The Tyrant |
The Tyrant arrives, scowling as she looks around and realizes she is the first to arrive. The massive vesk is wearing her usual defrex hide armor, with several weapons -- including a massive machine gun strapped to her back -- arrayed around her body making her even more intimidating.
DiGriz -PT- |
Jimdigriz, agent extraordinaire, struts in. He's chewing on some kind of exotic fruit that looks like a banana shaped apple. Without looking he tosses an antitheft deives into the trash as he adjusts the fit of his new shirt.
He gives as nod to the massive vesk before taking a seat somehwere and throwing his feet up somewhere else.
Didn't buy stuff or calculate numbers, but will ASAP. I'm otherwise ready.
GM Dennis |
You find yourself in the floating arcology of Trillidiem, the large metropolis orbiting the gas giant of Bretheda. Specifically, you are in a posh green room within the Zo!Dome, Zo! Media's lavish production complex in Trillidiem. The green room is lavish, with comfy chairs, a buffet of food and drinks, and a wall of holovid screens turned to various Zo! Media programs, including a live broadcast of Zo's newest show, Wheel of Monsters, in which a team of androids on a boat are struggling against a colossal kraken, the arena flooded to allow for the aquatic deathmatch.
You're here to compete on Wheel of Monsters yourself. The show pits teams of contestants such as yourselves against dangerous creatures in lethal combat for credits. Each round's opponent is determined by random chance, and each combat features twists determined by the show's sponsors and premium subscribers, incentivizing contestants to earn the favor of the crowd.
After a reasonable wait, the doors to the green room open and an undead woman dressed in fashionable attire strides in (picture in slides; many of you players may recognize Zo!'s producer Wazasha, whether or not your PCs do).
"You're up next," she announces, her attention split between you and her datapad. A crew of ghouls with cameras, lights, and boom mics follow in her wake, setting up their equipment around the room. "We'll record your team headed to the gladiatorial studio, but first we'd like to get some recordings for promotional trailers and commercials."
As the camera drones take flight and position themselves aroudn each of the contestants, the woman smiles briefly. "Go ahead and introduce yourselves. Don't forget to tell the cameras why you're fighting, and feel free to embellish. The audience is more likely to support you if you make an impression."
Please introduce yourself and tell the audience what you're fighting for!
Ceilidh Razkar |
A grey and black striped Pahtra steps forth. "I am Ceilidh Razkar, the mystical pahtra. I am here to fight and support my friends using the mystic arts and to take down Zo!'s wheel of monsters! I am here all week!"
Diplomacy: 1d20 + 20 ⇒ (2) + 20 = 22
DiGriz -PT- |
"Me? Well I'm Slippery Jimdigriz. I mean... Can I say the prize money? I can say the prize money. I mean, is that at least a little true for everyone?"
Jimdigriz looks like the cliche of a lounge lizard. His antennae are slicked back with his hair, and his smile is as crooked as they come. He's got a fair number of visible augments, though the bionic eyes are the most striking.
He winks one of those eyes at camera.
Diplomacy: 1d20 + 20 ⇒ (18) + 20 = 38
The Tyrant |
The Tyrant grunts. "Bread and space circuses, that's why. I thought the Veskarium was about being better, but it's all lies. I'm the Tyrant?! Well, so be it. I'm sick and tired of it, and I'm not going to take it anymore. If Wheel of Monsters lets the Bretheda-breathers know what's coming for them, well, that's why I'm here!"
GM Dennis |
Good shout with the Diplomacy checks, thanks. Everyone please include an Acrobatics, Athletics, Deception, Diplomacy, Intimidation, Performance, or Lore check with your intro, to represent how well you play to the audience. Ceilidh and DiGriz, if you would have chosen a different skill from that list, let me know what your result would have been with that skill using the roll you already made.
DiGriz -PT- |
Good shout with the Diplomacy checks, thanks. Everyone please include an Acrobatics, Athletics, Deception, Diplomacy, Intimidation, Performance, or Lore check with your intro, to represent how well you play to the audience. Ceilidh and DiGriz, if you would have chosen a different skill from that list, let me know what your result would have been with that skill using the roll you already made.
Oh no, that's exactly what he'd do.
Iseph the Android |
Iseph does an impressive series of flips, trying to avoid their face on camera.
