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

Game Master PoorWanderingOne


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

Thoughts:
Whoa. Glad I'm ghosting. I'll have to find out who did that. Don't want to get caught in a rock storm while I'm physical


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

Run!: 1d4 ⇒ 1 Too perfect

Dave can't see any doors to stairwells here, but if he thinks about it, when has that ever been part of a school cafeteria? While trying not to fall in the large burning hole in the roof, he about trips over the skylight again, and then at the far end of the roof is a trap door.

Despite the awesome red Adidas track suit, running is really not Dave's thing. Anyway, it seems like his teammates can handle these drones fine without him. And fighting drones is not high on his list of hero activities for today. He jogs in the direction of the trap door.


Dave Finsterman wrote:

[dice=Run!]1d4 Too perfect

....

Ok I am thinking that the dice are really enjoying Dave. I know I am.


Resolution, School daze, round 1

Location picture, just add M'buna stuck in the roof and some pulverized body parts scattered about.

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 Neither the 4 drones non the carefully waxed finish on this section of the court will ever be the same again. The stone storm scattered bits of drone and gear in a roughly 9 yard (4-5") radius from where the drones fell. You did enough damage to cause 5" of knock-back. The swirling winds and stones seemed like a forceful pounding attack that would throw things about so I ruled it caused knock-back. L:et me know if I misinterpreted something.
..........................

Mr Sardonicous. Nine of Spades
The vampire relieves the now dead pilot of their blood and their sidearm. Given what was in their blood stream the pistol would have tasted better.
..................................

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. 2 of diamonds The closest drone is about 14" away from the hole by the craft. You can take an action now or go on hold as we enter round 2.
..............................

Dave. 2 of clubs You have just reached the trap door. It is locked or barred from below. If you like you can take a Strength roll to force it open or a fighting roll to punch it. Either roll will be at -2 because of the run 'action' As this will not effect anyone else just toss the roll in whenever and I'll ret-con this in.


School Daze Round 2.

Benny count:
Ah-Rekhmire 7
Dave 5
Doctor Toxic 6
Imagine 5
Karma 6
Mr Sardonicous 6
Psiclops 6

Combat setting: School Gymnasium, the roof thereof, and the interior of a crashed M'buna.

The gym is a rectangular room approximately 70x120 feet (12"x 20") with a polished hardwood floor. Folded out bleachers line the long sides of the room. The roof is a 4-5" above the floor, with support beams and etc. below that. Doors are as visible in the picture. The side you cannot see (behind the photographer) should be taken as a mirror to the short side you can see. A set of double doors with crash bar and "exit" sign, a blue painted closed single door and a closed wooden door on the same long wall as the one in the picture. For purposes of play the short side you see in the pic is "side 1" the long side with the wooden doors is "side 2" the short side you cannot see is "side 3" and the long side without any doors is "side 4".

Cards. Shuffled due to Joker draw last round.

Dave King of diamonds. On the roof by a trap door.

Thing you don't know about Queen of diamonds reminder 2

Ah-Rekhmire Queen of clubs. On the roof by the craft/hole

Psiclops Jack of spades. Disco ball from hell just outside the rear of the craft Psiclops cannot be seen unless you make a Notice -2 until the disco issue is resolved. Wearing an active orange belt

Mr. Sardonicous Jack of clubs. In the dining car (cockpit)

Imagine 5 of hearts. In the cockpit wearing an orange belt

Doctor Toxic 5 of diamonds, you also drew a 9 of diamonds. Exact position TBD

Other thing you don't know about 4 of clubs. reminder 2

Karma 2 of hearts. Ghosting just outside the sphere of devastation left by Ah-Rekhmir last round. Karma cannot be seen or felt. Wearing an orange belt.

Drones: 2 of clubs. In the gym. One by the open door on side 1. The other, Drone A, about 10" into the gym heading to where the drones were torn to bits. Drone A has +2 vs mind control.

Post as you like, actions will be resolved in card order. The things you don't know about will go on hold and can be ignored.

Dave and Ah-Rekhmire you are leading the parade this turn...


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 reaches the trap door only to find the thing is locked from inside. Hands on hips, he breathes heavily for a moment after the run, then kneels down and sends a fist through the square of metal.

Fighting: 1d12 + 6 - 2 ⇒ (7) + 6 - 2 = 11
Heavy Weapon (fist), Smash, AP 4, Brawler: 1d8 + 1d4 + 3d6 ⇒ (3) + (2) + (2, 2, 4) = 13


"[b wrote:

Dave Finsterman[/b]" Dave reaches the trap door only to find the thing is locked from inside. Hands on hips, he breathes heavily for a moment after the run, then kneels down and sends a fist through the square of metal.

Dave resolution turn 1 extra

Boom! Door is opened. You see a ladder running down the inside wall of side 3. It is covered with a security cover for the last 3 feet and stops 5' from the floor. For game purposes it is 4" of ladder and 1" drop. Make and Athletics roll for the drop TN 2. 1d6 damage if you crit fail. (Unlucky and Obese hindrances acting up. If you do crit fail you get a benny)

Note: Due to SMASH you are Vulnerable until the end of your turn 2.
You are clear to post your turn 2.


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

Athletics: 1d8 ⇒ 51d6 ⇒ 5

The thing nobody assumes about Dave is that he is athletic, but he is actually quite nimble and strong. He's just not fast. He makes short work of this ladder and descends easily to the floor of the cafeteria. After seeing the basketball hoops, he understand that it must be after lunch, which suddenly gives him a pang of disappointment. The kitchen must be somewhere close by, but unfortunately there still all this other stuff happening. It's like, pretty crazy in here at the moment.

Dave rolls up the sleeves of his red polyester Adidas track suit and considers what to go punch.


