| GM Super Zero |
Even if you don't have a particularly good light source, everyone should at least have the flashlight app on their comm units. Remember that even if you didn't buy a hand-held comm unit there's also one built into any Tech armor. That's only five feet of light, but enough here.
There isn't a light switch, just the elevator control panel. It's buzzing ominously and looks loose. It must have been damaged, though at least it's easier to access now.
Laurel notes that if the elevator likely isn't aligned with an outside door, so forcing the doors open might only allow access to a wall--but punching out a panel in the ceiling might offer another escape route.
Fengsai
|
Fengsai has quick jump "You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Traits." and POUNCER PAHTRA let's her "you don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first."]
"Maybe I can jump and punch the ceiling panel out."
Athelitics: 1d20 + 5 ⇒ (8) + 5 = 13
Commercial battleglove: 1d20 + 5 ⇒ (3) + 5 = 8
Damage B: 1d4 ⇒ 4
"That was just a warm-up let me try again."
Athelitics: 1d20 + 5 ⇒ (4) + 5 = 9
Commercial battleglove: 1d20 + 5 ⇒ (14) + 5 = 19
Damage B: 1d4 ⇒ 2
Fengsai doesn't get far off the ground but punches a wall
"I can do this I know I can."
Athelitics: 1d20 + 5 ⇒ (16) + 5 = 21
Commercial battleglove: 1d20 + 5 ⇒ (6) + 5 = 11
Damage B: 1d4 ⇒ 2
"I know I can do this with enough practice, or back home in low gravity, anyone got plan B?"
Zashodu
|
Remember that even if you didn't buy a hand-held comm unit there's also one built into any Tech armor. That's only five feet of light, but enough here.
I would think the light spell covers the area we were in.
Keep trying Fengsai, I believe in you! If opening ceiling panels is the issue, I believe I could punch one out with spells to reduce your task to getting up there. I guess we'll see the results of the rolls first to see about this.
| GM Super Zero |
Fengsai manages to touch the ceiling, but she doesn't manage to land a real hit on it.
Everyone hears a grinding sound and feels an unpleasant lurching sensation. That is rapidly followed by a less pleasant falling sensation, which is in turn followed by the persistence of the same falling sensation.
The control panel bursts open with a shower of sparks, and the floor falls away.
Everyone can attempt a DC 14 Reflex save. On a critical success you're unaffected, on a success you're Clumsy 1 for one round, on a failure increase it to Clumsy 2, and on a critical failure you also fall prone.
Laurel is the quickest to react.
A few obvious things the adventurers might try are manually engaging the failed safety system (Thievery to Disable the hazard, two actions), repairing the panel and regaining control of the elevator (Crafting to Disable the hazard, two actions), or climbing out through the ceiling (Athletics). That last one won't stop the crash, but it will at least be a little safer for those who get out--it would still require breaking the panel open, though.
Laurel's turn.
Initiative:
Laurel (DC 14 Reflex vs Clumsy)
Malfunctioning Elevator hazard
Zashodu (DC 14 Reflex vs Clumsy)
Grizzi (DC 14 Reflex vs Clumsy)
Fengai (DC 14 Reflex vs Clumsy)
Sanity (DC 14 Reflex vs Clumsy)
Jazz (DC 14 Reflex vs Clumsy)
Sanity: 1d20 + 6 ⇒ (1) + 6 = 7
Laurel: 1d20 + 7 ⇒ (14) + 7 = 21
Fengai: 1d20 + 3 ⇒ (9) + 3 = 12
Zashodu: 1d20 + 7 ⇒ (8) + 7 = 15
Grizzi: 1d20 + 5 ⇒ (9) + 5 = 14
Jazz: 1d20 + 5 ⇒ (2) + 5 = 7
| SF2 Playtest - Dr. Sani |
Oh, that's interesting Sani says as Fengshai is jumping to try and hit the ceiling Is that an instinctive stress response?
Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Sani klutzes around, then attempts to override the elevator to go to a higher floor.
Crafting: 1d20 + 6 ⇒ (17) + 6 = 23
Crafting: 1d20 + 6 ⇒ (16) + 6 = 22
Don't worry about the fall, immediate lethality only sets in at about 12G, we'd have to hit the ground for that.
