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

Game Master PoorWanderingOne


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

Ok, thanks, I had forgotten that with all the long posts going on and my bad memory. I've updated my position assuming I headed straight for the green line.

Mentally thinking to Imagine Would everyone please describe where they are, so we can all keep track of each other? And say whether you've found anything significant/interesting/dangerous.

You can do this during your action in the upcoming round, no need for a separate post.


School Daze. Turn 8.

MAP!

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 corridor on Side 1 from the gym is on fire: 1d6 ⇒ 3 and filling with smoke. It is considered Dim (-3) 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 no longer on fire. Between the darkness, smoke and the fire sprinklers it is considered Dark (-4) but any relevant Heightened Senses power will drop this to a (-2).
The fire: 1d6 ⇒ 51d6 ⇒ 6 in the class block is out and will not restart without help.

--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 8
Doctor Toxic 9
Imagine 8
Karma 8
Mr Sardonicous 5
Psiclops 9

-Reminders-
Karma, reminder 2
Mr. Sardonicous 0 wounds 1 fatigue.
Other thing, reminder 2

-card draw-

other thing. king of hearts. no effect, ignore in turn order.

Imagine. Queen of Hearts. In the courtyard with Dave

Psiclops. 10 of Diamonds. Invisible in tower level 1

Dave. 10 of Clubs. In the courtyard with Imagine

Doctor Toxic. 9 of Spades. Also drew an Jack of Clubs. By the elevator on tower 1

drones 7 of diamonds. on your planet stealing your stuff

Karma. 6 of Spades. Unseen and untouched on Tower lvl 2

prisoners. 5 of Hearts. On hold from previous turn. Locked in [url=little boxes made of ticky tack[/url]

Mr Sardonicous. 4 of Clubs. Resting comfortably in a happily burning corridor.

Ah-Rekhmire. 2 of Hearts. Walking in the dark and scaring the locals.

No Joker drawn deal continues.

Everyone, Please note on your posts what powers you have active. Things like Force Fields, Intangibility, etc. If I forget and it is not noted and it causes a problem we will ret-con what we can but I can see conditions where a correction would not be possible.

Imagine, Psiclops, and Dave leading the way!


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

Since Psiclops is at the green line, he'll float up to the second floor and look around. What does he see? And how many inches up to the second floor? Answers to those questions will determine what else he does this round.

Active powers : Force Field, absorb 9 points damage; Flight, 12"; Dodge, -5 points to ranged attacks; Invisibility, -4 to Notice; Parry, 5 points to Parry


Psiclops wrote:

Since Psiclops is at the green line, he'll float up to the second floor and look around. What does he see? And how many inches up to the second floor? Answers to those questions will determine what else he does this round.

Active powers : Force Field, absorb 9 points damage; Flight, 12"; Dodge, -5 points to ranged attacks; Invisibility, -4 to Notice; Parry, 5 points to Parry

Thank you for posting your active powers. I appreciate the specifics but I really just need the name to remind me it's active. Checking the character sheet for details is much easier than searching the thread for the post where you activated the power, but again thank you.

How far is the floor? Call it 4" carpet to carpet but you can peer over the edge at 3"

Tower Level Two
There is plenty of moonlight coming in from the windows all around you. (All outer walls are windows save where structural support is needed.)The sprinklers are working fine on this level. so everything is soaked and uncomfortable. (But maybe not for you. Does your force field keep out rain?)

This floor is Dim (-2).

You see the bookshelves and tables shown on the map.
You see the glowing EXIT signs by the down stairwell.
You do not see any drones or anyone else.
You also do not see any books.

Instead the shelves and tables are holding various objects that are difficult to make out in the dim light.
Everything is pretty soaked. Anything more you would like to know?

Searching the Library in the dark If you use an action to search then make a Notice roll (at -2dim) on a success and for every raise you find one piece of your gear, or one piece of another characters gear (check their character sheets to see what you can find), or any other single piece of reasonable gear (subject to GM veto Automobiles are unlikely). One piece of gear is found on a failure, nothing on a critical failure. You get one Notice roll for taking the search action and one additional per 4" of movement expended in the search. Note this does not apply to Karma's gear as it is neatly gathered in a plastic box on the central table. This was a small reward for the first person to reach this level.

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, the Queen of Hearts. Also she has a Queen of Hearts for initiative. ^_^

Imagine looks over her shoulder, seeing the hulking form of Dave just kinda not quite going very fast. 'Man. I'd like to get in the building but I don't want to embarrass myself by asking him to go faster. Of course an Omega-level power like him probably doesn't see a need to get in quick, but I'm kinda getting tired waiting for him. Karma said there were grenades in there just for the taking! Come on Dave....'

