| Ah-Rekhmire |
Ah...sorry...working late tonight and missed this. AR will do the "run" 1d6 ⇒ 3 towards the door, but will only move in front of it to 'cast' his spell if that is possible.
Ah-Rekhmire does not make it to the door and lands on the floor. He calls upon his powers and a scintillating globe forms around him.
Ok, so he cannot reach the doorway yet, so he uses aq bennie and calls up his absorption ability. He adds 'all' to it, as well as 'mastery' which should mean he can absorb any energy type...I think. Total cost is 11 pts.
| Karma NE |
Does Karma see a light switch near the drones at the end of the hall?
| Dave Finsterman |
Of course the Principal's office is like at the opposite end of the school. Dave decides to go back into the gym to see what the other fugitives are up to.
Having experienced first hand that light is a problem for some reason, he approaches some of the area of the basketball court that is on fire, and punches it. From the splintered chunks he grabs a couple makeshift torches.
I'll roll something if I need to, but I can't imagine how Dave would fail at this. Same thing with punching the wall or whatever else that isn't opposing him.
| Poor Wandering GM |
School Daze. Turn 3 resolution.
Combat setting: School Gymnasium, the roof thereof, a crashed M'buna and surrounding area. Sirens/alarms/bells fall silent.
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). There is Dim(-2) lighting adjacent to any school door from the EXIT signs.
End of turn status. Please let me know if I missed something:
Ah-Rekhmire Near the door where Mr. Sardonicous was shot. Benny spent. Please remember to track all active spells.
Dave In your locker room smashing your walls.
Doctor Toxic Next to Mr.S
Imagine In the gym in the dark with a used belt.
Karma Ghosting through the classrooms of yesterday. Now more that just metaphoric cages. Wearing a belt. Karma cannot be seen or felt
Mr Sardonicous Relaxing by a small fire.
Psiclops Speaking to Doctor Toxic. Psiclops cannot be seen. Dr. Toxic is probably startled!
| Poor Wandering GM |
School Daze. Turn 4.
Combat setting: School Gymnasium, the roof thereof, a crashed M'buna and surrounding area.
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). There is Dim(-2) lighting adjacent to any school door from the EXIT signs. Sirens/alarms/bells fall silent.
Benny count. Please let me know if I missed something:
Ah-Rekhmire 5
Dave 5
Doctor Toxic 6
Imagine 5
Karma 7
Mr Sardonicous 5
Psiclops 6
-card draw-
Doctor Toxic Black JOKER, and a 3 of clubs. Joker takes precedence.
Psiclops Ace of Diamonds.
Other thing you don't know about. King of Spades. Reminder 1
Imagine King of Hearts.
Karma 10 of Hearts. Reminder 1
Mr Sardonicous 9 of Spades.
Dave 7 of Spades.
drones 7 of Diamonds.
Ah-Rekhmire 6 of Diamonds.
Joker drawn means the cards have been shuffled.
Going back to card initiative as things look to be more active this turn.
Phiclops you are up. Doc, hop in when you like.
| Poor Wandering GM |
Of course the Principal's office is like at the opposite end of the school. Dave decides to go back into the gym to see what the other fugitives are up to.
Having experienced first hand that light is a problem for some reason, he approaches some of the area of the basketball court that is on fire, and punches it. From the splintered chunks he grabs a couple makeshift torches.
I'll roll something if I need to, but I can't imagine how Dave would fail at this. Same thing with punching the wall or whatever else that isn't opposing him.
Dave 7 of Spades
So from where you are on the map. Are you going forward through the locker room you just smashed into and out the door that leads into the gym. Or are you doing back the way you came? With a pace 6 and a lucky run roll you might get onto the gym floor either way. There are also more direct options....
if you do then the torches would be a Repair roll target number 2. Basically a critical failure check.
Resolution pending
Kara "Imagine" Luthor
|
I never got my action from last round. I waiting to see if Doc would turn the light on. My next action:
'Well screw this,' Imagine thinks to herself as she contemplates groping in the dark for gear of unknown nature.
Untrusting of her fingers in the dark, dark gym, she telekineks the flare gun out of her belt. Aiming away from the gunfire toward the nearest corner she aims up a bit and lets fly.
'I wonder if that will set things on fire? Ah well too late now.'
SE corner.
| Dave Finsterman |
Dave 7 of Spades
So from where you are on the map. Are you going forward through the locker room you just smashed into and out the door that leads into the gym. Or are you doing back the way you came? With a pace 6 and a lucky run roll you might get onto the gym floor either way. There are also more direct options....
if you do then the torches would be a Repair roll target number 2. Basically a critical failure check.
