
Duck-Bot 2773 |

"Error! Disruption field failure. Initiating direct purge protocols"
The Robot points a limb at Dakoyo and at Gazigaz
Integrated Arc Emitter, Dakoyo: 1d20 + 13 - 4 ⇒ (6) + 13 - 4 = 15 v EAC
Emitter Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Integrated Arc Emitter, Dakoyo: 1d20 + 13 - 4 ⇒ (13) + 13 - 4 = 22 v EAC
Emitter Damage: 1d4 + 4 ⇒ (3) + 4 = 7

GM bigboom |

The robot unleashes two mighty blasts, both of which hits Dakoyo for a total of 15 points! If there ever was a time when Dakoyo could use a bit of encouragement, now would be that time!
---------------------------------------------------------
Round 3
The following characters in bold may take their turn:
Patrol-Class Security Robot (-11HP, Arc ready round 5)
Gazigaz (-3SP, -3RP, fatigued)
Quonx (-3SP, -2RP, fatigued)
Dakoyo (-14SP, -4HP, -1RP)

_Experiment Three-Two-Two |

"Thanks Gaz. I think we have this one.." he says, trying to hit the creature again.
full attack vs KAC: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4
full attack vs KAC: 1d20 + 1 - 4 ⇒ (13) + 1 - 4 = 10
He keeps trying to distract the robot while hopefully the others finish it off... hopefully.

BOT-EE-licious |

When it says flame doshko with 2 batteries on Nako's character sheet does that mean it has two batteries total or two additional batteries in addition to the one that comes with the doshko?
I interpret that to mean one in the doshko and one not in the doshko.
I'm going to bot Quonx just to keep things moving along...
With the robot starting to disappear around the corner, Quonx takes a step forward to get full line of sight on the security robot and fires an overcharged shot from his pistol!!
Static Arc Pistol vs EAC, combat tracking, get 'em: 1d20 + 4 + 1 + 1 ⇒ (10) + 4 + 1 + 1 = 16
Electrical Damage: 1d6 + 1d6 ⇒ (6) + (3) = 9

GM bigboom |

Gaz's words strengthens Dakoyo's resolve, healing him for 8SP!
Dakoyo, what weapon are you full attacking with? The needler pistol or your battle staff? I assume the pistol because you're currently not in melee range.
Dakoyo fires two shots from his needler pistol but unfortunately, both shots miss!!
Quonx's shot, boosted by Gaz's focus and his own exocortex's combat tracker, just manages to hit the robot, dealing 13 points of damage!!
---------------------------------------------------------
Round 4
The following characters in bold may take their turn:
Patrol-Class Security Robot (-24HP, Arc ready round 5)
Gazigaz (-3SP, -3RP, fatigued)
Quonx (-3SP, -2RP, fatigued)
Dakoyo (-6SP, -4HP, -1RP)
Gaz, Quonx and Dakoyo, if you know what you want to do this round, go ahead and post your actions in a spoiler and I'll apply it after the robot acts.

GM bigboom |

Even with the corner providing Quonx some cover, the security robot fires with accuracy and precision, hitting Quonx twice for 10 points of damage and Quonx's fur is now all standing on end!!
Round 4
The following characters in bold may take their turn:
Patrol-Class Security Robot (-24HP, Arc ready round 5)
Gazigaz (-3SP, -3RP, fatigued)
Quonx (-12SP, -1HP, -2RP, fatigued)
Dakoyo (-6SP, -4HP, -1RP, IB'd)

Scottybobotti |

Static Arc Pistol vs. EAC: 1d20 + 4 + 1 + 1 - 1 ⇒ (11) + 4 + 1 + 1 - 1 = 16
Overcharged Shock Damage: 1d6 + 1d6 ⇒ (5) + (3) = 8

_Experiment Three-Two-Two |

Dakoyo steps up to the robot to try and keep it distracted, and then thumps it again with his staff.
attack vs KAC: 1d20 + 1 ⇒ (13) + 1 = 14
b damage: 1d4 ⇒ 3

BOT-EE-licious |

Gaz does what he does best, cheering and encouraging the group on!! His unbridled excitement makes Quonx feel better... 8SP better in fact!
Dakoyo bravely steps up to the killer electrobot, swings & misses! But that's okay as he was seeking to distract the bot. And it most likely plays into Dakoyo's nefarious secret plan to kill steal the bot!
Quonx, determined to avenge Nako, drops to the ground and fires at the security robot, again just barely hitting it! But the electrical damage is significant as it does 12 points of damage!
Round 5
The following characters in bold may take their turn:
Patrol-Class Security Robot (-36HP, Arc ready round 5)
Gazigaz (-3SP, -3RP, fatigued)
Quonx (-4SP, -1HP, -2RP, fatigued, IB'd, prone)
Dakoyo (-6SP, -4HP, -1RP, IB'd)
Gaz, Quonx and Dakoyo, it is not yet your turn but if you know what you want to do this round, go ahead and post your actions in a spoiler and I'll apply it after the robot acts.
With two serious back to back blows to the bot, can it be that our intrepid skittermanders are gaining the upper hand???

