
Poor Wandering One |

Kara "Imagine" Luthor wrote: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.)
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.
...
A bit more info.
You didn't notice it immediately when you picked up the gun as you has just stepped in someone unpleasant, but both the gun and the grenades brushed your mind telepathically. This is not an attack they did not read your mind or commandeer your limbs this was not even telepathic contact. This was a feather brush. Less than that even. But not because it was subtle and slipping past your defenses the contact was just too weak to do anything more. Whatever this was a normal human would brush this off without even noticing.

Poor Wandering GM |

School Daze. Turn 5.
Combat setting: Public School S8, the roof thereof, a crashed M'buna and surrounding area.
Conditions. The lights are out. The fire sprinklers are active.
--The Gym is brightly lit from a flare in the side 2-3 corner and fires in the side 1 corridor.
--The corridor on Side 1 from the gym is on fire and filling with smoke. It is considered Dim (-2) and all forms of vision are effected. This corridor is considered rough terrain. There is some risk walking through this space from the fires and rubble. Remember you are barefoot.
--The class block (building 1 on the map) is partly on fire. Between the darkness, smoke and the fire sprinklers it is considered Dark (-4) but any enhanced vision will drop this to a (-2). The red circle and areas adjacent to it are considered rough terrain.
--Otherwise outside areas are Dim (-2). The 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.
Benny count. Please let me know if I missed something:
Ah-Rekhmire 6
Dave 6
Doctor Toxic 7
Imagine 6
Karma 8
Mr Sardonicous 5
Psiclops 7
-card draw-
prisoners. Jack of spades
Doctor Toxic. Jack of Clubs
drones 10 of clubs
Karma. 9 of Clubs reminder 2
other thing. 8 of clubs reminder 1. no effect, ignore in turn order.
Psiclops. 6 of Spades
Ah-Rekhmire 5 of Hearts
Imagine 4 of Spades
Mr Sardonicous. 2 of Spades. 3wounds 1fatigue
Dave 2 of Hearts
No joker drawn deck continues.
The amazing unexploded Doctor Toxic is leading the way!

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You didn't notice it immediately when you picked up the gun as you has just stepped in someone unpleasant, but both the gun and the grenades brushed your mind telepathically.
'Oh hello,' Kara says, caught a bit off guard and looking down at the previously-thought inanimate objects. 'Is there something you'd like to say? Instead of huffing and puffing is there something you want to tell me?' she asks, following back to see if the telepathic link wants to...answer? This whole thing is odd, talking to weapons, but it has been a very unusual day.

Karma NE |

It appears the grid size has been changed. I had it set so one square equal 1 inch but now the squares are bigger than they were. I will fix it when I have time later today, but for now, each map icon should be about 1 inch in size. The numbers and letters in the map coordinates were set to about the proper scale.
Karma withdraws from the drones to regain the cover of her ghostly form. She moves along the prisoner's cells toward the drones at the west end of the prison area. As she moves she implores her spirit guides to help her locate the prisoner known as Mindjack.
Spending a bennie to allow her to gain information on the location of Mindjack. This is an "influence the story" use of a bennie.

PsiclopsNE |

Psiclops will try to blast drone #1 again :
Focus & Wild: 1d12 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (2) + 1 = 3 = 9, Raise
Doing
Damage+Raise: 6d6 + 1d6 ⇒ (3, 3, 1, 4, 3, 4) + (2) = 20 Phooey
I understand if penalties remove the Raise die.
I've noticed none of us are posting our card values anymore, are you ok with that?

Poor Wandering GM |

'Oh hello,' Kara says, caught a bit off guard and looking down at the previously-thought inanimate objects. 'Is there something you'd like to say? Instead of huffing and puffing is there something you want to tell me?' she asks, following back to see if the telepathic link wants to...answer? This whole thing is odd, talking to weapons, but it has been a very unusual day.
Imagine
Imagine last turn straggler.You get no contact, no sense of presence, no repeat of the feather touch. Nothing, you get nothing.
You might,might get more by taking more time and suggesting how you are trying to get more info. What skill/power, what methodology etc. But combat, in a burning building, while foul/stale water rains down on you is not that conducive to quiet contemplation.