Resolution pending
No, Dave will not trust anything to lucky running.
Knowing how far the door is away from where he is no, Dave turns toward the wall connecting the gym and punches through it and the bleachers to make a hole.
Fighting, Smash: 1d12 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 1d4 + 3d6 + 1d6 ⇒ (1) + (1) + (2, 1, 3) + (2) = 10 Wow, that was terrible
| Poor Wandering GM |
I never got my action from last round. I waiting to see if Doc would turn the light on. My next action:
'Well screw this,' Imagine thinks to herself as she contemplates groping in the dark for gear of unknown nature.
Untrusting of her fingers in the dark, dark gym, she telekineks the flare gun out of her belt. Aiming away from the gunfire toward the nearest corner she aims up a bit and lets fly.
'I wonder if that will set things on fire? Ah well too late now.'
SE corner.
Imagine Turn 3 special cause the GM missed a bit.
There is no pop. No recoil, no hissing flight. A head sized ball of light suddenly hovering midway up the Gym wall in the corner of sides 2 and 3. A moment passes and the ball flares filling the gym with a bright golden light.
Everyone! Lighting conditions have changed!!
The gym is now well lit. Any area that can draw a clear line to the interior of the gym is also well lit.
The corridor with Mr.S is well lit to the middle of the corridor fading to Dark at the archway.
The courtyard is well lit with many dark shadows.
The classrooms on the courtyard side are now Dim(-2) with the rest of that building Dark(-4)
| Poor Wandering GM |
Doctor Toxic
Now that the lighting is better
Notice roll please
Movement at the end of this corridor 10-12" away. Likely 2 or more drones.
The above and you hear a voice speaking Spanish. Not close by.
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).
Language:Spanish roll please TN 4.
The voice is praying something appropriate for someone of the Catholic faith to pray when they are in distress.
| Poor Wandering GM |
No, Dave will not trust anything to lucky running.
Knowing how far the door is away from where he is no, Dave turns toward the wall connecting the gym and punches through it and the bleachers to make a hole.
[dice=Fighting, Smash]1d12+6
[dice=Damage]1d8+1d4+3d6+1d6 Wow, that was terrible
Dave7 of Spades
Ouch. You can use a benny to re-roll that damage if you like. Remember dice do not ace against walls and such. Otherwise you punch a fist sized hole through the lockers and the wall beyond. Light streams in and you see the underside of the bleachers.
| Poor Wandering GM |
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.
Karma
Both the drones and the prisoners notice the increase in light.
Prisoner # 4 is watching the drones while the others are cowering.
Someone in the cell in front of you is praying in Spanish.
| Dave Finsterman |
Dave7 of Spades
Ouch. You can use a benny to re-roll that damage if you like. Remember dice do not ace against walls and such. Otherwise you punch a fist sized hole through the lockers and the wall beyond. Light streams in and you see the underside of the bleachers.
Do I still get the extra d6 on the raise?
Dmg Bennie: 1d8 + 1d4 + 3d6 + 1d6 ⇒ (4) + (2) + (6, 3, 2) + (5) = 22
Kara "Imagine" Luthor
|
"Well that went nicely," she observes, pleasantly surprised with things finally going right for once.
That done she bends to the looting in earnest.
With everything well lit, can I get loot as though I spent the Bennie? Assuming nothing goes catastrophically wrong by the time my action comes....
| Poor Wandering GM |
Poor Wandering GM wrote:Dave7 of Spades
Ouch. You can use a benny to re-roll that damage if you like. Remember dice do not ace against walls and such. Otherwise you punch a fist sized hole through the lockers and the wall beyond. Light streams in and you see the underside of the bleachers.
Do I still get the extra d6 on the raise?
[dice=Dmg Bennie]1d8+1d4+3d6+1d6
nope, Simple inanimate objects like walls and mall Santa's don't have weak points so you don't get the bonus damage. Luckily you didn't need it.
Dave, when the walls fell
The wall shatters and partially collapses with another loud BOOM! which everyone nearby can hear and locate. The wall by Dave is now open and the bleachers crushed. Everyone nearby can see the man in the red track suit standing in the rubble.
| Doctor Toxic |
notice: 1d8 ⇒ 61d6 ⇒ 5
notice, genius reroll: 1d8 ⇒ 51d6 ⇒ 2
Whispering and echoing it telepathically, he responds "At least two more drones down here with heavy weapons."
