"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Persuasion doesn't apply here, because...

The man gets visibly agitated and angry, and says [b]"Yes, I'm ready - I'm ready to kick your butt, because sensei speaks English with a very bad accent, so you're not him! And if what you say is true, and there are people out there trying to take me back to my former life, I'll have none of it!"[b]

You watch in amazement as he transforms with a roar, growing larger and larger until he's 10 feet tall, and his body grows rocky, like boulders smashed together into a humanoid shape.

Deep beneath your feet, you hear and feel the ground itself rumble, and you see cracks form in the walls of the building you're in. They grow in size until the entire building collapses in upon the both of you. Monolith is not hurt by the falling debris.

Everyone on the ground must now make an Agility check at -2 or be knocked prone at the start of your action, due to the constant earthquake.


Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
Skills:
Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

Agility: 1d8 - 2 ⇒ (8) - 2 = 6 Wild: 1d6 - 2 ⇒ (6) - 2 = 4

Angel feels the earthquake begin and immediately takes flight, looking for the individual that she knows must be nearby. It sounds as though we have located Monolith.


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

Is the building I was standing on effected by the earthquake?


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

spirit: 1d6 ⇒ 11d6 ⇒ 1
agility: 1d8 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (6) - 2 = 4

The doctor wobbles like a bowl of jelly, but doesn't fall down.

Dark Archive

Persuasion is -always- relevant.

Thomas hovers a bit above the shaking ground, flagstones and falling concrete passing through his ephemeral form. He nods and drops the Chameleon. "Alright, fair point. I thought that would go better.

Look, have you heard that "the enemy of my enemy is my friend"? You know what we are doing? We are fighting the V'Sori. But you want to fight us. So, that actually makes you the friend of the people who are responsible for the murder of billions of lives.

Does that seem very Zen to you?

How about this: We just want to talk. But you are matching my -talking- with violence, where a simple "Dude, drop the lie," would've sufficed.

So what have you really been doing here? Because you -still- have some Epic anger management issues.

Come on, at least tell the monks to calm down, and let's all have a cup of tea. We'll tell you our pitch, and if you still don't like it, fine, we'll blow.

But, ah, your way right now? You just knocked down a building. The building -you- were living in. And I haven't even done anything to you.

Which one of us is really the monster?"


Nature - yes, by way of thru the foundation, walls, and roof.
Thomas - there's only so much you can say in one round, Monolith will reply next round.

The third group of monks arrives at a run, but does not attack the group.

The second group of monks arrived at the group last round, so they attack this round :

Monk #5 attacks Doc Tox, along with Monk #8 :
Fighting-2+1: 1d10 - 2 + 1 ⇒ (7) - 2 + 1 = 6
But Doc dodges out of the way.

Monk #6 attacks Jack :
Fighting-2: 1d10 - 2 ⇒ (5) - 2 = 3
And Jack also dodges out of the way.

Monk #7 attacks Alpha :
Fighting-2: 1d10 - 2 ⇒ (8) - 2 = 6
Doing
Damage: 1d6 + 1d8 + 2 ⇒ (5) + (1) + 2 = 8
But it's a glancing blow and does no damage.

Monk #8 attacks Doc Tox, along with Monk #5 :
Fighting-2+1: 1d10 - 2 + 1 ⇒ (7) - 2 + 1 = 6
But Doc dodges out of the way again.

Alpha One, Jack, Nature, Wolf Spider, and Enkidu are up (in any order)!


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Everybody was Kung Fu fighting... round 3. Ten of Hearts-ish
Bennies 4/5

But first....
As the monk reaches him Jack lashes out with a white gloved fist.
INTERRUPT!: 1d10 ⇒ 21d6 ⇒ 3 total is 3. I will assume that the monk will beat that so Jack's action occurs after theirs.

We now return you to the beating in progress...

Don't fall down check, -2 because reasons: 1d10 ⇒ 71d6 ⇒ 1 total is 5. Passed. I am assuming the Monks also passed their Agility checks.

1d8 ⇒ 51d6 ⇒ 6. Wild ace: 1d6 ⇒ 3 for a total of 9. Damage, if that hit: 1d10 ⇒ 3. Well that is just sad.

....which is proving inconclusive.


