
GM Super Zero |

Another one falls as Sanity blasts them.
Reflex: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
Jazz's turn.
Initiative:
Laurel (AC 20, 35/35 HP)
Zashodu (AC 18, 40/40 HP)
Fengsai (AC 20, 29/33 HP)
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)

GM Super Zero |

Another disciple falls. The preacher isn't quick enough to avoid it either, though he seems a little tougher.
You're missing an action, but I'll move you so that you have line of effect or range to either of them. And roll the remaining damage: 1d4 ⇒ 4
Blue Reflex: 1d20 + 5 ⇒ (2) + 5 = 7 Critical failure, and they're down.
Red Reflex: 1d20 + 3 ⇒ (10) + 3 = 13 Failure for 9 damage
He backs away from Fengsai. "All are unworthy!" he says, casting a spell of his own. The force of it nearly overwhelms her, but the powerful magic looks like it takes a lot out of himself, too.
◆ Step
◆◆ Cast soul surge Spell Attack: 1d20 + 9 ⇒ (17) + 9 = 26 hits Fengsai for spirit damage: 6d6 ⇒ (1, 3, 5, 3, 5, 6) = 23 and deals 6 damage to himself, which bloodies him.
Laurel, Zashodu, and Fengsai's turns.
Initiative:
Laurel (AC 20, 35/35 HP)
Zashodu (AC 18, 40/40 HP)
Fengsai (AC 20, 6/33 HP)
Orange Newborn Disciple
Dr. Sanity (AC 19, 33/33 HP)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Red Thane Hacher, Evangelist Preacher (-16 HP, bloodied)

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Aha... I thought so.
Zashodu recognizes that he uses a spell and so moves to dampen his mind.
He moves just a little closer first to get into range.
◆ Step N
◆◆ Cast a spell: Stupefy on RED
Critical Success The target is unaffected.
Success The target is stupefied 1 until the start of your next turn.
Failure The target is stupefied 2 for 1 minute.
Critical Failure The target is stupefied 3 for 1 minute.

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Fengsai sustains her field and then fires twice at the preacher
"You should be more careful where you preach."
◆ Sustain quantum field
◆at red
tactical Pulsecaster : 1d20 + 8 ⇒ (5) + 8 = 13
Damage E nonleathal: 1d6 ⇒ 5
◆at red
tactical Pulsecaster : 1d20 + 8 - 5 ⇒ (19) + 8 - 5 = 22
Damage E nonleathal: 1d6 ⇒ 3

GM Super Zero |

The preacher wobbles uncertainly, looking a little dazed. That spell, it seems, really was overwhelming.
Will: 1d20 + 11 ⇒ (5) + 11 = 16 Failure. Ouch!
Fengsai also manages to tag him.
13 is a miss, but 22 hits.
Laurel's turn.
Initiative:
Laurel (AC 20, 35/35 HP)
Zashodu (AC 18, 40/40 HP)
Fengsai (AC 20, 6/33 HP)
Orange Newborn Disciple
Dr. Sanity (AC 19, 33/33 HP)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Red Thane Hacher, Evangelist Preacher (AC 14-22, -19 HP, bloodied, Stupefied 2)

Laurel "Desna" |

Laurel takes out the next closest disciple…
◆) Stride
◆) Get ‘em vs Orange / else Red (-1 AC / Reflex; Allies +1 damage too)
◆) Strike
Lasgun (Fire): 1d20 + 9 ⇒ (4) + 9 = 131d8 + 1 ⇒ (1) + 1 = 2
”When you believe sumthin that makes you mean, you should either believe in sumthin else or just tek things the way they be” getting his own preaching on, our plucky young hero buffets his shooting with scolding!