Dave Finsterman |

Assuming Dave's actions affect nobody.
Imagine appears to quietly contemplate something, but Dave acts on her last direction, charging across the basketball court to put his fist through another section of bleachers and outside wall. He knows the courtyard is just on the other side, and there are doors into the building they can use to get around the firestorm.
"This way!"
Dave SMASH!: 1d12 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 1d4 + 3d6 ⇒ (1) + (1) + (6, 2, 2) = 12
spend another bennie to re-roll damage...
Damage: 1d8 + 1d4 + 3d6 ⇒ (8) + (4) + (3, 5, 5) = 25
I'm not talented enough to move my token on the map.

Poor Wandering GM |

It appears the grid size has been changed. I had it set so one square equal 1 inch but now the squares are bigger than they were. I will fix it when I have time later today, but for now, each map icon should be about 1 inch in size. The numbers and letters in the map coordinates were set to about the proper scale.
Karma withdraws from the drones to regain the cover of her ghostly form. She moves along the prisoner's cells toward the drones at the west end of the prison area. As she moves she implores her spirit guides to help her locate the prisoner known as Mindjack.
Spending a bennie to allow her to gain information on the location of Mindjack. This is an "influence the story" use of a bennie.
Karma
The cages. You are pretty sure the person who was blown to bits wasn't Mindjack. Pretty sure. The two survivors in cage 1 are not Mindjack.
The 3 prisoners in front of you appear to be women so they are probably not Mindjack. The people in the other 2 cages in this block you are not sure about.
Notice roll @ -2(fire and smoke) TN4 please. Success gets you one spoiler of your choice a raise gets both.
Benny spent You send the call out to your spirits. You feel suddenly cold, there is a sharp pain in the sole of your right foot. You feel fear, confusion, expectation. You hear Nearby
Mind you spirits don't operate in our familiar 4 dimensional space-time so "Nearby" to them could mean more or less than it means to you at any given moment. They were not trying to deceive you so it is more likely than not that Mindjack is nearby.

Poor Wandering GM |

Psiclops will try to blast drone #1 again :
[dice=Focus & Wild]1d12+1; 1d6 + 1 = 9, Raise
Doing
[dice=Damage+Raise]6d6+d6 Phooey
I understand if penalties remove the Raise die.
I've noticed none of us are posting our card values anymore, are you ok with that?
Psiclops
Clean hit on drone {tn4base+4cover} roll at -2(fire and smoke) effective TN 10, nope.
Hit the cover {tn4base} roll at -2(fire and smoke) effective TN 6. You hit the cover but no raise by a hair. Not that the raise would have mattered to a wall.
Damage total 18 is enough to destroy this section of the archway.
A blast that seems more a ripple in the smoke than anything of substance slams onto the side 1 end of the archway and reduces it to scattered rubble.
The building Groans!
Re: cards. Not really. It means I have to jump back and forth between the post I am writing and the initiative post to try to keep things on track. It is rather a pain. But the players overall seem to not be willing to add that info (with some exceptions, thank you Karma) and this is not a hill I choose to die on at this moment. I would very much like it if folks did but this info in when they post. But we can't always get what we want.

Poor Wandering GM |

Assuming Dave's actions affect nobody.
Imagine appears to quietly contemplate something, but Dave acts on her last direction, charging across the basketball court to put his fist through another section of bleachers and outside wall. He knows the courtyard is just on the other side, and there are doors into the building they can use to get around the firestorm.
"This way!"
Dave
You are 9-10" away from the far wall of the gym. I am taking the liberty of rolling a running die for you: 1d4 ⇒ 2 added to you pace of 5" puts you just past the middle of the gym. Token moved.
Benny returned

Dave Finsterman |
1 person marked this as a favorite. |

Dave stops around the middle of the gym for a breather. If had had known all this superhero stuff required so much running he would have just stayed in bed.
This is exactly how hindrances should all work.

