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

Game Master PoorWanderingOne


701 to 750 of 1,030 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

Doctor Toxic wrote:

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?"

Entangle, medium burst, Athletics vs 7 or entangled

Athletics, Bed, Street: 2d6 ⇒ (1, 2) = 3 That is a win with a raise for team sticky. Both the Slasher in the truck bed and the one in the street are solidly gooed. I am assuming you did not target the Slasher on the roof because you would auto hit the V-Van and that you are purposefully missing the 2 from the cap as Imagine recommended. If this is incorrect please let me know.

The dim light does little to shade the vibrant hues of the Doctors technicolor spray. The pickup and the two slashers near it are thoroughly immobile and well decorated.


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

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?"

Entangle, medium burst, Athletics vs 7 or entangled

[dice=Athletics, Bed, Street]2d6 That is a win with a raise for team sticky. Both the Slasher in the truck bed and the one in the street are solidly gooed. I am assuming you did not target the Slasher on the roof because you would auto hit the V-Van and that you are purposefully missing the 2 from the cap as Imagine recommended. If this is incorrect please let me know.

The dim light does little to shade the vibrant hues of the Doctors technicolor spray. The pickup and the two slashers near it are thoroughly immobile and well decorated.

All good


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

Since no one can see what Karma does next, I'll spoiler it.

GM:
Karma returns to the intangible state, moves through the transport to stand next to one of the punks. She plans to do a phase attack next round to avoid the multi-action penalty.


All right. Barring any questions it looks like

Milk Run, Turn 2

Time for a benny count:
Karma has 2
Savant has 5
All other players have 3.

Setting: A four lane city arterial at night in the Southpoint neighborhood. An overpass crosses above the silent roadway.

Conditions: Default lighting is Dim(-2) running to normal (-0) near the streetlights. Weather is clear.

Locations and initiative:
Psiclops: Ace of Clubs. Currently flying invisibly 10" above the wrecked pickup.
Imagine: Queen of Spades. Currently in the roadway south/downstream of the pickup/Van

slashers at the pickup: queen of hearts. 2 are encased in goo. One is on top of the Villain Van.

Karma: Nine of Diamonds: Invisible and intangible at the transport some blocks away.

slashers at the transport: seven of diamonds.

Savant: Six of Spades. In the Van
Doctor Toxic: three of Spades, buried the six of diamonds. Gliding through a smoke cloud nearing the goo covered pickup.

Unless I've missed something it looks like Psiclops and Imagine are up.


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

If there's any body left alive from the truck, Psiclops will blast them :

Focus & Wild: 1d12 + 1 ⇒ (12) + 1 = 131d6 + 1 ⇒ (5) + 1 = 6
Focus ACE!: 1d12 ⇒ 8 = 21, Raise

Doing

Damage: 6d6 + 1d6 ⇒ (4, 1, 1, 5, 2, 2) + (2) = 17

If nobody's left, he'll do nothing. He will say/think to everyone who can hear him : It'll take some of us a full minute to get to the van - are those of you there doing ok?


PsiclopsNE wrote:

If there's any body left alive from the truck, Psiclops will blast them.

If nobody's left, he'll do nothing. He will say/think to everyone who can hear him : It'll take some of us a full minute to get to the van - are those of you there doing ok?

Two notes:

1) There are 3 Slashers still up. One gooed in the truck bed. One gooed in the street and one free on the roof on the VVan. Target please.

2) Remember that you cannot initiate telepathic contact. You do not have telepathy. Did you shout your statement, use coms, or are you just hoping someone is listening?


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

The one in the truck bed.

I included "say" to indicate that I was using comms if telepathy is not available, I'll be more explicit in the future.


Psiclops wrote:
The one in the truck bed....

The abused pickup rocks as another psi-blast slams in to it. The Slasher targeted by the blast slumps moving.

This brings up an interesting trappings question for Doc Toxic. Doc does your entangle goo protect the target? If no then it is more like a net or super-gluing their clothes together. If yes then it is more like a gel or foam that hardens trapping the target. If yes the gel would provide 8 armor/hardness to the target that could be bypassed with a -2 called shot. If no then no armor/hardness is granted. It looks to be a wash either way so this is a pure trappings decision. What is the word Doc?


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

Karma's actions:
Karma extends her hand into the back of the driver and phases it into tangibility for a moment, hoping to wound the slasher and put fear in his heart, if not her hand.