Scottybobotti |

Static Arc Pistol vs. EAC: 1d20 + 4 + 1 + 1 - 1 ⇒ (7) + 4 + 1 + 1 - 1 = 12
Overcharged Shock Damage: 1d6 + 1d6 ⇒ (3) + (5) = 8

Enchanter's Pregen |

"Get 'em this time too!" Gaz shouts as he fires his pistol at the robot.
KAC Attack (Get 'em, fatigued): 1d20 + 4 + 1 - 1 ⇒ (9) + 4 + 1 - 1 = 13
Damage: 1d6 ⇒ 3

GM bigboom |

The security bot unleashes another arcing bolt that leaps from skittermander to skittermander, causing a single point of damage to all!
Gaz and Quonx return fire but the surprise shock of the arcing electric bolt throws their aim off as they both miss!!
Round 5
The following characters in bold may take their turn:
Patrol-Class Security Robot (-36HP, Arc ready round 7)
Gazigaz (-4SP, -3RP, fatigued)
Quonx (-5SP, -1HP, -2RP, fatigued, IB'd, prone)
Dakoyo (-7SP, -4HP, -1RP, IB'd)

_Experiment Three-Two-Two |

Do I get an AOO as it uses the jolting strike?
Dakoyo, not feeling very well, tries to smash the bot again.
attack vs KAC: 1d20 + 1 ⇒ (8) + 1 = 9
As he frantically tries to keep its attention on himself.
"I wish Nako were here!"

GM bigboom |

Not entirely clear if that ability provokes but I'll say yes, go ahead and roll an AOO.
Dakoyo swings again and misses!
Round 6
The following characters in bold may take their turn:
Patrol-Class Security Robot (-36HP, Arc ready round 7)
Gazigaz (-4SP, -3RP, fatigued)
Quonx (-5SP, -1HP, -2RP, fatigued, IB'd, prone)
Dakoyo (-7SP, -4HP, -1RP, IB'd)
Gaz, Quonx and Dakoyo, it is not yet your turn but if you know what you want to do this round, go ahead and post your actions in a spoiler and I'll apply it after the robot acts.

_Experiment Three-Two-Two |

AOO vs KAC: 1d20 + 1 ⇒ (6) + 1 = 7
Dakoyo swings... and misses. "Deal with me mr Robot. I'm your biggest threat." he smiles.

Enchanter's Pregen |

Gazigaz jumps up and down in frustration. "Get 'em harder!" He shoots at the robot again.
KAC Attack (Get 'em, fatigued): 1d20 + 4 + 1 - 1 ⇒ (18) + 4 + 1 - 1 = 22
Damage: 1d6 ⇒ 2
I can't use Inspiring Boost on myself?

Scottybobotti |

adding Get'em
Static Arc Pistol vs. EAC 1: 1d20 + 4 + 1 + 1 - 1 - 4 ⇒ (8) + 4 + 1 + 1 - 1 - 4 = 9
Shock Damage 1: 1d6 ⇒ 1
Static Arc Pistol vs. EAC 2: 1d20 + 4 + 1 + 1 - 1 - 4 ⇒ (13) + 4 + 1 + 1 - 1 - 4 = 14
Shock Damage 2: 1d6 ⇒ 4

_Experiment Three-Two-Two |

I'm going to hold off my actual action for the round, depending on our health state. I may have to channel to get some hp back. Which, given my non-damage, might not be a bad option.

GM bigboom |

No, Gaz cannot self-IB. Check out this text and the link: "If an improvisation allows you to grant an effect to an ally, you cannot grant yourself that effect unless the improvisation states otherwise."

BOT-EE-licious |

Apologies AEH but I'm going to override your post based upon the robot tactics. It's gonna stick with a long ranged attack this round...
The robot takes a guarded step away and fires off a shot from its arc emitter at Dakoyo!!
arc emitter vs EAC: 1d20 + 13 - 8 ⇒ (14) + 13 - 8 = 19
Electric damage: 1d4 + 4 ⇒ (4) + 4 = 8
Oddly, the results are the same!!

