
GM Super Zero |

The snek perks up at the mention of batteries.
The controls at the top of the console are straightforward and seem to control a light show--an observatory?
Potentially more useful is the panel at the bottom labeled "circuit breakers."
Computers or Crafting

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Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Fengsai holds up one of the batteries she has picked up
commercial battery with 4 charges
"Who wants to feed the creature?

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Perception: 1d20 + 7 ⇒ (12) + 7 = 19
I hope one battery is enough to fill it up! It might start following us around after.

SF2 Playtest - Dr. Sani |

Perception: 1d20 + 6 ⇒ (4) + 6 = 10 What's an electricity?
Sani patiently looks at Grizzi feeding the snek, wondering if 'five-hand-freddie' is going to be his new nickname.

GM Super Zero |

Laurel discovers that the panel bears an anti-tampering trap, using an old-fashioned manual method. It's a shock grid, which, well, shocks him.
DC 13 basic Reflex vs electricity damage: 2d6 ⇒ (3, 1) = 4. It could arc to other creatures on a failure, but nobody else is in range so only Laurel has to make the save.
The burst of electricity agitates the electrovore, which hisses angrily. The maintenance robot is also upset, or at least finally takes notice of the party. "Intruder detected!" It drops its broom.
Most of the party notice the robot's sudden shift to hostility before it's even raised its welding torch.
Laurel, Jazz, Grizzi, and Sanity's turns.
Initiative:
Laurel (AC 18; 16/16 HP; DC 13 Reflex vs 4 electricity)
Jazz (AC 18; 17/17 HP)
Grizzi (AC 18; 14/14 HP)
Sanity (AC 17; 15/15 HP)
Electrovore
Maintenance Robot
Fengsai (AC 17; 16/16 HP)
Zashodu (AC 15; 20/20 HP)
Electrovore: 1d20 + 8 ⇒ (5) + 8 = 13
Maintenance Robot: 1d20 + 8 ⇒ (5) + 8 = 13
Sanity: 1d20 + 6 ⇒ (9) + 6 = 15
Laurel: 1d20 + 7 ⇒ (17) + 7 = 24
Fengsai: 1d20 + 3 ⇒ (7) + 3 = 10
Zashodu: 1d20 + 7 ⇒ (1) + 7 = 8
Grizzi: 1d20 + 5 ⇒ (12) + 5 = 17
Jazz: 1d20 + 5 ⇒ (15) + 5 = 20

Laurel "Desna" |

Basic Reflex vs 4 electricity (DC 13): 1d20 + 6 ⇒ (1) + 6 = 7
Laurel’s hair catches fire as the volts arc through his entire body.
”YuyuyuyuyuyuyuyuYUYUYUyUYUYuYUYuYuYUuuuuu!”

Laurel "Desna" |

"Get the Snek!"
◇) Saw it Comin' (+1 initiative, free Step/Stride)
◆) Get 'em vs Snek (Snek -1 AC vs allies 1r)
◆◆) Disable Maintenance Robot
↺) Quip
Thievery (Trained): 1d20 + 6 ⇒ (18) + 6 = 24
ENVOY
Trigger You are about to roll initiative in an encounter in which your
asset is one of your opponents.
You read the demeanor, body language, and instinctive tics of your
asset as easily as you read a comm unit, allowing you to react a
moment before those around you and gain an edge in the coming
battle. You gain a +1 circumstance bonus to your initiative roll, and
you can immediately do one of the following: Interact to draw a
weapon, Step, or Stride.
DIRECTIVE ENVOY VISUAL
You single out an enemy for you and your allies to focus your
attacks on. This concentrated assault weakens that enemy’s
defenses. Select a creature within 60 feet that you can see. That
creature takes a –1 circumstance penalty to AC until the beginning
of your next turn.
Lead by Example: If you attack the target you select before
the end of your turn, you reveal a weak point in your foe’s
defenses. You and your allies gain a +1 circumstance bonus to
damage rolls against the target. As your envoy level increases,
so does this damage. Increase the damage by 1 at 5th, 10th,
15th, and 20th levels.
CONCENTRATE EMOTION ENVOY FEAR MENTAL
Prerequisites trained in Intimidation
Trigger A creature within 30 feet is damaged by an ally’s Strike.
You follow up on your ally’s success by hurling a cunning, welltimed taunt at a foe. Attempt to Demoralize the triggering creature.

