Flenn |
Flenn sends a direct message to the team over comms, "WE WERE TOLD THE DATA WOULD BE WITH THE OCCUPANT. LET'S LISTEN TO HIS TALK, AND SOMEONE MAKE EXCUSE TO GO TO THE JOHN AND SNOOP AROUND."
He walks into the recreation room, holding the door open for the others.
LINE-04 "Lynn" |
Lynn fiddles with the scanner, and disables a security feature without even realizing it was there, at first...
のvの♪
The map for this place is sweet. I want to explore all of it :)
Lynn nods to Kaylee and Flenn, then whispers "Sounds like a plan! I could take a look around with someone else while invisible. Oooh, Flenn, is that a zeroball court in there? Wait for me!" She scurries after the mechanic.
So, earlier on we got info that there are security cameras in each room, and that locked doors are also alarmed. Since both need a computers or engineering to bypass, I figure whoever is wandering around needs to be good at one or the other.
Rozzicheep "Lightfoot"Bernnshaw |
Flenn sends a direct message to the team over comms, "WE WERE TOLD THE DATA WOULD BE WITH THE OCCUPANT. LET'S LISTEN TO HIS TALK, AND SOMEONE MAKE EXCUSE TO GO TO THE JOHN AND SNOOP AROUND."
He walks into the recreation room, holding the door open for the others.
"Snoop??" questions Lightfoot, a touch of indignation evident in his squeaky, high-pitched voice. "Among the tenants of the Dawnflower is honesty and for good reason. If you plan to engage in some base subterfuge or vile deception, then I want no part of it. We have been invited into this being's sanctuary out of his goodwill and I will not see it violated."
Yeah, Lightfoot is not only poor at deception, but he wants no part of it. I am happy to have him (unwittingly?) distract our "host" while those better skilled take to stealing the data.
Kitkul |
Kitkul knows it isn't good at stealth, so it will be part of the 'distract' portion. I will go in and distract
"One is grateful that you have allowed us into your domicile. It is good to be able to remove its helmet."
The Dire GM |
05 - Whitescale Outpost Socializing - The Division Gamerip - Track 009
Kaylee is able to see that the door labeled "Karazen" has electrified current running through it that would both set off an alarm and also send a potentially lethal jolt to whomever touched it without disabling it first. The door to the infirmary is likewise hooked to the sensors but is not trapped. As before, she also sees an easily-disabled CCTV camera in the room.
(Area 6)
This large room has a wall of enormous windows overlooking a vista of rock and ash. Several tables are covered with discarded datapads. A gravball court is the room’s most prominent feature with the gravity plates turned off below the spongy green surface. (Zero-G above this area) You can see a computer (cyan circle) off to the side past the door to Area 8.
Karazen is there waiting for you, having just poured some tea into one of seven cups on the table next to him from an insta-kettle. He looks a little disheveled, as if he wasn't actually expecting to be meeting people today beyond just through a viewscreen. He has a datapad in his hand.
"Welcome! Please, let me introduce you to my K-BLD program, and its ability to control animals, such as..." He dramatically presses two buttons. The first opens the door (Area 8), and the second calls forth two draconic felines who obediently move into the room, growling/purring, before lifting into the air playfully above the gravball court. "...the Triaxian Drakecat!"
He looks at all of you with an attempted air of showmanship. "What do you think?"
(Bluff/Diplomacy checks are still good options, but so is Intimidate if you want to go that route, or socially-influencing spells. RP will, of course, net bonuses to rolls!)
Kitkul |
Kitkul will float Zero G slowly towards the Drakecats.
"One isn't a xenobiologist, but one is amazed with the majesticness of these cuddly creatures. One wonders if you would elaborate on what you did to modify these two."
Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
Not the best of Diplomacy rolls....stupid rolling below a 10....sigh
Rozzicheep "Lightfoot"Bernnshaw |
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"Admittedly, we, ysoki, do not harbor much fondness for cats--regardless of their origin or subjection to control." Lightfoot concedes, wishing to be both polite and honest. "It is certainly an unusual pastime that you have settled upon to fill your moments of time. However, I do think it wonderful that such activities evoke such clear and obvious enthusiasm within you."
Diplomacy w/expertise: 1d20 + 6 + 1d6 ⇒ (16) + 6 + (1) = 23
Flenn |
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Engineering: 1d20 + 12 ⇒ (6) + 12 = 18
"Wow, mate, that's brilliant ... So does the neural interface override their lymbic cortex directly, or do you bypass around the amygdala?" Flenn begins peppering him with questions about the K-BLD program. Details of technobabble appropriate to my Engineering roll to identify what he's got rigged up here.
