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Game Master PoorWanderingOne


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Joker; 5 Bennies
Poor Wandering GM wrote:

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

Vigor: 1d8 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (1) - 2 = -1

OK so he dies?


Everyone in the gym

Listening to the guns. Thank you Karma I meant to post this and was distracted.

Notice. TN 4.:
It sounds like the same blasters that the drones in the gym were using before Ah Rekmire splatted them.

Raise:
Two guns that were shooting at high rates of fire. Sub machine guns or assault rifles most likely. Not a full tripod type machine gun.

Dave you are at -2 because the walls dampen sound.


Karma wrote:

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).

The other side of the wall:
You pass easily through the wall of side 4. Beyond it you are suddenly outside. You are in a large square courtyard approximately 70' on a side bordered on 3 sides by buildings and on the remaining side by a high concrete wall. The lighting is dim to dark as all the lights in the buildings and courtyard are off. The cool night air and the half moon above are your only companions as the courtyard is empty. It is paved in concrete. You see some raised garden/flower beds and playground equipment in an area ahead and to your right where the concrete has been replaced with some kind of rubberized playground flooring. There is also a black metal shed type structure ahead and to your right but is is too dark for more details.

For purposes of play we will use the same direction indicators we used in the Gym.

Behind you (Courtyard side 2) is the gym. A small 1 story building sticks out of the Gym on its 3 side for about 5" before connecting to the wall of courtyard side 3. Memory tells you that this is probably where the non-violence filled blue door from the gym leads. This building abuts the wall on courtyard side 2. The wall continues across the roof of this building to just below the height of the gym roof.

Courtyard side 3 to your right, is all concrete wall. 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 or something 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.

Ahead of you (Courtyard side 4) is made up of a long brightly colored single story building with 2 blue doors about 30' apart facing into the courtyard. They are closed as are the many windows along this wall. The V'crete wall continues on the roof of this building to maintain a 12 to 15' height around the whole courtyard. At the courtyard side 1 end the low building and the wall connects to a glass domed two story building at the corner of courtyard sides 4 and 1.

Courtyard side 1, on your left, made up of a low brightly colored building identical to side 4 complete with the v'crete wall on it's roof. This building connects to the domed building at is courtyard side 4 end and to the Gym on its courtyard side 2 end. As with the building on courtyard side 4 there are 2 blue doors spaced about 30' apart in this building. There are also many windows in this low building however where the windows in the side 4 building are dark the windows on the gym end of this building are lit by rapidly pulsing blue-white light. Given the accompanying noise this is likely the shooting that destroyed the blue door in the gym.

Courtyard side one is about 10" away to your right.
Courtyard side 2 is 5" behind you.
Courtyard side 3 is 15" to your left.
Courtyard side 4 is about 12" ahead of you. The shed and play ground are about 6'away into the courtyard. The shed is to the right.
The domed building is about 13" from you ahead and to your right.

Dark Archive

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

'Well...drek,' Imagine thinks, not actually seeing many options.

She does not scream, and then makes a b-line for the aforementioned locker room that she heard Dave's distinctive footsteps in.

Run!: 1d6 ⇒ 3

"Dave? I hope you've got a plan," she thinks at him.


Mr Sardonicous wrote:
Poor Wandering GM wrote:

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

[dice=Vigor]1d8-2;1d6-2

OK so he dies?

No.

Only on a Critical Failure is there a chance of death. A critical failure occurs when you roll a one on both the trait and wild die.

You rolled a 3 on your Vigor die so this is simply a failure.

With a failure on the Death and Defeat check you can:

a) Go out in a Blaze OF Glory. This would allow you to take your turn 3 as normal with no wound penalties, grant you a point of Conviction which can be used to add a d6 which can ace to any one roll after you see the result. At the end of this round however Mr. Sardonicus will die. While death is rarely permanent in supers games it might take some time for the other players to revive you so you might want to prep a second character. Note no experience will be lost by Mr.S. When they return from the undiscovered country they will have whatever rank and advances the other players have at that time.

b) Be incapacitated but alive with a significant injury. Your regeneration will very likely heal this injury before you wake up from the incapacitation.

c) Be incapacitated and alive but lose one die type in an Attribute. You regeneration will NOT heal this. This would be a permanent change.

d) Be incapacitated and alive but lose an Edge. You regeneration will NOT heal this. This would be a permanent change.

e) Be incapacitated and alive but gain a new Major hindrance, but no additional hindrance points. You regeneration will NOT heal this. This would be a permanent change.

Please let me know which option you are choosing by posting in the Lounge.


Imagine wrote:

'Well...drek,' Imagine thinks, not actually seeing many options.

