
![]() |

Zashodu will step onto the grass but keep a wide arc in hopes to skirt around... whatever this is.
He casts Scan Environment to...
Learn if anything in the area presents an environmental hazard, including cold or heat dangers (at what temperature range), radiation (at what severity), smoke effects, and underwater conditions.
Not that he's going to venture close to it anyway but hey, maybe I can make use of one of these new-fangled SF2 spells that's different.

GM Super Zero |

There isn't anything like that in range.
Fengsai and Zashodu realize that the circular part of the path is uneven, filled with rubble. And underneath that rubble, the floor looks a little different. There's also just a little bit of a wall, jutting out just far enough for someone to trip over.
It looks like the circle isn't really part of the path at all--it was once a tower or other circular room that has now collapsed, once attached to the building.

![]() |

You could trip over that! Watch out!
Zashodu points down at the circular path while still keep a wide arc to avoid the center-piece.

Grizzi |

Grizzi follows Fengsai and Zashodu. When Zashodu points, Grizzi's eyes follow, as do the thumbs of most of his hands, pointing the way for the others.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
The skittermander then catches a glimpse of a nearby object. "Ooh! I see a door! Could that be the entrance to the reactor?" He takes a step closer to it and redirects his thumbs.

GM Super Zero |

Grizzi notices two small crystal potion or serum vials.
Unfortunately, he doesn't notice the trap until he sees the runes glow on the stones forming the broken bits of wall on the other side of what was once a tower. By that point, there's already a circular saw blade made of force flying in his direction.
Runesaw: 1d20 + 13 ⇒ (15) + 13 = 28 Force damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15
The wall crumbles a little more, and with a cracking sound the runes fade and begin to smoke. Even if this was the kind of trap that can activate more then once, it certainly isn't any more.
Grizzi is able to collect the two vials of infiltrator serum.

![]() |

"Grizzi, are you ok? Be more careful next time, half Grizzi isn't as helpful as a whole Grizzi."
Fengasi steps up and readies her pistol and a grenade for when someone opens the door.
"Looks like we're back to everything is weird and dangerous."

Grizzi |

"I'm... fine," Grizzi responds, unconvincingly. His smile formed with gritted teeth. "I managed to find these."
He holds out the two vials as he manages to regain some of his composure. "I hope one of you will find them to be helpful."
Glancing at the door, he offers, "Shall I try to open it?"

![]() |

"Grizzi, it might be better if you help Dr. Sani heal you first. If needed, we've got the 4 med patches we have picked up."

SF2 Playtest - Dr. Sani |

Ah, yes. If you blow off a limb, it's best to put it in an isotonic liquid. It's something of a myth that milk is suitable, but it's still better than plain water or bleach. Alcohol sometimes works, but it does tend to get the patient very drunk when the limb is eventually reattached.
This yours? Sani says to Grizzi, holding up a sausage from a rations pack. Looks like you still have all-six, so let me do something about those scratches
Medicine to treat wounds: 1d20 + 8 ⇒ (16) + 8 = 24
Healing: 2d8 ⇒ (4, 5) = 9
Heal L1, full round: 1d8 + 8 ⇒ (6) + 8 = 14

Grizzi |

Grizzi is grateful that his wounds are healed, but hopes that he may still have the sausage.
When the others are ready, he attempts to open the door.

![]() |

"Ready, just remember next time keep both halves of Grizzi out of harm's way."

