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

Game Master PoorWanderingOne


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Psiclops wrote:

Benny time!

Hit= 9

Psiclop's blast takes the Hound in the chest and damages something important. The Canine Horror drops.

Re: bennies. Bennies reset with each encounter so your 9 are just a fond memory. Counting the one you just used to re-roll that attack you have 2 remaining.


The K'tharen troopers remain on hold, for now.

Canine Horrors.

Upstairs: The two horrors rum past the scientists and leap onto the cage rushing directly towards Karma who they attempt to bite.
To their increasing frustration they fail.

Mechanics:
Horror Red, Fighting, +2 from somewhere: 1d10 + 2 ⇒ (3) + 2 = 5. Miss. Horror Yellow, Fighting: 1d10 ⇒ 8
Hit but no damage due to Intangible nature.

Downstairs:
The remaining horror, ignore this: 1d6 ⇒ 3, rushes towards Psiclops and leaps for their leg! Grapple attempt, +2 from somewhere: 1d6 + 2 ⇒ (2) + 2 = 4 Psiclops Athletics to avoid: 1d4 ⇒ 31d6 ⇒ 2.

The Horror catches you foot and is holding on!

Psiclops you can spend a benny to re-roll your Athletics if you wish and try to beat that 4. Otherwise your are Entangled (Pace becomes 0 and you are Vulnerable which means Actions and attacks against
the target are made at +2 until the end of his
next turn.)


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

Just curious, how tall are these things? I'm *way* up at ceiling level...
Also, I don't see anything in the rules that says I can't make an attack against my grappler (after the initial grapple, and at -2) instead of trying to escape - is that correct?
With only 2 Bennies left, I'm not going to re-roll.


Psiclops

re: Ceilings and horrors.

Horrors:

Poor Wandering GM, Oct 31, 2023, 09:15pm wrote:
Each stands 5-6 feet tall at the shoulder. ...

So 6-8 feet at the head.

Ceilings:

Psiclops Mon, Dec 4, 2023, 04:15am wrote:
... Psiclops flies up to the ceiling, ...(assuming a 10' ceiling, so 2" to get up there) (map updated).

10' ceiling 6' horror minimum. 4' maximum difference. My neighbor's cute pug can clear a 4 foot fence with a foot or two of run up so I think you are in range. Sorry.

Psiclops But today is your lucky day. *Take a benny* because I made a mistake. The Horrors are Size 1 which means they take a -1 when they try to grapple a measly human. That changes their grapple total to 3 and defenders win ties. You are not entangled.

Now the bad news...


The k'tharen warriors come off hold and rush forward.

warriors #1,5,3 & 2 run: 1d6 ⇒ 4.

Leaping into the air [ooc](k'tharen are 8 feet tall on average) they slash wildly in the space where the horror was attacking.

mechanics:

ignore this: 1d5 ⇒ 2
warrior #1, fighting, -2run, +4 gang up, improved frenzy: 1d10 ⇒ 81d10 ⇒ 31d10 ⇒ 9 Totals 10,5,11 tn 13 (5base+5parry+3invisibility when they know basically where you are)

warrior #2, fighting, -2 run +4 gang up, +1 somewhere, improved frenzy: 1d10 ⇒ 11d10 ⇒ 71d10 ⇒ 1 Totals critical failure.

warrior #3, fighting, -2 run +4 gang up, improved frenzy: 1d10 ⇒ 31d10 ⇒ 31d10 ⇒ 5 Totals 5,5,7

warrior #4, fighting, +4 gang up, improved frenzy: 1d10 ⇒ 81d10 ⇒ 71d10 ⇒ 2 Totals 12,11,6

warrior #5, fighting, -2 run +4 gang up, improved frenzy: 1d10 ⇒ 81d10 ⇒ 41d10 ⇒ 3 Totals 10,6,5

Somehow you manage to survive in a world changed into nothing but claws and teeth. One shark-man slashes through a suspended light and the resulting shock throws them back. Vigor: 1d10 ⇒ 1 and they are stunned!)


Savant, Karma, and Doc Toxic you are up. In that order if it matters...