She does not scream, and then makes a b-line for the aforementioned locker room that she heard Dave's distinctive footsteps in.

"Dave? I hope you've got a plan," she thinks at him.

The Wooden door Dave went through is 10" behind you on gym side wall 2 very close to where that wall meets side 3. An identical wooden door is on side 2 near where it meets side 1. This is also very near the destroyed doorway. Unless you tell me other wise you have moved 9" towards the door Dave went through and are just outside it. The fact that it is still in one piece and Dave went through it means that is is probably not locked.

Unless you tell me otherwise this will end your turn 2.


Resolution 1.3 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[/spoiler:
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.

Spent belt is dropped on the roof

Psilock cannot be seen. 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 side wall 2. Then the lights go out.
..........................................

Mr. Sardonicous is taking a short nap.

What you saw:
The corridor beyond the door is 2" wide and ends just beyond the door to the gym. In the other direction (towards gym side 4) it extends at least seventy feet before ending in a large round room. There are four identical large openings cut into the walls of this corridor. two on each side facing each other. The openings have been covered by large pieces of wire fencing cemented into the walls. There is a door, also made of fencing, in each opening. These doors are padlocked and there is a large black box on the wall next to each opening.
There were 2 drones about 4" away from the gym door carrying some kind of short rifle. They shot you.

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

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.
You bolt for door Dave went through. You are 1" in front of that door.
................................

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. Benny Earned In the courtyard enjoying the night air. Wearing a belt. Karma cannot be seen or felt.
.................................

Drones 2 of clubs Out of action.


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

Notice: 1d4 - 1 - 2 ⇒ (3) - 1 - 2 = 01d6 - 1 - 2 ⇒ (4) - 1 - 2 = 1

Dave carries on, unimpeded by distraction.


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Dave Finsterman wrote:

[dice=Notice]1d4-1-2;1d6-1-2

Dave carries on, unimpeded by distraction.

The Dave abides

Only Doc remains to take action. Given what has happened this round I am not going to bot or move past the good Doctor for a bit.


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

[dice=Notice]1d4-1-2;1d6-1-2

Dave carries on, unimpeded by distraction.

The Dave abides

I'm loving Dave. Stupid and aloof, classic combo. And yet, inspiration will occasionally strike. Is he the only pc that fancies himself a Hero? I wonder if that will ever dawn on him.

Dave has not forgotten the battle in the gym, but he can't imagine that a few drones are much of a match for the strangely powerful group assembled in that transport.

Oh, the gym. One time when he was eleven he was running laps to start phys-ed. Circles around the perimeter of the court. So dumb. Dave would cut corners - he wasn't hardcore about exercise. Anyway, the phys ed teacher, Mr. Wentland, made him run extra laps because he was cutting the corners so much. Dave saw the sparks, felt his legs give out, then took a header into the bleacher stack and knocked himself out. It was a level of humiliation he would have thought impossible until it happened. F%&# this school. Let it burn.


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

Notice: 1d6 ⇒ 1
Wild: 1d6 ⇒ 3
Two dice = no dice on this roll. Karma does not notice whatever there was to notice earlier, so intent on getting to a safer spot.


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

One little cold and somebody goes down!

The Doc hears the kerfuffle and sighs. He will drop to the floor and rush toward the hail of blasts. run: 1d8 ⇒ 6

If he can get to Sardonicus without exposing himself, he'll do it. If he can use the door as cover or close it that would be fine. While there don't appear to be life signs in his companion, they weren't there before. There does seem to be blood loss and tissue damage. He'll mix up some plasma and inject it while sealing up his wounds.
I ignore 2 points of multiple action penalty because I rolled low.
healing: 1d8 ⇒ 81d6 ⇒ 5
ace: 1d8 ⇒ 6
Nice!

At the telepathic call, he responds reluctantly. *I do have a way to deal with them... but it causes a lot of collateral damage and leaves me incapacitated for a while. It's also extremely painful.* The feeling is that he'll handle it if he can, but would greatly prefer to help in other ways.

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 had been knocking on her head, wondering if it even worked. Normally she got more responses from group-wide thoughts. When the doc's message comes through she's greatly relieved.

"Copy that, but don't think these'll be the only party guests we'll have to handle before we're home in time for cornflakes. I could handle them, if we could get the lights on.

Ah-Rekhmire, can you throw another whirlwind at them?"


Ah-Rekhmire looks at the girl who talks in his head.

"I can!"

Calling upon his mystical powers, a second powerful windstorm erupts in the hallway the heavy fire came from.

A-R lands and sends the whirlwind down the hallway at the drones there.

