
Poor Wandering GM |

Something in one of the rooms in the top floor of the atrium just exploded. I don't know if anybody was in there. Checking it out. Can whoever saw the drone up here tell us exactly where it is?
Active powers : Force Field, Flight, Dodge, Invisibility, Parry
I have a *horrible* memory, so keep reminding me to do this. I also just noticed I have an initiative card from *way* back in my tag line...
You actually saw Area 2 on the top floor explode. You can see the flames inside. If you move to examine more feel free to look at Karma's spoilers.
Yeah I noticed the card. No big deal. The powers that really need to be recorded if they are active are Invisibility and Force field/Dodge. These have the biggest impact. Plus in the care of FF and Dodge you have to make a roll to turn them on which means you can crit-fail and provide me with some harmless entertainment.

Poor Wandering GM |

Doc relays a report telepathically. They just blew up part of the wing we explored. I think they've trapped the door to Mindjack's wing.
He'll slip a pseudopod through the door crack to look around. Looking for both active enemies and traps on the door.
[dice=notice]1d8; 1d6
[dice=ace]1d6 Woo hoo! 11 total
[dice=genius reroll]1d8; 1d6
Which door Doc? You are at the archway into building 4/the other wing. This building is set out exactly like the first classroom wing with 4 cages. Are you looking in these? {added detail to map, distances are NOT exact}
You also have the movement to reach the door to the courtyard by the elevator if you want to take a look out there.
Let me know and I will unlock my word chest.

Poor Wandering GM |

"I...am...Ah-Rekhmire and I am here"
The undead shakes his head as if trying to clear his thoughts, or perhaps to get the voice out of his mind.
You also saw Area 2 on the top level explode. If you go closer to take a look feel free to look in Karma's spoilers.
Corner of your eye: 1d6 ⇒ 31d6 ⇒ 5
While shaking your head you notice a small flash of light behind you.

Doctor Toxic |

Doctor Toxic wrote:Doc relays a report telepathically. They just blew up part of the wing we explored. I think they've trapped the door to Mindjack's wing.
He'll slip a pseudopod through the door crack to look around. Looking for both active enemies and traps on the door.
[dice=notice]1d8; 1d6
[dice=ace]1d6 Woo hoo! 11 total
[dice=genius reroll]1d8; 1d6Which door Doc? You are at the archway into building 4/the other wing. This building is set out exactly like the first classroom wing with 4 cages. Are you looking in these? {added detail to map, distances are NOT exact}
You also have the movement to reach the door to the courtyard by the elevator if you want to take a look out there.
Let me know and I will unlock my word chest.
Doh! I meant the archway.

Karma NE |

Ghost to Blue Girl. A desk exploded. No drones visible. Not sure what caused it, but MJ is definitely not here. I'm heading your way.

Poor Wandering GM |

Doc relays a report telepathically. They just blew up part of the wing we explored. I think they've trapped the door to Mindjack's wing.
He'll slip a pseudopod through the door crack to look around. Looking for both active enemies and traps on the door.
notice, Woo hoo! 11 total
Doh! I meant the archway.
You see no traps and no drones
The new corridor.
This wing appears to present a mirror to the classroom wing. From what you can tell there is a straight corridor leading past former classrooms that have been crudely but effectively transformed into cyclone fence cages. Your senses cannot quite reach the end of this corridor.
There are multiple people in each cage about a dozen people total.

Doctor Toxic |

Toxic will move forward, ready for any drones at the end of the corridor.
If there are drones at the end, He'll try and stick them to the wall.
entangle: 1d8 ⇒ 61d6 ⇒ 3
If not, he'll try to find Mindjack in the group.
notice: 1d8 ⇒ 51d6 ⇒ 4
genius reroll: 1d8 ⇒ 81d6 ⇒ 1
ace: 1d8 ⇒ 1

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"Great job, Doctor!" Imagine chirps cheerfully as she floats in behind him.
Seeing the prisoners she sends out a message to them. Silent and also heard by all.
"Hello. I am Imagine. I am looking for MindJack. Could he please step forward?"
As an afterthought she sends Doctor Toxic a request. "Hey Doc, could you please start opening all these cages? I don't see how keeping any prisoners of the fishies locked down helps us as at all. Let's make as many problems for the enemy as we can.
Then I'll tell them about all the guns upstairs. =-]"

Karma NE |

While we are not in melee mode, please give us some cues about when we can take new actions, so we don't get ahead of the action or behind. Thanks.
Karma is curious as to what blew up the office but doesn't see the point in lingering to try to figure it out. Seeing no combatants, she wills herself to fly back down through the ceilings below and toward the wing that Imagine and the Doc are entering. She'll move as fast as she can.
Run: 1d6 ⇒ 6
That's 12 inches of movement. Let me know how far she can get. If you prefer, just indicate as soon as Karma gets to where she can observe the prisoners. She spends another benny on the same deal she tried before, asking her spirit guides to help her identify Mindjack. I'll make a spirit roll and a focus roll in case that helps.
Spirit: 1d8 ⇒ 4
Wild: 1d6 ⇒ 5
Focus: 1d8 ⇒ 2
Wild: 1d6 ⇒ 2

