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Chryssi blinks as Darkrunner's force field flashes twice, and she glances down at the bracelet she's still wearing.
Is it supposed to do that? she asks. and I've heard of "Light them up" but that's ridiculous
She then moves up as far as she can and unleashes a shot from Babau's Kiss at the green robot.
to hit: 1d20 + 3 ⇒ (11) + 3 = 14
I'm fairly sure she missed, but what's the range increment and damage of that weapon

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Darkrunner shakes his head sympathetically at Chryssi's remarks.
Yes, it's a very undesirable effect. Now I must switch battery packs to avoid this gun detonating it all over me.
He frowns and looks down at his gun, swapping out the battery.
[move] discharge battery
[move] replace battery

_Velloro_ |

Velloro grabs one of the remaining weapons (i guess 2nd sniper rifle) and holds it like a club, taking few swings with it.
As the fight begins Velloro runs towards the enemies passing Chryssi on his way there.
Double move getting 1 EP
Entropy Points: 2
Was there a rule saying that we need to shoot the given weapons?

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@chryssi to repeat the weapon stats;
Weapon info
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.
Chryssi moves and expecting the blinding effect of Darkrunners shield manages to pull her trigger without blinking her eyes..but her shot still misses.
Darkrunner changes his battery
Vellero closes the distance and decides to get creative
@Vellero; nope, great creative thinking...you just need to test the weapons in a combat environment, they never specified you have to shoot with then
init:
Iris, Magic Keshkodai
[ooc]Damage Darkrunners shield 5/20 (will regen 2 at the start of his turn so should be 7/20 then if not shot at before then)

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Botting to keep things moving
Not wanting to be too bunched up together in case of more shield flares Iris and Keshkodai move away from the rest of the party and each other.
The 2 robot's eerily focus on Darkrunner
To hit EAC Darkrunner: 1d20 + 13 ⇒ (9) + 13 = 22
Laser damage if hit: 2d8 + 4 ⇒ (8, 1) + 4 = 13
To hit EAC Darkrunner: 1d20 + 13 ⇒ (4) + 13 = 17
Laser damage if hit: 2d8 + 4 ⇒ (4, 2) + 4 = 10
The one shot that hits blasts away his protective shielding and burns his body
DC 16 fort save for Darkrunner if failed; blind for 1 hour. Otherwise dazzled for 1 round
init
Party
Robots
Darkrunner: shield 0(2)/20 and 11 damage

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Don't forget Chryssi is also wearing one of those bracelets
She raises an eyebrow at Velloro's unorthodox tactic but. given the quality of some of those weapons, she concludes that it is probably the most efficient use of them.
She moves closer to the red robot and fires off a shot with Babau's Kiss.
to hit: 1d20 + 3 ⇒ (6) + 3 = 9 v KAC
damage: 2d4 ⇒ (3, 3) = 6 piercing

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Arrg! Grrrrreat. Okay successful test! They still need work! Got your data? the android complains while keep an eye on the robots.
Fortitude, DC16: 1d20 + 3 ⇒ (16) + 3 = 19 Dazzled this round
He blinks repeatedly while trying to aim at one of the robots.
On a fresh battery...
[move] sniper aim
[standard] shoot at green
Swarm Zapper shot (dazzled), E damage: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 72d6 ⇒ (3, 3) = 6
Green is the only clear shot I have. Did both robots really have a clear shot at Darkrunner?

_Velloro_ |

Velloro moves forwards and takes a swing with his club made out of sniper rifle...
Attack vs EAC, entropic strike: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Entropy pool: 2EP

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After moving to get a clear line of sight, Iris reluctantly uses the cold gun, expecting, but not liking, the cold on her hand.
Move then shoot.
1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Take 1 cold damage (I guess the previous buildup stopped).

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Chryssi moves closer to one of the robots and fires off a shot with Babau's Kiss but misses.
After Darkrunner blinks he fires his blaster and misses
They did when I took my turn. Terrain has no effect and there were no players in line
Velloro moves forwards and takes a swing with his club made out of sniper rifle. The entropic energy seems to mess up the Robot even if the rifle impact it self doesn't seem to dent the robots out shell
hits because you target EAC and not KAC
Obo fires with a vengeance
F damage: 2d8 + 4 ⇒ (4, 1) + 4 = 9
hitting a robot
Iris get's some cold fingers as she fires and misses her shot
Yes, but it's started up again now, so each shot will deal you +1 cold damage
Kesh moves to a saver location
I haven't seen a post in a while, so if someone has any suggestion on what you want your resident mystic to do let me know
The robot Vellero just hit turns it big glowing eye in his direction and you can almost hear a humm as it start to vibrate before releasing a burst of repulsor energy.
To hit vs KAC: 1d20 + 15 ⇒ (7) + 15 = 22
Vellero is pushed back 10 ft I don't think you have a bonus to KAC right now? If it didn't work you can move yourself back and make an AAO
before it swirls it's head around and focuses on the person with the biggest shield output - Chryssi. The other Robot does the same.
To hit EAC Chryssi: 1d20 + 13 ⇒ (14) + 13 = 27
F damage: 2d8 + 4 ⇒ (2, 8) + 4 = 14
To hit EAC Chryssi: 1d20 + 13 ⇒ (13) + 13 = 26
F damage: 2d8 + 4 ⇒ (7, 1) + 4 = 12
Both hits together are enough to blast her shield away
DC 16 fort save if failed; blind for 1 hour. Otherwise dazzled for 1 round but the laser seems to have trouble cutting through her resistant skin
init
You guys
Robots
Damage:Green:9
Red: 9
Darkrunner: shield 4/20 and 11 damage
Chryssi shield: 2/20 and 6-5=1 fire damage (tieflings have 5 fire resistance as far as I know)
If anyone wants to use spells or other abilities like they normally would in combat such as mirror images, super charge weapon or other non attack spells I'd say go ahead and use them btw. As long as you actually use the weapons to fight with I don't think anyone can complain if you try to emulate a "normal" fight as close as possible

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fort: 1d20 + 2 ⇒ (6) + 2 = 8
Chryssi let out a scream followed by a string of unprintable expletives that would be strong enough to blister paint then ripped off the bracelet and flung it as far away as she could in a random direction.
"I can't SEE" she exclaimed. CRAX! You'd better start RUNNING cause when I CATCH you I'm gonna .... followed by descriptions of grievous bodily harm she would inflict on the poor unfortunate vesk.
Feeling completely useless, she then used her Gloom ability to cloak herself in shadow in the hope the robots would not be able to target her.

_Velloro_ |

22 is my max KAC :(
Velloro again covers the distance in between and takes a swing with the sniper rifle...
Attack vs EAC: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
He is surprised how comfortable it is to wield one. He might consider buying one.
"Chryssi fall on the ground!"
They are not going melee with us so falling prone gives you bonus to AC, just saying.

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Darkrunner spends a moment swapping out the battery again in his rifle so it doesn't explode on him. two move actions to swap
Avoiding this battery explosion is a real hassle! the android complains.
He looks around at the pain being inflicted upon his teammates and further remarks Is this one of those holo vids where somebody jumps out and tells us we've been on camera, and won something? The quality of these weapons is almost comedic!

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Iris looks at the robots, trying to find a weakness to exploit.
Engineering: 1d20 + 12 ⇒ (12) + 12 = 24
She gets closer and give a try using her energy ray spell picking electricity.
energy ray: 1d20 + 6 ⇒ (7) + 6 = 13 for 1d3 ⇒ 2.
Picking another energy if Iris finds an energy weakness.

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Chryssi tries to hide herself as best as she can from the robots, she can feel a slight vibration from her wrist as the shield recharges a bit reminding her of the eery focus the robots big red glowing eyes seemed to have on targeting people with active force fields.
Vellero moves back to within striking distance and watches his blaster bounce of the robots metal outside.
Darkrunner recharges
Iris spots that the robots are vulnerable for critical hits and electricity and then tries to zap one of the robots but ends up missing
Obo likewise misses his her blaster attack.
Keshkodai can't think of a way to cure the blindness and moves into flanking position with Vellero
The robot which is now surrounded starts to vibrate again as it powers up it's repulsor field
Vs Vellero and Kesh KAC: 1d20 + 15 ⇒ (15) + 15 = 30
bouncing both of them back before it tries to fire again along with it's companion
to hit flatfooted EAC Chryssi: 1d20 + 13 ⇒ (4) + 13 = 17
F damage if hit: 1d8 + 4 ⇒ (7) + 4 = 11
to hit flastfooted EAC Chryssi: 1d20 + 13 ⇒ (9) + 13 = 22
F damage if hit: 1d8 + 4 ⇒ (2) + 4 = 6
The first blast takes out her slowly recharging force field No point in making another save since you can't get anymore blinder while the other one just burns her slightly
11-2-5 = 4 damage from the first hit, 6-5 = 1 damage from the second hit
init
Party
Robots
Damage: Darkrunner forcefield 6/20
Chryssi forcefield 2/20
Damage:Green:9
Red: 9

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Chryssi threw the bracelet away ... unless it's stuck on and she can't get it off. Her flatfooted AC is 13
Inside the Gloom, Chryssi goes prone and makes herself as small as possible. She whimpers as she gets hit and the rest of the party see the forcefield flash. She's actually rather scared. What if this blindness is permanent?

