Zero's SF2 Playtest #1: Shards of the Glass Planet

Game Master Super Zero

Slides
RPG Chronicles


51 to 54 of 54 << first < prev | 1 | 2 | next > last >>

female human soldier 1 | ♥️21 | ⛨17 | F+8E R+5T W+6E | Perc +4T | speed 25ft | Exploration: Search | They say Hope is the last to die, but the first to kick you in the teeth.

Can I try a succeeded check again? I don't have any trained relevant skills otherwise, and would rather just skip that risk a negative effect...


Pathfinder Provisions ◆◇↺

You absolutely could. And go ahead if you want, but we also just hit the top success threshold anyway.

Zee learns that additional technology was grafted onto the tower at some point long after its construction. The tech, a bunch of circuitry panels and wires, is likely intended to boost or modify the tower’s original magic in some way. He determines that the magitech towers were originally designed with some kind of defensive purpose and were later modified by technology that originated from another civilization.

Mehusel gathers the party and the rest of the survey team to piece everything together. The team discerns that the magitech tower network is currently falling out of a tenuous equilibrium and will likely fail entirely in a matter of weeks without proper intervention. The team also learns that the original design of the magitech network was inspired by the concepts of balance and symbiosis. It draws on these ideas as metaphysical concepts, using them—and the naturally symbiotic relationships between objects and lifeforms on the planet—as a sort of power source. However, additional technology added to the towers at some later point was designed to exploit these metaphysical concepts, rather than exist in balance with them. In addition to the previous information, the team surmises that the quantum technology added to the magitech towers was so different in form and function from the original tech, and so hastily installed, that it was likely installed in response to some external influence on the planet, or in preparation for armed conflict.

"Well, thank you all for coming!" he says enthusiastically, "We've only had you here for an hour, and already we're making--"

The captain’s voice crackles out of every comm unit in the area. “Attention all survey teams! There’s been an accident at one of the towers! The magitech is responding! We’re processing the data as fast as we can, but we’re not sure what to expect next. Continue your observations but prioritize your safety. When you—”

The communication suddenly cuts off just as the jungle floods with the sounds of chirping and chattering wildlife. The sounds rapidly cut in and out, like audio playing through a loose connection. In sync with the sound, wildlife appears and disappears from sight: a flock of colorful birds appears above the tree line, seemingly out of nowhere, and flies a few yards before vanishing again. Small, rocky lifeforms wearing robes and huddling in a corner near the magitech console also flash in and out of existence, muttering to one another in astonishment at the sight of the survey team. The oscillating sights and sounds slowly stabilize, and the beings and wildlife stop vanishing just as a massive crack appears in the sky above—the planet’s shield is under enormous stress. The rocky lifeforms cry out in alarm, but a bellowing beast that appears near the tower drowns out their shouts.

It's a reptilian creature that seems like a cross between a turtle and a gorilla. It looks confused and frightened, but about to deal with those feelings by lashing out. The rest of the survey team starts to move towards the strange humanoids, leaving the beast for the adventurers to handle.

Draven and Hope's turns.
Initiative:
Draven
Hope
Beast
Zeema
Squawzo

GM Dice: Initiative:
Skorresh: 1d20 + 8 ⇒ (4) + 8 = 12
Zeema: 1d20 + 5 ⇒ (7) + 5 = 12
Draven: 1d20 + 6 ⇒ (17) + 6 = 23
Hope: 1d20 + 4 ⇒ (12) + 4 = 16
Squawzo: 1d20 + 2 ⇒ (7) + 2 = 9


HP 17/17| AC: 18 | F +4 R +9 W +4 | Exploration: Search Male Human (Borai) Operative 1 Perc +6 | 25 feet | Class DC 17 | Active Conditions: none

Draven watches the flickering of reality with wonder and surprise but when the gorilla turtle appears in a fury, he simply sighs and draws his shooting star knife, takes Aim as he moves towards the creature and stabs it.

Shooting Starknife: 1d20 + 9 ⇒ (18) + 9 = 27
Piercing: 1d4 + 1 ⇒ (2) + 1 = 3 plus Precision: 1d4 ⇒ 3

If that's a crit - Deadly: 1d6 ⇒ 4 extra damage.


Pathfinder Provisions ◆◇↺

The creature bellows in pain and rage as it's hit.
That is indeed a crit. And that bloodies it.

Hope's turn.
Initiative:
Draven (AC 18; 17/17 HP)
Hope (AC 17; 21/21 HP)
Beast (-16; bloodied)
Zeema (AC 18; 19/19 HP)
Squawzo (AC 18; 15/15 HP)

51 to 54 of 54 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Zero's SF2 Playtest #1: Shards of the Glass Planet All Messageboards

Want to post a reply? Sign in.