Welcome to Star City, the city of the future.

Game Master PoorWanderingOne


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

"Oh, I can come along in the Van or travel through the sewer system." he quips as everybody gets ready. "Only the most paranoid put a security system on the toilet."


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

"When I'm ghosting, I can't use a comm link. I'll need someone in telepathy range so if there's a problem, I can get word to someone. My range is about 50 yards. Psyclops, can you stay invisible and tail me? I'll send telepathy pings as I get inside and when I don't hear you respond, then I'll know I'm out of range and will head back. If I call, send in the cavalry."


"I'll be waiting in the van."


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

Is Kara being 'botted at this point, or has her PC left the group for parts unknown? If she's gone, I don't think anyone left has telepathy, so we'd better come up with an alternate communications plan...


I have not received solid word either way. So consider Imagine to be cooling her heels at Red's house until further notice.


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

So with that in mind Karma, how do you want to handle this?


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

Karma now has telepathy with a range of 48 feet. So if Psiclops can keep that close to her, she can go up to 48 feet away from him and still be able to communicate telepathically. That should allow her to explore some of the building. If there are locked doors, then Psiclops will have to wait there and Karma will 'ping' him periodically. As long as he pings back, she'll know she is in range (or that Psiclops was silently taken out). Doc Toxic may be able to ooze along via drainage pipes. That would allow Karma to communicate with him and he could spy as well.


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

Let's assume we are all in the van in sight of the building but as out of sight as possible.

Karma is in full Omega mode, with all her weapons, her cape, wearing her mask and tangible but invisible. She has dropped the illusion that was making her look like a blonde while she was networking earlier.


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

Psiclops has all his gear with him, and is invisible.

Karma, you're the one that can go where you please. If you go in the front door and scope things out, and there's no people or cameras in that room, you could open the door for me to get in.


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

"Will do."

Karma goes into ghost mode, disappearing and becoming intangible. She makes a mental message to only those on the team in range. Marco!

Does Psi also have telepathy power? I looked at his profile and didn't notice it. Or is he just replying along the channel already opened by Karma speaking telepathically?


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

I was assuming you'd activated your telepathy. Now that I double-check, you hadn't explicitly said so.


Everyone else is out here being invisible and Savant is pushing a grocery cart and hoping no one thinks he looks sketchy.


Karma wrote:
...Karma is in full Omega mode ...

Do you have your OMEGA com link with you?


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:
Karma wrote:
...Karma is in full Omega mode ...
Do you have your OMEGA com link with you?

She does, although it will not be functional while she is intangible. That is why I am trying to organize logistics so she can ghost into the building to scout the area, but wants to be within her telepathy range to another team member so she can call for help without having to go tangible and activate the comm unit.


Everyone
Same question as Karma. Did you bring your OMEGA com-links?
Also last chance for gear changes. Please verify that what is listed as being carried on your sheet is being carried.
And finally, did anyone take the strange revolver?

Doctor Toxic Are you in the VVan or are you walking stranger roads?

--------------------------------------------------------

So everyone (and Gilgamesh if they get back to me, we will flashback their arrival later) except maybe Doc is in the VVan correct?


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

Unless people say it's a bad idea, I'll head up the sewer pipes. I will have my Omega commlink to be able to reconnect with everybody.


Have Omega commlink. I think the best spot for me is in the van, but I could also be close looking like a nobody.


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

I have my Omega link, but I implied above that I was invisible and waiting at the front door for Karma to let me in if there's no living or mechanical surveillance in the front room.


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

Karma has all her gear with.

I confess, I completely missed the description of the revolver. It must be a good weapon to be shipped as a reward in a double locked set of boxes. Can we ret-con a little test firing of the gun?

When you say each bullet must be loaded individually, does that mean loaded into the presumably revolving chamber? So we could load all the bullets into the revolver and choose the order?

If Karma were to do the test firing, she'd suggest a group mission to a deserted and isolated warehouse and fire one of each of the bullets that have a duplicate. That would give us an idea of what two of the bullets do and we could then extrapolate as to the usefulness of the two unique bullets.

