Welcome to Star City, the city of the future. (Inactive)

Game Master PoorWanderingOne


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Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:

Great map Karma!

I noted an archway is needed at the far end of the corridor Mr. Sardonicous is in.

I cannot figure out how to add doors and things but Karma can see the 2 doors leading into the courtyard from each of one story buildings 1 and 4.

The doors should be placed at rows 20 and 16 on building 4, and at columns O and S on building 1.

FYI: doors are made with the rectangle shape, with the line weight increased a bit, and filled with white. Once one is made, others can be made by copy and paste. The shape can be rotated depending on the direction of the wall it will be in.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:
Karma NE wrote:
If you have other questions, post them and I'll explain what I know.
How or can you extend the grid to cover the whole building? Or at least as much as you can? Thinking of the locker rooms on Side 2 and the corridor/single story building on Side 1.

I'll copy the grid, paste, and move it to cover the indicated areas. Last step will be move the grid to the back of the layer order.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM : for the future, I'd like to buy some night vision goggles - are they available in this world? I know they're not listed in the SWADE core rules, nor the NE GM book (I don't have the NE player's guide).

The Sci-Fi rules mention that they exist, but only as mods to rifles or vehicles. It refers to Low Light, Night Vision, and Thermal capabilities.

The SWADE Supers book mentions that one pre-built character has them, but does not list them as an item that can be purchased. The other reference is as a mod to V'sori vehicles, and mentions "thermal night vision" and night vision.

While night vision removes Dim and Dark penalties, would thermal give a bonus to attacks in the dark, since the target is clearly outlined?

If they are available, how much would they cost? Thanks!


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Dave Finsterman wrote:
Kara "Imagine" Luthor wrote:
Ah-Rekhmire wrote:
Hearing the voice in his head was annoying, but he had other more important things to worry about.
I'm terribly sorry but, hearing someone else's voice is just like talking to someone next to you, or talking on the radio. If we all had comms it would be the same thing. You of course are free to think that my voice is annoying, but I don't see the difference between me keeping us all talking this way, or all of us having Navy SEAL-esque headsets.

Right now though, we don't know each other. This situation is like having a stranger walk up to you from behind and start asking you questions without introducing himself. I want to encourage dialog and we should be free to rp what seems like a genuine character reaction in the moment. It's not a personal sleight. From my perspective, it wasn't helpful for your reaction to Dave's reply to be that it didn't happen. That was a missed opportunity for comedy.

One thing that worries me about this game, the nature of it being that most of us are villains and adversarial by nature, is that it will be very easy to go sideways. When do villains ever get along and work together? That's why they always lose. If we're already starting to get annoyed at each other then we should work it out.

Seems like the movie Suicide Squad could serve as an example. I only saw it once and a while ago, but wasn't it a group of super villains who were in prison and coerced into doing something that the other superheroes could or would not? Since villains are by nature selfish, they need an overriding motivation to trump that.

In this case, it seems the motivation is getting rid of the oppressive aliens so the villains can get back to the fight for dominance. Enemy of my enemy stuff.

Personally, I'm not running Karma as evil so much as a loner who has not yet learned to cooperate with anyone. And she will consider putting anyone who is guilty (in her mind) of great evil on her to-do-away-with list. But for now she is willing to cooperate. I suspect each of us is working on a motivation to cooperate, at least short term.

I generally do not like to play evil or evil-ish characters because it's not what I enjoy imagining myself doing. I'm idealistic and so I get maximum enjoyment from role playing myself in heroic, not villainous, roles. But so far this is fun for me.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:

Ok I am not a HUGE fan of blob initiative. But I can work it for not intensive rounds. What do you lot think?

Also do you like the Names? might moke it easier when there is a wall of text.

Also can everyone see and move things on the map? There are spoilers as there would be with any shared resource but I know you can play against the forbidden knowledge.

I'm not sure what you mean by "the Names."


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Regarding the discussion of telepathy: would it help if we put messages to Imagine under a spoiler with her name on it? That way, players who don't peak at the spoiler have to wait for the information to be relayed.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Savage Worlds seems to be crap for super-senses. And the only light power seems to be energy control.