Fengsai
|
Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
clumsy 2
Fengsai tries to hide her condition from the rest of the team
Stealth: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Not having luck, she pulls her hood up to hide her face.
| Laurel "Desna" |
”Woooooooooo!”
Reflex vs Elevator (DC 14): 1d20 + 8 ⇒ (20) + 8 = 28
Laurel floats through Zero G like a fish in water, backflipping and somersaulting midair tongue sticking out in concentration rather than fear. He tells everyone ”Hollup, see what’ll click it shut” and glides over gracefully, pulling some loose wires with his small hands, choosing to short the ROYGBIV: 1d7 ⇒ 2 Orange circuit.
Thievery (Trained) vs Elevator: 1d20 + 6 ⇒ (10) + 6 = 16
”Fitty fitty shot” he estimates.
| GM Super Zero |
Laurel forces the safety to engage, and the elevator stabilizes.
The sparking stops and the elevator comes to a stop, which gives Sani more than enough time to repair the console. The lights come back on, and the elevator continues moving at... actually, it's probably faster now. But it's a controlled decent.
It glides gently to the docks level. Its automated doors open with a pleasant chime when it reaches the selected floor.
The doors open onto a space with floors, walls, doors, and the 40-foot ceiling all made of steel. There's a catwalk along the side of the long corridor, with an industrial staircase leading up to it 20 feet away. Just beyond that is an intersection. In the middle of that intersection lies a flashlight, which is on and pointing back in the party's direction.
No matter what the display inside the elevator says, this is clearly not the docks level.
| Laurel "Desna" |
With overexuberant ostentatiousness, Laurel, a middle child saddled with responsibility yet neglect, fills the hole by basking in the glory of the deed rendered, bowing before his surrogate family, that they may celebrate his prowess ”Wull that was creepy” he kicks the control panel ”Things broken” checks the display ”We ain’t even on the right floor” and shivers.
”Glad you lot comin along. Dunna wanna ‘splore this ghost floor meself!” he keeps his lasgun pointed on the stray flashlight, and strides ahead quickly ”Lez go!” yelling back.
| SF2 Playtest - Dr. Sani |
Mighty helpful Sani says as he sees the flashlight, but feels like a mouse trap. I've treated too many crushed bones to fall for that.
Perception to find trap?: 1d20 + 6 ⇒ (10) + 6 = 16
Fengsai
|
Fengsai recently acquired hype-sensitive fear of elevators and a dislike of sudden increases in G-force, Rengsai does the only sensible thing and jumps out of the elevator, taking a warning from Sani to avoid the flashlight, she moves to the side to get out the beam of light.
"I think the elevator is the trap!"
Fengsai tries to jump out of the elevator to the side to avoid the ground right in front to the elevator.
Athelitics: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Fengsai thinks to herself "Zashodu believes in me I should too."
Fengsai crouches down and touches the ground, then stays there until she needs to move again. She looks around for new danger.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15 Dark vision
| GM Super Zero |
Neither Sani nor Fengsai see any sign of a trap. The floor outside the elevator, and the flashlight, seem normal enough. There is a mechanical whirring sound coming from somewhere out of sight, probably around the corner.
Zashodu
|
Zashodu likewise jumps off of the elevator quickly once it opens.
Verily, that was "creepy." Or certainly not normal.
Perc: 1d20 + 7 ⇒ (4) + 7 = 11 He probably doesn't find anything either.
He creeps forward to simply peek around the corner and see about the source of the whirring noise.
| GM Super Zero |
The mechanical sounds turn out to be coming from a fleet of robots. Person-sized but small, no larger than a ysoki. They're definitely not sentient robot tourists--they're meandering around, not really together, and identical save for paint jobs that look like they're specifically intended to differentiate them with different colors. Nor are they any kind of security robots. They looks like basic maintenance drones, though that integrated welding torch they each have on the end of one arm could probably do some damage if they were to attack.
Zashodu sees one of them bump into a wall. Really, none of them look okay. Their movements are erratic, and something is clearly wrong.
