Zero's SF2 Playtest #2: It Came from the Vast [Gameday XIII]

Game Master Super Zero

RPG Chronicles
Slides Tabletop


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Pathfinder Provisions ◆◇↺

Chk Chk is able to identify the spell... though as a divine spellcaster he may not be able to use it.

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

”May I ask if one of you have proper training in that weapon? My hands are currently occupied.”. He holds up all four of his hands showing they are occupied with a flamethrower and machine gun.


Navasi F Skilled Human | Envoy 5 | ◆◇↺ | HP 34/48| AC 21 | F +7 R +12 W +12 | Perception +11 | Hero 1/3 | speed 30 Active Conditions] None |
Placeholder of Clan McGee wrote:
”May I ask if one of you have proper training in that weapon? My hands are currently occupied.”. He holds up all four of his hands showing they are occupied with a flamethrower and machine gun.

"Nah. This thing is dead simple. You just put it up to your shoulder like this, point this end at the thing you want dead and squeeze the trigger." Navasi shoulders the rifle and demonstrates. "It's so simple, a child could do it. Who wants it?" She holds the weapon out for someone to take.

The advanced laser rifle is a simple weapon so anyone can use it. It requires 2 hands has a range of 100 and does 2d8 fire damage


[GDXIII PS001] Male Defiant Shirren Mystic w Shadow Connection 5 | Disciple of Zon-Shelyn | HP 70/70 w Toughness, AC 22, Fortitude** +12, Reflex** +12, Will** +13, Perception* +11 (low-light vision, w darkvision visor), Stealth** +12 | Speed 25 ft | Exploration Activity Avoid Notice | Active Conditions mental resistance 2, +1 saves vs mental, +1 Will vs Swarm | ◆◇↺

"I won't be able to activate this gem," Chk chk tells them with a hint of sadness in his voice.


Male Android Operative 5 | HP 55/63 | AC 23 | Fortitude +10, Reflex+13, Will +11 | Perception +11 | Speed 25 | Default Exploration: Search +11 | Active Conditions: None | ◆◇↺

Iseph will take it if he can still use all his tricks with it (it looks like he can).

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

"If that's taken care of, then let's continue on to the presumed bridge."


Pathfinder Provisions ◆◇↺

The bridge of the Bloom is surprisingly pristine. Though dried blood stains one of the consoles, everything else is seemingly intact. The air is chilly, and the mournful sound of weeping echoes through the room from everywhere all at once.

As Zye opens the door, he sees a monstrous form leaping on him, emerging from the dark and knocking him to the ground--but there's nothing there!
And yet, he feels certain that he remembers it happening.

It must have happened. Perhaps it happened to the woman floating in the center of the room, wailing and writhing in distress?
Zye must make a DC 26 Will save or be Frightened 2 (Frightened 3 on a critical failure).

All PCs' turns. This is a hazard, a category that includes traps and haunts, among other things--this is a haunt. Attempting to Disable a hazard is a two-action activity. Haunts can often be Disabled with Occultism or Religion, though you can try other skills that make sense (or use Recall Knowledge checks to learn viable skills).
Iseph (63/63)
Navasi (48/48)
Zye (78/78)
Chk Chk (70/70)
Desperate Final Moments (Haunt/Hazard)

GM Dice: Initiative:
Desperate Final Moments: 1d20 + 8 ⇒ (10) + 8 = 18
Zye: 1d20 + 11 ⇒ (17) + 11 = 28
Chk Chk: 1d20 + 12 ⇒ (8) + 12 = 20
Navasi: 1d20 + 11 ⇒ (18) + 11 = 29
Iseph: 1d20 + 12 ⇒ (19) + 12 = 31


[GDXIII PS001] Male Defiant Shirren Mystic w Shadow Connection 5 | Disciple of Zon-Shelyn | HP 70/70 w Toughness, AC 22, Fortitude** +12, Reflex** +12, Will** +13, Perception* +11 (low-light vision, w darkvision visor), Stealth** +12 | Speed 25 ft | Exploration Activity Avoid Notice | Active Conditions mental resistance 2, +1 saves vs mental, +1 Will vs Swarm | ◆◇↺

Chk Chk draws his weapon.

