Welcome to Star City, the city of the future.

Game Master PoorWanderingOne


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thing 1

Nothing you can see.


Doctor Toxic...
Check. Going on hold? I doubt it will matter this turn but it means you can start on hold next turn.


Psiclops

Front door is unlocked. So you can walk right in. {said the Spider to the Fly...}

It is six inches per floor via the stairs so walking you can get to the third floor. Feel free to open both the Second floor spoilers but not the scouting one unless you are taking an action to look around.
If you go all the way to the third floor feel free to open that spoiler as well, but not the Scouting spoiler unless you are taking an action.

Improved invisibility, check


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

Psiclops moves to the stairs, and gets to the third floor. He only takes cursory glances at the floors as he goes.


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

Doctor Toxic...

Check. Going on hold? I doubt it will matter this turn but it means you can start on hold next turn.

yes


the other thing Nothing that you see.

thing red

The barking calms. It does not cease, but it calms.

Doctor Toxic notice, wild: 1d8 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (5) + 2 = 7 total 8
Doctor Toxic Re-roll notice, wild: 1d8 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (6) + 2 = 8 total 10 rolling aces unnecessary.
Karma Notice, wild: 1d6 ⇒ 31d6 ⇒ 3 total 3
Psiclops notice, wild: 1d4 + 2 ⇒ (3) + 2 = 51d6 + 2 ⇒ (1) + 2 = 3 total 5
Savant notice-1 Hard of hearing, wild: 1d4 - 2 - 1 - 4 ⇒ (4) - 2 - 1 - 4 = -31d6 - 2 - 1 - 4 ⇒ (6) - 2 - 1 - 4 = -1 dual ace: 1d4 ⇒ 31d6 ⇒ 3 total 2 (6+3-2-1-4)

Doctor Toxic:
The set of elevators that start/end on the fourth floor start up. Both cars are above you, can't say how far.

Psiclops:
You hear an elevator start. Probably above you.

Karma & Savant. Nothing to report.


Dog day afternoon turn 2

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.
There is a M'buna parked on the roof.

Other buildings around the intersection as you desire them.

Interior.
Maplink

First floor. Empty cafe and Nail salon. Staircase to second floor.

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.There are 2 elevators near the stairwell. They appear to have power.

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. You find evidence of people squatting on this floor.

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. 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. There are 2 elevators near the stairwell. They appear to have power.

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 fourth 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.

Scout the fourth floor:

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 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.
The other cage is empty.

Scouting the fifth floor:

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 have been repurposed into sleeping/eating areas.

Please make a Science roll, no modifier.

Failure or Success: Rooms on this floor have been set up as surgery theater and electronics labs 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.

There is a great deal of barking going on.

Benny count
Savant 5
Doc Toxic and Psiclops 3
Karma 1

Initiative:

Doctor Toxic On hold

Drones, aka thing two. ace of clubs
thing red. king of diamonds
thing one. queen of spades

Psiclops Jack of Hearts
Karma Ten of Diamonds
Savant Seven of Clubs

thing blue. two of diamonds


Cool, ace high straight.

Doctor Toxic to start us off please or tell me you are letting drones act.


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

I will hold for the moment.


drones

Four more drones enter the area and take firing positions covering the stairs and elevator.

thing red
Nothing you can see.

thing one
Nothing you can see.

Karma:
You hear heavy running footsteps from the floor above. Multiple people running towards your position. Whoever they are they have not reached the stairwell.

Feel free to hop in when you like Doctor.

Psiclops, Karma, and Savant take it away.


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

Psiclops moves up one more floor, and mentally asks Karma Are you here? What have you noticed?


Stealth: 1d10 ⇒ 7
Wild: 1d6 ⇒ 1

Savant will attempt to hide outside the building and look for a way to climb up if that proves possible.


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

Drone reinforcements arriving. Looks like we're expected. We could fight through them, but I'd suggest Psi and Sav hang back while the Doc and I get above them and create a distraction to draw them off.

Karma will move up one floor, moving up from the stairwell where she has been watching the drones. She'll stay near the exterior wall in case she needs to make a quick exit.


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

Doc will turn on the water, then slip back into the toilet and move to the next level.


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

Remember, these drones are genetically engineered to fight supers. They might have smelled us or something.


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

That's why I'm staying close to the wall. If they sense me, they can sense any of us. But they may have other tech ways to monitor the entrance area.


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

PWGM - I may have mis-interpreted your use of the word "drones" - are they living or mechanical?


PsiclopsNE wrote:
PWGM - I may have mis-interpreted your use of the word "drones" - are they living or mechanical?