Bluff(untrained): 1d20 + 0 ⇒ (4) + 0 = 4
Flenn is trying to be as sincere as possible, and ask legitimate questions, but he is giving an air of being distracted nonetheless, and not doing a good job of keeping the attention focused away from the others.
HunterKiller 42-5 |
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HK waits for Karazen to be sufficiently distracted by its comrades to go to the door looking at the computer.
In the meanwhile, it scans the Drakecat accessing his cortex for informations.
Recall Knowledge with a Library Chip for a 25 in Life Science
Kaylee Kanta |
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weird timing for me sorry for short post
Kaylee is honestly impressed and will accept a drink while making small talk about the tech behind the program while also trying to be as "friendly" as possible.
Computers/Engineering: 1d20 + 14 ⇒ (6) + 14 = 20
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23
Bluff: 1d20 + 1 ⇒ (18) + 1 = 19 attempt a secret message
LINE-04 "Lynn" |
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Doesn't look like a great time right now to slip away. Especially not to get to that computer terminal.
Life Science about Drakecats: 1d20 + 13 ⇒ (15) + 13 = 28
Lynn peers at the Drakecats. "Wow, they're cute! Or are they fierce? They're a little of both." She raises her hand to make a V under her chin in an overacted show of contemplation. "So are you controlling them directly? How does your K-BLD work? Did you have to prepare the two of them specially to work with it?" As she talks, she makes her way over to the table to pick up some tea, waving it about to emphasize her questions.
Diplomacy: 1d20 + 10 ⇒ (20) + 10 = 30
With that 20, this must be Lynn right now
The Dire GM |
Between your very on-point analysis, questions about the technical aspects of his programming work, knowledge of Triaxian Drakecats, and Lynn/Kaylee being rather distracting to the poor ryphorian who hasn't been in close proximity to another living being (...drakecats nonwithstanding) for at least 9 months...he is decidedly distracted and/or ensorcelled!
1d100 ⇒ 79
1d100 ⇒ 59
1d20 ⇒ 19
You also get the strong feeling that Karazen is decidedly desperate to do more with his research than sit here on an asteroid monitoring station, hoping for some day (some year?) to get a chance to present his work to someone who might care about it.
You have a few of options now:
- You could try to hack the computer to access the data now (2x Computers checks, with consequences for failure)
- You could try to get Karazen out of the room (given the approach Kaylee is trying) and then hack the computer (Bluff/Diplomacy then 2x Computers checks with lesser consequences for failure)
- You could use your superior numbers and weaponry to force him to stand down and let you take the data you want (Intimidate)
- You could even try to convince him to openly help you (RP and Diplomacy or any other skill you can justify)
What will it be?
Kaylee Kanta |
Kaylee will happily "take one for the team" and sweet talk the lonely scientist into showing her more things in other rooms to give her fellow starfinders more privacy to do their own thing for awhile...
Diplomacy: 1d20 + 12 ⇒ (7) + 12 = 19
maybe??
LINE-04 "Lynn" |
Diplomacy (aid): 1d20 + 10 ⇒ (3) + 10 = 13
"Oh, you two go ahead! I'd love to watch the drakecats for a bit here." Lynn waves Kaylee and Karazen away, then gives the ryphorian an emphasized wink and a smile. "Have fun!"
We didn't check this room for cameras. Do we want to do that and disable some before we give hacking the computer a go?
The Dire GM |
Thanks to Lynn's aid...
Karazen blushes a little bit but seems happy to show Kaylee more things he's been "working" on...
Meanwhile, the drakecats seem content to play in the zero-gravity field, and the rest of you are now free to do what you'd like in the areas of the complex that you have access to until further notice!
LINE-04 "Lynn" |
As soon as Karazen heads out, Lynn spins around and follows HK to the eastern half of the room to start taking a look at those computers. If there are security cameras in the room that someone points out, she first works to disable those.
Computers to disable security cameras, if needed: 1d20 + 14 ⇒ (16) + 14 = 30
Once those are dealt with, she carefully skirts around the field with the drakecats and checks over the computer terminal with HK. She back-seat hacks the computer, or at least tries to!
Computers (aiding hacking): 1d20 + 14 ⇒ (12) + 14 = 26
Then, if HK manages to get through the first wave of security, she takes over to complete the work.
