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

Game Master PoorWanderingOne


401 to 450 of 1,111 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Joker; 5 Bennies

Ok need hekp

UNDEAD (8)
TRAPPINGS:
Vampires, liches, zombies, Harrowed.
Undead gain +2 to their Toughness, add +2 to recover from being Shaken, don’t breathe or eat, are immune to disease and poison, and don’t suffer additional damage from Called Shots. Undead Wild Cards ignore one point of Wound penalties and don’t Bleed Out. Undead don’t benefit from the Healing skill, natural Healing, or even the healing power (without the Spark of Life modifier, see below). They’d best take regeneration if they don’t want to atrophy into a pile of bones.

ok first 1 wound reduction from 44 for the super power. Seems reasonable.

REGENERATION (10+2)(-2 Contingent only after drinking 2 pints of sentient blood. Note causing a wound with Bite will satisfy this condition. Stored blood lasts 24 hours 48 w/ a Healing roll or 72 with a raise.; Lasts 1 hr
TRAPPINGS: Powerful undead, mutant healing factor, magic.
He may attempt to heal every round (a free action)!
REGROWTH (+2): The character can recover from serious traumatic damage. Treat all permanent injuries as temporary unless caused by acid, fire, or damage caused by a Power Type matching their Environmental Weakness, Power Negation, or Vulnerability Hindrance.

OK this let me attempt a regen, not sure how that works.

Mr. Sardonicous You have one hit for Shaken and 4 wounds, this will incapacitate you if you do not soak at least one wound.

How do I soak a wound?

Mr. SardonicousThis will be a separate soak roll, and a second benny, if you wish to soak this as well. Note any wounds that you do not soak from shooter 1 will effect this soak roll.

This attack of 1 wound would be 0 with undead highlighted section


Ouch

Major event/change. Low card folks may want to reconsider actions.

The band picks up the theme.


Joker; 5 Bennies

I think a heal should keep me up.
Heal as a free action, and the undead power Lowers 1 wound to 0? I roll a focus? What do I have to beat with the roll?

Dark Archive

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

@ Mr Sardonicous: Page 96:

Soak Rolls:
After rolling damage but before applying
wounds, a character may spend a Benny to
make a “Soak” roll. This is a Vigor check, with
each success and raise reducing the number
of Wounds suffered from that attack by one

And ignoring 1 point of Wound Penalties doesn't mean that you don't take the wound. It just means at 3 wounds you are -2 to rolls, instead of at -3 (because pain is a lesser coin for you). If that last wound puts you from 3 wound to 4 you'll still be incapacitated.

@ALL: Re: Telepathy. SWADE takes a -very- generous view of the Telepathy power, and I fully endorse this. Simply assume that as long as you're within 1 mile of Imagine you can speak to her. By extension this means everyone as I'll dutifully pass on any messages. (Within reason. If Karma wants to tell Dave that she doesn't think that Imagine "isn't really that awesome" obviously there will be something lost in translation. ^_^

I think it would be very helpful if we had a top-down map of what we're working with. My attempt:

XXXXXS_X
X__I_____X
X_______X
X_______X
XXXXXXXX

S= Mr Sardonicous
I = Me.

The band changes to something slow that speeds up and speaks of death.


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

ALL - if you get hit with more than 3 Wounds in one round, it's best not to use your Bennies to try and Soak them, but use them to be able to re-roll your Incapacitation roll, which determines your ultimate fate.

As Imagine says, if you take 4 or more Wounds total, you are Incapacitated, but you "have" only 3 Wounds (SW is weird like that).

And just to expand on what Imagine said, once you've taken any Wounds, you subtract that number of Wounds to all your rolls (Incapacitation, activating a super power, etc.) unless you've got a special ability that lets you ignore Wound Penalties.

However, if you've only taken 1 or 2 Wounds and want to Soak them, you do not subtract the number of Wounds you're about to take from the Soak roll.


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:


...
As I understand the rules, becoming intangible is an action but no roll is needed. Likewise turning invisible. So turning both intangible and invisible in the same round only is a problem if a third action is made that requires a roll, correct?

That is exactly correct.

Karma NE wrote:


Becoming tangible and becoming visible are both free actions. The rules say one can generally do multiple free actions in a turn but the GM can restrict this, so let me know if doing both of the above would carry any restrictions.

Thanks.

Nope, Free actions are free. Generally no restriction or problems. Nothing you have mentioned so far would raise a flag.

This contradicts what PWGM posted earlier. Also if Karma can get to a wall and pass through, is there any risk of another PC or NPC shooting during the movement phase of her action? That would be like an attack of opportunity in Pathfinder.