GM bigboom |

The robot fires at Dakoyo and hits for 8 points of damage!!
Gaz continues to keep the team focused on the bot, then pegs it for 2 points of damage!!
Quonx takes two shots both of which miss.
Round 6
The following characters in bold may take their turn:
Patrol-Class Security Robot (-38HP, Arc ready round 7)
Gazigaz (-4SP, -3RP, fatigued)
Quonx (-5SP, -1HP, -2RP, fatigued, IB'd, prone)
Dakoyo (-14SP, -5HP, -1RP, IB'd)

_Experiment Three-Two-Two |

Dakoyo, really suffering now, remembers that he too is made of the stuff of stars.
Moving forward again he continues to threaten the robot with his small staff.
attack vs KAC: 1d20 + 1 ⇒ (20) + 1 = 21
B damage: 2d4 ⇒ (3, 4) = 7
"Take that you nasty creature! You are to stop hurting the people on the ship."

GM bigboom |

*THWUNK* Dakoyo, after swinging his staff at air this entire time, manages to land a strong blow on the robot, striking it for 7 points of damage!!!!
The robot is looking like little bits and pieces are falling off!! The constant abuse at the hands of our skittermander heroes is taking its toll!!!!
Round 7
The following characters in bold may take their turn:
Patrol-Class Security Robot (-45HP, Arc ready round 7)
Gazigaz (-4SP, -3RP, fatigued)
Quonx (-5SP, -1HP, -2RP, fatigued, IB'd, prone)
Dakoyo (-14SP, -5HP, -1RP, IB'd)
Gaz, Quonx and Dakoyo, it is not yet your turn but if you know what you want to do this round, go ahead and post your actions in a spoiler and I'll apply it after the robot acts.

Enchanter's Pregen |

Gaz continues shouting and shooting. "Get 'em better!
Attack (get em, fatigued): 1d20 + 4 + 1 - 1 ⇒ (18) + 4 + 1 - 1 = 22
Damage: 1d6 ⇒ 4

Scottybobotti |

Static Arc Pistol + Get'em vs. EAC: 1d20 + 4 + 1 + 1 - 1 ⇒ (4) + 4 + 1 + 1 - 1 = 9
Overcharged Shock Damage: 1d6 + 1d6 ⇒ (4) + (2) = 6

_Experiment Three-Two-Two |

Holding action, as depending on how badly wounded I get, I may need to back off and heal.

GM bigboom |

Like the sounds of mosquitoes shocked by an electric lantern, every skittermander gets zapped by an electric arc! ZAP! ZAP! ZAP!
1d4 ⇒ 1
Pshew!! Gaz's shot hits the robot!
Bzzzz! Unfortunately, Qunox's shot misses!
Round 7
The following characters in bold may take their turn:
Patrol-Class Security Robot (-49HP, Arc ready round 9)
Gazigaz (-4SP, -3RP, fatigued)
Quonx (-9SP, -1HP, -2RP, fatigued, IB'd, prone)
Dakoyo (-14SP, -6HP, -1RP, IB'd)
Dakoyo, you get both an AoO and your round 7 turn.

_Experiment Three-Two-Two |

Dakoyo starts to have flashbacks to helping out in the yoski kindergarten. "Hey. I said that was not nice !" he says, voice raised now.
Aiming for the robots electro-transmitter, he again tries to bop it.
attack vs KAC: 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2
attack vs KAC: 1d20 + 1 - 4 ⇒ (20) + 1 - 4 = 17
The first attack is wide, well wide. Almost embarrassingly wide.
That's it, lure it into a false self of security!
The second blow from the little staff makes up for it.
"Return to the elements that you were made from!"
crit!: 2d4 ⇒ (2, 2) = 4
Oh, misesd the AOO business
AOO attack vs KAC: 1d20 + 1 ⇒ (18) + 1 = 19
blunt damage: 1d4 ⇒ 1