SF2 Playtest - Dr. Sani |

Zero Pistol, Robot: 1d20 + 6 ⇒ (13) + 6 = 191d6 ⇒ 2
Let's see if it responds to cryotherapy

GM Super Zero |

Robot Reflex: 1d20 + 8 ⇒ (2) + 8 = 10
Electrovore Reflex: 1d20 + 11 ⇒ (17) + 11 = 28
The robot is weak to electricity, and after all that is destroyed.
15 and 8 are both regular failures to hit the electrovore, including the AC penalty.
Laurel stalls the robot, while Jazz and Grizzi destroy it.
Nobody manages to hit the electrovore, but if it had mixed feelings before it seems ready to make its decision.
It backs away from Grizzi, shrieking and spitting electricity.
[ooc]◆ Step, ◆ Stride, ◆ Strike Zap: 1d20 + 11 ⇒ (12) + 11 = 23 hit for electricity damage: 1d12 + 3 ⇒ (1) + 3 = 4
All PCs' turns.
Initiative:
Laurel (AC 18; 8/16 HP)
Jazz (AC 18; 17/17 HP)
Grizzi (AC 18; 10/14 HP)
Sanity (AC 17; 15/15 HP)
Electrovore (AC -1)
Fengsai (AC 17; 16/16 HP)
Zashodu (AC 15; 20/20 HP)

Laurel "Desna" |

"Get the Snek!"
◆) Get 'em vs Snek (Snek -1 AC vs allies, Allies +1 damage vs Snek)
◆) Stride
◆) Disable Maintenance Robot
↺) Quip
Lasgun (Fire) vs Electrovore: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 1 ⇒ (3) + 1 = 4

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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.
◆Stride
◆◆ ELDRITCH LANCE Range 30 vs AC
Eldrich Lance vs Electrovore: 1d20 + 6 ⇒ (7) + 6 = 13
Mental Damage : 2d6 ⇒ (1, 2) = 3

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It wasn't happy with us just feeding it?! Arg...
Similar to Fensai, he ops for an eldritch lance, but needs to get within range first...
◆ Stride 25ft
◆◆ Cast a spell: Eldritch Lance
Spell attack, mental damage (get ‘em): 1d20 + 7 ⇒ (3) + 7 = 102d6 + 1 ⇒ (4, 1) + 1 = 6

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Mental Damage : 2d6 ⇒ (1, 2) = 3
I Just realized the new Get'em also helps with damage, so 4 damage total

SF2 Playtest - Dr. Sani |
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Hey Jazz, you know that things eats electricity for breakfast, right? Sani says, being quite literal.
Sani unloads on the electrovore, but with cold, cold zaps and low, low accuracy.
◆Zero Pistol, EV: 1d20 + 6 ⇒ (5) + 6 = 111d6 ⇒ 5
◆Zero Pistol, EV: 1d20 + 6 - 5 ⇒ (5) + 6 - 5 = 61d6 ⇒ 2
◆Zero Pistol, EV: 1d20 + 6 - 10 ⇒ (13) + 6 - 10 = 91d6 ⇒ 3

Grizzi |

"Poor thing, I think it has an electricity leak," Grizzi notes as the skittermander rubs one scorched arm with another. "Perhaps, I can fix it." He approaches the creature, trying to cool it down.
Stride
Melee, zero knife (agile, finesse, critical, powered, tech) v Electrovore: 1d20 + 7 ⇒ (16) + 7 = 23
Damage C: 1d4 ⇒ 1
◆Melee, zero knife (agile, finesse, critical, powered, tech) v Electrovore: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Damage C: 1d4 ⇒ 3