"Feel the pain and be one with it at peace, you wailing and writhing soul!" Chk Chk enchants the soul with divine passages from his poetry.

"Reveal the truth of what happened to you!"

Religion to Disable hazard: 1d20 + 11 ⇒ (18) + 11 = 29

◆ Interact to draw weapon
◆◆ Disable Hazard

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

"Please, ma'am, do not let your emotions at the end defile your life! Think of the unpleasant stories this will leave when told to your children and your friends. Do you not wish to be remembered fondly?"
Religion-Expert: 1d20 + 11 ⇒ (8) + 11 = 19


Pathfinder Provisions ◆◇↺

Zye Will: 1d20 + 11 ⇒ (7) + 11 = 18

Zye feels a fear that may not be his own. Yes, he's certain he's experiencing some of the woman... Captain Imaaz? Yes, that's her name! These are her memories, her fear as she was fatally attacked. It shakes him, at least a little.

And she doesn't seem to be able to hear him, focused as she is on reliving what happened to her at the time of her death. He knows that happens sometimes, with ghosts.

Chk Chk's prayer seem to be calming the psychic energies a little.

Zye fails, but Chk Chk succeeds. More than one success is required to fully disable the haunt, however.

Iseph and Navasi's turns.
Iseph (63/63)
Navasi (48/48)
Zye (78/78, Frightened 1)
Chk Chk (70/70)
Desperate Final Moments (Haunt/Hazard, 1 Success)


Male Android Operative 5 | HP 55/63 | AC 23 | Fortitude +10, Reflex+13, Will +11 | Perception +11 | Speed 25 | Default Exploration: Search +11 | Active Conditions: None | ◆◇↺

Iseph usually leaves magic to the more mystically inclined, but if this ghost is reliving an attack, perhaps pantomiming a defense of her may calm her spirit? He leaps in front of the apparition and fires at whatever she seems to be looking at.

Ranged Attack: 1d20 + 16 ⇒ (16) + 16 = 32


Navasi F Skilled Human | Envoy 5 | ◆◇↺ | HP 34/48| AC 21 | F +7 R +12 W +12 | Perception +11 | Hero 1/3 | speed 30 Active Conditions] None |

"Well this is above my pay grade. I wonder if..."

Navasi will recall knowledge.


Pathfinder Provisions ◆◇↺

Navasi isn't sure what else to make of this phenomenon, but Iseph's pierces the vague shape of the monster and it explodes.

The ghost turns to look at the adventurers. For a moment her expression is detached and hazy, but then she seems to be more present.

She looks heartbroken but determined.

"During a routine survey mission to a newly discovered dwarf planet in the Vast currently known by the temporary identifier VDP-32074-S," she says very quickly, "the crew of the Xenowarden starship Bloom collected a variety of biological and environmental samples. After these samples were secured in the Bloom’s laboratories for further study, we departed, plotting a course through the Drift to the Pact Worlds to drop off our samples at the Xenowarden arkship Verdant Paradise, which serves as a mobile research laboratory and is currently in orbit around Bretheda.

"Sample 62 was of particular interest to the team zoologist. Originally catalogued as a simple flatworm of about two inches in length, Sample 62 proved capable of rapid bio adaptations—the creature adopts the characteristics of organic materials they consume.

"The last records of Sample 62 indicated the creature was a foot long, grub-like, and had sharp mandibles and an impressive shriek. That was when we went to bed for the night.

"It broke out, devoured the other samples--and some of the crew. We weren't equipped for an attack like that. By the time we regrouped and realized how badly things were going, it was huge and those eggs were everywhere and starting to hatch.

"We gave up on surviving. Our only goal was to make sure it doesn't get to the Verdant Paradise--or worse, a populated planet. We damaged our own engines on purpose. We hoped to scuttle the ship in the Drift where it was unlikely to land anywhere and do any harm, but the engineer was killed in the process. I was killed here. I came back, determined to destroy this ship and keep this thing away from anyone, but... my psychic connection to the Bloom was severed when I died, and as a ghost I can't physically interact with the controls.