Focus: 1d8 ⇒ 7
Wild: 1d6 ⇒ 5

Looking ahead to next round: can the intimidation skill be used on two opponents at once? If so, how would that work? Two rolls, two actions, even if the words are the same to both? One roll by Karma, two opposed rolls by the slashers?


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
This brings up an interesting trappings question for Doc Toxic. Doc does your entangle goo protect the target? If no then it is more like a net or super-gluing their clothes together. If yes then it is more like a gel or foam that hardens trapping the target. If yes the gel would provide 8 armor/hardness to the target that could be bypassed with a -2 called shot. If no then no armor/hardness is granted. It looks to be a wash either way so this is a pure trappings decision. What is the word Doc?

It is a glue effect, and does not protect the target. But it also means that targets would get a bonus if they have sufficient quantities of acetone.

Dark Archive

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

Imagie decides she doesn't want to lay in the street anymore. She gets up and starts walking toward the sidewalk on the side the truck crashed in to.

Both her guns swivel up to shoot at the smart guy on the rooftop.

Attack!: 1d12 + 8 ⇒ (2) + 8 = 10
Damage raise!: 2d6 + 1d6 ⇒ (1, 4) + (3) = 8

Additional Attack!: 1d12 + 8 ⇒ (6) + 8 = 14
Damage Raise!: 2d6 + 1d6 ⇒ (4, 2) + (2) = 8

"The two guys shooting at the other guys are under my control. Please kill them last," she mind-speaks to everyone.


Psiclops wrote:
The one in the truck bed...

The truck visibly bounces as the slasher in the truck-bed is hurled into the street. Leaving the back half on their clothing glued to the bed-liner.


The Slasher in the street tries to escape: 1d6 - 2 ⇒ (4) - 2 = 2. To no effect.

Who's on first?: 1d6 ⇒ 3. 1-2 driver. 3-4 Passenger. 5-6 Roof.

The Passenger Seeing that their gun is a dead loss draws a long bladed double edged vibro-knife and moves around the front of the pickup to stab the Driver. Dim(-2): 1d8 - 2 ⇒ (6) - 2 = 4 and misses as the Driver ducks.

Next? odd-Driver: 1d6 ⇒ 6

The Slasher on the roof decides this is too much like a fair fight and leaping off the van {athletics-2: 1d6 ⇒ 2} tries to run: 1d6 ⇒ 2 for the East edge of the road. They take the landing badly but manage to scramble a good distance none the less. Total move 10". Also heading for an alley.

The driver spins to face the Passenger and fires point blank while they draw their own smaller knife. Shoot, dim, multi action: 1d6 - 2 - 4 ⇒ (6) - 2 - 4 = 0 Miss. Stab, dim, multi action: 1d8 - 4 ⇒ (7) - 4 = 3 Close but a miss.


Karma

Question:
Kind of. Without the Rabble-Rouser edge intimidation tests only effect a single target. However you can use a multi-action to target more people at one action each.

Action:
you easily phase out of the Transport and move behind the driver. Vigor: 1d6 ⇒ 1 They crumple before you can pull your hand out of their body. They must have had a heart condition.


slasher at the transport:

Listen, do you smell something? Notice: 1d4 ⇒ 4 ace: 1d4 ⇒ 2 total 6. They heard the driver's body fall and spin around. They do not see Karma.

F&%@! they say as they scramble into the drivers seat slamming the door behind them.

"Mole, This is Kiljoy with the box. We've been hit!" They shout into the cars radio as they slam it into drive. (GM spends a benny to have the driver leave the keys in the ignition.)

The Transport lurches forward running over the Driver and ...

Here you can spend a benny to use the Interrupt power stunt (SPC3 pg 31) to take a second turn this round before the Transport drives off. If you choose to use Interrupt then you will be at a -2 to any rolls you make in this 'extra' turn. As the Transport is going slow there will be a +4 to phase in undetected. With the -2 from Interrupt you are rolling Focus+2. This does not constitute an action.

Remainder of the slashers turn dependent on Interrupt.


Savant, Doc Toxic and possibly Karma to close out the round


I think I'll be next once Karma is resolved? Assuming that is right I'll try to run down the guy escaping with the van if possible. I'll roll when I have the go ahead.


"Savant" wrote:
I think I'll be next once Karma is resolved? Assuming that is right I'll try to run down the guy escaping with the van if possible. I'll roll when I have the go ahead.