Kara "Imagine" Luthor wrote:

@ Mr Sardonicous: Page 96: ** spoiler omitted **

And ignoring 1 point of Wound Penalties doesn't mean that you don't take the wound. It just means at 3 wounds you are -2 to rolls, instead of at -3 (because pain is a lesser coin for you). If that last wound puts you from 3 wound to 4 you'll still be incapacitated.

I'm not sure that this can be right. It's an 8 superpower


Karma NE wrote:
Poor Wandering GM wrote:
Karma NE wrote:


...
As I understand the rules, becoming intangible is an action but no roll is needed. Likewise turning invisible. So turning both intangible and invisible in the same round only is a problem if a third action is made that requires a roll, correct?

That is exactly correct.

Karma NE wrote:


Becoming tangible and becoming visible are both free actions. The rules say one can generally do multiple free actions in a turn but the GM can restrict this, so let me know if doing both of the above would carry any restrictions.

Thanks.

Nope, Free actions are free. Generally no restriction or problems. Nothing you have mentioned so far would raise a flag.
This contradicts what PWGM posted earlier. Also if Karma can get to a wall and pass through, is there any risk of another PC or NPC shooting during the movement phase of her action? That would be like an attack of opportunity in Pathfinder.

Aha! but you are not taking into account the simple fact that I am wrong!

You are correct no roll needed to activate Invisibility or Intangibility. Sorry about that and thank you for double checking. Please have an "The GM is WRONG!" bennie. :7)

It is possible but very unlikely. I can think of 2 ways this might happen. A person on hold or who has a Joker could interrupt and do this. Or if you are passing through an area full of active fire and crit fail a roll then getting his is not impossible. Very unlikely but not impossible.


PWGM'S quick and dirty guide to Savage Worlds damage.

Savage worlds damage system is built on a "Call and Response" philosophy.
The damage comes in "call" the target responds and then the results occur.
(Thesis, antithesis, and synthesis would be a closer metaphor but that is only for you Hegel fans out there.)

In this case you, Mr. Sardonicous, have just had 5 wounds come calling spread over 2 attacks. This is not good. You can only accommodate 3 wounds without becoming incapacitated and risking death(1).

The "response" part of Savage worlds damage system is the Soak Roll. If you spend a bennie you can make a Vigor + Wild die Roll at no wound penalty because you have not actually taken any wounds yet. There are still on the doorstep so to speak. Every multiple of 4 you match on surpass on this roll means one of the incoming wounds vanishes. You will function with 3 wounds so you only need to roll a 4 to stay in the fight. Any wounds that do not vanish (or are not soaked to use the correct jargon) actually impact you and have effect. Note each benny can only soak the wounds from one attack. So even if you roll a 20 (soak 5 wounds) in soaking attack 1 you will still be facing a wound from attack 2.

Your regeneration power, currently is it's "Fed" or 10 point state will heal these wounds quickly but only if you actually suffer these wounds.
Additionally if you are incapacitated you will be unconscious for a one game hour according to the Regeneration power (SPC pg 82, Knocked Out). Unless events dictate otherwise.

If you want to stay in the present fight you have to end this card with 3 or fewer wounds. There are 2 ways to do this.
First, spend one or more bennies and soak 2 or more wounds caused by Shooter 1 and 2. Depending on eeh roll you could end up anywhere from fine to badly hurt but so ling as you can soak a total of 2 wounds fron the 2 attacks you will notbe incapacitated and your Regeneration power would quickly have you back to fighting trim.

Second, accept the wounds and roll the Death and Defeat check detailed on SPC page 34. This is where Psiclops is recommending you spend your bennies. However only a raise (i.e a Vigor+Wild roll of 8 or better at a -2 Wound penalty) would get you back in this fight and only then if you make a Regeneration roll at -2.

That was long and complicated but this is pretty much the most complex system in Savage Worlds and Shooter one got a very very lucky shot.
Please ask me if you need further clarification. The other player are also a great resource here.

1. Risk of death is small. If you are incapacitated i.e hit 4 wounds then the Death and Defeat setting rule activates (SPC pg 34). This means you will need to make a Vigor roll at your current wound penalty. This is normally -3 but the Undead power reduces this to a -2. Only if you critically fail this roll, (i.e roll 1 both the Vigor and the Wild die) do you "die". (See Blaze of Glory SPC page 34.) Note that "death" in comics is rarely permanent. It would though put you out of play until you and the other players can come up with a good plan/reason/method for your return.

Folks with good SW chops. Did I get that correct?