She looks to the door just ahead and all but shreeks in glee as Dr. Toxic passes in front of the window.

"Hey!" she yells at him telepathically. "You can toss toxic stuff, right? Can you open this door? I think I took a wrong turn."


Imagine wrote:

Imagine, the Queen of Hearts. Also she has a Queen of Hearts for initiative. ^_^

Imagine looks over her shoulder, seeing the hulking form of Dave just kinda not quite going very fast. 'Man. I'd like to get in the building but I don't want to embarrass myself by asking him to go faster. Of course an Omega-level power like him probably doesn't see a need to get in quick, but I'm kinda getting tired waiting for him. Karma said there were grenades in there just for the taking! Come on Dave....'

She looks to the door just ahead and all but shreeks in glee as Dr. Toxic passes in front of the window.

"Hey!" she yells at him telepathically. "You can toss toxic stuff, right? Can you open this door? I think I took a wrong turn."

This door has a handle. The doors on the side 1 and 4 of the courtyard had their handles removed. I think a wire got crossed when you were asking about doors earlier.

If you try the door:
BOOM!!! Not really. It is unlocked and opens easily.


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 has been staring at Imagine's ass the whole time, so he happens to notice her look back at him. She seems annoyed with his slow lumbering. He picks up the pace to catch up with her.


Dave and Imagine. Did either of you move on the map? I can move you if you like. Are you heading to the door into the tower from the courtyard? You can both reach the door, Dave will just reach it (10") away while Imagine can reach it in 4 or so inches. Plus there is the whole you both still have actions issue. Let me know if you need moving or ...

Dark Archive

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

While at the door Kara started jumping up and down to make sure she could get the toxic avenger's attention. To get better leverage for tha jumpin' she grabbed the sure-to-be-locked door handle...and nerely lost her balance when the it turned and the door popped open.

"Wow, it's hard to find good help these days," she comments as she walks through.

"Thanks, big guy!" she shoots at DocTox, grateful for the role he played in her ingress.

The hard part done with, and not seeing anyone shooting at anybody's anything, she made a beeline for the arch and the free grenades that she's been hearing so much about.

Run!: 1d6 ⇒ 4

If I can see the grenades from my position, I'll telekinetically bring them to me. Yes, come to Butthead....


Imagine

The grenades are easy to spot on the acid stained archway. You easily pluck them free and bring them to you.

Both of the casings are badly damaged from the Doctor's gentle attentions.
Interestingly when you take these grenades you do NOT feel the telepathic brush that you felt before.

If you wish to keep these please record them on your character sheet as "Acid damaged Fusion grenades".


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

Continuation of turn...

4" to get to the second floor gives me 8" left. At 4" per search that gives me 2 Notice rolls.

Notice & Wild,-2dim: 1d4 + 2 - 2 ⇒ (4) + 2 - 2 = 41d6 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Notice ACE!: 1d4 ⇒ 2 = 6, Success

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

Two items found : Lockpicks, Night vision goggles.

He thinks at Imagine : Hey, guys - I've found our equipment! It's on the second floor in the big oval building.

Active powers : Force Field, Flight, Dodge, Invisibility, Parry

Since the force field absorbs only *some* incoming damage, it isn't like a completely "solid" thing. But since it can stop 9 points of damage, I would say it's solid enough to prevent rain from getting in.


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

The doc will squeeze a pseudopod through the door crack of the elevator to see if the car is ther, if it's active, and if there are plasma grenades ready to blow people's heads off.

notice: 1d8 ⇒ 81d6 ⇒ 3
ace: 1d8 ⇒ 3 Total 11
genius reroll: 1d8 ⇒ 61d6 ⇒ 3


PsiclopsNE wrote:

Continuation of turn...

4" to get to the second floor gives me 8" left. At 4" per search that gives me 2 Notice rolls.

[dice=Notice & Wild,-2dim]d4+2-2; d6+2-2
[dice=Notice ACE!]d4 = 6, Success

[dice=Notice & Wild,-2dim]d4+2-2; d6+2-2 = 5, Success

Two items found : Lockpicks, Night vision goggles.

He thinks at Imagine : Hey, guys - I've found our equipment! It's on the second floor in the big oval building.

Active powers : Force Field, Flight, Dodge, Invisibility, Parry

Since the force field absorbs only *some* incoming damage, it isn't like a completely "solid" thing. But since it can stop 9 points of damage, I would say it's solid enough to prevent rain from getting in.

psst you have another Notice roll if you want it. 1 for taking the action +2 more for 8" of movement.