"Savant" wrote:

Queen of Clubs

[dice=Focus to Boost Athletics]d10
[dice=Wild]d6

Spend Bennie to re-roll

[dice=Focus to Boost Athletics]d10 Increase 1 die
[dice=Wild]d6

[dice=Athletics Boosted to d8]d8+2
[dice=Wild]d6

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

I think I am still outside trying to get to the roof. Not sure if that is a viable option.


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

Karma flinches at the sight of the big dog's teeth closing around her torso, but relaxes when they cannot affect her. She allows herself a slight smile as she thinks, They can't touch me but I can touch them.

She aims a fist at where the dog outside the cage should be red and phases it into that position.

Focus: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5


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

Previous text should read: She aims a fist at where the heart of the dog outside the cage should be red and phases it into that position.


Savant

I think I am still outside trying to get to the roof. Not sure if that is a viable option.

You are climbing steadily and are about midway up the 4th floor. You can "run" or climb hurriedly and gain an extra d6/2 inches of movement but that will require an Athletics roll at -2 as you are taking more risks to move faster.

You also can take an action should you choose to. You are outside the building but can see into the 4th floor easily. Note that if you "run" the -2 will apply to this action as normal.

Additionally please make a Stealth roll as I am assuming you are trying to be quiet?


Karma

Canine Horror tries to resist. Vigor: 1d12 ⇒ 1. And fails utterly. You feel some slight pain as the cybernetic systems short out but nothing you can't ignore. The Horror crumples.


Focus to Boost Athletics: 1d10 ⇒ 6
Wild: 1d6 ⇒ 4

Boost Athletics from d6 to d8.

Athletics: 1d8 ⇒ 8
Wild: 1d6 ⇒ 6

ACE Athletics: 1d8 ⇒ 7 So 15 Athletics.
ACE Wild: 1d6 ⇒ 2

My Running die is a d8, but in case climbing is different I'll roll both.

Run d8: 1d8 ⇒ 3

Or Run d6: 1d6 ⇒ 1

And finally Stealth: 1d6 ⇒ 6
Wild: 1d6 ⇒ 1
Stealth ACE: 1d6 ⇒ 1 7 Stealth

The focus and muscle memory of professional climbers ripple through Savant's mind. The athletic ability is one of the few abilities he has come to grips with. He doesn't know how to climb a building, but as he relaxes the movements are easy.


Savant
Wow! with those numbers let's but you outside the 5th floor right now.

Doc Toxic and the drones to close us out!

Map link!


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

[ooc]Sorry, things have been chaotic in my life. On top of holiday stuff.[/dice]

Doc is going to roll a smoke grenade to the drone by the door, then sneak into the next room.

smarts to cook off the smoke grenade: 1d8 ⇒ 11d6 ⇒ 3
genius reroll: 1d8 ⇒ 41d6 ⇒ 2

athletics: 1d8 ⇒ 41d6 ⇒ 1

stealth: 1d8 ⇒ 11d6 ⇒ 3
Christmas reroll: 1d8 ⇒ 71d6 ⇒ 1


Doc Toxic

The NE quadrant of the floor rapidly fills with thick smoke. (woah LBT's are Large!)

It would be a miracle if anyone saw you now.

{No problem Doc. Life and holidays can be difficult.}


drones.

Upstairs.

near drone red border. "saturation protocol"
It then makes an adjustment to it's gun and an ungodly amount of fire and noise sprays forth!

mechanics:
Suppression fire, recoil: 1d8 - 2 ⇒ (6) - 2 = 4 both targets are Distracted (-2 to all Trait rolls until the end of their next turn)

The Canine horror yelps in surprise as the alien fire fills the air and even you Karma are forced to duck and dodge as the bolts slam into the walls and floor around you.

You are distracted (-2 to all Trait rolls until the end of your next turn)

far drone blue border. Runs from their position while pulling an object from their belt. All the while scanning for what killed the Horror.

mechanics:
run: 1d6 ⇒ 5. Notice, invisibility rough location known: 1d4 - 4 ⇒ (3) - 4 = -1.

Downstairs

Black and dark red drone 6's, walk out of the smoke cloud and as one all drones open fire at whatever the Ktharen are attacking.