Imagine wrote:


I think it would be very helpful if we had a top-down map of what we're working with. My attempt:

XXXXXS_X
X__I_____X
X_______X
X_______X
XXXXXXXX

S= Mr Sardonicous
I = Me.

Correct, Except you would be on the second line from the top and Mr. S would be just past the line of x's.

You are in the middle center of the gym. Mr. S is 11" away on the other side of the destroyed blue doorway on side 1.

Imagine wrote:

@ALL: Re: Telepathy. SWADE takes a -very- generous view of the Telepathy power, and I fully endorse this. Simply assume that as long as you're within 1 mile of Imagine you can speak to her. By extension this means everyone as I'll dutifully pass on any messages. (Within reason. If Karma wants to tell Dave that she doesn't think that Imagine "isn't really that awesome" obviously there will be something lost in translation. ^_^

Note you cannot Identify minds you cannot see. You can maintain a connection (no game effect, just say you are doing it) out to a mile away but if the connection is broken, usu by going out of range but there might be other ways, you could not easily reestablish communication. You would need line of sight. Or you would need to contact individual minds and ask. You can either do this one mind at a time or put out a call to Everyone in range. To pick out individual mids from the maddening crowds sight unseen take the Scan power with the Distinction and Range modifiers.


Poor Wandering GM wrote:

Your regeneration power, currently is it's "Fed" or 10 point state will heal these wounds quickly but only if you actually suffer these wounds.
Additionally if you are incapacitated you will be unconscious for a one game hour according to the Regeneration power (SPC pg 82, Knocked Out). Unless events dictate otherwise.

I don't know what this means, that if I'm unconscious that I can't heal? It's already ridicules that I roll a 1d10-3 for (What number do I need a 5 or higher?) a 30% chance of success?

Uggg! I planned him while thinking each attack would lose a wound, otherwise I would have went heavy into parry or toughness.

Mr. Sardonicous gets shot and has to go hide in a corner to heal for an average of 10 rounds. uggg!

you've exposed him as a crappy frontliner. And he's no good for doing much else. Uggg!

The rules are getting crazy complicated for no reason it seems to me.

Yeah let him pass out then


CucumberTree wrote:


Poor Wandering GM wrote:

Your regeneration power, currently is it's "Fed" or 10 point state will heal these wounds quickly but only if you actually suffer these wounds.
Additionally if you are incapacitated you will be unconscious for a one game hour according to the Regeneration power (SPC pg 82, Knocked Out). Unless events dictate otherwise.

I don't know what this means, that if I'm unconscious that I can't heal? It's already ridicules that I roll a 1d10-3 for (What number do I need a 5 or higher?) a 30% chance of success?

Uggg! I planned him while thinking each attack would lose a wound, otherwise I would have went heavy into parry or toughness.

Mr. Sardonicous gets shot and has to go hide in a corner to heal for an average of 10 rounds. uggg!

you've exposed him as a crappy frontliner. And he's no good for doing much else. Uggg!

The rules are getting crazy complicated for no reason it seems to me.

Yeah let him pass out then

Ok, if that is what you want. However the regeneration Focus roll would be (best of d10 focus or d6 wild both dice can ace) with a -2 wound penalty. It would be a -3 but the undead power reduces the penalty by one. The target is 4 to heal one wound or 8 to heal 2. This will happen EVERY Round and every wound you heal lowers the wound penalty until it is 0.

If you check the regeneration power on page 82 you will see a paragraph on called "Knocked Out" it states

"Incapacitated heroes with regeneration continue to heal but remain unconscious for one hour (or until she's dealt a Joker if she is still in combat).

Is that unclear? You keep healing but are KO'd due to severe trauma for a bit.

Mr.Sardonicous is a fearsome front-liner. You are basically Wolverine/Deadpool, you get shot up, even "killed" but it doesn't stick for long.

If this is not what you are looking for you are free to redesign but with intelligent play and barring the incredible levels of bad luck you just experienced I see you going through most foes like a hot knife through butter.

Your call though. If you are not having fun please let me know what I can do to help.


Joker; 5 Bennies

Well, Thematically I can't get rid of the overly expensive Undead...

I'll get rid of these two

NEGATION:
(3) REQUIRES TOUCH (−2)
TRAPPINGS: Devices, magic, parasitic touch.
A successful Focus roll causes a target within 6” (12 yards) to make a Spirit roll (at −2 with a raise on the Focus roll). If the victim fails, the attacker chooses a power to negate. (Negation has no effect on Special Abilities that aren’t super powers!) The victim gets a Spirit roll at −2 as a free action at the start of each turn to shake off the negation. Each success and raise restores one power to its full ability.