Re force field. Well it lets air in and out, and if you dive into the sea it will let the water in. (unless you spend a benny to mimic Spacer or something) So if you want to let the rain in for the dramatic effect you can. Whatever they look like force fields in fiction usually work like they do in Dune. Slow stuff in, fast stuff out. Not that this has any game effect.


Doctor Toxic wrote:

The doc will squeeze a pseudopod through the door crack of the elevator to see if the car is there, if it's active, and if there are plasma grenades ready to blow people's heads off.

notice: 1d8 ⇒ 21d6 ⇒ 5
ace: 1d8 ⇒ 3 Total 11
genius reroll: 1d8 ⇒ 21d6 ⇒ 5

Dude where's my car?: 1d3 ⇒ 3. You squeeze through and verify that there are neither traps nor elevator car here. The air in the shaft is stale and unmoving but you can taste the bottom of the car parked on the top level of the tower.

The elevator does not appear to be active.


Hearing his personal items might have been discovered, the ancient Egyptian magician suddenly begins to run down the hallway until he enters the library where he leaps into the air and travels up the atrium to where he can see Imagine.

Will 'cast' a fly spell (can he use his control of air to lift him up into the atrium)

At the moment he has no abilities powered up.


Ah-Rekhmire wrote:

Hearing his personal items might have been discovered, the ancient Egyptian magician suddenly begins to run down the hallway until he enters the library where he leaps into the air and travels up the atrium to where he can see Imagine.

Will 'cast' a fly spell (can he use his control of air to lift him up into the atrium)

At the moment he has no abilities powered up.

If you were wearing a parachute... maybe a wingsuit you could glide very effectively with Matter Control: Wind. Unfortunately you are not wearing a parachute. So you will either need to walk or find another way to reach the Library. (One benny in flight and you are there NOW. As in this turn and you will get an action to search once you arrive. Super Sorcery & Best there is easily grants you 18 points in Flight. At that level of speed distance largely becomes someone else's problem .)

If you would rather save the benny then roll a d6 for you Run die and we'll see how far you get.

Dark Archive

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

"Whoooooo! Everyone, Psiclops found all our drek on the second floor! Party up top!" Kara sends to everyone, hoping she'll soon be reunited with the source of her power.


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4
Poor Wandering GM wrote:
You see your gear in a plastic bin on the large oval table in front of you.

Karma moves to the table where her gear is in a bag, becomes tangible and visible, since she can see her fellow villains reaching the room, fumbling around in the dark and doesn't want anyone to mistake her for a drone. She loses her ability to see in the dark, but knows where the bag is with her gear.

"Ghost here, so don't blast me. Just grabbing my gear."

She begins the process of equipping herself. She has a cape, a katana, and a pair of retractable wrist claws that look like a heavy set of greaves.

She'll equip as much as she can this round. What's the action cost of putting on a cape, a katana, and greaves?


Ok, I think I will burn a benny and zoom to my stuff!!


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

He never thought he would see it again, his hoverboard. A gift from his father, one of those rare, expensive toys that was meant to make up for mostly not being around. When he opened it Christmas morning a few years back he first thought it was a mistake or a bad joke. It made him feel bad, like, why couldn't his dad just be there? But that's not how life works.

By the summer the hoverboard was almost an extension of his body, Dave rode it everywhere. It matched his lifestyle, and he stopped thinking about it as having come from his father; it was simply his way of getting places, and it was fun. It made him feel light on his feet and he liked to feel the wind on his face when he leaned forward to get the most out of it. Dave's hoverboard was the one thing he knew he would miss when he turned himself in. That was before he realized there'd be no access to porn.

He felt something like genuine happiness when Imagine announced their stuff was found. He rushed up and gave her a big hug.


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

At seeing this, I will climb my way up to the second floor.


Karma

Karma moves to the table where her gear is in a bag, becomes tangible and visible, since she can see her fellow villains reaching the room, fumbling around in the dark and doesn't want anyone to mistake her for a drone. She loses her ability to see in the dark, but knows where the bag is with her gear.

"Ghost here, so don't blast me. Just grabbing my gear."

She begins the process of equipping herself. She has a cape, a katana, and a pair of retractable wrist claws that look like a heavy set of greaves.

She'll equip as much as she can this round. What's the action cost of putting on a cape, a katana, and greaves?

2 items/turn as a limited free action +1 item per action after that. So a total of 2 actions to suit up. Easily done over 1 turn. You are up suited.