This becomes even more evident as the first one notices him, shouts "IT IS AWAKE!" and squeals into the intersection. The rest of them whirl around at random, echoing cries of "IT IS AWAKE! IT IS AWAKE!"
Orange Robot: 1d20 + 8 ⇒ (8) + 8 = 16
Yellow Robot: 1d20 + 8 ⇒ (9) + 8 = 17
Green Robot: 1d20 + 8 ⇒ (15) + 8 = 23
Blue Robot: 1d20 + 8 ⇒ (5) + 8 = 13
IndigoViolet Robot: 1d20 + 8 ⇒ (20) + 8 = 28
Sanity: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Laurel: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Fengsai: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Zashodu: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Grizzi: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Jazz: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
The purple robot fires its welding torch at Zashodu. Both shots are quite wide, but the other robots seem to be moving to join the fight...
◆ Stride, ◆ Strike welding torch: 1d20 + 5 ⇒ (1) + 5 = 6, ◆ Strike welding torch: 1d20 + 5 - 5 ⇒ (12) + 5 - 5 = 12
Zashodu's turn.
Initiative:
Purple Maintenance Robot
Zashodu (AC 15; 20/20)
Green Maintenance Robot
Jazz (AC 18; 17/17)
Yellow Maintenance Robot
Orange Maintenance Robot
Fengsai (AC 17; 16/16)
Red Maintenance Robot
Blue Maintenance Robot
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 14/14)
Zashodu
|
The bug sighs, probably mentally.
He closes his eyes and raises one clawed hand up in front of his forehead, focusing on the direction of the nearest robot. Suddenly, a nearby piece of equipment flies at it!
◆◆ Cast Telekinetic Projectile at YELLOW
Spell attack, bludgeoning damage: 1d20 + 7 ⇒ (13) + 7 = 202d6 ⇒ (5, 3) = 8
He then skitters back amidst the party for group protection!
◆ Stride 25ft
| GM Super Zero |
The robot lurches wildly and rolls backward unpredictably.
↺ Exigency. This gives it a +2 circumstance bonus to AC.
It's not enough. The flashlight smashes into the robot's face. The flashlight continues working, but the robot slumps and tips over. It mutters "IT IS AWAKE! IIIIT IIIS AWAAAAAKE! IIIIIT IIIISSS AWAAAAKE! it is awake... iiit iiis...." more quietly and more slowly each time until its voice dies off.
The maintenance robots might be rugged, but they aren't built to stand up when directly attacked.
"IT IS AWAKE!" The green robot lurches into the intersection, turns, and drives straight towards the party. It fires its welding torch wildly, singing Grizzi but missing Fengsai completely.
◆ Stride, ◆ Strike Grizzi/Fengsai: 1d2 ⇒ 1 welding torch: 1d20 + 5 ⇒ (19) + 5 = 24 hits for fire damage: 1d4 + 1 ⇒ (2) + 1 = 3, ◆ Strike Fensai welding torch: 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2 critically fails
Jazz's turn. Y'know what, I'll include information you've learned about the robots' defenses here, why not.
Initiative:
Purple Maintenance Robot (AC 13-32, HP <9)
Zashodu (AC 15; 20/20)
Green Maintenance Robot (AC 13-32, HP <9)
Jazz (AC 18; 17/17)
Orange Maintenance Robot (AC 13-32, HP <9)
Fengsai (AC 17; 16/16)
Red Maintenance Robot (AC 13-32, HP <9)
Blue Maintenance Robot (AC 13-32, HP <9)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
| SF2 Playtest - Dr. Sani |
Don't worry about the fur, that will grow right back. You'll have mismatching color streaks for a while, perhaps.
| GM Super Zero |
Orange is on the other side of a wall, but you can get Red if I move you up a bit. I reduced the opacity on your token to indicate that you're under the catwalk and not on it.
Both robots have surprisingly good reaction time--or perhaps their movement is just too erratic to predict. Both avoid the brunt of the blast, but electricity still seems to pierce them effectively... making them more erratic, but also producing an unpleasant burning smell that probably isn't very good for them.
Green Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Red Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Both successes, so they both take half damage. However, they're also weak to electricity and take a little extra damage.