Dave Finsterman wrote:

[dice=Athletics]1d8;1d6

The thing nobody assumes about Dave is that he is athletic, but he is actually quite nimble and strong. He's just not fast. He makes short work of this ladder and descends easily to the floor of the cafeteria. After seeing the basketball hoops, he understand that it must be after lunch, which suddenly gives him a pang of disappointment. The kitchen must be somewhere close by, but unfortunately there still all this other stuff happening. It's like, pretty crazy in here at the moment.

Dave rolls up the sleeves of his red polyester Adidas track suit and considers what to go punch.

Dave, you have an action if you want to take it. If nothing else you can run again and start cutting down that 20” to the open door on side 1. Also there are doors closer to you if you want to investigate. The double doors and the blue door are more than 4” away but there is a closed wooden door right next to you.


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

Thank you. Between children home for winter break and now another cold kicking in, my TOTM is pretty sub-standard.

Dave happens to notice a wooden door next to him. He thinks there's a chance that's where the little boxes of milk and cereal are stored, so he opens it to find out.


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

Round 1
The blob moves stealthily across the ceiling.
stealth: 1d8 ⇒ 21d6 ⇒ 5

He'll head to the blue door and slip a pseudopod through the crack to see what's going on.
run (if needed): 1d8 ⇒ 6
notice: 1d8 ⇒ 51d6 ⇒ 4
notice reroll: 1d8 ⇒ 61d6 ⇒ 2


Do I want to know what TOTM means?

Dave and the forbidden door.:

Locker room, musty. The lights are on. Your nose and the unbroken layer of dust on the floor tells you this room has not been used for some time. Rectangular in shape, it appears to parallel side 2. No showers. Restroom stalls ahead of you separated by a thin wall from the locker area. 2 double rows of half size lockers parallel side 2 with backless benches between the rows of lockers. Some of the lockers are open the 2-3 you can see inside of are empty. Many of the locker are adorned with brightly colored stickers of pre-invasion, cartoon characters. As you are familiar with cartoons (go on tell me I'm wrong) most of these characters are from girl targeted cartoons.

Looking down the room towards side 1 you see a blue painted cinder block wall about 10" away. If you want to move into the room you can use run to move a d4 inches in.


Doctor Toxic resolution turn 1 extra

Stealth 5. Drone notice, Drone A notice: 1d4 ⇒ 31d4 ⇒ 3. You are a blob of infinite mystery.

Which blue door? The one the 2 drones just came through on side1 or the closed blue door on side 3? You can reach either but you will need to run as they are 10" away and 4" down from the support works. You succeed on the notice check even with the -2 from running so tell me which door and I'll tell you what you see.


Joker; 5 Bennies

Mr. Sardonicous knows that it is time to leave. He holsters the new weapon into the rear waistline of his pants. He almost wistfully looks at Imagine staring blankly into nothing. He swiftly sweeps her up in an effortless movement. He cradles her, and protects her head as they move through the cabin's door. He recites Shakespeare as they move to the crafts exit.

"Women may fall when there is no strength in men."

Notice at -2: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (5) - 2 = 3

ace: 1d4 ⇒ 2


Ah-Rekhmire walks over to the hole in the roof and drops down through it.

Using a bennie to gain the power of telekinesis (Fly)-5pts


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

TOTM = Theater of the Mind.

Now here's a place Dave recognizes instantly as the setting for countless pornos. A women's locker room! Just another reason the V'sori can suck it.

A colored brick catches his eye and like a kid in a candy store he runs toward it. Who knows what pre-invasion secrets are hidden therein?

Run: 1d4 ⇒ 2


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

2 hearts

Karma moves toward the closest drone in ghost mode, just above the floor. She thrusts an invisible hand into the chest of the drone and turns tangible and visible, hoping to disrupt whatever powers the thing.

Dice and attack details:
Wounding with Intangibility SP Phasing: Opposed Focus Roll vs target's athletics or Vigor (defender's choice), if attacker wins, the victim takes a Wound (2 with a raise). Attacker's Focus roll is a critical failure, she takes a wound instead.

Boo! she says as she appears with her hand ripping at his heartstrings.

Focus: 1d8 ⇒ 4
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 4
Result 6 + 4 = 10


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

Psiclops will spend a Benny to Change the Story : the belt is shorted out by its own lightning, and ceases to work.

He will fly over the edge of the roof, to see if there's a parking lot on this side of the building.

If so, he will look to see if there's a large van anywhere.

After that, or if there's no parking lot, he will find the nearest door into the building.

I'm guessing that would about take up my 12" of flying movement.

Jack of Spades

Dark Archive

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

'How DARE you resist ME! I shall show you the meaning of true POWER! I will make the other drone rip out his heart and--'

"--bwAARRHK!" Imagine squeaks as she's scooped up and transported via the Transylvania Express.

It takes her a moment to get her bearings and realize that she's held, cradled and protected, by a strong man who is carrying her out of the craft.

"Oh hello!" she states, entwining her arms around his neck. "Oh mah goodneth," she continues in an acceptable impression of a Sothern Belle. "Tha gentlemen callers certainly are friendly in these here parts. Allow me to reward mah hero."

She withdraws one of the emergency belts and slinks it around his waist.

"There we are, sugah. It's a parachute. Just drop us down an' let's get to some serious killin'"

She switches to mind speak for him alone.

'Hmmm. Too bad we don't have time for anything else.'


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Joker; 5 Bennies

Mr. Sardonicous listens to the girlish romantic excitement presented by his cargo. Somehow, the alien's technology had suppressed his maddening curse which left him human for a time. As a human, He had seen Imagine as a vessel of youth and beauty.

Mr. Sardonicous says, "Do you think any of the other freaks know how to turn this ship into a bomb?"

Kara "Imagine" Luthor wrote:
'Hmmm. Too bad we don't have time for anything else.'

He carefully and smoothly sets her feet to the ground. His hand that cradles her head slips down to the back of her neck. His thumb gently strokes her there. The silent intimacy is followed by a whisper. "The carnal pleasures that I seek...You can only feel once."