He's going to use a little acid on the hinges to remove it. It'll be awkward, but it should give him some cover when he finally moves in.
focus: 1d8 ⇒ 41d6 ⇒ 2
| Karma NE |
Notice: 1d6 ⇒ 2
Wild: 1d6 ⇒ 5
| PsiclopsNE |
Psiclops moves 8" down the hall Imagine mentioned, which should put him 4" away from the two drones in the hall.
What is the ) shaped thing in the map immediately to the right of the drones?
I can't seem to move my PC icon in the map. When I click and hold it, and start to move the mouse, all the lines in the map start to shift instead. Any suggestions?
If/when he has a clear shot at one of them, he will blast it :
Focus & Wild: 1d12 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (5) + 1 = 6
Doing
Damage: 6d6 ⇒ (4, 4, 6, 5, 3, 5) = 27
Damage ACE!: 1d6 ⇒ 4 = 31
| Poor Wandering GM |
Psiclops moves 8" down the hall Imagine mentioned, which should put him 4" away from the two drones in the hall.
What is the ) shaped thing in the map immediately to the right of the drones?
I can't seem to move my PC icon in the map. When I click and hold it, and start to move the mouse, all the lines in the map start to shift instead. Any suggestions?
If/when he has a clear shot at one of them, he will blast it :
[dice=Focus & Wild]d12+1; d6+1
Doing
[dice=Damage]6d6
[dice=Damage ACE!]d6 = 31
The odd shape is my failure to draw an archway connecting the corridor to the classroom block. The drones have cover in the archway. As far as moving tokens, try zooming WAY down, selecting the token and then zooming back out. That works most of the time. I tentatively moved your token. Let me know if that is where you were aiming to end up.
What does your blast look like? Does is come from your eyes/hands/prefrontal lobes? Color? Sound?
Holding off on processing your action in case Doc wants to intervene. And because I am pressed for time at the mo. More soon.
| Poor Wandering GM |
Karma 10 of Hearts
Almost forgot. Notice roll please.
** spoiler omitted **
More info.
You can see into the domed building.
All of the side 1 and most of the side 4 walls are made of windows letting in the moonlight. (dim(-2) if light levels mattered to you.) You can see the main entrance triple set of doors and permanently shut with v'crete.
You also see 2 more drones taking cover where the classroom block enters the domed tower building.
You have time to relay any or all of this information before turn 4 starts. Sorry I dropped the ball here I forgot about your darkvision.
Everyone
I knew I forgot something. Everything should now be ready for the Start of Round 4. Feel free to reconsider/ret-con actions as needed.
| Dave Finsterman |
Everyone
I knew I forgot something. Everything should now be ready for the Start of Round 4. Feel free to reconsider/ret-con actions as needed.
Dave is done.
| PsiclopsNE |
Psiclops usually points his finger at his target just for show and intimidation, but the force actually emanates from his mind and slams into the target, so there's no visible or audible component.
Thanks for the map tip, I'll try it out. You placed me exactly where I was thinking of.
| Karma NE |
Karma thinks another message at Imagine, not sure if her last message was received or relayed to the others. Karma here again. I'm a ghost next to the two drones guarding the school hallway and two more nearby. Our acquisition target may be near me. I'll distract the nearer drones.
| Poor Wandering GM |
[dice=notice]1d8; 1d6
[dice=notice, genius reroll]1d8; 1d6Whispering and echoing it telepathically, he responds "At least two more drones down here with heavy weapons."
He's going to use a little acid on the hinges to remove it. It'll be awkward, but it should give him some cover when he finally moves in.
[dice=focus]1d8; 1d6
Doctor Toxic Joker
A bit of acid and you are now the momentary master of a fraction of a door.
Lets treat the door as a Shield ( SWADE pg 71). Use the Ancient and Medieval section and you choose the size. Just remember the min strength rules (SWADE pg 66) so using the medium sized door gives you a -1 to pace and all Agility or agility related skill rolls. A large door raises that penalty to a -2. Given that this is door and not an actual shield it will work (i.e the cover/parry bonus causes an attack to miss) once.
Please note that with the Joker +2 you got a raise on the notice roll.
| Poor Wandering GM |
Mr Sardonicous 9 of Spades.
I know I'm jumping the queue. But this will not effect anyone.
Focus, wild: 1d10 ⇒ 11d6 ⇒ 1. Critical failure. No wounds healed. Backlash, 1 level of fatigue gained. Great first crit fail of the game and it is on a gm roll.
Spending the benny from Doc's Joker using the Dumb Luck setting rule. Focus, wild: 1d10 ⇒ 41d6 ⇒ 5 -1 wound penalty. Fatigue does not apply to the re-roll as it hasn't happened yet. Total of 4 one wound healed.
