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

Game Master PoorWanderingOne


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Psiclops wrote:

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.


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; 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.


Ah-Rekhmire wrote:

"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.

Turning to look outside:
You have a keyhole view between some larger buildings giving you a small but clear view towards Downtown. Something is going on. Something involving energy beams and at least two flying targets. It is too far away and the keyhole too small to get much details.

Ignore me:
?: 1d7 ⇒ 3 status 3


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

Doh! I meant the archway.


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

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.


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

Hearing Karma's report, Psiclops leaves the area. Imagine - what part of the building are you in? I heard you say "first wing", but where is that in, say, relationship to the gym?

I read PWGM's note to Karma, but Psiclops hasn't...


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.

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.


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

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

Dark Archive

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

"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. =-]"


Ah-Rekhmire flies down to where the others have gathered on the ground floor.

"Is he in there?" the corpse rasps out to the others.

Flight still active


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

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


Karma wrote:


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.


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.


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

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?"


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

The doc will begin using his acid to open the locks. He's using it directed and not area. He'll start with Mindjack's cage.


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

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.

Dark Archive

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

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."


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.


"Heh.. I was wondering when someone would show up." He tries to see any of you in the darkness. "Who sent you? Just so I know who to thank...heh" He still hasn't moved.
Note, MindJack is circled on the map.


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:
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?


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

"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.


Dave Finsterman wrote:

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.


"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.


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.


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."


"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.


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

Psiclops was going to blast some of the locks open, but it looks like that has already been taken care of...


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

The doc will flow back, and let Rekhie deal with the cuffs. "Sorry about the scare. We're here to rescue you."


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

"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.

Dark Archive

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

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. =]


Ah-Rekhmire wrote:

"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.


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]


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

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


Dave Finsterman wrote:

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!”


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

"Capes? I guess that's us," says Dave in his fashion. "You're what, like freedom fighters? Hey, remember my name, it's Dave Finsterman."

Dave steps outside the hole he just made for some fresh air.

"Hey, I think there's a Shake Shack down the street here. You guys hungry? I haven't had a burger in ages."


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

Psiclops speaks to Valerie "What plan are you implementing? An escape route, or taking over the building, or what? We just want to get out of here as quickly as possible."

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|
Dr. Destruction wrote:
"If you agree to rescue him I will deactivate your nullifiers and you will bring Mindjack to the courtyard just outside the main building. If you do not agree this craft will crash directly into Mindjack's cell. There will be no survivors. Simply say 'Yes' when you agree, the voice recognition is quite good."

Kara's internal senate gathered the events going on around her and held a debate as to what to do. The recording of the prior orders was played and she laid out the lines of action. The prisoners were smart and were executing a pre-arranged plan. Excellent. It was also a plan that had nothing to do with them. Betterer.

The two data points that seemed relevant were that reinforcements were coming, and she didn't really know what happened in the tower.

"Wonderful!" she exclaims brightly to Valerie. "Just let me know if there's anything we can do to help! Hey, there was an explosion in the tower. There might be more drones up there calling for help. Or there might not be. Might wanna check that out.
Let us be best friends forever more!"

To Mindjack: "Alright, these loosers sound like they're actually gonna try and stick around and get themselves perished. That is not for us. Our orders are to get you to the courtyard. There, I presume, things will happen that you will like. And then I will like that. The doors to the East are unlocked. You will exit the nearest one.

Now."

Switching to voice."Wait, Dave! We're supposed to get him to the courtyard. And then...Idunno, more candy falls from the sky and monekies fly out my butt. Let's get MindJack out there and then see what's next.

Hopefully what's next does, indeed, include a Shake Shake because I would literally kill for a Chernobyl Cherry right about now."


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

Karma, used to working alone, is at a loss once people start working as a quasi-team. She finds all the chaos difficult to deal with, so she goes toward the shadows nearest the courtyard and shifts back to her ghost form. She moves through the wall into the relative dark of the courtyard and uses the privacy to take off her street clothes and put on her black cat suit. In the process she lays the yellow belt she got in the transport on the ground and doesn't pick it up again. Once back in her cape and equipped with her weapons, she considers her options.

If she must, she will become tangible but remain invisible while she does this. When finished, she reverts to Ghost form, which means her active powers are as listed in the header.

Then the internal debate begins about whether to ditch this crowd or stick with them until she learns more about what this Destruction guy may do to her if she doesn't cooperate. While she thinks, she scans the courtyard and the sky above for signs of enemies.


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

Pivoting effortlessly from one appetite to the other, Dave contemplates the blue girl's butt and then roams back to the courtyard, making another door if need be.


Dave Finsterman wrote:

"Capes? I guess that's us," says Dave in his fashion. "You're what, like freedom fighters? Hey, remember my name, it's Dave Finsterman."

Dave steps outside the hole he just made for some fresh air.

"Hey, I think there's a Shake Shack down the street here. You guys hungry? I haven't had a burger in ages."

does Valerie recognize the name?: 1d8 ⇒ 21d6 ⇒ 4

Valerie smirks and starts a bit at your name. "Not freedom fighters Dave Finsterman. Just people trying to survive. The Crazy blue lady seems to want you in the courtyard and I need to get my friends out of here. I'll have to take a rain check on that burger."
Valerie heads for the stairs as the lights *and the fire alarm/school bell* come back on.