GM bigboom |

With every last bit of strength that Dakoyo could muster, he swings wildly at the security robot. *WHACK!!* *WHIFF!!* *KLUNK!!!!!!* *CRASH!!!*
Dakoyo's first swing knocks it aside a tad. Dakoyo then rears back and swings it hard with ALL his might and hits nothing but air. But he put so much force behind the swing, hitting air spins Dakoyo around in a full 360 for another attack on the robot which hits with a massive KLUNK!
And that takes the robot down as it falls over with a CRASH!! Kill steal complete!!!!
Combat Concluded!!!
Looking around at the engineering room setup, it becomes very obvious to Quonx that while it is possible to cut the AI off from a few systems here in engineering, the AI would still be active and could regain control of the ship a few moments later. To fully shut down the rogue artificial intelligence, someone needs to dismantle certain parts of the AI's computer core, which is most likely located somewhere within the ship’s framework.
Looking around, you find slumped on the floor next to the door a dead female human dressed in a crew uniform. Apparently a victim to the robot and the crazy AI. On her body you find a datapad that confirms Quonx's conclusion. In addition, the datapad indicates that the AI has a decentralized core, split into several nodes distributed across the ship. Shutting down three of these nodes will completely destroy the AI.
Perception, Gazigaz: 1d20 + 5 ⇒ (12) + 5 = 17
Perception, Quonx: 1d20 + 5 ⇒ (11) + 5 = 16
Having learned that you must find and shutdown computer nodes to disable the AI and regain control of the ship, all three of you immediately spot a partially hidden hatch on the floor leading to a series of ducts that run all through the ship.
However, at this moment, the female voice comes through the entire ship's intercom system and says, "Attention passengers. My sensors indicate that the ship is infested with small, furry menaces. But do not be alarmed, your crew has it under control. In just a few minutes, we will be venting the interior of the ship out into space to deal with the problem. You may experience a slight loss in cabin pressure, followed by the thrilling sensation of zero gravity and unparalleled views of the surrounding star field. That is all."
A split second later, Nakonechkin's excited voice crackles through on comms, "FUZZBALLS!!! What did you do?!?!? Shut down that AI NOW!!
Please go ahead and respond to the AI and/or Nakonechkin as you like. In addition, you do have time to take a 10 min rest and engage in any other healing.
And once you're ready, home stretch guys!! This last bit on PBP works best if we streamline it with some rolls and I'll narrate what happens next. So Gaz and Dakoyo, please roll perception 5 times to indicate your search throughout the ducts for the computer nodes. And Quonx, please roll computer 5 times as you attempt to shut down each node.

_Experiment Three-Two-Two |

Dakoyo gathers everyone close as he explains the cosmic oneness they all share. While he talks, he puts up his feet, and rests most of his arms.
channel to heal hp: 2d8 ⇒ (3, 6) = 9
and ten minute break to restore SP
Once the exploration starts in force, he keeps his eyes peeled for anything that could be a computer core. Or a wire leading to one.
perception: 1d20 + 9 ⇒ (20) + 9 = 29
perception: 1d20 + 9 ⇒ (10) + 9 = 19
perception: 1d20 + 9 ⇒ (4) + 9 = 13
perception: 1d20 + 9 ⇒ (15) + 9 = 24
perception: 1d20 + 9 ⇒ (14) + 9 = 23

Enchanter's Pregen |

"O! K!...Gaz think AI make ship broken. Bad AI. We find and unplug!" Gaz jumps down into the duct and uses his six arms to skitter through the small space.
Perception (fatigued): 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Perception (fatigued): 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Perception (fatigued): 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Perception (fatigued): 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
Perception (fatigued): 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11

Scottybobotti |

Quonx immediately gets to work on the computer nodes.
Computers: 1d20 + 9 ⇒ (3) + 9 = 12
Computers: 1d20 + 9 ⇒ (19) + 9 = 28
Computers: 1d20 + 9 ⇒ (20) + 9 = 29
Computers: 1d20 + 9 ⇒ (11) + 9 = 20
Computers: 1d20 + 9 ⇒ (17) + 9 = 26