GM Super Zero |

This time the electrovore is surprised to be zapped, and fails to move at all! It looks even more surprised, then, to realize the attack was electrical. Surprised, but unharmed.
Reflex: 1d20 + 11 ⇒ (1) + 11 = 12 Critical failure! Double electricity damage--which, yes, it's immune to.
Shots and spells rain around the poor beast, mostly harmlessly. Laurel and Grizzi both manage to tag it, though.
Uh, wow. Okay, Laurel hits and Grizzi hits twice. Sani's 6 is a critical failure, and the rest are normal misses.
◆ Step
◆◆ Sudden Discharge. Hits Laurel and Grizzi. DC 16 Reflex against electricity damage: 2d6 ⇒ (2, 1) = 3. Essentially basic save, + all tech gear becomes Glitching 1 on a success, 2 on a failure, or 3 on a critical failure. Cooldown: 1d4 ⇒ 2
All PCs' turns.
Initiative:
Laurel (AC 18; 8/16 HP, DC 16 Ref vs 3 electricity and Glitching)
Jazz (AC 18; 17/17 HP)
Grizzi (AC 18; 10/14 HP, DC 16 Ref vs 3 electricity and Glitching)
Sanity (AC 17; 15/15 HP)
Electrovore (-10 HP, AC -1, can't Sudden Discharge 2 rounds)
Fengsai (AC 17; 16/16 HP)
Zashodu (AC 15; 20/20 HP)

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Zashodu shakes his head, one would think as if shaking off sleep. More-so it's because he didn't like his aim at his last attack. He opts for a more reliable, but also more potent spell.
Illusory pain wracks the electrovore.
◆◆ Cast a spell: Phantom Pain
mental damage: 2d4 ⇒ (3, 4) = 7
1d4 persistent mental damage
Success The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.

Laurel "Desna" |

Basic Reflex vs 3 electricity (DC 16): 1d20 + 8 ⇒ (20) + 8 = 28
Laurel is unfazed. So is his gun. So he fires back!
"Dumb Snek!"
◆) Get 'em vs Snek (Snek -1 AC vs allies, Allies +1 damage vs Snek)
◆) Strike
↺) Quip
Lasgun (Fire) vs Electrovore: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 1 ⇒ (2) + 1 = 3

GM Super Zero |

It does not appear to like pain very much. It writhes as its head whips one way and another.
Will? Oh dear. Will: 1d20 + 3 ⇒ (19) + 3 = 22 Huh. Well, that damage still bloodies it.
Laurel also tags it with a laser. It doesn't seem a fan of that, either.
That's a hit.
Fengai, Jazz, Grizzi, and Sanity's turns.
Initiative:
Laurel (AC 18; 8/16 HP, DC 16 Ref vs 3 electricity and Glitching)
Jazz (AC 18; 17/17 HP)
Grizzi (AC 18; 10/14 HP, DC 16 Ref vs 3 electricity and Glitching)
Sanity (AC 17; 15/15 HP)
Electrovore (-20 HP, bloodied, AC -1, can't Sudden Discharge 2 rounds)
Fengsai (AC 17; 16/16 HP)
Zashodu (AC 15; 20/20 HP)

SF2 Playtest - Dr. Sani |

Oh, that's not looking good. Human don't stand electricity so well, Sani says, messes with their brains he adds, making a 'he's nuts' gesture at Laurel, as if to indicate Sani's own brain is very neurotraditional. To illustrate the point, instead of reaching for his IV needle, he reaches for his comm and dials a number.
Immediately after, Laurel's comm unit starts playing a very inspiring ringtone...
♫ Don't cry little friend
and don't you frown
Because the sun is back in town!
If you keep on smiling
and don't look down
You'll be the happiest guy around!♫
◆◆ Motivating ringtone (+5 to speeds, +1 to saves vs fear for Laurel and whoever is adjacent to Laurel at the start of a turn - duration 1 minute)
Healing, Laurel: 1d8 + 4 ⇒ (4) + 4 = 8

Grizzi |

Reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Grizzi takes another zap and a look of concern grows on his face. "You may need to cool it." He says. [b]"Let me help."[/ooc]
◆ Step
Flat check v glitching 2: 1d20 ⇒ 4
Melee, zero knife (agile, finesse, critical, powered, tech) v Electrovore w/glitching 2: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17
Damage C: 1d4 ⇒ 1
Flat check v glitching 2: 1d20 ⇒ 9
Melee, zero knife (agile, finesse, critical, powered, tech) v Electrovore w/glitching 2: 1d20 + 7 - 4 - 2 ⇒ (1) + 7 - 4 - 2 = 2
Damage C: 1d4 ⇒ 4

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Fengsai Sustain her quantum field, then strides to get a clear line of sight, then spends her focus point to cast WARP TIME on the Electrovore
◆ Sustain quantum field
◆ Stride
◆ WARP TIME Fast Forward (Void Damage) : 1d10 ⇒ 2
DC 16 Fortitude save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is enfeebled 1. Critical Failure The target takes double damage and is enfeebled 1 for 1 minute.