"So... that's what happened."

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

Zye tries to compose himself as he gets up and re-adjusts his guns.
”Truly a sad story. I will preserve your tale and valiant efforts and make sure your people-your family- know of your actions, Talevet willing. The actions you took to preserve the good of your kin are . . . Heartening.”


Male Android Operative 5 | HP 55/63 | AC 23 | Fortitude +10, Reflex+13, Will +11 | Perception +11 | Speed 25 | Default Exploration: Search +11 | Active Conditions: None | ◆◇↺

"We can be your hands, if you direct us."


Navasi F Skilled Human | Envoy 5 | ◆◇↺ | HP 34/48| AC 21 | F +7 R +12 W +12 | Perception +11 | Hero 1/3 | speed 30 Active Conditions] None |

"So is there a way for us to blow up the ship? Or maybe we can set a course straight for the sun. That should finish it off nicely."


Pathfinder Provisions ◆◇↺

The captain looks relieved. "Thank you. I was hoping--hoping that you would do that. And deliver a message for me about the fate of the Bloom? The fact that you have come in your own starship is a huge boon. Not just because you'll be able to leave alive when we were forced to accept that it wasn't possible, but your ship may be an essential asset.

“Sample 62 knows you’re here. They psychically bonded with the Bloom after my death. I’m no longer in control.” The ghost frowns for a moment, lost in a glimmer of a memory, then refocuses on the present with a shake of her head. “Time is short. To kill Sample 62 and their brood, you must destroy the Bloom completely. Not even one of Sample 62’s hatchlings or eggs can survive to reach Bretheda or the Verdant Paradise.

“The Bloom is a biomechanical starship and will heal in time. However, it’s highly vulnerable to radiation. You’ll first need to harvest the radioactive components from the Drift engine. With this material, climb onto the exterior hull and sabotage the starship’s weapons, so they explode when triggered to fire. Be sure to integrate the radioactive material. Then, you can flee back to your starship. I’ll trigger the guns myself, from the bridge—I retain enough of a connection to the Bloom for that, at least. Once you’re away, send my final
message to the Xenowardens on the Verdant Paradise. They’ll know what to do and will ensure that Sample 62’s home planet is quarantined. Can I count on you?”

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

"If this is your final wish, I, at least, will vow to do this. However, before you go, we should salvage something if possible. Do you have the data files of your scans of Sample 62? Not any physical samples of course, but any computer logs would help people recognize it, or something like it, in the future."


[GDXIII PS001] Male Defiant Shirren Mystic w Shadow Connection 5 | Disciple of Zon-Shelyn | HP 70/70 w Toughness, AC 22, Fortitude** +12, Reflex** +12, Will** +13, Perception* +11 (low-light vision, w darkvision visor), Stealth** +12 | Speed 25 ft | Exploration Activity Avoid Notice | Active Conditions mental resistance 2, +1 saves vs mental, +1 Will vs Swarm | ◆◇↺

"Whatever happened here makes sense now." Chk Chk chitters.

"We will do our best to destroy Sample 62 by any means possible." he volunteers to help fulfill the ghost's wish.


Navasi F Skilled Human | Envoy 5 | ◆◇↺ | HP 34/48| AC 21 | F +7 R +12 W +12 | Perception +11 | Hero 1/3 | speed 30 Active Conditions] None |

"Let's head to the engine room to get the stuff from the drift engine. If we act fast maybe we can be gone before Sample 62 can react."


Pathfinder Provisions ◆◇↺

The captain holds a hand over a console. "I was writing my final message here when I was attacked. I wrote it hoping someone would read it, but not really expecting there was any chance of it. Good thing I did, though--you can just download it to your comms. We can't do it psychically now, but the manual keyboard should work. I don't think it's that badly damaged. And it was never actually turned off, so if you just jiggle the mouse..."

The PCs can download Captain Imaaz’s final message onto a comm unit or datapad while on the bridge. This takes 1 minute and doesn’t require a check to accomplish.

