| SF2 Playtest - Hope |
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...
| GM Super Zero |
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
Zeema: 1d20 + 5 ⇒ (7) + 5 = 12
Draven: 1d20 + 6 ⇒ (17) + 6 = 23
Hope: 1d20 + 4 ⇒ (12) + 4 = 16
Squawzo: 1d20 + 2 ⇒ (7) + 2 = 9
| Draven - PT |
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.
| GM Super Zero |
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)
| SF2 Playtest - Hope |
Hope readies her machine gun and carefully fires off a few rounds
Machine Gun: 1d20 + 5 ⇒ (18) + 5 = 231d8 ⇒ 7
Machine Gun: 1d20 + 0 ⇒ (4) + 0 = 41d8 ⇒ 7
| GM Super Zero |
Hope adds a few bullets to the creature's mass.
23 is a hit. 4 is a critical failure.
The creature leans over, its protective shell opens like a beetle's shell, protecting it from more angles and glittering in the sunlight as its wings unfurl. It immediately seems larger and more imposing, which it backs up by chomping down on Draven.
◆◆ Shell Display. Its Raised Shell is effectively a shield, increasing its AC. In addition, everyone must make a DC 18 Will save, with no effect on a success, Frightened 1 and Suppressed for 1 round on a failure, and Frightened 2 and Suppressed for 2 rounds on a critical failure; critical success makes you immune.
◆ Strike Jaws: 1d20 + 9 ⇒ (10) + 9 = 19 hit for piercing damage: 1d10 + 4 ⇒ (3) + 4 = 7
Zeema and Squawzo's turns.
Initiative:
Draven (AC 18; 10/17 HP; DC 18 Will vs Frightened)
Hope (AC 17; 21/21 HP; DC 18 Will vs Frightened)
Beast (-23; bloodied)
Zeema (AC 18; 19/19 HP; DC 18 Will vs Frightened)
Squawzo (AC 18; 15/15 HP; DC 18 Will vs Frightened)
Zeema Kai
|
Will: 1d20 + 5 ⇒ (1) + 5 = 6
"Bad vibes...frightening... Sending vibes its way, saying stay back."
◆Attune photon
◆Strides 10 feet
◆Solar Shot
Solar Shot Photon: 1d20 + 5 ⇒ (17) + 5 = 22
Damage F: 1d6 + 4 ⇒ (6) + 4 = 10
| Draven - PT |
Will: 1d20 + 4 ⇒ (5) + 4 = 9
Draven is awed by the display of power and lethality from the creature and he finds himself desperately clutching at his normally tenuous desire to live.
It makes him less accurate but drives him to a wild frenzy.
Shooting Starknife: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Piercing: 1d4 + 1 ⇒ (3) + 1 = 4 plus Precision: 1d4 ⇒ 1
Shooting Starknife: 1d20 + 9 - 2 - 4 ⇒ (7) + 9 - 2 - 4 = 10
Piercing: 1d4 + 1 ⇒ (4) + 1 = 5 plus Precision: 1d4 ⇒ 3
| Squawzo |
Will v frightened: 1d20 + 4 ⇒ (15) + 4 = 19
"No need to kill it! It is just a bit upset, I think." says Squawzo as he reaches for his pulsecaster pistol.
Interact
"Observe!" He fires at the lone creature.
Get 'Em! 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 and Reflex saves 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 gain a circumstance bonus to damage rolls against the target equal to 1 + half your Charisma modifier, and your allies gain a +1 circumstance bonus to damage rolls against the target.
Ranged, pulsecaster pistol +6 (nonlethal, tech, range increment 30 feet, reload 1) w/range: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Damage (E): 1d6 + 3 ⇒ (1) + 3 = 4
| SF2 Playtest - Hope |
Will: 1d20 + 6 ⇒ (8) + 6 = 14
HOPE WILL KICK YOU IN THE TEETH!: 1d20 + 6 ⇒ (17) + 6 = 23 Hero point reroll
Don't despair, it's just a wild animal! It can't beat us!