Once again the wind begins to increase, and soon the hallway is a whirlwind of debris that scourers everything in its wake.

Damage: 4d6 ⇒ (2, 3, 1, 5) = 11


Resolution 2 final. School daze turn 2
MAP!

Dave Finsterman King of diamonds Updated. Merrily moving through unseen space. The blue wall, is 6" away. I know I said 8" before but the map works better w/ 6". I hope that does not cause a problem.
...............................

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.

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 need 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.

Spent belt is dropped on the roof

Psiclops cannot be seen.

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

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 side wall 2. Then the lights go out.
..........................................

Mr. Sardonicous is taking a short nap.

What you saw:
The corridor beyond the door is 2" wide and ends just beyond the door to the gym. In the other direction (towards gym side 4) it extends at least seventy feet before ending in a large round room. There are four identical large openings cut into the walls of this corridor. two on each side facing each other. The openings have been covered by large pieces of wire fencing cemented into the walls. There is a door, also made of fencing, in each opening. These doors are padlocked and there is a large black box on the wall next to each opening.
There were 2 drones about 4" away from the gym door carrying some kind of short rifle with a high rate of fire. They shot you.

Regeneration, focus 8 wild: 1d6 ⇒ 4 -2 wound penalty for a total of 6. One wound regenerated. Current status unconscious with 2 wounds and a -1 wound penalty.
........................................................

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.

You bolt for door Dave went through. You are 1" in front of that door.
................................

Doctor Toxic 5 of diamonds, you also drew a 9 of diamonds.
You drop to the floor and flow rapidly towards your fallen fellow inmate. You don't quite reach him, movement 14" vs. distance 20". However with a raise on that healing you can see he was hit multiple times by pulse weapons. There are significant hits to the torso and a grievous head injury. If this person is alive it will be a miracle.
...............................

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

Karma 2 of hearts. Benny Earned. In the courtyard enjoying the night air. Wearing a belt. Karma cannot be seen or felt.
.................................

Drones 2 of clubs Out of action.


School Daze. Turn 3.

MAP!

Combat setting: School Gymnasium, the roof thereof, a crashed M'buna and surrounding area. Sirens/alarms/bells are active.

Conditions. The lights are out. Outside is Dim (-2). Gym or other areas with limited windows are Dark (-4). Enclosed spaces without windows are in Full Darkness (-6).

Benny count. Please let me know if I missed something:
Ah-Rekhmire 6
Dave 5
Doctor Toxic 6
Imagine 5
Karma 7
Mr Sardonicous 5
Psiclops 6

Wow that a lot of bennies!

_Card draw_

Drones: King of Clubs.
Drones doing a specific thing: Queen of Hearts.

Mr Sardonicous: Queen of Spades

Psiclops: 10 of Spades

Other thing you do not know about: 8 of Diamonds. Reminder 0.

Karma: 6 of Clubs

Dave Finsterman: 5 of Clubs

Doctor Toxic: 4 of Hearts, buried a 10 of Diamonds.

Imagine: 4 of Clubs

Ah-Rekhmire: 2 of Diamonds, First non royal card.

No Jokers drawn deck not shuffled.


Ah-Rekhmire wrote:

Ah-Rekhmire looks at the girl who talks in his head.

"I can!"

Calling upon his mystical powers, a second powerful windstorm erupts in the hallway the heavy fire came from.

A-R lands and sends the whirlwind down the hallway at the drones there.

Once again the wind begins to increase, and soon the hallway is a whirlwind of debris that scourers everything in its wake.

[dice=Damage]4d6

Given the card you drew you might want to reconsider this action. No harm no foul either way. Also the lighting, or lack thereof in the gym limits sight and targeting to 10" max, barring something unusual.


School Daze. Turn 3.

Drones: King of Clubs. On hold
Drones doing a specific thing: Queen of Hearts. Thing done.

Mr Sardonicous: Queen of Spades. Spending the turn dead for tax reasons. Regeneration: 1d10 ⇒ 41d6 ⇒ 2-1 wound penalty. Total 3, no wounds healed.

Other thing you do not know about. Everyone Please make a notice roll at -2 if you are inside the gym, -4 if you are in a closed area.

Hit or pass 4?:
Heavy blaster fire. Not nearby

Raise?:
Heavy blaster fire and sirens. Not nearby but moving.

Psiclops Please note you can delay your action to just after the 8 of Diamonds if you want to react to what you notice. No game effect if you do. You are just going 'on hold' for a moment but this is a rules only action. No effect on the story/game.

And away you go!


Notice: 1d6 + 1 ⇒ (3) + 1 = 4

Also will hold my turn until later...sorry jumped the gun there!