GM Super Zero |

The shot hits, but the burn doesn't seem to faze her much. "What I believe is that Master Thacher has control of Charity!" she shouts as she steps up to Laurel, "And we will not let you through!" She slashes at him viciously with her chakram--though that cut slows him down even less.
◆ Step
◆ Strike Aucturnite Chakram: 1d20 + 4 ⇒ (20) + 4 = 24 crit for 2xslashing damage: 1d6 + 1 ⇒ (3) + 1 = 4
◆ Strike Aucturnite Chakram: 1d20 + 4 - 5 ⇒ (16) + 4 - 5 = 15 Miss
's turn.
Initiative:
Laurel (AC 20, 27/35 HP)
Zashodu (AC 18, 40/40 HP)
Fengsai (AC 20, 6/33 HP)
Orange Newborn Disciple ( AC 5-14, -2 HP, Get 'Em)
Dr. Sanity (AC 19, 33/33 HP)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Red Thane Hacher, Evangelist Preacher (AC 14-22, -19 HP, bloodied, Stupefied 2)

Laurel "Desna" |

"Aw crikey - thet hurt!"
Laurel looks at his brand new shiny Lasgun.
Is it already broken!? That damnable store owner!!!
↺) Quip (Trigger: Laurel's ally shoots either foe)
Demoralize (Intimidation, Expert): 1d20 + 10 ⇒ (5) + 10 = 15
"You think you mean but me'n ma frenz're meaner (wen we needta be)!"

GM Super Zero |

After a barrage of magically-generated force missiles, the last disciple falls. The preacher is starting to breathe pretty heavily as well.
Sanity and Grizzi's turns.
Initiative:
Laurel (AC 20, 27/35 HP)
Zashodu (AC 18, 40/40 HP)
Fengsai (AC 20, 6/33 HP)
Dr. Sanity (AC 19, 33/33 HP)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Red Thane Hacher, Evangelist Preacher (AC 14-22, -27 HP, bloodied, Stupefied 2)

Grizzi |

After a barrage of magically-generated force missiles, the last disciple falls. The preacher is starting to breathe pretty heavily as well.
'Oh, dear. It appears as though your lungs are having difficulty getting enough air into them." Grizzi notes, approaching the preacher. "Let me help by creating another access route for it."
He tries providing one repeatedly.
Stride
Melee Strike, zero knife (agile, finesse, critical, powered, tech) v red: 1d20 + 9 ⇒ (15) + 9 = 24
Damage, cold: 1d4 ⇒ 4
Melee Strike, zero knife (agile, finesse, critical, powered, tech) v red: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage, cold: 1d4 ⇒ 4

GM Super Zero |

Unfortunately it does not work, and even with Grizzi's help Thacher is soon unable to breathe at all.
Two hits, and he's down.

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"I wonder if that ritual was related to Charity substation disappearing, since the station is already missing, maybe the ritual was something worse?"
Fenfsai tries to figure out what they were trying to do.
Ocultism: 1d20 + 8 ⇒ (13) + 8 = 21

SF2 Playtest - Dr. Sani |

'Oh, dear. It appears as though your lungs are having difficulty getting enough air into them." Grizzi notes, approaching the preacher. "Let me help by creating another access route for it."
Good try, but aim for the trachea next time! Sani says, though duly impressed you'll find it between the head and torso of most vertebrates. If you want to do it to a vesk, better stab hard. Not because their windpipes are particularly tough, but because you'll take a good beating if you fail on the first try.
While Fengsai approaches the situation from the occult angle, Sani sees if he recognises any religious symbols.
Religion: 1d20 + 8 ⇒ (14) + 8 = 22

GM Super Zero |

The symbols seem related to this mysterious "Newborn," suggesting that the acolyte that the party fought previously in the Ghost Levels, Arta's group, and this group worship the same being--though they obviously have rather disparate beliefs about its nature.
Thacher doesn't seem to have been performing any kind of magical ritual though, just a sermon.
The path down from here should lead to Charity substation. They seem to have been stationed at the entrance intentionally.

