"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Alpha One - yep, that's a Success, so you've all drawn your weapons last round.
For simplicity, all 3 of you will act on your card, and since you're 3 separate characters there's no MAP *between* them (but if one of them decides to take 2 actions, he'd get a MAP).
Don't forget that your copies are Extras, so they don't get the extra d6 die, and they drop on 1 Wound.


The first group of guards act :

Guard A fires his built-in blaster up toward the roof at Shackle :
Shooting: 1d8 ⇒ 3
And misses.

Guard B attacks Wolf Spider with his Vibro-Claws(tm, V'sori industries) :
Fighting: 1d8 ⇒ 6
And misses.
But then, he also attacks with his blaster at point-blank range :
Shooting: 1d8 ⇒ 4
And also misses.

Guard C fires his blaster up at the roof at one of Alpha One's people :
Which One(1=original): 1d3 ⇒ 2
Shooting: 1d8 ⇒ 2
...Aaaand misses.

Guard D attacks Dark Angel with his vibro-claws :
Fighting: 1d8 ⇒ 8
Fighting ACE!: 1d8 ⇒ 4 = 12 Is a Raise!
Damage: 1d10 + 1d6 + 1d6 ⇒ (4) + (4) + (1) = 9 Is a Success
Dark Angel - you're Shaken.
And just to add insult to injury, fires his blaster point-blank at her :
Shooting: 1d8 ⇒ 5
And misses.

Everyone else except Jack is up, please post in *approximate* initiative order, and don't forget to specify which guard you're attacking!


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

Might I suggest that initiative be simplified into groups? Most PvP games I've seen usually do that as it speeds things up significantly if you don't have to wait for your exact spot in the order. What usually ends up happening is that things get hung up on a player that can only check in once a day. They check the forum, see it's not their turn, and don't have time to check it again till the next day. So, in simple groups, initiative would be anyone that goes before the baddies first, baddies next, then anyone that goes after next.

Attacking Drone D: 1d12 ⇒ 81d6 ⇒ 2
Damage: 1d12 + 4 + 2d6 + 1d4 ⇒ (6) + 4 + (2, 4) + (2) = 18


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

The storm above continuing to build steam, but a cloud descends down amid the group of guards least in melee combat with the members of her "team".

Anyone in the area (Medium Burst) has to make a Str Roll at -2 or be flung 1d10 ⇒ 10' inches in a random direction and take 2d6 ⇒ (4, 5) = 9 damage and be automatically shaken. Nature will then move the cloud to interpose itself between the guards and the building that she is standing on.


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

Strength Save: 1d12 + 4 - 2 + 1d12 ⇒ (12) + 4 - 2 + (9) = 23

The thousand pound ursine terror is unaffected.


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

Keeping low, he targets guard H. with his poisonous spit.

throwing: 1d8 ⇒ 5 1d6 ⇒ 6
1d6 ⇒ 6
1d6 ⇒ 1 Total 13. Vigor vs. Fatigue. If they only need a 4, does getting a raise get me anything?


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])

Dark Angel attempts a Spirit roll.

Spirit: 1d6 ⇒ 1 Wild: 1d6 ⇒ 1

And steels herself for the reaming that is sure to follow after that roll.


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

I wonder if my wall walker power would have any effect on how Nature's storm power works... Eh, no worries.

Strength: 1d8 - 2 ⇒ (4) - 2 = 2
Wild: 1d6 - 2 ⇒ (4) - 2 = 2

Wolf Spider's senses alert him to the incoming storm, but he's unable to get a grip on the ground before he's buffeted by the blast of wind.

No damage, but shaken. Is the courtyard we're in even 10" across?

Spirit: 1d6 ⇒ 4
Whoo, free to act.

Pushing through the ache of being flung, wolf spider moves to attack drone B. Popping into the air, he brings one heel down into an axe kick.

Fighting: 1d8 ⇒ 61d6 ⇒ 2
damage: 1d8 ⇒ 8ace: 1d8 ⇒ 8ace: 1d8 ⇒ 6
O.o 22 Damage! Ka-POW

The drone has hardly a second to react before Wolf-Spider's heel smashes into their head and bounces them off the floor with a resounding THUD.