Poor Wandering GM |

Oops almost forgot the drones!
drones 10 of Clubs. They can see a target!
--drone one single shot at Al-Rekmire: 1d8 ⇒ 8,ace: 1d8 ⇒ 7. -2 smoke. total 13 hit with a raise. damage+raise: 5d6 ⇒ (2, 5, 1, 6, 5) = 19, ace: 1d6 ⇒ 6,second ace: 1d6 ⇒ 5. total 30 less toughness means 25 points of damage or 4 wounds incoming.
Please make your free absorption roll. Mastery only applies to a single power type but I'll assume you set it to particle beam. So that is a Focus roll at +2(mastery) your target is 4 and every multiple of four you meet or beat you absorb a wound. So 16 to absorb then all and then down from there. Note if you fail to absorb all the wounds you can still spend a benny to soak the remainder with a Vigor roll (same targets) as normal.
--drone two single shot at Al-Rekmire: 1d8 ⇒ 2 miss.
--drone three (ignore please: 1d4 - 2 ⇒ (4) - 2 = 2 ace: 1d4 ⇒ 3)
--drone four (ignore please: 1d4 - 2 ⇒ (3) - 2 = 1)

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Imagine 4 of Spades
'That's...odd,' she thinks about the communicative-and-possibly-sentient weaponry. That gives time for her fertile mind to ponder what life would be like if ALL weapons could talk. You could never have a war because firing off a bullet would be like a death in the family. Goodbye, chuck! I've gotta shoot someone so so long! And Harry and Frank and BobAlvinRalph (for a three-round burst). You'd need a heart-felt farewell just to throw a grenade. Bye, Alicia. I'll try to communicate more just like we talked about. I hope you have a good blast radius.
"Hey, wait up!" she mind-calls out as Dave gets a head start toward the scene of action. Kara starts jogging forward to make up the distance, her soft breasts bouncy merrily.
She smiles as she gets up to Dave. 'Awwwwwwww. He waited for me! I bet he could be through that wall right now but he stopped just for me. I...I should hug him. Oh but he probably wouldn't appreciate that. Not in the middle of a fire fight. He'd just think I'm some ditz that can't prioritize. Can't give him the wrong impression.'
"Lead the way!" she says, merrily.

Karma NE |

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 6
Wild, Ace 1: 1d6 ⇒ 6
Wild, Ace 2: 1d6 ⇒ 6
Wild, Ace 3: 1d6 ⇒ 5
Result: 6 + 6 + 6 + 5 - 2 = 21
Success + 4 raises
Wow. 3 aces!

Karma NE |

-2(smoke and sprinkler)
Notice: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1
Result: 5 - 2 = 3
Fails to notice whatever Drone 4 did.

Karma NE |

Karma wrote:I am assuming this Notice roll was for the cages?Yes. I just made my player notice roll and read about the later notice roll for Drone 4. I think I failed that one. Wish I could transfer a couple of the aces I got on the first notice roll.

Poor Wandering GM |

Ok here we go...I hope I do it right!!
Free Soak: 1d6+2 ace: 1d6
Ok, so a 12 total will remove most of the damage...do I also get a regular Soak roll? And if I spend a Benny I can make another Saok roll?? Just want to make sure I got it straight in my head!
You are quite close but not quite there.
the Absorption Soak roll is the best of your Focus roll and your wild die taken independently. So your Focus roll {6+4} is at a 10. Now roll your wild die to see if you can beat that 10. Assuming the Wild die does not beat 10, unlikely as you need a 6 followed by a 5+, the Focus roll is the better of the Focus-Wild pair. You then add the +2 from Mastery to the better total. So you're total is likely 12 but still roll the Wild die as you never know.Assuming the Wild die does not go crazy, your 12 on Absolution removes 3 of the 4 wounds.
At this point you have 1 wound incoming you now need to decide if you want to take this wound, and the -1 wound penalty to most rolls, hoping to heal it later or to spend a benny and make a Vigor-Wild roll to soak that last wound. A 4+ on the best of your Vigor-Wild pair will soak the last wound meaning the shot had no effect on you.
I am afraid there is no such thing as a free soak roll. Some powers/tech etc. grant a soak roll like Absorption but normal folks do not get a free soak roll. You either take the wound or spend the benny and try your luck.
Does that help?