Resolution one School daze turn 2

Dave King of diamonds: Merrily moving through forbidden space. the blue wall, is 8" away.
...............................

Thing you don't know about, Queen of diamonds, on hold. reminder 2
.................................

Ah-Rekhmire Queen of clubs.Benny spent You easily fly through the opening. As you do you have clear vision on the 2 drones in the gym.
Are you landing or staying aloft? You have yet to take an action as using Super Sorcery is a free action. So what would you like to do?
Note 1. What does the spell you cast look like? Does it just provide base TK and Flight or are you using more power?
Note 2. Your spell is active for 5 rounds of Flight or other passive use or 2 attacks or other active use, whichever comes first. PLEASE NOTE AND TRACK YOUR ACTIVE SPELLS. As a super sorcerer tracking this stuff will be important.
..................................

Psiclops Jack of spades.

spoilered for length:
Benny returned V'sori tech, especially V'sori grav tech, especially V'sori grav tech that was in a charging/testing clip five minutes ago does not malfunction without help. That said the belt can be trivially removed allowing you to fade from view and move full speed. You will need to hold the belt with your hand as opening the clasp returns the belt to full length and if not held it will fall off. I am assuming that is what you are doing,and that you are retaining the belt. Please correct me if I err.

When you fly over the edge of the roof you see that a single story building is attached to this side of the building you crashed in/onto. There are no doors or windows into this strange attached building. Looking further you can see that a wall extends from both shortsides of the large building and appears to wall off the block. You see no gate but you can only see half the block from where you are. there is a small (6 slot) parking lot on one side of the large building (side 2). It is empty and is cut off from street access by the wall. No vehicles are parked in the street. One of the buildings across the street has a closed garage door.
The wall is about 12 feet high and is made of sprayed V'crete. V-crete is the human name for a spray on fast hardening goo the invaders use when they need to build something fast. There is very likely a chain link fence under the now stone hard goo. The wall is topped with spooled razor wire. It was apparently added before the goo hardened as parts of the wire penetrate the wall.
That used 6" of movement with you remaining movement you could reach the roof of, or the ground beside the strange attached building. Or ypui could fly towards one of the short ends of the building (sides 1 or 3) which are 10" away. If you run you might get there. You could also return to the craft to take a better look through the hole in the roof or on your way over the roof ridge line to see the rest of side 4 and the other half of the block.

You still have an action. Please let me know what you wish to do and if I was correct in my assumption that you wish to remove but retain the belt.


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

Pausing here for now to get actions from Ah-Rekmire and Psiclops. More soon

Oh Mr. Sardinocous, where are you taking Imagine (I think it is to the gym floor but I am not sure) and are you pausing to let her put the belt on you?

Dark Archive

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

5 hearts. Who says he has to stop? I'm skilled enough to do this in-flight baby!

"Let's save MindJack before we start blowing this up, hun," Imagine thinks back, answering the question and still a bit miffed that she didn't get a chance to turn one co-worker to fight another trusted partner for her amusement.

As the undead stranger sets her down and makes a proclamation about the potency of his kink, Kara returns the look with a smile, allowing the hand to encircle her delicate neck unopposed.

She giggles, a sound both guttural and girlish, a mix between a kitten's purr and a tiger's growl.

"I'm tougher than I look."

She winks and spins away, skipping directly toward the hole in the floor where she does a little hop and jumps down without a second thought.


The mummy hovers over the gymnasium floor and, seeing the two drones there, fires a bolt of magic at each of the robots.

Ranged Attack:
Damage: 4d6 ⇒ (6, 2, 6, 6) = 20

Ranged Attack:
Damage: 4d6 ⇒ (2, 3, 2, 3) = 10

Ok..do I roll my shooting ability for this or does it simply hit my target?


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

Doctor Toxic resolution turn 1 extra

Stealth 5. [dice=Drone notice, Drone A notice]1d4;1d4. You are a blob of infinite mystery.

Which blue door? The one the 2 drones just came through on side1 or the closed blue door on side 3? You can reach either but you will need to run as they are 10" away and 4" down from the support works. You succeed on the notice check even with the -2 from running so tell me which door and I'll tell you what you see.

I'm fighting off some bug and I'm not at my best. side 3, please


Ah-Rekhmire wrote:

The mummy hovers over the gymnasium floor and, seeing the two drones there, fires a bolt of magic at each of the robots.

Ranged Attack:
Damage: 4d6

Ranged Attack:
Damage: 4d6

Ok..do I roll my shooting ability for this or does it simply hit my target?

First you need to identify your targets. Which shot is targeting which drone? Drone A is closest the "other drone" or "door drone is further away, but still in short range. Door drone does have half cover from the wall so the Target Number to hit them is an 8 while it is only a 4 for Drone A. Note you can direct both blasts at the same target.

As you have a rate of fire of two you will need to roll a Shooting die for each target and then one wild die. The Wild die can replace either of the shooting dice but not both of them.

So something like: Drone A 1d8. Door drone 1d8. Wild 1d6. <Look at rolls>
Wild die replaces for the Door drone.

A critical failure is a 1 on the wild die and a 1 on either of the Shooting dice.

Once you see if you hit then roll damage again.

Good?


Joker; 5 Bennies
Kara "Imagine" Luthor wrote:
"Let's save MindJack before we start blowing this up, hun,"

Mr. Sardonicous wonders how big the explosion would be. He was certain that nothing could take out a city. He watches as Imagine drops through the floor. He shouts at her. "The restrooms lied! You're not Fun!". He jumps after her.


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

PWGM:
Sheesh, I just assumed it was a trap of some kind, I never thought of just trying to take it off! :)

Psiclops flies down to the ground, takes a quick look around, then flies back up to the rooftop.

If I have flight movement left, I'll head to the hole in the ceiling and drop down into the gym. Let me know how far I can get.

