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

Game Master PoorWanderingOne


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Dark Archive

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

Kara gets to be reminded of how frail her own mortal form can be as she futility struggles and strains at her harness for a moment. When tall, dark, and gothy walks up she ceases her struggles and waits in earnest. She's expecting something dramatic to happen and she's not disappointed.

Suddenly free, she stands up, the movement bringing her close to her dashing hero. Her eyes walk up him, in evaluation. On impulse she decides to make sure she's still able to do her trick.

"Not yet, but it will be," she minds says to him and him alone, her motionless lips accompanying the phrase with a slight grin.

"I've never seen the cockpit of these things but I'm about to!" she declares, making a bee-line for the front of the downed ship.

"Also I had my affects on my person when I was captured. I don't know if they're on this plane, but as of now, finding them again would not be the strangest thing that happened today."

She completes her movement and tries the door.


Ah-Rekhmire wrote:

The corpse stumbles from its restraints, looking more robust than it previously did. It looks over the group and sees some still in restraints, the creature utters some guttural noises and suddenly the bars are gone..turned to vapour.

** spoiler omitted **

Hmmm transformation is something not covered by Matter control. Meh this is set dressing so 'poof' it is gone. Don't depend on transformation working all the time.

There is no roll associated with creating or moving matter generally so no roll here. I do have a concern given that all this is happening at once and by poofing all the restraints you might be stepping on someone's chance to showoff. So...

Everyone if you want you can let Ah-Rekhmire free you or you can do it yourself. This takes no extra time or effort. It is entirely up to your desire.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

When the nullifiers explode, Dave's arms come down and he accidentally smashes his body restraint to smithereens.

It feels nice to be free, but also disappointing, like why did he bother turning himself in to the V'sori in the first place if some random weirdo was just going to break him out? He thought about just staying put, but the rest of the team seemed to be milling about.

Dave stood, approached the breach, and looked up, which he supposed was actually down. Gravity made no sense. He begins to crawl out of the transport.


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

Not sure if he can destroy the restraints without harming himself, Psiclops says in a strained voice "A little help here?"


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

Passing by little blonde dude, Dave raps his knuckles on the restraint, utterly destroying it.


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

Karma, which is what the woman with the scar calls herself in her current form, accepts Doc Toxic's help. "Thanks. Do your magic on Blondie over there. I'm good." She stands and momentarily vanishes.

She reappears, a wicked grin now on her tangible form. "I've got some gear I'd like to reclaim. If anyone sees a katana and some wrist greaves, let me know." She then sets about looking for anything that looks like it could hold equipment. If she finds a compartment that looks like it might hold something but it's locked, her form shifts to a half-transparent state of intangibility. She then sticks her head into the compartment and looks at what's inside. While intangible, she has darkvision. "There's also a heavy duty black cape."


Dave Finsterman wrote:
Passing by little blonde dude, Dave raps his knuckles on the restraint, utterly destroying it.

Which one? The blonde dude burdened with multiple restraints.{see earlier "what you see" post) Starting with a metallic blindfold that is locked to the wall. There is also the crash bar and a separate waist restraint which is locket to the seat as are the non-nullifier ankle cuffs.

I am assuming you hit the crash bar as that is the most obvious and most vulnerable to punching.


Karma

I'm assuming you accepted the blessing of Doc's noodly appendage? If so that wound is healed.


Ah-Rekhmire surveys the area and makes his way out of the wreckage. He feels strange without his usual adornments.. especially his bracers!
He exits the ruined flying chariot and stumbles through the rubble until he reaches solid ground.

"What..has..happened? Where am I?", he asks of no one in particular.


Status report as thing are happening.

~THE OUTSIDE WORLD. Everything is upside down. The sky is beneath you and the ground above. I expect there is a metaphor in there somewhere. From what you can see through the former port iris the roof you crashed on /through is green, steeply angled (~45degrees) and made of thick corrugated metal. From what you can see you came down a fey feet short of the ridge-line. It is night. Alarms are sounding. There are lights but none are pointing at the craft, yet.

~THE CRAFT OUTSIDE. Currently crashed UPSIDE DOWN part way through the roof of a large 2-3 story building. Port iris was ripped off in the crash. Plenty of room to walk outside.