"I'm Iseph, and I'm trying to become the deadliest being in the galaxy."
Acrobatics: 1d20 + 22 ⇒ (10) + 22 = 32
GM Dennis |
“Cut the mics!” the woman announces. “I’m Wazasha Kevir, lead producer. Follow me.” With that, Wazasha strides out of the room and down a stark hall to a massive freight elevator.
“Welcome to Wheel of Monsters. I’ll keep this simple. When we get to the arena, Zo! is going to spin a big wheel. You fight whatever monster the wheel selects. During that match, there’ll be a twist. The audience selects the target of these twists—twists are bad, by the way. So, make nice with the cameras and play to the audience. Oh, and don’t do any preparations until the match starts or you’ll be disqualified. Survive and you get paid. If the audience likes you, we’ll call you back for a bonus spin, and you get a bigger payday. Do you have any questions?”
DiGriz -PT- |
"Yeah. Whadya mean, ...'preparations'? Can I at least talk to my costars here?" I don't want to cheat (just yet), but I DO want to use my "Master Plan" feat:
During your daily preparations, you can review stratagems for the day’s adventures with up to five allies. Later, you can quickly advise them on your schemes using the below reaction.
New Plan! [reaction] (fortune, linguistic) Trigger An ally you reviewed
stratagems with is about to attempt an attack roll or skill check; Effect The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to your Master Plan until your next daily preparations.
GM Dennis |
"Strategizing with your cohort is fine, though you don't yet know what you'll be facing, and it's acceptable to enter the arena with weapons in hand if you'd like--it makes for a great thumbnail. Please don't cast any preparatory spells, imbibe any combat enhancers, or the like prior to the match starting, though."
Master Plan is fine. No spells, serums, attunement, etc. prior to combat though, please.
DiGriz -PT- |
"Alright, listen up me buckos. I'm not one to say 'kick down the door and act accordingly', but who knows what kind of fix we'll find ourselves in." with the speed of Gerdigian kamalcat, Jimdigriz lays out so many contingencies that your heads spin.
Ceilidh Razkar |
"What exactly do you mean by 'Don't cast any preparatory spells'? Can I cast my mystic spells during each battle?"
GM Dennis |
"Once battle has begun, you're free to proceed however you would like" Wazasha replies. "We ask that you refrain from casting any spells before then, however."
No casting buffs right before combat. Once combat starts, no restrictions.
Wazasha looks to you for any last questions. I'll kick us off Monday after work if there are no more questions.
Ceilidh Razkar |
"Will you permit me to heal my companions of any wounds they incur after the first fight and before we take down the next batch?"
GM Dennis |
"The next batch? My, aren't you getting ahead of yourselves?" Wazasha says with a smirk. "If you get through the first round intact and you impress the audience enough to earn a bonus round, then yes, you will be given sufficient time for recovery before it begins."
This really is just about pre-fight buffs.
GM Dennis |
The elevator abruptly stops and the doors open to a dusty gladiatorial arena filled with smoke, open pits, and spiked barriers. Wazasha gestures to the contestants, indicating they should enter as blaring theme music fills the arena. The crowd cheers in riotous applause. Overhead, a holovision screen shows the ever-excited Zo! standing in front of a large spinning wheel with colorful wedges and bright flashing lights, occasionally cutting away to the familiar commentary team of Lethea and Quell. “Let’s see what we’re sending out to welcome our next contestants, shall we?” Zo! remarks with a rictus grin. The crowd watches with bated breath as the wheel turns slower and slower. The audience erupts in cheers as the flapper stops on…
<*chunk-a-chunk-a*>
<*chunk...a...*>
<*chunk...*>
<...>
…Timeworn Terrors!
“Goodness, is that a triceratops, Quell?”
“Of course not, Lethea! That’s a legally distinct and trademarked Zo!ceratops!”
Right on cue, three enormous beasts emerge from elevators around the arena, bellowing and preparing to charge!
Initiative:
Ceilidh Perception: 1d20 + 17 ⇒ (4) + 17 = 21
Jimdigriz Perception (vision): 1d20 + 18 ⇒ (7) + 18 = 25
Tyrant Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Iseph Perception: 1d20 + 19 ⇒ (20) + 19 = 39
Zo!ceratops 1: 1d20 + 16 ⇒ (13) + 16 = 29
Zo!ceratops 2: 1d20 + 16 ⇒ (12) + 16 = 28
Zo!ceratops 3: 1d20 + 16 ⇒ (4) + 16 = 20
--------
Initiative!