Another robot, this one painted orange, squeals around the corner and aims its welding torch at Jazz. "IT IS AWAKE!" it helpfully informs him.
◆ Stride, ◆ Strike welding torch: 1d20 + 5 ⇒ (13) + 5 = 18 hits for fire damage: 1d4 + 1 ⇒ (2) + 1 = 3, ◆ Strike welding torch: 1d20 + 5 - 5 ⇒ (8) + 5 - 5 = 8 critical failure
Fensai's turn.
Initiative:
Purple Maintenance Robot (AC 13-32, HP 3-8)
Zashodu (AC 15; 20/20)
Green Maintenance Robot (-2, AC 13-32, HP 3-8)
Jazz (AC 18; 14/17)
Orange Maintenance Robot (AC 13-32, HP 3-8)
Fengsai (AC 17; 16/16)
Red Maintenance Robot (-2, AC 13-32, HP 3-8)
Blue Maintenance Robot (AC 13-32, HP 3-8)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
Fengsai
|
Fenfsai Warps reality to slow down the robots and then casts Injury Echo at the green robot
◆ WARP REALITY: quantum field 15-foot-radius enemy creature –5-foot status penalty, allies +5 foot movement.
◆◆ Injury Echo Basic will save DC 14
Injury Echo Damage P: 1d6 ⇒ 2
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 ⇒ 1
| GM Super Zero |
A deep scratch appears across the robot's surface, but it powers through the spell. "IT IS AWAKE!" it answers
Green Will: 1d20 + 2 ⇒ (16) + 2 = 18
With an Int of +3 your spell DC should be 16, though that's a success either way.
"IT IS AWAKE! IT IS AWAKE!" the robots chorus as two more roll heedlessly into Fengsai's warped reality. They fire beams from their welding torches at Jazz, the closest target. Who has no reason to regret being so, as their chaotic shots are largely nowhere near him. Maybe they aren't firing at him at all?
◆ Stride, ◆ Strike welding torch: 1d20 + 5 ⇒ (12) + 5 = 17, ◆ Strike welding torch: 1d20 + 5 - 5 ⇒ (12) + 5 - 5 = 12
◆ Stride, ◆ Strike welding torch: 1d20 + 5 ⇒ (1) + 5 = 6, ◆ Strike welding torch: 1d20 + 5 - 5 ⇒ (10) + 5 - 5 = 10
Laurel, Sanity, and Grizzi's turns.
Initiative:
Purple Maintenance Robot (AC 9-18, HP 4-8)
Zashodu (AC 15; 20/20)
Green Maintenance Robot (-3, AC 9-18, HP 4-8)
Jazz (AC 18; 14/17)
Orange Maintenance Robot (AC 9-18, HP 4-8)
Fengsai (AC 17; 16/16)
Red Maintenance Robot (-2, AC 9-18, HP 4-8)
Blue Maintenance Robot (AC 9-18, HP 4-8)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
| Laurel "Desna" |
"Fire in the hole!" our plucky hero tosses a grenade into the faces of the red and orange painted robots "Back up boys! Swear you got the wrong whatzit. But now you mussin' with us, so, time to go!"
◇) Release one hand free
◆) Interact to draw commercial frag grenade
◆) Toss vs Red and Orange
◆) Interact to regrip lasgun
Commercial Frag Grenade (Basic Reflex DC 16, 5-ft burst) vs 1d8 piercing and 1 bleed: 1d8 ⇒ 2
| SF2 Playtest - Dr. Sani |
Nobody really seems to be needing an IV, so Sani instead opt to take ou this zero pistol and starts blasting hole in the robots.
◆ Grab Gun
◆ Strike
Zero Gun vs green: 1d20 + 6 ⇒ (9) + 6 = 151d6 ⇒ 6
◆ Strike
Zero Gun vs green: 1d20 + 6 - 5 ⇒ (2) + 6 - 5 = 31d6 ⇒ 3
| GM Super Zero |
Red Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Orange Reflex: 1d20 + 8 ⇒ (12) + 8 = 20
| GM Super Zero |
The robots prove highly evasive, largely dodging the blast.