DAKKA DAKKA DAKKA
Machine Gun: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 1 ⇒ (3) + 1 = 4
Machine Gun: 1d20 + 0 ⇒ (7) + 0 = 71d8 + 1 ⇒ (6) + 1 = 7
Machine Gun: 1d20 - 5 ⇒ (12) - 5 = 71d8 + 1 ⇒ (8) + 1 = 9
| GM Super Zero |
The podlike plants writhe as the creature opens its shell. One of the buds on each plant bursts open, spraying spores with an extremely unpleasant smell all around them.
Everyone is affected by the plant to the north, though only Zee is close enough to the southern one.
Whoops, forgot something. Everyone can make a DC 16 basic Fortitude save against poison damage: 1d4 ⇒ 2, and Zee can make a second one against an additional poison damage: 1d4 ⇒ 2. Although it's largely moo as:
Zee's solar shot pierces the shell, and the beast collapses. Both of the plants seem to return to dormancy without it. A symbiotic relationship?
| Squawzo |
Fortitude v. poison: 1d20 + 4 ⇒ (11) + 4 = 15
Zeema Kai
|
Fortitude: 1d20 + 4 ⇒ (11) + 4 = 15
Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8
Zee using a medpatch on himself
medpatch: 1d6 ⇒ 6
+1 item
bonus to saving throws against disease and poisons for 10 minutes
"I got one medpatch left, did anyone else bring medical supplies?"
| SF2 Playtest - Hope |
Fort: 1d20 + 8 ⇒ (15) + 8 = 23
Perimeter clear! Hope says. Draven took a hit. Are you ok?
| GM Super Zero |
One of the rocky beings steps forward from the group that’s huddled in a corner near the magitech consoles. They raise an incongruously lanky appendage and speak in a grating voice—perhaps a greeting, perhaps a threat—then speak a few longer phrases and tilt their body from one side to the other as the other beings all turn toward the survey team.
The being points to themself and says "Glerak-Akk-Totho-Sorak," then jabs an appendage at their own chest again and says firmly, "Glerak!"
Without a shared language, communicating with Glerak and the others may be difficult.
Glerak points to the console, then the tower, then starts indicating different parts of the console.
You can each attempt an Arcana, Computers, Crafting, Society, or Warfare Lore check. You can Aid another PC instead of making your own check. On a success, you may learn some of what Glerak is trying to communicate, but can also communicate an idea to them.
Circumstance bonuses available for good ideas about how you're trying to establish communication.
...assuming none of you surprises me with a foolproof way to understand an unknown language, of course.
| Squawzo |
The being points to themself and says "Glerak-Akk-Totho-Sorak," then jabs an appendage at their own chest again and says firmly, "Glerak!"
Squawzo tries to be helpful, discerning the language. He thinks, he notices a pattern. "Four words. First word. Two syllables. Rhymes with, 'Glerak'? Could it be 'flack? No, I mean, 'snack'?"
Society: 1d20 + 5 ⇒ (3) + 5 = 8
Zeema Kai
|
Zee says his name pointing to himself "Zeema Kai" Then touches his chest with his paw and says "Zeema"
Then Zee goes to the console, looks around for a stick on the ground, and breaks the stick saying "Broken." then points to the broken sky and says "Broken." Next Zee holds the stick back together and says "Fix" then points to the console and again says "Fix" and points to the sky.
Society: 1d20 + 3 ⇒ (15) + 3 = 18
| Draven - PT |
"I'll live," Draven says, then smiles wryly before barking a single laugh.
"Or not, but I could use some patching up."
He touches his chest with two fingers when the stone people address them. "Draven," he says, simply.
He really doesn't know anything else to say so he says nothing else.
| GM Super Zero |
Zee seems to get through to Glerak.