Iseph may act.
Iseph the Android |
Iseph takes careful aim at #1 and fires twice.
semi-auto pistol: 1d20 + 20 ⇒ (4) + 20 = 24
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (3, 4) + 3 + (2, 1) = 13
semi-auto pistol: 1d20 + 20 - 5 ⇒ (1) + 20 - 5 = 16
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (6, 2) + 3 + (1, 4) = 16
They are ready to fire again if #1 moves.
semi-auto pistol: 1d20 + 20 ⇒ (9) + 20 = 29
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (3, 2) + 3 + (4, 3) = 15
GM Dennis |
The crowd roars as Iseph fires off a pair of quick shots that ricochet harmlessly off the beast's armored hide (miss, critical miss). The Zo!ceratops™ bellows and charges forward! It barely slows down as Iseph snaps off another shot, this one landing home but not nearly enough to stop it from trampling everyone but Iseph!
Trample Damage (bludgeoning) vs. Tyrant, Jimdigriz, and Ceilidh: 2d6 + 9 ⇒ (2, 6) + 9 = 17
DC 26 basic Reflex
The creature in the center of the arena follows it's fellow's lead, bellowing in response and charging at Iseph!
Horns vs. Iseph: 1d20 + 19 ⇒ (16) + 19 = 35
Piercing: 2d8 + 9 ⇒ (4, 8) + 9 = 21
Horns vs. Iseph, 2nd attack: 1d20 + 19 - 5 ⇒ (14) + 19 - 5 = 28
Piercing: 2d8 + 9 ⇒ (1, 8) + 9 = 18
---------
Initiative!
Jimdigriz, Tyrant, and Ceilidh all owe basic Reflex saves vs. 17 damage, then may act.
DiGriz -PT- |
For future rounds and reference, I have Danger Sense. (When rolling initiative, choose an Ally, both use the higher roll.) Looks like Iseph has the best Perception mod, so I'll link up with them.
Ref: 1d20 + 18 ⇒ (15) + 18 = 33 Jimdigriz dives effortlessly off to the side, avoiding not only the stampeding Brand Name Baddie, but even the dirt of teh arena floor.
He looks around at his fellow stars and checks their load out. He then looks at the thing that just tried to smoosh them, "Don't just stand there, GET'EM!" Green (1) has -1 AC/REF to us right now. If you attack it, it takes an extra 3 DMG on a hit.
Leading from the front, Digriz levels his Superior Ghostkiller Rotolaser at the beast and opens fire:
ATK 1: 1d20 + 19 ⇒ (13) + 19 = 32 for F DMG: 2d8 + 6 ⇒ (4, 4) + 6 = 14
ATK 1: 1d20 + 14 ⇒ (15) + 14 = 29 for F DMG: 2d8 + 6 ⇒ (7, 4) + 6 = 17
The Tyrant |
Reflex (expert): 1d20 + 18 ⇒ (20) + 18 = 38
The Tyrant barely seems to move -- but at the same time somehow completely avoids the onrushing beast! She grins -- or maybe just shows her teeth, it's hard to tell -- and growls, "Nice try, you mother truckers. Eat tungsten!"
She opens fire, spraying the two closest creatures with bullets, a cloud of smoke surrounding her.
Demoralize (one action), if successful: Menacing Snarl (free), Fog of War (two actions) with Primary Target!
Intimidation (master) to Demoralize green: 1d20 + 21 ⇒ (9) + 21 = 30 with Terrified Retreat
Auto Fire (DC 31 Reflex) vs. green and aqua: 2d8 + 3 ⇒ (6, 7) + 3 = 16
Primary Target vs. green: 1d20 + 20 ⇒ (1) + 20 = 21
Damage (with Get 'em): 2d8 + 3 + 3 ⇒ (7, 2) + 3 + 3 = 15
17/20 projectiles left
Menacing Snarl (auditory) [free-action] Frequency once per hour; Trigger You frighten a creature; You snarl, hiss, shout, or otherwise verbally menace the triggering creature as you frighten them. Increase the value of the frightened condition by 1.