Poor Wandering GM |

Karma is curious as to what blew up the office but doesn't see the point in lingering to try to figure it out. Seeing no combatants, she wills herself to fly back down through the ceilings below and toward the wing that Imagine and the Doc are entering. She'll move as fast as she can.Run = 6
That's 12 inches of movement. Let me know how far she can get. If you prefer, just indicate as soon as Karma gets to where she can observe the prisoners. She spends another benny on the same deal she tried before, asking her spirit guides to help her identify Mindjack. I'll make a spirit roll and a focus roll in case that helps.
The ghostly, invisible form of Karma silently joins the group at the archway. Your movement was easily enough since you could go through the floors.
Save your benny as soon everyone catches up you will be able to see MindJack.

Poor Wandering GM |

As at least 3 of you can find Mr. Jack in a trivial fashion we will pause here to let Dave and Psiclops catch up.
If you lot were not swimming in bennies this would be a good spot for a semi-comedic splash page with all of you floating/standing around behind Doc and looking down the corridor into the camera. The page being from MindJacks POV.

Dave Finsterman |

Skipping along after the blue girl, Dave stops at the cages. He feels a sense of deja vu, but of course school was exactly like a cage for him.
"Hey. What are you doing here? Why are you in these cages?"

Karma NE |

As Karma sees no threats and her erstwhile allies inspecting the wing with more prisoners, she resumes corporeal form. Seeing a normie woman in glasses and no blue girl, Karma's first words are, "Sorry I'm late. Whose the skirt?" She did not witness Imagine's instant make-over, so she reaches out mentally, Ghost to Blue Girl. Come in.

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Kara giggles as Ghost's telepathic inquiry comes in. She looks at her and the beautiful White blonde in tasteful glasses and a pencil skirt gives Ghost a wave.
"Hoi chummer. Like my new look? Turns out all Daddy's toys were in the gift room." She emphasizes the statement by doing a little turn in the air.
Turning to all the former prisoners she says, "Hey guys, now that all of you are free, on the second floor there's a goodyroom with a bunch of guns and stuff. I suggest you get you some bang-bang and make yur way out. We got what we came for and this train is a-leavin'!"
Focusing on the newly found Mr. Jack she says, "Hello there. Someone is looking for you and we all went through a lot of trouble to find you. If you have a method of escape you prefer, now is the time to give voice, because we won't be alone for long and the time has come to be gone."

Poor Wandering GM |

We'll assume Psiclops in present at the back.
This all happens pretty much simultaneously.
Dave- It's dark but your cell phone light manages to show folks in cages. It looks like you are at about 50% charge! One thing about the invasion, it really reduced the spam messages.
Ah-Rekhmire- you are pretty much in the same position as Dave but without the cellphone light. You see people in cages but id MindJack is here he in beyond Dave's feeble light.
Doctor Toxic- You move down the corridor verifying there are no traps or other surprises. You do not 'see' Mindjack but there is only one person in any of the cages wearing nullifier cuffs. Body type looks right but the sprinklers are making fine distinctions difficult. It's probably him.
{Note. When a power has a modifier then that modifier is always active unless the modifier says otherwise. You cannot turn the area effect off. That said it is a trivial Power Stunt to do so, it just costs a benny} Looking at the cage doors you see no locks, just a metal doorknob set in a metal plate. You turn the knob and the doors open easily. Are you letting everyone out or just opening the far outside cage and freeing The person in the nullifier?
Karma- With your ghostly senses you can clearly see MindJack in the far outside cage. He is wearing nullifier cuffs. Doctor Toxic is opening the door to his cage.
Imagine- MindJack replies aloud in the next post.

Dave Finsterman |

Are you letting everyone out or just opening the far outside cage and freeing The person in the nullifier?
Does anyone reply to Dave's questions?

Doctor Toxic |

"The drones probably had something to do with it. I don't think that they had a choice." he says to dave as he works on freeing Mindjack and the other prisoners. He'll also dissolve the nullifiers. "There are other prisoners over in the other wing. We didn't release them while there wills till grenades going off, but their release will help add confusion to our escape."
I wasn't aware the modifiers were always on. I'll use the benny now and possibly rethink which ones are area when we're between missions.

Poor Wandering GM |

Skipping along after the blue girl, Dave stops at the cages. He feels a sense of deja vu, but of course school was exactly like a cage for him.
"Hey. What are you doing here? Why are you in these cages?"
Several voices reply as prisoners start to press against the fencing. "Let me out!" "Please!" "Help!" "I'm Innocent!".
It takes a moment or two to sort through the noise but you learn that the folks in the first couple of cages at least claim that they were grabbed by drones off the street or from their homes. Most of these folks are not from Star City. Mainly East coast U.S. with one person from Japan.

MindJack |

"Jesus! Hey I'm on your side!
MindJack kicks at Doctor Toxic as the Doctor touches him. Kick, wild: 1d10 ⇒ 41d6 ⇒ 4 -4 darkness. Clean miss.
Sorry Doc, he pretty much can't see and your touch is on the freeky side. Make an attack vs parry 7 at -4(small target, called shot) if you want to try to dissolve the cuffs. A miss is a clean miss but a crit fail is likely to hit MindJack.