If I can get in sight of the drones, I'll use a non-Free Action to blast one of them (depending on Ah-Rek's action and results).


Doctor Toxic resolution turn 1 extra.2

Doctor Toxic wrote:
I'm fighting off some bug and I'm not at my best. side 3, please

Oh no the cleric is down. We are toast! Feel better Doc.

You ooze swift and silent to the wall above the door a generous gap allow you plenty of room to extrude and take a look.

Blue door side 3:

The light is on, LED ceiling panels under scattering plastic. This is Square or short rectangle single story room of indeterminate size (i.e I haven't figured this out yet, is should not matter an if it does I'll improvise) with two tome blue walls which are covered in black metal rack shelving.
It is dusty in here.
A red "EXIT" sign sits over another blue door in the far wall. The racks are over full with bins and boxes. Many are opened and you can see a great deal of playground/sporting/exercise equipment. Everything is small/child sized where sizes matter.
If there is a sports, playground, or exercise thing you want it's here unless you want a pony. They have a pommel horse but that is as close as you get.[ooc]Unless you want to take a Multi-Action here with any rolls at -2 due to runnung then I think you are caught up and are ready for Round 2


OK..thought it was something like that...just wanted to make sure.

Attack Drone A 1d8 ⇒ 8 +4 =12
Damage: 4d6 ⇒ (4, 5, 3, 2) = 14

Attack Door drone 1d8 ⇒ 8 +1 + 9
Damage: 4d6 ⇒ (2, 4, 5, 4) = 15

Wild 1d6 ⇒ 5

reroll ace #1: 1d8 ⇒ 4
reroll ace #2: 1d8 ⇒ 1

ok...I think I did that right??


Resolution 1.1 School daze turn 2

Dave King of diamonds Merrily moving through unseen space the blue wall, is 8" away.
...............................

Thing you don't know about, Queen of diamonds, on hold. reminder 2
.................................

Ah-Rekhmire Queen of clubs Benny spent. You easily fly through the opening. As you do you have clear vision on the 2 drones in the gym.

You were perfectly correct re: shooting[.ooc]
You hit Drone A with a raise (i.e beat the TN by at least 4) which earns you another d6. I'll roll it this time to keep things bopping. Raise on A: 1d6 ⇒ 3. Which means 17 points of damage. Ouch. Drone A has whatever your ranged attack does to people done to them. (You see why I need a description?)

You also hit the Door Drone but they are still standing. Shaken but still involved in the proceedings.

Note 1. What does the spell you cast look like? Does it just provide base TK and Flight or are you using more power?

Note 1a. What does your magic ranged attack look like? The art department is breathing down my neck here....

Note 2. Your spell is active for 5 rounds of Flight or other passive use (not using the power for a turn counts as a passive use) or 2 attacks or other active use, whichever comes first. PLEASE NOTE AND TRACK YOUR ACTIVE SPELLS. As a super sorcerer tracking this stuff will be important.
..................................

Psiclops [ooc]Jack of spades.

spoilered for length, updated:
Benny returned V'sori tech, especially V'sori grav tech, especially V'sori grav tech that was in a charging/testing clip five minutes ago does not malfunction without help. That said the belt can be trivially removed allowing you to fade from view and move full speed. You will need to hold the belt with your hand as opening the clasp returns the belt to full length and if not held it will fall off. I am assuming that is what you are doing,and that you are retaining the belt. Please correct me if I err.

When you fly over the edge of the roof you see that a single story building is attached to this side of the building you crashed in/onto. There are no doors or windows into this strange attached building. Looking further you can see that a wall extends from both short-sides of the large building and appears to wall off the block. You see no gate but you can only see half the block from where you are. there is a small (6 slot) parking lot on one side of the large building (side 2). It is empty and is cut off from street access by the wall. No vehicles are parked in the street. One of the buildings across the street has a closed garage door.
The wall is about 12 feet high and is made of sprayed V'crete. V-crete is the human name for a spray on fast hardening goo the invaders use when they need to build something fast. There is very likely a chain link fence under the now stone hard goo. The wall is topped with spooled razor wire. It was apparently added before the goo hardened as parts of the wire penetrate the wall.
That used 6" of movement with you remaining movement you could reach the roof of, or the ground beside the strange attached building. Or you could fly towards one of the short ends of the building (sides 1 or 3) which are 10" away. If you run you might get there. You could also return to the craft to take a better look through the hole in the roof or make your way over the roof ridge line to see the rest of side 4 and the other half of the block.

You head to the ground but apart from some dying grass and some fresh graffiti making the wall of the attached building look like it is bleeding a distorted name from a fresh cut. you note nothing interesting. That took 4 of your 6 remaining inches of flight. Since you stated you wanted to head for the roof and you are unlikely to deed to fight this turn I'm taking a Run action for you. Fly my pretties!(run): 1d6 ⇒ 3. So 5" back up puts you just onto the roof. 5" from the ridge line 4" from the hole and Craft.

Please let me know if I was correct in my assumption that you wish to retain the belt.

Psilock cannot be seen Carrying a used belt. RIP Disco ball from hell.

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

Mr. Sardonicous Jack of clubs. From what I can see you are picking up Imagine, walking a few inches, say 3, and jumping down the hole? Is that correct? I could be a jerk and call picking up Imagine an action but I won't. Besides there is an "Imagine is easy to pick up" joke in there that I am not making. So you still have an action left, more importantly do you allow Imagine to put the belt on you and activate it? You will reach the gym floor with an action available in either case but you have to make this decision.

Resolution pending
....................................

Imagine 5 of hearts. For a few heart skipping moments after parting with your undead friend and solid ground you fear your belt was faulty. Did you put in on wrong? Then the foam padded hammer of the gravitics gives you a full body slam. This thing is LOUD as the orange-gold sphere surrounds you and stray bolts of lightning ground into the metal roof supports and start a couple of spot fires on the floor. You land and the field collapses leaving you standing in a circle of charred and melted floor wax with your belt gently smoking. You have an action. Wearing a used belt.