Computers, hacking phase 2: 1d20 + 14 ⇒ (14) + 14 = 28
Kitkul |
Kitkul will keep the Drakecats occupied by staying with them in the Zero G field...using its jump jets to maneuver around.
Flenn |
Looks like HK and Lynn have hacking the base well in hand. I would assist if they feel they need extra help, but otherwise ...
What did Karazen do with the drakecat control unit? Is it sitting around? Is there a possibility to hack that and rig it so that I can control it via my custom rig, overriding his controls? If we need to make an expeditious retreat, it would be helpful if they were on our side.
Computers: 1d20 + 13 ⇒ (3) + 13 = 16
Kaylee Kanta |
The Dire GM |
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With Kaylee keeping Karazen "distracted," HK notices there are security cameras here as well. Lynn easily feeds a loop of Ktikul playing with the drakecats in zero-g through them, as she and HK hack into the system. You find at first only details on the K-BLD program Karazen has been working on - rather cutting edge stuff, actually.
But more digging through a firewall and fake shell reveals the sensitive Frozen Trove data logs Naiaj was after, all while setting off no alarms or countermeasures!
Some time later, Kaylee and Karazen return to the rec room, Karazen trying to nonchalantly "finish giving Kaylee the tour."
"...and then we're back where we started, with the rest of your crew!"
Karazen Bluff: 1d20 + 2 ⇒ (13) + 2 = 15
(He manages to keep a straight face, at least)
After thanking you all for delivering the supplies and for letting him present his research as well as providing him with a "pleasant distraction" for a bit, he'll walk you back to the decontamination chamber, telling you to suit up as he goes back to the control room to let you out.
A minute or two later, the chamber's lights flash yellow indicating depressurization, as the doors open, allowing you back out to the loading dock and the waiting Ercinee! Once on board, Captain Argente gives you all a thumb's up and lifts off, heading back out into the Diaspora.
With that slightly unorthodox solution, you have now completed this quest! Stand by for your next mission briefing!
The Dire GM |
Your shuttle pilot tells you to get some rest since you'll be flying for 1d6 ⇒ 3 days to your next destination. During the trip, your briefing plays:
Soundtrack 02 - Intermission / Briefing Ambient - The Division Gamerip - Track 108
"This assignment should be less stressful than most. You’ll be traveling to the Pact World of Apostae to meet with a representative of Arabani Arms Limited at their Karkaken Testing Grounds. This representative is going to provide an overview for some tests that Arabani Arms would like our field agents to perform on their most recent technological developments. In essence, you’ll have a chance to test out some new technology and provide feedback on it. Not only does the Society make some credits off this arrangement, but it also positions our agents to provide feedback on weapons they may well be using in the future."
—Venture-Captain Naiaj
Next post coming in a bit (but definitely in the next hour or two at the most) - need to take care of something offline first. Feel free to RP as always in-between. Three down, two to go!
The Dire GM |
Nevermind - apparently I had some time to post this now before dealing with stuff!
The shuttle descends over the drab gray rock of Apostae, diving between two impressive starships smeared with spatters of red paint resembling bloody handprints. Veering from the impressive settlement of Nightarch, the shuttle makes its way to a section of the rocky surface covered in standalone structures, many of which glisten with active power tools in the midst of assembling massive starship components or producing long-lines of smaller personal scale equipment.
With a sudden lurch, the shuttle touches down on an open platform, and the pilot hits a button open the hatch. As you exit the shuttle, a smiling half-orc in construction worker attire stands at the platform to greet you.
Soundtrack 11 - Arabani Arms Testing - The Division Survival OST - Midtown Manifest
"I'm Crax Geshki. Good to meet ya, Starfinders!"
He'll shake your hands firmly but pleasantly, then lead you inside the nearest building.
"“All right, this should all be simple enough. You fine folks are going to be handling some experimental weaponry - most have never even been fired before - in a short live-fire demonstration—I’ll need your feedback on the guns afterward. Next, we have some new personal force fields that the R&D division have been dying to test, so you’ll get to inspect those and take some shots while wearing them. Finally, and probably where you’ll all shine the most, is a live combat against some new robots that we’ve developed and plan to sell to some mercenary outfits. We just need your combat experience to review these gadgets and gizmos before we can slap the old Arabani logo on them and put ‘em out in the market!” The large-tusked half-orc always seems to have a smile on his face as he talks and leads you past several offices and labs before reaching a weapons range.
"Annnd here we are! So, we've got two copies of each of the four newest personal weapons ready for test-firing. We'd like you each to pick one and take at least 5-6 shots down range, then give us your feedback." He'll then show off the weapons!