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

Stay Standing While I monologue | Wild Die: 1d4 - 2 ⇒ (4) - 2 = 21d6 - 2 ⇒ (5) - 2 = 3

Nature is in the middle of her speech when she is slammed violently to the ground by the Earthquake. "Enough of this nonsense." she says, her first matter-of-fact statement since being thrown in with the rest of the group. She stands and disappears, reappearing in the epicenter of the miniature earthquake.

"Come with us willingly, or we will subdue you and bring your unconscious body with us. Choose now."


Drat, I forgot to have the Monks make their Agility rolls! Oh well, they're monks, and have trained a lot on rope-and-wood-plank bridges...

Nature, Teleport says you can teleport to anywhere you can see with no roll. But how do you know where Monolith is? You lost sight of Thomas when he went invisible. The RAW says you can teleport to a previously unseen destination by making a Smarts roll at -4.


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

Fair enough.

Smarts | Wild Die: 1d6 - 4 ⇒ (6) - 4 = 21d6 - 4 ⇒ (3) - 4 = -1
Ace: 1d6 ⇒ 1

So close!

Nature is in the middle of her speech when she is slammed violently to the ground by the Earthquake. "Enough of this nonsense." she says, her first matter-of-fact statement since being thrown in with the rest of the group. She stands and disappears, reappearing just inside the door that some of the group entered. She then began looking around for signs of the epicenter of the earthquake.

Notice | Wild Die: 1d4 ⇒ 31d6 ⇒ 1


Yeah, that -4 is brutal. Teleport goes on to say that if you fail the roll, you come back to where you are, but Shaken. You can roll to come out of Shaken on the next round, and can't make the Notice roll now.
Alpha, Wolf, Enkidu...???


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Agility: 1d12 + 1 - 2 ⇒ (4) + 1 - 2 = 31d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4

Wolf spider manages to avoid getting tripped up by the buckling ground and leaps through the air to land on all fours next to the collapsed house. 8" should cover the distance, I think.

"I think we found Monolith!" he shouts. "Stop playing with the normies and let's get to it!"


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Flying eight armed wheel of binding technique!!!

Enkidu shifts his flight towards the newly emerged figure, shifting into a massive giant octopus milliseconds before impact.

Attack: 1d12 + 1 ⇒ (10) + 1 = 11 Constrict on a Raise.
Non-Lethal Damage: 1d12 + 1 + 1d6 ⇒ (11) + 1 + (5) = 17 Just using the Octopus form's damage, as his Damage ability is Lethal only.

If he manages to Pin Mr. Monolithe, he requires a raise on a contested Strength roll to free himself.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Sorry for the absence, holidays were a bit hectic.

Alpha Agility: 1d6 ⇒ 21d6 ⇒ 3

Beta Agility: 1d6 ⇒ 1

Gamma: 1d6 ⇒ 4

Two-thirds Alphabet brothers (it kinda fits) fall to the ground. Both Alpha and Beta use their turn to stand up while charges forward and attempts to leech a power from the target using his copycat ability.

Touch Attack (Fighting): 1d8 ⇒ 8


Enkidu - I've sent an email to Zadmar, asking him for some clarifications on Constrict. *IF* the first attack is an opposed Fighting roll (like for Grappling), I've rolled it below. But even if the first attack is just against Monolith's Toughness, in either case, you didn't get a Raise. Also, it sounds pretty clear from his description that you'd roll for damage on the round *after* you Constrict.

Fighting: 1d10 ⇒ 101d6 ⇒ 4
Fighting ACE!: 1d10 ⇒ 6 = 16, Monolith wins

Alpha - I'm not sure who you're trying to touch - the monks have no superpowers, and Monolith is at least two rounds of Running away.


New round!

Alpha One : 4D
Dark Angel : KD
Dr. Toxic : KH
Enkidu : QS
Jack : 9C
Nature : 9S
Thomas : 10C
Wolf Spider : 3D
Monks (group 1) : JC
Monks (group 2) : 2D
Monks (group 3) : 5C
Monolith : AS

Initiative order : Monolith, Doc Tox, Dark Angel, Monks#1, Enkidu, Thomas, Nature, Jack, Monks#3, Alpha One, Wolf, Monks#2.

Monolith listens to Thomas' argument, and replies with a bellow "I don't care about 'the enemy of my enemy'! *You* are the ones who came here and disturbed my peace, and woke me from my slumber, so you shall pay!"