Resolution pending
................................

Doctor Toxic 5 of diamonds, you also drew a 9 of diamonds.
You are on the wall just above the blue door on wall 3. You are in plain sight but there is a great deal going on. Please give me a Stealth roll if you want to keep sneaking and post your turn when you like. Resolution Pending
...............................

Other thing you don't know about 4 of clubs. reminder 1
..................................

Karma 2 of hearts. Karma cannot be seen or felt. From where you are you could reach Door Drone with a 4 or better on a run action or by burning a benny to Push flight but given what you told me in the Lounge I'm holding off and letting you update. The chances our hero by the door survives 3 player actions is under 30% at the most generous estimate. Resolution pending Wearing a belt.
.................................

Drones: 2 of clubs. In the gym. One by the open door on side 1. The lounge band begins playing Songe d'automne. Likely one of the last pieces played as the Titanic sank.


Joker; 5 Bennies
Poor Wandering GM wrote:
Mr. Sardonicous From what I can see you are picking up Imagine, walking a few inches, say 3, and jumping down the hole? Is that correct? I could be a jerk and call picking up Imagine an action but I won't. Besides there is an "Imagine is easy to pick up" joke in there that I am not making. So you still have an action left, more importantly do you allow Imagine to put the belt on you and activate it? You will reach the gym floor with an action available in either case but you have to make this decision.

I would rather he drop the belt and drop like a full-on anti-hero(landing in a three point kneel.), I'd like to see how he deals with game damage. I believe you said 2d6+2

drop: 2d6 + 2 ⇒ (2, 1) + 2 = 5

Nothing past toughness. I'll do a spot to decide what to do next.

Spot: 1d4 ⇒ 41d6 ⇒ 5
ace: 1d4 ⇒ 2

additionally, I did a notice/spot previously for:

Poor Wandering GM wrote:
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.

Notice at -2: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (5) - 2 = 3

ace: 1d4 ⇒ 2

Did this pass?


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

Working with a team is new to Karma. She starts to move toward the closest drone and try to disable it with a tangible hand to the chest, but then the Duke of Desiccation (Ah-Rekhmire) flies in and starts blasting that drone and Imagine and Mr. S fly in looking like they may try to find a room. She isn't sure where some of the others are, but the ones she can see seem capable of dealing with a couple of drones.

She decides to get out of possible lines of fire and look for the notorious MindJack, given her strong suit is getting past conventional doors and locks. With her astral feet level with the ground, she becomes visible and tangible long enough to yell at her new teammates, "Don't shoot! It's just me. I'm going exploring. I'll let you know if I find our friend, MJ." GM: does she need to be tangible to be audible when she speaks? Seems logical from a physics perspective.

Then she goes back to intangible but stays visible to allow the others to see her and, she hopes, avoid slinging energy bolts through her position. She flies toward the nearest wall and passes through (assuming there is one within her movement range).

Since I don't think there are any trait rolls involved in running, just the d6, she "runs," which in her astral form means flying a little faster.

Run: 1d6 ⇒ 5

If the nearest wall is farther than 11" away, she flies toward the nearest wall that will not take her through any active lines of fire. If she can get through a wall, she will turn invisible once she moves through the wall before emerging into whatever lies beyond.


I would rather he drop the belt and drop like a full-on anti-hero(landing in a three point kneel.), I'd like to see how he deals with game damage. I believe you said 2d6+2
Nothing past toughness. I'll do a spot to decide what to do next.

You are correct. No issue with the drop to the gymnasium floor.

Notice check post landing: You see the gym as previously described. Scattered drone bits, Dead Drone A, Live Drone by the door 10" away. Ah-Rekhmire hovering overhead. Doc Toxic by a blue door behind you (10" away) Imagine is still above you but about to leap down. You do not see Karma, Psiclops or Dave. Let me know if you need more details.

You have 3" of normal Pace left not counting any running you might want to do. You have also yet to take any actions.

Resolution pending

Mr Sardonicous wrote:


additionally, I did a notice/spot previously. Did this pass?

It did, you were able to spot Psiclops in the Disco ball. "Everyone but Psiclops and Karma can make a Notice at -2 to see a translucent Psiclops inside some kind of energy field."


Karma

You are near the center of the gym.
Side 1, the short side with the Drone in the doorway is 10" away and you would be in the drone's line of fire barring doing something creative.
Side 2, is the long side 6" behind you. Dave went through a door on this wall earlier. The drone has line of fire on the entire gym floor so you are exposed unless you nip through a handy wall.
Side 3, is the short side 10" behind you notice to see Doc: 1d6 ⇒ 21d6 ⇒ 6 no need to roll the ace where you see Doc stuck to the wall above a blue door.
Side 4, is a long side 6" ahead of you. There are no doors in this wall.

I'll give you 2" extra pace this turn only as your exact position was kind of undefined last turn. There are 3 player actions ahead of you so I do not expect the Drone will be there when your card resolves. No promises though.

Note: you need to make a Focus Roll target number 4 to go intangible/invisible. Each roll is an action so going from Human to invisible ghost is 2 focus rolls each at -2 for the Multi Action penalty or more if you also Run or take other actions.
As you are running and moving from human to full Ghost this turn (You have a pace of {6base+2bonus+5run} 13 everything is in range. In fact you only need to run if you are going for Side 1 or 3.) you will be making 2 Focus rolls vs.a target of 4. These rolls will be made at -4 or -2 if you did not Run.

Does that make sense?

Resolution pending


1 person marked this as a favorite.

The bright blue bolts which flew from the ancient magicians' hands strike the two drones. The first simply seems to melt, then short circuit and crumble to the ground. The one by the door spits sparks and part of its casing melts, but it still stands.

