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Game Master PoorWanderingOne


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In the Transport:

passenger: "What the hell was that? What happened to the guys?"

driver: "How the freak should I know?" Lets get to the god shop, Red can figure this out."

The transport slows hard as it takes a turn off the main road.

At the truck: discipline check, group roll: 1d4 ⇒ 41d6 ⇒ 5ace: 1d4 ⇒ 2. They don't exactly move like a well oiled machine but they hold it together. Half of them pile off the truck and take cover behind it. Half crouch in the truck bed. You hear vibro weapons activate and see several Slashers dry swallowing pills. You hear the driver trying to restart the engine.

Over to Karma (if you are back) and Psiclops and Imagine to close the round.


Rank 2 |Bennies: 1 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

I'm back. Thanks for your patience.

Karma sends out a telepathic message to any allies in range (24" or 48 yards), Two Slashers in front seat with guns. Moving to check out the cargo.

Karma's actions in the transport:
Karma moves through any barriers to the back of the transport, presumably where the cargo is. Then she tries to figure out what's there.

Notice: 1d6 ⇒ 4
Wild: 1d6 ⇒ 5

She has Heightened Senses (Infravision, Low Light Vision) when in ghost mode.

In case you have to 'bot me when her turn comes round again: Next round she will attempt to make the transport stop by creating an illusion that the engine is billowing smoke, blocking the view of the road and making clunking noises suggesting a major malfunction in progress.


Everyone Karma is out of telepathic range for anyone but Imagine. Imagine you are the only one who can initiate a conversation. Tl/dr. Nobody heard the message Karma just sent.

Heaven by the dashboard light?:
You easily phase through the seat and halfway into the large trunk compartment. There is a keypad locked large rectangular chest diagonally wedged into the trunk. It is about 3 feet by 3 feet by 6.5 feet. It looks like a cross between a musicians hard case and a military ammo box. Phasing through to look inside?

Dark Archive

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

Ah, okay. I had to look that up, been a bit since we played, but, yeah that's right, half-Atlantian gives me a 1 mile range.

"Good shot, Psiclops. Alas it looks like there are survivors. We're already ass-deep in this so we may as well lean in to it. Leave none alive to bite us in the butt later."

The plain woman that is Imagine begins to cross the road, doing an impression of being a totally normal person just worried that the big, bad supes and men with guns don't get her. Totally.

"Karma, you're almost in range for me to receive your mental words. Keep sending and I should be able to pick you up in 3...2..."

Kara keeps looking at the driver of the SUV, patiently waiting for it to come within 24 yards.

On Hold. Ya got to do what ya can, and let Mother Nature do the rest.


Kara "Imagine" Luthor wrote:

Kara keeps looking at the driver of the SUV, patiently waiting for it to come within 24 yards.

On Hold. Ya got to do what ya can, and let Mother Nature do the rest.

The driver is easily within 12” following your 6” movement.


Rank 2 |Bennies: 1 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

GM:
If Karma can have a look-see this round, she will do so. If she is not trying to manipulate anything in the case, is it a phase attempt or just putting her intangible head into the case to see what's there?

Dark Archive

Hybrid Girl| Notice d4|BennEEz: 4 Parry:6 Tough:12(2) ForceF: 1{Life}| RATN: 7| Wounds: 0/4|Absorb: All{R}|
Poor Wandering GM wrote:
Kara "Imagine" Luthor wrote:

Kara keeps looking at the driver of the SUV, patiently waiting for it to come within 24 yards.

On Hold. Ya got to do what ya can, and let Mother Nature do the rest.

The driver is easily within 12” following your 6” movement.

Well tally ho then! Ain't no doubt about it we were doubly blessed....

Imagine locks on to the driver's mind, grasping for a firm hold.

Mind Control!: 1d12 + 8 ⇒ (3) + 8 = 11
WILD Mind Control!: 1d6 + 8 ⇒ (1) + 8 = 9

"Oh, sweety, your friends just had a bad accident. You really should stop," she mind-says to the driver.