Fog of War: The smoke from your unleashed weapon fire conceals you from any enemies who may be left standing. Make an Area Fire or Auto-Fire attack. You leave behind a cloud of smoke within the area that lasts until the end of your next turn or until dissipated by a strong wind. Creatures in the area have the concealed condition, and all other creatures are concealed to them.
Auto-Fire [two-actions] (area, attack) You hit each creature in a cone with a range equal to half the weapon’s range increment without making an attack roll. Any creatures in the area take damage equal to the weapon’s damage (basic Reflex save against your class DC plus the tracking value of the weapon). This damage is area damage. Creatures that critically fail this save are subject to effects that occur on a critical hit with this weapon, including the weapon’s critical specialization effect. Automatic Fire has an expend equal to the number of targets in the area × 2
Primary Target: When you make an attack with an area of effect weapon (such as from the Area Fire or Auto-Fire actions), you can choose a single creature either adjacent to the center point of the attack or the closest to you within a cone or line to be your primary target. After resolving the area of effect attack, make a ranged Strike using your weapon against the selected target. Ignore the unwieldy trait on your weapon when using this action. This follow-up Strike consumes an amount of ammo from the weapon equal to its expend, and you can’t make this additional Strike if you don’t have sufficient ammo. If two or more creatures are equidistant or closest, you can choose which one is your primary target. If you successfully hit your primary target with this Strike, then that target is suppressed until the start of your next turn. This Strike uses the same multiple attack penalty as your Area Fire or Auto-Fire action but doesn’t count toward your multiple attack penalty.
Ceilidh Razkar |
Reflex: 1d20 + 18 ⇒ (8) + 18 = 26
HP: 108/118
Ceilidh draws out her superior pulsecaster pistol and fires repeatedly at the green Zo!ceratops™
Pulsecaster Pistol: 1d20 + 18 ⇒ (8) + 18 = 26
Electricity Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11
Pulsecaster Pistol: 1d20 + 13 ⇒ (11) + 13 = 24
Electricity Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13
GM Dennis |
#2 Reflex vs. autofire, frightened 2: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Jimdigriz dodges the trampling beast, then both shows and tells his allies how to attack it, landing two expert shots!
Tyrant (following up on Slack convo): In order to keep us moving, rather than retconning anything I'm going to combine your initiative ability with that Demoralize/Menacing Snarl combo this round and say it affects both of them.
The Tyrant follows that up with a terrifying snarl success -> frightened 2 for both of them, then sprays both nearby frightened creatures with bullets (#1 fails Reflex, #2 crit fails), though her immediate followup shot misses.
Ceilidh follows Jimdigriz suggestion and fires on the green beast, landing one hit (26 hits, 24 misses [even with Get 'Em], which might tell you something about their AC).
The remaining beast bellows and charges across the battlefield toward you (triple move)!
"Don't look now, Quell!" Lethea's voice calls out from the video board, "but it looks like the audience has chosen their first target for this round's shocking twist!" The audience roars in approval as one of the cannons mounted at the corners of the arena erupts in a jolt of electricity, aimed at Ceilidh!
Zap! vs. Ceilidh: 1d20 + 20 ⇒ (15) + 20 = 35
Electricity damage: 2d8 + 9 ⇒ (6, 1) + 9 = 16
The twist functions as a hazard. You can try to disable it if you'd like with Computers (trained), Crafting (trained), or Thievery (expert), 2 actions per attempt as usual for PF2/SF2.
---------
Initiative!
Iseph may act.
Iseph the Android |
Iseph takes a step back, aims at #1, and fires.
semi-auto pistol: 1d20 + 20 ⇒ (7) + 20 = 27
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (1, 6) + 3 + (2, 3) = 15
semi-auto pistol: 1d20 + 20 ⇒ (6) + 20 = 26
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (5, 1) + 3 + (4, 1) = 14
Will take the hair trigger shot at the first opportunity.
GM Dennis |
Iseph takes aim and lands another shot on the dinosaur by their allies! It responds by charging them, eliciting another successful shot on the approach, though it's not enough to stop it from attacking!