Status 1 wounds, 1 fatigue, benny spent
| Poor Wandering GM |
Doctor Toxic JokerA bit of acid and you are now the momentary master of a fraction of a door.
Lets treat the door as a Shield ( SWADE pg 71). Use the Ancient and Medieval section and you choose the size. Just remember the min strength rules (SWADE pg 66) so using the medium sized door gives you a -1 to pace and all Agility or agility related skill rolls. A large door raises that penalty to a -2. Given that this is door and not an actual shield it will work (i.e the cover/parry bonus causes an attack to miss) once.
Please note that with the Joker +2 you got a raise on the notice roll.
My bad, this is a school door door in America. It will work twice and has the ballistic property.
| Karma NE |
Note: Karma has Speak Language power, so she would understand what the prisoners speaking Spanish are saying if she can hear them well enough.
Karma reaches her intangible hand out to try to wound the nearest drone by phasing it in inside his chest.
Focus: 1d8 ⇒ 2
Wild: 1d6 ⇒ 1
Spending a Bennie to reroll that.
Focus: 1d8 ⇒ 3
Wild: 1d6 ⇒ 4
This is an opposed Focus roll versus the target’s Athletics or Vigor (defender’s choice). If the attacker wins, the victim takes a Wound (two with a raise).
It's my understanding that she remains intangible and invisible during this maneuver. Let me know if that is not the case.
| Poor Wandering GM |
Note: Karma has Speak Language power, so she would understand what the prisoners speaking Spanish are saying if she can hear them well enough.
The person is praying
Karma reaches her intangible hand out to try to wound the nearest drone by phasing it in inside his chest.
Spending a Bennie to reroll that.
Total 4This is an opposed Focus roll versus the target’s Athletics or Vigor (defender’s choice). If the attacker wins, the victim takes a Wound (two with a raise).
It's my understanding that she remains intangible and invisible during this maneuver. Let me know if that is not the case.
You do stay Invisible and Intangible through the maneuver.
Drone's Vigor opposed roll meet or beat 4: 1d8 ⇒ 4
You easily reach inside the drone but can't seem to get purchase on anything important.
How does your wounding attack work? Are you partially solidifying in their body and ripping internal wobbly bits. Or is this a purely spiritual assault where you tear the soul/astral body?
| Karma NE |
Partially solidifying to cause physical damage.
| Poor Wandering GM |
drones 7 of Diamonds.
Psiclops didn't designate a target so 1 or 2: 1d2 ⇒ 1 Drone #1
The drones targeted notice their attackers (SPC pg 69). Touch or short range attacks count as doing something obvious.
Drone 3 Notice: 1d4 ⇒ 1 Sees nothing.
Drone 4 notice: 1d4 ⇒ 4, ace: 1d4 ⇒ 3 Total 7 Target (4+4)8. Also sees nothing.
Drone 1 does nothing as an explosion rips through the hallway. Psiclops Please make a Notice roll at -4. If you succeed you can Evade (SWADE pg 100) with an Agility roll at -2. Success moves you to the outside of the red circle.
Failure on either roll means you are caught in the blast of the fusion grenade: 3d10 ⇒ (6, 6, 1) = 13 AP4. Which does no damage to you.&*@#$^@#&^$@ forcefield!
Drone 2Spins on the invisible Karma their body crackling with electricity as they swing.: 1d8 ⇒ 1 and miss.
Drone 3 Hurls a small black orb forward: 1d6 ⇒ 4 -4 range. Total 0. Miss. Deviation: 1d6 ⇒ 2 x3 range total 6" Direction: 1d8 ⇒ 3. Further down the corridor.
Doctor Toxic please make an agility roll at -2 to place yourself outside the red circle or take: 3d10 ⇒ (5, 1, 10) = 16,ace: 1d10 ⇒ 6. Total 22 AP4. Your toughness and armor accounts for 10pts after the 4AP. So 3 wounds incoming. And Knockback: 1d6 ⇒ 5 slamming you into the bleachers for anadditional: 2d6 ⇒ (2, 3) = 5+5 damage. For 10pts Total and falling prone. No additional effect.
Mr. Sardonicous is now at 3 wounds 1 fatigue. As his body is slammed messily into the rear wall of the corridor.
Drone 4 Also sends an orb down the corridor.: 1d6 ⇒ 2 -4 range. Total 1 miss. Deviation: 1d6 ⇒ 6 x3 range total 6". Direction: 1d8 ⇒ 7. Prisoner evade: 1d6 ⇒ 2-2 total 0.