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

--Alpha--
With his brothers at his back, it was standard protocol from her on. Alpha began unloading his firearm into Guard C.
Shooting and Wild: 1d8 ⇒ 2 +1 due to laser sight
Wild: 1d6 ⇒ 1 +1 due to laser sight
He curses as his shots miss the target.

--Beta--
It had been a while since Beta had some time to act freely, but protocol was best, and he wasn't about to let his brothers down. He took time to carefully aim his shot, as he loosed bolts of energy at Guard C.

Shooting: 1d8 ⇒ 8
Ace: 1d8 ⇒ 1
9 to Hit.

Damage: 2d6 ⇒ (6, 3) = 9
Ace: 1d6 ⇒ 1
10 damage total

--Gamma--
Gamma left the shooting to his brothers. He was a bit more flexible with his job roles. The feeling of switching from power to power felt addicitve at times, becoming more powerful merely because there wer powerful enemies.

Or in this case allies.

Gamma watches the other supers move about the battlefield and picks his target.

"Don't mind me." he says, clapping a hand onto the shoulder of Nature.

"Twice Nature's wrath and the like, yeah?"

Gamma uses the copycat power to copy Whirlwind.

Dark Archive

With everyone healed that needed healing, Thomas rolls over and props his chin on one hand, watching the battle. "So much violence," he mumbles to himself. "And so little of it -really- means anything. Ah, well, let's start at the top and work our down, shall we?"

Pleased that his hypothesis that the drones are, in fact, biological, he focuses his natural gift and reading minds on one of the drones that looks like it won't die in the next 2.3 seconds and starts skimming for valuable intelligence. Just the basics: Floor plan, the names and faces of the humans it works with, along with what they sound like, if possible. Maybe some basic security protocols.

He didn't have high hopes, but he'd never tried to probe a drone before, so this was exciting!
He also tries to remember what the drones act like, in case he decides to imitate one.
Well, _when_ he decides to mimic one.

Smarts for Opposed Smarts!: 1d8 ⇒ 5
WILD Smarts for Opposed Smarts!: 1d6 ⇒ 3


I almost considered doing it exactly like Enkidu suggested, but considering that the middle group was 7 PC's, I figured there was a good chance that something one PC would do (like Nature) might affect the other PC's choice of action. If the groups are split up more evenly next time, I'll try it that way...

Dr. Toxic - I see no mention of Raises having any effect on the Poison superpower.

Alpha One - a 9 on a RATN of 4 is a Raise, so roll an extra d6 damage...

Retcon : guard D was at -1 to hit, but Dark Angel would have still ended up Shaken.

ALL - if your attack has AP, please note it beside the damage that you do. If you don't, I won't apply it.

I'm going to say that half the drones are affected by the whirlwind :
Drone #: 1d8 ⇒ 51d8 ⇒ 71d8 ⇒ 21d8 ⇒ 4

Drone B's STR save :
STR-2: 1d10 - 2 ⇒ (10) - 2 = 8

Drone D's STR save :
STR-2: 1d10 - 2 ⇒ (7) - 2 = 5

Drone F's STR save :
STR-2: 1d10 - 2 ⇒ (1) - 2 = -1
Drone F is flung from the group and smashes hard into the ground, making him Shaken. We'll say that Drone F and Wolf Spider were flung in the same direction, so they were together when they got up, and drone F's head was smashed in.

Drone G's STR save :
STR-2: 1d10 - 2 ⇒ (4) - 2 = 2
Drone G is flung from the group and smashes hard into the ground, making him Shaken.

The second group of drones (what's left of them) attacks :

Drone G fires up at the roof, targeting Nature :
Shooting: 1d8 ⇒ 1
And misses

Drone H also fires at Nature :
Shooting: 1d8 ⇒ 8
ACE!: 1d8 ⇒ 3 = 11, a Raise!
Damage: 3d6 + 1d6 ⇒ (6, 4, 3) + (5) = 18
Damage ACE!: 1d6 ⇒ 2 = 20 AP 4
Nature, you take 3 Wounds. Time to Soak!