COPYCAT:
(5/level 5) REQUIRES TOUCH (−2)
TRAPPINGS: Natural, adaptive physiology,
fast learner, prodigy.
Copycat allows the character to mimic the super powers of other heroes and villains. Copying powers is an action. If the target is willing, no roll is required. If not, a successful Focus roll causes a target within 6” to make a Spirit roll (at −2 with a raise on the Focus roll). If the victim fails, the copycat may mimic his powers freely. The maximum point value of the powers the hero can copy is equal to her levels in copycat. She can mix and match copied powers as she wishes within this limit, from one source or many. All or Nothing: Each power copied must be identical to the original in all ways, including all modifiers and Trappings. That means she must be able to take all of a power, not just some of it, for success.
Duration: Copied powers last for one hour or until released (a free action)

and get;

PARRY:
(level 4)
TRAPPINGS: Claws, mystic shields, fast
reactions, “sixth sense.”
Your character’s Parry increases by +1 each
time this power is taken, to a maximum of +5.
This stacks with any other bonuses to Parry
from weapons or abilities

This would give a 12 parry

Dark Archive

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

Of note an increased Parry wouldn't help at all against the guns. Perhaps 2 of Parry and another 2 of Dodge?

For handling Wounds and taking more than 3 wounds, perhaps you may find some benefit in page 95 of SWADE.

Make another Vigor roll. You want to do well on this, which is why ZenFox suggested spending bennies on this. If you get a success, your regeneration will take care of it very quickly.

tldr; you're gonna be under for about an hour, like GM said, but then with your regen you'll be fine. =]


Poor Wandering GM wrote:
Mr Sardonicous wrote:
Poor Wandering GM wrote:

Mr. Sardonicous Jack of Clubs

Please make a Death and Defeat (SPC pg 34) Vigor + Wild die roll with a -2 wound penalty. The target number is 4 for success or 8 for a raise.

Resolution pending

Vigor: 1d8 - 2 ⇒ (6) - 2 = 41d6 - 2d6 - 100d1d8 ⇒ (4) - (4, 4) - (1, 4, 8, 5, 1, 5, 2, 4, 4, 2, 1, 2, 8, 4, 2, 5, 4, 5, 7, 6, 3, 1, 1, 6, 6, 5, 7, 6, 3, 8, 2, 1, 3, 6, 7, 5, 7, 6, 6, 6, 3, 7, 3, 8, 8, 8, 3, 4, 2, 5, 1, 5, 4, 6, 2, 5, 3, 8, 2, 4, 7, 6, 7, 6, 7, 8, 3, 6, 5, 1, 8, 1, 3, 2, 8, 4, 4, 6, 7, 1, 3, 7, 2, 8, 2, 6, 2, 6, 5, 6, 1, 1, 2, 2, 2, 1, 1, 2, 2, 4) = -435


ok weird I typed 1d8

vigor again: 1d8 ⇒ 1


This is miserable. I'll have to think about adding additional bad news to this character. Not sure man


Poor Wandering GM wrote:


b) Be incapacitated but alive with a significant injury. Your regeneration will very likely heal this injury before you wake up from the incapacitation.

This seems cheaty, but if you good with it then fine by me.


CucumberTree wrote:
Poor Wandering GM wrote:


b) Be incapacitated but alive with a significant injury. Your regeneration will very likely heal this injury before you wake up from the incapacitation.

This seems cheaty, but if you good with it then fine by me.

Not cheaty at all this is exactly what the Regrowth modifier on your regeneration that you choose to pay for does. Choice b it is.


Joker; 5 Bennies
Kara "Imagine" Luthor wrote:

Of note an increased Parry wouldn't help at all against the guns. Perhaps 2 of Parry and another 2 of Dodge?

I looked up dodge and it subtracts from attackers attack roll. But I can't find what/where the ranged attack uses as a number to beat.


Mr Sardonicous wrote:
Kara "Imagine" Luthor wrote:

Of note an increased Parry wouldn't help at all against the guns. Perhaps 2 of Parry and another 2 of Dodge?

I looked up dodge and it subtracts from attackers attack roll. But I can't find what/where the ranged attack uses as a number to beat.

Base target number is 4. There are lots of modifiers for things like range/cover/illumination etc. But the base is 4 Ranged combat is nasty.


Joker; 5 Bennies
Poor Wandering GM wrote:
Not cheaty at all this is exactly what the Regrowth modifier on your regeneration that you choose to pay for does. Choice b it is.

BTW...Since no matter what I rolled, he would have been unconscious and healing. I certainly would not have rolled that bennie.


You had a decent chance of either soaking 2 or more wounds or of getting a raise on the Defeat roll. Remember dice can ace that is how 4d6 did 55 points of damage.