In case the rounds explode, she would suggest they be directed into a sturdy area and that we be well back behind cover to watch. We could post a sturdy object to target to judge the power of the bullet by measuring the mass of the target and the mass of each bullet. Maybe a mockup of a human torso wrapped in some kind of body armor if we have it, with a few cans of food packed inside to see what the rounds to to them, if hit.

Karma has a d8 in shooting but if someone has a better die, she'd prefer that PC do the test. If the bullets seem useful, she might like to carry the gun and perhaps use it as we discussed, where she could do a phase to phase the gun into tangible form long enough to fire it and then phase back.

But if someone with better shooting skills wants it, Karma would not claim it.

By the way, we should keep the note and maybe take a picture of it. It is evidence of (presumably) the mayor giving gifts to a violent street gang, even if we can't prove the provenance.


Revolver Ret-con!

Strange Revolver Range 12/24/48. ROF 1. Shots 6

It is easy enough to set up a makeshift target range. I do not believe you have any armor to test it against but you set up a target with a heavy steel plate as a chest as a stand in.

Test 1. Bullet type A, firing at a target painted on the "chest".
Result: Bullet appears to have missed. Until you examine the steel plate. There is a clean hole through the plate and the outer wall. No evidence of fragmentation or tumbling.

Conclusion. Armor piercing. {Dam 2d6 Heavy Weapon AP10}

Test 2. Bullet type B, firing at a target painted on the "chest".
Result: You do not fire the round. Unlike with the first round the trigger now has 2 positions. Just as you notice that the first position exists the bullet(!) makes telepathic contact with you. It is less than a word, just a concept "target?"

Conclusion: Seeking round {Dam 3d6 AP4 Heavy Weapon Range 192" no range penalties. Shooting vs tn4 to "lock on" to the target, size modifiers apply. Target evades with Athletics -4/-2 if in an area of ample cover.}

Other two rounds. Doc confirms that one is explosive but the other is a mystery.

Remaining ammo:
1 type A, Armor Piercing
2 type B, Seeker
1 type C, Presumed explosive
1 type D, unknown

So are you bringing it?

So bringing it or not?


Everyone

Are these your positions?
Doc Toxic in the pipes. Heading for which floor? There are 5 floors the bottom two appear to be less used. There are sinks and restrooms on each floor more than one of each. There is also likely a pool on the roof, something dumping chlorinated water anyway.

Savant in the Vvan. How far away is the van? In line of sight of the building?

Karma in the Vvan in full ghost mode. Same questions as Savant.

Psiclops at the door. The ground floor is divided between a defunct Cafe (1) and boarded up nail salon. Stairway to the upper floors sandwiched between them. Non-military grade locked armored glass door leads to the stairwell. Top 3 floors are (were?) something called "...look technologies". The beginning of the sign is missing.

Any questions?


In line of sight of the building.

As for the fancy gun, I'm leery of it, so I'm not bringing it.


dammit, knew I forgot something.
Footnote 1: The cafe was the "Moon Power Cafe" a very popular locally owned Sailor Moon themed coffeehouse. They were nationally famous for a time as Marigold, the owner, skillfully used the Streisand effect and the resulting free media to force DIC America to withdraw their copyright suit. The cafe did chance their name from "Sailor Moon Cafe" and removed all exactcharacter likenesses allowing DIC to declare victory but this was seen as a face saving gesture. The Cafe was a tourist site and a beloved local cafe until shuttered by the invasion.


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

I will coordinate by the communicator. "Do you want me as another scout, or to keep me ready for a pincer movement?"

For now he is ready at the first floor.


Doc Toxic
Are you scouting/peeping out of the drains etc on the first floor or staying quiet? If scouting give me a Notice. It staying strum then give me a Stealth at +2.

Savant
Check no scary gun for you. What skill is JOT giving you at the moment?
Stealth roll please.

Karma
Scary gun for you?
Stealth at +4 please.

Psiclops
It's not your idiom but are you bringing the Odd Revolver?
Stealth at +4 please.