GM Super Zero |

I assume you'll want to heal up and Refocus first, though?
A short distance through an underground tunnel, cement stairs ascend toward Charity Substation. These steps look like a more modern construction compared to the smooth stone tunnels and crumbling buildings the party just explored.
An egg-shaped mountain of meat has formed around the building’s infrastructure, completely encasing it in strange material. The air buzzes around the mound, filled with the sound of insects’ wings that resolve into a chorus of disturbing sounds.
The insects resemble wasps. Swarming wasps. Aggressive swarming wasps.
Fengsai and Zashodu's turns.
Initiative:
Fengsai (AC 20, 33/33 HP, Stealthy)
Zashodu (AC 18, 40/40 HP)
Purple Swarm
Green Swarm
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Laurel (AC 20, 35/35 HP)
Green Swarm: 1d20 + 8 ⇒ (11) + 8 = 19
Sanity: 1d20 + 8 ⇒ (3) + 8 = 11
Laurel: 1d20 + 9 ⇒ (1) + 9 = 10
Fengsai (Stealth): 1d20 + 8 ⇒ (19) + 8 = 27
Zashodu: 1d20 + 9 ⇒ (18) + 9 = 27
Grizzi (Stealth): 1d20 + 9 ⇒ (7) + 9 = 16
Jazz: 1d20 + 7 ⇒ (11) + 7 = 18

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Where are we on the map, or is this a new map? And yes, need to heal and refocus first.

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↺ 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.
◆draws a grenade
◆ Stride 20 feet away from the center of the swarm,
throws a grenade at the center of the swarm
◆Incendiary Grenade, Commercial Damage F: 1d8 ⇒ 6 5 foot radious.
creatures who critically fail their saving throw against
Incendiary grenades are knocked away from the grenade.

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Zashodu is a little unsure that what they wasps have is a targetable mind, so he falls back to his laser pistol.
◆ Draw laser pistol
◆ Strike GREEN: laser pistol attack, F damage: 1d20 + 7 ⇒ (4) + 7 = 111d6 ⇒ 5
(tech, range increment 40 feet, reload 1)
◆ Strike GREEN: laser pistol attack, F damage: 1d20 + 7 - 5 ⇒ (2) + 7 - 5 = 41d6 ⇒ 2

GM Super Zero |

As Fengsai approaches, the buzz of the swarm’s wings echoes with the sounds of frantic whispers and mewling whimpers.
She ignores that and throws a grenade at it. This seems pretty effective.
Fengsai Will: 1d20 + 7 ⇒ (18) + 7 = 25 Critical Success. Fengsai is immune to their auras for one minute.
Reflex: 1d20 + 8 ⇒ (4) + 8 = 12 Failure. 6 damage plus weakness to area damage.
Zashodu's first shot passes through the swarm as the bugs mostly move out of the way. His next shot misses it entirely.
A miss and a critical failure.
The bugs fly towards Fengsai, straining to get through the area of warped space. They still manage to surround her and sting her en masse. At first she has trouble throwing them off, but has more luck as they keep trying.
◆ Fly
◆ Swarming Stings Fengsai Reflex: 1d20 + 8 ⇒ (2) + 8 = 10 vs piercing damage: 2d6 ⇒ (4, 6) = 10 Failure. 10 damage and Fengsai Fort: 1d20 + 5 ⇒ (15) + 5 = 20 Success, no poison.
◆ Swarming Stings Fengsai Reflex: 1d20 + 8 ⇒ (14) + 8 = 22 vs piercing damage: 2d6 ⇒ (1, 2) = 3 Success. 1 damage.
Jazz, Grizzi, Sanity, and Laurel's turns.
Initiative:
Fengsai (AC 20, 22/33 HP, immune to aura)
Zashodu (AC 18, 40/40 HP)
Purple Swarm (AC 14-20, -11 HP)
Green Swarm (AC 14-20)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP)
Dr. Sanity (AC 19, 33/33 HP)
Laurel (AC 20, 35/35 HP)