GM Super Zero |

This metal and stone room contains stalls thick with dust. Saddles and scraps of leather harnesses hang from hooks, and piles of animal bones occupy some of the others. The sound of someone preaching is audible nearby, but the fact that bones start to move might be more of an immediate concern.
Purple Skeletal Horse: 1d20 + 8 ⇒ (20) + 8 = 28
Sanity: 1d20 + 8 ⇒ (18) + 8 = 26
Laurel: 1d20 + 9 ⇒ (1) + 9 = 10
Fengsai (Stealth): 1d20 + 8 ⇒ (15) + 8 = 23
Zashodu: 1d20 + 9 ⇒ (12) + 9 = 21
Grizzi (Stealth): 1d20 + 9 ⇒ (19) + 9 = 28
Jazz: 1d20 + 7 ⇒ (10) + 7 = 17
The bones assemble themselves into the shape of an animal, already mid-charge. The skeleton has very little to say to explain itself as it reaches the open doorway and kicks Grizzi, reopening a wound that Sanity just patched!
◆ Stride
◆ Strike Hoof: 1d20 + 9 ⇒ (11) + 9 = 20 Hits Grizzi for bludgeoning damage: 1d8 + 5 ⇒ (5) + 5 = 10
◆ Strike Hoof: 1d20 + 9 - 5 ⇒ (8) + 9 - 5 = 12 Miss
Grizzi, Sanity, Fengsai, Zashodu, and Jazz's turns.
Initiative:
Purple Skeletal Horse
Grizzi (AC 20, 20/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Fengsai (AC 20, 33/33 HP)
Zashodu (AC 18, 40/40 HP)
Jazz (AC 20, 34/34 HP)
Green Skeletal Horse
Laurel (AC 20, 35/35 HP)

![]() |

"I don't know what in the world those are, but they look dead to me."
↺ Quantum Pulse to Warp Reality as a free action when rolling initiative.
WARP REALITY: quantum field 15-foot-radius enemy creature –5-foot status penalty, allies +5 foot movement.
◆◆ Injury Echo Basic will save DC 17
Injury Echo Damage P: 1d6 ⇒ 1
(Choose bludgeoning, piercing, or slashing damage.)
If the target fails its save and then takes the same type of damage before the end of your next turn, it takes an additional
Injury Echo Damage persistent bleed damage P: 1d4 ⇒ 3
◆tactical Pulsecaster : 1d20 + 8 ⇒ (16) + 8 = 24
Damage E nonleathal: 1d6 ⇒ 6

![]() |

We are certainly not telling jokes, no. Neither is this bone horse!
Zashodu has been practicing his telekinesis. And so…
◆◆ Cast a spell: Telekinetic Maneuver: TRIP Purple
Spell attack vs Purple Reflex DC: 1d20 + 9 ⇒ (6) + 9 = 15

GM Super Zero |

The skeletal horse seems entirely unaffected by Fengsai's spell, though she thinks that may be a fluke--there's no reason it should be immune.
Will: 1d20 + 8 ⇒ (20) + 8 = 28
That hits.
It moves its bony feet to quickly to be tripped.
A failure, though that leaves you with one action.
Grizzi, Sanity, Zashodu, and Jazz's turns.
Initiative:
Purple Skeletal Horse (AC 15-24, -6 HP)
Grizzi (AC 20, 20/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Fengsai (AC 20, 33/33 HP)
Zashodu (AC 18, 40/40 HP)
Jazz (AC 20, 34/34 HP)
Green Skeletal Horse (AC 15-24)
Laurel (AC 20, 35/35 HP)

SF2 Playtest - Dr. Sani |

Sani let's out an audible sigh as Grizzi manages to undo part of Sani's work. Be careful with that blunt trauma, your stitches may come loose, ok?
As for the undead, it's dead, so not much Sani can do for it. Except try to make it more alive.
Vitality Lash: 3d6 ⇒ (4, 1, 5) = 10 Basic fort save DC 18

Grizzi |

"Ouch!" Grizzi declares as he is kick. "Silly bones. Don't you know that you are dead and should be buried?"
He cautiously moves backward and draws his rifle. "Don't worry! Grizzi will help you get back into the ground!"
Stride; Interact
He fires at the skeleton.
Strike Ranged shirren-eye rifle (unwieldy, volley 30, fatal d12, kickback, analog, range increment 100 feet, reload 1): 1d20 + 9 ⇒ (5) + 9 = 14
Damage, piercing: 1d10 + 1 ⇒ (1) + 1 = 2

GM Super Zero |

The light of life burns the unquiet dead.
Fortitude: 1d20 + 6 ⇒ (17) + 6 = 23 Success, it takes half damage
Grizzi's shot is too low, passing below the creature's exposed ribs.
A miss
Jazz's turn.
Initiative:
Purple Skeletal Horse (AC 15-23, -11 HP)
Grizzi (AC 20, 20/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Fengsai (AC 20, 33/33 HP)
Zashodu (AC 18, 40/40 HP)
Jazz (AC 20, 34/34 HP)
Green Skeletal Horse (AC 15-23)
Laurel (AC 20, 35/35 HP)[/ooc]

