some point and trained with what I could. I’ve sneaked with a couple of teams since then.” He then realizes that he might have told too much as he’s not really supposed to have followed along.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Athletics: 1d20 + 10 ⇒ (5) + 10 = 15 On direction of a teammate, Bleu opens up a panel, follow a blue wire through several panels, crawling into tight spaces, then after some time shows another wire, this one red. “It’s this one.” He seems a bit loss at the change of color. “Well I think it is.”
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
I’m confused a bit; aren’t we supposed to have 2 successes by obstacle to bypass them? On the trip in the shuttle, the skittermander gets his thinplate armor out of his pack and puts it on. Once in sight of the ship, he’s a bit lost as to what to do. He wants to give advice on how to pilot the ship, because he has some notions. Faced with a recalcitrant airlock, the skittermander was about to try to open the door but the android manages to get it open. That would probably have been one of the few times All hands on deck would have been useful. As he spent most of his time cleaning various Starfinder bases and vessels, the skittermander tries to remember where the engineering bay was. Only a +1 on Survival but got profession: janitor at +9.
Being 2 feet tall, Bleu can readily access some panels and he’s willing to pick any cable including some with dangerous fluids or high voltage. Obstacle 4, Acrobatics 20: 1d20 + 10 ⇒ (9) + 10 = 19
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Up to now a young skittermander janitor with blue fur was occupied with cleaning duties. He checked before, he’s not on any team but that never stopped him before, he’ll help in whatever form he can, after all the Society is his family. He’s around when the ysoki is fiddling with the cables and the ship machinery. As the ship gravity fails, he flails wildly and the cart with the garbage bins starts moving around before falling down and emptying itself on the floor. The skittermander is disappointed “Oh no I had just picked all of that up.” He starts picking it away again. --- Once the ship landed, and the others are discussing, the skittermander janitor is once again around them. As they are going on a mission, the skittermander grabs a backpack half-hidden in the cart and asks “Hey where are you going? You need help right? I’ll follow you around and do what I can, don’t worry about me.” Blue is just following along for now, so not really indicating what to do. I think repairs are fine. Blue would prefer to rescue people if possible, so maybe Stuck and Sinking.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Sorry for the lack of update on Thursday, I fell asleep really early then did not find the time to post on Friday. Forgot about it during the weekend. Thanks for botting me, running the game and for the chronicle sheet.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
“From what I can remember, your self was being rewritten by some kind of virus. We helped someone called Hope, or I think they helped us getting rid of the virus so you would not be changed.”
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
No idea what stat profession vidgamer works on, but 18 will beat the DC 14, even with his Int penalty.
“Kinna, stay behind then! I’ve got plenty of ammo left” /blø/ is small so there’s plenty of room on top of him.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
Bleu goes on shooting at whatever approaches asking “Are you sure you do need more help?” As Hope insists Bleu retreats, he joins his teammate while shooting a bit. I’m assuming we are out of combat, otherwise 1st round would be spent talking.
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
“Bad doggie, leave ’em alone!” The skittermander goes on trying to empty his laser rifle. Laser rifle full attack, vs EAC: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9 for Fire: 1d8 + 3 ⇒ (5) + 3 = 8
Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |
The skittermander goes on shooting at the hound. Laser rifle full attack, vs EAC: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 for fire: 1d8 + 3 ⇒ (5) + 3 = 8
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