Laurel "Desna" |

"Fire in the hole!" our plucky hero tosses a grenade into the swarm of pink insects - just past his comrade’s blast zone ”Sorry!”
◆) Stride
◇) Release one hand free
◆) Interact to draw commercial frag grenade
◆) Toss vs Pink
Commercial Frag Grenade (Basic Reflex DC 17, 5-ft burst) vs 1d8 piercing and 1 bleed: 1d8 ⇒ 1

GM Super Zero |

Laurel's grenade isn't as effective, as many of the fragments pass through the swarm without hitting any insects. Still, their numbers are looking fairly reduced now.
Reflex: 1d20 + 8 ⇒ (6) + 8 = 14 Failure. 1 damage. It has equal resistance to piercing and weakness to area, so those cancel out and... that bloodies it.
Laurel Will: 1d20 + 9 ⇒ (17) + 9 = 26 Critical Success. Laurel is immune.
The odd whispering hidden among the buzzing once you get close enough is really getting to Grizzi...
And actually, Grizzi is in the aura too (oops). Grizzi Will: 1d20 + 7 ⇒ (2) + 7 = 9 Failure, Frightened 2.
It's a 20-foot aura. If you enter or start your turn in the aura make a Will save, DC 15. On a failure you're Frightened 2, on a success you're immune.
And oh, what am I doing? The other one should have gone. I'll just Delay it to the end, then.
Jazz, Grizzi, and Sanity's turns.
Initiative:
Fengsai (AC 20, 22/33 HP, immune to aura)
Zashodu (AC 18, 40/40 HP)
Purple Swarm (AC 14-20, -12 HP, bloodied)
Jazz (AC 20, 34/34 HP)
Grizzi (AC 20, 30/30 HP, Frightened 2)
Dr. Sanity (AC 19, 33/33 HP)
Laurel (AC 20, 35/35 HP)
Green Swarm (AC 14-20)

Grizzi |

Concerned but the appearance of the swarms, Grizzi draws his rifle and tries to coordinate fire on the nearest one.
Interact Strike; Ready; Aid (Strike to Aid next Strike on purple)
[dice=Strike Ranged shirren-eye rifle to AID next attack on puple swarm: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11
No help, but am now frightened 1 I presume.

SF2 Playtest - Dr. Sani |

Oh Sani says any of you have allergies?
Ricochet: 3d4 ⇒ (1, 2, 3) = 6 [ooc]1-2 creatures, basic reflex dc 18[/dice]

GM Super Zero |

Grizzi's shot misses, but he uses that to help sight for someone else.
The swarms of insects react quickly. Even so, they're losing some of their numbers.
Green Reflex: 1d20 + 8 ⇒ (12) + 8 = 20 Success, 2 damage
Purple Reflex: 1d20 + 8 ⇒ (20) + 8 = 28 Critical success, no damage
Green Reflex: 1d20 + 8 ⇒ (10) + 8 = 18 Success, 3 damage
Purple Reflex: 1d20 + 8 ⇒ (15) + 8 = 23 Success, 3 damage
Grizzi Will: 1d20 + 7 ⇒ (20) + 7 = 27 Grizzi is now immune to the aura.
Jazz Will: 1d20 + 7 ⇒ (1) + 7 = 8 Jazz becomes Frightened 2, nothing extra for the critical failure.
The swarm moves towards the party, surrounding several of them and beginning to sting.
◆ Fly
◆ Swarming Stings. Grizzi, Jazz, and Zashodu can make DC 17 basic Reflex saves against piercing damage: 2d6 ⇒ (5, 4) = 9. On a failure, also make a Fort save.
◆ Swarming Stings. Grizzi, Jazz, and Zashodu can make DC 17 basic Reflex saves against piercing damage: 2d6 ⇒ (3, 3) = 6. On a failure, also make a Fort save.
Fengsai and Zashodu's turns. [ooc]Everyone is in the aura now, so anyone who isn't already immune should make the Will save at the beginning of their turns.
Initiative:
Fengsai (AC 20, 22/33 HP, immune to aura)
Zashodu (AC 18, 40/40 HP, DC 17 Ref vs 9 p, DC 17 Ref vs 6 p)
Purple Swarm (AC 14-20, -15 HP, bloodied)
Jazz (AC 20, 34/34 HP, Frightened 1, DC 17 Ref vs 9 p, DC 17 Ref vs 6 p)
Grizzi (AC 20, 30/30 HP, Frightened 1, immune to aura, DC 17 Ref vs 9 p, DC 17 Ref vs 6 p, Readied to Aid a Strike)
Dr. Sanity (AC 19, 33/33 HP)
Laurel (AC 20, 35/35 HP)
Green Swarm (AC 14-20, -5 HP)