Can I spend a bennie to activate emergency evacuation lights?


PsiclopsNE wrote:

PWGM : for the future, I'd like to buy some night vision goggles - are they available in this world? I know they're not listed in the SWADE core rules, nor the NE GM book (I don't have the NE player's guide).

The Sci-Fi rules mention that they exist, but only as mods to rifles or vehicles. It refers to Low Light, Night Vision, and Thermal capabilities.

The SWADE Supers book mentions that one pre-built character has them, but does not list them as an item that can be purchased. The other reference is as a mod to V'sori vehicles, and mentions "thermal night vision" and night vision.

While night vision removes Dim and Dark penalties, would thermal give a bonus to attacks in the dark, since the target is clearly outlined?

If they are available, how much would they cost? Thanks!

Psiclops

Um...
SWADE pg.68 Night Vision Goggles. In with the surveillance gear. Easy to miss. The expensive version negates Full Dark(-6) the cheaper negates Dim(-2) and Dark(-4). Note that the Full Dark version does emit a strong IR light.
Like most gear these are available in cheap versions @ $250/$500 but they will have problems.


Karma NE wrote:
Poor Wandering GM wrote:

Ok I am not a HUGE fan of blob initiative. But I can work it for not intensive rounds. What do you lot think?

Also do you like the Names? might moke it easier when there is a wall of text.

Also can everyone see and move things on the map? There are spoilers as there would be with any shared resource but I know you can play against the forbidden knowledge.

I'm not sure what you mean by "the Names."

Oh sorry. I'm trying out a formatting change on the play page. Using the bigger and bold functions to make folk's names pop more. So Karma rather than Karma.

Let me know what you think

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|
Doctor Toxic wrote:
Can I spend a bennie to activate emergency evacuation lights?

I am going to wait until I see the answer to this.


Everyone

Is telepathy going to be a problem?

Is the formatting suggestion on the campaign page unworkable?

It will have a presence in the game as a relatively common player available heritage has telepathy.


I have no problem with any of these


Doctor Toxic wrote:
Savage Worlds seems to be crap for super-senses. And the only light power seems to be energy control.

SPC pg 66 has Heightened senses. Looks to be plenty of room to reskin and expand. There is also the Scan power on SPC pg82 that might be worth a look. What is missing?

Energy control is the base light power but anything could have a light trapping and glow.
As I told Mr. S I am open to the idea of folks tweaking/rebuilding characters. This is still the shakedown cruise.

Doctor Toxic wrote:
Can I spend a bennie to activate emergency evacuation lights?

I really want to say yes. But those lights were deactivated for this exact purpose. Keep your bennie. I can give you Dim(-2) lighting adjacent to any original school door from the glowing EXIT signs and I can keep the door fire burning for a bit


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

I'm okay with the telepathy. I think some of the confusion is just remembering to use the formatting options. We're also just getting to know who actually has telepathy and how it functions.

I tend to forget about the bigger and smaller tags, but they can be useful, particularly for shouting and whispering.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I'm okay with telepathy, and I like big name tags in a busy game like this.

As for some of the senses missing, sonar, UV sense, tremorsense, EM field senses, motion sense. Scan is not really a replacement for senses as it's not precise and has a huge range.


Doctor Toxic wrote:

I'm okay with telepathy, and I like big name tags in a busy game like this.

As for some of the senses missing, sonar, UV sense, tremorsense, EM field senses, motion sense. Scan is not really a replacement for senses as it's not precise and has a huge range.

Might a lot of those be trappings to existed Heightened Senses? What would these senses do that the existing power cant? I agree Scan is a bit on the weak side. Maybe making Calibration a +1 might help.

Are you looking to expand doc's senses? What sort of thing might you be looking for?


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I don't see them as working the same. With vision, you need two heightened senses to ignore darkness completely. But sonar would solve this with it's own issues, like silence.

I'Ve spent more time with M&M, which has a higher point scale and divides thing up more finely.

