
Game Master S - 2e |

At the beginning of your turn, you MUST have some source of gravity/magnetism. If not, start your turn with a DC 18 REF save.
ROUND 1:
CeeCee: Go
Dae: Go
Sample 62: TBD
Obozaya: TBD
Ceilidh: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:NONE
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:

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Reflex, DC 18: 1d20 + 13 ⇒ (2) + 13 = 15 Oh hell no
Reflex, DC 18 (Hero Point): 1d20 + 13 ⇒ (5) + 13 = 18
The nimble ysoki has just enough time to activate her jetpack, narrowly avoiding the difficulty of the gravitational situation. Activate Jetpack
"Yeah, that thing is ugly. Let's waste it."
The progeny of Hack-It, having learned how to shoot at the hip of her father, takes careful and before firing her pistol. Aim, Strike
Advanced Semi-Auto Pistol vs Sample 62: 1d20 + 16 ⇒ (15) + 16 = 31
Damage (P): 2d6 + 2d6 ⇒ (6, 1) + (3, 4) = 14
Advanced Semi-Auto Pistol vs Sample 62: 1d20 + 16 ⇒ (15) + 16 = 31
Damage (P): 2d6 + 2d6 ⇒ (3, 6) + (6, 1) = 16

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Dae activates their antigrav harness, then strides forward in their own field of low gravity and harls a mote of stellar energy at the creature!
◆Activate harness, ◆Stride, ◆Solar Shot
Ranged attack: 1d20 + 12 ⇒ (12) + 12 = 24
Fire damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10
↺Nimbus Surge If a creature hits me with a melee attack, they take 3 Fire damage
or
↺Reactive Strike

Game Master S - 2e |

As soon as the thing makes itself known, the party opens fire. CeeCee makes good on the family legacy of cantankerous disdain for the enemy. Shockingly the fronds of the ship bend to provide cover for the beast, but CeeCee's aim is too good and connects with a direct hit. The creature's tough body seems to resist the impact of the bullet a bit.
Dae's weapon, however, is JUST the right tool for the job as the creature burns far more than expected. It's mouth opens in what you assume is pain, but in space no one can hear you scream.
The Bloom turns a pair of vines on the party and lashes out while simultaneously excreting something that connects to the Sample and you watch in horror as some of its wounds close.
Vine 1 v. Dae: 1d20 + 12 ⇒ (20) + 12 = 32 for DOUBLE: 1d10 + 6 ⇒ (7) + 6 = 13
Vine 2 v. Dae: 1d20 + 12 ⇒ (9) + 12 = 21 MISS
It immediately closes on Dae and continues the assault. CeeCee quickly pulls the trigger again, wounding the creature.
Bite v. Dae: 1d20 + 17 ⇒ (8) + 17 = 25 for DMG: 2d8 + 7 ⇒ (6, 3) + 7 = 16
Claw v. Dae: 1d20 + 12 ⇒ (16) + 12 = 28 for DMG: 2d6 + 7 ⇒ (1, 6) + 7 = 14
The bite also seems to invigorate the thing.
At the beginning of your turn, you MUST have some source of gravity/magnetism. If not, start your turn with a DC 18 REF save.
ROUND 1:
CeeCee: Hit
Dae (12/68): Hit
Sample 62: ATK
Obozaya: Go
Ceilidh: Go
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:NONE
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:
Sample: 39 (Fast Healing 1)

Obozaya the Great |

Obozaya, her magboots clinging to the ship's surface, clomps along to get out of the way of her friends. She then takes her new flamethrower for a spin.
attack!: 1d20 + 13 ⇒ (5) + 13 = 18
fire!: 2d10 ⇒ (10, 10) = 20

Ceilidh Razkar |

Reflex Save: 1d20 + 13 ⇒ (4) + 13 = 17
Ceilidh casts ◈◈Infusion on Dae to heal.
Infusion: 3d6 + 18 ⇒ (1, 3, 2) + 18 = 24
For her third action (◈), she tries to recall knowledge on the creature.
Nature: 1d20 + 11 ⇒ (18) + 11 = 29

Game Master S - 2e |

Obozaya's flamethrower is exceedingly effective! Sample 62 thrashes in what must be pain.
Ceilidh stays put while infusing Dae with some vitality to stay in the fight.
At the beginning of your turn, you MUST have some source of gravity/magnetism. If not, start your turn with a DC 18 REF save.
ROUND 2:
CeeCee: Go
Dae (36/68): Go
Sample 62: TBD
Obozaya: TBD
Ceilidh: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:NONE
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:
Sample: 68 (Fast Healing 1)

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CeeCee his the jets, bursting forward to get a different angle on Sample 62. She gives it another burst, zipping through the vacuum of space while reloading to circle the strange foe.
Mobile Aim, Mobile Reload.
"Keep them lit! I'll keep trying to find a sensitive spot!"
Advanced Semi-Auto Pistol vs Sample 62: 1d20 + 16 ⇒ (7) + 16 = 23
Damage (P): 2d6 + 2d6 ⇒ (2, 3) + (6, 5) = 16
Damage (P): 2d6 + 2d6 ⇒ (2, 1) + (5, 5) = 13

Game Master S - 2e |

CeeCee's aim is peccable, shooting the creature right in the.... thing.
Obozaya's flamethrower is exceedingly effective! Sample 62 thrashes in what must be pain.
Ceilidh stays put while infusing Dae with some vitality to stay in the fight.
At the beginning of your turn, you MUST have some source of gravity/magnetism. If not, start your turn with a DC 18 REF save.
ROUND 2:
CeeCee: Hit
Dae (36/68): Go
Sample 62: TBD
Obozaya: TBD
Ceilidh: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:NONE
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:
Sample: 79 (Fast Healing 1)

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Dae takes a step back, both to get out of the thing's reach and to put a little more distance between themself and Obozaya, then erupts in a ball of stellar fire!
◆Step, ◆◆Supernova
Fire Damage: 5d8 ⇒ (2, 1, 3, 3, 6) = 15 DC 21 Fortitude save
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage and is blinded for 1 round.
Critical Failure The creature takes double damage and is blinded for 1 minute.
As of the latest round of errata, Supernova no longer has the Cycle trait, so still photon-attuned.