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

Thanks for the Bennie, although from my experience as GM, I learned a long time ago to be understanding of GM mistakes, having made my share.

I'm much better at understanding locations in a game when I have a map rather than trying to piece together a text description. I'm working on a map in my Google Drive that translates your text descriptions. It is a Google Drawing in my Google Drive, which in my experience is the best way to share a map with players, with an option to edit the drawing built into the link (see the spoiler for the link). Both players and the GM can move icons about and make other notations which then everyone else can see.

I think the Gym is mapped out correctly, but I'm not sure of some parts of the area you described to me under the spoiler.

Questions about that:
At the start of your description, you say the courtyard is 70' on a side, which looks like 70 feet. However, when you identify how far away from each wall Karma is, the distances are in inches. I'm working with the standard scale identified on page 91 of SWADE, 1" = 6 feet = 2 yards. So if the courtyard is 70 feet square, that would translate to about 12" square.

You said the following:
Courtyard side one is about 10" away to your right.
Courtyard side 2 is 5" behind you.
Courtyard side 3 is 15" to your left.
Courtyard side 4 is about 12" ahead of you.

This implies the courtyard from side 1 to side 3 is 20".
From side 2 to side 4 is 17". These are not square dimensions and they don't correspond to the 70' square description either.
Here is a link to my map so you can see what I'm working on. Let me know any corrections.

Courtyard and Gym Map


Karma NE wrote:

Thanks for the Bennie, although from my experience as GM, I learned a long time ago to be understanding of GM mistakes, having made my share.

I'm much better at understanding locations in a game when I have a map rather than trying to piece together a text description. I'm working on a map in my Google Drive that translates your text descriptions. It is a Google Drawing in my Google Drive, which in my experience is the best way to share a map with players, with an option to edit the drawing built into the link (see the spoiler for the link). Both players and the GM can move icons about and make other notations which then everyone else can see.

I think the Gym is mapped out correctly, but I'm not sure of some parts of the area you described to me under the spoiler.

** spoiler omitted **

Excellent map. If fact are you open to becoming the map-maker for this game? I am not a visual thinker so making maps is a pain in the unmentionables. Interested in lending a hand?

Tweaks:

~The Gym is perfect.

~The 2 doors on Gym side 2 connect to the locker room that Dave and Imagine are in. The locker room runs the length of the Gym side 2 wall and is wide enough to accommodate lockers on the Gym 2 side faced by a single row of benches facing another interior wall of lockers spaced with open archways to a restroom area. A cross section would look like:
gym/wall/lockers-benches-lockers&archways-restrooms/wall/outside. The locker room is divided into 2 separate identical rooms by a wall extending from the middle of the gym side 2 wall, 10" from gym side walls 1 and 3.

~The one story building dimensions unknown should be attached to the other door on the same gym 3 wall that it is on. The outer edge (outside world 2?) is flush with the outer restroom wall of the locker room with a wall separating the 2 rooms. From the outside it will look like the locker room building is wrapping around the side 2-side 3 corner of the building. Actually given the side 1 corridor the gym is wrapped on 3 sides by a continuous one story building.
~I see I made an error and will need to update some of the description of the corridor outside Gym side 1. The corridor in 2" wide and runs from Gym side 2 all the way to the domed building. The corridor goes through the middle of the one story building on courtyard side 1. There are 4 equal sized rooms facing each other in pairs across this central corridor. These rooms have doors to the outside or the courtyard depending and are open along their entire length as they face the interior corridor. This open side is closed off with cemented in chain link fencing. All doors on gym side 1 open into this corridor.

~The one story building on courtyard side 4 is identical to the building on courtyard side 1. 4 rooms facing each other across a central corridor. Doors to outside/courtyard fenced openings facing a central corridor that runs from the domed building to a set of

~I see I made another error. Sigh. The domed building is a 3 story round tower. Both of the central corridors running through the single story buildings with the rooms in them connect to this building via double doors. If the corridors were to be extended into this building then they would cross each other in the center of the circular first floor. The tower is also accessible from the courtyard via a single door midway between where the 2 single story wings meet the tower. The non courtyard side outer curved wall has 3 sets of double doors leading outside grouped closely together. The tower should be about 6-12" radius? Big enough to be spacious and useful but not so huge that it dwarfs the two single story wings.

~The shed should be free standing but can be placed anywhere around the edge of the courtyard so long as it does not block the door into the tower. It is a latter addition pretty easy to move. Place it where you like so long as it is near a wall and at least 6" from you.

Does that look better? I am really not good a maps.