GM Super Zero |

The other horse backs up out of its stall, then runs forward. To be immediately slowed by Fengsai's field of warped time. And then again as it has to slow down to move through a doorway that's on the narrow side for a creature the size of most of a horse. But then it kicks at Jazz. And misses him.
◆◆ Gallop, which allows it to Stride twice with a bonus to Speed. Between moving through Fengsai's field and through five-foot-wide spaces it needs it, but then has more then enough.
◆ Strike J/G/L: 1d3 ⇒ 1 Hoof: 1d20 + 9 ⇒ (5) + 9 = 14 Miss
Laurel's turn.
Initiative:
Purple Skeletal Horse (AC 15-23, -14 HP)
Grizzi (AC 20, 20/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Fengsai (AC 20, 33/33 HP)
Zashodu (AC 18, 40/40 HP)
Jazz (AC 20, 34/34 HP)
Green Skeletal Horse (AC 15-23, -3 HP)
Laurel (AC 20, 35/35 HP)

Laurel "Desna" |

”Bone herse: Git back!” the boy fires away rapidly!
◆) Get 'Em vs Green (-1 AC / Reflex; Allies +1 damage too)
◆◆) Strike x2
Lasgun (Fire): 1d20 + 9 ⇒ (16) + 9 = 251d8 + 1 ⇒ (2) + 1 = 3
Lasgun (Fire) w/ MAP: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 111d8 + 1 ⇒ (8) + 1 = 9

GM Super Zero |

Laurel scorches the animated bones with his lasgun.
A crit and a miss
The bony horse does not seem to have much in the way of complicated motivations. It merely tries, repeatedly, to stomp on the ysoki in front of it. The first attempt would have hurt if the doctor wasn't wearing armor.
◆ Strike Sanity hoof: 1d20 + 9 ⇒ (9) + 9 = 18 for bludgeoning damage: 1d8 + 5 ⇒ (8) + 5 = 13 Failure
◆ Strike Sanity hoof: 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 10 for bludgeoning damage: 1d8 + 5 ⇒ (8) + 5 = 13 Failure
◆ Strike Sanity hoof: 1d20 + 9 - 10 ⇒ (3) + 9 - 10 = 2 for bludgeoning damage: 1d8 + 5 ⇒ (3) + 5 = 8 Critical failure
Grizzi, Sanity, Fengsai, Zashodu, and Jazz's turns.
Initiative:
Purple Skeletal Horse (AC 15-16, -14 HP)
Grizzi (AC 20, 20/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Fengsai (AC 20, 33/33 HP)
Zashodu (AC 18, 40/40 HP)
Jazz (AC 20, 34/34 HP)
Green Skeletal Horse (AC 15-16, -9 HP, Get 'Em)
Laurel (AC 20, 35/35 HP)

![]() |

Perhaps trying to trip a quadruped was a bad idea... back to basics!
Zashodu condenses a beam of mind-assaulting eldritch energy from the dark spaces between the stars and fires it at the first skele-horse.
◆◆ Cast a spell: Eldritch Lance
Spell attack GREEN, mental damage (get ‘em): 1d20 + 8 ⇒ (8) + 8 = 162d6 + 1 ⇒ (3, 6) + 1 = 10
After he reaches for his holster.
◆ Draw laser pistol

![]() |

Fengsai lets her quantum field dissipate, as she fires her Pistol, and casts Injury Echo at green
"No idea what a Bone herse is, but they're not on my good list."
◆ Tactical Pulsecaster Pistol
tactical Pulsecaster : 1d20 + 8 ⇒ (8) + 8 = 16
Damage E nonleathal: 1d6 ⇒ 5
◆◆ Injury Echo Basic will save DC 17
Injury Echo Damage P: 1d6 ⇒ 3
(Choose bludgeoning, piercing, or slashing damage.)
If the target fails its save and then takes the same type of damage before the end of your next turn, it takes an additional
Injury Echo Damage persistent bleed damage P: 1d4 ⇒ 4