#1 Horns vs. Iseph: 1d20 + 19 ⇒ (4) + 19 = 23
Piercing: 2d8 + 9 ⇒ (7, 4) + 9 = 20
#1 Horns vs. Iseph, 2nd attack: 1d20 + 19 - 5 ⇒ (20) + 19 - 5 = 34
Piercing: 2d8 + 9 ⇒ (6, 5) + 9 = 20 Crit -> 40 damage
It bellows in triumph as it lands a devastating blow! Meanwhile, its companion lashes out at Ceilidh (15ft reach with horns)!
#2 Horns vs. Ceilidh: 1d20 + 19 ⇒ (9) + 19 = 28
Piercing: 2d8 + 9 ⇒ (1, 6) + 9 = 16
It gouges the pahtra, seeming to hit her right where the audience's twist hit, causing her wound to tear open and begin to bleed! 2d6 additional persistent bleed because you took hazard damage this round. It then tries to push her back against the wall.
Athletics to Push: 1d20 + 21 ⇒ (1) + 21 = 22
It loses its balance, though, falling to the dirt with a THUD before sheepish getting back up to a chorus of laughter from the audience.
--------
Initiative!
Jimdigriz, Tyrant, and Ceilidh may act.
DiGriz -PT- |
"Iseph! Hold it together man, we're on the sphere!"
Jimdigriz finds a camera, smiles at it, and shoult's "Now come on! Get'em!" ATK: 1d20 + 19 ⇒ (20) + 19 = 39 for DOUBLE: 2d8 + 6 ⇒ (7, 8) + 6 = 21
ATK 2: 1d20 + 13 ⇒ (15) + 13 = 28 for Fire: 2d8 + 6 ⇒ (3, 5) + 6 = 14
GM Dennis |
Jimdigriz directs everyone to attack the creature attacking Iseph...then makes his directions irrelevant by killing it himself! He quickly pivots and lands a followup shot on the next one over as well!
Initiative!
Tyrand and Ceilidh may act.
The Tyrant |
"You think you can just ignore me, you motherfrackers!" the Tyrant screams. She opens fire on the cyan Zo!ceratops.
Brutal Barrage, Auto Fire
Auto Fire (DC 31 Reflex) vs. cyan: 4d8 ⇒ (5, 8, 5, 4) = 22
Primary Target vs. green: 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 2d8 + 3 ⇒ (2, 6) + 3 = 11
14/20 projectiles left
Brutal Barrage [one-action] You prepare the perfect shot, able to tear through those closest to the impact point. If your next action is to Area Fire or Auto-Fire, add two additional weapon damage dice to targets who are adjacent to the center point of impact, or within the first 10 feet of a cone or line effect.
Auto-Fire [two-actions] (area, attack) You hit each creature in a cone with a range equal to half the weapon’s range increment without making an attack roll. Any creatures in the area take damage equal to the weapon’s damage (basic Reflex save against your class DC plus the tracking value of the weapon). This damage is area damage. Creatures that critically fail this save are subject to effects that occur on a critical hit with this weapon, including the weapon’s critical specialization effect. Automatic Fire has an expend equal to the number of targets in the area × 2
Primary Target: When you make an attack with an area of effect weapon (such as from the Area Fire or Auto-Fire actions), you can choose a single creature either adjacent to the center point of the attack or the closest to you within a cone or line to be your primary target. After resolving the area of effect attack, make a ranged Strike using your weapon against the selected target. Ignore the unwieldy trait on your weapon when using this action. This follow-up Strike consumes an amount of ammo from the weapon equal to its expend, and you can’t make this additional Strike if you don’t have sufficient ammo. If two or more creatures are equidistant or closest, you can choose which one is your primary target. If you successfully hit your primary target with this Strike, then that target is suppressed until the start of your next turn. This Strike uses the same multiple attack penalty as your Area Fire or Auto-Fire action but doesn’t count toward your multiple attack penalty.
Ceilidh Razkar |
Trying to ignore her own pain, Ceilidh selflessly reaches out and transfers vitality to Iseph.
◆ Transfer Vitality (46 hp) to Iseph
[0/46] Vitality
[103/118] Iseph
She then dodges for cover.
◆ Stride to a safer position
Next, she aims her pulsecaster and shoots at the massive Zo!ceratops!