With the unpredictable jerky movement, the green one also avoids Sani's shot. And the second shot is well wide.
↺ Exigency, gaining a +2 circumstance bonus to its AC. That attack misses.
It doesn't gain the bonus against your second attack, but 3 is a crit failure.
Grizzi's turn.
Initiative:
Purple Maintenance Robot (AC 14-18, HP 7-8)
Zashodu (AC 15; 20/20)
Green Maintenance Robot (-3, Exigency used, AC 14-18, HP 7-8)
Jazz (AC 18; 14/17)
Orange Maintenance Robot (-1, AC 14-18, HP 7-8)
Fengsai (AC 17; 16/16)
Red Maintenance Robot (-3, AC 14-18, HP 7-8)
Blue Maintenance Robot (AC 14-18, HP 7-8)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
| Grizzi |
Grizzi draws his shirren-eye rifle, takes aim at the nearest robot, and fires.
◆ Interact to Draw
◆ Aim
◆ Ranged Strike, shirren-eye rifle (unwieldy, volley 30, fatal d12, kickback, analog, range increment 100 feet, reload 1) v green: 1d20 + 7 ⇒ (11) + 7 = 18
Damage, P w/Aim: 1d10 + 1 + 1d4 ⇒ (1) + 1 + (2) = 4
| GM Super Zero |
Grizzi puts a bullet into the robot's head. It's very badly damaged now, sparking and smoking. It glares at Grizzi, if an expressionless face can be said to glare, and utters and indignant "IT IS AWAKE!"
The odds of dealing less than 5 damage with 1d10+1+1d4 are 7.5%. Well, now you know that 8 damage drops them and that 7 isn't quite enough.
The purple robot careens forward, aiming past the other robots haphazardly at Jazz and Fengsai. It fires a few shots of flame down the hall, but doesn't hit anyone.
◆ Stride, ◆ Strike Jazz/Fengsai: 1d2 ⇒ 1 welding torch: 1d20 + 5 ⇒ (9) + 5 = 14, ◆ Strike Jazz Fengsai: 1d2 ⇒ 1 welding torch: 1d20 + 5 - 5 ⇒ (12) + 5 - 5 = 12
Zashodu's turn.
Initiative:
Purple Maintenance Robot (8/8, AC 14-18)
Zashodu (AC 15; 20/20)
Green Maintenance Robot (1/8, Exigency used, AC 14-18)
Jazz (AC 18; 14/17)
Orange Maintenance Robot (7/8, AC 14-18)
Fengsai (AC 17; 16/16)
Red Maintenance Robot (5/8, AC 14-18)
Blue Maintenance Robot (8/8, AC 14-18)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
Zashodu
|
Verily. These bots are not so tough.
He steps up behind Jazz and looks around for the loose flashlight to launch again. Then he assesses which robots are sufficiently damaged.
◆ Stride 10ft
Focused fire. Reduce their activity.
◆◆ Cast a spell: Telekinetic Projectile RED
Spell attack RED, bludgeoning damage (inspired): 1d20 + 7 ⇒ (17) + 7 = 242d6 ⇒ (4, 6) = 10
| GM Super Zero |
The robot jerks chaotically away from the hurled flashlight. It doesn't help. "IT IS A--"
↺ Exigency, gaining a +2 circumstance bonus to its AC. That prevents it from being a crit, but it doesn't matter because 10 damage destroys it.
The robot close to Jazz flails its heavy arm at him. This is probably a good thing, as it seems less dangerous than the welding torch.
In any case, it doesn't connect. "IT IS AWAKE!" it says indignantly. Perhaps the adventurers are starting to feel sorry for them?
◆ Strike slam: 1d20 + 4 ⇒ (9) + 4 = 13, ◆ Strike slam: 1d20 + 4 - 5 ⇒ (18) + 4 - 5 = 17, ◆ Strike slam: 1d20 + 4 - 10 ⇒ (16) + 4 - 10 = 10
Jazz's turn.