Ah-Rekhmire wrote:
Ok, I think I will burn a benny and zoom to my stuff!!

benny spent

With a great rushing of wind a wringing wet wizard arrives in the library.

I moved you to a central space on the second floor map. Since you did not specify stats for the Super Sorcery use I chose the minimum required to reach the space in question. SS: Flight 5pts pace 24. Please track the spell in your posts as normal.

Tower Level Two
There is plenty of moonlight coming in from the windows all around you. (All outer walls are windows save where structural support is needed.)The sprinklers are working fine on this level. so everything is soaked and uncomfortable.

This floor is Dim (-2).

You see the bookshelves and tables shown on the map.
You see the glowing EXIT signs by the down stairwell.
You do not see any drones or anyone else.
You also do not see any books.

Instead the shelves and tables are holding various objects that are difficult to make out in the dim light.
Everything is pretty soaked. Anything more you would like to know?

Searching the Library in the dark:
If you use an action to search then make a Notice roll (at -2dim) on a success and for every raise you find one piece of your gear, or one piece of another characters gear (check their character sheets to see what you can find), or any other single piece of reasonable gear (subject to GM veto Automobiles are unlikely). One piece of gear is found on a failure, nothing on a critical failure. You get one Notice roll for taking the search action and one additional per 4" of movement expended in the search. Note this does not apply to Karma's gear as it is neatly gathered in a plastic box on the central table. This was a small reward for the first person to reach this level.


Dave Finsterman wrote:

...

He felt something like genuine happiness when Imagine announced their stuff was found. He rushed up and gave her a big hug.

You can't quite reach her. Story of your life really. You run: 1d4 ⇒ 2 for a total move of 13".

Distance to hug is 15".

I have moved you on the map


Psiclops

4" to get to the second floor gives me 8" left. At 4" per search that gives me 2 Notice rolls.

Two items found : Lockpicks, Night vision goggles.

He thinks at Imagine : Hey, guys - I've found our equipment! It's on the second floor in the big oval building.

Goggles and picks found and equipped. Remember you have 1 Notice for gear roll available if you want to take it.

Also I randomized you a bit on the map to represent your searching.


Doctor Toxic wrote:
At seeing this, I will climb my way up to the second floor.

Taking the elevator shaft. Clever Doc.

Tower Level Two

There is plenty of moonlight coming in from the windows all around you. (All outer walls are windows save where structural support is needed.)The sprinklers are working fine on this level. So everything is soaked and uncomfortable.

This floor is Dim (-2).

You see the bookshelves and tables shown on the map.
You see the glowing EXIT signs by the down stairwell.
You do not see any drones.
You do see one armored figure rooting through a box.
You also do not see any books.

Instead the shelves and tables are holding various objects that are difficult to make out in the dim light. (not for you. You correctly identify the items as undifferentiated objects awaiting player action to collapse their waveform and give them identity)
Everything is pretty soaked. Anything more you would like to know?

Searching the Library with a Phd and/or Enhanced senses:
If you use an action to search then make a Notice roll, on a success and for every raise you find one piece of your gear, or one piece of another characters gear (check their character sheets to see what you can find), or any other single piece of reasonable gear (subject to GM veto Automobiles are unlikely). One piece of gear is found on a failure, nothing on a critical failure. You get one Notice roll for taking the search action and one additional per 4" of movement expended in the search. Note this does not apply to Karma's gear as it is neatly gathered in a plastic box on the central table. This was a small reward for the first person to reach this level.


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

Karma lifts a large flat black cape from the bag and watches as gravity pulls it straight. It is made of some special material that never wrinkles. The only light that leaves it is that it produces by virtue of its temperature, its black-body radiation. She swirls it so it rests on her shoulders, threads her arms through some loops that keep it in the proper place on her, and lifts the hood into place. The front of the hood is an ornate Day of the Dead skeleton mask with large eye holes so it does not obscure her vision, but covers her features. It also glows faintly, at least it will once it has been in light for a short time.

She instantly feels more herself. She slides her forearms through the greaves, then attaches a gracefully curving katana in its scabbard to her back so the hilt extends through a specially cut slit in the cape, giving her quick access when needed, but keeping it out of the way when not.

She also has a black leather-like cat-suit, but she just stuffs it into a large pocket in the underside of her cape and stands with hand on hips for the splash page once everyone has their gear equipped.. She looks a lot more intimidating with the cape. It provides some protection from attacks as well, so she feel less vulnerable.


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:
[ooc] You can't quite reach her. Story of your life really.