Imagine had always been convinced there would be two. You don't send out Highly Important Things with just one guy. Sparing barely enough time to look, she seeks out for the passenger she had always known would be there.

Multiple Action Mind Control!: 1d12 + 8 ⇒ (1) + 8 = 9
WILD Mind Control!: 1d6 + 8 ⇒ (3) + 8 = 11

"There was just a bad accident. The Driver needs to stop. Everyone should remain calm."

Raise. Spirit rolls at -2 to resist my effervescent charms.


Imagine wrote:


Raise. Spirit rolls at -2 to resist my effervescent charms.

Driver, raise: 1d6 - 2 ⇒ (1) - 2 = -1

Passenger, raise: 1d6 - 2 ⇒ (4) - 2 = 2

Unfortunately I misunderstood your target. the Transport is well away before you can get a lock on the driver. They are moving at north of Pace 90 on the Jack of clubs and the windows and windscreen are heavily tinted.

As a consolation prize you can easily take control of the driver and shotgun passenger of the truck. Or any 2 other Slashers of your choice.

You can also change your action if you wish and please take a benny as an apology for my misinterpretation.


Karma

Little boxes, little boxes...:
It is easy enough to phase through the lid and look inside. You see a 2" by 4" by 5-ish foot long rectangle of what looks to be marble along one side of the box. Along side the bar of marble are 1 large and 3 smaller clear Nalgene sized sealed bottles. The large one is full of a yellow liquid and the smaller ones are full of red, blue, and white liquids respectively.

Filling the foot of the box is a second case. This one has a recessed keypad lock and when you phase in for a quick look you can't see much. You do determine that the case has a foam insert filling most of it.

The remaining bulk of the box is full of knives. Well knives and swords of various sizes. There is even at least 1 with a 5 ft blade. These are clearly vibro-weapons.

Dark Archive

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

Whoopsies! Oopsie-poopsie! Meh. Then she'll have them start to shoot the others that are outside the truck. Go ahead and roll for them. The object now is Chaos. SKULLS FOR THE SKULL THRONE!


Init:3C, 9 Bennies; Parry 5/14, Toughness 6/16, RATN 4/13

PWGM - looking ahead, can you tell us how far the transport will travel in inches in one round? Thanks!


PsiclopsNE wrote:
PWGM - looking ahead, can you tell us how far the transport will travel in inches in one round? Thanks!

Well when last you saw the Transport is was pushing 70mph (~pace 105) but it will likely slow or crash soon as that speed is not maintainable in the city.


Rank 2 |Bennies: 1 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma decides she needs to stop this transport so the others can catch up to it.

She drifts forward until she is next to the gear shift or whatever controls the gears. She concentrates and produces the illusion of smoke issuing from the engine, blocking the view of the road, accompanied by sounds of grinding metal that gradually gets louder. The power description states illusions are sight and sound, but if possible, she'll also give an illusion of the smell of burning oil.

Then she phases her hand into tangible form long enough to change the shifter into reverse or if some safety mechanism prevents that, into neutral or the lowest gear available.

The rules don't cover using phasing to do something other than trying to harm someone. Not sure if a success on a focus roll is needed, but in case it affects the outcome, here it is. I expect there is a -1 penalty.
Focus: 1d8 ⇒ 2
Wild: 1d6 ⇒ 4
-1 second action
result = 3
Does this need to achieve a success result to take place? If so, I'll spend a bennie and re-roll.


Karma wrote:

Karma decides she needs to stop this transport so the others can catch up to it....[/ooc]

That is a second action or two and since you did not declare a multi action this round it will have to wait until next turn. Sorry.


Psiclops Taking an action to close out the round or going on hold?


Init:3C, 9 Bennies; Parry 5/14, Toughness 6/16, RATN 4/13

I need to know how far away the transport has traveled in inches since I blasted the truck...