Ah-Rekhmire wrote:
Notice: d6+1

I think you are misreading skill points spent on a skill as a bonus to the skill. I am not seeing where you are getting the +1 on Notice from.

No troubles on 'jumping the gun'. I have you on the map using the token for Drone 6 until we can get a proper token for 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}|

notice: 1d4 - 2 ⇒ (3) - 2 = 1


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

notice: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (1) - 2 = -1
notice reroll: 1d8 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (2) - 2 = 0
ace: 1d8 ⇒ 8
ace: 1d8 ⇒ 1 Total 15

The doc will move in, using the door for cover. He'll try to heal Sardonicus.
healing: 1d8 ⇒ 21d6 ⇒ 5 One wound back

He'll then send a blob of acid at the crew with the guns.
decay: 1d8 ⇒ 61d6 ⇒ 3 no multiple action penalty, Medium burst, all creatures need to make a Vigor roll at -2 or take a wound. Objects with hardness up to 20 may be damaged.


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

Notice & Wild: 1d4 + 2 - 2 ⇒ (2) + 2 - 2 = 21d6 + 2 - 2 ⇒ (4) + 2 - 2 = 4

Wanting to get to where the action is quickly, he flies down the hole into the gym.

PWGM, the link to the map in your above post is broken or incorrect, but the one in your alias is good. By my count, it takes about 5" to get to the hole and halfway to the floor of the gym.
But I don't see any drone icons (I'm assuming the one in the circle that is the ship is the pilot). Are there any drones still left in the gym? I need to know where they are, as I want to attack them.
Also, I haven't noticed you mention it (but there's a *lot* of text here), but is everyone at -2 in the darkness to hit things?

Having heard the voices in his head, he thinks "I'm in the gym - where is everyone right now, and where are the drones?"

[ooc]Will take my non-Free Action when I know more


PsiclopsNE wrote:

[dice=Notice & Wild]d4 + 2 - 2; d6+2-2

Wanting to get to where the action is quickly, he flies down the hole into the gym.

PWGM, the link to the map in your above post is broken or incorrect, but the one in your alias is good. By my count, it takes about 5" to get to the hole and halfway to the floor of the gym.
But I don't see any drone icons (I'm assuming the one in the circle that is the ship is the pilot). Are there any drones still left in the gym? I need to know where they are, as I want to attack them.
Also, I haven't noticed you mention it (but there's a *lot* of text here), but is everyone at -2 in the darkness to hit things?

)(&&*@#$^^&()#(*^%$#^%!!! I triple checked that link!

The "drone" in the circle is actually Al Rekmire. He doesn't have a proper token yet so drone 6 kindly volunteered to stand in. No drones are in fact visible. Well there are bodies/bits scattered about under the craft. Another body between the craft and the boor Mr. S went through and a final body tangled up with Mr. S. But you see no active drones. You heard the blaster fire when Mr. S went down and can see the damage (red no symbol on the map) to the door and walls. (hmm pretty dark, lets say part of the shattered door is on fire, it is Dim (-2) at that end of the corridor and Mr. S gets some tragic mood lighting)

PsiclopsNE wrote:


Having heard the voices in his head, he thinks "I'm in the gym - where is everyone right now, and where are the drones?"

Are you saying/shouting this as well? Telepathy throws a wrench into pbp formatting. There is a suggested formatting on the campaign page. Does that formatting work for you?

PsiclopsNE wrote:


Will take my non-Free Action when I know more.

Looking forward to it. Anything you would like to know?


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

Seeing no active drones in the gym, he thinks Have we located our target? Are there any active drones still left?.

I have about 7" of flight movement left, once I know the sitrep via telepathy from the others, I'll continue to move. If I run into any threats, I'll attack them.

Guess I'm sort of on "hold" (not the game mechanic) until then.


Psiclops wrote:

Seeing no active drones in the gym, he thinks Have we located our target? Are there any active drones still left?.

I have about 7" of flight movement left, once I know the sitrep via telepathy from the others, I'll continue to move. If I run into any threats, I'll attack them.

Guess I'm sort of on "hold" (not the game mechanic) until then.

No reason not to use the mechanic. You are waiting for their response and there are no known baddies between you and next turn. In fact I am considering just going with blob initiative this turn because the baddies so kindly self-segregated.


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 continues to plod in the direction of the colored brick. Perhaps that is where the janitor stashed him Gameboy.

Run: 1d4 ⇒ 4

Now again there's a voice in his head that does not belong to him. This irritating phenomenon started only after the transport crashed, so Dave cannot be certain he is not merely suffering from a brain injury. He's only moving and not much else, so he has time to puzzle it out.