He also picks up a few words that seem to be names. He understands that Glerak’s people, the Alithee Alliance, used magitech to hide from the Sivv Dominion, an ancient empire of conquering aberrations.
| SF2 Playtest - Hope |
Warfare Lore: 1d20 + 3 ⇒ (18) + 3 = 21
Hope doesn't understand a word, but she's quite used to silently communicating with small gestures. She gestures at the group, trying to convey 'safe', then points in the direction of the tower with a questioning face.
| GM Super Zero |
| 1 person marked this as a favorite. |
These checks represent a few minutes of working with them, but you can keep that roll for Round 2 Zee.
Glerak seems a little relieved. Hope understands that the tower is part of the system meant to keep the Allithea safe from space monsters.
But... there's something else. Urgent. Related to the, well, "sky break"?
For round 2 you can use Arcana, Nature, Occultism, or Society. Warfare Lore would be easier, Crafting harder.
| Squawzo |
"Sky break?" Squawzo replies. "Do you happen to have any sky tape? Space glue, perhaps?"
Society: 1d20 + 5 ⇒ (15) + 5 = 20
| Draven - PT |
Draven is starting to catch the drift of things and that drift is toward the generally unexplainable and esoteric, both things he's quite familiar with.
He watches Glerak and its fellow entities carefully as they interact with the rest of the group.
Occultism: 1d20 + 4 ⇒ (16) + 4 = 20
| SF2 Playtest - Hope |
Warfare Lore: 1d20 + 3 ⇒ (4) + 3 = 7
Hope taps her helmet, then presses it flat down to her head as if to ask 'will it hit us?'
| GM Super Zero |
Glerak seems to understand that Squawzo is looking for a helpful solution, and Squawzo picks up that Glerak wants the party to travel to another tower where they may be able to stabilize the protective field.
Draven's familiarity with strange things also helps, and soon the party and the Allithea have developed a crude pidgin of syllables, gestures, and vague drawings in the dirt; it's enough to get some points across, at least.
The party soon understands that these Allithea researchers were trying to improve their magical shields to better hide from their enemies by modifying the tower with adapted alien technology, and... well, they screwed up (although technically it worked). Now they are out of equilibrium and unable to fix the problem themselves--Glerak demonstrates that their tendrils simply faze through the controls. They don't seem to be able to touch much of anything.
Between this information and what the party already knows, it seems like they managed to remove themselves, and the rest of their people, and all the animals on their planet from sight by removing themselves from time. Now that the towers are failing they've popped back into existence, but the towers' failure presents a new problem in the failing shield. (Also, most of their people are probably really confused.)
Lastly, they also try to warn the adventurers that the Alliance’s robots might try to stop them—despite the Alliance’s original peaceful intentions, their final months involved a great deal of strife between factions and preparations for war. Many of the Alliance’s robots are programmed to destroy anyone who interferes with the towers, no questions asked.
Glerak insists that the party must travel to the other nearby tower to revert the changes and restore the original functionality before the shield fails and things get worse.
Of course, Glerak's pushiness may well stem from desperation. They don't want to give the party the chance to consider their other option: Returning to their ship and leaving now that the situation has become more dangerous then they signed up for.
Zeema Kai
|
Reminder Zee gave Draven a med patch healing 3 hp
"We are out of healing, best we sneak up on the robots."
If the party decides to go to the tower Zee will use avoid notice or stealth to get there.
Stealth: 1d20 + 2 ⇒ (19) + 2 = 21
| Draven - PT |
"Agreed. Always better to avoid trouble or be the one starting it if you can't avoid it," Draven replies as he applies the patch.
Stealth (Aid or Individual, as appropriate): 1d20 + 7 ⇒ (3) + 7 = 10
| GM Super Zero |
"None of you have any first-aid training?" Mehusel seems a little surprised, but the Weydanites are able to help a little.
Medicine: 1d20 + 7 ⇒ (17) + 7 = 24
Healing: 2d8 ⇒ (1, 3) = 4
| SF2 Playtest - Hope |
Oh yeah, avoid Trouble. That guy's a mean poker player.