PsiclopsNE wrote:
I need to know how far away the transport has traveled in inches since I blasted the truck...

Ok..... let's see. <grabs back of a handy envelope for some math>

When it entered the ambush site on turn 0 it was doing ~70mph. A glance at the Speed/Flight power chart and some math gives a Pace of ~105. Assume the ambush happened at the mid point of its move and that puts the Transport ~52" away from you at the beginning of turn 1. For the Transports turn 1 it slowed and turned off the main road and out of your direct sight. (see the spoiler on the Transports card for details. Again I assume everyone reads all spoilers. Spoilers limit character knowledge but frequently contain important player information)

Assume they slowed to ~30 mph for the turn that gives them a Pace of 45". Worst case that means they are (45+52)97 inches away but more likely something like 69" as the supervillain flies assuming no further turns.

Does that help?


Rank 2 |Bennies: 1 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:
Karma wrote:

Karma decides she needs to stop this transport so the others can catch up to it....[/ooc]

That is a second action or two and since you did not declare a multi action this round it will have to wait until next turn. Sorry.

I thought we were on to the next round already. Karma will do that when her card comes back up, if the situation hasn't changed drastically.

It's sometimes hard to know if one will want to take multiple actions in a round when those additional actions might depend on something the GM will reveal as the result of the first action. Do we have to anticipate possible outcomes and state things like "If Karma discovers A in the the box, she will do this, but if B is in the box, she will do that?"


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Init:3C, 9 Bennies; Parry 5/14, Toughness 6/16, RATN 4/13

Sorry, I should have done the math myself. 70 mph is 103 feet per second, and since 1" equals 6 feet, that's 17". So the midpoint is 9" away from me. 30 mph is 44 feet per second, so 7". Worst case is 24", or 17" using the same ratio you concluded with.

Not knowing if Karma is inside the transport, Psiclops will blast the truck again :

Focus & Wild,+2 size: 1d12 + 1 + 2 ⇒ (10) + 1 + 2 = 131d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7 = Raise

Doing

Damage: 6d6 + 1d6 ⇒ (6, 1, 6, 1, 2, 6) + (1) = 23
Damage ACE! ACE! ACE!: 3d6 ⇒ (6, 1, 6) = 13
Damage ACE! ACE!: 2d6 ⇒ (3, 4) = 7 = 43

I think the truck needs some butter and jam, because it's toast...

With that much damage, would the truck explode (gas tank), harming those around it? Just curious...


Boost Driving (Focus): 1d10 ⇒ 7

Wild: 1d6 ⇒ 5

Using Boost Power. I'm guessing that I don't count as Boosted at the point when I activate the power, and therefore don't get to reroll Focus.

If being alone in the van counts for Autophobia, then those rolls are at -2. Focus roll should still succeed.

So if I'm doing all of that right, Jack of all trades skill is d4 in Driving, boost to d6.

The details of the van suddenly sharpen in Alex's vision. Right, right. Driving. Support. His hands move over the steering wheel and it gradually feels more familiar.

Over comms, "Where do you need me?"

I know it goes against your good behavior as players, but for now, feel free to boss Savant around in game and to remind me of rules, things I could do that I'm missing, etc. I'm going to just wrap my own struggles into his struggles so that the character and the player are in one accord. Turn a bug into a feature, as it were.


Rank 2 |Bennies: 1 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Is that the pickup truck or the transport truck?


Karma wrote:
Poor Wandering GM wrote:
Karma wrote:

Karma decides she needs to stop this transport so the others can catch up to it....[/ooc]

That is a second action or two and since you did not declare a multi action this round it will have to wait until next turn. Sorry.

I thought we were on to the next round already. Karma will do that when her card comes back up, if the situation hasn't changed drastically.