"You'll have to open the hatch on the Drift engine marked 'Warning: Do not open! Radioactive!' Sorry, I don't have a solution there. But you'll only be exposed briefly if you... oh, it's broken. I don't suppose you repaired the porter droid? Oh! And there some lead storage containers in the port cargo bay. You can carry radioactive materials that way."

The PCs can gather radioactive material from the broken Drift engine. Doing so requires a PC to spend 10 minutes and succeed at a DC 17 Crafting or Thievery check using repair tools or infiltrator’s tools. Any PC in possession of these materials (including when collecting them) is exposed to mild radiation sickness (DC 17 Fortitude; Playtest Rulebook 252). The PCs can use the porter drone to carry this material in their place or can collect lead storage containers capable of containing the radiation from area A2 so they can carry the material themselves.

"There are ladders leading up from all of the airlocks to the top of the hull, so you can access the weapons array that way. I suggest you tether yourselves to the ladders, but given our low speed if somebody does float away you should be able to just... pick them up in your starship. They won't go far! This ship is alive and is mostly a plant, but the hull does also have metal. If you have magboots, they'll work."

Have you been wondering what the ladders and the weird plant things on the map are that I've never mentioned? Yes, the same map doubles as the exterior map! While on the hull, ignore the rooms and furnishings but the ladders and guns will be there.


Male Android Operative 5 | HP 55/63 | AC 23 | Fortitude +10, Reflex+13, Will +11 | Perception +11 | Speed 25 | Default Exploration: Search +11 | Active Conditions: None | ◆◇↺

Iseph sets to work moving radioactive materials in the lead containers.

Thievery: 1d20 + 12 ⇒ (16) + 12 = 28

I assume he will have to expose himself at least once to get things set up.

Fortitude Save: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15


[GDXIII PS001] Male Defiant Shirren Mystic w Shadow Connection 5 | Disciple of Zon-Shelyn | HP 70/70 w Toughness, AC 22, Fortitude** +12, Reflex** +12, Will** +13, Perception* +11 (low-light vision, w darkvision visor), Stealth** +12 | Speed 25 ft | Exploration Activity Avoid Notice | Active Conditions mental resistance 2, +1 saves vs mental, +1 Will vs Swarm | ◆◇↺

Chk downloads the captain's final message into his comm unit.


Pathfinder Provisions ◆◇↺

Iseph secures the material while Chk Chk secures the message.

There seems to be no ill effect from the exposure to radiation--at least, no immediate effect.

While a space walk is always harrowing because of the ever-present dangers of zero-g and vacuum, scaling the hull via the ladders seems easy. Sabotaging the guns might take a bit of work, though.

Each of four guns must be sabotaged to complete Captain Imaaz's plan. This takes two actions and requires a skill check, though you can use any of Arcana, Crafting, Computers, Nature, or Thievery.


Male Android Operative 5 | HP 55/63 | AC 23 | Fortitude +10, Reflex+13, Will +11 | Perception +11 | Speed 25 | Default Exploration: Search +11 | Active Conditions: None | ◆◇↺

"We must also be sure to fully decontaminate ourselves before returning to our ship. Surviving a few moments in the void of space while we cross over is likely within Sample 62's ability."

Having said that, Iseph gets to work reprogramming the guns.

Computers: 1d20 + 12 ⇒ (6) + 12 = 18

The living ship has some subroutines Iseph is not familiar with, but he adapts.

Computers, Hero Point: 1d20 + 12 ⇒ (6) + 12 = 18

At least until he finds the ROM of Starfighter Frenzy.

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

Aye volunteers to also do a spacewalk. He’s got some skills and can program while having his gun at the ready.

Let me know if I need to do anything g before making sabotage checks.