-----
Babau’s Kiss (Small Arm) - This is a 4th-level projectile small arm that deals 2d4 piercing damage and has the bleed 1d4 critical hit effect. It has a range increment of 20 feet and holds 4 small arm rounds. It has the analog special property and is light bulk.
Matron’s Wail (Longarm) - This is a 4th-level cryo longarm that deals 2d6 cold damage and has the deafen critical hit effect. It has a range increment of 30 feet, uses a battery, has a usage of 2, and is 1 bulk.
Apostae’s Ire (Heavy Weapon) - This is a 4th-level laser heavy weapon that deals 1d12 fire damage and has the burn 1d6 critical hit effect. It has a range increment of 50 feet, uses a high-capacity battery (40 charges), has a usage of 4, and is 2 bulk.
Swarm Zapper (Sniper Weapon) - This is a 4th-level, shock sniper weapon that deals 2d6 electricity damage. It has a range increment of 120 feet, the sniper (500 ft.) and penetrating qualities, uses a battery (20 charges), has a usage of 10, and is 1 bulk.
-----
Each of the eight weapons are currently loaded (but with the safeties on), with enough extra batteries and magazines for sustained testing.
Feel free to RP as you'd like, and if you want to inspect the weapon you've chosen, make an Engineering check!
Flenn |
Flenn grabs the Matron's Wail and begins looking it over with an appraising eye.
Engineering: 1d20 + 12 ⇒ (6) + 12 = 18
LINE-04 "Lynn" |
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Lynn looks at the weapons with only a quick glance "Wow, they sure look fearsome! And we get to try them out? Jeez, I'm not sure." She looks down over her outfit. "Maybe my friends will be able to handle them better?" Even having said that, she picks up one of the small arms and takes a look at it, though she holds the weapon like its a snake waiting to bite her.
Engineering: 1d20 + 13 ⇒ (2) + 13 = 15
HunterKiller 42-5 |
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HK seems strangely happy to be able to test numerous weapons.
Happy Tone: Great to meet you Crax. I'm HK-42-5 Protocol Droid. I'm glad to be of help.
HK examines the weapons with an expert eye. It choose the Apostae's Ire weapon.
Engineering: 1d20 + 14 ⇒ (18) + 14 = 32
Rozzicheep "Lightfoot"Bernnshaw |
Lightfoot politely gestures to his fellow Starfinders to allow them to have first choice of any weapon on the table. "Please, after you," he offers.
Once his allies have each chosen a fire arm, he picks up one of the remaining ones.
Presumably, the Swarm Zapper, as no one else has yet picked one up.
"Now, what have we hear?" he says aloud as he inspects the weapon.
Engineering: 1d20 + 10 ⇒ (15) + 10 = 25
Kitkul |
Kitkul looks at all the interesting weapons, though knowing its ability will grab a copy of Babau's Kiss.
"It looks to be a functional weapon...though a bit light on the number of rounds...."
Kaylee Kanta |
Kaylee will also grin and pick up a Matron's Wail and look it over.
engineering: 1d20 + 14 ⇒ (19) + 14 = 33
The Dire GM |
Soundtrack 11 - Arabani Arms Testing - The Division Survival OST - Midtown Manifest
When fired, you think that this weapon’s shot will arc to all targets within 10 feet of the original target for one-quarter damage from the initial shot. For every additional target hit, the weapon consumes an additional 2 charges from its battery. When firing this weapon in the range, there is a 30% chance that a successful hit strikes an additional 1d4 target dummies from this arcing effect.
When the last shot is fired, you think there’s roughly a 20% chance the battery will eject and immediately explode.
When fired, you think this weapon will deal 1 cold damage to the wielder. For every round the weapon is fired consecutively, the cold damage will increase by 1 to a maximum of 5. If the damage reaches 5, other effects might occur.
After you've inspected the weapons for a moment or two, Crax comes around, happily slapping you all on your backs/carapaces. "Alrighty Starfinders! Time's a-wastin! Let's get shooting, shall we? Shooters to the line! Remember, the R&D folks need at least five shots from each weapon!"
He puts on safety goggles and ear protection, immediately stepping behind a transparent aluminum blast shield with several android, drow, and one or two half-orcs in lab coats, all with data pads who watch you expectantly.
Feel free to make attack rolls as you'd like. The firing range uses robotic arms to move its targets. Targets appear in 10-foot increments, from 10 feet away to 100 feet away, with another set of targets 300 feet away.