It's sometimes hard to know if one will want to take multiple actions in a round when those additional actions might depend on something the GM will reveal as the result of the first action. Do we have to anticipate possible outcomes and state things like "If Karma discovers A in the the box, she will do this, but if B is in the box, she will do that?"

And this was my mistake. You are correct. You do have a Turn 1 action available. That said Creating the illusion AND trying to interfere with the gearshift ARE 2 actions.

Re: Shifting into reverse while driving. This is a modern Police SUV. It is very likely to have a safety feature preventing this. Slamming it into low would be a Test of your Thievery or Driving vs. their Agility with the car's handling modifier of +1 added to their total. You could also just try to reach into the guts of the Transport and rip out something important. This would be a Wounding attack per the Intangible power but instead of an opposed roll you will be rolling your Focus vs
The base toughness of the Transport ignoring armor. You will also have a +2 to your roll as you are inside all the protective systems.

Re: Illusion. Sight and sound only I am afraid unless you want to burn a benny to do a Power Stunt. Creating the Illusion takes a Focus roll. They Might get a chance to see through it but likely not.

Both shifting/attacking and the illusion are Actions though. If you want to do them both then the needed rolls are at -2 for the multi action.

How does that look?


Imagine wrote:
Whoopsies! Oopsie-poopsie! Meh. Then she'll have them start to shoot the others that are outside the truck. Go ahead and roll for them. The object now is Chaos. SKULLS FOR THE SKULL THRONE!

Check. What is your command to the Driver and Passenger?


Savant wrote:

Boost Driving (Focus) total 7

Using Boost Power. I'm guessing that I don't count as Boosted at the point when I activate the power, and therefore don't get to reroll Focus.

If being alone in the van counts for Autophobia, then those rolls are at -2. Focus roll should still succeed.

So if I'm doing all of that right, Jack of all trades skill is d4 in Driving, boost to d6.

The details of the van suddenly sharpen in Alex's vision. Right, right. Driving. Support. His hands move over the steering wheel and it gradually feels more familiar.

Over comms, "Where do you need me?"

I know it goes against your good behavior as players, but for now, feel free to boss Savant around in game and to remind me of rules, things I could do that I'm missing, etc. I'm going to just wrap my own struggles into his struggles so that the character and the player are in one accord. Turn a bug into a feature, as it were.

Yes Autophobia applies but as a Minor Hindrance it is only a -1.

Jack of All Trades requires a Smarts Roll to activate: 1d10 ⇒ 51d6 ⇒ 4 With the -1 from the phobia that is still a success. So driving of d4 (JOT)+1 die from boost so a d6 driving is correct.
Remember you have to re-up the Boost (but not the JOT) every OTHER turn. But with your Additional Action power that should not be an issue. I will try to remember as well but if we forget it won't be a major problem.

Welcome Savant!


Psiclops
*(^%$*(*&_) my post got eaten!

The gist of it was that the transport is far away. Your math was correct on a 1 second basis but rounds are 6 seconds sooo... the Transport is out of reach barring some creativity.

Also the pickup is very dead. The raise bonus damage does not apply to objects but you didn't need it. You got 7 raises past it's toughness putting it into Wrecked status and dropping its Handling to -3 and removing 2 slashers from the festivities. There are some flames coming from the tires/hood but as the truck is electric as are most vehicles now, it has not exploded, yet.


Karma wrote:
Is that the pickup truck or the transport truck?

Psiclops just KO'd the pickup truck.


Rank 2 |Bennies: 1 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma focuses on the illusion and thinks about other ways to disable the vehicle if that somehow fails.

Focus: 1d8 ⇒ 7
Wild: 1d6 ⇒ 5

Recap: She creates an illusion of smoke billowing out of the engine area, blocking the view of the road and accompanied by sounds of grinding metal that get louder and louder.

Dark Archive

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

"You've obviously been betrayed. There's no one to trust but yourselves. Perhaps if you kill those other so-called 'friends' you can live through the day. Shoot them now! Before it's too late....."

