OOC: Sorry for the delays. Life's been hectic, and posting these rounds is a little more time consuming than the typical ones.
Here is your setup as you go into the rounds being chased by the Scrubots:
(SB)
(6) (SB)
(4) (SB)
(2) (SB)
(1) (SB)
(3) (SB)
(5) (SB)
(7) (SB)
(SB)
As you can see, you are being chased by a horde of scrubots. You are only using 7 of the 9 discs. This includes the 6 characters plus Marco the NPC spam ID thief. The discs fly in a flock pattern as shown above. The numbers show the priority numbers based on your rolls.
The person in first position ("GUIDE") will get to control how the "flock" of discs responds to the given scenario. The people in position 6 and 7 are subject to the most danger of having something happen from the scrubots.
ROUND 1
The Transitions shoot across the plaza, down a shallow flight of stairs...and immediately run into a crowd of citizens on a walkway.
Here are the results of the rolls:
(SB)
(Gi) (SB)
(R) (SB)
(D) (SB)
(CL) (SB)
(M) (SB)
(Gu) (SB)
(V) (SB)
(SB)
Your initial name letter represents who you are. M=Marco.
Now make your moves for Round 1 and roll for Round 2.
ROUND 1
The Transitions shoot across the plaza, down a shallow flight of stairs...and immediately run into a crowd of citizens on a walkway.
Guide chooses: (1) assess which way the crowd will scatter (dodge through them)(Management/Moxie) or (2) muscle aside the crowd (go through them) (Violence/Unarmed Combat).
To Guide: What you choose decides what skills everyone rolls against next.
NOW MAKE YOUR MOVES FOR ROUND 2 AND I WILL POST THE SCENARIO.
REMINDER:
EACH ROUND GOES AS FOLLOWS:
1- The GM posts the new scene
2- Each of you rolls a 1d20
3- During the Round, you may take ONLY ONE ACTION! (this may include trying to destroy pursuing scrubots with weapons or mutant powers, attacking other characters to make them fall behind, or trying to get ahead of the others)
(For each robot Busted by you, and for each NPC wounded enough to be DOWN or worse, the length of the pursuit shortens by one round.)
(Focusing on getting ahead means you can choose to roll against the skill the guide did not choose, or against a narrow specialty if you show it applies. If you succeed, you add your success margin to your maneuver roll. If you fail, you don't add anything.)
4- The scrubots will attack any who have fallen behind.
(If your maneuver value altogether is 0 or less, you become vulnerable to a scrubot attack. A miss of -10 or worse allows 2 scrubots to attack you. A miss of 20 or worse is 3 scrubots, etc.)
5- Whoever succeeds by the highest margin becomes the "guide" transition disc out in front of the circle. The rest will determine position based on how well they made their rolls.
Whoever is the Guide for the round determines where the group of transition discs will go after I give you each scenario.
Remember: Your roll is not compared directly against the others' rolls. The key is by what margin you beat your maneuver score (or missed it). Also, your roll may be affected by others applying perversity points against you (or for their rolls).
WHOEVER IS THE GUIDE GETS TO CHOOSE THE SKILL YOU ALL ROLL AGAINST DEPENDING ON WHAT ACTION THE GUIDE CHOOSES! IT IS NOT A PREDETERMINED SKILL.
NOTE: If you do not roll and make a post by the time I post, I will have to make the roll for you, from which I will subtract 2!
Perversity Points: