Willy Jaws
|
Guys, I have a plan, how much ammo does the turret have? And does it read heat signatures or just plain movement. Objects like sticks can save our lives
Willy will see if the turrets know the difference between movement and people. He will stay out of the corner while placing an object around the corner like a stick and wiggle it aggressively. The turrets realistically speaking have limited ammo, even if that turret has 10,000 bullets, so if that turret does fire he will do that for 5 minutes straight hoping it runs out of ammo.
ESPStarfinder Pregen Alias2
|
Hopefully, just a little further
Ritta moves forward and tries to strike a turret with her Solar Weapon
Attack roll with Solar Weapon, versus KAC 19: 1d20 + 7 ⇒ (19) + 7 = 26
Bludgeoning damage: 1d6 + 7 + 1d4 ⇒ (1) + 7 + (3) = 11
| GM Valen |
Guys, I have a plan, how much ammo does the turret have? And does it read heat signatures or just plain movement. Objects like sticks can save our lives
Willy will see if the turrets know the difference between movement and people. He will stay out of the corner while placing an object around the corner like a stick and wiggle it aggressively. The turrets realistically speaking have limited ammo, even if that turret has 10,000 bullets, so if that turret does fire he will do that for 5 minutes straight hoping it runs out of ammo.
A creative idea. I like it! However, I think the module writer may have anticipated something like that, because...
"Unfortunately, it is a laser barrage," notes Gliko. "No bullets, just energy. Your plan could still work if we knew what the power source was."
Requires a DC Engineering check to determine.
"As for what is triggering it, I don't see any signs of sensors," Gliko continues. "If the door's automated are defenses—enhanced by the Hardlight Harlequin--and he seems to have altered this entire environment--he could be watching us and activating the defenses from anywhere!"
As Willy/Chox concocts a plan Ritta smashes one of the turrets, damaging it.
Each turret has EAC 15, KAC 19, Fort +7, Ref +4, hardness 5, and 15 Hit Points. The turrets are located above the door and at each corner of that wall. Destroying one turret reduces the damage dealt by 2d6+1.
Disable Engineering DC 20 (disable one turret)
THE TERRIBLE TURRET TRAP! - Round One Cont'd
PCs in bold may act
Err0r -22 SP
Gliko -26 SP
Ritta -22 SP
Willy/Chox (formulating a plan doesn't involve any actions and since your token has not moved and Gliko noted some additional wrinkles to the plan, I am fine with Willy/Chox taking a full round of actions)
| cmlobue's pregen α |
Assuming the turrets are relatively close to each other, Err0r will send a blast of fire at them.
Overheat: 2d8 ⇒ (7, 5) = 12, Reflex DC 16 for half.
| GM Valen |
Assuming the turrets are relatively close to each other, Err0r will send a blast of fire at them.The turrets spread across the doors' ten-foot frame.
Turret One, Reflex (DC 16): 1d20 + 4 ⇒ (18) + 4 = 22
Turret Two, Reflex (DC 16): 1d20 + 4 ⇒ (15) + 4 = 19Turret Three, Reflex (DC 16): 1d20 + 4 ⇒ (15) + 4 = 19
The turrets are remarkably agile.
BOTTING Willy/Chox - To keep us moving and since next action was suggested in prior post
The bolida fires their tactical acid dart rifle at the most damage turret, before ducking around the nearest corner for cover.
Ranged (tactical acid dart rifle): 1d20 + 4 ⇒ (18) + 4 = 22
Damage (A & P): 1d8 + 4 ⇒ (2) + 4 = 6
One of the turrets explodes!
BOTTING Gliko - No post in 24+ hours and one week to complete game
Gliko attempts to disable one of the turrets.
Engineering: 1d20 + 12 ⇒ (14) + 12 = 26
Another turret goes silent.
The final turret then fires.
laser barrage trap, ranged v Err0r, Gliko, and Ritta: 1d20 + 14 ⇒ (6) + 14 = 20
Damage (F): 2d6 + 1 ⇒ (2, 1) + 1 = 4
The remaining turret has EAC 15, KAC 19, Fort +7, Ref +4, hardness 5, and 15 Hit Points. The turret is located at a corner of the wall.
Disable Engineering DC 20 (disable one turret)
THE TERRIBLE TURRET TRAP! - Round Two Cont'd
PCs in bold may act
Turret One -15 HP
Turret Two -6 HP (disabled)
Turret Three -6 HP
Err0r -24 SP | -2 HP
Gliko -26 SP | -4 HP
Ritta -26 SP
Willy/Chox
ESPStarfinder Pregen Alias2
|
Tis place is getting one my nerves.
Ritta steps toward the remaining turret, wherever it is>
Attack roll with Solar Weapon, versus KAC 19: 1d20 + 7 ⇒ (20) + 7 = 27
Bludgeoning damage: 1d6 + 7 + 1d4 ⇒ (2) + 7 + (3) = 12
I don't think I can crit the turret.
| GM Valen |
Tis place is getting one my nerves.
Ritta steps toward the remaining turret, wherever it is>
I don't think I can crit the turret.
Correct, but that is nearly enough damage to destroy it.
THE TERRIBLE TURRET TRAP! - Round Two Cont'd
PCs in bold may act
Turret One -15 HP
Turret Two -6 HP (disabled)
Turret Three -13 HP
Err0r -24 SP | -2 HP
Gliko -26 SP | -4 HP
Ritta -26 SP
Willy/Chox
| GM Valen |
Oops. I accidentally passed over Err0r last round. Err0r may act take two rounds of actions, if the first round of actions disables the turret, then ignore the following damage:
The final turret fires again.
laser barrage trap, ranged v Err0r, Gliko, and Ritta: 1d20 + 14 ⇒ (12) + 14 = 26
Damage (F): 2d6 + 1 ⇒ (2, 2) + 1 = 5
BOTTING Gliko - To move us along.
Gliko attempts to disable the remaining turret.
Engineering: 1d20 + 12 ⇒ (2) + 12 = 14
The raxilite is unsuccessful.
The remaining turret has EAC 15, KAC 19, Fort +7, Ref +4, hardness 5, and 15 Hit Points. The turret is located at a corner of the wall.
Disable Engineering DC 20 (disable one turret)
THE TERRIBLE TURRET TRAP! - Round Three Cont'd
PCs in bold may act
Turret Two -6 HP (disabled)
Turret Three -6 HP
Err0r -24 SP | -7 HP (May take 2 rounds of actions)
Gliko -26 SP | -9 HP
Ritta -31 SP
Willy/Chox
| cmlobue's pregen α |
Err0r stick with whta works.
Overheat: 2d8 ⇒ (1, 1) = 2 Reflex DC 16 for half.
If that does not melt the turret, he will take a potshot at it.
Tactical Semi-Auto Pistol: 1d20 + 6 ⇒ (18) + 6 = 24
Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Tiny little fireball!
| GM Valen |
Turrent, Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
The turret melts a little. The shot imbeds in the turret:s outer cover, but no further.
The remaining turret has EAC 15, KAC 19, Fort +7, Ref +4, hardness 5, and 15 Hit Points. The turret is located at a corner of the wall.
Disable Engineering DC 20 (disable one turret)
THE TERRIBLE TURRET TRAP! - Round Three Cont'd
PCs in bold may act
Turret Two -6 HP (disabled)
Turret Three -8 HP
Err0r -24 SP | -7 HP
Gliko -26 SP | -9 HP
Ritta -31 SP
Willy/Chox
Willy Jaws
|
Willy move to fire at the turret two hit: 1d20 + 4 ⇒ (16) + 4 = 20 dmg: 1d8 + 4 ⇒ (4) + 4 = 8 Having trouble moving myself for reasons, if someone can move me within range.
ESPStarfinder Pregen Alias2
|
One last turret
Ritta moves toward the remaining turret (three), wherever it is
Attack roll with Solar Weapon, versus KAC 19: 1d20 + 7 ⇒ (10) + 7 = 17
Bludgeoning damage: 1d6 + 7 + 1d4 ⇒ (4) + 7 + (2) = 13
Whiff. I expect to be in HP damage after it attacks
| GM Valen |
Willy move to fire at the turret two
Willy does some damage, but most is absorbed by the turrets cover.
One last turret
Ritta moves toward the remaining turret (three), wherever it is
Ritta misses.
Once again, the final turret fires again.
laser barrage trap, ranged v Err0r, Gliko, and Ritta: 1d20 + 14 ⇒ (9) + 14 = 23
Damage (F): 2d6 + 1 ⇒ (5, 1) + 1 = 7
BOTTING Gliko - To move us along.
Gliko attempts to disable the remaining turret.
Engineering: 1d20 + 12 ⇒ (13) + 12 = 25
COMBAT OVER
The raxilite shuts down the final turret, then rests.
Spending 1 RP
After some recovery, Gliko tries again to open the office door.
Engineering: 1d20 + 12 ⇒ (19) + 12 = 31
Status After Round Four
Turret Two -6 HP (disabled)
Turret Three -12 HP(disabled)
Err0r -24 SP | -12 HP
Gliko -0 SP| -16 HP
Ritta -32 SP | -6 HP
Willy/Chox
I will assume that all injured PCs take a 10 minute rest and spend RP to regain stamina. If not, please not otherwise in next post.
Gliko next take a minute to tend their. wounds
Field Treatment (Ex) Gliko spends 1 Resolve Point to recover a number of Hit Points equal to three times their operative level.
Gliko pulls out three mk 1 serums of healing and offers them first to Err0r, then Ritta.
Healing serum to Err0r: 1d8 ⇒ 6
Healing serum to Err0r: 1d8 ⇒ 6
Healing serum to Ritta: 1d8 ⇒ 2
Once the party is ready, Gliko opens the door.
Room beyond now revealed on Slides.
The only light in this cramped room is the glow of several oversized computer screens centered around a single console, while the hum of cooling fans and crackle of electricity fills the air. Lines of code fill the screens, blinking and seemingly writing themselves at blurring speed.
A monotone, automated voice chimes in. “Simulation active. Lunar digitization at 6% and climbing.”
A familiar glowing, blue figure in a jesters outfit works furiously, joined by a one of the promotional toys.
"Champion Squad? So you have found the office where I have been modifying and 'improving' the code for my game!" declares the Hardlight Harlequin. "I should have figured that if the code itself is running on the servers here, accessible only from this main terminal, that we would inevitably have to meet face-to-face so to speak."
"No matter," he cackles dismissively. "You will not stop me from completing my game's improvements--now with expansions!"
"But, I should warn you," he smiles with anticipation. "Any interruption will be met with violence!"
Err0r, Init: 1d20 + 7 ⇒ (16) + 7 = 23
Gliko, Init: 1d20 + 6 ⇒ (1) + 6 = 7
Ritta, Init: 1d20 + 0 ⇒ (3) + 0 = 3
Willy/Chox, Init: 1d20 + 4 ⇒ (2) + 4 = 6
Promo (red), Init: 1d20 + 4 ⇒ (9) + 4 = 13
Hardlight Harlequin (blue), Init: 1d20 + 5 ⇒ (4) + 5 = 9
BOSS FIGHT! - Round One Begins!
PCs in bold may act
Err0r -2 RP
Promo Toy
Hardlight Harlequin
Gliko -4 HP |-2 RP
Willy/Chox -2 RP
Ritta -4 HP | -3 RP
Codebound (Ex, Su) The Hardlight Harlequin can’t be reduced to fewer than 1 Hit Point while the code base is still running. Each time he takes damage that would reduce him to fewer than 1 Hit Point, it instead counts as one success toward shutting down the software. The feedback from doing so causes the partially digitized room to begin falling apart, dealing 1d6 bludgeoning damage (DC 15 Reflex half) to each creature other than the Hardlight Harlequin, and the Hardlight Harlequin regains 2d6+5 Hit Points. However, when the code is deactivated, the Hardlight Harlequin is immediately reduced to 0 Hit Points falls unconscious.