They both pick a target outside the truck and shoot him.


Init:3C, 9 Bennies; Parry 5/14, Toughness 6/16, RATN 4/13

Is there anybody out there...out there...out there...


Karma NE wrote:

Karma focuses on the illusion and thinks about other ways to disable the vehicle if that somehow fails.

Recap: She creates an illusion of smoke billowing out of the engine area, blocking the view of the road and accompanied by sounds of grinding metal that get louder and louder.

Group smarts to wonder why the smoke has no smell -2: 1d4 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (4) - 2 = 2.Nope

Both the driver and passenger start to panic.
[passanger]"S&$+! Pull over! Pull over!"
[driver]Shut Up! I can't see!"


Milk Run, Turn 1

Setting: Roadway, small hours, clear night in the city.
~Lighting is Dim on the road and either Dim or normal on the sides as you desire. It is easy to avoid or not avoid the streetlights.
~A black police SUV transport is racing into the night as very unsafe speed.
~A wrecked once white pickup truck is stopped across the middle of the road. about 14 inches from the overpass. A about eight garishly dressed figures are in, on, or near the vehicle.
~A dense cloud of (white? a different color Doc?) smoke fills a good chunk of the space between the overpass and the truck.

Characters.
Doc Toxic is gliding silently towards the truck. You can be at any altitude up to 3" and are ~8" from the truck. You are fully obscured by the smoke.
Elemental is not here.
Imagine is disguised 6" into the roadway.
Karma is insubstantial and invisible in the back seat of the transport. The transport is no longer in sight.
Psiclops Is invisible 10" above the remains of the truck.
Savant is in the Villain Van parked on a nearby side street .

If this is wrong or I missed something then shout out.

Action!
Transport. Small Joker. Gm gets a chip.

Savant: King of Hearts.
Imagine: Six of Spades.
Psiclops: Five of Spades.

Truck. 5 of Diamonds. Imagine's friends will act on this card.

Karma: Five of Clubs.
Doc Toxic: Three of Clubs.

Deck shuffled.

**********************************

Transport: Discipline check, joker: 1d4 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (4) + 2 = 6
The driver brings the SUV to a violent stop (drive, joker, handling: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4) and pops the hood. Clambering out (1d6 ⇒ 2 Guns?: 1d6 ⇒ 3) she moves to the front of the vehicle a short-barreled shotgun dangling from her shoulder. (This is actually when the no-smell roll happens.) She spends her action trying to figure out what is wrong with the engine.
The passenger (1d6 ⇒ 4 Gun?: 1d6 ⇒ 3) piles out of the cab and moves to the rear of the transport. Her short-barreled shotgun at the ready. (On hold.)

Savant, Imagine and Psiclops, take it away!


"Team, we good? Anyone need me? The van? Anything?"

Delay.

Dark Archive

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

I am going to bed now and will post something more substrantial later.

Imagine never feels comfy when general brawls pop up and would be greatly comforted did their advantage turn into an overwhelming advantage.

She responds to Savant with her mind-speech and its awesome range. "Yeah, Savant. We wrekt the escort truck pretty good, but it's a clown car worth of clowns in it. I hate clowns, and if you could come help turn the clowns into dead clown, that would give me the big happies.

Just don't kill the one's up front. Yet. They are my friends. For now."


How much of my round would it take to get there? If all of it, I'll just pull up to the pickup. I was thinking driving up and spinning the van around to smash some people who aren't in it would be fun.


"Savant" wrote:
How much of my round would it take to get there? If all of it, I'll just pull up to the pickup. I was thinking driving up and spinning the van around to smash some people who aren't in it would be fun.

You can get there no problem. Ramming folks would be a contested Drive vs. Agility or Athletics. The VVan has +2 handling so that will add to your roll.

A critical failure would likely result in hitting the truck.

Ramming speed? I'll just need to know how fast you are going, it effects the damage.