◆ Fires pulsecaster pistol
Attack: 1d20 + 18 ⇒ (17) + 18 = 35
Electricity Damage: 2d6 ⇒ (5, 5) = 10
GM Dennis |
Tyrant riddles the cyan creature with bullets, wounding it, though the massive creature defiantly stands (crit fail vs. auto fire, Primary target is a regular hit).
Ceilidh, meanwhile, focuses on healing Iseph, though she also manages to land a devastating shot on the pink creature (that's a crit; I wasn't sure which you were shooting at, so I assumed the one you have a clear shot on)!
Ceilidh bleed damage: 2d6 ⇒ (4, 2) = 6
Flat check to end bleed, DC 15: 1d20 ⇒ 11
The pink creature, enraged at Ceilidh's shot, bellows and charges forward, stomping over everyone! Trample vs. everyone.
Bludgeoning vs. everyone: 2d6 + 9 ⇒ (6, 2) + 9 = 17
DC 26 basic Reflex
Meanwhile, the audience roars as the cannons hum to life once again! After a quick flash poll, they take aim at Tyrant and let loose!
Zap! vs. Tyrant: 1d20 + 20 ⇒ (9) + 20 = 29
Electricity damage: 2d8 + 9 ⇒ (4, 7) + 9 = 20
The shot goes just wide, to the audible disappointment of the audience.
---------
Initiative!
Iseph may act. Everyone owes a DC 26 basic Reflex vs. 17 damage
Ceilidh Razkar |
Basic Reflex Save: 1d20 + 13 ⇒ (2) + 13 = 15
Ceilidh badly hurts herself by being trampled!
[38/118 hp]
Iseph the Android |
Reflex: 1d20 + 20 ⇒ (6) + 20 = 26
"Thank you, Ceilidh."
Iseph runs around, aims, and fires at #3.
semi-auto pistol: 1d20 + 20 ⇒ (16) + 20 = 36
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (6, 4) + 3 + (2, 2) = 17
They prepare to fire if any of them move.
semi-auto pistol: 1d20 + 20 ⇒ (20) + 20 = 40
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (1, 4) + 3 + (2, 3) = 13
GM Dennis |
Ceilidh gets caught in the blast--hard--, while Iseph manages to avoid it entirely (Operative Reflexes means Success -> Critical Success). Meanwhile, they take aim and fire, landing a massive shot on one of the dinosaurs (36 is a crit!).
The cyan-tinted dinosaur, meanwhile, charges at Iseph, lunging with its horns repeatedly.
#2 Horns vs. Iseph: 1d20 + 19 ⇒ (15) + 19 = 34
Piercing: 2d8 + 9 ⇒ (5, 8) + 9 = 22
#2 Horns vs. Iseph, 2nd attack: 1d20 + 19 - 5 ⇒ (14) + 19 - 5 = 28
Piercing: 2d8 + 9 ⇒ (5, 1) + 9 = 15
#3 Horns vs. Iseph, 2nd attack: 1d20 + 19 - 10 ⇒ (8) + 19 - 10 = 17
Piercing: 2d8 + 9 ⇒ (5, 1) + 9 = 15
---------
Initiative!
Jimdigriz, Tyrant, and Ceilidh may act. Jimdigriz and Tyrant still owe DC 26 Reflex saves vs. 17 bludgeoning.
DiGriz -PT- |
REF: 1d20 + 18 ⇒ (9) + 18 = 27 "Man, I just had this dry-cleaned!"
DiGriz steps back and points at the less wounded beast Get'em versus 3
he then quickly patches Ceilidh up a bit Battle Medicine: 1d20 + 14 ⇒ (3) + 14 = 17 Only trained, so I can only do DC 15. Ceilidh regains HP: 2d8 ⇒ (3, 6) = 9.
Will also use Got'em
If #3 strikes an ally, they'll gain 8 Temp HP for 1 round. I'll do this on the first ally hit.
The Tyrant |
Reflex (expert): 1d20 + 18 ⇒ (2) + 18 = 20
"Get off me, you mothertrucker!" the Tyrant screams as the dinosaur tramples her. She's more angry than hurt -- her force field soaks up all the damage superior force field, down to 9 hp after the trample, up to 14 at the start of my turn -- but the nova-hot rage just drives her, as always.
She blasts away with her machine gun before moving to try to get out of the trampling cluster.