I'd prefer a chemical type of sense that allows locating and identifying people. Tremorsense - picking up vibrations through common surfaces would probably be my second choice.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM - thanks! I searched every document I mentioned for "night vision", but my version of the Adobe PDF reader's search function is cr*p.

I have no problems with the telepathy, I think it will take us all some time to get used to the formatting requirements for it.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|

Ah, it looks like I already had my turn 4 action on King of Hearts (thematic).

Then I'll just loot the 4 drones and that'll be my turn 4 action.


1 person marked this as a favorite.
Kara "Imagine" Luthor wrote:

Ah, it looks like I already had my turn 4 action on King of Hearts (thematic).

Then I'll just loot the 4 drones and that'll be my turn 4 action.

Check: Reckless use of explosives on school grounds turn 3.

Inappropriate drone groping turn 4.


PsiclopsNE wrote:

PWGM - thanks! I searched every document I mentioned for "night vision", but my version of the Adobe PDF reader's search function is cr*p.

I have no problems with the telepathy, I think it will take us all some time to get used to the formatting requirements for it.

No troubles. I have a dead tree copy so look up can be faster/easier than PDF sometimes.


Doctor Toxic wrote:

I don't see them as working the same. With vision, you need two heightened senses to ignore darkness completely. But sonar would solve this with it's own issues, like silence.

I'Ve spent more time with M&M, which has a higher point scale and divides thing up more finely.

I'd prefer a chemical type of sense that allows locating and identifying people. Tremorsense - picking up vibrations through common surfaces would probably be my second choice.

Hmmm so a chemical sense that allows targeting/identifying people but is not subject to darkness.

That is a reskinning of Low Light Vision + Infravision with some trapping changes. The Tracker(+1) mod from Scan also seems to fit so we are looking at 3 points. But vision can do things that chem sense can't. Like reading, seeing through windows. Identifing colors. Telling if a teltale light os off/on/blinking. Seeing the moon/stars. Hmmmmm

How is this:
Chemical sense:(low light+infra+Smell+X-ray(blocked by lack of air flow)) "See" everything in a 10"-12" radius dependent on wind etc. Cannot read or see fine details not related to chemical composition. Cannot see through transparent surfaces. But does not require line of sight to see so long as there is air flow. Call the negatives esp the limited range a -2 limitation and the final cost is 2pts.

That seem reasonable?


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
Doctor Toxic wrote:

I don't see them as working the same. With vision, you need two heightened senses to ignore darkness completely. But sonar would solve this with it's own issues, like silence.

I'Ve spent more time with M&M, which has a higher point scale and divides thing up more finely.

I'd prefer a chemical type of sense that allows locating and identifying people. Tremorsense - picking up vibrations through common surfaces would probably be my second choice.

Hmmm so a chemical sense that allows targeting/identifying people but is not subject to darkness.

That is a reskinning of Low Light Vision + Infravision with some trapping changes. The Tracker(+1) mod from Scan also seems to fit so we are looking at 3 points. But vision can do things that chem sense can't. Like reading, seeing through windows. Identifing colors. Telling if a teltale light os off/on/blinking. Seeing the moon/stars. Hmmmmm

How is this:
Chemical sense:(low light+infra+Smell+X-ray(blocked by lack of air flow)) "See" everything in a 10"-12" radius dependent on wind etc. Cannot read or see fine details not related to chemical composition. Cannot see through transparent surfaces. But does not require line of sight to see so long as there is air flow. Call the negatives esp the limited range a -2 limitation and the final cost is 2pts.

That seem reasonable?

It does seem reasonable, but I'll need to figure out what I'm giving up when I get the chance to sit down.

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|
Poor Wandering GM wrote:
Check: Reckless use of explosives on school grounds turn 3.

That's a paddlin'.

Poor Wandering GM wrote:
Inappropriate drone groping turn 4.

That's a paddlin'.

But what if I either enslave someone's mind in their own body forcing them to become a passive observer to their own actions, or get caught paddling a paddle boat?