Dave knew a guy once who sold watches and bags from a stand at the corner, not too far from this school, actually. Dave liked to look at all the handsome jewelry and stuff. One day when business was slower than usual the guy confided in young Dave. "You can always spot a fake," he said. "Look, see how the second-hand moves smoothly? If it ticks you know it's a knock-off. And if you ever see one stopped that's a bad sign. These top-end timepieces all run on perpetual motion. Do you know what that is?" Dave shook his head. The guy shrugged. "Well, how's about ten dollars for that one. It's a Rolex. Do you have ten dollars?"

Dave feels like he's stuck waiting between ticks. The moment passes.


Dave Finsterman wrote:
Poor Wandering GM wrote:
Dave Finsterman wrote:

...

He felt something like genuine happiness when Imagine announced their stuff was found. He rushed up and gave her a big hug.

You can't quite reach her. Story of your life really. You [dice=run]1d4 for a total move of 13".

Distance to hug is 15".

I have moved you on the map

The moment passes.

Eh screw it. Who am I to stand in the way of romance. Rule of cool. Take the 2".

Dave catches up with Imagine.


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:

Eh screw it. Who am I to stand in the way of romance. Rule of cool. Take the 2".

Dave catches up with Imagine.

This foils my watch story un-subtle pbp commentary post-edit. No worries.


Dave Finsterman wrote:
Poor Wandering GM wrote:

Eh screw it. Who am I to stand in the way of romance. Rule of cool. Take the 2".

Dave catches up with Imagine.

This foils my watch story un-subtle pbp commentary post-edit. No worries.

Nah the watch story still fits. You just skipped a tic ;7)

Either way is good. You don't have to take the 2" after all. just missing is a very Dave thing after all.


Ah-Rekhmire stalks towards the table looking for his items that should be here. Seeing his golden bracers, he swiftly places them on and feels the magical power course through his body! He gathers up the rest of his personal gear and replaces it with his body. Gleaming gold can now be seen in the torn remains of his funerary wraps.

Flight still active


Ah-Rekhmire wrote:

Ah-Rekhmire stalks towards the table looking for his items that should be here. Seeing his golden bracers, he swiftly places them on and feels the magical power course through his body! He gathers up the rest of his personal gear and replaces it with his body. Gleaming gold can now be seen in the torn remains of his funerary wraps.

Flight still active

Umm hate to rain on your parade Ah, but did you miss my last post to you?

It takes a Notice roll to find stuff in the dark and rainy library. Admittedly you will find your bracers (I'm assuming these are your first target) on anything but a crit-fail but the dice gods demand the roll.

Also since your gear apart from the bracers is just bling lets say each piece of 'gear' can mean (1d6)x$100 worth of bling until the wizard's stash is exhausted. As you have no more movement to expend, see previous post, you get one finding gear roll this turn.

Note you could take the run action in hopes of generating 4" more movement but that is a 50% chance and the attempt will add a -2 to any and all Notice rolls made this turn.

Dark Archive

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

'Oh man this is gonna be so sweet to get my kit back I can't tell how long it's been, I mean I'll have to leave that slow Dave behind to get their first but I'll--'

"BLAAaaah!" Kara erupts as she finds herself crushed in an all-consuming German-suplex-esque bearhug from a surprisingly quick Dave.

"Oh, um, hi there, big guy. Yeah, I like you too."

Finding her fit-yet-lithe form temporary immobilized by the wall-crushing POWER of one of Earth's Mightiest Heroes, she surrenders to the moment and melts into his embrace.


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

The doc will search through the pile.

notice: 1d8 ⇒ 71d6 ⇒ 1
genius reroll: 1d8 ⇒ 71d6 ⇒ 1

Few people seal their communicator in plastic. It muffles the sound a bit, but that's okay when you can feel the sound in your goo. He slips this into himself.


See...I thought I had read that, but could not find it when I made the post...silly blind me!! will roll now!

Notice: 1d6 + 1 ⇒ (4) + 1 = 5

The corpse looks around the various shelves and notices more of his treasure scattered about...it will take some time to gather it all up!

He looks over at the others also gathering their things and a ghastly smile crosses his face as he turns to Imagine.

"You are quite pretty my dear. What powers do you profess to have?"


Ah-Rekmire
The corpse looks around the various shelves and notices more of his treasure scattered about...it will take some time to gather it all up!

He looks over at the others also gathering their things and a ghastly smile crosses his face as he turns to Imagine Karma.