You are next. Nothing that is still happening with K can effect you in the slightest.

Hit it.


Obviously let me know if any of this is wrong.

Focus for Boost: 1d10 - 1 ⇒ (10) - 1 = 9 Explode: 1d10 ⇒ 3
Wild: 1d6 ⇒ 1

So I think that is a raise and I get two dice steps for Drive. Moving Drive from a d4 (Jack of all trades) to d8.

Drive: 1d8 - 1 ⇒ (3) - 1 = 2
Drive Reroll: 1d8 - 1 ⇒ (1) - 1 = 0
Wild: 1d6 ⇒ 5

As the slasher jumps from the van and runs for cover, Savant floors the pedal on the van, attempting to run him down...


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

No further actions this round.


Karma

Drive, handling, illusion : 1d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4

The Transport drives unevenly into the night. The driver swerving randomly down the road, trying vainly to see past the illusory smoke.


"Savant" wrote:
Obviously let me know if any of this is wrong.

Looks good to me.

"Savant" wrote:


As the slasher jumps from the van and runs for cover, Savant floors the pedal on the van, attempting to run him down...

Evade (athletics): 1d8 ⇒ 2 Thud.

Damage, large, tougher: 3d6 + 1d6 ⇒ (3, 4, 4) + (6) = 17 ace: 1d6 ⇒ 4
Damage to Van, normal: 2d6 ⇒ (2, 5) = 7 no effect other than a slightly crumpled
The Villain Van slams into the fleeing Slasher and tosses then aside.


Woohoo! I did a whole round of actions by myself. That's growth.


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

I apologize, but when I looked at the posts last time, I read what happened as the result of Karma's action and failed to notice the next post with a spoiler that gave Karma more options. Can I ret-con that missed opportunity? I think I thought the spoiler was referring to one of the other slashers, although it clearly mentions the transport.


Karma NE wrote:
I apologize, but when I looked at the posts last time, I read what happened as the result of Karma's action and failed to notice the next post with a spoiler that gave Karma more options. Can I ret-con that missed opportunity? I think I thought the spoiler was referring to one of the other slashers, although it clearly mentions the transport.

Sure. Not a problem. So, tell me what really happened. :7)


"Savant" wrote:

Woohoo! I did a whole round of actions by myself. That's growth.

WooHoo! I knew you would figure it out.


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

Karma at Transport extra action:
Thanks for the retcon opportunity.

I'll take the interrupt action as suggested, but first a question. You stated earlier when Karma was in the van and the slashers were out in front looking at the engine that the keys were not left in the ignition. I guess there could have been a second key hidden that Karma didn't notice, but if the keys had been in the ignition, Karma would have just started the transport and driven it away.

So spending a bennie to take the interrupt stunt.

Then a focus roll to shift intangible frame of reference to the transport:

Focus: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6
Wild Ace: 1d6 ⇒ 3
Modifier: +2
Result: 6 + 3 + 2 = 11


Karma

Key question:
Close but not exactly. I said (Sat, Jun 10, 2023, 11:48 am )"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." Emphasis added.

When the passenger got into the car I also said (Wednesday, 08:00 pm) "(GM spends a benny to have the driver leave the keys in the ignition.)"

So both you and the Passenger had the opportunity to trade a benny for the keys.
All that said, if you want to extend the ret-con and spend the interrupt benny to get the keys instead we can to that.

If that is what you want to do then you are in the Transport, solid, with the key in the ignition. The Driver is alive and is working on the engine.
To run them over you can try a Drive roll vs their Athletics. As you are not trained in the Drive skill this would be a d4-2 for you Drive roll.
To just drive away it is also a Drive roll but you can escape on anything but a critical failure.

Does that seem reasonable? Let me know what you want to do.


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

GM:
Since I didn't take advantage of the chance to get the key before, I'll let that stand and I apologize for failing my notice rolls. This will play out in an interesting manner, I think, depending on how the next round goes. I assume Karma made the roll to enter the transport and move with it in intangible and invisible form.


Benny Spent

'Car'ma:
Yes you are now in the Transport listening to Killjoy rant into the radio.


Toxic, MD to close us out.

There is only one Slasher left here and they are glued to the street. You have the Drop if you wish to bring unpleasantness into their life.