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Darker takes aim again and calls out to his teammate. Chryssi, on your right! A sleek bullet speeds just past her right shoulder towards the robot ahead.
[move] sniper aim
[standard] shoot at green
Swarm Zapper shot, E damage: 1d20 + 6 ⇒ (10) + 6 = 162d6 ⇒ (5, 5) = 10

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Pronk this! she cried out. Forget the experimental weapons ... lets go back to what we KNOW works. Let's ANNIHILATE these frelling things, then we can go tell Crax to shove these things up where the sun don't shine.
She paused. How far away it is? Overheat seems to be my only option now

_Velloro_ |

Velloro is angry that he is pushed back again but consistency is the key.
He runs forwards and attacks the same robot
Attack vs EAC: 1d20 + 6 ⇒ (14) + 6 = 20
Damage, A&B: 1d4 + 7 ⇒ (1) + 7 = 8
"That may take some time..."

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As the robots are slow on the uptake and process information they turn their eery gaze away from the dark patch which holds little to draw their attention and focus on Darkrunner
Darkrunner shoots and barely misses while Vellero moves forward and hits his target.
init
Iris, Obo and Magic Kesh
Robots
Damage:Green:17
Red: 9

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“Shoot them with electricity! Chryssi they did not move but you switched position while blinded. Pivot 15 degree clockwise and throw your spell!”
I’m assuming she can be helped to throw her spell at one target.
Iris then concentrates and casts another energy ray.
1d20 + 6 ⇒ (4) + 6 = 10 for Electricity: 1d3 ⇒ 2

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Iris and Obo unleash a barrage of attacks..but the end result is just a cloud of dust blasted up from the floor.
The robot in front of Vellero powers up again as it tries to repulse everyone around him
To hit KAC: 1d20 + 15 ⇒ (16) + 15 = 31
pushing away Vellero once more.
They then shift focus and fire their guns at the nearest threaths
To hit EAC Vellero: 1d20 + 13 ⇒ (18) + 13 = 31
F damage if hit: 2d8 + 4 ⇒ (1, 8) + 4 = 13
To hit EAC Kesh: 1d20 + 13 ⇒ (17) + 13 = 30
F damage if hit: 2d8 + 4 ⇒ (2, 7) + 4 = 13
init
Party
Robots

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Chryss tries to follow Iris's instructions hoping to catch the robot in an Overheat blast - and hoping no one else is caught. She is literally firing blind.
fire: 2d8 ⇒ (7, 8) = 15 ref DC 15 for half
15ft range cone

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Two move actions to swap batteries.
Darkrunner fumbles around in his belt pouch for the next battery.
Honestly I don't recall how many I should have.

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Iris starts concentrating on a more complicated spell. Summon Creature at second level, 1 round spell, planning on a small fire elemental

_Velloro_ |

Velloro mitigate some of the damage with his stored energy. Some parts of the fire going around him as a result of that.
Using 1 EP to mitigate 4 points of damage: taking 9
He again runs forwards and swings with his club
Attack vs EAC: 1d20 + 6 ⇒ (10) + 6 = 16
Damage, acid: 1d4 + 7 ⇒ (2) + 7 = 9

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Firing blindly Chryssi manages to hit one of the robots
Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
Darkrunner switches batteries again
At this point I'm assuming about a dozen batteries available.
Iris starts to summon
Kesh moves into flanking position and distracting the robot long enough for Vellero to land a blow
Obo fires twice again
2d20 ⇒ (6, 11) = 17
..with both shots missing, the weapon must clearly be malfunctioning
The robots start to switch tactics, one taking a swing at Vellero
Slam vs Vellero KAC: 1d20 + 10 ⇒ (16) + 10 = 26
B damage if hit: 1d6 + 8 ⇒ (1) + 8 = 9
While the other fires at Kesh again
1d20 + 13 ⇒ (12) + 13 = 25
1d2d8 + 4 ⇒ (5, 4) + 4 = 13
init
Party
Robots
Damage:
Green:26
Red: 17

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Chryssi stays where she is and fires another blast of heat
If anyone gives her instructions to redirect the blast, she'll follow them
fire: 2d8 ⇒ (2, 5) = 7 ref DC 15 for half

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With the crowd starting to solidify around the robots Darkrunner sprints into the thick of it for better shots at both.
[double move] 40' (all diagonals)
Sniper rifle state: good battery already swapped in

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Iris finishes up her spell and a small fire elemental appears next to the closest robot. As soon as it appears, it attacks the robot.
slam, KAC, first attack: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17 for half B, half F: 1d6 + 5 ⇒ (2) + 5 = 7
slam, KAC, second attack: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22 for half B, half F: 1d6 + 5 ⇒ (5) + 5 = 10
Iris goes on concentrating to summon another creature.