He continues to hover over the gym, looking for other possible enemies. The air about him seems to flutter and gust like the air is holding him aloft.

4 rounds of flight left


Joker; 5 Bennies
Poor Wandering GM wrote:

Notice check post landing: You see the gym as previously described. Scattered drone bits, Dead Drone A, Live Drone by the door 10" away. Ah-Rekhmire hovering overhead. Doc Toxic by a blue door behind you (10" away) Imagine is still above you but about to leap down. You do not see Karma, Psiclops or Dave. Let me know if you need more details.

You have 3" of normal Pace left not counting any running you might want to do. You have also yet to take any actions.

You're going to love this. Spending Bennie

Mr. Sardonicous scans and finds a drone. It's hardly worth his effort, but his friend, Doc Toxic, could use his aid. He runs to the edge and launches himself at the blue door area. His powerful legs feed into his lust for battle. He turns into a missile of destruction.

Attack 1: 1d12 ⇒ 8
Attack 2: 1d12 ⇒ 4
Attack 3: 1d12 ⇒ 11

Damage 1: 1d12 + 1d8 + 3 + 4 ⇒ (3) + (8) + 3 + 4 = 18
Ace: 1d8 ⇒ 8
Damage 2: 1d12 + 1d8 + 3 + 4 ⇒ (4) + (1) + 3 + 4 = 12
Damage 3: 1d12 + 1d8 + 3 + 4 ⇒ (11) + (8) + 3 + 4 = 26
Ace: 1d8 ⇒ 3

Bennie:

Using strength in Legs and body.
LEAPING-COST VERTICAL HORIZONTAL
4 16” (32 yards) 32” (64 yards)

DEATH FROM ABOVE (+1): As long as he’s
not restricted from leaping, the character’s
Wild Attacks cause +4 damage instead of
+2.


Mr. Sardonicus
Nicely done. Benny Spent Leaping is my one of my favorite superpowers.

Hmm you are short an attack here. Frenzy is complicated.:

Action 1: Attack with claw, to hit {best of [Fighting d12 ; Wild d6] -2 Multi action penalty, +2 Wild attack} = X

Bonus die (attack) from Imp. Frenzy {Fighting d12 -2 Multi action penalty, +2 Wild attack} = X1

Action 2: Attack attack with other claw, to hit {best of [Fighting d12 ; Wild d6] -2 Multi action penalty, -2 Off hand penalty, +2 Wild attack.} = Y
Bonus die (attack) from Imp. Frenzy {Fighting d12 -2 Multi action penalty, -2 Off hand penalty, +2 Wild attack} = Y1

This drone also has cover from the door frame but you have more than enough movement to bypass that cover if you move through the doorway into the hall beyond. If you wish to stay in the gym the drone gets a +4 parry from ducking behind the wall, though if an attack misses due to the cover you might still hit as you might be strong enough to go right through the wall.

Your damage is spot on but if you could total the damage for each attack then I can use you to check my math.

So best plan looks to be to plug your rolls into the Action 1 and Action 2 formulas above, roll the needed extra dice and get the values for X, X1, Y and Y1. I really doubt the drone will survive but this is good practice for when it will matter later.


Joker; 5 Bennies
Poor Wandering GM wrote:

Mr. Sardonicus

Nicely done. Benny Spent

** spoiler omitted **

Your damage is spot on but if you could total the damage for each attack then I can use you to check my math.

So best plan looks to be to plug your rolls into the Action 1 and Action 2 formulas above, roll the needed extra dice and get the values for X, X1, Y and Y1. I really doubt the drone will survive but this is good practice for when it will matter later.

OK I think I get it. Adding Bonus attack as attack 4 and the two wilds

Attack 1(wild): 1d6 ⇒ 6
Ace: 1d6 ⇒ 6
Attack 3(wild): 1d6 - 2 - 2 + 2 ⇒ (4) - 2 - 2 + 2 = 2
Ace: 1d6 ⇒ 3
Attack 4: 1d12 - 2 - 2 + 2 ⇒ (6) - 2 - 2 + 2 = 4

Attack 1: 1d12 ⇒ 8
Attack 2: 1d12 ⇒ 4
Attack 3: 1d12 ⇒ 11-2=9

Damage 1: 1d12 + 1d8 + 3 + 4 ⇒ (3) + (8) + 3 + 4 = 18
Ace: 1d8 ⇒ 8: 26
Damage 2: 1d12 + 1d8 + 3 + 4 ⇒ (4) + (1) + 3 + 4 = 12
Damage 3: 1d12 + 1d8 + 3 + 4 ⇒ (11) + (8) + 3 + 4 = 26
Ace: 1d8 ⇒ 3: 29

Damage 4: 1d12 + 1d8 + 3 + 4 ⇒ (4) + (5) + 3 + 4 = 16

Best plan then?


Mr. Sardonicus

I think you have it. It looks like the Wild die on attack 1 aced twice. You should roll that second ace it might matter this time.

Also, and this is important, are you entering the hallway to deprive the drone of their cover? I can't say what will hit or not if I do not know this. If you want the details on cover and attacking through it it is explained on pages 98 and 99 in the SWADE book.


Joker; 5 Bennies

Ok, Tell me if I can slide into the room and pull anything for blocking (Big or small)

Ace part Deux: 1d6 ⇒ 5


Mr. Sardonicus

Perfect. I'm going to put stuff in the formulas because that is the way I think.

maths:
Action 1: Attack with claw, to hit {best of [8 ; 17] -2 Multi action penalty, +2 Wild attack} = 17

Bonus die (attack) from Imp. Frenzy {4 -2 Multi action penalty, +2 Wild attack} = 4

Action 2: Attack attack with other claw, to hit {best of [11 ; 4] -2 Multi action penalty, -2 Off hand penalty, +2 Wild attack.} = 9

Bonus die (attack) from Imp. Frenzy {6 -2 Multi action penalty, -2 Off hand penalty, +2 Wild attack} = 4

Attack 1= 17
bonus 1= 4

Attack 2= 9
bonus 2= 4

Attack 1 and Attack 2 hit. Attack one hit with a raise for an extra: 1d6 ⇒ 5 points. Total of 31 Target is non-functional

Not bothering to figure the other attacks well done.