Drive: 1d6 + 2 - 1 ⇒ (4) + 2 - 1 = 5
Wild: 1d6 ⇒ 4

What I am wanting to do is drive toward them and slam on the brakes and slide the back of the van to crush them between the two vehicles without actually ramming full speed into the truck, which I would think would damage the truck and maybe me. This would involve pulling the fuse from the ABS or using the emergency brake. Speed 10?


"Savant" wrote:

[dice=Drive]d6+2-1

[dice=Wild]d6

What I am wanting to do is drive toward them and slam on the brakes and slide the back of the van to crush them between the two vehicles without actually ramming full speed into the truck, which I would think would damage the truck and maybe me. This would involve pulling the fuse from the ABS or using the emergency brake. Speed 10?

Sorry. I meant speed in mph. Rough numbers are fine. The van tops out at 140.


60 mph


Init:3C, 9 Bennies; Parry 5/14, Toughness 6/16, RATN 4/13

Since Dr. D only wants to know *what* is in the transport (it took me 5 minutes of searching to find that!), Psiclops will stay in the sky, looking for any live people from the truck to pick off. If there are none, he will fly over to the transport to watch for any incoming vehicles.

PWGM, using your numbers, at my flight pace, it would take 6 rounds (ugh!) to get to where you said the transport stopped. Can you "run" while flying? If so, what kind of extra dice should be rolled? Since a regular Running die is the same as standard Pace, would I roll a d12 since my flight pace is 12"?

ALL - we are split up by an enormous distance (69"), those of us at the truck and those of us at the transport. Just pointing that out so we're all aware...


Rank 2 |Bennies: 1 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Looking ahead, Karma is tempted to turn tangible and try to lock the driver and shot-gun out and drive the transport back toward the bridge. What kind of rolls would it take to know how to lock the doors and drive the transport?

Dark Archive

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

Didn't we have a map? I thought it was in the GM's header but now I don't know.

Imagine does love her some truly good chaos, and the hot action at the truck seems to have devolved into a good brawl. Psiclops' latest bolt from the sky was only the latest stroke in a good, fiery masterpiece.

She doesn't really want to get hit by any stray fire, but nor does she really want to run away to what other, calmer, more rational people, might call safety. She compromises by just sort of being lazy and lays down on the sidewalk, her perfect face propped in her delicate hands.

Her ruby and kissable lips curl into a smile as Savant careens skillfully and violently into the escorted truck, causing more damage, and probably more death. Almost certainly.

It's been a while since she tried using her powers, and she wants to get everything out of it. She hopes Karma is actually fulfilling the point of the mission, but such things flit out of her mind like a butterfly set loose form the cage.

Guns are scattered about the pavement, left adrift by their formerly-living owners. One survivor must surely think the carnage has drove them mad as one forlorn gun pops up on the pavement and turns around to point at them. Like a living thing now taking revenge for a lifetime of misuse and neglect it coughs its deadly payload out, determined to carry out the purpose for which it was made.

As if its particular disease is catchy, another gun is visited by this malevolent spirit and it too props itself up and acquires a target.

Using Telekinesis on a gun, invoking Fine Motor Control to shoot it at any gangers that survive Savant's onslaught. Then using Additional Action to do it again.

Mind bullets!: 1d12 + 8 ⇒ (5) + 8 = 13
WILD Mind bullets!: 1d6 + 8 ⇒ (5) + 8 = 13

I leave the damage rolls up to the GM.

That's Telekinesis, Kyle!: 1d12 + 8 ⇒ (7) + 8 = 15
WILD Mind bullets!: 1d6 + 8 ⇒ (2) + 8 = 10

WonderBoy, what is the secret of your power...


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Savant Remember the "Power" modifier on your Boost Trait power. You get a free re-roll when you use a boosted trait/skill. Unless you roll a crit fail you take the best roll. Its no big this time but it is one of the ways Savant punches above their weight. I am assuming you are using your Extra Action this turn to Boost driving: 1d10 ⇒ 51d6 ⇒ 1. Succes but no raise, Drive continues at d6 with a free re-roll.