Jack, you're up!

Drones D, E, F are dead.
Drone C is Shaken.


Oh, oops, some catch-ups :

Drone G was Shaken, he has to un-shake to shoot :
Spirit: 1d6 ⇒ 2
So he didn't get to shoot (no difference).

Drone H was hit by Dr. Toxic's poison, so he gets a Vigor check :
Vigor: 1d8 ⇒ 2
So he's at -1, but that doesn't change the results of his attack against Nature.

A random drone gets an opposed Smarts against Thomas' Mind Reading :
Smarts: 1d4 ⇒ 1 Which is a Raise for Thomas!
Thomas, the drone is thinking "Neutralize the intruders, neutralize the intruders, neutralize the intruders..." and you get the combination code to open the prison building's front door.

Drone G is Shaken
Drone H is at -1


Male Human Parry 4. RATN 4. Toughness 13(7). Bennies 3. Charisma +0.

Shackle attempts to line up a shot at the same drone he had previously attack and let fly with another metallic-based projectile attack.

Ranged Attack on Drone A with Marksman: Shooting Die: 1d6 + 2 ⇒ (1) + 2 = 3, Wild Die: 1d6 + 2 ⇒ (5) + 2 = 7.
Damage, AP4: 3d6 ⇒ (3, 5, 1) = 9.


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

Soak | Wild: 1d10 ⇒ 51d6 ⇒ 4

So two wounds and shaken.


Nature - don't forget to mark off a Benny...

Drone A is Shaken.

Dark Archive

We're just waiting for Jack, yeah? Also, condition of enemies: Drones were: [A,B,C,D,E,F,G,H,F. D, E, F are dead. Drone A, C, and G are Shaken. Drone H is at -1.


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

OOPS Sorry. Reading fail On my part. Thought there were still drones to go.....

Thanks Thom. Give the nice lady a hand will ya. I'm joining the party.

With that Jack leaps from the roof, heading for Drone A. Cannonball! Damage 1d6+1 for the drop correct?: 1d6 + 1 ⇒ (1) + 1 = 2

Kicking off the wall about halfway down Jack makes a controlled if undignified landing near the drone.

"Surprise!" Jack's electrified club smashes into the drone's faceplate. Fighting wild attack, Wild: 1d8 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (1) + 2 = 3. Well that barely hit. Damage, Str+club+2: 1d10 + 1d4 + 2 ⇒ (10) + (3) + 2 = 15, Str Ace: 1d10 ⇒ 3 So a total of 18 vs toughness 8 is 2 wounds incoming. If the drone should still be standing it will need to make a Vigor roll or suffer whatever effect you have decided Stun weapons instill.

NOTE Jack's parry is 6 for the next round due to the wild attack.


Drone A is dead.

ALL - please see Discussion for another house-rule...

Normally I summarize the action at the end of each round, but with 9 PC's, that would be very time-consuming. So I'm going to let the posts speak for themselves...


This round, four more drones come out from the prison building itself to join in the fight.

Nature's whirlwind moves between the drones and the prison building, making it hard for both sides to see each other.

The un-engaged drones spread out, so they can see past the sides of the whirlwind to target the PC's on the roof.

Initiative Draw:

Alpha One : QS
Dark Angel : 3H
Dr. Toxic : 5H, 5S, QC
Enkidu : 3C
Jack : QH
Nature : 4C
Shackle : 2C
Thomas : 5C
Wolf Spider : 3D
Guards (group 1) : AD
Guards (group 2) : KD
Guards (group 3) : KS

Initiative order : Guards (group 1), Guards (group 3), Guards (group 2), Alpha One, Jack, Dr. Toxic, Thomas, Nature, Dark Angel, Wolf Spider, Enkidu, Shackle.

Oh, jeez, that's a lot of work for me up front. Will post when I can...


Dark Angel, Enkidu, Wolf Spider, and Jack are in the midst of the drone guards, Thomas and Dr. Toxic are prone on the roof, and I'm assuming Shackle, Alpha One, and Nature are standing near the edge of the roof.