Each target has a base EAC and KAC of 21 and can register damage for data-collecting purposes.
Kitkul |
Kitkul will walk up to the shorter range targets-the 10 and 20 feet away--and fire off a couple shots at each target
Babau's kiss at 10' range: 1d20 + 7 ⇒ (4) + 7 = 11
Damage (Piercing): 2d4 + 2 ⇒ (1, 4) + 2 = 7
Babau's kiss at 10' range: 1d20 + 7 ⇒ (8) + 7 = 15
Damage (Piercing): 2d4 + 2 ⇒ (3, 1) + 2 = 6
Babau's kiss at 20' range: 1d20 + 7 ⇒ (13) + 7 = 20
Damage (Piercing): 2d4 + 2 ⇒ (1, 1) + 2 = 4
Babau's kiss at 20' range: 1d20 + 7 ⇒ (19) + 7 = 26
Damage (Piercing): 2d4 + 2 ⇒ (2, 2) + 2 = 6
Babau's kiss at 30' range: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9
Damage (Piercing): 2d4 + 2 ⇒ (4, 2) + 2 = 8
And with that, it is shown that Kitkul is not a great shot with guns.....
Flenn |
Flenn begins firing at targets, testing the effects of the cryo-weapon at range. As he moves to new targets, he pauses for a moment for his exocortex to acquire each new target with his combat tracking.
Matron's Wail @ 20' range: 1d20 + 7 ⇒ (17) + 7 = 24
Damage (Cryo): 2d6 + 3 ⇒ (2, 6) + 3 = 11
Matron's Wail @ 30' range: 1d20 + 7 ⇒ (14) + 7 = 21
Damage (Cryo): 2d6 + 3 ⇒ (2, 2) + 3 = 7
Matron's Wail @ 30' range: 1d20 + 7 ⇒ (8) + 7 = 15
Damage (Cryo): 2d6 + 3 ⇒ (5, 6) + 3 = 14
Matron's Wail @ 60' range: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Damage (Cryo): 2d6 + 3 ⇒ (5, 2) + 3 = 10
Matron's Wail @ 60' range: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Damage (Cryo): 2d6 + 3 ⇒ (6, 2) + 3 = 11
Matron's Wail @ 90' range: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Damage (Cryo): 2d6 + 3 ⇒ (6, 1) + 3 = 10
Matron's Wail @ 90' range: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
Damage (Cryo): 2d6 + 3 ⇒ (1, 6) + 3 = 10
Matron's Wail @ 100' range: 1d20 + 7 - 6 ⇒ (2) + 7 - 6 = 3
Damage (Cryo): 2d6 + 3 ⇒ (4, 3) + 3 = 10
Matron's Wail @ 100' range: 1d20 + 7 - 6 ⇒ (16) + 7 - 6 = 17
Damage (Cryo): 2d6 + 3 ⇒ (2, 3) + 3 = 8
Matron's Wail @ 300' range: 1d20 + 7 - 18 ⇒ (20) + 7 - 18 = 9
Damage (Cryo): 2d6 + 3 ⇒ (5, 3) + 3 = 11
He hits several of the nearer targets, but clearly shows less ability to hit further targets with the gun. As he fires his last shot at the distant target, he mutters, "Why not?" When the blast hits, Flenn does a doubletake. "Holy Maelstrom, wasn't expecting that last one to hit, that's f'r damn sure."
Rozzicheep "Lightfoot"Bernnshaw |
"If I may humbly, have a moment of your time, Master Geshki," Lightfoot expresses as he places the weapon back down on the table. "However, it would appear that there is a small matter that may have been overlooked in design. For it appears to me, based upon my own experience and training, that the mechanism within the weapon would seem to have a tendency--albeit a somewhat slight one--to eject the weapon's battery following its expenditure and, perhaps of more concern, cause that battery to instantaneously explode"
"I am certain Master Geshki, that such was not the intent of your employers and that, as the manufacture of weapons and munitions is a complicated art, one might expect small errors to be occasionally be made or for flaws to appear within a weapon's construction" continues the ysoki, trying to be assertive yet polite. "Yet, as the potential for harm from such an ejection--no matter how rare it may be--is more than minimal and, as I am certain, the longevity and well-being of your patrons is among the foremost of the concerns of your company, I thought it important to bring this matter to your attention quickly and, as best as I can manage, discreetly."