"You are quite pretty my dear. What powers do you profess to have?"

psst... Imagine is downstairs with Dave endangering our PG-13 rating. Karma is up here and visible enough for this interaction. Dr.Toxic is also available by the librarian's desk.

pssst 2... You really should remove the (+x) notes after your skills or note that they are skill points spent and NOT MODIFIERS. The only skill modifiers A-R has is the -2 to Persuasion from Ugly and the +2 to Intimidate from Menacing.

psst 3... it's Notice and wild die: 1d6 ⇒ 11d6 ⇒ 5-2 for Dim lighting for 3. One bit of kit found on a failure. I am assuming you are going for your bracers?


Doctor Toxic

The Chimerical Chemist slips through the closed elevator door and cunningly encapsulates a commlink.


Closing out the round.

Mr Sardonicous. Rolls over to get a nice even sear as the corridor burns.

Prisoners. Move into the corridor now that the walking corpse has vanished.
------------------------
drone attempts to do something: 1d10 ⇒ 1-4 fails utterly
-------------------------

Psiclops. Has a gear acquisition roll to make but that can be done whenever or simply skipped as they desire.


Pssst...thanks, sorry I must be completely discombobulated at the moment! I blame work...but the truth is probably my own faulty mind!

Yes bracers first, please...then the other bits and bobs


Ah-Rekhmire wrote:

Pssst...thanks, sorry I must be completely discombobulated at the moment! I blame work...but the truth is probably my own faulty mind!

Yes bracers first, please...then the other bits and bobs

I got you covered. You have your bracers. For future reference:

Groping in the dark: If you use an action to search then make a Notice roll (at -2dim). If you fail or succeed you get one piece of gear. For every raise you get an additional piece of gear. You get nothing on a critical failure. One piece of gear could be one piece of your gear, or one piece of another characters gear (check their character sheets to see what you can find), or any other single piece of reasonable gear (subject to GM veto Automobiles are unlikely). You get one Notice roll for taking the search action and one additional per 4" of movement expended in the search. In the case of Ah-Rekmire's bling each piece of gear represents 1d6x$100 worth of stuff until the full $1k is recovered.


School Daze Turn 9

MAP!

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 corridor on Side 1 from the gym is on fire: 1d6 ⇒ 4 and thick with smoke. It is considered Dark (-4) and all forms of vision, and Doc Toxic's chemical sense 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 no longer on fire. Between the darkness, smoke and the fire sprinklers it is considered Dark (-4) but any relevant Heightened Senses power or night vision goggles will drop this to a (-2).

--The Gym is is Dimly (-2) lit from the moonlight and the burning corridor.

--The tower is dimly (-2) lit from the moonlight streaming in through the many windows.

Tower lvl1:

This floor, and the whole tower appears circular but is in fact a disguised oval extending a bit further into the courtyard that it first appears. ( Clever architecture or bad GM drawing skills? The world will never know!)

-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. There is a multi switch lighting control panel on the desk. None of the indicator lights are lit.
-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 by the elevator containing the circuit breaker box and the phone equipment. Several indicator lights are lit.
-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. They are covered in hardening goo and not able to take action at the moment.

Tower lvl2:
Tower Level Two
There is plenty of moonlight coming in from the windows all around you. (All outer walls are windows save where structural support is needed.)The sprinklers are working fine on this level. so everything is soaked and uncomfortable.

You see the bookshelves and tables shown on the map.
You see the glowing EXIT signs by the down stairwell.
You do not see any drones or anyone else.
You also do not see any books.

Instead the shelves and tables are holding various objects that are difficult to make out in the dim light.

Searching for gear: If you use an action to search then make a Notice roll (at -2dim). If you fail or succeed you get one piece of gear. For every raise you get an additional piece of gear. You get nothing on a critical failure. One piece of gear could be one piece of your gear, or one piece of another characters gear (check their character sheets to see what you can find), or any other single piece of reasonable gear (subject to GM veto Automobiles are unlikely). You get one Notice roll for taking the search action and one additional per 4" of movement expended in the search. In the case of Ah-Rekmire's bling each piece of gear represents 1d6x$100 worth of stuff until the full $1k is recovered.

--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 9
Doctor Toxic 10
Imagine 9
Karma 9
Mr Sardonicous 6
Psiclops 10

-Reminders-
Karma, reminder 2
Mr. Sardonicous 0 wounds 1 fatigue Awake
Other thing, reminder 2

-card draw-
Mr Sardonicous. JOKER . Waking up in the 6th circle of Hell.