Let's go kick some robots in the teeth, ok? Hope says as she reloads and checks her gun. You guys sneak up on them, I got you covered
| GM Super Zero |
Oh, I skipped updating this game. Sorry about that.
Getting to the other tower requires a short trip through the jungle. This seems easy enough, and for some minutes it seems the trek will be uneventful.
But then there's a very loud CRACK. A shard from the energy shield falls to earth, slicing through jungle foliage.
IMAGE
Fortunately, the energy shield is not a solid object and nor are its shards. It doesn't cause a massive impact crater and kill everyone. It still seems sharp, though, and the shockwave and thrown debris as it hits the ground aren't very friendly, either.
DC 17 basic Reflex save for everybody against bludgeoning damage: 1d6 + 2 ⇒ (6) + 2 = 8.
Zeema: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Draven: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Hope: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Squawzo: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Before anyone can react, another shard impacts the ground. This one is a little smaller, at least?
DC 16 basic Reflex save for everybody against bludgeoning damage: 1d4 + 1 ⇒ (3) + 1 = 4
It's... probably a good idea to avoid those.
Then again, the party has learned some information about the shield that might help them. Those outcroppings nearby seem similar to rocks that were linked to the tower's controls. If they could use that energy as a shield...
The Energy Shield Shards act as a complex hazard, though one you can't destroy with damage. You can "Disable" it by succeeding at a plan to protect yourself.
You can use Acrobatics to dodge; Athletics to outrun the disaster, or Survival (must be Trained) to find appropriate shelter in rocky terrain.
Alternatively, due to your successes in the first section, you can use Life Sciences Lore, Nature, or Religion to create a shield--in addition to counting as a success, a successful check with one of these grants a +2 bonus to further checks.
Or perhaps you have another idea that makes sense?
Disabling a hazard is a two-action activity so you can only attempt it once per turn, but that leaves you with one more action.
All PCs' turns.
Initiative:
Energy Shield Shards (1 round)
Hope (21/21 HP, DC 17 Reflex vs 8 bludgeoning, DC 16 Reflex vs 4 bludgeoning)
Draven (17/17 HP, DC 17 Reflex vs 8 bludgeoning, DC 16 Reflex vs 4 bludgeoning)
Squawzo (15/15 HP, DC 17 Reflex vs 8 bludgeoning, DC 16 Reflex vs 4 bludgeoning)
Zeema (19/19 HP, DC 17 Reflex vs 8 bludgeoning, DC 16 Reflex vs 4 bludgeoning))
Zeema Kai
|
Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
Reflex: 1d20 + 7 ⇒ (13) + 7 = 20
takes a total of 6 damage HP 10/16
◆◆Athelitics disable: 1d20 + 7 ⇒ (20) + 7 = 27
◆Athelitics out run: 1d20 + 7 ⇒ (4) + 7 = 11
| SF2 Playtest - Hope |
Ref: 1d20 + 5 ⇒ (13) + 5 = 18 4 damage
Ref: 1d20 + 5 ⇒ (4) + 5 = 9 Crit fail, 8 damage
HP 9/21
Double time! Go! Go! Hope says, as she sprints for cover, following the lead of Zeema
◆◆Athletics disable: 1d20 + 6 ⇒ (2) + 6 = 8
◆Athletics outrun: 1d20 + 6 ⇒ (11) + 6 = 17
| Draven - PT |
Refl: 1d20 + 9 ⇒ (18) + 9 = 27
Refl: 1d20 + 9 ⇒ (18) + 9 = 27
With unnatural flexibility, Draven manages to dodge out of the way of all the flying debris, coming out as unscathed as he was before the fall of the shields.
He keeps up his twisting and turning dance to continue avoiding the damage.
Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
| Squawzo |
Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
I think I am out of Hero Points. If I happen to have one, I will use it.