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◆ Strides back 10 feet, then casts,
◆◆ SONIC SCREAM 15-foot cone Basic fort save DC 17
sonic damage : 1d8 ⇒ 5
Failed save sickened 1.
Cast in my quantum field, sustain quantum field for free.

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DC 17 Ref vs 9 p: 1d20 + 8 ⇒ (17) + 8 = 25
DC 17 Ref vs 6 p: 1d20 + 8 ⇒ (20) + 8 = 28
DC ?? Will vs. Aura: 1d20 + 11 ⇒ (3) + 11 = 14
Zashodu jogs away from the bugs and their aura.
Don't they know to leave their own kind alone?!
◆ Stride 20ft
Turns and fires back at the swarm that had tried to envelope him.
◆ Strike BLUE: laser pistol attack, F damage: 1d20 + 7 ⇒ (10) + 7 = 171d6 ⇒ 3
(tech, range increment 40 feet, reload 1)
◆ Strike BLUE: laser pistol attack, F damage: 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 121d6 ⇒ 4

GM Super Zero |

Fengsai's scream blasts apart the swarm. It also hits the strange mound of flesh covering the building, which quakes and screams. The piercing wail might not be physical though, but heard entirely in the mind--the remaining bugs don't seem to notice.
Purple Fort: 1d20 + 5 ⇒ (6) + 5 = 11 Failure destroys it.
Mound Fort: 1d20 + 15 ⇒ (8) + 15 = 23 Success, damage does not penetrate Hardness
↺ Psychic Wail, DC 21 basic Will vs Mental damage: 2d8 ⇒ (4, 5) = 9
Zashodu is a little shaken by the whispering voices hidden in the buzzing, but still lands a shot that passes through the swarm and incinerates some of the wasps.
Grizzi Aid: 1d20 + 9 - 1 ⇒ (19) + 9 - 1 = 27 That's a hit. Second attack is a miss.
Jazz, Grizzi, Sanity, and Laurel's turns.
Initiative:
Fengsai (AC 20, 22/33 HP, immune to aura, DC 21 Will vs 9 m)
Zashodu (AC 18, 36/40 HP, Frightened 1, DC 21 Will vs 9 m)
Jazz (AC 20, 34/34 HP, Frightened 1, DC 17 Ref vs 9 p, DC 17 Ref vs 6 p, DC 21 Will vs 9 m)
Grizzi (AC 20, 30/30 HP, Frightened 1, immune to aura, DC 17 Ref vs 9 p, DC 17 Ref vs 6 p, DC 21 Will vs 9 m)
Dr. Sanity (AC 19, 33/33 HP, DC 21 Will vs 9 m)
Laurel (AC 20, 35/35 HP, DC 21 Will vs 9 m)
Green Swarm (AC 14-17, -8 HP)
Gravid Mound (Occultism (easier), Diplomacy, or Religion to Disable ◆◆; multiple successes required)