~THE CRAFT INSIDE. Induced gravity is keeping the floor the floor despite what this upstart planet says. The lights are on. The camera and flat screen monitor are on fire. The door to the cockpit is closed but given that Imagine is heading that way it won't be closed for long. Rear ramp/door is closed.

Player actions, not yet resolved.
~Ah-Rekhmire, heading out the port opening.
~Imagine, heading to the cockpit.
~Karma, searching the main cabin for goodies.
~Dave Finsterman, heading out the port opening.
~Psiclops. All dressed up with no place to go. Note if no one lends a hand assume you find the latch to the blindfold/head restraint and can unleash yourself and your resentment towards the others.
~Doc Toxic. Just healed Karma.
~Mr. Sardonicous. Just freed Imagine.

Looks like Psi, Doc and Mr.Sardi are a beat behind. Oh the joys of asynchronous play. If any of you are on at the mo. I'll give you a bit to post (and me to do some of my actual job) before resolving this wave of actions. Don't worry you will not be 'skipped' ret-con is the name of the game.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:
Dave Finsterman wrote:
Passing by little blonde dude, Dave raps his knuckles on the restraint, utterly destroying it.

Which one? The blonde dude burdened with multiple restraints.{see earlier "what you see" post) Starting with a metallic blindfold that is locked to the wall. There is also the crash bar and a separate waist restraint which is locket to the seat as are the non-nullifier ankle cuffs.

I am assuming you hit the crash bar as that is the most obvious and most vulnerable to punching.

If Dave cannot free him he leaves it to someone else.


Psiclops and Dave Together you manage to make short work of the restraints. Still heading for the exit Dave? Psiclops, what are you doing with your hard won freedom?


Joker; 5 Bennies

Mr. Sardonicous gives a smile, however horrific it might be, back to Imagine. He follows her. Hopefully, the pilot still lives. It has been such a very long time since he has tasted blood. He watches as his new friend deals with the door between them and the cockpit.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

After freeing the blonde guy, Dave hops out of the plane. Well, falls, actually, into the top floor of a building that is in pretty bad shape, probably from the crash, Dave figures. He looks around.

Notice: 1d4 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (5) - 1 = 4


Ah-Rekhmire stares at the fallen man with a look of disgust on his ugly face.

"Mother Isis take pity on this poor magician. They have grouped me in with oafs and imbeciles."

Walking over to Dave, the corpse-like creature holds out its weathered hand to help him up.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

Dave ignores the offered hand. He certainly doesn't need any help from an insulting corpse. "Whaddaya know. The dead guy speaks."


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

I'm assuming you accepted the blessing of Doc's noodly appendage? If so that wound is healed.

In other circumstances, the ick factor might have prevented her accepting such help, but she was focused on whether her powers were back, and by the time she realized what Doc Toxic was doing, it was done. Let me know if her brain feels funny. She's worried what the operation that made the cut may have done to her.

Not sure of the timing here, so here is what Karma intends to do if nothing interferes.

Once karma has exhausted the possible hiding places for gear in the transport area proper, she turns intangible but still visible and drifts toward and through the walls of the ship and into the pilot's cockpit. She pokes her head into any locked cabinets.

If none of the passengers' gear can be located quickly, she gives up and focuses on scouting. She'll drift out and circle the plane looking for enemies. Then she'll head through to see what is in the top floor of the building. If she sees anyone, she'll go invisibile.

If Mr. Sardonicus makes any moves to harass or harm Imagine, however, Karma will take some aggressive counteractions.


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

"I imagine the guards will react soon." the Doctor says as he slides up the walls and out onto the floor outside. Once outside, he takes stock of the situation.

Notice: 1d8 ⇒ 41d6 ⇒ 1
Notice reroll: 1d8 ⇒ 11d6 ⇒ 4
perfectly balanced, as all things should be.


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

Psiclops helps the ghost-woman search the ship for their equipment.

Just in case...
Notice & Wild: 1d6 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (6) + 2 = 8
ACE! ACE!: 1d6 ⇒ 41d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 16, 3 Raises


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

Leslie Nielson, detective, opens the drawer and looks inside. "Bingo!" he exclaims as he looks at ... a bingo card. Hope this is our gear and not an old bingo card.

I'll roll a support roll since I forgot to roll a notice check earlier.

Notice, support for Psiclops notice check: 1d6 ⇒ 5
Wild: 1d6 ⇒ 6
Wild, Ace: 1d6 ⇒ 4
Result: 6+4, which is a success + Raise, so add +2 to Psyclops' result above.