Drones A, D, E, F are dead.
C, and G are Shaken. Drone H is at -1.

I've re-read the posts, and from what I can tell, any guard that was in melee combat with a PC is dead. Please correct me if I'm wrong...

Drone B targets Dark Angel with a claw attack :
Fighting: 1d8 ⇒ 6 and hits!
Damage: 1d10 + 1d6 ⇒ (1) + (2) = 3 doing no damage.
Then tries to blast her :
Shooting: 1d8 ⇒ 6 and hits!
Damage: 3d6 ⇒ (1, 4, 3) = 8
And Shakens her again, inflicting a Wound!
Dark Angel, you can spend a Bennie before the attack to remove the initial Shaken, resulting in just another Shaken. Or you can spend a Bennie to Soak the Wound, but that requires a Vigor roll.

Drone C tries to recover from Shaken :
Spirit: 1d6 ⇒ 5
And can act this round, attacking Wolf Spider with a claw attack :
Fighting: 1d8 ⇒ 7
And misses.
Then he tries to blast him :
Shooting: 1d8 ⇒ 5
And misses.

Drone G tries to recover from Shaken :
Spirit: 1d6 ⇒ 6
And recovers (no need to re-roll the Ace), attacking Jack :
Fighting: 1d8 ⇒ 7
And hits, due to Jack's decreased Parry!
Damage: 1d10 + 1d6 ⇒ (5) + (5) = 10 AP 2, Heavy
Jack - you're Shaken.
Then he tries to blast him :
Shooting: 1d8 ⇒ 2
And misses.

Drone H shoots at Shackle up on the roof :
Shooting: 1d8 - 1 ⇒ (4) - 1 = 3
And misses.

Drone I shoots at Alpha One up on the roof :
Which One (1=original): 1d3 ⇒ 2
Shooting: 1d8 ⇒ 6 And hits!
Damage: 3d6 ⇒ (2, 1, 4) = 7 AP 4
Alpha One #2 - you're Shaken.

Drone J shoots at Nature up on the roof :
Shooting: 1d8 ⇒ 7 And hits!
Damage: 3d6 ⇒ (5, 1, 1) = 7 Doing no damage.

Drone K shoots at another Alpha One up on the roof :
Which One: 1d3 ⇒ 3
Shooting: 1d8 ⇒ 8
Shooting ACE!: 1d8 ⇒ 1 is a Raise!
Damage: 3d6 + 1d6 ⇒ (2, 5, 3) + (1) = 11 AP 4
Alpha One #3 - you're Shaken.

Drone L shoots at Shackle up on the roof :
Shooting: 1d8 ⇒ 1
And misses.

Let's try this, since all the PC's are up next :
Alpha One, Jack, Dr. Toxic : please post as soon as possible, in any order.
Thomas, Nature, Dark Angel : please wait until the first 3 have posted, and post in any order.
Wolf Spider, Enkidu, Shackle : please wait until the first 6 have posted, and post in any order.


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

Fight in the courtyard: Round 2.

Spirit to unshake, wild, combat reflexes: 1d6 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (5) + 2 = 7. Success.

"Nice try shorty." Slides under the claw and slams his namesake solidly into the drones stomach.

Fighting, Wild: 1d8 ⇒ 61d6 ⇒ 5. That is a hit by a whisker. Damage: Str, Club: 1d10 ⇒ 41d4 ⇒ 3 total of 7 so no damage but they need to make the Vigor check from the stun charge.


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

The Doctor continues to keep flat with just a little over the roof and spits down at H again to try and make him even less effective.

throwing: 1d8 ⇒ 5 1d6 ⇒ 6
ace: 1d6 ⇒ 1 Total 7


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

--Alpha One--
Extra Damage: 1d6 ⇒ 5
"Stay on your feet brothers. We need to clear the area!"
Alpha One aims at Drone C, attempting to finish it off.

Shooting: 1d8 + 1 ⇒ (8) + 1 = 9 Ace: 1d8 ⇒ 5
14 to hit
Wild: 1d6 + 1 ⇒ (6) + 1 = 7 Ace: 1d6 ⇒ 4
11 to hit

Damage: 3d6 ⇒ (4, 3, 5) = 12
Extra d6 due to raise correct?