GM Super Zero |

Zashodu's spell is a direct hit... but doesn't seem to have any effect.
That hits. However, they are mindless and immune to mental damage.
Fengsai shoots one of the horses, then calls back to a time when it was injured in life. Not that it seems to remember or care, but one of its leg bones crack all the same.
That hits. Will: 1d20 + 8 ⇒ (7) + 8 = 15 and failure. That bloodies it, except for the blood part.
Neither is quick enough to avoid Jazz's spell. They're both looking rather the worse for the wear.
Purple Reflex: 1d20 + 9 ⇒ (7) + 9 = 16 Failure, which bloodies it
Green Reflex: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17 Failure
Grizzi and Sanity's turns.
Initiative:
Purple Skeletal Horse (AC 15-16, -20 HP, bloodied)
Grizzi (AC 20, 20/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Fengsai (AC 20, 33/33 HP)
Zashodu (AC 18, 40/40 HP)
Jazz (AC 20, 34/34 HP)
Green Skeletal Horse (AC 15-16, -26 HP, bloodied, Get 'Em)
Laurel (AC 20, 35/35 HP)

Grizzi |

Grizzi takes up a new position, reloads, and takes another shot.
Step, Reload, Strike
"Back into the ground with you!" Grizzi declares.
Strike Ranged shirren-eye rifle (unwieldy, volley 30, fatal d12, kickback, analog, range increment 100 feet, reload 1) v green: 1d20 + 9 ⇒ (19) + 9 = 28
Damage, piercing: 1d10 + 1 ⇒ (9) + 1 = 10

SF2 Playtest - Dr. Sani |

Ramp it up to 150 amps. Clear! Sani shouts as he unleashes another blast
Vitality lash: 3d6 ⇒ (3, 4, 6) = 13 Basic fort DC 18

GM Super Zero |

A creature made only of bones could also be described as being made primarily of empty space. A bullet could easily pass through it without doing any actual damage.
Which is why Grizzi aims at the skull, shattering it. The rest of the bones tumble freely to the ground, dead once more.
A crit. It's resistant to piercing, but that still destroys it.
The bones take the hit a little better than Sanity might have hoped, but they still look about ready to crumble.
Fortitude: 1d20 + 9 ⇒ (9) + 9 = 18 Success, it takes 6 damage.
Laurel's turn.
Initiative:
Purple Skeletal Horse (AC 15-16, -26 HP, bloodied)
Grizzi (AC 20, 20/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Fengsai (AC 20, 33/33 HP)
Zashodu (AC 18, 40/40 HP)
Jazz (AC 20, 34/34 HP)
Laurel (AC 20, 35/35 HP)

SF2 Playtest - Dr. Sani |
1 person marked this as a favorite. |

That’s a compound fracture, I can see that without an x-ray

Laurel "Desna" |

”Other Bone herse: Git back too!” the boy sustains the rapid fire!
◆) Get 'Em vs Purple (-1 AC / Reflex; Allies +1 damage too)
◆◆) Strike x2
Lasgun (Fire): 1d20 + 9 ⇒ (19) + 9 = 281d8 + 1 ⇒ (2) + 1 = 3
Lasgun (Fire) w/ MAP: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 71d8 + 1 ⇒ (2) + 1 = 3

GM Super Zero |

It is indeed easier to assess broken bones when the bones are visible, but that does also tend to suggest other health issues.
Laurel's lasgun disintegrates a few ribs. Bits of bones begin to fall off as the skeleton starts to crumble. It then collapses into dust.
A crit, which destroys it.

![]() |

After the fight, Fengsai checks out where the skeletons came from and does a quick search.
"I'll check in here quick."
Perception: 1d20 + 5 ⇒ (4) + 5 = 9 Dark vision
Ocultism: 1d20 + 8 ⇒ (8) + 8 = 16

GM Super Zero |

The room looks like a stable, or what remains of a room that was once a stable. This metal and stone room contains stalls thick with dust. Saddles and scraps of leather harnesses hang from hooks, and piles of animal bones occupy some of the others. No other bones rise to attack, but the sound of someone preaching is audible nearby

Laurel "Desna" |

Blowing the smoking barrel, Laurel twirls his Tactical Lasgun once, twice, thrice, and stuffs it back behind his trousers with a ”Yeah!”
He looks around ”Someone is praying. Can’t be good…” he goes to investigate the sound…

![]() |

It seems these horses weren't happy about being abandoned in this stable. Zashodu muses to the group telepathically.
He nods at Laurel's observation and cocks his head as if to let the sound flow into his ears,
Can we easily just follow the direction it's coming from?
and begins taking careful steps towards it.

