Welcome to Star City, the city of the future.

Game Master PoorWanderingOne


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

Not spending Bennies on a re-roll. Guess I'll just have to live with it (I hope...).


k'tharen warriors group green.

The shark men slice only air as they fail to connect with the invisible villain.

mechanics:
#1, +2 gang up, +2 vulnerable target, -3 invisible location known. Imp Frenzy: 1d10 + 1 ⇒ (8) + 1 = 91d10 + 1 ⇒ (2) + 1 = 31d10 + 1 ⇒ (2) + 1 = 3 no effect.
#2, +2 gang up, +2 vulnerable target, -3 invisible location known. Imp Frenzy: 1d10 + 1 ⇒ (4) + 1 = 51d10 + 1 ⇒ (2) + 1 = 31d10 + 1 ⇒ (2) + 1 = 3 no effect.


drones 4th floor

The Drones advance towards the visible fights.

mechanics, Psiclops group:
drones 3 and 6 attack with arm blades. droned 2 and 4 with electrified batons.
#2,+2 gang-up, +2 vulnerable target, -3 invisibility location known: 1d8 + 1 ⇒ (4) + 1 = 5 miss.

#4,+2 gang-up, +2 vulnerable target, -3 invisibility location known: 1d8 + 1 ⇒ (8) + 1 = 9 ace: 1d8 ⇒ 3 total 12 vs parry 10, hit. damage: 1d10 ⇒ 91d4 ⇒ 2 total 11 vs toughness 16 no damage. Vigor roll to avoid stun: 1d8 ⇒ 71d6 ⇒ 1 success no stun.

#3,+3 gang-up, +2 vulnerable target, -3 invisibility location known: 1d8 + 3 ⇒ (7) + 3 = 10total 10 vs parry 10, hit. damage: 1d10 ⇒ 92d6 ⇒ (3, 3) = 6 15 vs toughness 16 no effect.
#6,+4 gang-up, +2 vulnerable target, -3 invisibility location known: 1d8 + 4 ⇒ (5) + 4 = 9 miss.

Despite catching the villain twice as Psiclops writhes in the horror's grip the drones cannot land a telling blow.

orange group goes on hold. raising their guns in perfect unison.

black group actions are dependent on Doc Toxic's status after the k'tharen attack.


Doc Toxic needs to respond to their wound issue.

Meanwhile Psiclops can go now and Doctor Toxic can act once they deal with their incoming wounds and the 2 drone actions.

Savant decides the whole fighting thing is too much to deal with and slips quietly into the shadows.


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

This is probably going to take some time...
I didn't see that Psiclops took any damage, and I'm assuming the -2 in Athletics-2 comes from my Distracted state. Please let me know if there's more bonuses/penalties...

Athletics-2(Distracted: 1d4 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (6) - 2 = 4
Wild ACE!: 1d6 ⇒ 5 TN=9


PsiclopsNE wrote:

This is probably going to take some time...

I didn't see that Psiclops took any damage, and I'm assuming the -2 in Athletics-2 comes from my Distracted state. Please let me know if there's more bonuses/penalties...

[dice=Athletics-2(Distracted]d4-2; d6-2
[dice=Wild ACE!]d6 TN=9

You are free and return to floating above the fray.


Doctor Toxic is up.


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

Sorry people, real life has been kicking my rear recently.

Regen: 1d8 ⇒ 71d6 ⇒ 3 -1 wound
soak: 1d8 ⇒ 71d6 ⇒ 2 -1 wound
soak: 1d8 ⇒ 71d6 ⇒ 5 -1 wound
soak: 1d8 ⇒ 32d6 ⇒ (6, 5) = 11 -2 wound

3 bennies, and 5 wounds taken off, leaving 2 undealt with.

"Time to go Neo-Tokyo. See ya in another life, brother! he says as the chemicals in him start combining into explosives. Then BOOM!

LBT, which looks like it just misses Psiclops.

focus: 1d8 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (3) - 2 = 1
focus, benny reroll: 2d8 - 2 ⇒ (8, 5) - 2 = 111d6 - 2 ⇒ (5) - 2 = 3 2 successes
damage: 4d10 ⇒ (9, 9, 4, 8) = 30 Heavy weapon, Evadable at -2, doc Toxic is temporarily no more, being spread all over the walls.