Joker; 5 Bennies

Mr Sardonicous Launches himself towards the door in a unnatural jump. His left claw slices through the door. It's pieces splinter as Mr Sardonicous back hits the ground beneath it. The force of the jump and the spin of his body causes him to stand up from the roll. His right claw rises up and cleaves the drone into several pieces. He slides to a stop while looking out the torn doorway. A guttural and violent hiss escapes his Fanged maw.


Resolution 1.2 School daze turn 2

Dave King of diamonds Merrily moving through unseen space the blue wall, is 8" away.
...............................

Thing you don't know about, Queen of diamonds, on hold. reminder 2
.................................

Ah-Rekhmire Queen of clubs Benny spent. You easily fly through the opening. As you do you have clear vision on the 2 drones in the gym.

You were perfectly correct re: shooting
You hit Drone A with a raise (i.e beat the TN by at least 4) which earns you another d6. I'll roll it this time to keep things bopping. Raise on A: 1d6 ⇒ 3. Which means 17 points of damage. Ouch. Drone A has whatever your ranged attack does to people done to them. (You see why I need a description?)

You also hit the Door Drone but they are still standing. Shaken but still involved in the proceedings.

Note 1. What does the spell you cast look like? Does it just provide base TK and Flight or are you using more power?

Note 1a. What does your magic ranged attack look like? The art department is breathing down my neck here....

Note 2. Your spell is active for 5 rounds of Flight or other passive use (not using the power for a turn counts as a passive use) or 2 attacks or other active use, whichever comes first. PLEASE NOTE AND TRACK YOUR ACTIVE SPELLS. As a super sorcerer tracking this stuff will be important.

The bright blue bolts which flew from the ancient magicians' hands strike the two drones. The first simply seems to melt, then short circuit and crumble to the ground. The one by the door spits sparks and part of its casing melts, but it still stands.

He continues to hover over the gym, looking for other possible enemies. The air about him seems to flutter and gust like the air is holding him aloft.

4 rounds of flight left

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

Psiclops Jack of spades.

Spoilered for length:
Benny returned. V'sori tech, especially V'sori grav tech, especially V'sori grav tech that was in a charging/testing clip five minutes ago does not malfunction without help. That said the belt can be trivially removed allowing you to fade from view and move full speed. You will need to hold the belt with your hand as opening the clasp returns the belt to full length and if not held it will fall off. I am assuming that is what you are doing,and that you are retaining the belt. Please correct me if I err.

When you fly over the edge of the roof you see that a single story building is attached to this side of the building you crashed in/onto. There are no doors or windows into this strange attached building. Looking further you can see that a wall extends from both short-sides of the large building and appears to wall off the block. You see no gate but you can only see half the block from where you are. there is a small (6 slot) parking lot on one side of the large building (side 2). It is empty and is cut off from street access by the wall. No vehicles are parked in the street. One of the buildings across the street has a closed garage door.
The wall is about 12 feet high and is made of sprayed V'crete. V-crete is the human name for a spray on fast hardening goo the invaders use when they need to build something fast. There is very likely a chain link fence under the now stone hard goo. The wall is topped with spooled razor wire. It was apparently added before the goo hardened as parts of the wire penetrate the wall.
That used 6" of movement with you remaining movement you could reach the roof of, or the ground beside the strange attached building. Or you could fly towards one of the short ends of the building (sides 1 or 3) which are 10" away. If you run you might get there. You could also return to the craft to take a better look through the hole in the roof or make your way over the roof ridge line to see the rest of side 4 and the other half of the block.

You head to the ground but apart from some dying grass and some fresh graffiti making the wall of the attached building look like it is bleeding a distorted name from a fresh cut. you note nothing interesting. That took 4 of your 6 remaining inches of flight. Since you stated you wanted to head for the roof and you are unlikely to deed to fight this turn I'm taking a Run action for you. Fly my pretties!(run): 1d6 ⇒ 3. So 5" back up puts you just onto the roof. 5" from the ridge line 4" from the hole and Craft.

Please let me know if I was correct in my assumption that you wish to retain the belt.

Psilock cannot be seen. Carrying a used belt. RIP Disco ball from hell.

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

Mr. Sardonicous Jack of clubs. The tall pale man becomes a blur as he hurls himself impossibly quickly across the gym floor and through the open doorway on side 3. The drone in that doorway seems to disappear under the vampires assault. You are carrying the body, this one has armor. A moment after that the drone's severed head rolls into the gym.
It is the moment after that when things get interesting.
....................................

Interruption! The thing you didn't know about comes off hold.
Heavy fire from multiple energy weapons obliterate the blue doorway with stray shots spattering randomly into the Gym. Then the lights go out.

Shooter 1: Target Mr Sardonicous rof 3: 1d8 ⇒ 51d8 ⇒ 81d8 ⇒ 1, Ace: 1d8 ⇒ 2 totals a 5, b 10, c 1. Target is 4 +2 for using the headless drone as a shield. B hits with a raise.
Damage. b: 4d6 ⇒ (6, 2, 6, 6) = 20, ace: 1d6 ⇒ 41d6 ⇒ 41d6 ⇒ 6, ace: 1d6 ⇒ 6, ace: 1d6 ⇒ 1 raise: 1d6 ⇒ 6, ace: 1d6 ⇒ 6, ace: 1d6 ⇒ 3 Total 55 damage.
Effect. 55 damage less 10 toughness. 44 damage net. That is 11 wounds incoming.
Good thing he wound cap is 4 (see Campaign page, setting rules) Shaken and 4 wounds

Mr. Sardonicous You have one hit for Shaken and 4 wounds, this will incapacitate you if you do not soak at least one wound.