Grizzi |

He looks around ”Someone is praying. Can’t be good…” he goes to investigate the sound…
"If they are praying for help cleaning up all this dust, then we may be the answer to their prayers!" Grizzi declares with excited anticipation as he follows the others.

![]() |

”Someone is praying. Can’t be good…”
"I agree"
Fengsai moves farter inot the room, and tries to determine the source of the preaching
Ocultism: 1d20 + 8 ⇒ (18) + 8 = 26

GM Super Zero |

This structure once housed an indoor market. The ceiling rises to a height of 50 feet, creating a cavernous space large enough to fit a dozen wooden and stone-reinforced stalls. The stalls aren’t well preserved. Tattered cloth hanging from a 15-foot-tall barricade of brick, wood, and other rubble blocks the entrance to some of the further market stalls. A passage to the east descends in stone steps, in the direction where Charity Substation is supposed to be.
The sound of someone preaching a sermon is audible around the corner: “…shall purge every world of mortality’s wicked designs and scour every heart with the light of the stars!” Other voices call out to agree with the speaker. Then the sermon resumes with greater frenzy: “Hark! The nameless spawn of the elder ones appears! Lo, it shall shake the stars and topple the palaces of all mortal empires. Crown the Newborn with guts and gold! Scream songs to the Midwives who watched over its cradle! Embrace the coming of salvation!” Inside, bloody scrawls cover the walls and floor, and debris litters the ground where the far wall was ruptured by an explosion.
The party recognizes occult symbols drawn on the walls and floor from Arta’s group’s pamphlets. And the disciples of the rather unsavory preacher notices them, as well. Shouting an alarm, they reach for chakrams and pistols.
The preacher himself seems slow to react. While they're obviously reacting to the group, Fengsai doesn't think any of them have noticed her in particular.
Laurel, Zashodu, and Fengsai's turns.
Initiative:
Laurel (AC 20, 35/35 HP)
Zashodu (AC 18, 40/40 HP)
Fengsai (AC 20, 33/33 HP)
Yellow Newborn Disciple
Orange Newborn Disciple
Green Newborn Disciple
Dr. Sanity (AC 19, 33/33 HP)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Blue Newborn Disciple
Purple Newborn Disciple
Red Thane Hacher, Evangelist Preacher
Orange Newborn Disciple: 1d20 + 5 ⇒ (14) + 5 = 19
Yellow Newborn Disciple: 1d20 + 5 ⇒ (20) + 5 = 25
Green Newborn Disciple: 1d20 + 5 ⇒ (14) + 5 = 19
Blue Newborn Disciple: 1d20 + 5 ⇒ (11) + 5 = 16
Purple Newborn Disciple: 1d20 + 5 ⇒ (6) + 5 = 11
Sanity: 1d20 + 8 ⇒ (10) + 8 = 18
Laurel: 1d20 + 9 ⇒ (20) + 9 = 29
Fengsai (Stealth): 1d20 + 8 ⇒ (19) + 8 = 27
Zashodu: 1d20 + 9 ⇒ (20) + 9 = 29
Grizzi (Stealth): 1d20 + 9 ⇒ (8) + 9 = 17
Jazz: 1d20 + 7 ⇒ (11) + 7 = 18

Laurel "Desna" |

”Dont think they is frenly talkin’ bout ‘porridge the wicket’ n all that. Les get ‘em!” Laurel points at the front disciple and fires!”
◆) Get 'Em vs Purple (-1 AC / Reflex; Allies +1 damage too)
◆◆) Strike x2
Lasgun (Fire): 1d20 + 9 ⇒ (3) + 9 = 121d8 + 1 ⇒ (8) + 1 = 9
Lasgun (Fire) w/ MAP: 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 101d8 + 1 ⇒ (8) + 1 = 9

![]() |

↺ Quantum Pulse to Warp Reality as a free action when rolling initiative.
WARP REALITY: quantum field 15-foot-radius enemy creature –5-foot status penalty, allies +5 foot movement.
◆ Stride
"I hate to interrupt, but..." Fengasi gives out a big, screaching cat roar.
◆◆ SONIC SCREAM 15-foot cone Basic fort save DC 17
targets Preacher, yellow, and orange Disciple
sonic damage : 1d8 ⇒ 3
Failed save sickened 1.