Bennies reset to base totals.


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

If no one else claims the revolver, Karma will get a shoulder holster and keep the gun under her left shoulder. She will load the rounds in the same order as listed above. Is there a way to adjust the chambers so as to choose the type of round that fires next? If so what kind of action is it to adjust it?

Karma will depart and head for the locked door leading to the stairwell, establishing telepathy with Psiclops. She starts narrating her observations. She moves through the door and moves forward until she can see if anyone is in the stairwell. If no one, she looks around for cameras. She'll also check the door for alarms.

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 3

Spend a Benny to reroll that.
Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 3

I have one listed benny but I suspect we may be starting this with a fresh set of Bennies. I'd like to reroll one more time. Don't want to fail to see a surveillance camera right off the bat.

Notice: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 4
Result: 6 + 4 = 10

Powers active: Intangibility, Invisibility, Armor, Flight, Heightened Senses, and Telepathy.


I'm going to go with Battle as my Jack of All Trades. I know it is not that useful, but I'm thinking I could use it for a Support roll.

Smarts: 1d10 ⇒ 3 Nevermind.
Wild: 1d6 ⇒ 1

Focus for Boost Stealth: 1d10 ⇒ 9d6 to start, raise so Boost to d10.

Boosted Stealth: 1d10 ⇒ 8
Wild: 1d6 ⇒ 1


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

Stealth & Wild,+4: 1d6 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (4) + 4 = 8 = Raise


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

I'm scouting

notice: 1d8 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (1) + 2 = 3
notice, genius reroll: 1d8 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (4) + 2 = 6

Genius was the best buy I made


Karma, Looks like you missed the Stealth roll instruction. No problem. Stealth +4: 1d8 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (2) + 4 = 6 Total 8.

Karma wrote:
.... She will load the rounds in the same order as listed above. Is there a way to adjust the chambers so as to choose the type of round that fires next? If so what kind of action is it to adjust it?

Other than remembering the order and manually rotating the cylinder there is not another way.

Experimenting: You cannot find an ink or adhesive that sticks to the metal. You try some of Doc's stickum but the tolerances are too tight between the cylinder and the frame for that to work easily. You could try etching the metal of the cylinder with a vibro-knife if you wish. {Skill of your choice that you think is appropriate vs tn4. Crit fail destroys the gun. Failure or Success means no effect and a raise marks the cylinders.} Rotating the cylinder is a readying a weapon and you get 2 of those for free each turn. Make sense?

Karma NE wrote:


I have one listed benny but I suspect we may be starting this with a fresh set of Bennies. I'd like to reroll one more time. Don't want to fail to see a surveillance camera right off the bat.

See my post just above yours "Bennies reset to base totals." Easy to miss. You just spent 2 so you have 1 benny left.

You do not notice any cameras, other people, or any security systems. The door is not even locked. You do smell dog. Not overwhelming but strong.


Doc Toxic

Looks like you missed the Stealth request. No problem, Stealth,Wild, +2: 1d8 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (3) + 2 = 5 Total 7

The Nail salon and Cafe also smell of dog and K'tharen but both scents are about a day old.
There are stronger and fresher smells of both dog and K'tharen in the stairwell. You also note some old human blood on the ceiling and in the floor drain you are currently hiding in.


Psiclops,

You notice no security or locks on the door. I am assuming you are invisible? Any other powers active?


Savant, The Vvan is quite comfortable.


Nothing to worry about: 1d10 ⇒ 8

No map yet but soon.....


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

PWGM - as far as I can tell, the following powers are always on : Dodge:-5 to Ranged Attacks; Force Field:-9 to incoming damage; Mind Shield:Mind Control and Mind Reading at -2; Parry:+5 Parry.


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

If I saw the stealth roll request, I may have assumed that with Karma intangible and invisible, there was no sound and no reflected light to notice. Regarding the bullets in the chamber, she'll just memorize the order.

Karma telepaths to those in range. No cameras in sight. Still, take a look yourself as you enter in case I missed something. Door does not appear locked or with any alarms. Beware of dog sh!#. I'm scouting the stairs.