Mechanics:

Miracle check to hear /see Doc Toxic as the smoke fills their vision: 1d4 ⇒ 31d4 ⇒ 2.
notice for orange and yellow drones to locate Doc: 1d4 ⇒ 21d4 ⇒ 1

The four drone 6s, medium range: 1d8 - 2 ⇒ (7) - 2 = 51d8 - 2 ⇒ (1) - 2 = -11d8 - 2 ⇒ (4) - 2 = 21d8 - 2 ⇒ (4) - 2 = 2. Innocent bystander 1-5 K'tharen 6 Horror: 1d6 ⇒ 2 K'tharen 2, damage AP2: 2d6 ⇒ (2, 6) = 8ace: 1d6 ⇒ 1 total damage 9. No effect

drones 1-5, short range: 1d8 ⇒ 31d8 ⇒ 11d8 ⇒ 41d8 ⇒ 5 Innocent bystander 1-5 K'tharen 6 Horror: 1d6 ⇒ 3 K'tharen 3 damage AP2: 2d6 ⇒ (2, 1) = 3 no effect.

The particle bolts shred the false ceiling and a couple bounce off the Shark men's armor but none find the ever illusive Psiclops


Dog day afternoon turn 5

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. Combat is occurring on this floor. See map for details.

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. Combat is occurring on this floor see map for details.

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. Combat on lower floors may have rendered this information out of date.

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. Combat on lower floors may have rendered this information out of date.

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 these unknown bits 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 5th floor level.

Karma Invisible and Intangible on the 5th floor. In combat with drones and a Canine Horror. Currently distracted.

Psiclops Invisible on the 4th floor. In combat with a Canine horror and several K'tharen.

Doctor Toxic Stealthing (7) about the north end of the 4th floor and ignoring the no smoking signs.

The opposition:

One squad of 5 K'tharen. South end of the 4th floor swinging at something they cannot quite see.

One Canine Horror 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

Another Canine Horror near the north end of the cages 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:

V'sori scientists. king of clubs
drones. queen of hearts

Savant Jack of Diamonds
Psiclops Jack of Clubs
Doc Toxic Nine of Hearts, Burnt the King of Diamonds.

k'tharen warriors. eight of spades

Karma Eight of Hearts

canine horrors. two of hearts


V'sori scientists.
All three are now working on hand held data pads. The crown devices are not glowing. They walk briskly to the southern end of the floor.


drones

upstairs.
_blue drone: on Hold
_red drone: Drops their now glowing gun and draws a short club that crackles with an electrical charge. They swing ineffectually at the something in front of them.

Mechanics:
Fighting, invisible target: 1d8 - 4 ⇒ (5) - 4 = 1

downstairs

_yellow and orange 6 drones search unsuccessfully for whatever caused the smoke.

mechanics:
Notice yellow, target is 7: 1d4 ⇒ 3. Notice orange, target is 7: 1d4 ⇒ 3

_the remaining drones on this floor advance towards the melee keeping up steady fire.

mechanics:
green 6, short range: 1d8 ⇒ 6 miss.
drone 3, short range: 1d8 ⇒ 3 miss.
drone 2, short range: 1d8 ⇒ 1 Innocent bystander 1-5 Shark, 6 Horror: 1d6 ⇒ 5. Shark 5 damage AP2: 2d6 ⇒ (5, 1) = 6 no effect.
drone 4, short range: 1d8 ⇒ 8 ace: 1d8 ⇒ 8 ace: 1d8 ⇒ 2 total 18 target 14. Hit with a raise damage AP2: 3d6 ⇒ (2, 5, 6) = 13 ace: 1d6 ⇒ 2 total 15 no effect.
drone 5, short range: 1d8 ⇒ 8 ace: 1d8 ⇒ 6 total 14 target 14 hit. damage AP2: 2d6 ⇒ (1, 1) = 2 no effect.
drone black 6, short range: 1d8 ⇒ 5 miss
drone red 6, short range: 1d8 ⇒ 7 miss

Two of the drone rifles find their target But Psiclops's Force field holds true.


Savant, Psiclops, and Doc Toxic are up in that order if it matters.


I'm guessing these windows on 5th floor don't open or don't open in a way that I can get into them? I'm looking to get in at one of the northern room 19s. Seems like there is trouble there.