GM Super Zero |

Sanity finds that his comm isn't connected to the net. Not that he needs it for this, but it seems like it's been searching for a signal for a while.
Grizzi's zero knife has gone glitchy and the blade of projected energy is on the fritz. But he still manages one good hit. As does Jazz.
Fengsai magically ages the electrovore.
Fortitude: 1d20 + 5 ⇒ (6) + 5 = 11
It spreads its wings and flies a little further away from Grizzi, but doesn't make it too far slowed by Fengsai's field. It turns and blasts some bolts of energy at the party.
The first bolt looks like it could have been a devastating hit to Jazz if it didn't have to arc around the stairs. The next misses Grizzi completely.
◆ Fly, ◆ Strike Laurel/Jazz/Grizzi/Sanity/Fengsai/Zashodu: 1d6 ⇒ 2 Zap: 1d20 + 11 ⇒ (17) + 11 = 28 crits (oh, looks like you have some cover and that's just enough to make it a normal hit) Jazz for 2xelectricity damage: 1d12 + 3 ⇒ (9) + 3 = 12, ◆ Strike Laurel/Grizzi/Sanity/Fengsai/Zashodu: 1d5 ⇒ 2 Zap: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9
All PCs' turns.
Initiative:
Laurel (AC 18; 16/16 HP, +5 Speeds, +1 vs fear 5-foot aura)
Jazz (AC 18; 5/17 HP)
Grizzi (AC 18; 7/14 HP, all tech Glitching 2)
Sanity (AC 17; 15/15 HP)
Electrovore (-27 HP, bloodied, AC -1, Enfeebled 1, 5 feet up, can't Sudden Discharge 1 round)
Fengsai (AC 17; 16/16 HP)
Zashodu (AC 15; 20/20 HP)

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◆ Sustain quantum field
◆◆ Injury Echo Basic will save DC 16
Injury Echo Damage piercing: 1d6 ⇒ 2
If the target fails its save and then takes piercing damage before the end of your next turn, it takes an additional
Injury Echo Damage persistent bleed damage P: 1d4 ⇒ 4

Laurel "Desna" |

Laurel conserves ammo, but keeps pressure, sticking his tongue out sideways.
◆) Get 'em vs Snek (Snek -1 AC vs allies, Allies +1 damage vs Snek)
◆) Strike
↺) Quip
Lasgun (Fire) vs Electrovore: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 1 ⇒ (2) + 1 = 3

Grizzi |

Grizzi presses his issues with the electrovore.
◆ Stride
Flat check v glitching 2: 1d20 ⇒ 20
Melee, zero knife (agile, finesse, critical, powered, tech) v Electrovore w/glitching 1: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Damage C: 1d4 ⇒ 1
Flat check v. glitching 1: 1d20 ⇒ 15
Melee, zero knife (agile, finesse, critical, powered, tech) v Electrovore w/glitching 1: 1d20 + 7 - 4 - 1 ⇒ (4) + 7 - 4 - 1 = 6
Damage C: 1d4 ⇒ 3

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Having landed the phantom pain, perhaps Zashodu's aiming confidence has returned...
◆ Step SE
◆◆ Cast a spell: Eldritch Lance
Spell attack, mental damage (get ‘em): 1d20 + 7 ⇒ (1) + 7 = 82d6 + 1 ⇒ (3, 2) + 1 = 6
Perhaps not...

GM Super Zero |

Will: 1d20 + 3 ⇒ (20) + 3 = 23
Wow, that's a lot of nat 20s. You don't take a penalty for Glitching when you succeed at the check, but it's a moot point anyway.
The electovore ignores Fengsai's spell completely, but Laurel and Grizzi are able to compensate most effectively.
It had 3 HP, so either that hit or that crit would have taken it out.
The egg-shaped console glitches a little from the electrical surge, but in doing so confirms that this auditorium is a planetarium. A model of the Pact Worlds system blooms into view, filling the observatory. Vivid representations of the planets spin lazily as though orbiting the console, which glows like a miniature sun. The outermost planet (Aucturn) flickers and occasionally goes dark.
A panel beneath the console conceals the wiring and breakers that control the power grid in this area. A circuit labeled "elevator" has gone out.
It can probably be repaired (Crafting) or re-enabled (Computers).

