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Walter moves to try to improve their chances of shooting past their friends.
"You really should give up and talk about this. If there was foul play, we will help you prove it. I think I understand your pain, but what you have been doing is wrong and doesn't help."
Static arc pistol to stun: 1d20 + 7 ⇒ (20) + 7 = 27
Potential electric damage: 1d6 + 3 ⇒ (2) + 3 = 5
crit damage?: 1d6 + 3 ⇒ (6) + 3 = 9

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Dov has the right to bear arms (unarmed strike) yet again...but chooses to take it nonlethally.
Bear Arms AoO: 1d20 + 6 - 2 + 1 ⇒ (13) + 6 - 2 + 1 = 18
Slashing Damage: 1d3 + 11 ⇒ (2) + 11 = 13
After swiping yet again, Dov fires a Double Tap at point-blank range (provoking an AoO of his own) with an anesthetic biohack, hoping to bring her down into a sleepy state rather than dead!
Double Tap Anchoring Liquidator Caustoject: 1d10 + 12 + 1 + 1 ⇒ (10) + 12 + 1 + 1 = 24
Acid Damage: 1d4 + 7 ⇒ (4) + 7 = 11
Anesthesiology Inhibitor Nonlethal Damage: 7 = 7
Inhibitor: Fatigued condition (DC 19 Fortitude Save for half damage versus nonlethal damage and no fatigue). If target is already fatigued, it is Exhausted instead. This is a poison effect.
Dov then slips through his allies to stop blocking their shots, now that her drones have been taken out.

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As the racer tried to move away, Kastien launched a quick jab with his pulse gauntleted hand. He then released his stored energy in a tumultuous BOOM!
AOO: 1d20 + 12 ⇒ (9) + 12 = 21
B/So damage: 2d6 + 11 ⇒ (3, 1) + 11 = 15
supernova: 7d6 ⇒ (3, 5, 1, 5, 4, 1, 6) = 25 fire damage
Coordinated Shot +1

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Glimma just manages to avoid the swipe from Dov's massive paw, but she's battered by a jab from Kastien and shots from all directions. Still, she just manages to anticipate Kastien's blast, leaping over it in a surprisingly graceful backflip. She lands, panting and swaying, a grim look in her eye.
Zark may act. She looks much worse for wear.

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Not sure if it matters, but she needs to make a Fort save against Dov's inhibitor (assuming Dov hit her with his shot in the first place) which might make her Fatigued against the Supernova in turn, depending on what order everything resolves in.

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Although Zark is badly hurt, he moves closer and continues to shoot at Glimma using a Trick shot!
Trick Attack (Stealth vs. DC equal to 20 + your target’s CR): 1d20 + 19 ⇒ (6) + 19 = 25
Ranged Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Fire Damage: 2d4 + 3 ⇒ (3, 2) + 3 = 8 plus Trick Damage (If trick is successful): 3d8 ⇒ (5, 3, 8) = 16

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Not sure if it matters, but she needs to make a Fort save against Dov's inhibitor (assuming Dov hit her with his shot in the first place) which might make her Fatigued against the Supernova in turn, depending on what order everything resolves in.
Thanks. She took full damage from you and is fatigued, but that was not enough to make her fail Reflex vs. Supernova.

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"I'm not done yet" Glimma says through gritted teeth. She tries again t nimbly move away from Kastien and disappear into the false wall.
Acrobatics to tumble through Kastien's threatened area (space 1), fatigued, DC 24: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
Acrobatics to tumble through Kastien's threatened area (space 2), fatigued DC 24+2: 1d20 + 15 - 2 ⇒ (15) + 15 - 2 = 28
Double move, no AoO.
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Initiative!
Whole party may act.

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Knowing he won't be able to follow fast enough to keep up, Dov grabs some tools to use a theorem on Zark before the ysoki acts:
Field Dressing: Standard action on an adjacent willing or KO creature. They heal 1d6 + my Int (6) Hit Points. Can do this once per target per 10-min-rest to regain SP.
Zark Healing: 1d6 + 6 ⇒ (5) + 6 = 11
Dov then takes the long way around (single move), getting out of everybody's way.
(Since Dov was up in initiative before Zark and within reach of the little fella)

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Kastien swung at the woman as she tumbled past him, but was too slow. She was already up and running by the time he recovered. Shifting into Graviton mode, he ran after her, giving the woman an opportunity to strike as he closed, in hopes that it would slow her down enough for the others to move in.
Double move
Graviton Mode:1, Coordinated shot +1

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"DAMMIT!" Conrad takes off through the secret passage to try to catch up.