Fog of War, Stride
Auto Fire (DC 31 Reflex) vs. pink and cyan: 2d8 + 3 ⇒ (2, 5) + 3 = 10
Primary Target vs. Cyan: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 2d8 + 3 ⇒ (6, 1) + 3 = 10
11/20 projectiles left
Fog of War: The smoke from your unleashed weapon fire conceals you from any enemies who may be left standing. Make an Area Fire or Auto-Fire attack. You leave behind a cloud of smoke within the area that lasts until the end of your next turn or until dissipated by a strong wind. Creatures in the area have the concealed condition, and all other creatures are concealed to them.
Auto-Fire [two-actions] (area, attack) You hit each creature in a cone with a range equal to half the weapon’s range increment without making an attack roll. Any creatures in the area take damage equal to the weapon’s damage (basic Reflex save against your class DC plus the tracking value of the weapon). This damage is area damage. Creatures that critically fail this save are subject to effects that occur on a critical hit with this weapon, including the weapon’s critical specialization effect. Automatic Fire has an expend equal to the number of targets in the area × 2
Primary Target: When you make an attack with an area of effect weapon (such as from the Area Fire or Auto-Fire actions), you can choose a single creature either adjacent to the center point of the attack or the closest to you within a cone or line to be your primary target. After resolving the area of effect attack, make a ranged Strike using your weapon against the selected target. Ignore the unwieldy trait on your weapon when using this action. This follow-up Strike consumes an amount of ammo from the weapon equal to its expend, and you can’t make this additional Strike if you don’t have sufficient ammo. If two or more creatures are equidistant or closest, you can choose which one is your primary target. If you successfully hit your primary target with this Strike, then that target is suppressed until the start of your next turn. This Strike uses the same multiple attack penalty as your Area Fire or Auto-Fire action but doesn’t count toward your multiple attack penalty.
Ceilidh Razkar |
(47/118 HP)
Ceilidh moves back (◆) to safety and casts (◆◆) a level 4 heal on himself.
Heal: 4d8 + 32 ⇒ (3, 3, 5, 3) + 32 = 46
(93/118 HP)
GM Dennis |
DiGriz directs traffic and patches up the worst of Ceilidh's wounds. The Tyrant, meanwhile, tanks the trampling feet and returns fire...
Cyan reflex: 1d20 + 12 ⇒ (6) + 12 = 18
...riddling both of them with bullets! Crit fail from both, and a crit success on the Primary Target! The audience cheers as another dinosaur falls (Cyan down)!
Ceilidh, meanwhile, steps away and further tends to their own wounds.
The remaining dinosaur charges at Tyrant, trying to gore her with its horn! It's got an action that lets it move and attack, hence the three actions below.
Horns vs. Tyrant: 1d20 + 19 ⇒ (11) + 19 = 30
Piercing: 2d8 + 9 ⇒ (2, 1) + 9 = 12
Horns vs. Tyrant, 2nd attack: 1d20 + 19 - 5 ⇒ (4) + 19 - 5 = 18
Piercing: 2d8 + 9 ⇒ (7, 1) + 9 = 17
Horns vs. Tyrant, 3rd attack: 1d20 + 19 - 10 ⇒ (14) + 19 - 10 = 23
Piercing: 2d8 + 9 ⇒ (5, 8) + 9 = 22
A familiar murmur runs through the crowd again as they all scramble to vote once more on who to attack with the twist. After a moment, the guns turn toward Iseph and fire.
Zap! vs. Iseph: 1d20 + 20 ⇒ (7) + 20 = 27
Electricity damage: 2d8 + 9 ⇒ (1, 1) + 9 = 11
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Initiative!
Everyone is up!
GM Dennis |
Whoops, forgot Ceilidh's persistent damage:
Persistent Bleed: 2d6 ⇒ (6, 6) = 12
DC 15 Flat Check: 1d20 ⇒ 4
Iseph the Android |
Iseph moves away, aims, and fires at #3.
semi-auto pistol: 1d20 + 20 ⇒ (20) + 20 = 40
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (4, 3) + 3 + (1, 4) = 15
semi-auto pistol: 1d20 + 20 ⇒ (16) + 20 = 36
Aimed ouch!: 2d6 + 3 + 2d4 ⇒ (1, 4) + 3 + (1, 3) = 12
DiGriz -PT- |
That's right! Get'em!" diGriz then dives for some cover while entreating Tyrant to HURRY UP!