--Beta Two--
Spirit: 1d6 ⇒ 1
Beta takes a minute to catch his breath, his gun lowering as he struggles to overcome the previous damage inflicted.

--Gamma Three--
Spirit: 1d6 ⇒ 3
Gamma can feel the power welling inside him, but his disorientation causes him to stagger, and unable to act.


Jack, which drone were you attacking?

Alpha One - yep, you get an extra d6 because your Shooting attack roll was an 8 or more.

Thomas, Nature, Dark Angel - you're up!


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0
GM_ZenFox42 wrote:
Jack, which drone were you attacking?

Oops Sorry. Drone G. The one who attacked me. Did it make it's Vigor check/suffer whatever Stun weapons do?


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

Nature will move the tornado over the drone that shot her.

Again, Str roll at -2 or be flung 1d10 ⇒ 3' inches in a random direction and shaken.

Damage: 2d6 ⇒ (1, 1) = 2
Additional damage if they hit something hard: 1d6 ⇒ 5

Dark Archive

No response. Looks like I'm shot down in flames. X)

Thomas floats over to Nature and touches her in the most platonic way possible, seeing if he can cure her ills.

Healing! With two wounds!: 1d10 - 2 ⇒ (6) - 2 = 4
HEalings GO wiLD!!!: 1d6 - 2 ⇒ (2) - 2 = 0

One success. Nature loses one wound.


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

Nature nods her thanks and continues to concentrate on the combat.

Down to 1 wound.

Also, I forgot to make a spirit roll for shaken.

Spirit | Wild Die: 1d10 ⇒ 11d6 ⇒ 2

Guess I'll spend another benny to be able to act.


Drone G makes a Vigor roll :

Vigor: 1d8 ⇒ 3

And so suffers the effect of the Stun weapon.

I think I'll stick with 1 Wound, but make it "temporary" - the character gets to roll to recover from it on their next turn. If I stuck with the RAW "temporary Incapacitation", I can't see *ANY* reason why a bad guy wouldn't just use a Finishing Move on a temporarily Incapacitated PC - and that's game over.

Drone G has 1 temporary Wound, and is Incapacitated.


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])

Spending a bennie to shrug off the wound.

Spirit: 1d6 ⇒ 6 Wild: 1d6 ⇒ 1
Ace!: 1d6 ⇒ 6 Ace again!: 1d6 ⇒ 6 And another!: 1d6 ⇒ 6 Good Lord!: 1d6 ⇒ 1

A total of 25! Good use of a bennie, and I'll assume she can act.

Dark Angel slashes at the drone that shot her with her flaming sword of justice!

Fighting: 1d10 + 1 ⇒ (1) + 1 = 2 Damage: 2d8 + 2 ⇒ (1, 3) + 2 = 6 (AP 2)

Ulp! Looks like her luck ran out!


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

Thats how you soak a wound! Dont forget that she still gets a Wild die on her fight roll!


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])

Forgot the wild die on the Fighting roll.

Fighting wild: 1d6 ⇒ 5


...except Soaking a Wound is a Vigor roll (it's Shaken that uses Spirit).
But, I don't want to spoil such a good roll for you, so we'll use what you got - this time.

Wolf Spider, Enkidu, Shackle - you're up!


Male Human Parry 4. RATN 4. Toughness 13(7). Bennies 3. Charisma +0.

Shackle leaned out of the way as one of the drones fired up at him. He frowned, shaped another piece of metal and aimed at that specific Drone for a moment before sending the piece of metal flying at it.

Shooting back at Drone H: 1d6 + 2 ⇒ (4) + 2 = 6, Wild Die: 1d6 + 2 ⇒ (5) + 2 = 7 = 7 to hit.
Damage: 3d6 ⇒ (4, 5, 6) = 15, Explosion roll: 1d6 ⇒ 1 = 16, AP4.


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

Seeing most of the foes near him down or occupied by his new teammates, Enkidu shifts his attention to the guards approaching from below. Following that, he shifts his form to something more suited to handling the drop from the roof to the ground. The massive Brown bear form shifts and sinks in on itself, changing to something sleeker and deadly. Almost before the transition is complete the shape starts running, solidifying into the form of a large Snow Leopard.

Snow Leopard is listed in Savage Beasts as using the same stats as a Lion, except for slightly better running and leaping.

Fearlessly it leaps from the top of the roof, landing on padded paws near two of the Drones. Charging in, it grabs the first by the head with its jaws, tossing it aside with a rapid whipping motion of its neck before leaping upon the second and crushing it's skull in his jaws.

Attacking guards K and L

Using Improved Frenzy to attack the two targets. He suffers no penalty for the two attacks, but does suffer a -2 MAP to both attacks for the shape shift.

Attack K: 1d12 + 1 - 2 ⇒ (10) + 1 - 2 = 91d6 - 2 ⇒ (3) - 2 = 1 Success, I believe.
Attack L: 1d12 + 1 - 2 + 1d12 ⇒ (12) + 1 - 2 + (6) = 171d6 - 2 ⇒ (2) - 2 = 0 Success with a Raise.

Damage K: 1d12 + 2d6 + 1d4 ⇒ (3) + (5, 1) + (4) = 13
Damage L: 1d12 + 2d6 + 1d4 + 1d6 ⇒ (7) + (4, 5) + (3) + (3) = 22


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 moves to engage a close by drone and swings.

im on mobile so i have a hard time reviewing positioning.

Fighting: 1d8 ⇒ 8wild: 1d6 ⇒ 6
Fighting ace: 1d8 ⇒ 1wild ace: 1d6 ⇒ 2
Damage: 1d8 ⇒ 3

-Posted with Wayfinder


Enkidu - in my mind, you've been on the ground all the time, because that's where ALL of the drones are (there are none on the roof).
Also, Zadmar's on-line Monster Finder only gave the snow leopard Frenzy, not Improved Frenzy, so I'm subtracting 2 from your Attack rolls (not that it changes anything).
Actually, the snow leopard I'm looking at has only a d8 in Fighting, why'd you use a d12? And his PDF Bestiary doesn't even give the snow leopard Frenzy. Are we using the same resource?
Please re-roll your Fighting attacks, using a d8-4 (for Frenzy and Multi-Action).


So, the results of the villian's heroes' whatever actions are :

Drone G is temporarily Incapacitated by Jack.
Drone H needs to make a Vigor-1 roll or be Fatigued again.
Drone C is killed by Alpha One.
Drone J needs to make a Str roll at -2 or be flung 1d10 ⇒ 3' inches in a random direction and shaken :
Strength: 1d10 - 2 ⇒ (9) - 2 = 7 so nothing happens to him
Drone H is killed by Shackle.
(Holding off on Enkidu's results until he re-rolls.)

Drones A, C, D, E, F, H are dead.
Drone G is temporarily Incapacitated.

Initiative Draw:

Alpha One : 8S
Dark Angel : 7H
Dr. Toxic : 6C
Enkidu : Joker!
Jack : 5D
Nature : 6H
Shackle : 9S
Thomas : JS
Wolf Spider : KH
Guards (group 1) : 8H
Guards (group 2) : 6S
Guards (group 3) : 10D

Initiative order : Enkidu, Wolf Spider, Thomas, Guards (group 3), Shackle, Alpha One, Guards (group 1), Dark Angel, Guards (group 2), Nature, Dr. Toxic, Jack.

Enkidu - you have a Joker! So you can act whenever you want, and get +2 to all Trait and Damage rolls.

Enkidu, Wolf Spider, Thomas - you're up (in any order)!


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

ZenFox:
Oh, for some reason I thought we were fighting on the roof thus far. That was my mistake. I only used the Snow Leopard form to avoid falling damage. I imagine if I had just come with Lion, it would have caused less confusion.

We're not using the same source. I only used Zadmars for some creatures; mostly ones that don't appear in an official source. For this i used Savage Beasts. As I mentioned in my post, Snow Leopard is given there as a variation of 'Big Cat' which as I stated, tells you to use the Lion stats from the main book, with a few minor variations.