The crit fail puts him at Dying 2
Reflex w/unconscious: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Dying 3
On his turn
Flat check: 1d20 ⇒ 10
Not good
Zeema Kai
|
[Reflex: 1d20 + 8 ⇒ (1) + 8 = 9
The DC on the first save is DC 17 so 9 wouldn't be a crit fail? You would have had to have failed by 10 or more, so would you need a 7 or less to fail? You look to have been at full health going into this hazard so if I'm right you still have 5 HP left?
| GM Super Zero |
It's a natural 1. Although Hope's 9 is only a regular failure.
Though I haven't awarded any Hero Points, so sure one for everybody.
HP Reroll: 1d20 + 8 ⇒ (12) + 8 = 20
And without the unconscious penalty that second one is also a success.
Draven is miraculously unharmed. Hope and Zeema are a little battered, but make it through okay. For a moment it looks like Squawzo's about to take a direct hit, but a tree branch deflects it.
Zee is also particularly effective at pulling the party along to safety.
Uh.. Disabling is a two-action activity, so you can only do it once per round. Zeema critically succeeds, which counts as two. Draven also succeeds, but Hope fails. Can Squawzo pull it out? You've definitely got it in the second round if he doesn't.
Squawzo's turn.
Initiative:
Energy Shield Shards (1 round, 3 Disable)
Hope (13/21 HP)
Draven (17/17 HP)
Squawzo (9/15 HP)
Zeema (13/19 HP)
| Squawzo |
Well, in that case...
Squawzo tries to dodge the oncoming shards among the rocky terrain.
Acrobatics to Disable: 1d20 + 6 ⇒ (5) + 6 = 11
| GM Super Zero |
The party moves towards some massive trees that seem to be holding up well, but before they reach cover and safety one more fragment slices through and pelts them with bits of broken trees.
DC 16 basic Reflex vs bludgeoning damage: 1d4 + 1 ⇒ (2) + 1 = 3
They don't have to stay under cover long before the cracking sound and falling shards stops. They must be near the tower now--and another hint to that effect arrives in the form of buzzing drones. Wobbly robotic drones the size of skittermnaders with arms bearing various tools fly through the jungle to attack!
As they swoop down through the tattered foliage, Draven and Hope see them coming.
Draven and Hope's turns.
Initiative:
Draven (AC 18, 17/17 HP, DC 16 Ref vs 3 bludgeoning)
Hope (AC 17, 13/21 HP, DC 16 Ref vs 3 bludgeoning)
Red Repair Drone (30 feet up)
Zeema (AC 18, 13/19 HP, DC 16 Ref vs 3 bludgeoning)
Squawzo (AC 18, 9/15 HP, DC 16 Ref vs 3 bludgeoning)
Yellow Repair Drone
Blue Repair Drone
Red Repair Drone: 1d20 + 6 ⇒ (11) + 6 = 17
Yellow Repair Drone: 1d20 + 6 ⇒ (4) + 6 = 10
Zeema: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Draven: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Hope: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Squawzo: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
| SF2 Playtest - Hope |
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25
We're under attack. Wait until you see the whites of their... nevermind, just fire!
◆ Grab gun
◆ Fire gun Just Fire, blue, 1 range increment: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 91d8 ⇒ 4
◆ Fire gun! Just Fire, blue, 1 range increment: 1d20 + 5 - 2 - 5 ⇒ (16) + 5 - 2 - 5 = 141d8 ⇒ 2
| Draven - PT |
Refl: 1d20 + 9 ⇒ (12) + 9 = 21
This time, one of the tumbling pieces of shield does catch Draven, though it is a glancing blow.
He recovers just in time to see the rickety bots coming at him.
"You look worse than I feel," he comments, pulling out his pistol on the move and taking Aim at the blue one before firing.
Semi-auto Pistol: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing: 1d6 + 1d4 ⇒ (4) + (2) = 6
| GM Super Zero |
Hope wings one of the robots. Draven lands a more solid shot, cracking the chassis of another, though not quite bringing it down.
14 is a hit. 6 damage is enough to bloody one.