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Lapodie similarly goes as fast as she can to follow, which is less than impressive on her tentacles.

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Dov heals some of Zark's wounds as the whole party pursues Glimma. Seeing Zark so close, Glimma screams in rage and lunges at the ysoki! Provokes from Kastien and Walter.
Trick Attack (Computers), fatigued: 10 + 20 - 2 = 28
Pistol vs. flat-footed Zark EAC, fatigued: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
Cold damage: 1d10 + 7 ⇒ (9) + 7 = 16
Trick Damage: 4d8 ⇒ (4, 3, 4, 6) = 17
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Initiative!
Whole party may act.

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(Only if she survives for Dov to take his turn)
Huffing and puffing, Dov runs down the corridors until he catches sight of Glimma, trying to fire another biohacked anesthetic Double Tap shot!
Double Tap Anchoring Liquidator Caustoject: 1d10 + 12 + 1 ⇒ (2) + 12 + 1 = 15
Acid Damage: 1d4 + 7 ⇒ (4) + 7 = 11
Anesthesiology Inhibitor Nonlethal Damage: 7 = 7
Inhibitor: Fatigued condition (DC 19 Fortitude Save for half damage versus nonlethal damage and no fatigue). If target is already fatigued, it is Exhausted instead. This is a poison effect.
But he bonks his head in the narrow hallway instead, sending the shot flying wide!

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Walter has no melee weapon in use so no AoO
"Stop that mad woman! She is a danger to all."
Get 'Em
Walter then takes aim, as best they can with a moving target and minimal training.
Static arc pistol: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
potential electric stun damage: 1d6 + 3 ⇒ (1) + 3 = 4

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AOO: 1d20 + 12 ⇒ (4) + 12 = 16
B/So damage: 2d6 + 11 ⇒ (5, 3) + 11 = 19
Once more Kastien tried to swing at the woman as she moved past, and once more he was just too slow. Apparently his new pulse gauntlet was heavier than the old one, and he still needed to get used to it.
He had no intention of letting that stop him at the moment, though, as he followed Glimma, getting her between himself and Zark and striking out at the base of her head.
strike: 1d20 + 12 ⇒ (20) + 12 = 32
B/So damage: 2d6 + 11 ⇒ (4, 1) + 11 = 16 Damage is doubled on a crit, plus knockdown

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Glimma ducks out of the way of Kastien's reactive strike, but is completely unprepared for the suddenness of his followup. Her head snaps back as his blow connects, and she falls unmoving to the ground.
Out of combat!

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"Well that was unpleasant." Conrad goes over and starts checking her for insight into her larger plans. "What time is it anyway, don't we have to get going?"

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"Search her for anything of interest, then let's report this. I'm not Ratrod's biggest fan, but if she was going to make sure he took the blame for all the mishaps and potential murder, then we owe it to him to let him know what is going on. Besides, there's a dead racer underneath his stadium."

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Dov sighs, having hoped to take the woman in alive. But when the others move to start searching her, he plops down where he is and grabs his medkit, projecting telepathically.
"Zark, come over here. I know I'm no mystic healer, but I can treat you a little bit more with mundane medicine for your wounds now that we're not fighting anymore."
Assuming Zark has one minute free, Dov will Treat Deadly Wounds on his companion.
DC 20 Medicine: 1d20 + 16 ⇒ (9) + 16 = 25
Success: Zark heals a number of HP equal to their level plus Dov's Int (6+6 = 12)

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Walter contacts the authorities to both come deal with the body and receive a report on what the team knows.
"I think it best we hand this over as quickly as possible. We have a race to get to and I think we need to warn all competitors to do an extra safety check. I know we should."

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"Then let's make like a jet and scram."

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Station security agents arrive a few minutes after Walter's contacts, with Ratrod right on their heels. While one agent takes your statements, the rest fan out to secure the scene. There is a moment of alarm as they discover all of the explosives that Glimma and Sisro had been unloading, but after some examination the agents find that the two had not yet primed any of the bombs to explode, likely due to your interruption. Ratrod seems visibly shaken by the discovery, wondering aloud how one of his competitors could attack their fellow racers. He expresses his deep gratitude for your intervention, though, and radios for one of his employees to bring over a crate of medical supplies. Ratrod will supply enough serums of healing to restore all of you to full health.
Once the security agents secure the scene and determine there is no threat to the race, they clear it to proceed. Ratrod delays the start by 30 minutes to give you time to recover and clear your minds before the flag drops.
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Before we can begin the race, I need to know who is going to be your pilot! Everyone else will act as pit crew, and everyone will have an opportunity to contribute to your team's success. As you might expect, it would be best to have someone with a strong Piloting skill in the driver's seat.