[GDXIII PS001] Male Defiant Shirren Mystic w Shadow Connection 5 | Disciple of Zon-Shelyn | HP 70/70 w Toughness, AC 22, Fortitude** +12, Reflex** +12, Will** +13, Perception* +11 (low-light vision, w darkvision visor), Stealth** +12 | Speed 25 ft | Exploration Activity Avoid Notice | Active Conditions mental resistance 2, +1 saves vs mental, +1 Will vs Swarm | ◆◇↺

Chk Chk, thru the ladders to make it easy for him, goes to the position of the another gun to sabotage it, hacking the living nature of the ship. He is very careful to do the spacewalking lest he will be drifted somewhere else.
Nature: 1d20 + 11 ⇒ (19) + 11 = 30


Pathfinder Provisions ◆◇↺

Climbing on the outside of a starship in space is always at least a little threatening. Even if the task is not difficult, the potential for catastrophe makes most feel a need for caution and care.

Iseph gets a hatch opened, but has a little difficulty navigating the unfamiliar biotech. Chk Chk has no such trouble, and is sealing a sabotaged gun back up while Iseph has barely started.

But then...

What's Navasi doing?

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

Zye will try and sabotage another one of the guns.
computers: 1d20 + 8 ⇒ (20) + 8 = 28


Navasi F Skilled Human | Envoy 5 | ◆◇↺ | HP 34/48| AC 21 | F +7 R +12 W +12 | Perception +11 | Hero 1/3 | speed 30 Active Conditions] None |

Navasi seals her armor and heads out to sabotage the guns.

thievery: 1d20 + 10 ⇒ (18) + 10 = 28


Pathfinder Provisions ◆◇↺

Zye and Navasi also successfully sabotage their guns. Only one remains.

But something is wrong. While everything around them is silent in space, the startship's fronds seem agitated They sweep towards the port side, directing the adventurers' attention to... something that has just emerged from over that side of the ship. The creature whose presence has been felt, but hasn't been seen.

A creature which was once a flatworm, but has copied the biological signatures of other living things it's contacted. The claws of other animals, the shape and intellect of humanoids, the physical power of several individuals, and--judging from the way the Bloom almost seems to wave in greeting--a psychic connection with the living starship.

GM Dice: Initiative:
Blossoming Interference: 1d20 + 10 ⇒ (10) + 10 = 20
Sample 62: 1d20 + 14 ⇒ (15) + 14 = 29
Zye: 1d20 + 13 ⇒ (2) + 13 = 15
Chk Chk: 1d20 + 12 ⇒ (2) + 12 = 14
Navasi: 1d20 + 11 ⇒ (11) + 11 = 22
Iseph: 1d20 + 12 ⇒ (9) + 12 = 21

It's on Navasi as soon as she notices it! Its face, so like a human skull, snarls and snaps at her, but if it's saying words she has no way to know in the vacuum of space. Its displeasure is nonetheless apparent in the way that it tears at her with its claws. It then leans back away from her, and the ship's giant leaves seem to interpose themselves between it and any potential retaliation intentionally!
◆ Climb. ◆◆ Canny Assault: It moves, makes two claw Strikes, and gains cover. Claw: 1d20 + 17 ⇒ (19) + 17 = 36 crits for 2xslashing damage: 2d6 + 7 ⇒ (3, 6) + 7 = 16 and Claw: 1d20 + 17 - 4 ⇒ (12) + 17 - 4 = 25 hits for slashing damage: 2d6 + 7 ⇒ (1, 2) + 7 = 10

This encounter uses the same map we've been using--but you're outside the hull now, so ignore the walls and furnishings. The only features are the ladders and airlocks. The hull over area 11 is 10 feet lower.
Writhing Tendrils: Anyone not wearing magboots must attempt a DC 18 Reflex save at the start of their turn or fall prone. Anyone who falls prone who is neither holding on nor secured to the ship drifts 20 feet towards the back of the ship and 20 feet randomly either towards the port or starboard--though I'll assume everyone is holding on or secured at the start.
You're also in Zero-G--though Sample 62 doesn't seem to have that problem for some reason.