Laurel "Desna" |

Laurel - a lover of the stars - let's out a gasp of pure wonder.
"WHOOOOOOAAAAAAA!!!!"
He spends the next ten minutes at least walking around the room, pointing out the celestial bodies he knows, and verbally wondering out loud about the ones he doesn't, making to ask everyone about all of the ones that he doesn't know, which is most of them!

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Unable to help with computers or crafting Fengsai tries to take a 10 minute cat rest to regain her focus point.

Grizzi |

Believing the others could benefit from some help with the computers, Grizzi puts his hands to work.
Computers: 1d20 + 6 ⇒ (10) + 6 = 16

GM Super Zero |

Jazz and Grizzi restore the circuit. It looks like it should function... and the party hears a muffled *ding!* from somewhere nearby.

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Ah! You've fixed the elevator. Good work! The others will be deligned to know we have a way out. Zashodu remarks.

Grizzi |

"Happy to help!" Grizzi declares. "And, yes! That should be the elevator...unless someone's toast is done."
The skittermander looks around for the source of the *ding!*.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

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Hearing the elevator might be fixed Fengsai tries to hide
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11

SF2 Playtest - Dr. Sani |

Or somebody has a very slow heart rate. Sani adds, also trying to figure out the source
Perc: 1d20 + 6 ⇒ (15) + 6 = 21

GM Super Zero |

It's not from the hallway. A panel lights up near the door on the eastern wall of the planetarium. That door opens to reveal a short hall and then an elevator--not the same one the party came down in, but on the upside this one might not be broken.
It would be quite an unusual place to put an elevator, but among the web of halls and catwalks it almost seems to fit, in a dream-logic-like way. Maybe these really are the Ghost Levels?
In the hallway Laurel doesn't see the tourists (who are probably still hiding in the room they claimed), but he does see someone else.
An android woman--no, she's human, those "circuits" might be tattoos--emerges from another room and looks at him with surprise. She doesn't seem to have been expecting a fight. It's not just that she's not wearing any armor, the clothing she is wearing seems pretty light (and her "fashionable" footwear is completely ridiculous). But she does seem ready for one, with a chakram in her hand, and she looks quite strong.
In any case, she seems intent on starting one! "Perish!" she shouts, loud enough that the rest of the party can hear her from the planetarium, "Praise to the Newborn for this emergent opportunity!" As she begins to charge, Laurel sees several other humans through the open door into the room behind her. Aside from the people, the room seems to be full of iridescent mold.
There's nothing stopping Laurel from falling back, least of all the woman who seems to be too busy shouting her strange prayer to actually move quickly. The adventurers could probably just pile into the elevator and leave, but... not if they still plan to bring the tourists with them.
Laurel and Fengsai's turns.
Initiative:
Laurel (AC 18; 16/16 HP)
Fengsai (AC 17; 16/16 HP)
Red Disciple
Dr. Sanity (AC 17; 15/15 HP)
Jazz (AC 18; 5/17 HP)
Zashodu (AC 15; 20/20 HP)
Yellow Disciple
Grzzi (AC 18; 7/14 HP)
Green Evangelist
Red Disciple: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Yellow Disciple: 1d20 + 5 - 2 ⇒ (13) + 5 - 2 = 16
Blue Disciple: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
Sanity: 1d20 + 6 ⇒ (16) + 6 = 22
Laurel: 1d20 + 7 ⇒ (20) + 7 = 27
Fengsai: 1d20 + 6 ⇒ (18) + 6 = 24
Zashodu: 1d20 + 7 ⇒ (10) + 7 = 17
Grizzi: 1d20 + 7 ⇒ (7) + 7 = 14
Jazz: 1d20 + 5 ⇒ (17) + 5 = 22

Laurel "Desna" |

"Aw jeez. Jus my luck. A robot lady" He pops off two quick shots before falling back quick.
◆◆) Strike x2
◆) Stride
Rotolaser vs Robot: 1d20 + 6 ⇒ (16) + 6 = 221d8 ⇒ 4
Rotolaser w/ MAP (-5) vs Robot: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 81d8 ⇒ 5

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"If this is the only way out, I'll get the tourists before whatever Laurel is shooting at cuts them off."
◆◆◆ strides 3 times to get to the tourists.