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"I know Zark's a bit stronger at piloting than I am."

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While Walter can take control of a vehicle if needed, they know it is not their greatest strength. They are also more comfortable in a support role and happy to be part of the crew.

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Once you've had a chance to rest, heal, and collect yourselves, it's time to race! The murmur of the crowd grows into an anticipatory roar as the racers maneuver their vehicles to the starting line. Engines rev and lights flash as drivers and pit crews perform their final checks.
The crowd cheers as the face of Ratrod, framed by his racing helmet, appears on a large video board above the starting line. “This race is years in the making! Today is the day we settle old scores and prove once and for all who’s at the top of this scrap heap. Are you ready for a showdown?” he calls, to a renewed roar from the crowd. “I said, ARE YOU READY FOR A SHOWDOWN?” The crowd goes wild, and with a smirk, Ratrod flips down his visor and revs his engine, an image of the starting lights replacing his face on the video board. A countdown appears beside it, flashing “3...2…1…Go!” Like a shot, the racers are off!
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The race will operate as a series of challenges. In each stage, one PC will make a lead check (usually, but not always, the pilot). Everyone else will have options to assist, with each successful assist adding a cumulative +2 to the lead check.
In addition to the above, Ratrod has debuted a new mechanic for this race: crowd voting! Each vehicle has a device installed that will provide a small speed boost to whichever vehicle is currently leading the fan voting. In order to curry fan favor, any PC other than the pilot can attempt to play to the crowd in lieu of making a check to assist the pilot that round. Succeeding on a DC 20 Bluff, Diplomacy, Performance, or appropriate Profession check gains the crowd's favor that round, adding a +1 morale bonus to all PCs checks to pilot or assist that round. The crowd's favor resets at the end of the round. Ideally we would do crowd checks before other checks, but I think that will be a pain for PbP, so everyone can act at once and I'll fit all the pieces together.

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Stage 1—And They’re Off!
The green lights flash as the race begins! Racers jockey for position heading toward the first turn.
Primary Check: Piloting by the pilot. Because you won the build competition, you get a running start to begin the race, represented by the pilot rolling twice on this check and taking the better result.
Secondary Checks: You can assist by succeeding at a Computers check to remotely time the initial acceleration for the precise moment, or a Perception or Sense Motive check to anticipate opponents' maneuvers.
Remember that you can also curry crowd favor with a DC 20 Bluff, Diplomacy, Performance, or appropriate Profession check (no benefit to multiple successes).

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Conrad sees the cameras and rests a little easier. He spots one of the cameras the instant it's aimed at him. He winks and salutes at the crowd from dozens of screens at the same time. It carries the confidence of a man who thinks they're already engraving his name on the trophy: Bluff: 1d20 + 15 + 1d6 + 1 ⇒ (8) + 15 + (4) + 1 = 28

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At the sight of the green light, Zark punches the throttle is zooms out over the start line and races to the front!
Primary Piloting Check: 1d20 + 17 ⇒ (18) + 17 = 35
Primary Piloting Check: 1d20 + 17 ⇒ (20) + 17 = 37<--- Better of the two checks!

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Walter knows their skills are strongest trying to work the crowd. They initially focus on how many teams have come together for a friendly competition and to bring joy to those who are watching.
Diplomacy: 1d20 + 15 + 1d6 ⇒ (9) + 15 + (1) = 25

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Walter knows their skills are strongest trying to work the crowd. They initially focus on how many teams have come together for a friendly competition and to bring joy to those who are watching.
Diplomacy: 1d20 + 15 + 1d6 ⇒ (8) + 15 + (1) = 24
We don't get anything for two of us, but if this is your best bet right now, I can instead checkout out the competition with Sense Motive which would have netted a 23

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Kastien is a bit at a loss for how to help in this leg of the race. He was good at punching things, and he could pilot a vehicle in a pinch - though Zark was surely better. About all he could do was play to the crowd and maybe keep a wary eye out for the other competitors.
perception: 1d20 + 6 ⇒ (17) + 6 = 23

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"What are you doing, other racers...
Lapodie watches the opposition carefully.
PErception: 1d20 + 12 ⇒ (6) + 12 = 18

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Forgive me, I forgot to remind you about the bonuses you earned in the build competition! You earned the following:
I'll apply these bonuses to your results above.