Please the campaign page. "What we talk about when we talk about Drones." That should answer some of your questions.


Doctor Toxic wrote:
Doc will turn on the water, then slip back into the toilet and move to the next level.

Sorry, brain slip. Turn on the water where? What effect are you hoping for here?


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

Drat - I keep forgetting about the Campaign page. Thanks!


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

Since Doc Toxic is moving through the pipes, I suppose he would arrive in either a washroom or a lab sink or kitchen area. Is the map of the next floor up the same as the one we have? It might help to mark where Doc Toxic is on that map.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Poor Wandering GM wrote:
Doctor Toxic wrote:
Doc will turn on the water, then slip back into the toilet and move to the next level.
Sorry, brain slip. Turn on the water where? What effect are you hoping for here?

Sorry, my mother is having some medical issues. Karma is correct, I'll turn on the water on one of the bathroom taps. It might make the drones react.


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

I hope your mother is okay. Family comes first.


Thing blue

Anyone on the 4th floor hears one of the elevators across from the stairwell start. It is coming down.


Dog day afternoon turn 3

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.
There is a M'buna parked on the roof.

Other buildings around the intersection as you desire them.

Interior.
Maplink

First floor. Empty cafe and Nail salon. Staircase to second floor.

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.There are 2 elevators near the stairwell. They appear to have power.

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. You find evidence of people squatting on this floor.

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. 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. There are 2 elevators near the stairwell. They appear to have power.

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 fourth 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. The faucets/dish-cleaning systems in the kitchen (area 12) are running at full blast.

Scout the fourth floor:

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 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.
The other cage is empty.

Scouting the fifth floor:

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 have been repurposed into sleeping/eating areas.

Please make a Science roll, no modifier.

Failure or Success: Rooms on this floor have been set up as surgery theater and electronics labs 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.

There is a great deal of barking going on.

Benny count
Savant 5
Doc Toxic and Psiclops 3
Karma 1

Player locations & conditions
Savant, outside. Looking for a way up. The building is easily climbable up to the third floor. After that there are no broken windows so the climb gets more difficult. Each floor climbed takes 6" of movement (3" floor to ceiling x2 for climbing) and an Athletics roll. This roll has a +2 until you reach the forth floor where it becomes a -1.

Doc Toxic, fourth floor, in the pipes. Currently in Area 12 on the fourth floor map as they just turned on the waterworks.

Psiclops fourth floor in the stairwell, area 16.

Karma fifth floor. You see a group of five monstrous figures entering the stairwell. Each figure is about 7 feet tall and quite broad. They are humanoid sharks for lack of a better description. They are wearing body armor and carrying rifles. These are K'thren, the heavy infantry/shock troops of the V'sori and they are moving with military precision.

Initiative:

thing blue. ace of diamonds

Savant Queen of clubs

Drones. jack of clubs

Karma Ten of spades

thing red. seven of spades

Psiclops Seven of diamonds

Doc Toxic Five of hearts. Calculating is active. You buried the queen of diamonds

K'tharen. four of clubs


thing blue

The door to the elevator on the forth floor opens and terror comes out.

Two canine horrors exit the elevator. Each stands 5-6 feet tall at the shoulder. They are covered in patchy fur, black on one and Dalmatian spotted on the other. Their bodies are angular and almost artificial in places. Tubes and wires are visible running between ports on their bodies and limbs. The tops of their skulls are shiny metal and their jaws have been augmented and filled with metal teeth.

They burst from the elevator and race towards the stairwell.


Hey Karma, would you be so kind as to create some tokens for the players/ I could also use 2 dog-horrors and 5 shark-men. Goblin dogs and lizard men would work fine for these unless you get lucky. Oh I will also need five blue people to represent actual V'sori. Thank you.


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

I will work on it soon.

As soon as Karma sees the K'thren, she relays their descriptions to allies via telepathy.

I'll post Karma's next actions Friday.


Queen of Clubs

Focus to Boost Athletics: 1d10 ⇒ 1
Wild: 1d6 ⇒ 3

Spend Bennie to re-roll

Focus to Boost Athletics: 1d10 ⇒ 7 Increase 1 die
Wild: 1d6 ⇒ 3

Athletics Boosted to d8: 1d8 + 2 ⇒ (6) + 2 = 8
Wild: 1d6 ⇒ 3

My Pace is increase by +2. Not sure how to optimize climbing but I'll move up the building as quickly as I can.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:
Hey Karma, would you be so kind as to create some tokens for the players/ I could also use 2 dog-horrors and 5 shark-men. Goblin dogs and lizard men would work fine for these unless you get lucky. Oh I will also need five blue people to represent actual V'sori. Thank you.