The drone with the red stripe moves a little closer, then blasts Hope with water with the force of a fire hose (which is probably what it is). It hits pretty hard, and also shoves her back a little.
At least its water tank is probably empty?
◆ Fly, ◆◆ Fire Suppressor vs Hope Attack: 1d20 + 7 ⇒ (11) + 7 = 18 hits for bludgeoning damage: 3d6 ⇒ (5, 1, 5) = 11
Zeema and Squawzo's turns.
Initiative:
Draven (AC 18, 16/17 HP)
Hope (AC 17, 2/21 HP)
Red Repair Drone (-6, bloodied, 30 feet up, fire suppressor used)
Zeema (AC 18, 13/19 HP, DC 16 Ref vs 3 bludgeoning)
Squawzo (AC 18, 9/15 HP, DC 16 Ref vs 3 bludgeoning)
Yellow Repair Drone (30 feet up)
Blue Repair Drone (-2 HP, 30 feet up)
| Squawzo |
Squawzo draws his laser pistol and picks out a drone.
"Down that one first!" He cries as he aims a bluish-tinged drone.
Get 'Em! 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 and Reflex saves 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 gain a circumstance bonus to damage rolls against the target equal to 1 + half your Charisma modifier, and your allies gain a +1 circumstance bonus to damage rolls against the target.
Ranged, laserpistol +6 (tech, range increment 40 feet, reload 1) w/range v blue: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16
Damage (F): 1d6 + 3 ⇒ (1) + 3 = 4
| GM Super Zero |
Squawzo Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Zee's shot misses, but Squawzo cracks open a second drone. It doesn't fall, but it wavers. And with its innards exposed it certainly can't take another hit like that.
The yellow drone moves closer, dipping a little lower as it does. It fires a laser beam, which singes Zeema.
◆ Fly, ◆ Fly, ◆ Strike integrated laser: 1d20 + 7 ⇒ (16) + 7 = 23 hit for fire damage: 1d6 ⇒ 4
The badly-damaged, blue-striped drone darts closer as well, though it stays just as high up. It fires a pair of laser shots at Draven. The first hits, but the second is wildly off-target and singes some plants; conveniently, there are drones nearby armed with fire suppressants which can probably handle that.
◆ Fly, ◆ Strike integrated laser: 1d20 + 7 ⇒ (16) + 7 = 23 hit for fire damage: 1d6 ⇒ 6, ◆ Strike integrated laser: 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
Draven and Hope's turns.
Initiative:
Draven (AC 18, 10/17 HP)
Hope (AC 17, 2/21 HP)
Red Repair Drone (-6, bloodied, 30 feet up, fire suppressor used)
Zeema (AC 18, 6/19 HP)
Squawzo (AC 18, 6/15 HP)
Yellow Repair Drone (25 feet up)
Blue Repair Drone (-6 HP, bloodied, 30 feet up)
| Draven - PT |
With someone egging him on to attack the one he's already shooting, Draven's choice is easy. He takes Aim against blue once again before snapping off a pair of shots.
Semi-auto Pistol: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Piercing: 1d6 + 1d4 + 1 ⇒ (1) + (4) + 1 = 6
Semi-auto Pistol: 1d20 + 9 + 1 - 5 ⇒ (14) + 9 + 1 - 5 = 19
Piercing: 1d6 + 1d4 + 1 ⇒ (5) + (2) + 1 = 8
| GM Super Zero |
First one of the damaged drones, then the undamaged one come down in a rain of smaller pieces.
First attack hits and defeats Blue. Since there's a large tree trunk directly between you and Red redirecting that second attack to the only one you can see from there... and even with the range penalty that hits and takes Yellow out as well.
Hope's turn.
Initiative:
Draven (AC 18, 10/17 HP)
Hope (AC 17, 2/21 HP)
Red Repair Drone (-6, bloodied, 30 feet up, fire suppressor used)
Zeema (AC 18, 6/19 HP)
Squawzo (AC 18, 6/15 HP)