The black Villain Van excuses an imperfect but still impressive bootlegger reverse sandwiching the Slashers on the ground between a truck and a hard case.
Evade!: 4d8 ⇒ (4, 3, 8, 3) = 18, ace: 1d8 ⇒ 1 Oh dear.

One of the Slashers leaps free. They vault onto the roof of the Villain Van! This is not something a normal person should be able to do.

The other 3 each take: 5d6 ⇒ (1, 1, 6, 6, 2) = 16, aces: 2d6 ⇒ (6, 4) = 10, ace: 1d6 ⇒ 1 27 points of damage for the max 4 wounds. They go down.

The truck is Wrecked and further damage does not need to be tracked. The remaining Slashers in the truck bed: 4d8 ⇒ (7, 8, 1, 6) = 22 and in the cab: 2d8 ⇒ (5, 8) = 13. Are largely fine. One poor ganger gets flung out of the bed and into the street by the impact.

The Villain Van: 4d6 ⇒ (3, 6, 3, 1) = 13,ace: 1d6 ⇒ 4 is fine. Could use a run through the car wash though.

End state from Savant' action. Villain Van stopped next to the wrecked truck. 4 Slashers off the board. 3 remain in the bed of the wrecked truck 2 are in the cab, one is in the street, and one is on top of the VVan.

(Not quite worth a splash page but those were some good action panels.)


Karma NE wrote:
Looking ahead, Karma is tempted to turn tangible and try to lock the driver and shot-gun out and drive the transport back toward the bridge. What kind of rolls would it take to know how to lock the doors and drive the transport?

You are assumed to know how to drive. So locking the doors and driving away would be pretty trivial. If you want to try something fancy like running over one of the Slashers then you would need to make a Driving roll. Your main problem here is that the driver took the key with them. That is unless you spend a benny to make them forget it in the ignition.


ImagineNo map at the moment. Theater of the mind. But here is a rough description.
Across the middle of the 4 lane road there is a wrecked pickup truck. Parallel to and just 'downstream' of the truck is the Villain Van. The two vehicles are facing away from each other.
A large cloud of smoke stretches from the wreck to the overpass.
Your 2 mind controlled slashers are in the cab of the truck.
3 slashers are in the bed of the pickup, one in prone in the street and one is on top of the VV.

Small nit to pick. You are technically using 3 actions here. 1 grab both guns. 2 first shot. 3 second shot. But with your Focus the -2map has no effect.

Question. You are in the road. I was assuming you were downstream from the wrecked pickup. Is that correct?

Gun fishing: 2d6 ⇒ (1, 1) = 2

You easily snag a couple of pistols from the wreck. They are Tec-9's, these guys are posers. Stats as a SWADE Glock.

First shot. Targeting, random slasher. 1-3 Truck bed, 4 van roof. you do not have eyes on the prone one in the street: 1d4 ⇒ 2 truck bed. To hit (13-2map). 11 Hit with a raise. Damage, raise: 2d6 ⇒ (2, 2) = 41d6 ⇒ 1 Yesh we're gonna say that one hit the truck. No effect.

Second shot. Targeting, same roll: 1d4 ⇒ 3 truck bed. To hit (15-2map) 13. Hit with a raise. Damage, raise: 2d6 ⇒ (3, 1) = 41d6 ⇒ 6 ace: 1d6 ⇒ 1 for 11. That is a wound and the Slasher is down.


[b]Psiclops[/b wrote:
...Psiclops will stay in the sky, looking for any live people from the truck to pick off. ...

Taking that as your statement of action. Shout out if I'm wrong. I have you 10" above the pickup truck.