Done. New figures are to the lower right.


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

Can I get a description of what else Karma can see on the 5th floor besides the 5 alien troopers? I'm looking for ways to cause a distraction and draw some combatants from the lower areas back up to the higher floors. Depending on what other enemies might be in the room, she is thinking of just moving in and taking a shot at the K'tharen from ghost form, using the "phase" rules to phase her handgun into tangible form just long enough to fire the gun and then back to intangible.

Between the drones, the dogs, and the K'tharen, I think our best plan is to use guerilla tactics and hit and move, rather than trying to attack them all at once. Karma, Psiclops, and Doc Toxic can all either fly or move in ways that could elude attacks. If we're lucky, one of us might be able to find something that can go boom and start a fire to do more damage to more individuals.


Karma NE wrote:

Can I get a description of what else Karma can see on the 5th floor besides the 5 alien troopers? I'm looking for ways to cause a distraction and draw some combatants from the lower areas back up to the higher floors. Depending on what other enemies might be in the room, she is thinking of just moving in and taking a shot at the K'tharen from ghost form, using the "phase" rules to phase her handgun into tangible form just long enough to fire the gun and then back to intangible.

Between the drones, the dogs, and the K'tharen, I think our best plan is to use guerilla tactics and hit and move, rather than trying to attack them all at once. Karma, Psiclops, and Doc Toxic can all either fly or move in ways that could elude attacks. If we're lucky, one of us might be able to find something that can go boom and start a fire to do more damage to more individuals.

Re: 5th floor. Take a look at the "fifth floor" spoiler. If you want to spend an action scouting then you can open the Scouting spoiler for the 5th floor.

There are three V'sori near the far elevator bank They are wearing crey body suits and are carrying electronic devices. V'sori #2 & #3 are wearing crown like headsets. V'sori #2 is watching the display on a hand held data pad.
The elevator doors in front of V'sori # 2 are just closing. You can see 2 Canine Horrors in the elevator. The down arrow is lit.

The Let me know if you have more specific questions. I'm here to help!


everyone
Notes on the K'tharen and Canine Horrors.

Horrors:
1.They have visible armor plates both beneath and on top of their skin. In game terms this is the Armor power. This means that the power can be bypassed by taking a -6 to your attack roll.

2. Their eyes are covered by stylish purple visors.

K'theran:
1. They are wearing body armor. This can be bypassed at the usual -6 to hit. They are armed with rifles, 2 grenades each and rather nasty claws.

2. You all know from the false war and invasion that K'tharen are extremely strong and quite difficult to bring down. In game terms they are Extras with a Strength of D12 or higher and can take a wound before dropping.


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

Karma moves in ghost form toward the dog cage with the thought of opening the cage door to let the dogs run wild, which will hopefully cause some distraction. She can get to any point along the west or north side.

What does it look like it will take to open the cage? Is is a straightforward latch or a lock requiring a key or some kind of electronic pass key? If it looks like she will require a key of some sort, she'll look to see if the drone standing north of the cage appears to have something. She'll phase attack the drone if she can't see an obvious way to open the cage at first glance.


Karma
The cage has a single-person sized door that opens with a simple latch. The Drone at the north end of the cage is right by the door but they are not holding it closed or otherwise preventing it opening.


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

Focus: 1d8 ⇒ 3
Wild: 1d6 ⇒ 2

Karma phases her invisible hand long enough to unlatch and open the cage door, answering a musical question.


Karma You easily shift into this reality long enough to open the latch.

The pack of panicked pooches pour out of the cage.The drone at the cage door tries to grab a dog: 1d6 ⇒ 6 and restrains one! The rest however stream past and scatter.

Everyone Rather than having to deal with the individual animals the pack of panicked pooches (PPP?) will grant a re-roll on any Test or Support action so long as you can describe how the dogs and the chaos they create helps your action. As a collective the dogs have 4 wounds but they can only take 1 wound per attack unless area effect weapons are used.


Thing red. AKA the V'sori Scientists.

Scientist #1 moves north to try to their hand at dogwrangling: 1d4 ⇒ 3. They grab an animal but it quickly wiggles free.

Scientist #2 does nothing: 1d10 ⇒ 2

Scientist #3 does nothing: 1d10 ⇒ 3

Psiclops and Doctor Toxic you are up.


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

When the drone is in the kitched and the doors swing shut, I'll hit him with a Stun.

Focus: 1d8 ⇒ 51d6 ⇒ 2


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

So, just to be clear, the dogs will not attack us?
Also, in your spoiler, you said there were a half-dozen Drones, but the map shows 10, which is quite a difference - I'm assuming the map is correct?