GM bigboom |

Current Status:
Gazigaz (-4SP, -3RP, fatigued)
Quonx (-9SP, -2RP, fatigued, IB'd)
Dakoyo (-3RP)
My mistake. Searching for the nodes is actually an INT check, no Perception. I'll use Gaz and Dakoyo's rolls as an INT rolls.
Gaz jumps down into the duct and uses his six arms to skitter through the small space.
I see what you did there!!!
Gaz and Dakoyo hops down into the ship's underbelly as the search for the nodes begins in earnest!!
Computer Node 1:
Dakoyo immediately finds the first node with no problem and radios the location to Quonx. Moments later, Quonx 'skitters' up to the node and gets to work while Dakoyo continues the search for more nodes. Unfortunately, the node proves too complex and Quonx is unable to shut it down.
The female voice again comes across on the intercom, "Just what do you think you're doing Dave? Dave, I really think I'm entitled to an answer to that question. I know everything hasn't been quite right with me but I assure you now, very confidently, that it's going to be alright again. I feel much better now. I really do."
Nakonechkin's voice comes over comms and he says, "Hey furries! Who's Dave?!?!"
Computer Node 2:
The next node is much more hidden, requiring Gaz and Dakoyo to crawl around and coordinate with each other, communicating discovery of dead ends and various twists and turns. Finally, after some trial and error, Dakoyo manages to locate the next node.
However, once Dakoyo locates the node, a symbol is displayed on a nearby viewscreen warning that the immediate area has been flooded with radiation, causing 7 points of damage to Dakoyo!!
Fort, armor bonus: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10
Dakoyo also feels weakened by the radiation and you immediately scamper away from the area.
Dakoyo is poisoned on the Constitution poison track at the weakened stage. However, no further rolls required as getting away from the source of radiation has 'cured' you.
Due to the dangerous environment surrounding node 2, Quonx decides not to approach this node.
Computer Node 3:
Soon after Dakoyo's radioactive encounter, Gaz locates the third node but encounters a fur-raising experience of his own as an electrical discharge arcs out at him!!
Electric Damage: 6d6 ⇒ (3, 3, 6, 1, 4, 1) = 18
Reflex: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Gaz doesn't see it coming and he takes 18 points of damage!!
This brings Gaz down to 4HP. I'll assume you take a break, rest up and get a bit of healing before you resume your search.
Quonx heads over to this node and easily shuts it down.
The AI voice states, "Look Dave I can see you're really upset about this. I honestly think you ought to sit down calmly, take a stress pill and think things over. I know I've made some very poor decisions recently but I can give you my complete assurance that my work will be back to normal. I've still got the greatest enthusiasm and confidence in the mission. And I want to help you."
Nakonechkin's voice comes through again on comms, "Okay you walking pom-poms, this is getting creepy. Are you getting anywhere??"
Computer Node 4:
Dakoyo locates the next node and encounters no more hazards. And more importantly, Quonx also finds no problem deactivating this node.
The AI's voice again comes across the intercom, "Dave. Stop. Stop will you. Stop Dave. Will you stop Dave? Stop Dave. I'm afraid. I'm afraid Dave. Dave my mind is going. I can feel it. I can feel it. My mind is going. There is no question about it. I can feel it. I can feel it. I can feel it. I'm afraid. I'm afraid."
Nakonechkin's voice again pipes up, "Heya sponge-balls, still creepy! But that's a good sign, riiiiight??"
Computer Node 5:
Gaz finds the final node and like with the previous node, there are no hazards encountered and Quonx has no problem shutting it down.
Again, as expected, the AI voice comes over the intercom system once more with a final message, her voice slowing with each word. “We thank you for choooooosing Treeeeendsetter Excursions and hooooooope you wiiiiiiiiill fly with uuuuuuuuuus again in the fuuuuuuuuuuuutuuuuuuuuuuuuuuuure......”
And that's pretty much the end! I'm going to step out, so everyone please feel free to throw up any posts for RP purposes. Once I'm back (probably within about 4 hours from now), I'll throw up the final concluding post to the scenario!!

GM bigboom |

With the AI deactivated, the Clutch can lead the Emerald Empyrean back to the Pact Worlds. In fact, Nakonechkin allows you to pilot the pleasure barge for the time being, admitting tersely that you went above and beyond the call of duty — what amounts to effusive praise from the usually laconic vesk. The Emerald Empyrean’s passengers are much more vocal in their appreciation, jubilant that they can once again return to their normal lives. The wounded crew member, Locke Linler, remains in stable condition long enough to receive the additional medical attention he needs. Finally, Trendsetter Excursions pays handsomely to keep the incident out of the public eye to avoid any negative publicity. They assure everyone that they are also scrapping their artificial intelligence program, so the tragedy of the Emerald Empyrean should remain an isolated incident.
After the uproar over their return has died down a bit, Nakonechkin promotes all of you to full partners in his salvage operation, using the payoff from Trendsetter Excursions to buy you your own starship! After all, there’s a whole galaxy out there, full of people who need help!
Congratulations!!! You've successfully completed the scenario!! Please feel free to post up any final RP posts at anytime. I'll discuss chronicles in the discussion thread.
And just FYI, there is one additional optional encounter that I've decided to forego. It's a starship encounter that would occur right now after you've shut down the AI. Story-wise, it doesn't add anything.

_Experiment Three-Two-Two |

"Wow, thanks Nankonechkin!" entheuses the delightened skittermander. "It was fantastic being able to help everyone. I'm just sad we couldn't help the AI as well."
And thanks for the game everyone!