Yep, that's a paddlin'.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
PsiclopsNE wrote:
I can't seem to move my PC icon in the map. When I click and hold it, and start to move the mouse, all the lines in the map start to shift instead. Any suggestions?

If you click on your figure and the little sizing squares don't appear on the figure's corners, you've selected something that is in front of your figure (all features have a layer order that can be changed).

If the interfering element is the square grid, the sizing squares will appear at its corners. Right click on the interfering element and look for the Order menu item. Hover over Order and another menu will give you four options: Bring to the front, Bring forward, Send backward, Send to the back.

Select Send to the back and that puts the element behind all others. If it is the grid, that's where it belongs. If it is another element, send it to the back. If that puts it behind something else, like the grid, then send the grid to the back next so the other element will be in front of the grid, but now it is behind the element you were trying to click.

This map has a lot of stuff on it. Remember, if you move something that you did not intend to move, click the undo button or Control Z before attempting something else.

It's a good idea to use the layer order options to bring your character figure to the front now and then, so it will not get behind things that will block your figure. When something new is added, it is always at the front until moved. Keeping the map figures to the front helps avoid problems with the other layers.

Edit: I believe the curved line toward the nearest drones is meant to represent an arch way. I'd delete it and just leave an open space to indicate things can move through the opening and describe the arch in the GM posts to keep clutter off the map.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:


How is this:
Chemical sense:(low light+infra+Smell+X-ray(blocked by lack of air flow)) "See" everything in a 10"-12" radius dependent on wind etc. Cannot read or see fine details not related to chemical composition. Cannot see through transparent surfaces. But does not require line of sight to see so long as there is air flow. Call the negatives esp the limited range a -2 limitation and the final cost is 2pts.

That seem reasonable?

If it's okay I'll swap out SuperEdge: improved extraction for this.


Doctor Toxic wrote:
Poor Wandering GM wrote:


How is this:
Chemical sense:(low light+infra+Smell+X-ray(blocked by lack of air flow)) "See" everything in a 10"-12" radius dependent on wind etc. Cannot read or see fine details not related to chemical composition. Cannot see through transparent surfaces. But does not require line of sight to see so long as there is air flow. Call the negatives esp the limited range a -2 limitation and the final cost is 2pts.

That seem reasonable?

If it's okay I'll swap out SuperEdge: improved extraction for this.

Make the changes on your character sheet and you are good to go.


Psiclops wrote:

Psiclops usually points his finger at his target just for show and intimidation, but the force actually emanates from his mind and slams into the target, so there's no visible or audible component.

Thanks for the map tip, I'll try it out. You placed me exactly where I was thinking of.

A completely invisible/inaudible attack is a pretty big trapping advantage. I'll give you the warping effect similar to the sidearms in Babalon 5. With a sound at the silenced rifle level. Or you are going to have to give something up to balance this.

What do you think would be an appropriate balancing effect?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM : warping and silencer sound are ok. If we get more SPP points in the future, how much would it cost to make it invisible and silent?

Karma : once I zoomed in and clicked on the icon, and started to move it, I still noticed lines, but being that up-close it seems that they are just the horizontal and vertical edges of my icon, being extended outward. I tried moving the icon, and nothing else in the map changed. Whew!


PsiclopsNE wrote:

PWGM : warping and silencer sound are ok. If we get more SPP points in the future, how much would it cost to make it invisible and silent?

Hmm where are you going with this? Super sniper? The TK trapping implies this is bludgeoning damage so there will be impact noise. You hit about as hard as a 30-40mm autocannon and are very likely to do knockback to human scale targets so folks will tend to know when you start shooting.

That said, call it 1 or 2 points, if the target survives they will still notice you per the invisibility power but that can be mitigated by the Stealth skill/shoot and scoot tactics etc.

Final decision to be made once you have the points to spend. If you want to redesign now it's 2 points because it is easier to give a point back later.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma had 7 bennies at the start of the previous turn and she spent one, so if she has 8 now, she must have picked up 2, which I don't think is correct (although I'll take it).