While invisible, Psiclops attacks Drone #1 :

Focus & Wild: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (5) + 1 = 6 = 11, Raise

Damage+Raise: 6d6 + 1d6 ⇒ (3, 4, 6, 4, 1, 5) + (6) = 29
ACE! ACE!: 2d6 ⇒ (2, 6) = 8
ACE!: 1d6 ⇒ 1 = 38 I hope that splatters him or we're in big trouble...

After attacking, Psiclops flies up to the ceiling, laying his back flat on the ceiling, and moves 4" (assuming a 10' ceiling, so 2" to get up there) (map updated).


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

The dogs just released on on the 5th floor. Karma intends them to be distraction #1. She's working at drawing more resources from floor 4 back up to floor 5. I think the dogs on the 4th floor are likely the creatures we are tasked with eliminating. They are modified and much more dangerous than the dogs Karma just released on floor 5.


Psiclops wrote:


While invisible, Psiclops attacks Drone #1 :

I hope that splatters him or we're in big trouble...

After attacking, Psiclops flies up to the ceiling, laying his back flat on the ceiling, and moves 4" (assuming a 10' ceiling, so 2" to get up there) (map updated).

Everyone. Questions are a burden to others; answers are a prison for oneself:

Psiclops wrote:
...will not attack us?

That is unclear. :7) the Pack of Panicked Pooches are exactly that, panicked. They are unpredictable. In game terms the V'sori et. al. can also use the panicked pooches to take the free re-roll on support or tests if they (well I really) can come up with a good explanation as to how and why.

Psiclops wrote:
...half-dozen Drones.

The drone numbers in the 4th floor spoiler are a bit out of date. There were more drones but they were not immediately obvious to a quick inspection.

As you slip past the Canine Horrors one snaps at you!

Mechanics:
Free attack as you leave melee with the Northern Canine Horror (blue border), -6invisilibity, +2unknown reason, +2other unknown reason: 1d10 - 2 ⇒ (1) - 2 = -1

It misses but it was clearly aiming at you

Undaunted by the Horror Dogs you skillfully blast one of the drones sending it flying backwards! (the wall marked "Smash!" has a body sized hole where the Smash in indicated.)


Doctor Toxic wrote:

When the drone is in the kitchen and the doors swing shut, I'll hit him with a Stun.

Your chemical cocktail splashes onto the drone.

Mechanics:
Drone Vigor roll: 1d8 ⇒ 8. Success!

To no visible effect!?!


The K'thearn

The shark warriors boil out of the stairwell and into the 4th floor.

Their small black eyes search the room,

Mechanics:
Notice, group roll, -6 invisibility: 1d8 ⇒ 21d6 ⇒ 1

to no avail!

K'tharen squad goes on Hold


Dog day afternoon turn 4

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.
There is a M'buna parked on the roof.

Other buildings around the intersection as you desire them.

Interior. Map link.

First floor. Empty cafe and Nail salon. Staircase to second floor.

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.There are 2 elevators near the stairwell. They appear to have power.

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. You find evidence of people squatting on this floor.

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. 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. There are 2 elevators near the stairwell. They appear to have power.

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 fourth 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. The faucets/dish-cleaning systems in the kitchen (area 12) are running at full blast.

Scout the fourth floor:

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 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 was the source of the barking. One of the cages held number of large to medium sized dogs of various breeds who have since been released. They are quite dirty and appear to be panicking as they run about the floor. The other cage is empty.

Scouting the fifth floor:

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 two V'sori on this floor. Several of he offices have been repurposed into sleeping/eating areas or more labs.

Please make a Science roll, no modifier.

Failure or Success: Several rooms on this floor have been set up as surgery theater and electronics labs 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.

There is a great deal of barking going on.

Known occupants and locations or notes:

Players and allies.
Savant Climbing the exterior of the building. They are currently at the 3rd floor level.

Karma Invisible and intangible on the 5th floor. Just let the dogs out!

PsiclopsInvisible on the 4th floor. May be in combat with a Canine horror.

Doctor Toxic On the 4th floor in the kitchen where all the taps and appliances have gone mad.

The opposition.

One squad of 5 K'tharen. On Hold where the stairs feed into the 4th floor.

Two Canine Horrors near the K'tharen on the 4'th floor.

Nine Drones Scattered about the 4th floor. Two more on the 5th floor near the cages

Two more Canine Horrors in the elevator on the 5th floor.

Three V'sori near the elevators on the 5th floor.

Other
A Pack of Panicked Pooches on the 5th floor. They grant a free re-roll to any Test or Support roll with a description of how they help or hinder.