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Nice rolling, Ah-Rekhmire!
Kara gets the mind-tag and quickly responds back, skipping merrily along with Dave.
Back to Karma she replies, "Yah I got it Wraith. Ghost! I mean Ghost. Wraith is...someone else. Anyway, I like getting high as much as the next guy. Well, as much as several next guys and gals, but is now really a good time? Can't it wait until after the mission to score? I can find us a really good hook-up but we should save the mission for Mary Jane until after we find MindJack.... Oh. You probably meant him in the first place. Um, nevermind! Good luck!"

Karma NE |
2 people marked this as a favorite. |

Imagine: you got me to crack a smile there. Nice RP.

Poor Wandering GM |

I do not believe that Ah-Rekhmire has acted yet...other than to defend against an attack. He was 5 of Hearts.
Oops...
So it looks like Dave Imagine Karma Psiclops (and Mr.S) have acted. Though Imagine and Karma have only moved so unless they sell me otherwise they are choosing not to Run or take other actions.
Doctor Toxic and Al Rekmire are up! Shout out if you have a question or need a hand.

Karma NE |

Karma wills herself to drift faster, making for the next room west with the dome.
Run: 1d6 ⇒ 5
That puts her next to the west wall of cell room 2.

Ah-Rekhmire |

Ah-Rekhmire once again takes aim at the two drones, but this time he decides to raise another whirlwind, as it worked to such great results the first time.
This is one of the powers of Matter Control and will cause 2d6 damage. I want to use a bennie to increase the damage to 4d6 (adding the Power ability to the spell (+5 pts).
Damage: 4d6 ⇒ (6, 2, 2, 1) = 11
Ace: 1d6 ⇒ 3
total Damage: 14

Doctor Toxic |

sorry, had a bit of a stomach bug yesterday
The Doctor will slide into the corridor, expecting more grenades. He will spray the drones blocking the way with molecular acid. Then he does it again.
Burst decay. Can I choose to do a small burst instead of a medium burst? If not, sucks to be prisoner 4.
focus(decay): 1d8 ⇒ 61d6 ⇒ 4 Vigor roll at -2 or suffer a wound
focus: 1d8 ⇒ 51d6 ⇒ 4 Vigor roll at -2 or suffer a wound

Poor Wandering GM |

Ah-Rekhmire once again takes aim at the two drones, but this time he decides to raise another whirlwind, as it worked to such great results the first time.
This is one of the powers of Matter Control and will cause 2d6 damage. I want to use a bennie to increase the damage to 4d6 (adding the Power ability to the spell (+5 pts).
Damage: 4d6
Ace: 1d6total Damage: 14
Ah-Rekmire 5 of Hearts
benny spent{I'm going to rule that your mini-tornado is not the type of attack to easily remove walls. At least not in an area with good airflow.}
The drones disappear as the whirlwind forms.
All the windows in the class block shatter inward, {Fire?: 1d6 ⇒ 3nope} the smoke in the corridor and class block is momentarily dispersed.
As the winds return to the dark sands the drones are revealed to be alive but not unharmed.
{they are both shaken)