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

Good thing I got out of there before all the X-ray eyes striated going off!


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

Psiclops also takes a few moments to activate his Force Field and Dodge powers :

Focus & Wild: 1d12 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (2) + 1 = 3 = 10, Raise

Focus & Wild: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (6) + 1 = 7
Wild ACE!: 1d6 ⇒ 3 = 10, Raise

PWGM - if we're out of melee, do I have to roll to activate them, since I'll most likely get Successes in 1 or 2 rounds.


PsiclopsNE wrote:

Psiclops also takes a few moments to activate his Force Field and Dodge powers :

[dice=Focus & Wild]d12+1; d6+1 = 10, Raise

[dice=Focus & Wild]d12+1; d6+1
[dice=Wild ACE!]d6 = 10, Raise

PWGM - if we're out of melee, do I have to roll to activate them, since I'll most likely get Successes in 1 or 2 rounds.

Yes please, you are basically checking for a critical failure. 90% of the time even a crit fail will mean nothing but that last 10%......


Sections are spoiled for length. Everyone is free to look at all of them. Just remember not to react to what your character does not know.

OUTSIDE: Dave, Ah-Rekhmire, Doc Toxic:

The 180 degree gravity flip in the door way makes exiting the ship interesting. It proves a little too interesting for Dave who face plants painfully into the green painted metal. Ah-Rekhmire and Doctor Toxic manage the change with less difficulty.

You are standing on the sloped roof of a rectangular shaped building. there is a closed skylight 10 or so feet to your left as you face up the roof slope should you wish to enter the building. A more direct way in is also available to your immediate right. The craft made a large hole in the roof when it crashed and there is plenty of room between the craft and the torn metal to leap in.

The craft currently sports a couple of small fires on the now skyward facing undercarriage. These are providing ample light in the immediate area.

There is a 5 foot or so stepped facade about 6 or so game inches to your left, so past the closed skylight. This blocks your immediate sight in that direction but you can easily see that you are in a built up neighborhood.

Behind you, down slope, the roof ends with a simple gutter and a drop into the void. From where you are standing it looks like this building abuts a medium sized residential street. You can see houses and a corner shop on the other side. Some streetlights are on but they are positioned below your roof level.

At least 3 different alarms are going off. Doc Toxic and Dave immediately recognize one is a fire alarm and another is a school bell. Your hear blaster fire from within the building.

SEARCHING THE CRAFT: Karma and Psiclops:

As befits a prisoner transport this place is pretty bare bones. You do find the controls to open the rear door and the cockpit door. These are simple non-secure touch pads with the rear door requiring two buttons to be pressed in sequence (i.e unlock then open) to prevent accidents.

You also find an unlocked cupboard containing 2 of the orange belts the pilot was wearing. From the size of the cupboard and number of empty clips there could be as many as a dozen of these belts stored here.
To recap the belts are about a pinky width thickness of bright orange webbed nylon like stuff with a large magnetic clasp/buckle, a folding knife in a built in sheath and five box like pouches spaced along the belt.

You absolutely confirm there is nothing else in the main compartment but the remains of your restraints.

At least 3 different alarms are going off. You both immediately recognize one is a fire alarm and another is a school bell. Your hear muffled blaster fire from the front of the craft.

COCKPIT: Imagine and Mr Sardonicous: The iris door opens via a simple touch-pad allowing you to enter. As soon as the iris opens an alarm becomes audible.

SPLASH PAGE: M'buna cockpit from the vantage point of the entry Iris. Everything is upside down. Imagine and Mr Sardonicous are in the foreground and seen from the back also upside down. The V'sori pilot is strapped in next to a second empty pilot chair. The black/industrial motif continues from the main compartment save that there are many lit and flashing lights/controls.

Ahead and below the craft, right side up and standing on what looks like a wood floored basketball court are four drones in white armor. As soon as you open the door they raise short blaster rifles and open fire.
PAGE END.

The blaster fire does not even chip a cockpit window that can withstand re-entry.

Mr Sardonicous, the pilot is not moving but you do not smell blood.

Imagine, you see an open cupboard on the cockpit side of the wall next to the iris door, containing three more belts identical to the ones found by Psiclops and Karma.


Welcome to the first possible conflict.