SAVAGE Worlds Deluxe Ed. Oh 138 wrote:

Lion

The kings of the jungle are fierce predators,
particularly in open grassland where their
prey cannot seek refuge.
Attributes: Agility d8, Smarts d6 (A), Spirit
d10, Strength d12, Vigor d8
Skills: Fighting d8, Notice d8
Pace: 8; Parry: 6; Toughness: 8
Special Abilities
• Bite or Claw: Str+d6.
Improved Frenzy: Lions may make two Fighting attacks each action at no penalty.
• Low Light Vision: Lions ignore penalties for Dim and Dark lighting.
• Pounce: Lions often pounce on their prey to best bring their mass and claws to bear. It can leap 1d6” to gain +4
to its attack and damage. Its Parry is reduced by –2 until
its next action when performing the maneuver however.
• Size +2: Male lions can weigh over 500 pounds.

His Fighting is a d12 as one of his powers is a Super Skill that increases his Fighting by 2 dice when shapeshifted. He also defaults to his own skill when it is higher, and as his Fighting is d6 in human mode, it will never be less than d10 in an animal form.

Please be assured, I'll always have a good reason for doing what I'm doing and that I'm not trying to sneak anything past you.

I did notice a mistake I made though; I rolled my Fighting as a d12+1 instead of d12. That is because I was originally thinking of changing into a Velociraptor before changing my mind. d12+1 would be my Fighting skill in that form.


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

Enkidu moves on from the location of his current slaughter, charging into the largest clump of foes he can see.

Frenzy Attack I: 1d12 + 2 ⇒ (11) + 2 = 131d6 + 2 ⇒ (3) + 2 = 5
Frenzy Attack J: 1d12 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (3) + 2 = 5

13 and a 10. Think we've been hitting against a parry of 5 or 6, so I think those are both hit with a Raise?

Damage I: 1d12 + 2d6 + 1d4 + 2 + 1d6 ⇒ (8) + (5, 4) + (3) + 2 + (4) = 26
Damage I: 1d12 + 2d6 + 1d4 + 2 + 1d6 ⇒ (9) + (5, 5) + (4) + 2 + (4) = 29

He does there as he did to the last group, grabbing foes in his mouth, whipping them about like a terrier with a rat, before moving on to the next.

Dark Archive

Thomas smiles as the four-legged animal rips through the assembled drone contingent, chewing them and tossing them about like well-chewed chew toys.

"Well, it looks like my services won't be direly needed anymore, so I'll go try to get into trouble elsewhere."

Tom turns Invisible, then tries to turn Intangible,

Spirit! w/MAP!: 1d10 - 2 ⇒ (8) - 2 = 6
Wild, wild Spirit! w/MAP!: 1d6 - 2 ⇒ (2) - 2 = 0

Having successfully become part of the emanations of the penumbra, Tom flies down through the ceiling, into the building they landed on, trying to see what who or what is in their current building before moving on to the other ones.


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 sees Enkidu tearing through the rest of the enemies with brutal efficiency. Whistling, he hops over to drone B? and drives an elbow into the thing's temple. "Well, this is probably a nicer way to go." he comments.

Fighting: 1d8 ⇒ 2wild: 1d6 ⇒ 2

"Whoops! Butterfingers." he jests at his miss.


Enkidu - I'm not assuming you're trying to get anything by me, just wanting to understand your processs. In that vein, why the +2 to your Frenzied attacks this time, but not the first time? Are you Wild Attacking (as I suspect you are, from the +2 to Damage)? If so, please always state that so I know to reduce your Parry...