Having noticed the chunks of falling building just passing thru Thomas, Monolith shakes off Endiku and strides out into the compound. Seeing Angel in the air, he points at her with a throwing motion, and shards of rock fly from his hand towards her :

Shooting & Wild: 1d8 ⇒ 11d6 ⇒ 2

But his anger makes him careless with his aim.

Doc Tox, Dark Angel, you're up!


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Whatever you rule is fine. How I read it is working like a 3.5/Pathfinder Improved Grab. The initial attack is a Slam attack (against his Parry), but if you happen to score a raise on the attack, you pull into a Pin for free; and as you say, you wouldn't do constrict damage until the following round. Incidently, the Bear has the same ability; make a claw attack as usual, gain a Pin (bearhug) on a raise. The grapple is automatic, and the foe's contested strength check would occur as an action during his turn.

Dark Archive

"Sure, but think of what you're saying here," Thomas continues, floating at Monolith's side like some kind of annoying Ghost of Holidays Past. "You're saying that we woke you up. Like, that's it. We have committed all the evilness of a wrongly set alarm clock and you're just...okay, what did she even -do- to you? She's just hanging out outside.

So, really, what have you been -doing- here? You're actively try to kill, to commit -murder- on living humans, because, as you say, we woke you up too early.

Have you just been failing at meditation forever?

Okay, look, we may have gotten off on the wrong foot here, but, um, how is this making things better? Look around you, do you think that all of this rubble you're tossing about has no chance of KILLING ONE OF THE MONKS!?!

If you do hurt one of the brothers here, will that be worth refusing a peaceful meeting?"


Enkidu - I've heard back from Zadmar, let's take this to Discussion.


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

"I am trying to avoid injuring you. Are you sure that you aren't choosing violence based on your own issues?" He says as he twists away from the monks.

Defend (+2 parry) and withdraw 10


Ok, so Dark Angel can post when she's able to...

Despite the chaos of Monolith's awakening, the monks fight bravely on...

Monk #1 attacks Jack :
Fighting+Gang-up: 1d10 + 1 ⇒ (8) + 1 = 9
and does
Damage: 1d6 + 1d8 ⇒ (6) + (3) = 9
Damage ACE!: 1d6 ⇒ 5 = 14 (HW), a Wound!

Monk #2 runs and attacks Wolf :
Run: 1d6 ⇒ 4 catching up to him
Fighting-MAP+Gang-up: 1d10 - 2 + 1 ⇒ (1) - 2 + 1 = 0
but misses

Monk #3 attacks Doc Tox :
Fighting-Defend+Gang-up: 1d10 - 2 + 1 ⇒ (2) - 2 + 1 = 1
and also misses

Monk #4 attacks Alpha :
Fighting+Gang-up: 1d10 + 1 ⇒ (4) + 1 = 5
and misses

Enkidu, Thomas, Nature, Jack - you're up (in any order)!
And Enkidu, you Constrict Monolith on this round (see Discussion).


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Everybody was Kung Fu fighting... round 3. Bennies 4/5. Nine of Clubs

Soak, Elan, Take the Hit: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11. Wound soaked. Three bennies remaining

Jack sways backwards letting the monks roundhouse kick shatter the door frame rather than his head.

"Right, No more Mr. nice supervillain."

With a flick of the wrist and an electric pop Jack's club is in his hand.

Fighting, drawing weapon: 1d8 ⇒ 71d6 ⇒ 6. Wild ace: 1d6 ⇒ 4. Total to hit(10-2) 8. Damage, club: 1d10 ⇒ 81d4 ⇒ 4.Club ace: 1d4 ⇒ 4. And again: 1d4 ⇒ 2. Total Damage 18 and the Vigor roll. Damn, just short of doing knockback.


Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
Skills:
Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

Angel does not appreciate being fired upon and swoops down to confront Monolith (assuming she can see him). "You [u]will[/u] surrender to us and accompany us back to civilization," she says, hovering just out of reach.

Dark Archive

After Jack hits him and Angel delivers her ultimatum, Thomas hovers over wherever Monolith ended up, surreally talking to him face-to-face.

"See, now, this is the kind of thing that violence begets. More violence. How long do you think the rest of the gang is going to put up with being kicked in the junk by the monks? How many more of your attacks are going to miss your brothers?

And now you see that some of us might, just might, have powers that you yourself do not entirely understand, or are able to contend with.

All of this will stop if you just say that you'll listen to what we have to say.

WHAT ABOUT THAT IS SO F+~*ING HARD FOR YOU TO UNDERSTAND!?