School Daze round one

Benny count as of when the cockpit door opened +1 for Karma's Joker:
Ah-Rekhmire 7
Dave 4
Doctor Toxic 5
Imagine 5
Karma 5
Mr Sardonicous 5
Psiclops 5

Cards.
Karma. Red Joker, Everyone gains a bennie (recorded above)

Drones. Ace of Hearts

Other thing you don't know about. Ace of Clubs, reminder 1.

Ah-Rekhmire. King of Diamonds (how fitting)

Thing you don't know about. King of Clubs, reminder 1.

Mr Sardonicous. Nine of Spades

Imagine. Eight of hearts (Hearts, staying on theme)

Psiclops. Seven of Hearts.

Doctor Toxic. Two of Diamonds. (You also drew a 5 of Diamonds if you find this info useful)

Dave. Deuce of Clubs (Lowest possible card. These cards are on theme)


School Daze, Round one.
Ace of Hearts

Posting this now. Karma is unlikely to disrupt this and if she does then we can ret-con.

This action is generally out of immediate view of those outside the craft.

The drones simultaneously cease fire.

One steps forward to a point directly under the cockpit window.
A second drone climbs onto their shoulders and stands up.
A third climbs onto the second drones shoulders and stands up.
The final drone climbs up the tower of armor and nearly reaches the level of the cockpit window. They remove a fusion grenade from their belt and attempt to wedge it between a torn bit of roof and the window. Athletics, group roll: 1d6 ⇒ 21d6 ⇒ 3 The drone overbalances and the tower collapses.

Two more Drones run into your field of vision.


Everyone Post when you like, actions will be resolved in card order.

Dark Archive

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

Playin' with the Eight of Hearts, knowin' that it really smarts.

"Wakey wakey, eggs and bakey!" Kara yells as she enters the room. Yep. Just as she figured. There's no way they'd only have one doo-daa in this boat. So that means two. And one left town, so there's this guy, on a ship that has been Out Of Control for over a minture and he's just...having a bit of an afternoon nap?

Nope, he's dead. She doesn't need to be a doctor dammit to know that. And if he suddenly revives and shoots her in the back then color her surprised.

Besides, tall, dark and strong is right there. He's probably gonna see to the probably-corpse.

What -does- interest her are the belts. They're not her belt oh no no no, but they are some belts. Now, what do they do? Must be useful doesn't they Precious?

I'd like to spend my new, shiny Benny to Change The Story: Through her network of underground contacts, a library of rumors siphoned through drinking holes and midnight rendezvouses, and hints dropped from her dad, Imagine has intimate knowledge of these belts and knows them as well or better than the alien invaders do.


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

The following is what I would have posted earlier, before the drawing of cards.
Karma puts one of the belts she and Psiclops finds, saying, "I'm going to look around, see what that shootings about. I'll let you know what I find." Then she goes intangible and invisible.

She also activates her armor.
Focus: 1d8 ⇒ 6
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 4

Invisible and intangible, Karma moves through the walls of the ship to look outside, moving toward the drones as they attempt their sabotage and fail gloriously.

Let me know how close she can get to the drones at a flying pace of 6. Please explain what drones are. Are they humanoid robots? Androids? Are they mechanical or sentient or both? Second let me know what happened to the fusion grenade they were trying to plant on the ship and whether Karma could reach it and pick it up. If she can reach it, she'll go substantial but stay invisible and take the grenade, which I think would make it invisible once in her grasp.


Imagine

I'd like to spend my new, shiny Benny to Change The Story: Through her network of underground contacts, a library of rumors siphoned through drinking holes and midnight rendezvouses, and hints dropped from her dad, Imagine has intimate knowledge of these belts and knows them as well or better than the alien invaders do.

That is reasonable.

Belts:
These are V'spri survival belts. They function as one use anti-gravity glider/parachutes. They are equipped with automatic distress beacons in the buckle and the pockets usually contain a survival blanket food (silver wrapped bars) and water purification equipment(orange tipped straws) in addition to a dye marker(looks like a small bath salts ball) and a distress flare (black tube closed at one end.). They also contain a blue gel capsule suicide pill. This pill causes death in seconds and breaks the body down to a brown slurry in about an hour. It is as lethal though slower acting in humans/hybrids or Atlanteans. You will recognize all these elements on sight.

Note: nothing you described so far constitutes and action. Are you searching the cockpit or pilot? Are you grabbing the belts? Or just looking in and.....?