Shutting down the software and disrupting the code base running here in order to reverse the effects of the software that’s rewriting reality across the HACTech HQ and the entire moon, requires a character to be adjacent to the main terminal and spend a full round action making a successful DC 23 Computers check; fully shutting down the software requires four successful DC 23 Computers checks. Having hacking all three of the network nodes provides one success toward this goal, as does reducing the Hardlight Harlequin to 0 or fewer Hit Point.
Therefore, only three more successes are required to fully shut down the software.
| cmlobue's pregen α |
Mysticism: 1d20 + 8 ⇒ (10) + 8 = 18
Gliko! Get to the terminal and shut that thing off!"
Err0r helps the cause by casting invisibility on the raxilite, then moves into the room.
| GM Valen |
As the raxilite disappears and the android enters the room, the toy turns and rushes Err0r!
Pounce
Melee cutters v Err0r: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10
Damage (S): 1d6 + 4 ⇒ (4) + 4 = 8
Melee cutters v Err0r: 1d20 + 12 - 4 ⇒ (7) + 12 - 4 = 15
Damage (S): 1d6 + 4 ⇒ (2) + 4 = 6
With the toy tangling with the technological trespasser, the Hardlight Harlequin hurls himself of the ground and flies to where he can get a good view of what lies beyond the open door. The folds of the villains had begin to bend as they brush up against the ceiling.
Hardlight Harlequin (blue) at height of 10 feet. Ceiling is 12 feet high.
"I know how to deal with a pain--in the acid!" cries the clown as he shoots a sphere of digitized matter through the open door at Ritta. As the ball flies forward, it takes on the features of a glob of acid!
Ranged digitized pulse v Ritta: 1d20 + 13 ⇒ (2) + 13 = 15
Damage (A): 1d4 + 5 ⇒ (4) + 5 = 9
It splashes against her, burning her and spurting acid on Willy/Chox!
On a hit, each creature adjacent to the target must succeed at a DC 15 Reflex save or take 5 damage of the same type.
BOSS FIGHT! - Round One Cont'd/Round Two Begins!
PCs in bold may act
Err0r -2 RP
Promo Toy
Hardlight Harlequin
Gliko -4 HP |-2 RP
Willy/Chox -2 RP (Reflex save DC 15 v 5 acid damage)
Ritta -9 SP |-4 HP | -3 RP
Round Two
Err0r -2 RP
ESPStarfinder Pregen Alias2
|
Spread out so we don't get splashed when he hits one of us.
Not sure if I can hit the harlequin with a melee attack, so trying to take out the toy.
Attack roll with Solar Weapon, versus Promo toy: 1d20 + 7 ⇒ (1) + 7 = 8
Bludgeoning damage: 1d6 + 7 + 1d4 ⇒ (2) + 7 + (3) = 12
It feels like this is so typical of my rolls this scenario.
| GM Valen |
Ritta misses her target.
Willy/Chox burns from acid, but lands a solid shot on the weaponized toy.
BOTTING Gliko - No post in 24+ hours
The raxilite slips into the room unseen, retrieving a hacking kit to start work on the computer.
BOSS FIGHT! - Round Two Begins!
PCs in bold may act
Err0r -2 RP
Promo Toy -9 HP
Hardlight Harlequin
Gliko -4 HP |-2 RP
Willy/Chox -5 SP| -2 RP
Ritta -9 SP |-4 HP | -3 RP
| cmlobue's pregen α |
Err0r steps back and tries to make the toy cease existing.