LINE-04 "Lynn" |
Once Flenn is done with his first round, Lynn passes the Babau's Kiss she was inspecting to the martially inclined mechanic. "Oh, you should try this one next! Its kinda small and short ranged, but it definitely seems like it'll pack a punch. Maybe too much of a punch for those targets, actually." She shakes her hands "Plus you're so strong, you'll definitely be able to handle the recoil."
Lynn's got to maintain her image!
If she catches Lightfoot wandering back to talk with Geshki, she steps over to take a look at the weapon he's complaining about to see if its fixable.
Engineering: 1d20 + 13 ⇒ (6) + 13 = 19
The Dire GM |
Apologies - my Roll20 game tonight started late and I had some stuff come up afterwards.
Kitkul finds that firing the Babau's Kiss is smooth and without incident, regardless of the magazine capacity. The whole R&D team give them a thumb's up and record a significant amount of data from the firing test.
Lightfoot - You bring this up to Crax, who turns to the engineers. They put their heads together for a moment then whisper something to the half-orc, who replies to you, "Sounds like an interesting theory, but our R&D gang doesn't agree and still want to see you shoot it to see if you're right or not." He gives you an otherwise welcoming smile. "Don't worry, if your fur gets singed, we have ample first-aid on-site!" He then goes back behind the blast shield and gives you a thumb's up!
Lynn - Nothing looks wrong with the weapon to your eyes!
Flenn - after the first shot, you take 1 cold damage as feedback from the coolant coils inside the weapon. Would you continue firing after this?
Kaylee Kanta |
Kaylee will wince for Flenn when he shoots. "Um sorry I didn't say anything fast enough. Looks like the coolant cycle has a feedback that get worse if you fire it too fast. It's still gonna hurt but less if you do it more slowly I think?"
Hearing the half-orc not listening to Lightfoot she sighs and decides to take her five shots and five shots *only* but gives her gun time to cool down or whatever the opposite would be between shots to minimize the feedback. She'll turn on her combat tracking for each target too.
Matrons wail: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21 20ft
cold damage: 2d6 + 5 ⇒ (5, 6) + 5 = 16
Matrons wail: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 30ft
cold damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11
Matrons wail: 1d20 + 7 + 1 - 2 ⇒ (13) + 7 + 1 - 2 = 19 50ft
cold damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17
Matrons wail: 1d20 + 7 + 1 - 2 ⇒ (3) + 7 + 1 - 2 = 9 60ft
cold damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15
Matrons wail: 1d20 + 7 + 1 - 4 ⇒ (1) + 7 + 1 - 4 = 5 90ft
cold damage: 2d6 + 5 ⇒ (2, 6) + 5 = 13
but after that first cold snap hits her when she hits the closest target her aim is totally off and she misses the four shots after that especially the super far ones. "The asteroid was a lot more fun than this," she mutters after dropping the rifle back on the table and rubbing her hurting hands together for warmth.
Flenn |
Flenn frowns after the first shot, then activates his energy shield and continues firing.
Assuming the temporary points from the energy shield absorbs the damage, I'd keep shooting. Does this mean the battery is drained prior to my awesome 10th shot? :(
HunterKiller 42-5 |
Turning to Crax, HK says
Disapointed Tone: It seems that your weapon is not well designed. I have found several flaws already.
Explaining Tone:
Once - When fired, this weapon’s shot will arc to all targets within 10 feet of the original one for one-quarter damage from the initial shot. Second - For every additional target hit, the weapon consumes an additional 2 charges from its battery.
Third - When firing this weapon in the range, there is a 30% chance that a successful hit strikes an additional 1d4 target dummies from this arcing effect.
HK gives back the weapon.
Rozzicheep "Lightfoot"Bernnshaw |
Lightfoot sighs and then picks back up the sniper rifle."No sacrifice is too small for the preservation of duty and honor," he assures himself.
He points the rifle down range and fires.
Ranged (Swarm Zapper) v target at 25 ft.: 1d20 + 7 ⇒ (5) + 7 = 12
Damage (E): 2d6 + 5 ⇒ (1, 4) + 5 = 10
Ranged (Swarm Zapper) v target at 50 ft.: 1d20 + 7 ⇒ (3) + 7 = 10
Damage (E): 2d6 + 5 ⇒ (3, 4) + 5 = 12
Ranged (Swarm Zapper) v target at 75 ft.: 1d20 + 7 ⇒ (18) + 7 = 25
Damage (E): 2d6 + 5 ⇒ (2, 1) + 5 = 8
Ranged (Swarm Zapper) v target at 100 ft.: 1d20 + 7 ⇒ (18) + 7 = 25
Damage (E): 2d6 + 5 ⇒ (2, 5) + 5 = 12
The ysoki then takes aim for his final two shots.