Imagine. Ace of Clubs. In the tower with Dave

drones king of clubs cutting in on the power couple

Dave. King of Spades. In the tower with Imagine

Karma. Queen of Clubs. Visible and solid in the Library.

Ah-Rekhmire. 9 of Clubs. In the Library and still scaring the locals.

Doctor Toxic. 9 of Hearts. Also drew an Jack of Hearts. By the elevator in the Library.

prisoners. 8 of spades. Yearning to breathe free.

Psiclops. 4 of Spades. Invisible in the library

other thing. 3 of clubs. no effect, ignore in turn order

Joker drawn, bennies added to total. Deck shuffled.

PM sent to MR. S. Feel free to post your turns. We will weave him in as needed.


Mr. Sardonicous Joker, act when you like and +2 on all trait rolls this turn.

Good Morning:
Fire. Your mind is clearing slowly. Fire, there was fire and a drone, and pain. You are not sure how long ago. Fire. Your whole body hurts. You open your eyes.

--Currant status--
FIRE: The corridor you are lying in is fully engulfed by flame. The smoke is thick and acrid. It is considered Dark (-4) due to the thick smoke.

FATIGUE: You rolled a crit-fail on your regeneration a turn or few ago causing you to take a level of Fatigue. This causes you to take a -1 on all Trait rolls. The fatigue will go away in an hour or so but cannot otherwise be removed barring use of specific tech/powers.

MOVEMENT: Moving in this burning corridor will require an Athletics roll to avoid damage. Remember you are barefoot and not wearing protective clothing. In this specific case you have a d4 Athletics as a core skill so you will be rolling a d4 and a d6 either of which can Ace, taking the best total and subtracting 1 for fatigue and 4 for the smoke. This turn you will also add 2 for being dealt a Joker.
-On a success you can move normally remembering that the area marked with the red-ish cloud on the map is difficult terrain (x2 movement).
-On a failure you take 2d6 damage from the flames and need to roll an additional d6. If this additional die is a 6 your clothes catch fire causing an additional 2d6 damage per turn until they are put out. You can then move normally as in the success result.
-On a critical failure you trip and fall prone taking 2d6 damage from the fire, your clothing catches fire as if you rolled a 6 on the additional die under the failure result. You can then move normally as in the success result.

Please fell free to ask questions if something is obscure.


Joker; 5 Bennies

Dark does not effect him.

HEIGHTENED SENSES:
(1)
TRAPPINGS: Animal senses, sensors, robotic eyes.
LOW LIGHT VISION: Low Light Vision ignores penalties for Dim and Dark Illumination (but not Pitch Darkness).

I am removing the following for 4 points

Power removals:

NEGATION (3) REQUIRES TOUCH (−2)
TRAPPINGS: Devices, magic, parasitic touch.
A successful Focus roll causes a target within 6” (12 yards) to make a Spirit roll (at −2 with a raise on the Focus roll). If the victim fails, the attacker chooses a power to negate. (Negation has no effect on Special Abilities that aren’t super powers!) The victim gets a Spirit roll at −2 as a free action at the start of each turn to shake off the negation. Each success and raise restores one power to its full ability.

COPYCAT (5/level 5) REQUIRES TOUCH (−2)
TRAPPINGS: Natural, adaptive physiology,
fast learner, prodigy.
Copycat allows the character to mimic the super powers of other heroes and villains. Copying powers is an action. If the target is willing, no roll is required. If not, a successful Focus roll causes a target within 6” to make a Spirit roll (at −2 with a raise on the Focus roll). If the victim fails, the copycat may mimic his powers freely. The maximum point value of the powers the hero can copy is equal to her levels in copycat. She can mix and match copied powers as she wishes within this limit, from one source or many. All or Nothing: Each power copied must be identical to the original in all ways, including all modifiers and Trappings. That means she must be able to take all of a power, not just some of it, for success.
Duration: Copied powers last for one hour or until released (a free action)

Replaced with:

New powers:
DODGE (2)
TRAPPINGS: Acrobatics, swirling winds, mystic shields, fast reactions, “sixth sense.”
The hero is agile, prescient, or just really good at using cover. Direct ranged attacks (Shooting and Athletics (throwing)) subtract 1 for each point in this power, to a maximum of −5 for 5 Super Power Points.
Dodge stacks with any other abilities that subtract from ranged attacks, to a maximum penalty of −10. It offers no protection from area effect attacks.