"Savant" wrote:

I'm guessing these windows on 5th floor don't open or don't open in a way that I can get into them? I'm looking to get in at one of the northern room 19s. Seems like there is trouble there.

That sounds like a Thievery (interface does not apply, no electronics involved) roll to pop the window open or an attack of some kind to break the glass. The windows do not open. That does not mean they cannot beopened.


Great! Thank you.

Focus to Boost Thievery: 1d10 ⇒ 7
Wild: 1d6 ⇒ 6
Wild ACE: 1d6 ⇒ 2Total of 8, so that is a raise, Thievery goes from d6 to d10.

Thievery: 1d10 ⇒ 1
Wild: 1d6 ⇒ 2

Reroll Thievery from Boosted Ally Gets a Reroll: 1d10 ⇒ 9

Years ago, a man installed these windows. That man sits now at a table, eating a bowl of oatmeal, but in the back of his mind, he remembers the job. How much simpler things were then, before the aliens blew the world to hell.

Now, here, Savant slides a knife into the sealant around the pane, hoping to pry the sturdy glass away from its frame.


Savant You easily remove the window. Please place yourself in any square just inside the outer wall on the 5th floor.

Psiclops and Doc Toxic are up!


Great. Now I need to figure out what to activate to get this guy fight ready.


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

Doc sighs internally, knowing what he has to do to try and help Psiclops. He will pop another smoke grenade to distract the drones nearby and hustle into the West corridor where he can see the scrum. Once there, he will call out, "Foolish abominations! I knew you'd go for my minion while I accomplished my Every Goal! Mwa-Ha-Ha!"

[ooc]If this works, this is going to hurt. First me, then them.


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

Psiclops goes into defend mode (whatever that looks like in-game) and moves 6" towards the stairs.

Let them all attack! FWIW, I went "around" creature #6 (always 1 square between us). I wasn't sure if you give Free Attacks for just moving by right next to a creature or not. Map updated.


Doc Toxic I'm guessing where you want to be and where you want the smoke to be. Let me know if I guessed poorly.

In addition to drawing attention I'm considering this a Taunt attempt focusing on the Canine Horror. Taunt: 1d4 ⇒ 21d6 ⇒ 3 Genius re-roll: 1d4 ⇒ 11d6 ⇒ 4 Total 4. Opposed Smarts: 1d6 ⇒ 4 Success, no extra effect.

Psiclops You get a free attack when a target leaves base -to-base contact/melee range. So moving through the squares next to the Drone would draw the attack. See "Defend" in the core SW book pg 99 for details.

Canine Horror, gang-up,invisibility: 1d10 + 2 - 3 ⇒ (9) + 2 - 3 = 8. Target 14. Clean miss

K'tharen, gang-up,invisibility: 1d10 + 2 - 6 ⇒ (6) + 2 - 6 = 21d10 + 2 - 6 ⇒ (1) + 2 - 6 = -31d10 + 2 - 6 ⇒ (6) + 2 - 6 = 21d10 + 2 - 6 ⇒ (8) + 2 - 6 = 41d10 + 2 - 6 ⇒ (2) + 2 - 6 = -2. Target 14. All miss

I may have under counted their Gang-up by 2 but it would not have made a difference. You are clear.


K'tharen

The shark troopers split into two groups. Green group goes on hold. Red group Advances to melee(odd) or fire (even): 1d6 ⇒ 3. Odd they run for Doctor Toxic.

Note to Psiclops All 3 of red group passed adjacent to you. This means you can make up to 3 free attacks, one for each as they go by. This will impact how difficult it will be to locate you next turn so let me know. If you do take the attacks the TN will be their parry of 7.

Note II. The K'tharen are NOT where they are represented on the map. They are in a holding pattern pending Psiclop's blasting decision. The survivors if any will reassess once the turn resumes.


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

Go get 'em Psycholps!


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

Sorry, I just now actually noticed your comment about getting Free Attacks, even tho I read your post for the first time several days ago. Going to pass on them if that gives my position away. I'm happy with getting away from them without getting hit. Hope you weren't waiting on just my reply...