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

Ping?


BOOM!

Doctor Toxic explodes!

A wave of psychedelic fire consumes the good doctor and their foes.

Mechanics:
Evade! Black drone on left: 1d6 - 4 ⇒ (1) - 4 = -3 Ouch!
Black drone on right: 1d6 - 4 ⇒ (2) - 4 = -2 Oof!
K'tharen #3: 1d8 - 4 ⇒ (6) - 4 = 2 Pow!
K'tharen #4: 1d8 - 4 ⇒ (8) - 4 = 4 ace: 1d8 ⇒ 7 total 11 Leap! Direction?: 1d12 ⇒ 8 8o'clock.
k'tharen #5: 1d8 - 4 ⇒ (7) - 4 = 3 Bang!

damage effect. All but k'tharen #4 are no longer taking an interest in current events.

As the Doctor goes critical one of the shark-men manages to turn and almost ride the wave of chemical death before being slammed into a corner. (no damage)

Doc you are Shaken


Dog day afternoon turn 7

Exterior. Star City. Full daylight. Clear and calm conditions.

Scene elements.
Type T intersection.
There is a block long 6 story building at the head of the T.
The ground floor houses a defunct cafe and a closed nail salon.
The second and third floors appear to be abandoned.
The upper 3 floors appear to be inhabited.
There is a M'buna parked on the roof.

Other buildings around the intersection as you desire them.

Interior. Map link.

First floor: Empty cafe and Nail salon. Staircase to second floor.

Second floor:
has been gutted down to the support columns and plumbing/electrical conduits. Several windows are broken. Strong smell of canine waste. Visible droppings abound. There is a empty water trough crudely plumbed into one of the now wall free bathrooms.There are 2 elevators near the stairwell. They appear to have power.

Scout the second floor:
Notice roll please, at +2.

Success: You notice 2 types of shoe prints one larger, broader and less common than the other. Also lots of dog paw prints. You find evidence of people squatting on this floor.

Raise: There are actually 3 types of shoe-prints. The smaller size comes in 2 varieties but the just discovered one is rarer even than the large print. Also some of the paw prints are quite large. The squatters have not been here for 3-6 months.

The third floor:has been gutted down to the support columns and plumbing/electrical conduits. Several windows are broken or removed. Strong smell of canine waste. Visible droppings abound. There is a empty water trough crudely plumbed into one of the now wall free bathrooms. There are 2 elevators near the stairwell. They appear to have power.

Scout the third floor:
Please open the Scout spoiler for the second floor and make that Notice roll. For this roll however the bonus is only a +1.
Extra information on a raise. There has been some minor attempts at cleaning. The large paw prints are more common here.

The fourth floor:
This floor appears to be in good condition. (this floor is the map labeled "Ground floor". The area labeled "1" is not an entrance just a large window.) Recessed LED lights in the ceiling provide good illumination. The furnishings are dirty but were once quite tasteful in shades of red, orange, and brown. The dog smell is less here but the barking continues to be loud. The area marked "2" on the map is quite messy and the floor is scared and torn. Damaged furniture and other objects litter the stained floor in this space.
A second set of elevators are located across the central open area from the stairwell. The doors of these elevators appear dented and damaged. The faucets/dish-cleaning systems in the kitchen (area 12) are running at full blast. Combat is occurring on this floor. See map for details.

Scouting the fourth floor:
You can estimate there were at least 10 drones on the floor.
Most of the rooms on this floor have been converted to labs of some kind.

Please make a Notice roll, no modifier.

Success: Given the pattern of the scratches on the elevator doors and the tears in the tile floor something(s) with claws have been active here. There are large bloodstains on the floor and walls of area "2".

Raise: You identify freshly mutilated human remains among the debris in area "2". Please make a Spirit roll. Raise or Success, nothing happens. Failure, you are overcome by fear and nausea. You are Shaken and have one level of Fatigue. Critical failure, as failure plus please roll on he Fear Table on pg 124 of SWADE core.
There is a revolver similar to the one you are carrying under the counter separating area "3" from area "2".