Prisoner 1 is dead.
The corridor fills with thunder and fire. The corridor from Mr.S to the corpse of Prisoner 1 is now considered rough terrain. The Gym walls, outer walls and cage-walls that are in or touching the red circles are missing. The good news, the area is now well lit. The bad news, it is well lit because it is on fire. The fire suppression system activates. The system is destroyed in the corridor but the rest of the school is soaked in musty foul smelling water.
Kara "Imagine" Luthor
|
Notice: 1d4 ⇒ 4
Notice ACE!: 1d4 ⇒ 1
WILD Notice: 1d6 ⇒ 5
Having kitted herself out with 3 grenades, a rifle, and a spare clip, Imagine at last felt dressed enough to carry some kind of offensive. Forewarned is forearmed and all that.
'Acknowledged, Karma,' she thought back to the ghost. 'I think Psiclops is moving that way, too. If the two of you are able--' then the world exploded. (It seems to have a way of doing that today.)
Although not directly in the blast area, enough things are going boom that she is touched by the vibrations of the blasts. The shock of seeing the resultant carnage of the hallway she was about to walk toward is mixed with the elation of seeing Dave BURST through the wall in a shower of concrete and dust, his crimson track suit glowing warmly in the light of the flare.
'DAVE!' she mind-shouts, her elation at seeing him mixed with a rising panic that they might have bit off more than they can chew. 'That hallway just exploded! I...I don't think it's a good idea to walk down there. Since you seem to be AMAZING at walking through walls, do you think you can find a short-cut through?'
Kara gazes meaningfully at the NorthWest corner, where a number of blasts seem to have also originated.
| Ah-Rekhmire |
The desiccated corpse that is Ah-Rekhmire moves swiftly forward into the hallway where death and destruction seem to reign. Seeing the two drones at the end of the hall, he summons up two bolts of azure force and throws them at the enemy.
No longer using telekenisis. Still has his magic shield spell up and will fire 2 bolts at the drones
| Dave Finsterman |
Oh no, thinks Dave. There's probably asbestos in here. I'm gonna get cancer and die from breathing in all this dust. Darn it. He coughs and waves his hands in the air in front of him in a futile attempt to clear the air. In the glow of the fire, which is spreading throughout the school, apparently, he can see the blue girl standing nearby. Everyone else seems to have forged ahead.
The blue girl shouts in his head. Yep, he's pretty sure it's her this time, although why she's shouting at him and why she isn't just speaking is a mystery that begs to be solved.
He turns to her and waves. Oh, hey," he says aloud. She's only ten feet away. "Yeah, umm, sure."
Will wait for turn 5
| Poor Wandering GM |
Sorry for some reason the rest of my post is missing....the rolls were below 4 so I believe that they both would have missed...but the damage was great lol
Odd. Let me take care of that for you
Attack on drone 1: 1d8 ⇒ 2
Attack on drone 2: 1d8 ⇒ 4
Wild: 1d6 ⇒ 5
Replacing attack on 1 with the wild die. Both hit the cover the drones are hiding behind.
Damage on attack on drone 1: 4d6 ⇒ (2, 4, 1, 4) = 11 Total 11
Damage on attack on drone 2: 4d6 ⇒ (3, 2, 4, 5) = 14 Total 14
Results: Adding to the joyful cacophony twin bolts of ancient magic flash down the corridor. The bolts slam into the brick archway but do not bring it down.
(The attack hit the cover but the damage was not enough to penetrate the brickwork.)
| Poor Wandering GM |
[dice=Notice & Wild,+2(Edge),-4(Darkness)]d4+2-4; d6+2-4
[dice=Notice ACE!]d4 SO close...So, do I take the same amount of damage as Dr. Toxic, or do I get my own damage roll?
Nope. you were only hit by the placed explosive. It rolled badly for damage (see drone 1 section of the boom post) and you were not even shaken.
| Poor Wandering GM |
Having kitted herself out with 3 grenades, a rifle, and a spare clip, Imagine at last felt dressed enough to carry some kind of offensive. Forewarned is forearmed and all that.
...
You recognize the rifle as a V'sori issue Pulse SMG (SPC pg.17) with a full powerpack. The grenades are V'sori fusion grenades. Bit heavy ordinance for prison guards to be carrying but gift horses and all that. The grenades have a dial and some extra buttons and stuff that means little to you, but the big orange button with the flip up cover seems pretty clear. (Athletics to throw Range 5/10/20 3d10 AP4.)