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

Given how outnumbered we are, I'm thinking our best strategy is guerilla tactics, hitting and trying to kill the big dogs and then moving before the swarms of soldiers and drones can surround us.


K'tharen turn continues.....

The shark beasts run towards Doc Toxic!: 1d6 ⇒ 1 And cannot reach the good doctor!

One frustrated beyond rational thought bellows in rage. Intimidate, -2 run: 1d10 - 2 ⇒ (3) - 2 = 1 Well that is just sad. GM benny re-roll: 1d10 - 2 ⇒ (2) - 2 = 0 *golf clap* Opposed Spirit for Doc: 1d6 ⇒ 31d6 ⇒ 1No effect The doctor stares into the sharks maw with perfect equanimity.

The other two open fire.
#5 Shooting, -2 run: 1d10 - 2 ⇒ (7) - 2 = 5 TN7, miss
#3 Shooting, -2 run: 1d10 - 2 ⇒ (7) - 2 = 5 TN7, miss, dammit


Karma is up and then the game goes to the dogs.


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

Karma moves through the remaining big dog into the cage area until she is about fifty feet from the dog. As she moves, she draws the fancy revolver she picked up earlier and adjusts the cylinders to place what she thinks, hopes, is the explosive round. She points the weapon at the dog, phases the pistol into tangible form, fires the round, and reverts it to intangible form.

Shooting: 1d8 ⇒ 4
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 3
Result: 6 + 3 = 9

Focus, phase: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5

GM will have to roll the damage. This was round C.


Karma NE wrote:

Karma moves through the remaining big dog into the cage area until she is about fifty feet from the dog. As she moves, she draws the fancy revolver she picked up earlier and adjusts the cylinders to place what she thinks, hopes, is the explosive round. She points the weapon at the dog, phases the pistol into tangible form, fires the round, and reverts it to intangible form.

[dice=Shooting]1d8
[dice=Wild]1d6
[dice=Wild, ace]1d6
Result: 6 + 3 = 9

[dice=Focus, phase]1d8
[dice=Wild]1d6

GM will have to roll the damage. This was round C.

You position the cylinder and pull the trigger. As you do you again feel weak telepathic contact. You feel crowded in on, everything is uncomfortably close. Along with this feeling is a query. "override?"

If you choose not to override then you still have your action and can easily fire another round or do anything else as normal.

If you choose to override:
BOOM The round detonates with a force that seems unreasonable given the size of the round. Please place the large red circle that I have added to the right of the map centered over your target. Everything within that circle takes 5d6 damage, these dice can ace.

Weapon and known stats added to Campaign page.


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

With some trepidation, Karma agrees to the telepathic request to override.

She was worried that if the expected explosion was too extensive, she might be too close, but the explosion is satisfactorily focused on the remaining dog and drone.

damage: 5d6 ⇒ (1, 2, 1, 5, 1) = 10

The explosion does not do as much damage as she hoped, but still it is satisfying to see. If nothing else, it may draw some threats on Psiclops and the others back to this area.


Ouch! I feel your pain.

The detonation was more sound and fury signifying nothing than an effective attack. Maybe the round was old or the V'sori purposely turned down the power. Impressive bang though.

The Horror and the drone appear unphased but on the other hand the structure is not on fire and appears to be undamaged. The drop ceiling has lived up to it's name and the floor is torn up a bit so walking through that will take some care. A few bits of debris fly past/through you but nothing of note


canine horrors

floor four.

The horror lopes after the invisible Psiclops.
The remaining K'tharen come off hold and follow.

Mechanics 1:
When the dog bites, -3 invisibility with known location, +1 gang-up: 1d10 - 2 ⇒ (1) - 2 = -1 GM benny to reroll that. When the dog bites reprise, -3 invisibility with known location, +1 gang-up: 1d10 - 2 ⇒ (5) - 2 = 3 Sigh...

The pseudo-dog leaps up biting only air.

The K'tharen taking their mark from the horror attack with fury..