The fifth floor:
This floor (this level uses the "typical office floor portion of the map) is in good condition and has clearly been converted into a lab. The central area, marked "17" on the map has been cleared of the cube farm shown on the map and a pair of large metal cages has been installed in its place.
This was the source of the barking. One of the cages held a number of large to medium sized dogs of various breeds who have since been released. They are quite dirty and appear to be panicking as they run about the floor. The other cage is empty. Combat is occurring on this floor see map for details.

Scouting the fifth floor:
Please make a Science roll, no modifier.

Failure or Success: This floor is set up as a chemistry/biology lab with extra unknown bits.

Raise: The unknown bits are specialized neuroscience equipment combining earth and V'sori tech.

The sixth floor:
This floor is in excellent condition and uses the typical office floor map. The cube farm in the central area has been worked into some kind of nest made with cube walls blankets, cushions ripped out of office chairs and etc. Combat on lower floors may have rendered this information out of date.

Scouting the sixth floor:
There are two V'sori on this floor. Several of he offices have been repurposed into sleeping/eating areas or more labs. Combat on lower floors may have rendered this information out of date.

Please make a Science roll, no modifier.

Failure or Success: Several rooms on this floor have been set up as surgery theater and electronics labs with extra unknown bits.

Raise: There are several clearly alien machines scattered through the labs and operating rooms. You have no idea what these unknown bits are for.

The roof:
There is very little left up here. There once was a pool and lounging area. Maybe even a mini putting green judging from the AstroTurf. All of that has been cleared away to make room for the M'buna's landing pad. The pool is still there but it is long dry.

There is a great deal of barking going on.

Known occupants and locations or notes:

Players and allies:

Karma Invisible and Intangible in a decending elevator with a few V'sori.

Psiclops Invisible on the 4th floor. In combat with a Canine horror and several K'tharen.

Doctor Toxic is spending some time exploded for tax reasons.

The opposition:

Three K'tharen on the 4th floor. One is closing just outside of the Doctor's blast radius, the other two are swinging at something they cannot quite see.

One Canine Horror near the K'tharen on the 4'th floor.

Nine Drones Scattered about the 4th floor. Two more on the 5th floor near the cages

Another Canine Horror near the north end of the cages on the 5th floor.

Three V'sori near the elevators on the 5th floor.

Other
A Pack of Panicked Pooches on the 5th floor. They are now scattered and hiding.

Benny count
Doc Toxic 1
Psiclops 4
Karma 2
GM bennies spent 1

Initiative:

drones. ace of clubs.
v'sori scientists. king of hearts.
k'tharen warriors. king of clubs.
canine horror. seven of spades.

Karma. Five of clubs.

Doc Toxic. Three of diamonds, first draw. You are shaken and exploded with 2 wounds.

Psiclops. Two of hearts.

Ouch, bad draw for the villains.


drones.

orange group scatters to the winds run: 1d6 ⇒ 6.

red group. three withdraw from the melee with their invisible foe.
Psiclops you may make one free attack against each of the three drones breaking melee with you.

The remaining red drone goes on hold.

{Further Drone action dependent on their continued existence once Psiclops is throught with them.}


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

Sorry to be the hold-up, work's been slamming me lately...

Drone #1
Psionics & Wild: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (2) + 1 = 3

Assuming that hits :
Damage: 6d6 ⇒ (5, 3, 3, 2, 3, 6) = 22
Damage ACE!: 1d6 ⇒ 2 = 24

Drone #2
Psionics & Wild: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (5) + 1 = 6

Assuming that hits :
Damage: 6d6 ⇒ (3, 5, 4, 5, 1, 5) = 23

Drone #3
Psionics & Wild: 1d12 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (3) + 1 = 4

Assuming that hits :
Damage: 6d6 ⇒ (4, 2, 6, 4, 5, 3) = 24
Damage ACE!: 1d6 ⇒ 1 = 25


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

Where are we in the initiative?

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