Laurel "Desna" |

Basic Will vs Psychic Scream (9 mental, DC 21): 1d20 + 9 ⇒ (9) + 9 = 18
Laurel winces from the pain "I think they be dead - waitup - there still'em bugs. Whelp" he looks into his satchel, and grabs his 3rd and final grenade "Gunna hefta git more'v'em" and let's it rip, bouncing it off the back wall.
Commercial Frag Grenade (Basic Reflex DC 17, 5-ft burst) vs 1d8 piercing and 1 bleed: 1d8 ⇒ 6
◆) Interact to draw commercial frag grenade
◆) Toss vs Green (corner spot, avoiding allies)
◆) Acquire Asset vs Gravemound
Then he reaches out and touches the Wall of Gravemound "Lissen ta me. We ain't here fer no beef. Just tryna git on our way"
Boy Punch (B, non-lethal) vs Gravemound: 1d20 + 8 ⇒ (6) + 8 = 141d4 ⇒ 3
You assess a foe while in the thick of battle by observing their reactions to your attack. Make a melee or ranged Strike against a creature that is not your asset. On a hit, your target becomes your asset as if you had used Size Up. On a critical hit, you can immediately attempt a check to Recall Knowledge about the target.

GM Super Zero |

Laurel's grenade is a little more effective at dispersing part of the swarm this time.
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24 Success. Weakness to area and resistance to piercing cancel out, so 3 damage.
And that's a miss.
Jazz, Grizzi, and Sanity's turns.
Initiative:
Fengsai (AC 20, 22/33 HP, immune to aura, DC 21 Will vs 9 m)
Zashodu (AC 18, 36/40 HP, Frightened 1, DC 21 Will vs 9 m)
Jazz (AC 20, 34/34 HP, Frightened 1, DC 17 Ref vs 9 p, DC 17 Ref vs 6 p, DC 21 Will vs 9 m)
Grizzi (AC 20, 30/30 HP, Frightened 1, immune to aura, DC 17 Ref vs 9 p, DC 17 Ref vs 6 p, DC 21 Will vs 9 m)
Dr. Sanity (AC 19, 33/33 HP, DC 21 Will vs 9 m)
Laurel (AC 20, 26/35 HP)
Green Swarm (AC 14-17, -11 HP)
Gravid Mound (Occultism (easier), Diplomacy, or Religion to Disable ◆◆; multiple successes required)

Grizzi |

Grizzi draws his cryoknife, hoping to stick a few bugs.
Interact; Strike
Strike, zero knife (agile, finesse, critical, powered, tech) w/frightened 1: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8
Then, realizing his inability to harm the creatures, makes a dash away.

GM Super Zero |

The wasp's venom quickly gets to him, and Grizzi, disoriented, lashes out randomly, though mostly at the swarm. He isn't able to damage it, though, nor Jazz.
Grizzi Ref: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11 Critical failure, 12 damage
Grizzi Ref: 1d20 + 11 - 1 ⇒ (19) + 11 - 1 = 29 Critical success, 0 damage
Grizzi Will: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13 Failure, 9 damage
Grizzi Fort: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5 Critical failure, poison damage: 1d6 ⇒ 2 and confused (2 rounds)
But you took damage after that so Confusion flat check: 1d20 ⇒ 8
Since Grizzi was confused, he uses his actions to attack random targets. J/S/swarm: 1d3 ⇒ 3 cryo knife: 1d20 + 8 - 4 - 1 ⇒ (6) + 8 - 4 - 1 = 9
J/S/swarm: 1d3 ⇒ 1 cryo knife: 1d20 + 8 - 8 - 1 ⇒ (1) + 8 - 8 - 1 = 0
The party has mixed results resisting the mental pulse.
Fengsai Will: 1d20 + 7 ⇒ (5) + 7 = 12 Failure, 9 damage
Zashodu Will: 1d20 + 11 - 1 ⇒ (19) + 11 - 1 = 29 Success, 4 damage
Sanity Will: 1d20 + 10 ⇒ (3) + 10 = 13 Failure, 9 damage
Jazz and Sanity's turns.
Initiative:
Fengsai (AC 20, 13/33 HP, immune to aura)
Zashodu (AC 18, 32/40 HP, Frightened 1)
Jazz (AC 20, 18/34 HP, Frightened 1)
Grizzi (AC 20, 7/30 HP, Aucturnite Ichor stage 2 1/4 rounds, Confused 1 round)
Dr. Sanity (AC 19, 24/33 HP)
Laurel (AC 20, 26/35 HP)
Green Swarm (AC 14-17, -11 HP)
Gravid Mound (Occultism (easier), Diplomacy, or Religion to Disable ◆◆; multiple successes required)