Let's say, for laughs, that the crash and the fall had nearly killed me. I remember one time I was playing Call of Duty and some guy in my squad said that in the heat of battle a soldier can get blown up and keep running for another mile, and he won't even know his arm is missing until he tries to straighten his helmet. So yeah, that's a possibility. Who survives a plane crash into a building, amiright? So that's a point for my mind is playing tricks.

But if I'm not dying, and that's someone else's voice in my head, how did it get there? It kinda sounds like that blue girl, but it could just as easily be a V'sori impersonating the blue girl! "Our target" and "active drones" is pretty vague. If it's a bad guy looking for me who wants to know how many drones he has still working, I really shouldn't answer him.

Or wait! I should try to throw him off with a bogus answer. That's it!

Unsure of how exactly to respond, Dave thinks about a V'sori and the blue girl, as if they were sitting next to each other on a Ferris Wheel bench, having a good time and eating cotton candy. He almost forgets to respond. "Target acquired. All drones active. We've got them on the run. What is your position?" Pretty clever, Dave.


Dave Finsterman wrote:

Dave continues to plod in the direction of the colored brick. Perhaps that is where the janitor stashed him Gameboy.

...

I'm dying here....Go Dave!

There is no light in the locker room but you press on. You reach the wall you were heading for rather abruptly. As far as you can tell this is a solid cinder block wall running across the entirety of the locker room. If you remember correctly the boys locker room is on the other side of this wall.

You have an action if you want to take it. You did not have to run to reach the blue wall. What are you going to do now? See map for your position.


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 SMASHES the wall!

Fighting!: 1d12 + 6 ⇒ (11) + 6 = 17
Destruction!: 1d8 + 1d4 + 3d6 + 1d6 ⇒ (2) + (1) + (4, 3, 5) + (4) = 19

Dark Archive

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

@Dave, your formatting is not Italicized, the way thoughts are. It's just Bold as for normal speech. I'm gonna play it just like that because it's seems SUCH a Dave thing to think that he's pulling one over in Telepathy, but he's just talking to himself. ;)

Responding to PsiClops, Imagine thinks, 'We've located the precise position between jack and squat! As for things to break, see that dead...okay, -more- dead guy by the door that's a little bit on fire? He just got a grade-A can of Whoopass opened up on him by a heavy weapons position down that hall. Scout if you can, or killing...just as good. Better than.

With zero response form Dave--wait, was that a crashing sound from inside the locker room? In that case that was definitely nothing she wanted to get all up in to.

With help, presumably, on the way, Imagine decides she needs to work on getting herself in a better situation.

With the faint and faintly romantic flames of the recently deceased door flickering across the gymnasium, she can make out the pile of drone corpses strewn across the floor. Wait, didn't they have a...why yes, they did. She saw it clearly from the cockpit.

Imagine makes her way across the floor and pat's the ex-drones down as one to whom intimacy and privacy have been reduced to mere currency.


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
Kara "Imagine" Luthor wrote:
@Dave, your formatting is not Italicized, the way thoughts are. It's just Bold as for normal speech. I'm gonna play it just like that because it's seems SUCH a Dave thing to think that he's pulling one over in Telepathy, but he's just talking to himself. ;)

Please don't bogart my fun. Dave is thinking about Imagine, and he just received a telepathic message from her, which implies his response is thusly received. He has to think it to say it, so, lawyered. Imagine may choose to ignore it, but she definitely gets it.


Dave and Imagine

You are both right.
The formatting suggestion is on the Campaign page to avoid exactly this issue. So everyone please use it unless you don't like it. And if you don't like it tell me and we will work something out.

That said Dave's player was pretty clear the they intended Imagine to get that message and you had an active connection. So unless you can give me a really good reason I am going to have to say Imagine heard the message. It does not have to go farther. W/o Switchboard Imagine has to manually pass on the messages so they have discretion here.

I suppose, Imagine, that you could sever the connection between you and Dave after the first syllable to avoid hearing his message but then the connection is severed and you would to see Dave to reestablish the connection.

TL/DR Dave use the formatting or tell me why not. Imagine you heard the message unless you want to sever your connection to Dave.


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

'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?"

I overlooked that this was a message to everyone.

When Karma hears Imagine's voice in her head, she looks around at first, thinking Imagine was nearby talking. Not seeing her, Karma figured it out quickly and thought her answer, not sure it would be 'heard,' Sorry no to both questions. Hang in there. I'm scouting. Will report if I find anything useful.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:
Ah-Rekhmire wrote:
... I have you on the map using the token for Drone 6 until we can get a proper token for you .