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

That's actually Toxic, PhD. ;)

With just one target left, he goes for a direct acid spray to take care of him.
decay: 1d8 + 4 ⇒ (7) + 4 = 111d6 + 4 ⇒ (3) + 4 = 7
Vigor roll at -2, -4 if that was a raise.
If he is not down, he will do this again.
decay: 1d8 + 4 ⇒ (3) + 4 = 71d6 + 4 ⇒ (6) + 4 = 10
explody: 1d6 + 10 ⇒ (3) + 10 = 13


Doctor Toxic, PHD ;7)

The expanding smoke cloud blankets the last Slasher. There is half a scream..

Combat ends

Well for everyone but Karma. The rest of you can do what you like.

Milk run,turn 3

Karma Ten of Spades

doomed slasher seven of Spades.

Karma You are up.


Does the guy I just ran down have a vibro-knife and/or gun? If so, I'll get out and grab them. If I can't tell, I'll get out and have a look.

Focus: 1d10 - 1 ⇒ (3) - 1 = 2

Wild: 1d6 ⇒ 4

Focus Re-roll: 1d10 - 1 ⇒ (4) - 1 = 3

Jack of All Trades: 1d10 - 1 ⇒ (5) - 1 = 4Shift JoAT to Notice.

Not sure if I take the -1 penalty from the autophobia on the Wild die. If so, then Boost doesn't work. If not, the Boost works.

Notice without boost: 1d4 - 1 ⇒ (1) - 1 = 0
Wild for either roll: 1d6 ⇒ 4
Notice without boost reroll from Genius: 1d4 - 1 ⇒ (1) - 1 = 0

Notice with boost: 1d6 - 1 ⇒ (6) - 1 = 5
Ace: 1d6 ⇒ 5


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

Karma:
It should be noted that Karma is in her standard villain costume, a black catsuit, her cape, and her Day of the Dead mask.

Karma projects a message to the slasher driving the van, If you want to avoid the fate of your partner, stop this vehicle, radio in and tell your boss everything is okay now, and run. Your karma is at hand.

As she finishes her statement, she lets her invisibility power end, revealing her form to the slasher. She is still intangible, however.

Intimidation: 1d4 ⇒ 2
Wild: 1d6 ⇒ 1
+1 if wearing cape
Result 2 + 1 = 3
Hoping the guy has a low spirit die and rolls as badly as I did.


"[b wrote:

"Imagine"[/b]] Imagie decides she doesn't want to lay in the street anymore. She gets up and starts walking toward the sidewalk on the side the truck crashed in to.

Both her guns swivel up to shoot at the smart guy on the rooftop.

"The two guys shooting at the other guys are under my control. Please kill them last," she mind-speaks to everyone.

Imagine I don't know I missed posting a response to this. I plead incompetence, or distraction. In any case the first bullet tossed the roof slasher to shaken and the second would have dropped them bur they spent a benny in between the bullets to prevent the second shaken from becoming a wound. The GM wanted to give them a chance to run.

Sorry about that.


Savant wrote:

Does the guy I just ran down have a vibro-knife and/or gun? If so, I'll get out and grab them. If I can't tell, I'll get out and have a look.

No need to roll for finding stuff like this when the action music isn't playing.

The former roof slasher had a: 1d2 ⇒ 1 vibro knife and 2 non- energy pistols of your choice with one spare clip/loaded speedloder/reload of loose rounds for each. Either pick from SWADE pg 74 or let me know if you want something special and we can work it out. They also had one ampule of a bright yellow liquid. Also anything else you would want them to have within. reason.

If you want to take the time to roll the goons you will get more stuff, Your call.


Karma:
We'll call your sudden appearance and costume/cape a total +2 mod on the roll. That gives you a 4. Opposed spirit: 1d6 ⇒ 3. They rolled as bad as you did. "Sh&t! Ghosts!" The transport slams to a stop and the Slasher bolts. You can take a free attack on them if you wish as they leave the cab. They have a Vigor of d6 so go ahead and roll that to resist you Focus if you want to make an intangible attack. Or they are parry, 5 toughness 7(2) if you want to try something more physical. They are Vulnerable so you have a +2 to whatever roll you make. Note the armor is from a ballistic vest so it is torso only (spc pg 15, body armor).