You are correct you spent one and gained one from Doc's Joker. Correct Benny count is 7.

Thank you.


Karma wrote:

It appears the grid size has been changed. I had it set so one square equal 1 inch but now the squares are bigger than they were. I will fix it when I have time later today, but for now, each map icon should be about 1 inch in size. The numbers and letters in the map coordinates were set to about the proper scale.

...

My fault. I was trying to get the grid to cover all of the play area.

I think I fixed it. Though the SW panel is not playing well with the others.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

I saw that this morning. I moved a few features to the back of the pile so they don't get in the way of things that should be on top.

Since it is possible it may be important to distinguish one prisoner from another, I went ahead and gave each one a unique number. I can add more if there are other prisoners to be discovered.

Poor Wandering GM wrote:
Re: cards. Not really. It means I have to jump back and forth between the post I am writing and the initiative post to try to keep things on track. It is rather a pain. But the players overall seem to not be willing to add that info (with some exceptions, thank you Karma) and this is not a hill I choose to die on at this moment. I would very much like it if folks did but this info in when they post.

Everybody: a suggestion for displaying your turn order card: edit your character profile and put the card value in one of the slots that put text in your character's posting header, which are Gender, Race, and Classes/Levels. When a new round of cards is posted, just edit your profile and then you don't have to try to remember the card and put it at the start of your post.

PWGM: when I'm GMing a complicated post, I keep a text (Notepad) file with the initiative order round by round and a brief note about what each PC and NPC did, with status notes for each (such as wound levels, shaken, etc.). It would at least eliminate having to scroll around finding the post that listed the cards for each participant.


Added more detail to the admin tower.

It is a little in advance of what you can see but only by a turn if I am reading Karma's desires correctly. Also Dave knows this building.

Karma wrote:
PWGM: when I'm GMing a complicated post, I keep a text (Notepad) file with the initiative order round by round and a brief note about what each PC and NPC did, with status notes for each (such as wound levels, shaken, etc.). It would at least eliminate having to scroll around finding the post that listed the cards for each participant.

Not a bad idea. Thank you.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM - please check your PM, thanks!


PsiclopsNE wrote:
PWGM - please check your PM, thanks!

Back at you.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

I'm back to not being able to move my icon on the map. I zoom way in, click on the icon (but it's not highlighted or got a colored box around it or anything to indicate that it's been selected), and when I move the cursor and let up on the mouse button, the squares on the map move. Fortunately, ctrl-Z puts them back where they were.

Anybody have any ideas?


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Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
PsiclopsNE wrote:

I'm back to not being able to move my icon on the map. I zoom way in, click on the icon (but it's not highlighted or got a colored box around it or anything to indicate that it's been selected), and when I move the cursor and let up on the mouse button, the squares on the map move. Fortunately, ctrl-Z puts them back where they were.

Anybody have any ideas?

I made a post earlier in the discussion with suggestions. The issue is that the elements on the map are layered. If one element is completely below another element, you cannot select the lower element until you either move the upper element to the side or change the layer order.

Here's what I did to make it so Psiclops' map icon can be selected and moved:
1) Clicked on the character icon and noticed that the element selected is the grid.
2) Right click on the grid.
3) Hover mouse over the "Order" menu option.
4) Select "Send to Back" from the new menu that drops down.
5) Now the character icon can be selected and moved, as can any of the other map features that were underneath the grid.

I noticed the area templates are blocking some of the drone figures. Here are some suggestions for anyone who adds a map template.

1) Find the template you want to add (small, medium, or large) in the area on the far left side of the map. Select it and copy it.
2) Paste the copied template. It usually gets added near the original.
3) Move the map template to where you want it to be. (Notice the map templates on the left don't have any fill in them, so you can see the map elements behind it.
4) Since you generally do not want to template to be on the top level, which will be the default level, right click on it and send it to the back (see above). It will be behind the grid element, so you may want to send the grid element to the back, so you can select the template when you need to delete it or alter it.

I removed the fill (changed it to transparent) for the current map templates and sent them to the back of the layer order.