+3 DMG v. dino. Tyrant is Quickened for this round.
The Tyrant |
The Tyrant barely seems to notice the dinosaur's blow as the pain only makes her grow stronger! She opens fire before to put the barrier between her and the dinosaur.
React to Relentless Endurance; Brutal Barrage; Auto-Fire! and Primary Target
Auto Fire (DC 31 Reflex) vs. pink : 4d8 + 6 ⇒ (5, 2, 2, 6) + 6 = 21
Primary Target vs. Pink: 1d20 + 20 ⇒ (11) + 20 = 31
Damage: 2d8 + 6 ⇒ (1, 2) + 6 = 9
9/20 projectiles left
Relentless Endurance [reaction] Trigger: I take damage; Frequency 1/hour. You come back stronger, ready to continue the fight and push onward in battle. You gain 3d8 + 12 ⇒ (5, 1, 1) + 12 = 19 temporary Hit Points that last for 1 minute.
[ooc]Brutal Barrage [one-action] You prepare the perfect shot, able to tear through those closest to the impact point. If your next action is to Area Fire or Auto-Fire, add two additional weapon damage dice to targets who are adjacent to the center point of impact, or within the first 10 feet of a cone or line effect.
* Suppressing Fire: If you make an attack with a weapon that has the area trait (such as from the Area Fire or Auto-Fire actions), you use it in a manner that suppresses your targets. Enemies in the affected area who fail their save against your attack become suppressed until the start of your next turn. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds.
* Primary Target: When you make an attack with an area of effect weapon (such as from the Area Fire or Auto-Fire actions), you can choose a single creature either adjacent to the center point of the attack or the closest to you within a cone or line to be your primary target. After resolving the area of effect attack, make a ranged Strike using your weapon against the selected target. Ignore the unwieldy trait on your weapon when using this action. This follow-up Strike consumes an amount of ammo from the weapon equal to its expend, and you can’t make this additional Strike if you don’t have sufficient ammo. If two or more creatures are equidistant or closest, you can choose which one is your primary target. If you successfully hit your primary target with this Strike, then that target is suppressed until the start of your next turn. This Strike uses the same multiple attack penalty as your Area Fire or Auto-Fire action but doesn’t count toward your multiple attack penalty.
* Fighting Style (action hero): When you successfully make a ranged Strike with a weapon with the automatic trait, you suppress the target until the start of your next turn. In addition, when you Auto-Fire, the size of the cone is equal to the weapon’s full range increment instead of half. When using the Auto-Fire action, you can designate a target anywhere in the cone to be your primary target instead of the target closest to you.
Ceilidh Razkar |
◆◆ Ceilidh casts Mind Skewer on the beast, aiming to give it the worst headache of its life!
Mental Damage: 8d6 ⇒ (3, 2, 5, 6, 1, 4, 4, 2) = 27
Basic DC 29 Will Save
◆ After unleashing mental hell, she patches herself up with some battle medicine.
Medicine vs. DC 20: 1d20 + 21 ⇒ (10) + 21 = 31
Healing: 2d8 + 10 ⇒ (2, 2) + 10 = 14 <~~~~ Double for Crit Sucess
109/118 hp
Persistent Bleed: 2d6 ⇒ (5, 6) = 11
Flat Check: 1d20 ⇒ 17
98/118 hp
GM Dennis |
I think a Battle Medicine/Treat Wounds DC 20 crit success gets you 4d8+10, rather than 2d8+10 doubled. In this case, it probably doesn't matter.
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Will save vs. mind skewer: 1d20 + 14 ⇒ (12) + 14 = 26
Iseph and Tyrant take careful aim and riddle the dinosaur with shots (crit fail vs. auto fire, success on primary target, crit from Iseph), while Ceilidh assaults its mind (fail vs. Mind Skewer). With one last pained wail, the final Zo!ceratops falls! The crowd erupts in cheers, and you hear the voice of Lethea say "Let's hear it one more time for our victorious team! If you enjoyed that round, be sure to vote in our poll for tonight's bonus round!"
As the arena is reset for the next team, you are ushered back to the green room. You have 1 hour to recover, etc.