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Lapodie has a difficult time tracking specific opponents during the crush of racers, but everyone plays their part perfectly, helping Zark to zoom out to the front of the pack and winning the favor of the crowd in the process! Stage 1 success! The other teams aren't giving up yet, though, and they hit the accelerator to stay hot on your heels!
Stage 2--Coming Around the First Bend
Still tightly grouped, the racers enter the first banked turn, bumping and jostling as they all vie for an advantageous position.
Primary Check: Piloting check by the pilot to maintain your position near the inside of the curve.
Secondary Check: Others can assist with an Intimidate check to make other teams back off or an Athletics or Acrobatics check to climb a nearby pile of junk to act as a spotter.

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While preferring to make friends, Walter realizes that keep the other competitors hopping could help Zark gain an edge.
Intimidate for Secondary Check: 1d20 + 14 ⇒ (8) + 14 = 22

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Kastien was trying to maintain eyes on the competitors to give Zark a heads up if needed, but kept losing sight of them as they crossed behind the piles of junk that gave the stadium its name. Frustrated, he leaped to the nearest one and began climbing. His footing was precarious, and more than once the tower seemed to start to topple, but still he kept at it.
athletics: 1d20 + 10 ⇒ (10) + 10 = 20

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Conrad is glad that Walter is turning his attention to the others. Owning a bar means Conrad's inimidation techniques have atrophied over the years.
He keeps his eye turned towards the cameras, posing, wining, and even pantomiming the swatting ofthe other racers. Bluff to word the crowd: 1d20 + 15 + 1d6 + 1 + 4 ⇒ (3) + 15 + (4) + 1 + 4 = 27

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Lapodie scrambles up the junk pile, using her tentacles to pull her weight.
Acrobatics: 1d20 + 16 ⇒ (17) + 16 = 33 plus earned bonuses

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Dov's best contributions to his team seem to have been before the race while working on the vehicle, so for now he just cheers on his team, and bides his time waiting to see if he can be useful for something now that the race itself has begun.
Ya'll are so much better than Dov at all of the listed skills, so I'm just going to cheer you all on from here, too!

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Conrad keeps the team's name at the tip of the crowd's tongue. Meanwhile, Kastien and Lapodie scramble nimbly to good vantage points, relaying information to Zark, while Walter tries, mostly unsuccessfully, to put the fear into the competition and Dov cheers the team on. Zark puts the relayed info to good use, anticipating opponents' moves to maintain position. Phase 2 success!
Stage 3--Oops!
A member of another racer’s pit crew bumps into a nearby pile of junk as they pass through your area area, creating a huge racket. Was it intentional? A mistake? Who knows! Perhaps completely by coincidence, their team's racer makes a move on the track at the same time. Weird!
Primary Check: One member of the pit crew can make a Perception or Sense Motive check to notice the 'accident' in time.
Secondary Check: Other PCs can assist by succeeding at an Athletics or Acrobatics check to shore up the pile or an Intimidate check to scar off the would-be saboteur, and the pilot can make a Piloting check to maintain position while the crew deals with the distraction.

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"I need eyes all around me! They are trying to distract us! What are you guys seeing?!"
Zark drives with laser like focus as he works not only to maintain their position, but find a way to gain even more advantage.
Piloting: 1d20 + 17 + 4 ⇒ (20) + 17 + 4 = 41

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Conrad moves to share the camera this time, pulling Walter to the spotlight and turning his eyes forward. Sense Motive: 1d20 + 10 + 1d6 + 1 + 3 ⇒ (13) + 10 + (1) + 1 + 3 = 28

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Kastien saw the swaying pile and left Conrad to keep an eye out for Zark while he rushed to stabilize the junk pile. His team couldn't afford for the ysoki to get distracted - or worse, crushed by the falling junk.
Unfortunately, looking up at Conrad distracted him, and Kastien tripped over a loose stabilizer, then pinwheeled his flailing arms right into the already unstable pile of staked parts!
athletics: 1d20 + 10 ⇒ (3) + 10 = 13