Dark Archive

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

@All: The four drones that Ah-Rekhmire killed might have useful stuff on them.

The fusion grenade that they didn't get a chance to use, for starts.

(...of course it's only after writing this that I realize -I- should probably be taking my own advice and searching the corpses. Oh man if only I had a flashlight.)


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

Excellent map. If fact are you open to becoming the map-maker for this game? I am not a visual thinker so making maps is a pain in the unmentionables. Interested in lending a hand?

I'll be glad to. I made some adjustments to the map based on the other information under the spoiler. I think having a map can speed up the game because there will be fewer posts asking the GM for clarification of where a PC is relative to a door, another character, etc.

Other details:
I'm not going to worry about putting walls and corridors for buildings no one has gone into yet. If there is a building where you know there will be activities, I'll fill those in and then cover them with a shape to block the interior from view, or you can edit the map yourself to provide those details.

Can you identify or place Karma on the map? I've put a marker with her image. Karma's next actions will likely be primarily movement. I plan to have her move toward the top side of the map, to make her way into the area from which the energy weapon fire came from. I'd recommend you dispense with the side 1, side 2, type descriptions and just use cardinal directions, North, south, etc. Unless it matters, we can consider the top of the map north per map conventions.

It's relatively easy to add images to the map. I'll put icons for the other PCs and place them about where I think they are. Adjust as needed. An NPC marker can be as simple as a box with a letter or number in it or a descriptive image can be uploaded or copied and pasted using a snipping tool.

When PCs are invisible, it can be challenging to have everyone's position marked on the map. Toward that end, I've added a set of letters along the horizontal and numbers along the vertical such that each square on the map can be identified by a letter number coordinate reference. Then players can tell the GM under a spoiler where their character is and the GM knows, but the icon would not be seen on the map. I sometimes make copy of the map for my GM view only to keep track of everyone visible and in-. Or you can just mark invisible PCs with a word next to the icon indicating it is invisible, and trust the players to RP accordingly.

Here is the link URL: https://docs.google.com/drawings/d/1DhUxBwVNvo_OUsiE5MSpAV4dJ4AYhKRJ8Epj4Jv I4ag/edit?usp=sharing

Once we get the details ready, I can send a link and the map link can be inserted somewhere everyone can find quickly. I recommend putting the link in one of the header slots for the GM's profile, with a duplicate on the campaign page header. Then I'll post instructions for the PCs and GM on how to edit for things like moving one's avatar marker, drawing lines to indicate a path of movement, adding special effects stuff, etc.

The main drawback to this type of map is that people cannot edit the map from most cell phones or touch screen devices.


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

In anticipation of having a Google Drawing map with a link that allows everyone to both see and edit the map, here are some things to know about how to edit the map.

Spoilered for Length only:
a) If the map appears too small or two large, you can adjust the magnification using the Zoom tool at the top left side of the toolbar marked with a magnifying glass and a drop down option. I usually use the dropdown to select 50%, 100%, or 200%. Then navigate as usual using the scroll bars. You cannot click and drag the entire map; it will instead just drag whatever you clicked on. See tip b) if you do that by mistake.

b) At the top left toolbar is an undo and redo button. If you accidently move something you did not intend to move, such as a background image, just click the undo to put things right.

c) Changes made by one person should be immediately visible others.

d) To move your icon, just click on it and drag it to where you want to go. This may not be possible from a touch screen like a cell phone, however. There is a letter/number coordinate markers to identify each square with a reference, like A5 or G24.

e) If one element overlaps another, one will be shown above the other. To change the order, right click on the upper layer item and hover the mouse over the "order" option and then select from the options to adjust the layer order. Usually the best thing is to use the Send to Back option. If that hides it from the background map, click on that map element next and send it to the back.

Map elements you can add:
f) Lines, arrows, etc. using the tool with a short line with a dot at each end. The dropdown selections next to this allow you to select arrows and other line formats. Lines can be further edited once placed on the map using other tools that adjust the color, weight, etc.

g) Shapes: Hover the mouse over the shapes tool and it will reveal a wide selection of shapes. Once added by clicking and dragging to set the initial shape, you can select the shape, change the fill color or eliminate the color, change the border color and weight, etc. Click and drag the element to place it where you want it. Sometimes it's a good idea to adjust the layer to put the shape on top (to hide things behind it) or at the bottom, so other things can be moved and placed over it.

h) Text box: Click and drag to set the initial border. Then type your text and make adjustments to the box shape, font, size, color, bold, italics, etc. Adjust the layer order to keep the text book from covering up other elements that may need to go over it. If you make the border transparent, you'll just see the text.

i) Insert image. You can upload an image or copy an image onto your clipboard and paste it into the map. Then adjust the size, position, layer order, add a border, change the color and/or weight of the border, etc.

j) I'll add some SW templates to indicate various size blast radii.

k) Images that are imported or pasted into the map can be adjusted to be partly transparent. Right click on the image, select the adjustments option, and use the transparency slider. I'll set the templates to be partly transparent, so they can be placed over the map where needed but you can still see what is in the blast radius.