Look, Jack is already off his leash, that was going to happen. But me? I'm still believe in you. I still think that inside, deep down inside, in the part of you that lead you to this solitude in the first place, you really want to be part of something again, and direct your violence against the real enemies, the alien invaders.

I mean, I've been patient, haven't I? I haven't done a thing to you, or your buddies. Might, just might, that mean that I've got something up my sleeve that you really, _really_ don't want to see?

Last call, chummer. Calm down and listen to reason...

or I guaren-dam-tee you'll see something new."

Persuasion!: 1d10 + 2 ⇒ (3) + 2 = 5

WILD Persuasion: 1d6 + 2 ⇒ (1) + 2 = 3


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0
Thomas Roland wrote:
After Jack hits him.....

Psst Thom... Jack hit a monk not a Monolith.


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Constrict Damage: 1d12 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11

Enkidu begins to tighten his grip on the Monolith.


Thomas - all your thoughtful, logical arguments have no effect on Monolith, due to his rage (think trying to have a rational conversation with the Hulk).

Enkidu - your constriction has no effect on Monolith.

Agility: 1d10 - 2 ⇒ (4) - 2 = 2
Monk #5 stands up and attacks Jack, along with Monk #1 :
Fighting+MAP: 1d10 + 1 ⇒ (5) + 1 = 6
But Jack dodges out of the way.

Agility: 1d10 - 2 ⇒ (10) - 2 = 8
Monk #6 attacks Wolf, along with Monk #2 :
Fighting+MAP: 1d10 + 1 ⇒ (6) + 1 = 7
And Wolf also dodges out of the way.

Agility: 1d10 - 2 ⇒ (4) - 2 = 2
Monk #7 stands up and attacks Doc Tox, along with Monk #3 :
Fighting+MAP-Defend: 1d10 + 1 - 2 ⇒ (10) + 1 - 2 = 9
Doing
Damage: 1d6 + 1d8 ⇒ (2) + (6) = 8
But it's a glancing blow and does no damage.

Agility: 1d10 - 2 ⇒ (9) - 2 = 7
Monk #8 attacks Alpha, along with Monk #4 :
Fighting+MAP: 1d10 + 1 ⇒ (3) + 1 = 4
But Alpha dodges out of the way.

Alpha One, Wolf - you're up!


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Oh, thought I was caught up with everyone else.

Alpha and his brothers will spend their entire action moving into close range to the target.

Instead of firing, I think spending my entire turn catching up with the group should do the trick.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Oh, thought I was caught up with everyone else.

Alpha and his brothers will spend their entire action moving into close ranger to the target.

Instead of firing, I think spending my entire turn catching up with the group should do the trick.


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Wolf spider is getting tired of dealing with the monk when he should be helping with Monolith. He ducks into the monk's swing and delivers a tight, close to the body uppercut with a full extension of his fist.

Fighting: 1d10 ⇒ 7 1d6 ⇒ 1
Damage: 1d8 ⇒ 7


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

I love how Alpha posted twice. It's quite meta!


Alpha One, by "target", do you mean Monolith? Because if you leave a melee you're involved in (with the monk), the other guy gets a free "Withdraw Attack" on you...
Also, please make 3 Running rolls (d6, no Acing).


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Yeah, at this point, its better to stay with the group. I think I'll get swarmed if I lag too much.

Running Alpha: 1d6 ⇒ 41d6 ⇒ 3
Running Beta : 1d6 ⇒ 4
Running Gamma: 1d6 ⇒ 5


Ok, all the Alphas get to Monolith's location at the end of this round.

The monk you were engaged with gets a free Withdrawl attack :
Fighting: 1d10 ⇒ 8
doing
Damage: 1d6 + 1d8 ⇒ (3) + (7) = 10
to Alpha #...
Which Alpha: 1d3 ⇒ 1

Which does not get past his armor.


The third group of monks finally catches up with the PC's, and join in the fight :

Agility: 1d10 - 2 ⇒ (5) - 2 = 3
Monk #9 stands up and attacks Jack, along with Monk #1 and #5 :
Fighting+Gang-up: 1d10 + 2 ⇒ (4) + 2 = 6
But Jack dodges out of the way.

Agility: 1d10 - 2 ⇒ (7) - 2 = 5
Monk #10 attacks Wolf, along with Monk #2 and #6 :
Fighting+Gang-up: 1d10 + 2 ⇒ (2) + 2 = 4
And Wolf also dodges out of the way.

Agility: 1d10 - 2 ⇒ (6) - 2 = 4
Monk #11 attacks Doc Tox by himself :
Fighting: 1d10 ⇒ 1
And Doc also dodges out of the way.

Agility: 1d10 - 2 ⇒ (4) - 2 = 2
Monk #12 stands up and attacks Alpha by himself :
Fighting: 1d10 ⇒ 8
Doing
Damage: 1d6 + 1d8 ⇒ (3) + (5) = 8
But the blow glances off his armor.


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Zen, how many folks are attacking me? There were 2 on me, according to the gang up bonus, as of the nine of clubs. Did Jack's attack take one out? I do not see any results of the attack or a Vigor roll due to the stun weapon. Am I missing something?
It looks like there are 3 monks attacking me as on the end on the round , "Monk #9 stands up and attacks Jack, along with Monk #1 and #5", but there is only a gang up mod of 2. I am confused.


Sorry, that was so far back (in real time), that I forgot about your attack. Yes, it dropped one of your opponents, but that doesn't change any of their attack results against you. I didn't roll Vigor because the damage alone was enough to Incapacitate. And the Ganging Up bonus is always equal to the number of opponents, minus 1 - it's equal to the number of *other* people helping you out.


Initiative time!

Alpha One : 6S
Dark Angel : AH
Dr. Toxic : 2C
Enkidu : 3H
Jack : 2H
Nature : JOKER!
Thomas : KS
Wolf Spider : 3C
Monks (group 1) : 8D
Monks (group 2) : 8H
Monks (group 3) : QH
Monolith : JD

Initiative order : Nature(JOKER!), Dark Angel, Thomas, Monks #3, Monolith, Monks #2, Monks #1, Alpha One, Enkidu, Wolf Spider, Jack, Dr. Toxic

Nature, Dark Angel, Thomas - you're up (in any order)!


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

Spirit | Wild Die: 1d10 + 2 ⇒ (1) + 2 = 31d6 + 2 ⇒ (3) + 2 = 5

I will spend a benny to be unshaken.

clearing her head after failing to teleport, Nature looks around and sees the massive human that has burst through the building, juxtaposed nicely against the still building storm.

"Violence is the universal language. Let us converse together." bellows Nature from her rooftop perch. She then summons her powers and disappears from view.

I am going to use my Earthquake power to cause an earthshake underneath him. It's a large burst template that I will more or less center underneath him, or one of his feet if he's too big. He will need to make an Agility roll or be shaken. I will then teleport to a location I can see that would be hidden from his sight.


Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
Skills:
Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

"You will accompany us," Dark Angel warns Monolith, "Whether of your own volition or in an unconscious state!" She draws her flaming sword to emphasize her point but does not yet attack.


Nature - your 5 on your d6 roll is sufficient to become un-Shaken *and* act (they changed the rules a couple of years ago, now all you need is a Success to also act). So keep your Benny! :)
Also, he's causing a *constant* earthquake right now, and does not appear to be affected by it.


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

Interesting. I didn't know about the rule change. Since he's using Earthquake, I'll instead use the Twister power of Whirlwind to force him to make a str check at -2 or be thrown 1d10 ⇒ 9" and take 2d6 ⇒ (5, 1) = 6 Damage and be shaken automatically. If he hits a solid object in addition to the ground, he'll take an additional 1d6 ⇒ 6 Ace!: 1d6 ⇒ 1 damage.


Strength & Wild,-2: 1d12 + 1 - 2 ⇒ (4) + 1 - 2 = 31d6 + 1 - 2 ⇒ (5) + 1 - 2 = 4

Monolith stays as stable as a...well...rock.


The third group of monks takes their attacks :

Agility: 1d10 - 2 ⇒ (1) - 2 = -1
Monk #9 stands up and attacks Jack, along with Monk #5 :
Fighting+Gang-up: 1d10 + 1 ⇒ (9) + 1 = 10
Doing
Damage: 1d6 + 1d8 ⇒ (5) + (4) = 9
Leaving him Shaken.

Agility: 1d10 - 2 ⇒ (6) - 2 = 4
Monk #10 attacks Wolf, along with Monk #2 and #6 :
Fighting+Gang-up: 1d10 + 2 ⇒ (1) + 2 = 3
But Wolf dodges out of the way.