Navasi and Iseph's turns.
Initiative:
Green Sample 62 (Cover)
Navasi (10/48, DC 18 Ref vs prone, Off-Guard, Clumsy, Untethered)
Iseph (63/63, DC 18 Ref vs prone, Off-Guard, Clumsy, Untethered)
Blossoming Interference (hazard; can be Disabled for two actions with a Computers, Crafting, Arcana, Nature, or Occultism check)
Zye (78/78, Off-Guard, Clumsy, Untethered)
Chk Chk (70/70, Off-Guard, Clumsy, Untethered)


Male Android Operative 5 | HP 55/63 | AC 23 | Fortitude +10, Reflex+13, Will +11 | Perception +11 | Speed 25 | Default Exploration: Search +11 | Active Conditions: None | ◆◇↺

Was going to ask if I could voluntarily fail the save, but then I saw that Prone is all downside in this edition.

Reflex Save: 1d20 + 13 - 1 ⇒ (8) + 13 - 1 = 20

Assuming that is Clumsy 1

Iseph maintains a grip on a bar protruding from the ship's exterior. He draws and fires carefully on Sample 62.

◆ Interact to draw Tactical Semi-Auto Pistol

◆ Aim

◆ Strike

Tactical Semi-Auto Pistol: 1d20 + 16 ⇒ (15) + 16 = 31
Piercing Damage: 2d6 + 2d4 ⇒ (3, 5) + (1, 2) = 11

The target gets 1 less AC bonus for cover due to Aim.

Iseph prepares to react to a variety of situations.

↺ Kill Steal:
Trigger An ally ends their turn.
Requirements You’re wielding a gun and an enemy was hit two or more times by the same ally this turn

Tactical Semi-Auto Pistol: 1d20 + 16 ⇒ (11) + 16 = 27
Piercing Damage: 2d6 + 2d4 ⇒ (2, 1) + (3, 3) = 9

The target gets 1 less AC bonus for cover due to Aim.

↺ Hair Trigger:
Trigger A creature within your first range increment uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action.

Tactical Semi-Auto Pistol: 1d20 + 16 ⇒ (4) + 16 = 20
Piercing Damage: 2d6 ⇒ (3, 3) = 6


Navasi F Skilled Human | Envoy 5 | ◆◇↺ | HP 34/48| AC 21 | F +7 R +12 W +12 | Perception +11 | Hero 1/3 | speed 30 Active Conditions] None |

reflex save DC18: 1d20 + 12 - 1 ⇒ (15) + 12 - 1 = 26

Navasi awkwardly gets some distance between her and the creature. She then plugs into the ship in an attempt to stop the interference provided by the ship.

computers vs blossoming interference: 1d20 + 10 ⇒ (13) + 10 = 23

◆ Step, ◆◆ disable


Pathfinder Provisions ◆◇↺

Iseph shoots the monster, easily aiming around the interfering fronds. It seems to have some kind of hard exoskeleton, though..
That hits, but it does have some resistance to piercing.

Navasi connects with the computer and starts working to hinder the Bloom's sensors. Can't bully them if it can't see them!
That's one success, though it will take more than one to fully disable it.

Vines snap up from the hull. One lashes at Iseph, who ducks it, and another whips Navasi. She's still on her feet, but looking pretty beat-up.
A pod bursts near Sample 62, spraying it with something that may be pollen--it looks rejuvenated.
N/I/Z/C: 1d4 ⇒ 1 Vine: 1d20 + 12 ⇒ (7) + 12 = 19 hits for slashing damage: 1d10 + 6 ⇒ (3) + 6 = 9
IZC: 1d3 ⇒ 1 Vine: 1d20 + 12 ⇒ (5) + 12 = 17
Bolstering Biopod: Sample 62 gains 5 temp hp

Zye and Chk Chk's turns.
Initiative:
Green Sample 62 (-6, 6 temp hp, Cover)
Navasi (1/48, Off-Guard, Clumsy, Untethered)
Iseph (63/63, Off-Guard, Clumsy, Untethered)
Blossoming Interference (hazard, one Disable success; can be Disabled for two actions with a Computers, Crafting, Arcana, Nature, or Occultism check)
Zye (78/78, Off-Guard, Clumsy, Untethered, DC 18 Ref vs prone)
Chk Chk (70/70, Off-Guard, Clumsy, Untethered, DC 18 Ref vs prone)

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

Reflex save: 1d20 + 10 ⇒ (14) + 10 = 24

I thought we were tied to the ship? With cable?