{The master circuit breaker was in the power/phone closet next to the elevator in the main tower room}


PsiclopsNE wrote:
Psiclops speaks to Valerie "What plan are you implementing? An escape route, or taking over the building, or what? We just want to get out of here as quickly as possible."

{Last post that mentioned your active powers had you invisible. Are you becoming visible or is your voice issuing from the empty void?}


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

Psiclops becomes visible once the doors are opened and the shackles removed, and then asks Valerie his question.


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

"Oh, no cape here. It wouldn't last, like my lab coats." she shrugs, sending ripples through his body. "These days I go by Doctor Toxic."


With the lights now on, Ah-Rekhmire lower the level of his own light, but still maintains the spell...just in case!

"We have freed the cattle and the one called Mindjack. We should go now!"

Still levitating, the ancient corpse looks ready to fly the coop.


Psiclops wrote:
Psiclops speaks to Valerie "What plan are you implementing? An escape route, or taking over the building, or what? We just want to get out of here as quickly as possible."

She hides her reaction to your startling return to visibility well. "Oh no I'm not staying here. Whatever distraction you managed drew off the fins and most of the drones but they'll soon be back and in greater numbers, like the man said. Time to grab what we can and melt away. I suggest you do the same."


Doctor Toxic wrote:
"Oh, no cape here. It wouldn't last, like my lab coats." she shrugs, sending ripples through his body. "These days I go by Doctor Toxic."

Valerie takes a step back. "Doctor Toxic," Does Valerie recognize the name?: 1d8 ⇒ 41d6 ⇒ 5 "thank you for you and your team freeing us," Here she looks at MindJack "though I suspect you had other reasons to be here. I should hurry things along, We should all be going."

Doc Common Knowledge, w/reroll: 2d4 ⇒ (2, 2) = 42d6 ⇒ (1, 2) = 3 Nope, nothing to see here.


Karma NE wrote:

Karma, used to working alone, is at a loss once people start working as a quasi-team. She finds all the chaos difficult to deal with, so she goes toward the shadows nearest the courtyard and shifts back to her ghost form. She moves through the wall into the relative dark of the courtyard and uses the privacy to take off her street clothes and put on her black cat suit. In the process she lays the yellow belt she got in the transport on the ground and doesn't pick it up again. Once back in her cape and equipped with her weapons, she considers her options.

If she must, she will become tangible but remain invisible while she does this. When finished, she reverts to Ghost form, which means her active powers are as listed in the header.

Then the internal debate begins about whether to ditch this crowd or stick with them until she learns more about what this Destruction guy may do to her if she doesn't cooperate. While she thinks, she scans the courtyard and the sky above for signs of enemies.

You pass easily into the courtyard. There is some smoke from the two fires. You notice a large patch of shattered safety glass at the base of the tower building. And is that an arm?

Nope no need to become tangible to change clothes. It is a bit awkward seeing how you can't set anything down in the process. But you have done this before and manage easily. Are you keeping the soiled/ruined(?)/very well lived in street clothes?

The belt falls to the ground ignored and forgotten.


Ah-Rekhmire wrote:

With the lights now on, Ah-Rekhmire lower the level of his own light, but still maintains the spell...just in case!

"We have freed the cattle and the one called Mindjack. We should go now!"

Still levitating, the ancient corpse looks ready to fly the coop.

Valerie gives you a rather dirty look as she jogs towards the stairs.


Assuming you all head to the courtyard. Shout out otherwise. Map updated. Campaign page updated.

The door behind the desk opens easily and you all file out.

The courtyard is nearly the same as when you first saw it. There is a large field of shattered safety glass sparkeling in the moon/fire light covering the ground before the door as you come out but it poses no issue. Even MindJack can pick his way through it.

The severed arm of a drone lies amidst the glass.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The scene shifts to the living room of a housing project apartment. The apartment looks lived in from what little can be seen. The room is dark. A medium sized armature telescope looks out the large window towards what appears to be a burning building in the distance.

"Sir," The voice is a whisper in the silent room."five in the courtyard. They have the target. Other prisoners released. No sign of the vampire or the ghost. No wounded."
....
"Acknowledged, lookout closed." A hooded figure lifts the telescope and places it quietly in the corner. They are careful to make sure the tripod's feet settle back into the dents in the carpet. They return a worn chair to the kitchen. Again careful to scuff the fresh dents from the carpet. With a last look they leave the room. The front door opens and closes. A snore issues from the master bedroom into the silence.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Back in the courtyard. The sound of sporadic heavy blaster fire can be heard. Notice rolls please, hearing based

Success?:
It is to the north and moving away.

Raise?:
Mbuna approaching from the north. It is a way off yet.


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

Notice & Wild: 1d6 ⇒ 51d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 1 = 7

Psiclops says, pointing towards the blaster fire, "I wonder what's going on over there. But it probably doesn't concern us, seeing as it's getting fainter. Dr. Destruction told us to get to this courtyard with MindJack, presumably to be transported out, I wonder when our ride's going to get here?"

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