Token provided. Sorry I forgot about AR. :)


Doctor Toxic wrote:

The doc will move in, using the door for cover. He'll try to heal Sardonicus.
[dice=healing]1d8; 1d6 One wound back

Healing fails. No wounds healed. Your patient is dead. Strangely head wound doesn't look as bad as it did. Something is strange here...

Mr.S has the Undead power without the "Spark of Life" mod. Healing skill, natural healing and the Healing power do not work for them.

You do not immediately see any drones, you also do not take any incoming fire. It is pitch black in the corridor save for the rapidly dying fire on the the blasted door. This calls for a Notice roll at -6 please.

Success? TN10:
Movement at the end of this corridor 10-12" away.

Raise TN14:
The above and you hear a voice speaking Spanish. Not close by. Language:Spanish roll please TN 4.

Success on roll in TN14 spoiler:
The voice is praying something appropriate for someone of the Catholic faith to pray when they are in distress.

2 or more raises? TN18+:
All of the above. The Spanish voice is definitely praying and you see a red light blink low on the wall on the far side (side 1) of this corridor about 4-6" towards the domed building (side 4).

Doctor Toxic wrote:


He'll then send a blob of acid at the crew with the guns.
[dice=decay]1d8; 1d6 no multiple action penalty, Medium burst, all creatures need to make a Vigor roll at -2 or take a wound. Objects with hardness up to 20 may be damaged.

Sorry Doc, no visible targets. You do still have an action though.


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

Karma keeps moving in ghost form north toward the building on the other side of the fence. She again wills herself to move faster.

Run: 1d6 ⇒ 6 Alas, no aces on running rolls.

Her spirit guides 'push' her along at double her normal pace.

She moves through the fence and the wall to the small building outside the courtyard and looks left and then right.

I'll wait for a description of what is here, but if nothing threatening is seen from her entry point, she'll go another 2" right (east) toward the room or corridor north of the gym (beyond gym side 1).

Actions taken so far: run. On hold for possible other actions until informed of what she can see.

I moved Karma's map token and then completed this post and posted it. When I came back to the map, her token had been moved, so I'll wait to see if other things are happening that might need to be resolved before she moves.


Hearing the voice in his head was annoying, but he had other more important things to worry about.

Landing near the door where the blast of energy emanated, he gathered his powers and recreated the whirlwind that had worked so well against the drones before.

Starting with a stiff breeze, the elements seem to take their fury out on whatever, or whoever is in the hallway. The roar of the wind is almost deafening, but the wind soon dies down after the various bit of debris which moments ago could strip flesh from bone fall to the ground.

Damage: 4d6 ⇒ (6, 2, 5, 6) = 19


Dave Finsterman wrote:

Dave SMASHES the wall!

[dice=Fighting!]1d12+6
[dice=Destruction!]1d8+1d4+3d6+1d6

Wall is down. It is VERY dusty and VERY dark. You see

(You can freely pass through the rubble as difficult ground (x2 movement cost but is is only 1" in area so your first inch into the new room costs 2". Normally this minor rubble would not be an issue but it is still Full Dark (-6) in here.)

Everyone You hear a LOUD "BOOM" and the Gym shakes a little. Notice to identify the middle of the gym side 2 wall as the source. Get a raise and you are sure it came from the other side of that wall.

Action resolved


Karma wrote:


I moved Karma's map token and then completed this post and posted it. When I came back to the map, her token had been moved, so I'll wait to see if other things are happening that might need to be resolved before she moves.

Oops that was me. I thought I moved you by accident. Please put yourself back. Also any help you can give making building 1 look better would be greatly appreciated. The smiley faces are doors. 2 sets of 2identical rooms facing each other across a central corridor. The heavy lines of the rooms should not extend into the domed building.


Ah-Rekhmire wrote:

Hearing the voice in his head was annoying, but he had other more important things to worry about.

Landing near the door where the blast of energy emanated, he gathered his powers and recreated the whirlwind that had worked so well against the drones before.

Starting with a stiff breeze, the elements seem to take their fury out on whatever, or whoever is in the hallway. The roar of the wind is almost deafening, but the wind soon dies down after the various bit of debris which moments ago could strip flesh from bone fall to the ground.

Damage: 4d6

Your flight is 6" correct? The door where Mr. S was shot down is 10" away. Doc is there now on the map. If you want to 'run' you will get an extra d6" of flight but you will take a -2 multi-action penalty. Mind you that penalty does not apply to matter control. Also the lights are out it is dark in the Gym and Full dark in the corridor w/ Mr. S. Seeing a target might be difficult.