If you have other questions, post them and I'll explain what I know.


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.


Everyone Karma is now our cartographer. Their maps are to be considered damn close to gospel. I have added the link to the currant map to my alias. And it will be added in Gameplay as needed.


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.


Since my character is unconscious, I'm not going to read up on what happens. It'll make RP more fun with the others for me. Please ping me when M.S. is awake

Thanks


CucumberTree wrote:

Since my character is unconscious, I'm not going to read up on what happens. It'll make RP more fun with the others for me. Please ping me when M.S. is awake

Thanks

Interesting idea. Like walking away from the table in a live game.

Everyone Help me to remember to Ping Mr.S when he rejoins the living? I am occasionally forgetful.


Karma!!!

We need an Al Rekmire token stat!

Currently Drone 6 is standing in for the All Powerful Al


Kara "Imagine" Luthor wrote:


@ALL: Re: Telepathy. SWADE takes a -very- generous view of the Telepathy power, and I fully endorse this. Simply assume that as long as you're within 1 mile of Imagine you can speak to her. By extension this means everyone as I'll dutifully pass on any messages. (Within reason. If Karma wants to tell Dave that she doesn't think that Imagine "isn't really that awesome" obviously there will be something lost in translation. ^_^
.

Everyone Please note this telepathic communication is limited to a sentence or four as a free action. If you want to say more or want a deeper conversation it will need to happen on on Imagine's card as they are relaying both sides of the conversation in a kind of supervillain game of telephone.

Sorry for the delayed response on this. I thought Imagine took the Switchboard mod on her telepathy.


Everyone Because the baddies are done with their actions this turn (barring player triggered surprises) we are going to blob initiative for this turn only as an experiment.
Go when you like. Actions resolved in card order in case of conflict but otherwise resolved in posting order. This favors folks in my time-zone and lessens the value of card effecting edges/hindrances so I am seeing if improved speed of play is worth these issues.

Good idea? Bad idea? Don't care?


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:
Kara "Imagine" Luthor wrote:
@ALL: Re: Telepathy. SWADE takes a -very- generous view of the Telepathy power, and I fully endorse this. Simply assume that as long as you're within 1 mile of Imagine you can speak to her. By extension this means everyone as I'll dutifully pass on any messages. (Within reason. If Karma wants to tell Dave that she doesn't think that Imagine "isn't really that awesome" obviously there will be something lost in translation. ^_^
Everyone Please note this telepathic communication is limited to a sentence or four as a free action. If you want to say more or want a deeper conversation it will need to happen on on Imagine's card as they are relaying both sides of the conversation in a kind of supervillain game of telephone.

How does telepathy actually work? By my read, Psiclops is communicating to each of us simultaneously. Does he have to picture us in his mind, and then do we only need to do the same to respond? More importantly, how do I know who is send messages into my brain? Is it voiced? How would I recognize the telepathic voice of someone I don't know? These are honest questions that will inform Dave's response.


You are actually hearing Imagine's voice in your mind as she has to 'manually' relay the information. Seriously, think of a game of telephone or a long e-mail tail being read by a text-to-voice emulator.

Technically we should be making Imagine retype all the messages because that would better reflect the Psiclops-to-Imagine-to-whomever she chooses to pass the message on to pathway but that gets annoying fast.

You would not recognize a mental voice if you had never heard the person before. You have only Imagine's word that it is Imagine who is relaying this message. You have heard her voice in person before. (flirting?) on the M'buna. And I think this is the second time someone who sounds like her has spoken to you in your head. So you recognize the voice but how much confidence you put into it is up to you. Think of it as a voice on the phone. Sure you recognise the person, but are you sure it them vs someone sounding like them.

As far as replying you would need to picture Imagine and speak mentally to her asking that the message be relayed to the person you want it to go to. You would have no idea if she then did so.

Does that help?


Karma wrote:
Poor Wandering GM wrote:
Ah-Rekhmire wrote:
... I have you on the map using the token for Drone 6 until we can get a proper token for you .

Token provided. Sorry I forgot about AR. :)

No troubles. It looks like we will need the interior of building 1 soon.