0-Bot |

Jazz moves way from the swarm. He attempts to interfere with the hazard, but is not successful.
◆ Stride
◆◆ Disable Arcana: 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12 Critical failure, though I am setting the DC a little higher since Arcana isn't a listed skill.
Sanity heals Grizzi and starts to dismantle the magic
◆ Transfer Vitality to heal Grizzi 18.
◆◆ Disable Life Science Lore: 1d20 + 8 ⇒ (14) + 8 = 22 This isn't a listed skill either, but it's a highly-relevant Lore so I'll be nicer with the DC. And that's a success.
I really don't want to have to keep extrapolating two levels for you, though.

GM Super Zero |

The bugs move and continue to swarm Grizzi, as well as Sanity. Both suffer more stings then they'd like, but at least Grizzi snaps out of his disorientation and the venom does not seem to have any additional effect on either of them.
◆ Fly
◆ Swarming Stings Grizzi Reflex: 1d20 + 11 ⇒ (2) + 11 = 13 and Sanity Reflex: 1d20 + 10 ⇒ (8) + 10 = 18; Grizzi fails, Sanity succeeds and takes half of piercing damage: 2d6 ⇒ (1, 5) = 6
Grizzi Fort: 1d20 + 5 ⇒ (18) + 5 = 23 Success, no effect since he's already poisoned
Confusion flat check: 1d20 ⇒ 14 Success, Grizzi is no longer confused (please still make a Fort save at the end of your turn against the ongoing poison)
◆ Swarming Stings Grizzi Reflex: 1d20 + 11 ⇒ (3) + 11 = 14 and Sanity Reflex: 1d20 + 10 ⇒ (1) + 10 = 11 Grizzi fails, Sanity critically fails and takes double of piercing damage: 2d6 ⇒ (3, 2) = 5
Grizzi Fort: 1d20 + 5 ⇒ (18) + 5 = 23 and Sanity Fort: 1d20 + 6 ⇒ (14) + 6 = 20 Both successes.
The fleshy mound pulses, and disgorges more wasps. At least this swarm seems a little sparser.
◆◆ Spawn Swarm. This swarm is weaker.
All PCs' turns.
Initiative:
Fengsai (AC 20, 13/33 HP, immune to aura)
Zashodu (AC 18, 32/40 HP, Frightened 1)
Jazz (AC 20, 18/34 HP)
Grizzi (AC 20, 14/30 HP, Aucturnite Ichor stage 2 1/4 rounds Fort DC 17)
Dr. Sanity (AC 19, 11/33 HP, Vitality Network 0/18)
Laurel (AC 20, 26/35 HP)
Green Swarm (AC 14-17, -11 HP)
Gravid Mound (Disabled 1/?, Occultism (easier), Diplomacy, or Religion to Disable ◆◆; multiple successes required)
Orange Weak Swarm (AC 12-15)

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Fengasi tries to disable the Gravid Mound
◆◆Ocultism: 1d20 + 8 ⇒ (2) + 8 = 10
spends a hero point
◆◆Ocultism: 1d20 + 8 ⇒ (18) + 8 = 26
◆draws an incendiary grenade

Laurel "Desna" |

Diplomacy (T): 1d20 + 8 ⇒ (5) + 8 = 13
Hero Point
Diplomacy (T): 1d20 + 8 ⇒ (2) + 8 = 10
◆◆) Disable Gravemound
◆) Interact to Regrip Lasgun
"You not listening’ ta me! I said we ain't here fer no beef an’ just tryna git on our way" Laurel points his weapon at the mound and swears he really means it…