Ranged (Swarm Zapper) v target at 300 ft.: 1d20 + 7 ⇒ (12) + 7 = 19
Damage (E): 2d6 + 5 ⇒ (5, 4) + 5 = 14
Ranged (Swarm Zapper) v target at 300 ft.: 1d20 + 7 ⇒ (5) + 7 = 12
Damage (E): 2d6 + 5 ⇒ (3, 4) + 5 = 12
Examining the spread, the ysoki notes, "May I humbly suggest that the R&D team consider a few more changes beyond the battery issue that I previously mentioned?"
LINE-04 "Lynn" |
Prior to Lightfoot firing the weapon, Lynn chimes in with "Oh, I can help with that Lightfoot! Gimme... just a moment..." She pulls out her datapad and searches for some somber backing music. After a moment to center herself and build anticipation, she ♫♪ begins to sing ♫♪.
The song flows through the air and wreathes itself around the ysoki. If Lightfoot accepts, it latches onto him and grows into a silvery lattice spreading out behind him in a cloud of metal. (Casting Polymorph 2nd level. One of Lynn's custom forms - Luckform! This form grants Resist Electricity 5 and "Once per day, as long as an ally is within 10 feet, a you can reroll a failed attack roll or saving throw.")
The Dire GM |
Kaylee - That is a really neat solution I hadn't even thought of! You take 5 cold damage in increments of 1, but nothing else bad happens!
Flenn - You can indeed turn on your shield and keep firing, as another neat idea I didn't think of. However, after your fifth consecutive shot, the coolant inside the weapon overloads!
(Save negates)
However, after this, the weapon functions without malfunction at all, and the R&D team even give polite applause for your exceptional final marksman's shot!
Lynn gives Lightfoot some protection, as the ysoki fires down-range!
1d100 ⇒ 82
1d100 ⇒ 47
Lightfoot - You fire all six shots, the battery ejecting normally and without mishap after every second shot, just like it should! The R&D team take notes, then give you a thumb's up from the other side of the blast shield.
HK - Crax puts a hand to his ear, as if listening to something, and sighs. "I'm afraid that now our on-site lawyer who's monitoring the firing range through CCTV wants me to remind you that our contract with the Starfinder Society was that agents would come here and perform the weapons/shield/robot tests we asked. If you're not going to be keeping your end..." Crax trails off, his smile fading as he's clearly not happy being caught between an attorney and a hard case.
Flenn |
Fortitude: 1d20 + 3 ⇒ (4) + 3 = 7
Flenn keeps shooting, even after the coolant overloads, as his arm turns numb from the overloading coolant. He shakes his frosty arm out as he hands the gun back. "You gotta recalibrate that a bit, mate. Looks like some serious design flaws."
HunterKiller 42-5 |
Still with is monotone tone, HK responds
Annoyed tone: In this case, I hope you have a good insurance because my lawyer will be sure to make you pay for any damages on my structure.
He then starts firing with the weapon at the dummies acquiring first the target before shooting.
Apostae’s Ire (Heavy Weapon) vs target at 25ft.: 1d20 + 8 + 2 - 4 ⇒ (7) + 8 + 2 - 4 = 13
Damages, F: 1d12 ⇒ 1
Apostae’s Ire (Heavy Weapon) vs target at 50ft.: 1d20 + 8 + 2 - 4 ⇒ (3) + 8 + 2 - 4 = 9
Damages, F: 1d12 ⇒ 8
Apostae’s Ire (Heavy Weapon) vs target at 75ft.: 1d20 + 8 + 2 - 4 - 2 ⇒ (8) + 8 + 2 - 4 - 2 = 12
Damages, F: 1d12 ⇒ 4
Apostae’s Ire (Heavy Weapon) vs target at 100ft.: 1d20 + 8 + 2 - 4 - 4 ⇒ (10) + 8 + 2 - 4 - 4 = 12
Damages, F: 1d12 ⇒ 1
HK then takes aim for his final shots.