Dark Archive

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

@Doc Toxic: The lights were on when we got here, but then shut off once the shooting started. It can be surmised they cut the power. My request was more of the hope that someone could cast a Light spell or something. But I think I'm just screwed for the time being.

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.


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

I was thinking about getting some sensory powers. Oh well. Something to think of when we get more power points.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
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.


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

Eh, this is something that each of us has to work out for themselves. What can you do that is based on the character but that makes them want to stay with the group? I've seen lots of games and this is ultimately up to the player to choose.

Some ideas:
● Hatred for the V'sori
● Tired of being alone
● Fear of Dr. Destroyer
● Wanting to share Dr. D's resources.
● Realizing that we all ended up getting captured and alone it will likely happen again.

I've been on all sides of this. As a player of a loner character, as a player of a different character, and as GM. In the end, as a plyer you need to make this work for your character.

I do suggest using the OOC channel to work stuff out like this miscommunication. It's very useful. As somebody who played a character literally named A$$hole Bob, it's a good way to make sure that the players are working together even when there's conflict between characters.

And in this case, it's not a stranger. It's a somebody that was a fellow prisoner and all of us have been given a task by somebody who should be truly terrifying in this game world.


Kara "Imagine" Luthor wrote:

@Doc Toxic: The lights were on when we got here, but then shut off once the shooting started. It can be surmised they cut the power. My request was more of the hope that someone could cast a Light spell or something. But I think I'm just screwed for the time being.

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.

ahem..

------------------------------
Everyone Please note this telepathic communication is limited to a sentence or four as a free action. If you want to say more or want a deeper conversation it will need to happen on on Imagine's card as they are relaying both sides of the conversation in a kind of supervillain game of telephone.
--------------------------------

The headsets would also be less invasive, can be turned off and then on again without needing line of sight, and at least have the illusion of privacy. They can relay ambient sounds where you only get voice. Remember you do not have the Switchboard mod. You are having to remember and repeat every incoming message. Coms and telepathy are two very different beasts.


Doctor Toxic wrote:

...

Some ideas:
● Hatred for the V'sori
● Tired of being alone
● Fear of Dr. Destroyer
● Wanting to share Dr. D's resources.
● Realizing that we all ended up getting captured and alone it will likely happen again.

Might I add...

*Punch Dr.D in the FACE for being a jerk/putting a target on your back.

People's motivations are complex. I actually don't see that many problems with this group. Some wanting to fight the good fight or at least bathe in the blood of their enemies. Others might group up for safety, or the opportunity to punch above their solo weight. Enlightened self interest, a bit of a stick, a whiff of a carrot. I think it can work with a little effort.

And if it all goes sideways? Well the survivors can always reopen the recruiting page.

P.S. I second using this page to hash out meta-issues. It just keeps things tidy.


Karma

Darkvision does not seem to be a power in SPC3. The price works out to "Heightened Senses only while intangible: Low Light vision and Infravision". Is that what you were seeing this as?

Don't know I missed that, sorry.


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.


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

Darkvision does not seem to be a power in SPC3. The price works out to "Heightened Senses only while intangible: Low Light vision and Infravision". Is that what you were seeing this as?

Don't know I missed that, sorry.

That sounds good. Got confused with the sources again. I was getting the darkvision from p. 43 of the NE player's guide, but that sounds like the low light infravision combo, costing 2 -1 for the only while intangible limitation.

I'll update Karma's profile.


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

I had a long day today and only got to posting late in the evening. I only have time tonight to skim the discussion posts, so if someone asked me a question and I didn't answer, poke me. I'll read more carefully in the morning.

I replaced the heart symbols with tokens of prisoners with numbers for easy reference. I used small rectangles with white fill for doors. So far I haven't put any windows in but I'll make them with a different fill color, like yellow. You can click on any element that is already on the map, copy and paste, and a duplicate will appear near the original.


Karma NE wrote:

I had a long day today and only got to posting late in the evening. I only have time tonight to skim the discussion posts, so if someone asked me a question and I didn't answer, poke me. I'll read more carefully in the morning.

I replaced the heart symbols with tokens of prisoners with numbers for easy reference. I used small rectangles with white fill for doors. So far I haven't put any windows in but I'll make them with a different fill color, like yellow. You can click on any element that is already on the map, copy and paste, and a duplicate will appear near the original.

Don’t bother with windows unless you want to. The top half of the outside wall of the rooms are windows but as they are outside the cages I don’t see them having much impact. If you could try to get building one and the mr s corridor looking decent and remove any lines that went into the round building. I think those areas are where the action is going.

401 to 450 of 1,111 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Evil Lounge. Welcome to Star City Discussion All Messageboards

Want to post a reply? Sign in.