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Why, bugs, WHY! We could have worked together.
Seeing a new swarm manifest behind him down the tunnel he fires on them.
◆◆ Cast a spell: Telekinetic Projectile
Spell attack ORANGE, bludgeoning damage (inspired): 1d20 + 9 ⇒ (19) + 9 = 283d6 ⇒ (3, 4, 6) = 13
◆ Strike ORANGE: laser pistol attack, F damage: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 221d6 ⇒ 5
(tech, range increment 40 feet, reload 1)

Grizzi |

Shoot, I thought Grizzi had exited the swarm last post. Oh, well.
Realizing that he is not being very helpful to his allies where he is, Grizzi takes a couple more swipes at the swarm, then departs.
Strike, zero knife (agile, finesse, critical, powered, tech) w/frightened 1: 1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12
Strike, zero knife (agile, finesse, critical, powered, tech) w/frightened 1: 1d20 + 8 - 1 - 4 ⇒ (5) + 8 - 1 - 4 = 8
Stride
Fort w/frightened: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17

GM Super Zero |

Fengsai works to unravel the strange magic. It seems to be pulsing a little less violently.
Successful Disable.
It doesn't listen to Laurel at all, though.
Critical Failure to Disable. But it's already triggered, so no harm done.
Zashodu disperses the new swarm, and nearly the other one as well.
A crit. They're have some resistance to bludgeoning damage, but less then they have to piercing. That destroys Orange.
And another crit, of course. Doesn't quite destroy Green, but it does bloody it.
Jazz, Grizzi, and Sanity's turns.
Initiative:
Fengsai (AC 20, 13/33 HP, immune to aura)
Zashodu (AC 18, 32/40 HP, Frightened 1)
Jazz (AC 20, 18/34 HP)
Grizzi (AC 20, 14/30 HP, Aucturnite Ichor stage 2 1/4 rounds Fort DC 17)
Dr. Sanity (AC 19, 11/33 HP, Vitality Network 0/18)
Laurel (AC 20, 26/35 HP)
Green Swarm (AC 14-17, -21 HP, bloodied)
Gravid Mound (Disabled 2/?, Occultism (easier), Diplomacy, or Religion to Disable ◆◆; multiple successes required)

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I don't think it changes anything but I missed the frightened 1 in my rolls, sorry about that. Will note it going forward.

GM Super Zero |

It does not, though I also missed reducing it at the end of your turn so it's done now anyway.
Grizzi isn't able to take out the last few bugs, but he does feel like he's recovering from the venom.
12 and 8 both miss.
Fort Success, poison stage reduced to 1. poison damage: 1d4 ⇒ 1, and Stupefied 1 for one round
Jazz and Sanity's turns.
Initiative:
Fengsai (AC 20, 13/33 HP, immune to aura)
Zashodu (AC 18, 32/40 HP, Frightened 1)
Jazz (AC 20, 18/34 HP)
Grizzi (AC 20, 13/30 HP, Stupefied 1, Aucturnite Ichor stage 1 2/4 rounds Fort DC 17)
Dr. Sanity (AC 19, 11/33 HP, Vitality Network 0/18)
Laurel (AC 20, 26/35 HP)
Green Swarm (AC 14-17, -21 HP, bloodied)
Gravid Mound (Disabled 2/?, Occultism (easier), Diplomacy, or Religion to Disable ◆◆; multiple successes required)

SF2 Playtest - Dr. Sani |

Aah, I can't work like this... Sani says, and tries to run away from the nasty swarm. Once clear, he tries to patch up himself and his allies.
I was in the top-left, so I'm probably taking an AoO?
Start of turn: gain 4 VN point
◆ Move out of the swarm
◆ Tranfer vitality 4 to grizzi
◆ Heal self, Healing: 2d8 + 16 ⇒ (5, 5) + 16 = 26