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

GM:
Karma would rather such a small fry flees than to try to hurt him. Perhaps his story will start rumors of ghosts haunting the 'hood. I assume he doesn't bother to cancel the mayday radio call. I believe she can release her intangible state this round without taking an action, so she'll be ready to take the driver's seat next round. If allowed this turn, she'll activate her comm and send a message to her fellow villains.
If not, that will come at the start of her next turn.

"Ghost to V-company. I have control of the package and will be returning it to you as soon as I can turn around."


Karma, Grand Theft Ghost:
No they do not cancel the call, they are too busy fleeing. You can hear a soft voice issuing from the car mounted radio.

You can easily ghost into the driver's seat and solidify. The comm call and driving the car do not take rolls unless you want to do something crazy.

Combat ends


Poor Wandering GM wrote:
Savant wrote:

Does the guy I just ran down have a vibro-knife and/or gun? If so, I'll get out and grab them. If I can't tell, I'll get out and have a look.

No need to roll for finding stuff like this when the action music isn't playing.

The former roof slasher had [dice=a]1d2 vibro knife and 2 non- energy pistols of your choice with one spare clip/loaded speedloder/reload of loose rounds for each. Either pick from SWADE pg 74 or let me know if you want something special and we can work it out. They also had one ampule of a bright yellow liquid. Also anything else you would want them to have within. reason.

If you want to take the time to roll the goons you will get more stuff, Your call.

I'll say he had a Colt 1911 and a Derringer.

Savant hops back in the van, tossing his weapons on the floor between the seats.

"Anyone need a pick up?"


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

"Yep. Coming in."

Psiclops becomes visible, flies down to the van, and gets in.


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

"Thanks" says toxic as he flows into the van, flattening on the ceiling to make more room.


”Doctor, there’s a vial of something yellow there in the cup holder that one of the guys was carrying. I figure it’s not Gatorade”

Dark Archive

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

"Excellent work, team. Really nice violence," Imagine says with a big smile and enthusiasm. "I especially like that none got away. I hate it when that happens.

And now to the victor goes the spoils."

Imagine will happily roll the bodies over, stand them up, or make them dance, to make it easier to loot them.

Null persp, GM. I guess I'm being a bit too subtle. I'll try to fix that. ;)


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

The doctor will send down a pseudopod to sniff the chemical.
notice/chemicals sense: 1d8 ⇒ 41d6 ⇒ 5


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

Everyone gets an incoming transmission on the comm units. "Ghost to V-company. I have control of the package and will be returning it to you as soon as I can turn around."

Karma turns the transport around and heads back toward the ambush point. Once in motion, imitates what Killjoy did to activate the radio and says, "Mole. Disregard Killjoy's last message. He got spooked by something and bugged out. Box is secure. Repeat, the box is secure. Over."

As she drives up to the V-Van, she slows and waves. She is tangible and visible, wearing her Day of the Dead mask.

Once within telepathy range, she sends a mental message, We may have heat coming our way. There is a container in the back with a slab of something solid and some bottles of colored liquids, and a keypad locked box, all packed nice, along with a s#!+load of vibroblades.

If there is a trunk release switch, she'll pop it as she pulling to a stop.

The following is a roll to see how convincing her lies were trying to cancel the call for help.

Persuasion: 1d8 ⇒ 8
Wild: 1d6 ⇒ 4
Persuasion Ace: 1d8 ⇒ 1
Result: 8 + 1 = 9


Doc You recognize this. If you want to break the ampule to be sure you can but it would take work to open this in a non-destructive fashion. I you break it then you are positive about the following info, if not then you think you are right but cannot be positive.

It is a street drug called "EZ" or "Easy" that started becoming available recently.
This drug is not a home factory/bathtub/bucket chemistry production. The chemistry involved in crafting this stuff would require a full blown clean lab and some very expensive equipment.
In most users it produces euphoria, a feeling of heightened awareness, and occasional hallucinations.

Common Knowledge for anyone who has been active in Star City since the invasion. -1 for Doc as they are not a people person:
EZ is rumored to cause users to become violent. It is also quite cheap around $10 a dose.


Karma The surprisingly soft voice on the radio says. "Bolted? Pity, I liked Killjoy. Bring it on in. Red is waiting. Out."

You arrive back at the future crime scene with the others.


Everyone
Are you taking the time to investigate/loot the ex-Slashers?

Specific to Imagine. What are you doing with you 2 friends?

1 to 50 of 1,030 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Welcome to Star City, City of the Future All Messageboards

Want to post a reply? Sign in.