Also The last person who fully entered that corridor got shot a bit. Fair warning, the shooters may still be around.


Athletics d8, Common Knowledge d4-1, Notice d4-1, Persuasion d4, Stealth d4, Driving d6, Fighting d12+4, Focus d8 | AG d8, SM d4, SP d8, ST d8, VI d8 | Pace 11, Size 1, Parry 13, Tough 13 | Wounds: 0
Poor Wandering GM wrote:
Dave and ImagineI suppose, Imagine, that you could sever the connection between you and Dave after the first syllable to avoid hearing his message but then the connection is severed and you would to see Dave to reestablish the connection.

From a purely metagaming standpoint, ignoring Dave is usually appropriate. However, unless it's been Cormac McCarthy-ed, Imagine still has the hots for Dave's red track suit and why wouldn't she want to hear what he has to say in it?

It's very, very hard to see, but Dave does not immediately find anything resembling a handheld game console, and he's beginning to think he's wasting his time. He pauses to reconsider.

Now, where would Mindjack be held in a school? The Principal's office!

Dave had not been a troublemaker, but he was a slacker, and his teachers resented having him in their classrooms. Other kids would laugh whenever Dave was asked a question and fumbled an answer, but instead of disciplining all of them, Dave would be sent to the office to explain himself. After the first half dozen times the Principal didn't even bother. He would just open the small windowless conference room and let the poor boy in to sit and do nothing for an hour. That has to be where Mindjack is.

Dave can find the Principal's office in the dark, which is fortunate.


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


You do not immediately see any drones, you also do not take any incoming fire. It is pitch black in the corridor save for the rapidly dying fire on the the blasted door. This calls for a Notice roll at -6 please.

** spoiler omitted **

** spoiler omitted **
** spoiler omitted **

** spoiler omitted **

notice: 1d8 - 6 ⇒ (1) - 6 = -51d6 - 6 ⇒ (2) - 6 = -4

notice genius reroll: 1d8 - 6 ⇒ (2) - 6 = -41d6 - 6 ⇒ (3) - 6 = -3
nothing

Poor Wandering GM wrote:


Sorry Doc, no visible targets. You do still have an action though.

Are there any light switches around?

notice on wall smash: 1d8 ⇒ 51d6 ⇒ 2
notice genius reroll: 1d8 ⇒ 41d6 ⇒ 4


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

Following Imagine's instructions, Psiclops moves to directly below Dr. Toxic (on the map), and says to him "Name's Psiclops. What's the situation here? Who did this to that guy? Is he alright?"

Notice & Wild, -6: 1d4 + 2 - 6 ⇒ (2) + 2 - 6 = -21d6 + 2 - 6 ⇒ (5) + 2 - 6 = 1

Notice & Wild, wall smash: 1d4 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (2) + 2 = 4

Psiclops looks over at the wall behind him and to the right, but sees nothing that could have caused the explosion.


Karma wrote:

Karma keeps moving in ghost form north toward the building on the other side of the fence. She again wills herself to move faster.

[dice=Run]1d6 Alas, no aces on running rolls.

Her spirit guides 'push' her along at double her normal pace.

She moves through the fence and the wall to the small building outside the courtyard and looks left and then right.

I'll wait for a description of what is here, but if nothing threatening is seen from her entry point, she'll go another 2" right (east) toward the room or corridor north of the gym (beyond gym side 1).

Actions taken so far: run. On hold for possible other actions until informed of what she can see.

I moved Karma's map token and then completed this post and posted it. When I came back to the map, her token had been moved, so I'll wait to see if other things are happening that might need to be resolved before she moves.

Karma

Re map: That was my bad, sorry.

I have moved you to just inside Room 1 due 'up' from where you were. This used 7" of your 12" of movement.

As you approach the building (building 1) you notice a few things:
a. You see the wall atop the buildings roof. The wall on top of the roof keeps the barrier at the 2-3 story high level everywhere around the compound.

b. the courtyard doors have had their handles cut off and the windows are covered by chain link fencing on the inside.

As you pass through the wall you see that it not just the windows. The walls, floor, and ceiling are covered in chain link fencing. The fencing is bolted to the walls etc with white plastic or ceramic bolts. Even the floor is slightly raised by these bolts. It must be interesting to walk on as the chain fencing would have some give.

There are 3 people in here. They are huddling in the corners of the room. They are the Heart symbols. The smiley faces are doors. Note on doors. The door you passed/went through is on the outside of the fence/cage.

The people are wearing ragged or dirty street clothes without shoes. Their exposed skin sports the occasional small burn.