Benny count
Savant 4
Doc Toxic and Psiclops 3
Karma 1
GM bennies spent 0

Initiative, Deck dropped by the foolish GM. Cards shuffled:

V'sori scientists. ace of hearts

Psiclops Jack of Spades

k'tharen warriors 10 of spades
canine horrors 9 of clubs

Savant 7 of clubs
Karma 6 of hearts
Doc Toxic 2 of spades, first draw no cards burnt.

drones 2 of diamonds


V'sori scientists.

#1 walks calmly into an office/lab near the elevators. You see their crown device glow. Secret Science!: 1d10 ⇒ 10, ace not relevant.

#2 continues to work on a data pad while speaking to no one. No one is close enough to easily hear them. Secret Science II!: 1d10 ⇒ 4

#3 steps around the corner of the elevators. Their crown in also glowing. Secret Science III!: 1d10 ⇒ 9

Psiclops you are up!


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

Seeing as the canine horrors can give away his general location, Psiclops attacks the one closest to him :

Focus & Wild: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (3) + 1 = 4

Assuming a 4 ranged attack hits, he does :

Damage: 6d6 ⇒ (6, 3, 6, 3, 6, 1) = 25
ACE! ACE! ACE!: 3d6 ⇒ (4, 6, 6) = 16
ACE! ACE!: 2d6 ⇒ (5, 4) = 9 = 50! Man, the damage dice gods are being good to me...

And then he moves along the ceiling 6" (map updated)


Psiclops

Psiclops wrote:
Seeing as the canine horrors can give away his general location, Psiclops attacks the one closest to him...

Sorry, complex sitch. Need some clarity.

Which Horror, Green or Blue? It Matters because you are in melee with Green. Moving away will grant it an attack and it involves using a ranged attack in melee. From your post I think you meant Green but I want to be sure.

So which sweet, sweet doggo gets blasted? Green or Blue?


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

I'll blast Green, so that if it dies (and with 50 damage, I hope it does!), it can't make a withdraw attack.


Psiclops
Green it is.

Unfortunately you need a 7 or better to hit Green. As you are in melee with them the ranged TN becomes the targets parry. Benny time or take the miss?

Also you can cancel you movement if you wish if you do take the miss and want to avoid the free attack.


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

Benny time!

Focus & Wild: 1d12 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (6) + 1 = 7
Wild ACE!: 1d6 ⇒ 2 = 9

I just noticed that in my PC header, I have that I have 9 Bennies. I think early on in the game you handed out a lot of Bennies. I'm not going to search all the posts, but I doubt I would have used 6 of them since. Did Bennies "reset" to 3 at some point?

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

Yes, but do any of the versions explicitly define what being "in melee" is?


PsiclopsNE wrote:
Yes, but do any of the versions explicitly define what being "in melee" is?

Nope it is never defined. OED / Websters do not require blows to be exchanged to properly use the term though.

Language is imprecise.


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

Back when we were divvying up the loot from the Slasher transport bust, Karma claimed an H&K SMG. I then forgot to add it to her weapons and gear listings. I'm doing so now.

Here is the post where I made the claim. I don't think anyone else claimed the SMG, so she had one as a back-up weapon.

Edit: If I might, I'd like to change that choice to one of the Glock pistols, as they do the same damage and she's mainly interested in the weapon for use with her phase in ability.


Karma NE wrote:

Back when we were divvying up the loot from the Slasher transport bust, Karma claimed an H&K SMG. I then forgot to add it to her weapons and gear listings. I'm doing so now.

Here is the post where I made the claim. I don't think anyone else claimed the SMG, so she had one as a back-up weapon.

Edit: If I might, I'd like to change that choice to one of the Glock pistols, as they do the same damage and she's mainly interested in the weapon for use with her phase in ability.

Not a problem. Just remember to note how much ammo you have.


Paging Psiclops and Doctor Toxic. Psiclops and Doctor Toxic please pick up the white courtesy phone...


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

Sorry, life got in the way there for a while. I promise I will make a full post tomorrow...


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

As Marvin said, Real Life! Don't talk to me about real life!


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

My work schedule has changed. For the next five weeks, I'll be unable to post generally after 3 PM (same time zone as New York City) on Monday through Thursday. I'll check games in the morning and make what posts I can.

Also, I may be traveling on April 6-9. I should have some access to Wifi and a laptop, but if a post is needed in this period, please
'bot my character. It's possible the trip will not happen, in which case I'll let you know. (I'm hoping to see the total solar eclipse on April 8 in Ohio, USA.)


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

I'm back. Danced on a Moonshadow! Saw the total eclipse through a nifty small reflecting telescope given to me by Psyclops player years ago. Awesome!

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