Game Master S - 2e |

1d20 + 17 ⇒ (19) + 17 = 36 Sample 62 completely dodges Dae's attack and returns with more violence. It tries to rip Dae's head clean off:
Left Claw: 1d20 + 17 ⇒ (13) + 17 = 30 for DMG: 2d6 + 7 ⇒ (5, 1) + 7 = 13
Right Claw: 1d20 + 13 ⇒ (12) + 13 = 25 for DMG: 2d6 + 7 ⇒ (1, 6) + 7 = 14
ROUND 2:
CeeCee: Hit
Dae (9/68): Miss
Sample 62: ATK
Obozaya: Go
Ceilidh: Go
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:NONE
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:
Sample: 79 (Fast Healing 1)

Game Master S - 2e |

The flamethrower burns, BURNS! The creature reels, nearly stumbling off the hull.
ROUND 2:
CeeCee: Hit
Dae (9/68): Miss
Sample 62: ATK
Obozaya: Fire
Ceilidh: Go
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:NONE
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:
Sample: 103 (Fast Healing 1)

Ceilidh Razkar |

Reflex Save: 1d20 + 13 ⇒ (3) + 13 = 16
Ceilildh taps into her Vitality Network and transfers vitality (26 hp) to Dae.
Life or death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you are master in your connection skill, it regains 6 Hit Points instead; if you are legendary, it regains 8 Hit Points. Your vitality network regains an amount of Hit Points equal to double your level plus your Wisdom modifier when you use the Refocus action.
Dae (HP: 35/68)
Recognizing that it is not enough. Ceilidh casts Heal on Dae.
Heal: 1d8 + 8 ⇒ (1) + 8 = 9
Dae (HP: 44/68)
"Hang in there, my friend. You are the Cat!"

Game Master S - 2e |

Ceilidh keeps Dae in the fight, at least a little longer. Sample 62 seems burnt and near death, but who knows what it's capable of!
ROUND 3:
CeeCee: Go
Dae (44/68): Go
Sample 62: TBD
Obozaya: TBD
Ceilidh: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:NONE
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:
Sample: 103 (Fast Healing 1)

Obozaya the Great |

Obozaya, unable to fire her flamethrower again until it cools down, screams at the creature to try and scare it.
Intimidation to Demoralize: 1d20 + 15 ⇒ (10) + 15 = 25

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CeeCee keeps zipping about, clearly enjoying the speed of the jetpack. She reloads, aims, and fires once more.
Advanced Semi-auto Pistol vs Sample 62: 1d20 + 16 ⇒ (7) + 16 = 23
Damage (P): 2d6 + 2d6 ⇒ (1, 6) + (1, 1) = 9
Damage (P): 2d6 + 2d6 ⇒ (4, 1) + (3, 5) = 13

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Dae nods to Ceilidh, then grins at Sample 62. They swipe at the creature with their solar battle ribbon, then explode again in another ball of stellar energy!
◆Solar Battle Ribbon: 1d20 + 14 ⇒ (2) + 14 = 16
Fire damage: 2d8 + 4 ⇒ (5, 7) + 4 = 16
◆◆Supernova!: 5d8 ⇒ (4, 3, 5, 3, 1) = 16
DC 21 Fort save
Critical Success The creature is unaffected.
Success The creature takes half damage and is dazzled for 1 round.
Failure The creature takes full damage and is blinded for 1 round.
Critical Failure The creature takes double damage and is blinded for 1 minute.
↺Nimbus Surge (Reaction; Trigger: Dae takes melee damage) The attacking creature takes 3 Fire damage

Game Master S - 2e |

So I think it's impossible to use Intimidation here without something like Glare. You're in space, so nothing with the Auditory trait will work.
Dae, still wounded, but undeterred unleashes another supernova. It blasts right through the sample, overwhelming it in fire. Shockingly the Bloom's fronds cradle the corpse as if protecting it. Light and energy begin pulsing into the corpse, as if to somehow repair it.
You're safe enough for now, but who knows for how long... Scuttling the ship requires an Arcana, Crafting, Computers, Nature, or Thievery check.

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"Alright, let's scuttle this floating fern. Because I don't know about you, but I'm done with this place."
Computers: 1d20 + 12 ⇒ (12) + 12 = 24

Game Master S - 2e |

CeeCee has no problems wrecking everything (on purpose). With Sample 62 defeated and the weapons sabotaged, you can return to your ship and leave.
Once your’re out of range of the blast, Captain Imaaz triggers the weapons as promised, causing a series of explosions that destroy the Bloom and everything left on it. It's time to fly away and dispatch Captain Imaaz’s final message to the Verdant Paradise.
The Xenowardens stationed on the Verdant Paradise reach out to you immediately, paying each of you 1,000 credits for your trouble—and your silence—noting that any information on Sample 62 and its planet of origin could spark corporate or public interest and is best kept confidential. They thank you for saving the Pact Worlds from an incredibly dangerous creature, noting that you are heroes even if no one in the Pact Worlds will ever know it!

Game Master S - 2e |
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