Psi-blasting a Slasher Targeting, you do have eyes on the one in the street. 1-2 Truck bed, 3 street, 4 roof: 1d4 ⇒ 2 truck bed.
to hit: 1d12 ⇒ 111d6 ⇒ 3 best is 11+1 for 12. Hit with a rise. Damage, raise: 6d6 ⇒ (6, 1, 3, 4, 2, 4) = 201d6 ⇒ 2ace: 1d6 ⇒ 6and again: 1d6 ⇒ 6one more time: 1d6 ⇒ 5 for 39 points. Max 4 wounds . One slasher is hurled from the truck bed and vanishes into the smoke cloud at speed.


The Slashers in the truck.
Imagine's friends vs the others Who goes first? Friends,Others: 1d6 ⇒ 51d6 ⇒ 1 Friends First.

The driver jumps out of the cab and takes cover behind the open door before opening fire. Does shooting a fellow gang member violate their core ethics or primary responsibilities? Nope, these are Slashers, loyalty is not in their Scrabble dictionary. gun?: 1d6 ⇒ 4 Targeting? Even bed odd roof. Cannot see the prone ganger in the street: 1d4 ⇒ 4 To hit, dim(-2), light cover(-2), target vulnerable due to surprise(+2): 1d6 ⇒ 2 -2. The driver seems more concerned with staying in cover than hitting anything.

The passenger takes the more expedient route of simply firing their shotgun through the missing windscreen. Target? 1-2 bed, 3-4 street, 5-6 roof, 7-8 well the driver is now outside the truck: 1d8 ⇒ 7 driver. Hit? Dim (-2), Medium cover (angle and door)-4, vulnerable due to surprise (+2), shotgun (+2): 1d6 ⇒ 1 -2. The cheap shotgun hangfires. The passenger drops the weapon and scrambles out of the cab before the gun explodes.

The street ganger scrambles to take cover next to the truck's rear wheel and tries to figure out where the attacks are coming from. Notice, dim (-2): 1d4 ⇒ 3. Nope.

The Slasher in the truck bed sees the driver shooting at them. Weapon?: 1d6 ⇒ 4. They lunge towards the door screaming vibro-blade in hand. Hit? dim (-2), cover (-2) the swordsperson has a better angle that the shotgunner did: 1d8 ⇒ 6 Nope. Damage, +d6 ap2: 1d8 ⇒ 11d6 ⇒ 11d6 ⇒ 3. The blade strikes sparks off the car door but otherwise fails to find a target.

The Slasher on the roof sees the driver shooting at the other slasher draws a (weapon?: 1d6 ⇒ 4 pistol) and returns fire. hit dim (-2) cover (-4): 1d6 ⇒ 4. Nope


Karma and Doc to clear the round!


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

Doc moves forward to the edge of the smoke and sprays polymer down all around the truck. That should make it easy to pick off the survivors.
[Comms to all]"We got a ride incoming?"

power: 1d8 ⇒ 71d6 ⇒ 5
Entangle, medium burst, Athletics vs 7 or entangled


Rank 2 |Bennies: 1 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Karma transitions to tangible form while remaining invisible. She sends a text message on her comm unit to the others. <Transport has stopped. Driver +1 outside distracted. Contents of the package are chemicals, probably explosives or drugs(?) Will try to disable the punks next.>

She'll try to maintain the illusions, adding some sparks to put caution into them about reaching in to check things.

I expect she'll have to make a focus roll to see if she can keep concentration on the illusion while sending the message. She can talk the message if that will help, just keeping her voice down to avoid notice.

Focus: 1d8 ⇒ 5
Wild: 1d6 ⇒ 2

Plan for next round:
, in case 'botting is necessary: go back to intangible and move out to attempt a phase attack.


Karma wrote:

...

She'll try to maintain the illusions, adding some sparks to put caution into them about reaching in to check things...

No need to roll/take an action or even concentrate to maintain illusions. The only requirement is that you are paying attention so no problems there. The coms message was a free action so if there is something you want to do you still have this turn to do it.

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