Mechanics 2:
The Horror gives a good but not perfect indication of where you are and you did nothing to give away your location, so I gave you 2/3 of you invisibility this round. Not that you needed it.Shark #1,-4 invisibility, +2 gangup, imp frenzy: 1d10 - 2 ⇒ (3) - 2 = 11d10 - 2 ⇒ (4) - 2 = 21d10 - 2 ⇒ (5) - 2 = 3
Shark #2,-4 invisibility, +1 gangup, imp frenzy: 1d10 - 3 ⇒ (3) - 3 = 01d10 - 3 ⇒ (4) - 3 = 11d10 - 3 ⇒ (8) - 3 = 5 I need to get better mooks.

floor five

The canine horror leaps onto the top of the surviving and moves to directly above Karma barking furiously!

Mechanics:
Intimidation test: 1d10 ⇒ 5. opposed Spirit for Karma: 1d8 ⇒ 71d6 ⇒ 3. Test fails.

GM benny spent


Dog day afternoon turn 6

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. Combat is occurring on this floor. See map for details.

Spoiler:
Scout the fourth floor]

You can estimate there were 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 a 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. Combat is occurring on this floor see map for details.

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. Combat on lower floors may have rendered this information out of date.

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. Combat on lower floors may have rendered this information out of date.

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 these unknown bits 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 Clinging the exterior of the building. They are currently at the 5th floor level.

Karma Invisible and Intangible on the 5th floor. In combat with drones and a Canine Horror.

Psiclops Invisible on the 4th floor. In combat with a Canine horror and several K'tharen.

Doctor Toxic the north end of the 4th floor.

The opposition:

One squad of 5 K'tharen on the 4th floor. Half are closing in on Doctor Toxic the rest are swinging at something they cannot quite see.

One Canine Horror 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

Another Canine Horror near the north end of the cages 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 5
Doc Toxic and Psiclops 4
Karma 2
GM bennies spent 1

Initiative:

Karma Joker, bennies added.

canine horrors. ace of spades
V'sori scientists. ace of hearts
k'tharen warriors. queen of spades
drones. ten of spades

Psiclops Ten of clubs
Savant Eight of Diamonds
Doc Toxic Two of clubs, burnt the King of spades

Start us off Karma are you acting now or waiting a bit....


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:
Another Canine Horror near the north end of the cages on the 5th floor.

This one has been dispatched.

Karma calmly ignores the canine horror trying to sink his big teeth into her, rotates the gun's cylinder to chamber the armor piercing round (Type A). She tries to position the gun barrel into the head of the dog, phase the gun in, fire it, and phase it back out, hoping to blast its brains from the inside out. After firing, she will move. Where moves will depend on the effect of the attack. I'm hoping this will give her both the bullet damage and the phase in damage, but I'll take what the GM awards.

Shooting: 1d8 ⇒ 8
Wild: 1d6 ⇒ 4
Shooting, ace: 1d8 ⇒ 3
Modifier +2 (joker)
Result: 8 + 3 + 2 = 13

Focus: 1d8 ⇒ 6
Wild: 1d6 ⇒ 1
Modifier +2 (joker)
Result: 6 + 2 = 8

Damage, AP bullet A: 2d6 ⇒ (3, 2) = 5
Modifier +2 (joker)
Result: 5 + 2 = 7
Raise damage: 1d6 ⇒ 5
Does the raise bonus damage die also get +2 from the joker or is that just added to the total damage?


You are not sure if it was the bullet or the partial materialization but something made the Horrors head explode.

Mechanics:
So the Joker bonus to Shooting and Focus is countered by the Multi-action penalty for making the two attacks.

The shooting of {8+3+2-2} 11 is exactly what you needed for a raise.
The damage from the bullet {5+2+5 sorry Joker bonus applies to the total damage.} 12 will shake the brute.

But let's see if that matters. The focus roll is six, the MAP negates the Joker bonus and the Horror opposes with vigor: 1d12 ⇒ 2. Not good enough.


remaining horror.

Circling it's elusive target he giant dog thing attempts to bite and hold onto Psiclops leg.

Mechanics:
Horror athletics, +2 gang-up-3 invisibility: 1d6 + 2 - 3 ⇒ (3) + 2 - 3 = 2. GM Benny re-roll: 1d6 + 2 - 3 ⇒ (6) + 2 - 3 = 5 Ace: 1d6 ⇒ 4 Psyclops athletics, target is 9: 1d4 ⇒ 11d6 ⇒ 5. That is a success with a raise so you are bound. You are distracted and vulnerable, cannot move and the only physical action you can take on your turn is to attempt to break free via a Strength roll at -4 or athletics at -2.