Poor Wandering GM |

sorry, had a bit of a stomach bug yesterday
The Doctor will slide into the corridor, expecting more grenades. He will spray the drones blocking the way with molecular acid. Then he does it again.
Burst decay. Can I choose to do a small burst instead of a medium burst? If not, sucks to be prisoner 4.
...
Doctor Toxic 4 of Diamonds
{Oof, feel better soon}
The Doctor sprays the corridor with death in psychedelic colors.
drone 1. Vigor at -2: 1d8 - 2 ⇒ (5) - 2 = 3 Fail
drone 2. Vigor at -2: 1d8 - 2 ⇒ (8) - 2 = 6 Pass
Prisoner 4. Vigor at -2: 1d8 - 2 ⇒ (8) - 2 = 6 Pass
Attack 2
drone 2. Vigor at -2: 1d8 - 2 ⇒ (1) - 2 = -1 Fail
Prisoner 4. Vigor at -2: 1d8 - 2 ⇒ (7) - 2 = 5 Pass
Between the whirlwind and the acid the corridor looks like a burning Jackson Pollock painting. Both drones lie dying on the floor and the walls between the corridor and room 3 sport several new holes.
{A small template could be a trapping change if you want to permanently switch from the medium. Or when it comes up you can spend a benny to make the MBT selective.}

Poor Wandering GM |

Full new round post in the AM. but I'll do cards now. So you can plan.
Karma. JOKER Bennys for everyone!
prisoners. ace of Spades.
Ah-Rekhmire. Ace of Hearts
other thing. ace of clubs. ignore for initiative order.
Doctor Toxic. Queen of Clubs, also drew the King of Diamonds
drones. jack of Hearts.
Imagine. 9 of Hearts
Mr Sardonicous. 9 of Diamonds
Dave. 7 of Spades
Psiclops. 3 of clubs
Joker drawn, cards shuffled.

Poor Wandering GM |

School Daze. Turn 6.
Combat setting: Public School S8, the roof thereof, a crashed M'buna and surrounding area.
Conditions. The lights are out. The fire sprinklers are active.
--The Gym is brightly lit from a flare in the side 2-3 corner and fires in the side 1 corridor.The Flare is sputtering and will go out at the end of this turn (1d12 roll under the number of turns active -1 to go out. Rolled a 1)
--The corridor on Side 1 from the gym is on fire and filling with smoke. It is considered Dim (-2) and all forms of vision are effected. This corridor is considered rough terrain. There is some risk walking through this space from the fires and rubble. Remember you are barefoot.
--The class block (building 1 on the map) is partly on fire. Between the darkness, smoke and the fire sprinklers it is considered Dark (-4) but any enhanced vision will drop this to a (-2). The red circle and areas adjacent to it are considered rough terrain. Fire spread?: 1d6 ⇒ 2, Sprinklers?: 1d6 ⇒ 3. Sprinklers are defeating the fires in the class block.
Ah Rekmire's tornado fuels the fires but keeps the smoke from growing thicker.
--Otherwise outside areas are Dim (-2). The 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.
Benny count including Karma's Joker and Splash page this turn. Please let me know if I missed something:
Ah-Rekhmire 6
Dave 8
Doctor Toxic 9
Imagine 8
Karma 8
Mr Sardonicous 7
Psiclops 9
-card draw-
See previous post.
Other thing, reminder 2
Karma, reminder 2
Mr. Sardonicous 2 wounds 1 fatigue.

Poor Wandering GM |

Everyone
I think this might be a good point to suggest a Splash Page depicting the drones, prisoners, and PCs in the hall. I'd suggest the image be from the west side of the drones looking east toward the hall. The smoke and fire would be around the edges of the image with the drones in the foreground about to fire weapons or throw grenades, with Doc Toxic and Ah-Rekhmire approaching and Mr. S on the ground at the back. Perhaps Psiclops could be a transparent figure to show his location despite being invisible.
Excellent Splash page. Benny for everyone.

Karma NE |

Karma keeps moving in ghost form, hoping to escape notice of the drones and move through the domed building in search of Mindjack.
Run: 1d6 ⇒ 1
She struggles to increase her pace. I hope all you spirits are just busy finding Mindjack. I'm exposed out here hoping a couple of trigger-happy drones don't notice me and blast me!
Karma moves 7". As she moves, she reaches into this utility belt she picked up and draws the flare gun so she can fire it when she gets farther from the drones to light up the area for her comrades in villainy.