"Uh, exuse me gents, would one of you be so kind as to grab me, so I don't die alone in the endless void of space. If it isn't too much trouble."

Zye will try to find a way to get his feet under a ladder rung or something so that he can steady himself and bet ready to fight.


Pathfinder Provisions ◆◇↺

I don't believe anyone specified, but I'm ready to assume you are unless you say otherwise (I did say that!). You succeeded at the save, so nothing happens. On a failure you'd fall prone. If you fall prone and are unsecured, you drift.
Though, whoops, since you're holding on and therefore have a means of controlling your movement you're not Untethered (which is unrelated to whether you're tethered as far as I can tell--I may suggest in my feedback that this condition be renamed).


[GDXIII PS001] Male Defiant Shirren Mystic w Shadow Connection 5 | Disciple of Zon-Shelyn | HP 70/70 w Toughness, AC 22, Fortitude** +12, Reflex** +12, Will** +13, Perception* +11 (low-light vision, w darkvision visor), Stealth** +12 | Speed 25 ft | Exploration Activity Avoid Notice | Active Conditions mental resistance 2, +1 saves vs mental, +1 Will vs Swarm | ◆◇↺

I would like retcon that I secured magboots for Chk Chk.

Seeing Navasi is badly hurt, he gets closer to her and sends her divine healing she needs.
2-action Heal, 3rd rank: 3d8 + 24 ⇒ (2, 2, 5) + 24 = 33 HP for Navasi

◆ Stride
◆◆ Heal

Envoy's Alliance

Male Kasathan HP 78/78, AC 23, Perception +11 Fort +13, Ref +10, Wil +11, Class DC 21(22 for gun)

If that's the case, Zye will spend his movement getting closer to the monster, and an action getting his flamethrower out/concentrating on his flamethrower hands.


Pathfinder Provisions ◆◇↺

The distance isn't quite enough to get Navasi out of Sample-62's reach. It lashes her with its tail, which loops around her. It then releases her again, but not before pulling her away from the ladder and pushing her up and away. She's now floating in space!
...but still connected to a tether. She's unlikely to go too far, but being loose and weightless is still disorienting.
Tail: 1d20 + 17 ⇒ (11) + 17 = 28 hits for piercing damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15
Grab: 1d20 + 17 ⇒ (9) + 17 = 26
◆ Dislodge Athletics: 1d20 + 17 ⇒ (10) + 17 = 27

Navasi and Iseph's turns.
Initiative:
Green Sample 62 (-6, 6 temp hp)
Navasi (19/48, prone, 5 feet up)
Iseph (63/63, DC 18 Reflex vs Prone)
Blossoming Interference (hazard, one Disable success; can be Disabled for two actions with a Computers, Crafting, Arcana, Nature, or Occultism check)
Zye (78/78)
Chk Chk (70/70)


Male Android Operative 5 | HP 55/63 | AC 23 | Fortitude +10, Reflex+13, Will +11 | Perception +11 | Speed 25 | Default Exploration: Search +11 | Active Conditions: None | ◆◇↺

Iseph fires off another shot at Sample 62 before trying to disable the hazard.

◆ Strike

Tactical Semi-Auto Pistol: 1d20 + 16 ⇒ (8) + 16 = 24
Piercing Damage: 2d6 ⇒ (4, 1) = 5

◆ Disable

Computers: 1d20 + 12 ⇒ (15) + 12 = 27


Navasi F Skilled Human | Envoy 5 | ◆◇↺ | HP 34/48| AC 21 | F +7 R +12 W +12 | Perception +11 | Hero 1/3 | speed 30 Active Conditions] None |

Trusting her tether, Navasi quickly tends her wounds then pulls her laser pistol and fires wildly.

medicine, battle medicine vs Navasi: 1d20 + 9 ⇒ (6) + 9 = 15
healing: 2d8 ⇒ (6, 7) = 13

laser pistol: 1d20 + 13 - 1 ⇒ (1) + 13 - 1 = 13
damage, fire: 2d6 ⇒ (6, 3) = 9

◆ Battle Medicine, ◆ interact, ◆ strike

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