PWGM: I recommend you delete the templates that have served their purpose after the effects associated with the template have expired. Keeps the map clutter to a minimum.

Another note on templates: If you right click on the template, there is a menu option to Edit Text. If you select this, you can put a short label into the center of the template to indicate what it represents (blast radius, or whatever).


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma will move her figure at the start of the round, so she will not be susceptible to any energy weapons fire or explosions that seem to be happening around the drones. She'll "run" and try to locate Mindjack in the domed building, probably heading up through the ceiling to the library area. I'll wait for the next GM post, however, in case anything in that post would alter this plan.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

I think this might be a good point to suggest a Splash Page depicting the drones, prisoners, and PCs in the hall. I'd suggest the image be from the west side of the drones looking east toward the hall. The smoke and fire would be around the edges of the image with the drones in the foreground about to fire weapons or throw grenades, with Doc Toxic and Ah-Rekhmire approaching and Mr. S on the ground at the back. Perhaps Psiclops could be a transparent figure to show his location despite being invisible.


Karma NE wrote:

...

PWGM: I recommend you delete the templates that have served their purpose after the effects associated with the template have expired. Keeps the map clutter to a minimum.

Good call. Acid template removed. The red templates are still active to show burning/rough terrain areas. I did send them to the back to be out of the way though.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Another map tip for PCs who can go invisible: It is possible to make image uploads to the map semi-transparent. I did this adjustment for Karma, making it so some of the background shows through and the icon is less obvious.

To make an uploaded image transparent (doesn't work on rectangles and similar map elements that come from the drawing tools):
Right click on the image, select "Format Options" from the menu.
From the menu that pops up on the right margin, click "Adjustments".
A number of sliders appears in a drop down menu. Adjust the slider marked "transparency" to somewhere in the middle and the image will be semi-transparent.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Karma - thanks for fixing the map! I'm going to "favorite" your instructions post so I can find it quicker next time.


In memory of the dearly dissolved drones.

The lounge band may be drunk....


Ah-Rekhmire wrote:
Ah-Rekhmire continues to move forward toward the sounds of battle...but is unhurried as he strolls down the corridor. He carefully navigates the rubble-strewn hallway and looks into the rooms on either side as he wanders by.

Woah! How did you move so far? You have a pace of 6 and the red circles are rough terrain. I had you in the second red circle this turn. Was that incorrect? By my count you should be just past the first archway.

Are you using Super Sorcery for Flight or Speed? That is fine if that is what you want to do but you have to tell me so I can note that the benny was spent.

You are also not tracking your spells. Or did you drop the Absorption magic?
Just let me know.

Dark Archive

Girl Human | A: +0/+12 |D: +2 | T:+22|F: +10||R:+5 |W:+16(MS11)|Conditions: Flying; |
useful pastes:
[i][b]' '[b][i]

What is the door to Room 1 like?


Whoops...I think I moved way too far...but to be fair I have no idea what I am doing...LOL. Actually, I just screwed up moving him! Thanks for the correction!!!


As Dave and Imagine cross the bleak and empty courtyard the band plays on.


Flinging the goo with Doctor Toxic.

So I was thinking about your entangle. It is basic you chucking some body mass at the forces of goodness and light correct? A goo grenade if you will.

The idea of that deviating and gumming up your friends and relations struck me as a moment for comedy. Now this could happen on a crit fail but those are pretty rare.

I was thinking of making this an Athletics roll just like throwing a grenade. Well no Evasion and no tossing it back or hurling yourself on it unless you wanted to go full grenade. But as a trapping effect the 'grenade' would get a 5/10/20 ex 80 range and would be subject to the positive and negative effects for ranged attacks. It would allow you some tricks that you can't do now mainly bouncing the attack around corners, and such but the main benefit would the the gain in range. I am not sure what would happen on a hit with a raise. Maybe making the attack to Strength damage + 1d6 on a raise. Or making it harder (extra -2 to escape) for the first attempt or something.

It is not a big change but it might be fun. If you think this idea might stick let me know what you think and what seems too good or not good enough.

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