PsiclopsNE |

Psiclops moves his full 12" down the hall (map updated). Please let me know if there's anything I need to roll for, such as damage from the fires.
I assume I can see that there's a door at the end of the hall, connected to the domed building?
Please note Init order in my tag line, I'm going to *try* and remember to always do this in the future...

Poor Wandering GM |

Karma keeps moving in ghost form, hoping to escape notice of the drones and move through the domed building in search of Mindjack.
[dice=Run]1d6
She struggles to increase her pace. I hope all you spirits are just busy finding Mindjack. I'm exposed out here hoping a couple of trigger-happy drones don't notice me and blast me!
Karma moves 7". As she moves, she reaches into this utility belt she picked up and draws the flare gun so she can fire it when she gets farther from the drones to light up the area for her comrades in villainy.
Karma
Are you moving to the 1st or 2nd floor of the domed building? More info depending on the answer.
Also, and please forgive me is I missed this but how do you know you are carrying a flare in the survival belt? I think only Imaging has that info. Please remind me if I am wrong. Sometimes my brain goes walkabout.
-You see the 2 drones by the open archway into building 1. They are installing two grenades with tripwires on the archway to building 1.
-You also see the desk. It actually curves forward into the space but I couldn't get a curve that looked good. The desk stops short of the wall by each archway allowing easy access.
-The space behind the desk includes a small elevator and a small nurse's office with a single exam chair/cot.
-There is also a open closet built into the wall containing the circuit breaker box and the phone equipment
-You see the archway to building 4 on side 3 of this floor. There is no activity in the long hallway past this archway.
-You see a drone lying prone at the top of the stairs leading to the second floor. Their gun is pointing at the archway where the other 2 drones are working.

Poor Wandering GM |

my action will depend on the last question.
What question Doctor Toxic? if you are waiting on Psiclops then you are delaying until after the 3 of clubs. Not a problem if that is what you want. Just let me know.
Hmm or do you mean the door question? There is no door just an open archway.
Or the damage question? As you are not flying you will need to make an Agility roll TN 2 if you run in the corridor/class block area. This is just a crit fail check likely earning you a bumps and bruises fatigue from burns, cuts, and smoke inhalation.
Everyone
Anyone in the corridor or the class block can make this check on their turn. If you are on the domed building side of all the red circles the penalty drops to-2. With Doc or anyone else with heightened senses getting an auto success and raise once they clear the last red circle.
Note you get free re-roll on this check.
Karma, Ah-Rekhmire, and Doc Toxic are up.

Poor Wandering GM |

Psiclops moves his full 12" down the hall (map updated). Please let me know if there's anything I need to roll for, such as damage from the fires.
I assume I can see that there's a door at the end of the hall, connected to the domed building?
Please note Init order in my tag line, I'm going to *try* and remember to always do this in the future...
You are posting early. Resolution pending on other players actions. I appreciate the card tracking. It makes things easier.
There is no doorway connecting the class block to the domed building. Open archway. Folks who are flying can avoid the sharp/hot spots so do not need to make a check.

PsiclopsNE |

Is it a problem posting early? I thought the point of the card tracking was so we could post whenever we can. Since I was just moving, I figured I'd just say so and be done with it. But if you want us to wait until others before us have already posted (which can be tricky, and potentially slow things down), I'll try to do that in the future.
I'm assuming the Heightened Senses Edge counts as having "heightened senses", because...well...of the name. Please let me know if this does not apply. Because the drones will act before me, I have nothing I can say or do about what I've seen.
But since I can see things, I have questions. Since one of them's about something you said in a spoiler, I've spoilered it below. The other one is : can I see drones #3 and #4 specifically?

Doctor Toxic |

Doc moves up, using the wall where he can to avoid the worst of this. "Back away from the bars." he'll advise the prisoners.
I ignore difficult terrain
Once there, he'll throw acid on the two new drones, hoping to deal with them.
focus: 1d8 ⇒ 51d6 ⇒ 6
ace: 1d6 ⇒ 6
ace: 1d6 ⇒ 3 15 total
Vigor -2 normally, does a raise do more wounds?