Karma then floats up the stairs, continuing to watch for signs of cameras or tripwires. She will move slowly enough that Psiclops can follow and pick up her messages to keep in range. Feel free to make notice rolls as needed, although I'll make another one here.

Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 2
Notice, ace: 1d6 ⇒ 5
Result: 6 + 5 = 11


As Karma starts to float up the stairs they and Doc Toxic hear a LOUD WOOF!

Everyone else does hear the Woof but the sound is muted to the level of normal loud barking.

Immediately following the WOOF there is a cacophony of barking echoing down the stairwell. From the outside the windows of the top floors are visibly shaking.

There are at least two sources for the very loud barking and many sources for the more normal sounding barks.

Dog day afternoon turn 1

Exterior. Star City. Full daylight. Clear and calm conditions.
Scene elements.
Type T intersection.
There is a block long 6 story building at the head of the T.
The ground floor houses a defunct cafe and a closed nail salon.
The second and third floors appear to be abandoned.
The upper 3 floors appear to be inhabited.

Other buildings around the intersection as you desire them.

There is a great deal of barking going on.

Benny count
Savant 5
Doc Toxic and Psiclops 3
Karma 1

Initiative:

thing blue. red joker. gm benny gained

Karma Ace of Hearts

thing two. queen of diamonds

Savant Nine of Hearts
Doctor Toxic Nine of Clubs, discarded the Queen of Hearts

thing one. seven of diamonds

Psiclops Six of Diamonds

the other thing. six of clubs
thing red. four of hearts

Cards reshuffled.

thing blue does something you are not aware of.+2joker: 1d12 + 3 ⇒ (5) + 3 = 81d6 ⇒ 42d6 ⇒ (2, 2) = 4

Karma you are up. Your high Notice identifies the sound as coming from at least 2 floors up. The smell of dog is strong and stale.


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

Is Psiclops still outside the building?

I assume you can hear that barking. I doubt they can detect me, but if Doc T is moving in their area, they may be smelling him. Moving closer.

Karma moves at her normal flying pace 12 until she can see the source of the barking.

Notice: 1d6 ⇒ 6
Wild: 1d6 ⇒ 3
Notice, Ace: 1d6 ⇒ 4
Result: 6 + 4 = 10


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

Since talking is a Free Action, I'm saying this on my turn but posting it now...

Well, our cover's blown. Dr. D *did* say he just wanted this building leveled, so why don't we just do that? Karma can quickly scope out what's happening on the top floor, and then we can just storm the building and start attacking everything in sight.

Is Karma's telepathic link only with Psiclops right now, or with everyone?


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

The link would be with any of the team within 24 inches.


Karma wrote:

Is Psiclops still outside the building?

...

I believe Psiclops is still outside the stairway door.

Karma wrote:
Karma moves at her normal flying pace 12 until she can see the source of the barking.

The barking is clearly coming from an upper floor. Are you scouting the second floor or heading up the staircase to the 3rd floor? Or I suppose you could just fly through the ceiling to the 3rd if you want. You have the movement to reach the 5th floor if you go straight up. Where are you looking?

Open the spoilers for the floors you investigate or pass through. Open the Scouting spoiler if you stop vertical movement and take your turn to look around.

The second floor.:
has been gutted down to the support columns and plumbing/electrical conduits. Several windows are broken. Strong smell of canine waste. Visible droppings abound. There is a empty water trough crudely plumbed into one of the now wall free bathrooms.

Scout the second floor:
Notice roll please, at +2.

Success: You notice 2 types of shoe prints one larger, broader and less common than the other. Also lots of dog paw prints.

Raise: There are actually 3 types of shoe-prints. The smaller size comes in 2 varieties but the just discovered one is rarer even than the large print. Also some of the paw prints are quite large.


Connection issues more floors soon.


Additional instructions: You have movement to cross 4 floors. This means you could reach the fifth floor but your scouting ability there will be limited. You could also fly through the first four floors and then double back to the third floor to scout if you wanted to.