Caustic Conversion: 1d20 + 6 ⇒ (2) + 6 = 8
Acid Damage: 4d4 ⇒ (1, 3, 4, 3) = 11 plus 2 rounds of 5 persistent acid
Err0r unleashes his finishing blow (which he just learned right now, as is appropriate for a video game hero).
Caustic Conversion, Reroll, 2 Novas: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
| GM Valen |
The toy burns from the acid. It then turns its blades on the nearest target.
Melee cutters, full-attack v v Ritta: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16
Damage (S): 1d6 + 4 ⇒ (4) + 4 = 8
Melee cutters, full-attack v v Err0r: 1d20 + 12 - 4 ⇒ (6) + 12 - 4 = 14
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7
The acid on its surface burns it some more.
The Hardlight Harlequin turns his attention to Willy/Chox. Digitized material akin to snowballs form within his hands and he hurls them at the bolida.
"You won't stop me, You Squaddies! Now, CHILL OUT!" he cries.
Ranged digitized pulse, full-attack v Willy/Chox: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Damage (C): 1d4 + 5 ⇒ (2) + 5 = 7
Ranged digitized pulse, full-attack v Willy/Chox: 1d20 + 13 - 4 ⇒ (18) + 13 - 4 = 27
Damage (C): 1d4 + 5 ⇒ (3) + 5 = 8
BOSS FIGHT! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Promo Toy -25 HP (persistent acid 5 for 1 round)
Hardlight Harlequin
Gliko -4 HP |-2 RP
Willy/Chox -20 SP| -2 RP
Ritta -17 SP |-4 HP | -3 RP
Round Three
Err0r -2 RP
| cmlobue's pregen β |
Gliko tries to deactivate the hologram.
Computers: 1d20 + 12 ⇒ (13) + 12 = 25
| cmlobue's pregen α |
Err0r tries to finish off the toy.
Magic Missile: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9
| GM Valen |
Willy fires at it again
The shot whittles away at the box of the promo toy.
Gliko tries to deactivate the hologram.
When the raxilite looks up, at the computer screen it flickers black with bright-green text, which is also read aloud by a calm voice, “Simulation effectiveness reduced. Maximum capacity 20%. Refer to the main terminal to rebalance simulation parameters.”
Only two more successes are required to fully shut down the software.
"What!?!" cries the Hardlight Harlequin. "Who did that? What is going on? Wait...wasn't there another one? You know you can't stop me, don't you?" The clownish villain turns his hardlight head towards the computer console.
As if in response to his question, the promotional toy clatters, broken on the floor as the result of Err0r's magical missiles.
BOTTING Ritta - Just to keep things moving.
Ritta moves toward the computer to be able to offer assistance to the invisible raxilite if needed, drawing her pistol and firing as she does so.
If Ritta chooses, I will allow Ritta to attempt a Computers check untrained (DC 10) as a full round action to aid Gliko due to her Cooperative ability.
Ritta, ranged (thunderstrike sonic pistol): 1d20 + 4 ⇒ (12) + 4 = 16
Damage (So): 1d8 + 2 ⇒ (5) + 2 = 7
The shot just misses.
The toy dissolves into goo.
The Hardlight Harlequin throws digitized bolts of electricity at the solarian. "You'd better bolt away from there or I will BOLT YOU!!"
Ranged digitized pulse, full-attack v Ritta: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20
Damage (E): 1d4 + 5 ⇒ (3) + 5 = 8
Ranged digitized pulse, full-attack v Ritta: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10
Damage (E): 1d4 + 5 ⇒ (2) + 5 = 7
One zaps the vlaka and arcs towards Gliko.
On a hit, each creature adjacent to the target must succeed at a DC 15 Reflex save or take 5 damage of the same type.
Gliko, Reflex save (DC 15): 1d20 + 8 ⇒ (7) + 8 = 15
BOSS FIGHT! - Round Three Cont'd/Round Four Begins!