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:
Dave. Deuce of Clubs (Lowest possible card. These cards are on theme)

I love it


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

Psiclops will take the other belt and put it on, then head to the back of the ship to get out.

I didn't see any Agility or Athletics rolls to determine how gracefully we get out, so are you just telling us?

Once out, he looks around and shouts "we need to find transportation to get out of here!", then hovers in the air, and heads down the roof's slope and flies downward.

I don't know how many inches I traveled in the ship, or how many inches it is to the edge of the roof, so you can tell me how far I got in my endeavors.


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

Man, I hate that one hour time limit!
P.S. - my flight speed is 12.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0

For a moment, Dave simply listens. Unless you are a student or a work at a school, you may not be able to distinguish between a fire alarm and a school bell. They were different, although not by much. But the biggest difference was the fire alarm had it's own rap.

A fire alarm says:
Get on to the floor
and start moving to the door.

Dave does a little dance step and then stops. There's more to it but he can't remember the rest. He's never heard both bells at the same time. That was new.

The blonde dude Dave rescued from the plane starts shouting about finding transportation and then flies away. Dave was about to remind him that they're supposed to rescue Mindjack, but he's already gone.

"Ha!" Dave suddenly laughs. "We're supposed to break Mindjack out of a prison, but there's a school bell going off. That's how I always felt about it too!" He's not talking to anyone in particular. It doesn't matter.

Then there's another sound, like a bunch of stuff falling over. He looks down through the skylight and finally sees everything that's going on.

Unfortunately, the plane crashed into the cafeteria, and it's a long drop down to the floor where the action is. That blonde flying dude could have helped the team get down there, but he's off doing his own thing.

"Now see," Dave thinks aloud, "A good superhero team works together. But I guess that's what got all the good superheroes killed." He shrugs and starts looking for the roof access door and stairs down.

Notice: 1d4 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (1) - 1 = 0


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

Since Karma is not close enough to the drones to do anything useful to them, she uses her turn action to "see" what the belt packs contain. Let me know how many she can check in one action.

What have I got in my pocketses.

Thoughts:
Karma has presumably dealt with drones before. She has thought about whether to treat them as extensions of the V'sori overlords and hence disposable as part of the larger vengeance campaign to eliminate the leadership. However, she is troubled by this because there is a chance they are sentient beings who have been enslaved and perhaps don't deserve the lethality she usually reserves for the top of the V'sori power pyramid. So she usually tries to disable them rather than kill them, unless it's a kill or be killed case.


With the chaos going on all around him, Ah-Rekhmire takes a moment to centre himself. Looking over to the front of the 'ship' he sees the swarm of drones attempting to attach something to the hull. Calling up his power to control matter, the ancient mummy conjures up a whirlwind of stones, metal and other debris and centres it on the drones.

OK, first time for rolling. This is one of the powers of Matter Control and will cause 2d6 damage. I want to use a bennie to increase the damage to 4d6 (adding the Power ability to the spell (+5 pts). So as I understand it, I can use upto 22 points to modify my powers (Super Sorcery). Now is this correct? Do I need to roll to make this happen?


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

2♦
If there are drones left and they don't have a Pc in and among them:

The Doc will throw a glob of acid at the drones
Focus: 1d8 ⇒ 31d6 ⇒ 1
deviation: 1d6 ⇒ 21d12 ⇒ 2

If they have PC's among them, he will use entangle at the same numbers.
Focus: 1d8 ⇒ 11d6 ⇒ 3
deviation: 1d6 ⇒ 21d12 ⇒ 10

If the droens have been dealt with
The doc will take a quick peek inside, trying to be stealthy.


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

If I may add a small ret-con...

He will turn invisible as a no-roll, non-Free Action.

#5 in PC-action order.
Do you want the number of our actions including or ignoring where the bad guys are on the list?


Joker; 5 Bennies

Using the new Bennie to make the pilot living.

The last movie that Mr Sardonicous had seen was an episode of the Keystone Cops. The drones' ineptitude reminded him so much of that movie. He grins and lets out a mild snort of amusement. Mr Sardonicous quickly scans the cockpit for anything other than the pilot which may be of interest. He grabs the pilot by the back of it's neck. He draws him closer. Carefully he does so, as to not damage the living nectar flowing inside of it.

Mr Sardonicous sinks his teeth deep into it's neck and drinks heartily and deeply.