![]() |

If we don't get them, they certainly look like they're planning to get us. So it goes.
There are many things he could do to the cult leader, but he wants to get a look at his capabilities first.
So he sends a mental assault out to the left at a follower...
◆◆ Cast a spell: Eldritch Lance
Spell attack PURPLE, mental damage (get ‘em): 1d20 + 9 ⇒ (10) + 9 = 193d6 + 1 ⇒ (5, 3, 1) + 1 = 10
Then he skitters out to the right to get a better look at the leader.
◆ Stride 25ft

GM Super Zero |

One disciple falls as Laurel opens fire.
Laurel hits and drops Purple. Redirecting next attack to Green, but it misses.
One of the disciples entirely resists Fengsai's spell, though the other is thrown for a loop.
Red Fort: 1d20 + 5 ⇒ (19) + 5 = 24 Success, half damage
Orange Fort: 1d20 + 2 ⇒ (20) + 2 = 22 Critical success, no damage
Yellow Fort: 1d20 + 2 ⇒ (10) + 2 = 12 Failure, full damage (bloodied) and Sickened 1
Another falls as Zashodu shoots at him.
Zashodu hits and drops Green.
One moves up and takes a couple shots at Fengsai, grazing her once with laser fire.
◆ Stride
◆ Strike Fengsai Laser Pistol: 1d20 + 5 ⇒ (16) + 5 = 21 hit for fire damage: 1d6 ⇒ 4
◆ Strike Fengsai Laser Pistol: 1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 3
The next doesn't sound so good as she takes a great breath and chokes. She takes a shot, but doesn't hit.
◆ Retch Fortitude: 1d20 + 2 ⇒ (4) + 2 = 6 Failure
◆ Stride
◆ Strike Fengsai Laser Pistol: 1d20 + 5 - 1 ⇒ (4) + 5 - 1 = 8 Critical failure
's turns.
Initiative:
Laurel (AC 20, 35/35 HP)
Zashodu (AC 18, 40/40 HP)
Fengsai (AC 20, 29/33 HP)
Yellow Newborn Disciple (AC 11-13, -3 HP, bloodied, Sickened 1)
Orange Newborn Disciple
Dr. Sanity (AC 19, 33/33 HP)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Blue Newborn Disciple
Red Thane Hacher, Evangelist Preacher (-1 HP)

Grizzi |

Noticing the debris and the blood markings on the walls, Grizzi declares, "Cleaning up here is an even bigger task than I thought it would be. Let me help!'
The skittermander draws his zero knife and moves forward to begin scraping the yucky stuff from the walls.
Interact; Stride
Overeager, he accidentally allows the knife to slip off the wall toward a cultist.
Melee Strike,zero knife (agile, finesse, critical, powered, tech) v yellow: 1d20 + 9 ⇒ (5) + 9 = 14
Damage, cold: 1d4 ⇒ 1

GM Super Zero |

Grizzi nicks one of the cultists with his knife--accidentally, surely.
That's a hit.
Sanity and Jazz's turns.
Initiative:
Laurel (AC 20, 35/35 HP)
Zashodu (AC 18, 40/40 HP)
Fengsai (AC 20, 29/33 HP)
Yellow Newborn Disciple (AC 11-13, -4 HP, bloodied, Sickened 1)
Orange Newborn Disciple
Dr. Sanity (AC 19, 33/33 HP)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Blue Newborn Disciple
Red Thane Hacher, Evangelist Preacher (-1 HP)

SF2 Playtest - Dr. Sani |

Hey, careful with that knife. Always stab away from you! Sani shouts as he target the disciple closest to Grizzi with a forceful blast.
Ricochet: 3d4 ⇒ (3, 1, 1) = 5 Force, DC 18 basic Reflex