PCs in bold may act
Promo Toy -42 HP
Hardlight Harlequin
Gliko -4 HP |-2 RP
Willy/Chox -20 SP| -2 RP
Ritta -25 SP |-4 HP | -3 RP
Round Four
Err0r -2 RP
ESPStarfinder Pregen Alias2
|
[ooc]I'll take you up on the offer ]/ooc]
Ritta tries to help the invisible Gliko.
Attempt at Computers to Aid: 1d20 ⇒ 5
| cmlobue's pregen α |
Err0r puts his last missiles into the hologram.
Magic Missile: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12
| cmlobue's pregen β |
Gliko continues to try to deactivate the hologram, brushing away Ritta's clumsy attempts to help.
Computers: 1d20 + 12 ⇒ (1) + 12 = 13
Though she does no better herself.
| GM Valen |
I'll take you up on the offer ]/ooc]
Ritta tries to help the invisible Gliko.
[ooc]Ritta has a +2 bonus to that roll for her Cooperate ability. Alas, it will not help in this case.
The android's bolts of magic force strike the Hardlight Harlequin. The holographic foe momentarily disappears...
...only to reappear next to Err0r in a digitized puff of smoke.
"That'll be enough of that!" warns the villain, brandishing a giant pair of scissors.
BOSS FIGHT! - Round Three Cont'd/Round Four Cont'd!
PCs in bold may act
Hardlight Harlequin -12 HP
Gliko -4 HP |-2 RP
Willy/Chox -20 SP| -2 RP
Ritta -25 SP |-4 HP | -3 RP
Round Four
Err0r -2 RP
| GM Valen |
Willy/Chox misses the holo-gnome.
Having suddenly appeared next to the android, the Harlight Harlequin grits his teeth and snapping the comically-large set of scissors. "You hurt me. Well, now, cut it out. Better, yet, "LET ME CUT IT OUT FOR YOU!"
Err0r is flat-footed as to Hardlight Harlequin due to the villain's Digital Glitch ability.
Digital Glitch (Ex) When a creature damages the Hardlight Harlequin, he can teleport adjacent to them as a reaction, appearing in a puff of pixelated smoke. If the target wasn’t already adjacent to him, that creature is flat-footed until the end of the Hardlight Harlequin’s next turn.
Hardlight Harlequin, melee attack (oversized scissors) v Err0r, full-attack: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21
Damage (S): 1d4 + 6 ⇒ (3) + 6 = 9
Hardlight Harlequin, melee attack (oversized scissors) v Err0r, full-attack: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
Damage (S): 1d4 + 6 ⇒ (3) + 6 = 9
BOSS FIGHT! - Round Four Cont'd/Round Five Begins!
PCs in bold may act
Hardlight Harlequin -12 HP
Gliko -4 HP |-2 RP
Willy/Chox -20 SP| -2 RP
Ritta -25 SP |-4 HP | -3 RP
Round Five
Err0r -18 SP | -2 RP
| cmlobue's pregen β |
Computers: 1d20 + 12 ⇒ (16) + 12 = 28
| GM Valen |
The invisible raxilite sees the computer screen again flicker black with bright-green text, which is also read aloud by a calm voice, “Simulation effectiveness reduced. Maximum capacity 10%. Refer to the main terminal to rebalance simulation parameters.”
Only one more success is required to fully shut down the software.
BOSS FIGHT! - Round Four Cont'd/Round Five Begins!
PCs in bold may act
Hardlight Harlequin -12 HP
Gliko -4 HP |-2 RP
Willy/Chox -20 SP| -2 RP
Ritta -25 SP |-4 HP | -3 RP
Round Five
Err0r -18 SP | -2 RP
ESPStarfinder Pregen Alias2
|
Oh no you don't. Leave them alone, you 8-bit digital hack.
Ritta rushes up behind the Harlequin to attack with her Solar Weapon.