Apostae’s Ire (Heavy Weapon) vs target at 200ft.: 1d20 + 8 + 2 - 4 - 8 ⇒ (7) + 8 + 2 - 4 - 8 = 5
Damages, F: 1d12 ⇒ 6
Apostae’s Ire (Heavy Weapon) vs target at 200ft.: 1d20 + 8 + 2 - 4 - 8 ⇒ (8) + 8 + 2 - 4 - 8 = 6
Damages, F: 1d12 ⇒ 10
Apostae’s Ire (Heavy Weapon) vs target at 200ft.: 1d20 + 8 + 2 - 4 - 8 ⇒ (17) + 8 + 2 - 4 - 8 = 15
Damages, F: 1d12 ⇒ 6
Apostae’s Ire (Heavy Weapon) vs target at 200ft.: 1d20 + 8 + 2 - 4 - 8 ⇒ (16) + 8 + 2 - 4 - 8 = 14
Damages, F: 1d12 ⇒ 9
Apostae’s Ire (Heavy Weapon) vs target at 200ft.: 1d20 + 8 + 2 - 4 - 8 ⇒ (9) + 8 + 2 - 4 - 8 = 7
Damages, F: 1d12 ⇒ 9
Apostae’s Ire (Heavy Weapon) vs target at 200ft.: 1d20 + 8 + 2 - 4 - 8 ⇒ (3) + 8 + 2 - 4 - 8 = 1
Damages, F: 1d12 ⇒ 6
The Dire GM |
Soundtrack 11 - Arabani Arms Testing - The Division Survival OST - Midtown Manifest
1d100 ⇒ 34
1d100 ⇒ 57
1d100 ⇒ 16
1d100 ⇒ 61
-----
1d100 ⇒ 92
1d100 ⇒ 42
1d100 ⇒ 12
1d100 ⇒ 11
1d100 ⇒ 5
Flenn goes a bit numb from the frozen coils.
HK lines up with the heavy weapon and fires down-range! His 4th and 8th shots drain extra charges from the battery (so he doesn't get a 9th-10th unless he reloads, in which case both of his first two shots o the new battery also drain extra charges). But in doing so, his 4th shot hits 1d4 ⇒ 3 extra nearby targets, and his 8th shot hits 1d4 ⇒ 2 more as well!
The R&D team take copious notes, then give all of you a thumb's up.
Crax grins and pulls a cloth off a new table, this one covered in small wrist-bands with circular devices on them. "These babies are the prototypes of the new personal force field line we hope to launch next quarter. You wear them on your wrist or belt so they don't take up an armor-upgrade slot! The R&D gang would like for each of you to get shot by our weapons-range turret while wearing one of these, under controlled conditions. If not, that's okay, but then we'll want at least two of you to wear them when you go outside to face-off against our new assault robots!" The half-orc's (nearly) irrepressible smile is back in full force, now.
If you'd like to inspect the devices, you can make an Engineering Check!
(If you acheived this result, please share this information!)
You think you spot a design flaw. Anytime the force field absorbs damage, the wearer and creatures within 10 feet might be at risk of being dazzled or blinded for a few rounds. If the force field is ever completely discharged, these effects might be worse on a failed saving throw.
So, will you all line up indoors, or will 2+ of you take your chances with these devices in combat? ;)
Flenn |
Engineering: 1d20 + 12 ⇒ (1) + 12 = 13
Flenn looks it over. Yup, everything looks good to him. "Sure, why not ... What could go wrong. These things look solid." He attaches one to his belt. "Whatever works best for you folks, Crax."
Rozzicheep "Lightfoot"Bernnshaw |
Lightfoot examines this new technology.
Engineering: 1d20 + 10 ⇒ (16) + 10 = 26
"Apologies again, Master Geshki, but I spotted another matter that I thing should be considered before these devices are used in field testing" Lightfoot says. "If I am not mistaken, there is a strong probability that this personal protective device will emit a blinding energetic burst likely to have an adverse impact on the visual acuity of its wearer."
He attempts to appeal to the half-orc, but sighs and agrees to wear the device for indoor testing if Geshki insists. Should any of his allies express an interest in wearing the device, Lightfoot will convey what he has learned about the design of the force field equipment.
Kitkul |
Kitkul sees his allies inspecting the force fields. It telepathically asks if they found anything, though it will still grab a emitter and put it on.
"One would prefer a schedule test versus your turret than the hecticness of combat."
LINE-04 "Lynn" |
Engineering: 1d20 + 13 ⇒ (13) + 13 = 26
Lynn turns the forcefield over in her hands as she examines it. "Wow, thats pretty fancy! Plus you're right Lightfoot, it looks like it'll make a cool fireworks display some of the time." She wiggles the forcefield "I kinda wish I had one of these. Though I'm hoping it doesn't get totally discharged ever!"
She affixes the force field on her already glowing and glittering dress and turns it on. She's ready to give it a go against the turrets.