Notice: 1d4 ⇒ 41d6 ⇒ 3


There are a couple of actions I can resolve.

Partial resolution, School daze, round 1

Karma Joker. The belt makes a solid "Click" as the magnetic buckle locks. As you are fading partly out of this reality the belt automatically sinches to a tight but not uncomfortable fit around your waist. Karma is no longer visible

You easily ghost through the craft ceiling and the metal roof of the building.

You are the first person to get a clear view of exactly where you are. Picture is pretty close...except for the drones and the alien transport sticking out of the ceiling at mid-court also it is night so the windows are dark but the lights are on. You crashed into a gym...

You are currently ghosting 1-2" (your call) above the floor about 4" away from the 4 prone drones who are roughly in the center of the court. 2 more drones just {ignore this: 1d6 ⇒ 11d6 ⇒ 6} entered. One is just at the door. the open door under the hoop on the right side of the pic.~10" from you on your right. while the other is abut halfway to the group of fallen drones. 4-5" from you. also on your right

The belt:
The folding knife is well made quite sharp (SWADE stats, Dagger/Knife pg 72). 3 of the 5 pockets do not open and in fact have no lid/opening. They are solid and heavy, one sits at the small of your back and the others are just at your hip bones. The opening pockets and knife are in the front of the belt in knife-pocket-buckle-pocket configuration. In the pocket nearest the knife you find a piece of thin strangely warm cloth folded many times to make a compact rectangle along with what appears to be an orange golf ball with small holes rather than the usual dents and 3 silver wrapped finger length bars. In the other pocket there are 3 more silver bars Two foot long clear hollow tubes with orange tips folded in half and a six inch long black cylinder black at one end, red at the other. Attached to the underside of the lid of the second pocket is a soft capsule containing a blue liquid.

............................

The drones Ace of Hearts This is when the tower trick fails and the other 2 drones join the party.
..............................

Ah-Rekhmire king of Diamonds Need your action. Were you going to blast the prone drones with stones? Do something exciting via Super Sorcery? Both?
..........................

Going to take a risk here and assume that Ah-Rekhmire's action will not impact Psiclops or the folks in the cockpit. We may need to ret-con this so the following is tentative.

Mr Sardonicous. Nine of Spades
First take your benny back. Conditions were not as they seemed.

Second you have a choice to make. This fine V'sori has been poisoned and is very nearly finished dying. You can (a) drink "heartily and deeply" to get the blood you require and expose yourself to the clearly potentially lethal poison.Note I have no idea how severely the toxin will impact you. The possibility of character death is real but unlikely. Or you can (b) reject this tainted chalice, and instead notice the single drop of blue liquid leaking from the pilots neck as well as the pulse pistol in an easy access case built into the chair. With either choice the pilot will very likely expire at the end of your turn.
..................................

Imagine. Eight of hearts I am assuming you are targeting the closer of the two upright drones. forlorn hope(spirit): 1d6 ⇒ 6. Ace!: 1d6 ⇒ 5 total is 11-2 or nine. Success with a raise. This is now Drone A. Drone A has +2 to resist mind control for the rest of it's life. You go through the drones defenses like a tornado there was nothing there. It was like walking upstairs in the dark and there being one fewer steps than you expected. This mind is strange and slick and barely there. You scramble to find a grip but by the time you recover your focus this thing has shut you out!
..........................

Psiclops. Seven of Hearts it is 8" from the cockpit door to the exit ramp. Say you were in the middle while searching so 4" to the door. The thick orange belt makes a loud "click" as the magnetic buckle locks and it automatically shrinks to a tight but not crushing fit.
You fade from vision with practiced ease. Psiclops is no longer visible.
You lower the rear ramp easily and fly out. Approximately 2" outside the Mbuna the belt activates. Your fly speed immediately drops to 6" unless you make a Focus roll, it feels like you are flying through wet concrete. The belt projects a bright orange and gold sphere around you with lightning bolts leaping to the nearby metal surfaces.
Everyone You all hear a LOUD grinding industrial noise mixed with electrical pops/bangs coming from the open rear of the M'buna. Karma from your location the sound appears to be coming from the M'buna. Notice at -2 to locate the sound to the rear of the craft.
Everyone but Psiclops and Karma can make a Notice at -2 to see a translucent Psiclops inside some kind of energy field. (Psiclops,this would normally be at -4 but you are inside a disco ball from hell and your invisibility is having trouble compensating.)
..............................