_Velloro_ |

Velloro feels the pain and he is done with this fight.
"Can you disable those droids already? I think we tested those weapons enough. " yells Velloro

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Chryssi sends out another wave of flames while Darkrunner reloads.
Iris summons a small fire elemental which seems to be just as effective if not more as the weapons you've been using.
As Vellero calls out the robots start to power down, their arms hanging to their sides and the red light in their eye turn of.
You can hear some comments from the side lines
"..their magic is more effective then the attacks made with our weapons....That fire elemental did more damage to that left robot then they hit with Swarm Zapper caused...and did you see that blinding flash...maybe we need to look into that..or remodel it as flash bang grenade armor..."
Crax walks towards you
"Well done on testing our weapons in a life fire simulation, if you'll follow me I'll take you back to your shuttle"
He then takes out a datapad and opens up a file
"Now while we walk, can you tell me what you think about the weapons? Any comment on how we can improve them? Any thought about the shield? I noticed how it stopped it completely stopped that first laser blast you took..did it vibrate at all? How would you describe the experience of being hit?"
Crax moves to lead you a towards your docking bay as he keeps asking you question about the weapons performance.

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Darkrunner awkwardly starts, wondering why his data point isn't painfully obvious to Crax. Well... with respect it's hard to last long in a battle when you're spending half of it swapping out perfectly good batteries. Other than that the weapon is fine. Aim is sufficient for distance sniping. Not so good it would cause me to overlook that flaw.
He doesn't await a response and looks away to continue walking, letting Crax do with that info what he will.

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That is all the excuse Chryssi needs to let Crax know in no uncertain terms, and with a LOT of colourful language and profanities in multiple languages, where he can put those weapons and ... you're lucky I can't see at the moment thanks to that pronking forcefield otherwise I'll be testing those frelling weapons on YOU ...
Yep .. she's picking for a fight .. and whoever is leading Chryssi around, which she's allowing - ignoring her 'no-touch' policy - has my permission to hand gag her to shut her up before she causes an incident. She's actually being a bit clingy and scared at the moment fearing that the blindness is permanent

_Velloro_ |

Velloro allows others lead Chryssi if they wish.
At her outburst he shares with Crax
"If I were you, I would collect the notes quickly and hide somewhere. You don't want to be here when she regains her sight."
Giving back the sniper rifle he shares
"I can't say much about aiming, but the rifle seems well constructed. There are no dents on it, the barrel is easy to hold. And the weapon is heavy enough to be a formidable weapon."

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After making sure he's well away from Chryssi Crax continues to make notes
...sturdy constructing..
He might be moving you along a bit faster then you'd expect as if trying to make sure Chryssi leaves his vicinity as quickly as possible as he ushers you towards your shuttle ride.
The shuttle takes you immediately back to the Lorespire Complex, where you meet Venture-Captain Naiaj and discuss the recent tests. After the shuttle lands Chryssi eyes sight is slowly returning to normal.
The Venture-Captain looks up from a data and speaks
"First of, my apologies. I've received a copy of the data. ..and I can read between the lines here. The sniper rifle is heavy enough to be used as a weapon? It's clear that you endured some particularly impeding malfunctions. It's a good thing we had such staunch agents taking the lead on this assignment. I hope that in the future, the Society can arrange better trade agreements with Arabani Arms and perhaps get the improved (and fixed) versions of all these Arabani tech items in the hands of Starfinders."

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Chryssi nods sadly. Assuming we still have a trade agreement. I behaved badly Venture Captain, but ... those weapons and the force field were mostly junk. How they got to the testing stage without those faults being detected, eludes me. Although I did like the small arm, Babau's Kiss or whatever it was called.

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Iris tells the Venture Captain how bad she thinks those weapon seems to be, and how much her engineering advice did not seem to be listened too. “I am not sure they will manage to improve them.”

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Yes, I concur. If I didn't know better I would think those weapons had been sabotaged similar to the starship test. But, here we are, not permanently damaged. Glad to take the data anyway.
Darkrunner offers, matter-of-factly.

_Velloro_ |

Velloro nods to what others are saying
"The weapons seemed unsuited for combat. Either someone sabotaged it or they were not tested at all."