Initiative:
Purple Maintenance Robot (8/8, AC 14)
Zashodu (AC 15; 20/20)
Green Maintenance Robot (1/8, Exigency used, AC 14)
Jazz (AC 18; 14/17)
Orange Maintenance Robot (7/8, AC 14)
Fengsai (AC 17; 16/16)
Blue Maintenance Robot (8/8, AC 14)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
Jazz Kraz
|
1st action, five foot step back, 2nd action and 3rd action shoot orange twice with machine gun hit: 1d20 + 6 ⇒ (8) + 6 = 14 to hit dmg: 1d8 ⇒ 1 piercing hit: 1d20 + 1 ⇒ (19) + 1 = 20 to hit dmg: 1d8 ⇒ 5
| GM Super Zero |
The robot jerks erratically out of the way of the first shot, but the second puts some new holes in its chassis. A dark liquid oozes out.
↺ Exigency, gaining a +2 circumstance bonus to its AC. That attack misses. Second attack hits.
"ITSWAIK," the robot forces out through a broken speaker, zapping Jazz with its torch before firing wilding at Zashodu.
◆ Strike Jazz welding torch (cover): 1d20 + 5 ⇒ (17) + 5 = 22 hits for fire damage: 1d4 + 1 ⇒ (2) + 1 = 3, ◆ Strike Zashodu welding torch: 1d20 + 5 - 5 ⇒ (5) + 5 - 5 = 5, ◆ Strike Zashodu welding torch: 1d20 + 5 - 10 ⇒ (17) + 5 - 10 = 12
Fengsai's turn.
Initiative:
Purple Maintenance Robot (8/8, AC 14-18)
Zashodu (AC 15; 20/20)
Green Maintenance Robot (1/8, Exigency used, AC 14-18)
Jazz (AC 18; 11/17)
Orange Maintenance Robot (2/8, Exigency used, AC 14-18)
Fengsai (AC 17; 16/16)
Red Maintenance Robot (5/8, AC 14-18)
Blue Maintenance Robot (8/8, AC 14-18)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
Fengsai
|
Fengsai sustains her quantum field and targets green again with injury echo
◆ Sustain WARP REALITY
◆◆ Injury Echo Basic will save DC 16
Injury Echo Damage P: 1d6 ⇒ 6
| GM Super Zero |
The robot's head is inexplicably crushed, and it falls to the ground in pieces.
Green Will: 1d20 + 2 ⇒ (7) + 2 = 9
There are only a few left now, but they don't seem to have noticed. The blue one trundles forward through the warped space, firing its welding torch in all directions. It hits nothing.
◆ Stride, ◆ Strike Jazz/Zashodu: 1d2 ⇒ 2 welding torch: 1d20 + 5 ⇒ (3) + 5 = 8, ◆ Strike Jazz welding torch: 1d20 + 5 - 5 ⇒ (10) + 5 - 5 = 10
Laurel, Sanity, Grizzi's turn.
Initiative:
Purple Maintenance Robot (8/8, AC 14-18)
Zashodu (AC 15; 20/20)
Jazz (AC 18; 11/17)
Orange Maintenance Robot (2/8, Exigency used, AC 14-18)
Fengsai (AC 17; 16/16)
Blue Maintenance Robot (8/8, AC 14-18)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
| Laurel "Desna" |
"Done with you"
Impatient to finish - and perhaps upset about his first lacking grenade - Laurel empties over half of his "clip" to cover the entire remaining robots in laser fire!
◆) Stride
◆◆) Auto-Fire w/ Rotolaser (expend 6)
[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.
Blue Basic Reflex DC 16 vs fire: 1d8 ⇒ 8
Orange Basic Reflex DC 16 vs fire: 1d8 ⇒ 7
Purple Basic Reflex DC 16 vs fire: 1d8 ⇒ 2
| GM Super Zero |
The orange robot falls against a hail of laser fire. The other two pull a surprising trick of not moving at all, completely foiling Laurel's attempts to lead their movement.
Blue Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
Orange Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Purple Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Sanity and Grizzi's turn.
Initiative:
Purple Maintenance Robot (8/8, AC 14-18)
Zashodu (AC 15; 20/20)
Jazz (AC 18; 11/17)
Fengsai (AC 17; 16/16)
Blue Maintenance Robot (8/8, AC 14-18)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
| SF2 Playtest - Dr. Sani |
Sani just squeezes off twice, hoping to hit something.