The horror catches *something* in its jaws and rolling like a shark you are brought down and held under its paws and body.


v'sori scientists

Seeing the horrors head explode finally gets a reaction from the imperturbable V'sori.

apparently meaningless rolls:
1: 1d6 ⇒ 4. 2: 1d6 ⇒ 4. 3: 1d6 ⇒ 4.[/dice]

They rush into the elevator and the doors close. The indicator shows the car is going down.


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

Karma was going to go for the V'sori next if she took the big dog down. I think she has enough movement to follow them into the elevator.

Karma sends a telepathic message to her allies in range, Two dogs down. Three V'sori in elevator going down. I'm with them now.


k'tharen warriors

.group green. Action is dependent on Psiclops deciding to spend a benny to re-roll their Athletics and the result.

.group red. Charge Doctor Toxic.

Mechanics:
#1, imp. frenzy. +2 gang-up: 1d10 + 2 ⇒ (6) + 2 = 81d10 + 2 ⇒ (9) + 2 = 111d10 + 2 ⇒ (8) + 2 = 10
#2, imp. frenzy. +2 gang-up: 1d10 + 2 ⇒ (3) + 2 = 51d10 + 2 ⇒ (5) + 2 = 71d10 + 2 ⇒ (1) + 2 = 3
#3, imp. frenzy. +2 gang-up: 1d10 + 2 ⇒ (10) + 2 = 121d10 + 2 ⇒ (9) + 2 = 111d10 + 2 ⇒ (10) + 2 = 12 Ace 1, Ace 3: 1d10 ⇒ 21d10 ⇒ 9

#1 3 hits 2 have a raise. Damage hit 1 AP2: 1d12 + 2 ⇒ (1) + 2 = 31d6 ⇒ 6 Ace: 1d6 ⇒ 6 Ace 2: 1d6 ⇒ 3 total 18 ap2 vs toughness 12 after the AP is 1 wound
Damage hit 2, raise AP2: 1d12 + 2 ⇒ (2) + 2 = 41d6 ⇒ 41d6 ⇒ 1 damage 9 vs toughness 12 is no effect.
Damage hit 3, raise AP2: 1d12 + 2 ⇒ (5) + 2 = 71d6 ⇒ 21d6 ⇒ 2 Damage 11 vs toughness 12 is no effect.

#2 one hit. damage AP2: 1d12 + 2 ⇒ (6) + 2 = 81d6 ⇒ 2 damage 10 vs toughness 12 is no effect.

#3 three hits all with a raise. Damage hit 1, raise AP2: 1d12 + 2 ⇒ (9) + 2 = 111d6 ⇒ 31d6 ⇒ 5 damage 18 vs toughness 12 is 1 wound
Damage hit 2, raise AP2: 1d12 + 2 ⇒ (9) + 2 = 111d6 ⇒ 21d6 ⇒ 6ace 1: 1d6 ⇒ 1 damage 20 vs toughness 12 is 2 wounds
Damage hit 3, raise AP2: 1d12 + 2 ⇒ (8) + 2 = 101d6 ⇒ 41d6 ⇒ 6 ace 1: 1d6 ⇒ 4 damage 24 vs toughness 12 is 3 wounds

How you can respond:
Well you said this was going to hurt.
You have 4 wounding attacks incoming. 2 at 1 wound each, 1 at 2 wounds, and 1 at 3. At the table you would be dealing with, soaking etc, each wounding attack in sequence. But that does not work for pbp so go ahead and react to these wounding attacks in whatever order you please. Each must be dealt with separately so to try to soak them all will take 4 bennies.

You also have the option of accepting/not trying to soak a wounding attack and then immediately making a Focus roll to activate your Regeneration power. Note you may have an error with this power on your char sheet. You have "If the roll is successful, your character heals one wound." This is correct but you also heal a second wound on a raise. 2 wounds per roll is the max though so any raises past the first have no effect. You likely know this but I wanted to make sure.

Once you have responded to these wounding attacks we will see what your wound level is going forward.