The front 'up' wall of the room has been crudely ripped out leaving the fence-cage exposed to the central corridor. A gate has been placed in this wall it appears to be the only exit from the fence-cage.

Across the hallway you see an identical room also with 3 people in it.

In the central corridor taking cover in an archway on your right are 2 drones. They do not react to your presence. Their attention is focused forward.

You hear at least 2 sets of footsteps running off to your left. And a person the the cage across the way is praying in Spanish.

You smell musty air, ozone and, well folks have been in here for a while.

It is dark in this are (-4) but your darkvision lets you see clearly. What do you do?


Doctor Toxic and Psyclops

Taking actions? Hanging out? Roasting marsh mallows? The last will be difficult as the burning door is going out. Fire retardant material, you are about to lose your mood lighting.


Dave Finsterman wrote:
Poor Wandering GM wrote:
Dave and ImagineI suppose, Imagine, that you could sever the connection between you and Dave after the first syllable to avoid hearing his message but then the connection is severed and you would to see Dave to reestablish the connection.

From a purely metagaming standpoint, ignoring Dave is usually appropriate. However, unless it's been Cormac McCarthy-ed, Imagine still has the hots for Dave's red track suit and why wouldn't she want to hear what he has to say in it?

It's very, very hard to see, but Dave does not immediately find anything resembling a handheld game console, and he's beginning to think he's wasting his time. He pauses to reconsider.

Now, where would Mindjack be held in a school? The Principal's office!

Dave had not been a troublemaker, but he was a slacker, and his teachers resented having him in their classrooms. Other kids would laugh whenever Dave was asked a question and fumbled an answer, but instead of disciplining all of them, Dave would be sent to the office to explain himself. After the first half dozen times the Principal didn't even bother. He would just open the small windowless conference room and let the poor boy in to sit and do nothing for an hour. That has to be where Mindjack is.

Dave can find the Principal's office in the dark, which is fortunate.

Dave

Finsterman! To the principals office!:
You know the principles office is on the third (top) floor of the round main building/tower. From here you need to go into the gym. There should be a door ahead of you. And then head down a corridor and through one of the classroom blocks to the main tower building. First floor is reception, the nurse's station, and some rooms with moveable walls used mainly for art and music classes.
Second floor was the library/computer room and then admin up top. There is a sweeping staircase with a chairlift on one wall as well as a small elevator by the nurse's station behind the reception desk. The corridor leading to the other classroom wing also connects to the first floor of the tower.


Kara "Imagine" Luthor wrote:

Imagine makes her way across the floor and pat's the ex-drones down as one to whom intimacy and privacy have been reduced to mere currency.

Imagine

I moved you your pace you are free to Run if you wish. The intact drone body is marked with an "X" on the map but you are close enough to where Al Rekmire tore 4 drones apart that you could take an action and make a Notice roll at -4 go grope for bits. Each success or raise will net you a gun, a spare powerpack, a grenade, or interesting bit of drone, your choice.

You can also spend a benny to find as much of whatever you want immediately without an action. No more than 4 of any one thing other than drone bits.


Ah-Rekhmire wrote:

Hearing the voice in his head was annoying, but he had other more important things to worry about.

Landing near the door where the blast of energy emanated, he gathered his powers and recreated the whirlwind that had worked so well against the drones before.

Starting with a stiff breeze, the elements seem to take their fury out on whatever, or whoever is in the hallway. The roar of the wind is almost deafening, but the wind soon dies down after the various bit of debris which moments ago could strip flesh from bone fall to the ground.

Damage: 4d6

Al-Rekmire

Repeating the the earlier message in case it got lost.

Your flight is 6" correct? The door where Mr. S was shot down is 10" away. Doc is there now on the map. If you want to 'run' you will get an extra d6" of flight but you will take a -2 multi-action penalty. Mind you that penalty does not apply to matter control. Also the lights are out it is dark in the Gym and Full dark in the corridor w/ Mr. S. Seeing a target might be difficult.

Additionally The last person who fully entered that corridor got shot a bit. Fair warning, the shooters may still be around.

Please move your token and roll your running die if you wand to try for the extra movement. You meed a 4 to reach the door but a 5-6 to enter the corridor. Or did you want to do something else?


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

Karma projects her thoughts toward Imagine, Bingo time. I've found six prisoners in cage like rooms with two drones guarding a hall. Through the doors where the blaster fire smoked the vamp and hang a left. Bogies are 50 feet away. I can't take them alone but get their attention and I may be able to take one out.

As she 'talks,' she moves to within an arm's length of the south drone, remaining in ghost form, hoping for a chance to phase a hand into his chest.

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