Gun, Purple: 1d20 + 6 ⇒ (2) + 6 = 81d6 ⇒ 4
Gun, Purple: 1d20 + 6 - 5 ⇒ (15) + 6 - 5 = 161d6 ⇒ 6
| GM Super Zero |
The robot jerks wildly out of the way of the first shot... though it probably didn't have to. Dr. Sani's second shot hits it in what passes for a face, cracking the lens of its eye.
A miss and a hit. That leaves you with an action, though.
Grizzi's turn.
Initiative:
Purple Maintenance Robot (2/8, AC 14-16, Exigency used)
Zashodu (AC 15; 20/20)
Jazz (AC 18; 11/17)
Fengsai (AC 17; 16/16)
Blue Maintenance Robot (8/8, AC 14-16)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
Zashodu
|
I wonder if we should keep just one of these functional to get a more complete message out of them. Perhaps one of us who is good at computers. We're just... mopping the floor with these too easily and there must be more to the message.
But, I'm not seeing a clear number of actions for the "Hack" action under computers.
| Laurel "Desna" |
Frustration turns to confusion as our hero's barrage of laserfire leaves most of his enemies still standing.
He gives a quizzical look. Points the barrel at his eye, staring down it.
He was pretty sure he had plugged it in this morning...
| Grizzi |
Grizzi reloads and fires at the next.
◆ Interact to Reload
◆ Aim
◆ Ranged Strike, shirren-eye rifle (unwieldy, volley 30, fatal d12, kickback, analog, range increment 100 feet, reload 1) v blue: 1d20 + 7 ⇒ (2) + 7 = 9
Damage, P w/Aim: 1d10 + 1 + 1d4 ⇒ (2) + 1 + (3) = 6
| GM Super Zero |
The robot takes no notice. "IT IS AWAKE!" it cries as it fires its torch, tagging Zashodu once.
◆ Strike Z/J: 1d2 ⇒ 1 welding torch: 1d20 + 5 ⇒ (15) + 5 = 20 hits for fire damage: 1d4 + 1 ⇒ (2) + 1 = 3, ◆ Strike Z/J: 1d2 ⇒ 1 welding torch: 1d20 + 5 - 5 ⇒ (11) + 5 - 5 = 11, ◆ Strike Z/J: 1d2 ⇒ 2 welding torch: 1d20 + 5 - 10 ⇒ (12) + 5 - 10 = 7
Zashodu, Jazz, and Fengsai's turns.
Initiative:
Purple Maintenance Robot (2/8, AC 14-16, Exigency used)
Zashodu (AC 15; 17/20)
Jazz (AC 18; 11/17)
Fengsai (AC 17; 16/16)
Blue Maintenance Robot (8/8, AC 14-16)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)
Zashodu
|
Hmm... I should try something other than my psychic abilities. Besides, I think I'm running out of free debris in this space.
Just flavor, I know he could keep casting tk projectile all day :P
He steps in front of Jazz... ◆ Step SE
Draws his laser pistol... ◆ Draw laser pistol
And fires at the unblemished robot.
◆ Strike BLUE: laser pistol attack, F damage: 1d20 + 4 ⇒ (9) + 4 = 131d6 ⇒ 4
(tech, range increment 40 feet, reload 1)
| GM Super Zero |
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It doesn't hit, but it does use up the robot's apparently limited to dodge erratically. And that's not quite nothing.
↺ Exigency, although 13 would have missed regardless. You haven't seen any of them use this Reaction more than once (it's once per 10 minutes), so they've all used it (and/or been destroyed) now.
Jazz and Fengsai's turns.
Initiative:
Purple Maintenance Robot (2/8, AC 14-16, Exigency used)
Zashodu (AC 15; 17/20)
Jazz (AC 18; 11/17)
Fengsai (AC 17; 16/16)
Blue Maintenance Robot (8/8, AC 14-16, Exigency)
Laurel (AC 18; 16/16)
Sanity (AC 17; 15/15)
Grizzi (AC 18; 11/14)