Karma NE wrote:

Karma was going to go for the V'sori next if she took the big dog down. I think she has enough movement to follow them into the elevator.

Karma sends a telepathic message to her allies in range, Two dogs down. Three V'sori in elevator going down. I'm with them now.

You may have the movement but it is no longer your card so you cannot normally move at the moment. There is a way though, take a look at the Interrupt power stunt on pg 31 of the SPC3. If you spend a bennie you can take take another turn, starting as if you were on hold. You could technically do this as many times as you have bennies making for ONE VERY big turn. You would even get to keep the Joker bonus through all the extra turns. There is a small additional downside though. As soon as you activate this power stunt you immediately become Distracted and Vulnerable as you have all ready acted normally this turn.

I have moved you back to where you killed the dog. Let me know if you are going to spend a benny to Inturrupt and then you can move and act again.


drones.

4th floor.
Actions dependent on how Doc Toxic and Psiclops respond to their respective predicaments.

5th floor.
.blue drone. Sighting on where the Horror was killed the drone opens fire.

Mechanics:
shooting, -2 invisibility with obvious action: 1d8 - 2 ⇒ (5) - 2 = 3
A cage post melts where you were but a moment ago.

.red drone. The drone removes a grenade from their belt and, walking forward through the rubble, silently throws it towards you.

Mechanics:
athletics: 1d6 ⇒ 4 hit. blast template placed, centered on dead canine horror.

The grenade lands nearby you have an instant to act.
Throwing the grenade away:
You can try to grab the grenade and throw it elsewhere (see Core pg 78 grenades, Hot potato) this is an Athletics roll at -4 with a tn of 4. Success or Raise allow you to make a second Athletics roll to toss the grenade anywhere within its 5/10(-2 to hit)/20(-4 to hit) range. Success in this second TN 4 roll places the grenade where you like, a raise increases the damage as normal. A failure on this roll results in the grenade landing somewhere. See deviation in the Core book pg. 97-8.
Failure on the first Athletics-4 roll means the grenade goes off before you can throw it and you take damage as if the attacker got a raise on their original throw. Of course a critical failure on either athletics roll will likely put you in the blast radius.

Regardless of whether or not you choose to try to throw the grenade away you can make an Athletics roll at -2 to attempt to evade the blast. (See Core pg 100 Evasion for details.) A success or raise on this roll means you avoid the blast and are moved to just outside the blast template in the direction of your choice. Obviously there is no need/opportunity to evade the blast if you threw the grenade away and you are not in/under the template when it goes off.


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 NE wrote:

Karma was going to go for the V'sori next if she took the big dog down. I think she has enough movement to follow them into the elevator.

Karma sends a telepathic message to her allies in range, Two dogs down. Three V'sori in elevator going down. I'm with them now.

You may have the movement but it is no longer your card so you cannot normally move at the moment. There is a way though, take a look at the Interrupt power stunt on pg 31 of the SPC3. If you spend a bennie you can take take another turn, starting as if you were on hold. You could technically do this as many times as you have bennies making for ONE VERY big turn. You would even get to keep the Joker bonus through all the extra turns. There is a small additional downside though. As soon as you activate this power stunt you immediately become Distracted and Vulnerable as you have all ready acted normally this turn.

I have moved you back to where you killed the dog. Let me know if you are going to spend a benny to Inturrupt and then you can move and act again.

In my post, I indicated OOC that Karma would move after her attack but I was waiting to find out what the outcome of the attack was. My plan was to have her move toward the V'sori to set up an attack on them next turn if the attack on the dog took it out action. When you posted the results of the attack on the dog, you also went on to start the V'Sori's turn, so I did not get a chance to complete my move. If she cannot follow them into the elevator, she at least gets close to where they were before they moved. I'd rather not spend a benny with only two left. Do let me know if the elevator the V'Sori got on has started to descend or not. She hopes to tailgate into the elevator at the start of her next turn and follow them as best she can.


Karma NE wrote:


In my post, I indicated OOC that Karma would move after her attack but I was waiting to find out what the outcome of the attack was.

My bad entirely. I missed that in your post. My apologies. You are merrily tailgating the elevator as it descends. You hear an explosion behind you.

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