Enkidu tears thru the new group of drones, leaving only two of them to act:

Drone K attacks Enkidu with his claws :
Fighting: 1d8 + 1 ⇒ (7) + 1 = 8 Which hits!
Damage: 1d10 + 1d6 ⇒ (3) + (3) = 6 But does no damage

Then he attacks with his blaster :
Shooting: 1d8 + 1 ⇒ (7) + 1 = 8 Which hits!
Damage: 3d6 ⇒ (3, 5, 2) = 10
Enkidu - you're Shaken

Drone L also attacks Enkidu with his claws :
Fighting: 1d8 + 1 ⇒ (2) + 1 = 3 Which misses

And his blaster :
Shooting: 1d8 + 1 ⇒ (5) + 1 = 6 Which hits!
Damage: 3d6 ⇒ (5, 4, 2) = 11
Enkidu - you take a Wound

In case Enkidu was Wild Attacking, the claws attack got a Raise :
Damage Raise: 1d6 ⇒ 4
In which case the first attack causes you to be Shaken.
And the first blaster got a Raise :
Damage Raise: 1d6 ⇒ 1
So the second attack also Shakes you, causing a Wound, as well as the fourth attack, causing a second Wound.

Enkidu - you can spend a Bennie to overcome the first Shaken before the second attack, to end up with 1 Wound and Shaken, or you can spend a Bennie to Soak the 2 Wounds, but that's a Vigor roll.

Shackle, Alpha One - you're up (in any order)


Ooops, I forgot :

Thomas:
You find yourself in the jail itself, rows and rows of cells filled with prisoners.

You can make a Common Knowledge roll at -4 to know Mindjack by sight, otherwise you have no idea which prisoner he is.


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

...The +2 is from the joker? Do you not play that the bonus applies to attacks as well? My home group always does.

He's not wild attacking, I'll make sure to state it (usually in the dice roll title) if I am doing anything unusual in an action. His parry is presently 10. When attacking in melee range with a range weapon, foes need to beat your Parry, do they not? If that is true, none of the attacks hit. In this shape his toughness is 16(4) (listed in the second line of info under my name). Presuming the weapons all have some AP, they still need to do 12 damage to Shake, which none did. So he should be ok in either case.


Aarrgh - drat my memory! I forgot that quick about your having the Joker. And I was going by the Lion's Parry of 6.
So, you're right, nothing hit.


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

Alpha One
One drone successfully taken down, and the formative team making quick work of the rest, Alpha decides covering fire would be best and starts taking shots at Drone K.

Shooting: 1d8 + 1 ⇒ (4) + 1 = 5
Wild: 1d6 + 1 ⇒ (2) + 1 = 3

Damage: 2d6 ⇒ (1, 3) = 4
Like a fart in the wind...

Beta Two
Recover from Shaken: 1d6 ⇒ 4

Beta Two snaps out of the it, and readies his postion.

But a 'hit' only allows me to recover, I'm pretty sure. This turn is up.

Gamma Three
Recover from Shaken: 1d6 ⇒ 3

Gamma Three drops to his knees, still struggling to control the power he had taken in from nature. It was so much more primal than the usual stuff, his head was still spinning.

Dark Archive

GM:

-4?!?!11? Ouch. Well that would bypass the whole deal-e-o, so that's fair.

Common Know!: 1d8 - 4 ⇒ (8) - 4 = 4
Common OH WHAT THE FLAGARG ACE!!: 1d8 ⇒ 3
WILD Common Know!: 1d6 - 4 ⇒ (2) - 4 = -2

Now that he thought about it, Thomas could still remember that day that a guy came in to the Sweet Doomed Angel for a few drinks. He told some whoppers that tap-danced on the edge of believability, paid his tab, and left. It was only a day or two afterward that someone mentioned that was the infamous "Mindjack".

Any guards around? Thomas wants to look like one. After reading his mind. And possibly killing him. ^_^


Alpha One - these days, a Success on a recover-from-Shaken roll also allows you to act, with no MAP for the Spirit roll! So Beta Two can take an action...

Thomas:
Don't you just love the Acing feature of SW? So, you know exactly what he looks like, and you can find him in
Find time: 1d6 ⇒ 5
rounds (there's lots of prisoners). There appear to be no more guards in here, they all rushed out to help with the infiltrators.

Waiting for Shackle and Beta Two to act before guard team #1 acts...
Dark Angel - if you promise not to attack guard B, you can act now too.


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])

Sure. Can I attack drone G, or is he already dispatched?

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