TOUGHNESS (2)
TRAPPINGS: Hulking brutes, dense skin, reinforced bones, force fields, resilience, willpower.
Your character’s Toughness improves by +1. She may be particularly resilient, have mystical protection, unbreakable skin, dense bones, etc.
Toughness isn’t negated by Armor Piercing attacks

Mr. Sardonicous eyes fight with the light of the fires and the dark of the smoke. He quickly acclimates and looks for the headless drone that he had executed. He did not want to leave the armor behind. He looks again for any 'friends' that did not leave him to burn. His claws rip away at the floor, allowing him access to the potentially fire free basement.

Using a bennie for the following:(let me know if attack rolls are necessary)

BURROWING (4):

BURROWING (1)
TRAPPINGS: Earth control, a body of sand or dirt, characters modeled after burrowing animals.
A super with this power can tunnel beneath the earth to surprise and ambush her foes! A burrowing hero may tunnel on her action, moving up to half her usual Pace per round beneath relatively soft earth. Solid rock, metal, brick and mortar, and other hard substances, as well as water, stop the tunneler cold.
Death From Below: Burrowing characters may erupt from beneath their opponents to take them by surprise. If the target was unaware of the burrower’s presence, she makes an opposed Stealth roll versus the
victim’s Notice. If the burrower wins, the target is Vulnerable to her only. With a raise, the burrower gets the Drop. Targets on Hold
may attempt to interrupt the attack before it occurs a usual.
Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.
MODIFIERS
„ BLOCK BUSTER (+1): The burrower may
use an action to try and break through
hard substances that would normally
block his movement. He rolls his attack
damage, and if he exceeds the Hardness
of the obstacle, he breaks through 1” (2
yards) of the substance per round.
„ PACE (+1): The digger’s burrowing Pace is
his full normal walking Pace (rather than
half).
„ TUNNELER (+1): The burrower may leave
a tunnel behind so others may follow.
The size is relative to the burrower, but
generally big enough for humans to run
through while stooping


Mr Sardonicous wrote:

Dark does not effect him.

Correct, Low-light vision does mitigate darkness. However you are not dealing with darkness. You are dealing with smoke. As stated in the post for the new turn it effects all forms of vision. The -4 penalty is in force.

I am removing the following for 4 points...
Not a problem. This is the shake down cruise after all.
...

Benny spent to use claws to Mimic Burrowing. First round of three.

The floor tiles and the sub-flooring succumb easily to your onslaught.
Is there a basement? (1=no, 2=crawlspace, 3=basement. 1d3 ⇒ 1 No.) Before you hit a wire/pipe run and the concrete foundations. Continuing down will take an action and a damage roll per 2 yards as stated in the Blockbuster modifier.

You have your actions and full movement available. What do you do?


Joker; 5 Bennies

on the map, if the top is north, then MR S would dig into the dirt...so hard to believe this structure has no basement... and he would head east to the other room. he'd then pop back in. All I know is the 4 attack algorithm from previously. show me, or roll for me what you need.


Mr Sardonicous wrote:
on the map, if the top is north, then MR S would dig into the dirt...so hard to believe this structure has no basement... and he would head east to the other room. he'd then pop back in. All I know is the 4 attack algorithm from previously. show me, or roll for me what you need.

It is just your normal claw attack damage. I am assuming you are not biting the concrete.

I'll roll for you this time.
Can you dig me?: 1d12 ⇒ 31d8 ⇒ 2 +3 for 8. Wow that was a bad roll. You might want to spend a benny to re-roll that. Maybe even spending more to Push super Strength or melee attack (and maybe All Out Attack if you Push melee attack). (see SPC pg 30-31 for details.)


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

A little further searching nets the doctor his cache of smoke grenades. Useful little tricks.

notice: 1d8 ⇒ 71d6 ⇒ 3
genius reroll: 1d8 ⇒ 71d6 ⇒ 1


Doctor Toxic wrote:

A little further searching nets the doctor his cache of smoke grenades. Useful little tricks.

Make that ONE smoke grenade. Unless you have to throw all 8 at once they are separate pieces of gear. You could always ask Karma and Ah-Rekmire to lend a hand searching....

Dark Archive

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

"Priorities, stud," Imagine says apologetically as she squirms her way out of the powerful bear hug. "Ah do declare that ah am most poorly dressed for so high a function," she says in a passable southern drawl of a proper belle. "Ah simply must attend to mah toilette and see that ah am properly dressed for so august a function.

Ah mean if the colonel saw me in this ridiculous attire he'd have me flogged like a slave," she says, making best speed for the proper looting upstairs.

Run!: 1d6 ⇒ 3

"Too bad we don't have time for anything else, ;-)" she thinks back at Dave.

How she can insert emojis into telepathic thought is not yet entirely understood.

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