Doctor Toxic and Dave. The terrible 2's Holding resolution pending what our favorite Mummy chooses to do.

Dark Archive

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

Eight of Hearts

'Well, well, well,' Kara thinks as she takes one of the emergency belts and wraps it around herself. Then she snags the other two through the first one. Better to have it and not need it.

And that, at least, is what her body does.
Additional Action

Her somewhat-enforced genetic manipulation allowed her mind to expand beyond the mortal understanding of multitasking to a true ability to do more than one thing at once. The attention to pillage the cockpit was inconsequential, and allowed her mind to do other things.

Such as to focus on the two drones walking in just now. My, what handsome specimens of fighting stock. They must be really good in a fight.

Time to find out.

She slips into the mind of one of the newcomers, chosen at random, and demands it to kill its friend.

Focus for Mind Control!: 1d12 + 8 ⇒ (12) + 8 = 20
Great Jabba the Hutt that thing ACED?!?!?! OH the HUMANITY!: 1d12 ⇒ 3 = eleventy billions. Spirit roll to resist at -2.
WILD Focus for Mind Control!: 1d6 + 8 ⇒ (6) + 8 = 14
WHAT THE BUTTOCKS IS GOING ON HERE?!?!!!1!: 1d6 ⇒ 2 = 16

Imagine's pent up rage at being kept in confinement so long SURGES to the van of her mentality, forcing its way into the fighting thing like a medieval battering ram banging against a little girl's plastic doll house.


Imagine So you are not waiting to see what Mr.S does? This will not resolve until after his action card either way.

Dark Archive

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

Kara assumes that Mr. S is searching/eating/violently penetrating the pilot, and as such is no concern of hers. If he needs help he'll scream for it.


Kara "Imagine" Luthor wrote:
Kara assumes that Mr. S is searching/eating/violently penetrating the pilot, and as such is no concern of hers. If he needs help he'll scream for it.

Right-ho. I added you to the partial resolution post because we are still under the time limit. Go Drone A! Go Drone A!


Kara "Imagine" Luthor wrote:

Eight of Hearts

'Well, well, well,' Kara thinks as she takes one of the emergency belts and wraps it around herself. Then she snags the other two through the first one. Better to have it and not need it.

...

Forgot to mention this. The magnetic buckle make a pronounced "Click" as it locks in place. The belt automatically tightens to you waist providing a tight but not crushing fit.


Yes, A-R will blast the area where the drones are with his matter control and use a bennie to boot the damage to 4d6.

Damage: 4d6 ⇒ (6, 6, 5, 6) = 23


Ah-Rekhmire wrote:

Yes, A-R will blast the area where the drones are with his matter control and use a bennie to boot the damage to 4d6.

...

That damage rubs out the prone drones (ouch!)

Care to describe what happens when rocks fall and everybody dies?


Dave and Doc
Ah-Reckmire has removed most of the drones. Mr.S's choice can't impact you so you are good to close out the round. From your earlier posting I have you both looking for a way down to the gym floor?

If you just jump the 25 feet (4" for game stats) you are looking a 2d6+2 damage (can ace) from the fall.

Doc You can pretty trivially see that the craft crashed in the roof of a gymnasium. There are plenty of girders and supports to climb on if you are looking for a good vantage point. If that is your goal for sneaking in then a stealth roll will blind the 2 remaining drones to your presence. There is also whatever is happening to Psiclops or......

Dave You see the top of an access ladder poking above the stepped facade about 6 or so game inches to your left past the closed skylight. With your pace of 5 (see Obese hindrance) it would take your move and a run action to make it there but if you got anything better that a 1 on your running d4 you could start down this turn. There is also whatever is happening to Psiclops or......


Joker; 5 Bennies

Since he's undead and immune to poison, he'll risk it. ;)

Mr Sardonicous sinks his teeth deep into it's neck and drinks heartily and deeply. He releases the drained body back into his seat. He slips into 1920's dialect. "Excuse me, while I pull this guy's rod." He reaches down into the seat and retrieves the firearm.


As the shrivelled corpse speaks, a whirlwind suddenly comes to life right where the drones are located. The wind is strong, but it is the rocks and other bits of debris that cause the most damage, scouring the mechanical troops with a punishing pummeling. When the wind subsides, only random bits that once might have been parts of the guards remain.

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