Agility: 1d10 - 2 ⇒ (4) - 2 = 2
Monk #11 stands up and attacks Doc Tox by himself :
Fighting: 1d10 ⇒ 8
Doing
Damage: 1d6 + 1d8 ⇒ (6) + (6) = 12
Damage ACE!: 1d6 ⇒ 6
Damage ACE! ACE!: 1d6 ⇒ 1 = 19
Doing 2 Wounds!

Agility: 1d10 - 2 ⇒ (8) - 2 = 6
Monk #12 attacks Alpha by himself :
Fighting: 1d10 ⇒ 7
Doing
Damage: 1d6 + 1d8 ⇒ (5) + (6) = 11
Leaving him Shaken.

Monolith swings his hand at Angel, and a volley of sharp rocks flies from his hand towards her :
Shooting: 1d8 ⇒ 41d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 8, a Raise!
Doing
Damage+Raise: 4d6 + 1d6 ⇒ (2, 3, 3, 4) + (1) = 13
Causing a Wound!

That's enough for this post, *all* the other monks are up, I'll do them separately, later.


The second group of monks act :

Agility: 1d10 - 2 ⇒ (4) - 2 = 2
Monk #5 stands up and attacks Jack, along with Monk #9 :
Fighting+GangUp: 1d10 + 1 ⇒ (4) + 1 = 5
But Jack dodges out of the way.

Agility: 1d10 - 2 ⇒ (9) - 2 = 7
Monk #6 attacks Wolf, along with Monk #2 and #10 :
Fighting+GangUp: 1d10 + 2 ⇒ (7) + 2 = 9
And Wolf also dodges out of the way.

Agility: 1d10 - 2 ⇒ (1) - 2 = -1
Monk #7 stands up and runs to catch up with Doc Tox :
Running-StandUp: 1d6 - 2 ⇒ (2) - 2 = 0
But fails to do so.

Agility: 1d10 - 2 ⇒ (3) - 2 = 1
Monk #8 stands up and runs to catch up with Alpha :
Running-StandUp: 1d6 - 2 ⇒ (6) - 2 = 4
And manages to do so, so he attacks, along with #12 :
Fighting+GangUp: 1d10 + 1 ⇒ (2) + 1 = 3
And Alpha manages to dodge out of the way.


The first group of monks act :

Agility: 1d10 - 2 ⇒ (8) - 2 = 6
Monk #2 attacks Wolf, along with Monk #2 and #10 :
Fighting+GangUp: 1d10 + 2 ⇒ (4) + 2 = 6
And Wolf dodges out of the way.

Agility: 1d10 - 2 ⇒ (6) - 2 = 4
Monk #3 runs to catch up with Doc Tox :
Running: 1d6 ⇒ 4
Which he does, so he attacks, along with Monk #11 :
Fighting+GangUp: 1d10 + 1 ⇒ (3) + 1 = 4
And Doc also dodges out of the way.

Agility: 1d10 - 2 ⇒ (2) - 2 = 0
Monk #4 stands up and runs to catch up with Alpha :
Running-StandUp: 1d6 - 2 ⇒ (4) - 2 = 2
But fails to do so.

Alpha One, Enkidu, Wolf Spider, Jack, Dr. Toxic - you're up (in any order)!


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Everybody was Kung Fu fighting... round 3. Bennies 3/5. Duce of hearts-ish

Spirit roll to unShake, Wild: 1d6 ⇒ 61d6 ⇒ 5, Spirit Ace: 1d6 ⇒ 3. Total (6+3+2 Combat reflexes edge) 11 Up and able to act. I feel the earth move under my feet: 1d10 ⇒ 21d6 ⇒ 4

"Try that again if you think your hard enough!"
Taking defend action parry is 10 (8+2 parry) until next action.


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

soak: 1d8 ⇒ 21d6 ⇒ 5 Soaks one of the two wounds

Toxic calls out, "This is uncalled for. Your actions threaten the human race. You should seriously rethink your stance." With that, he reaches out with a pseudopod on the monk who hit him.

attack: 1d8 ⇒ 71d6 ⇒ 1
damage: 1d8 ⇒ 7


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Wolf Spider flips and twists through the group of monks, keeping them occupied more than really hurting them.

Acrobat Maneuvers (agility trick): 1d12 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (5) + 2 = 7


Alpha One, Enkidu...???

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