If you want to do something other than scouting a floor then do not open any Scout spoilers and tell me what you want to do and where. If you reach the fifth floor you can still take an action you just do not have the movement to Scout that floor.

Additional information for the second floor spoiler:
There are 2 elevators near the stairwell. They appear to have power. The barking is louder here.

Additional information for the second floor scouting spoiler that was eaten by post monster:
Success: You find evidence of people squatting on this floor.
Raise: The squatters have not been here for 3-6 months.

The third floor:
has been gutted down to the support columns and plumbing/electrical conduits. Several windows are broken or removed. Strong smell of canine waste. Visible droppings abound. There is a empty water trough crudely plumbed into one of the now wall free bathrooms. THE elevators also open onto this floor as does the stairwell. The barking is quite loud now. Louder that you have ever heard, you can feel it in youre chest like you were standing next to an amp at a punk concert.

Scout the third floor:
Please open the Scout spoiler for the second floor and make that Notice roll. For this roll however the bonus is only a +1.
Extra information on a raise. There has been some minor attempts at cleaning. The large paw prints are more common here.

The forth floor:
This floor appears to be in good condition. (this floor is the map labeled "Ground floor". The area labeled "1" is not an entrance just a large window.) Recessed LED lights in the ceiling provide good illumination. The furnishings are dirty but were once quite tasteful in shades of red, orange, and brown. The dog smell is less here but the barking continues to be loud. The area marked "2" on the map is quite messy and the floor is scared and torn. Damaged furniture and other objects litter the stained floor in this space.
A second set of elevators are located across the central open area from the stairwell. The doors of these elevators appear dented and damaged.
There are a half dozen Drones scattered about the floor. They appear to carrying equipment, cleaning, standing guard or other simple tasks.

Scout the forth floor:
By this point your range is quite limited but you can estimate there are at least 10 drones on the floor.
Most of the rooms on this floor have been converted to labs of some kind

Please make a Notice roll, no modifier.

Success: Given the pattern of the scratches on the elevator doors and the tears in the tile floor something(s) with claws have been active here. There are large bloodstains on the floor and walls of area "2".

Raise: You identify freshly mutilated human remains among the debris in area "2". Please make a Spirit roll. Raise or Success, nothing happens. Failure, you are overcome by fear and nausea. You are Shaken and have one level of Fatigue. Critical failure, as failure plus please roll on he Fear Table on pg 124 of SWADE core. There is a revolver similar to the one you are carrying on the counter separating area "3" from area "2".

The fifth floor:
This is as far as you can reach and you exploration here is very limited. That said this floor (this level uses the "typical office floor portion of the map) is in good condition and has clearly been converted into a lab. The central area, marked "17" on the map has been cleared of the cube farm shown on the map and a pair of large metal cages has been installed in its place.
This is the source of the barking. In one of the cases you see a number of large to medium sized dogs of various breeds. They are quite dirty and appear to be panicking in response to what is in the other cage.
In the other cage there are four of the largest dogs you have ever seen. They are each at least 6' tall at the shoulder. They are clearly not natural animals. Various tubes and metal plates are attached to their skin indicating likely cybernetic enhancement. None of the four have eyes. Two have visible empty sockets and two have their eyes covered by metal plates. All of them have the tops of their heads covered by metal.

Notice roll please, no modifier.

Success: There are armed K'tharen in the room 1d6(cannot ace) are visible at the moment. There are also V'sori present. They do not appear to be armed or armored. 1d2 are visible. They appear to be studying the dogs.

Raise: The giant dogs have had their claws and teeth replaced by metal. They also appear to be barking directly at you. This could just be chance but maybe....

Whew that was a lot of typing. Tell me what you do and where you do it please.


thing 2

Karma, if they ended their turn on the fourth floor:
The drones drop what they are doing, in some cases literally and move to take defensive positions behind the reinforced counter in area 3.


Savant, Doc Toxic, you are up as soon as Karma posts.

Doc Toxic if you travel via the pipes you can reach any one floor as a move. Feel free to choose the floor and open the floor spoiler. Scouting will be more difficult due to limited pipe access. If you spent a benny to get to the floor (see post in discussion re: pipe movement) then you manage the access issue. Feel free to use your action to Scout that floor and open the relevant Scouting spoiler.
If you used the skill roll to reach the floor then either use a benny to Scout or make an Athletics roll to move quickly and quietly enough to Scout the floor.

Scouting the fifth floor:
You identify 6 K'tharen and three V'sori. Please make a Science roll, no modifier.

Failure or Success: This floor is set up as a chemistry/biology lab with extra unknown bits.

Raise: The unknown bits are specialized neuroscience equipment combining earth and V'sori tech.

The sixth floor:
This floor is in excellent condition and uses the typical office floor map. The cube farm in the central area has been worked into some kind of nest made with cube walls blankets, cushions ripped out of office chairs and etc.

Scouting the sixth floor:
There are three V'sori on this floor. Several; of he offices hafe been repurposed into sleeping/eating areas.

Please make a Science roll, no modifier.

Failure or Success: This floor is set up as a surgery theater and an electronics lab with extra unknown bits.

Raise: There are several clearly alien machines scattered through the labs and operating rooms. You have no idea what they are for.

The roof:
There is very little left up here. There once was a pool and lounging area. Maybe even a mini putting green judging from the AstroTurf. All of that has been cleared away to make room for the M'buna's landing pad. The pool is still there but it is long dry.


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

Karma moves up the stairwell and into the second floor, moving into the room far enough to see that it is devoid of anything of immediate concern or interest. She says as much telepathically as she flies straight up to the third floor, keeping close to the stairwell and making sure no sentries are in the stairwell landing. She narrates that this floor is also empty and deserted as she moves up into the 4th floor, where she stops to take a closer look. I've looked at the second, third, and fourth floor spoiler and the scouting spoiler for the 4th floor.

There doesn't seem to be anyone or anything on the second or third floor. I'm looking about the 4th floor which has furnishings and some drones. I'll wait for those that are following to get up to this level before going further. Let me know who's where.

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 4

A moment later, Karma adds, Drones have moved into a defensive ring about a central point. Not sure why. They are close to where the stairs open into this floor, so walk softly and keep your bang sticks in hand. You all might want to hold on the third floor and let me scout further.

Karma is watching from the door of the stairs.

How far vertically is it from one floor to the next in inches?


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

{Comms and telepathy}"I'll be ready to back you up on 4."

science: 1d8 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (5) + 1 = 6
genius reroll: 1d8 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (3) + 1 = 4

He's getting ready, but not emerging yet.


Boost Stealth: 1d10 ⇒ 9 Boost Stealth to d10
Wild: 1d6 ⇒ 1

Stealth: 1d10 ⇒ 1
Wild: 1d6 ⇒ 5

Stealth reroll: 1d10 ⇒ 1

Savant opens the van door and moves toward the building.


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

Since all the players before me in init order have posted, I'm posting now, even tho some NPCs act before me.
It sounds like the front door is unlocked? If so...

Psiclops will open the front door and walk in.

Karma posted something about a locked door to the stairwell, but I can't see where PWGM posted it. To move things along, I'll post for either contingency...

He tries to pick the lock :
Thievery & Wild: 1d6 ⇒ 41d6 ⇒ 5 If that's not a Success for this lock, he'll wait for his next turn to blast it.

He opens the door to the stairwell and starts to climb.

Floors in an average building are maybe 10' tall. At a 45 degree slant, the stairs would be 2" per floor (rounding down), so 3 floors per turn if only stairs. Depending on how much I moved from the front door to the bottom of the stairs, how far do I get on the stairs this turn?

It just occurred to me, if the +4 to my Stealth was because I was invisible, it's actually a +6 because I have "improved" Invisibility.


Karma wrote:

...

How far vertically is it from one floor to the next in inches?

Three inches going straight up, six taking the stairs. Flying up the stairwell might shave off an inch or 2 vs walking but this is not an open stairwell. it's closer to this than this

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