Shooter 2: Target Mr Sardonicous rof 3: 1d8 ⇒ 81d8 ⇒ 41d8 ⇒ 1, Ace: 1d8 ⇒ 5. Totals a 13, b 4, c 1, one hit with a raise.
Damage. b: 4d6 ⇒ (3, 2, 1, 6) = 12, ace: 1d6 ⇒ 5 total 17.
Effect. 17 damage less 10 toughness. 7 damage net, Shaken and 1 wound.

Mr. SardonicousThis will be a separate soak roll, and a second benny, if you wish to soak this as well. Note any wounds that you do not soak from shooter 1 will effect this soak roll.
What you can see will be revealed once your wound/incapacitation status has been determined. You may wish to review your Regeneration power and the Death and Defeat rules on pg 34 if the SCP.
..........................................

This was a major event. If you are below this line you may wish to reconsider your posted action. Please note everyone heard this burst of fire. These weapons are not quiet.
........................................................

Imagine 5 of hearts. For a few heart skipping moments after parting with your undead friend and solid ground you fear your belt was faulty. Did you put in on wrong? Then the foam padded hammer of the gravitics gives you a full body slam. This thing is LOUD as the orange-gold sphere surrounds you and stray bolts of lightning ground into the metal roof supports and start a couple of spot fires on the floor. You land and the field collapses leaving you standing in a circle of charred and melted floor wax with your belt gently smoking. You have an action. Wearing a used belt.
Resolution pending

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

Doctor Toxic 5 of diamonds, you also drew a 9 of diamonds.
You are on the wall just above the blue door on wall 3. You are in plain sight but there is a great deal going on. Please give me a Stealth roll if you want to keep sneaking and post your turn when you like. Resolution pending
...............................

Other thing you don't know about 4 of clubs. reminder 1
..................................

Karma 2 of hearts. Karma cannot be seen or felt. From where you are you could reach Door Drone with a 4 or better on a run action or by burning a benny to Push flight but given what you told me in the Lounge I'm holding off and letting you update. Wearing a belt.
Resolution pending
.................................

Drones: Out of action.


Joker; 5 Bennies

Regeneration: 1d10 ⇒ 8

Dark Archive

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

Imagine was happy.

After landing softly in her hyper-tech belt she was skipping along, literally singing, wondering what to do next. 'Maybe now I can take over that last drone. Then I can rip apart his mind and get some intel on what we're gonna see around here. Certainly we'll at least have eyes up if there's anything down that hal--'

Then the world exploded.

Seeing her new tall, dark, and vampiric friend suddenly in the crosshairs of OH WHAT IS THAT DOWN THERE Kara is shook almost as much as the loss of light. 'Yep, good thing I had those goggles...wherever they are now.'

For lack of other options she uses her last visual memory to sprint toward the wall with the Danger Door and flatten herself against the wall.

'Okay, playtime is over,' she mentally says to the entire group. "Can anyone destroy an entire heavy weapons squad? Or at least turn the lights back on?"


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

Once Psiclops gets the belt off, he drops it (probably on the roof).


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

You are near the center of the gym.
Side 1, the short side with the Drone in the doorway is 10" away and you would be in the drone's line of fire barring doing something creative.
Side 2, is the long side 6" behind you. Dave went through a door on this wall earlier. The drone has line of fire on the entire gym floor so you are exposed unless you nip through a handy wall.
Side 3, is the short side 10" behind you [dice=notice to see Doc] 1d6;1d6 no need to roll the ace where you see Doc stuck to the wall above a blue door.
Side 4, is a long side 6" ahead of you. There are no doors in this wall.

I'll give you 2" extra pace this turn only as your exact position was kind of undefined last turn. There are 3 player actions ahead of you so I do not expect the Drone will be there when your card resolves. No promises though.

Note: you need to make a Focus Roll target number 4 to go intangible/invisible. Each roll is an action so going from Human to invisible ghost is 2 focus rolls each at -2 for the Multi Action penalty or more if you also Run or take other actions.
As you are running and moving from human to full Ghost this turn (You have a pace of {6base+2bonus+5run} 13 everything is in range. In fact you only need to run if you are going for Side 1 or 3.) you will be making 2 Focus rolls vs.a target of 4. These rolls will be made at -4 or -2 if you did not Run.

Does that make sense?

Resolution pending

See my post in Discussion Thread. You earlier said no rolls are needed for going intangible or invisible, only that they are actions which could affect trait rolls made in the same round.

After the new playmates reveal themselves with some kind of energy weapon (what kind? Electricity, plasma, lasers?) that take out the goth guy, Karma, being allergic to energy weapons even while intangible, decides to get out of the gym while she can. She manages to hasten her rate of flight with the help of her spirit friends, who draw her astral form toward the long wall without a door (side 4).

See earlier post where I rolled a d6 for the run extra distance and got a 5. So she should be able to move 11" which should give her about 5" of movement on the other side.


Karma
Reminder that you earned a bennie in the Lounge. More later.

Bennie earned


Mr. Sardonicous Jack of Clubs
Please make a Death and Defeat (SPC pg 34) Vigor + Wild die roll with a -2 wound penalty. The target number is 4 for success or 8 for a raise.

Resolution pending


Imagine 5 of Hearts

Imagine wrote:


For lack of other options she uses her last visual memory to sprint toward the wall with the Danger Door and flatten herself against the wall.

You are currently in the center of the gym where you landed. Your belt is lightly smoking, burned capacitors nothing unexpected. (Will not catch fire barring a crit fail needing something bad to happen to you.)

The Danger Door! is 10" away from you on gym side 1. Your pace is 6". Care to run or do something unexpected or ......

Resolution pending

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