Ah-Rekhmire |

Being tired of being in the dark, the undead wizard calls upon his powers to illuminate the area in a bright, white light.
"Daw!"
Will spend a bennie to gain energy control (Light) 5pts.
As he speaks the word a dim light begins to grow until it is bright as the sun at noon...he then lowers the intensity so as not to injure anyone's sight.

Poor Wandering GM |

Now that everyone can see.
Second wing.
This is a mirror to the first wing of classrooms you encountered. Two pairs of rooms across a central corridor. The rooms have been converted into cages with raised wire floors to match the wire walls and ceiling.
A door from the central corridor is the only access to the cage. The doors are closed but seemingly not locked.
There are 3 prisoners in each cage with MindJack tussling with Doctor Toxic in the far outside cage. The other prisoners blink in the sudden light. Once they can see most move away from the front of the cages in fear. There are even a few stifled screams.
One woman in the near inside cage stays forward in her cage. Her clothes look practical and hard wearing. She is looking directly at Ah-Rekhmire
"Capes. That explains the lack of shooting. I don't know how you made it this far but those explosions will be noticed. You get me out of here." She looks around at the other cages."You get us all out of here and I can help you. Looking like you do you will meed all the help you can get."

Dave Finsterman |

"Hey, relax," says Dave to the prisoners pressing against the fence. Somebody else opens the cages so he doesn't need to do anything.
Since everyone is in one space he can hear the short exchange between the stiff-looking woman and the old dead guy, and he realizes an insult when he hears one.
The green blob guy who introduced himself earlier seems very friendly.

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Beneath the ditzy mask she wore, Imagine was constantly thinking about the future. About the next step, the next move, some way for the actions in the now to make an advantage in the future.
So too did she see the actions of others, and wondered how they could all keep rowing forward.
"MINDJACK!" she echoes in the VIP's head to get his attention. Valued he may be, but she hated delay, especially at critical moments. "Please allow Doctor Toxic to remove you Power Shackles. We did not just penetrate deep into the heart of Fishy security to tickle your ankles. We need to get moving.
Also, your benefactor is none other than Doctor Destruction himself. If you are BFFs with him then convey our thanks as well."
"Go ahead, DocTox, MJ should cooperate now," she thinks at the toxic practitioner.
"Gratitude, Ah-Rekhmire," she says as the cells are unlocked. With a wave of her hand she opens all the doors. Then she floats in front of the brash woman that offered assistance.
"There, our part is fulfilled. Time to cash that check you just wrote. Provide the assistance you offered--or we can always find a way to stick you back in here.
And since we're besties now, what's your name, chummer?"
Current effects: Flight, Force Field, Being Awesome. =]

Poor Wandering GM |

"You shall all be free!"
Using magic once again, this time using matter control (Metal) to make all the door locks and shackles unlock
"Yuftah!"
Once again the mummy speaks in its ancient language and all the locks within his sight pop open. He repeats this in each room with people held within.
The metal answers you command. The gates stand open and the cuffs fall to the cage floor with a rattle.

MindJack |

To Ah-Rekmire and Doctor Toxic
"Heh.. Sorry about that, you surprised me in the dark. I should have been expecting. Heh.. not professional of me."
To Ah-Rekmire and Doctor Toxic
"Now that is, heh.. service. Thank you. Now how are we getting out of here?"
Aloud to Imagine. "Doctor Destruction, really. So you are, Omega? Is that right? Hmm.. Destruction... heh.."[/b]

Dave Finsterman |

With Mindjack found, Dave makes a new door in the nearest wall.
Fighting: 1d12 + 4 ⇒ (10) + 4 = 141d6 ⇒ 2
Damage: 3d6 + 1d8 + 1d4 ⇒ (5, 1, 6) + (2) + (1) = 15

Valerie Ramirez |

With Mindjack found, Dave makes a new door in the nearest wall.
Fighting: 1d12 + 4 ⇒ (9) + 4 = 131d6d3d6 + 1d8 + 1d4d6 - 1d6 - 1d6d6 - 1d1d2 ⇒ (3, 1, 4, 4) + (6) + (5, 6, 1) - (3) - (6, 3, 1, 3, 4) - (2) = 8
The wall smashes easily. If you allow it the prisoners crowd around to leave.
The unknown woman says "Thank you, I guess capes can be useful." She studies you for a moment. "My name is Valerie, I'll keep an eye out for you."
Turning away from you she takes a deep breath and shouts "GARBAGE!"
Two surprised sounding voices from the group on the main tower level call back "Soda Fountain!"
Valerie and the two meet as the former prisoners begin to file out.
"One." says Valerie.
"Moose." Replies an older white woman.
"Veronica." Replies a young black man.
"Good, use those. Go to the second floor." she says nodding at the stairs. "The capes say there are guns. Be quick." The two prisoners jog towards the stairs.
”And someone get the lights on!”