Attack roll with Solar Weapon, versus flanked Harlequin: 1d20 + 7 ⇒ (16) + 7 = 23
Bludgeoning damage: 1d6 + 7 + 1d4 ⇒ (2) + 7 + (1) = 10
I will be very sporadic posting the next week. Real life has dealt me a messy hand at the moment. Bot as necessary
| cmlobue's pregen α |
Err0r steps back and uses his spell cache to hit the hologram with some very non-holographic acid.
Caustic Conversion: 1d20 + 6 ⇒ (4) + 6 = 10
Acid Damage: 4d4 ⇒ (3, 1, 4, 4) = 12 plus 2 rounds of 5 persistent acid
But the servers take the brunt of it.
| GM Valen |
Oh no you don't. Leave them alone, you 8-bit digital hack.
Ritta rushes up behind the Harlequin to attack with her Solar Weapon.
After receiving a solid hit from the vlaka, the Hardlight Harlequin disappears and then reappears behind Ritta in a digitized puff of smoke.
Real life has dealt me a messy hand at the moment. Bot as necessary
Sorry to hear that. Take care of yourself. We have you covered.
Err0r spell fails to connect.
BOTTING Willy/Chox - Just to keep things moving as we have just 1 more day to complete.
Willy/Chox fires on the digitized gnome.
Shoot at him again hit: 1d20 + 4 ⇒ (8) + 4 = 12 dmg: 1d8 + 4 ⇒ (6) + 4 = 10
The Hardlight Harlequin's scissors snap at Ritta.
Hardlight Harlequin, melee attack (oversized scissors) v Ritta, full-attack: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23
Damage (S): 1d4 + 6 ⇒ (3) + 6 = 9
Hardlight Harlequin, melee attack (oversized scissors) v Ritta, full-attack: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
Damage (S): 1d4 + 6 ⇒ (3) + 6 = 9
BOSS FIGHT! - Round Five Cont'd/Round Six Begins!
PCs in bold may act
Hardlight Harlequin -22 HP
Gliko -4 HP |-2 RP
Willy/Chox -20 SP| -2 RP
Ritta -32 SP |-14 HP | -3 RP
Round Six
Err0r -18 SP | -2 RP
| cmlobue's pregen β |
Gliko types faster.
Computers: 1d20 + 12 ⇒ (18) + 12 = 30
| GM Valen |
Gliko types faster.
Success!
The nimble, biotech augmentations that compose Gliko's Lifting Floret Activation Network work quickly, shutting down the active program. Nearly in an instant, the HACTech HQ, expo center, and the digitized portions of the moon revert to their normal state as a wave of scrambled video and audio static spreads outward from the server office.
The change also “deletes” the Horrible Harlequin’s personality from Jaype’s consciousness. The holographic clown reverts to the form of a well-dressed gnome, who immediately falls to the ground unconscious, exhausted from the ordeal.
With the malfunctioning software deactivated and the HACTech HQ and expo center returning to normal, the remaining survivors cautiously come out of hiding and flee the facility.
All told, there were only a few casualties. Shikaska contacts the local authorities, who arrive not long after, along with a team of emergency medical professionals who can patch up the wounds you received during your adventure, free of charge.
While everyone is waiting, the survivors constantly thank you Starfinders for their heroics, with many of them offer up to you each bags of convention swag and free HAC game downloads.
That same team of medics loads the gnome CTO, Jaype Meriandrew, onto a gurney and wheels him into a medical transport, intending to take him to a high-end hospital-spa to recuperate.
Err0r, Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Gliko, Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Ritta, Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Willy/Chox, Perception: 1d20 + 4 ⇒ (14) + 4 = 18
As the the unconscious form of HACTech's Chief Technical Officer, Jaype Meriandrew, is taken towards a medical transport, the watchful Ritta catches a flicker of colorful digitization in Jaype’s form as he is wheeled away—the Hardlight Harlequin might return in a sequel!
FIN
Finished just under the wire! Thank you all for playing and making this a fun run. I will report the game and chronicle sheets out within the next 24 hours.