[Savage Worlds] A Necessary Evil (Inactive)

Game Master Peanuts


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Male Human Sorcerer

I don't have my books on me, but is it one benny a round? I will need to spend a benny to try to soak for certain, but can I spend a benny to become unshaken as well (thus using my action?) If not then I will just spend the benny at the beginning of round 4, and repeat my action if I am still conscious. Do I need to re-roll?


Bennies: 3, Wounds: 0, Fatigue: 0

Drones bursting in, reindeer blasting, orcs charging and good little boys and girls with eggnog and bennies.... No wonder we're confused: Santa DM is coming to town.
Merry Xmas all.
Bookkeeping-wise, I believe I posted for round 4, so let me know if I didn't.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

So I currently have 1 wound? If I wish to soak it, I must do so now, yes? Is one wound going to negatively effect my rolls?
If so, I will go ahead & use a benny to attempt a Vigor roll to soak.
Vigor: 1d6 ⇒ 5, Wild Die: 1d6 ⇒ 2, soaked on the Vigor roll.
If the 1 wound will not negatively effect my rolls, I will hold off on soaking & continue the actions as previously stated.


Every wound gives a -1 to all rolls (the soak roll occurs before the wounds starts affecting you), if you wish to soak then you must choose to do so when the wound(s) are taken. If you soak all of your wounds then you will be unharmed, and unshaken. If you take any wounds at all then you will be shaken. There is no limit to how many bennies you can spend at any one time.

So to answer your question Professor Mayhem you could take the three wounds, be -3 to everything and shaken. You can keep the spirit roll for your third round action,but then you would have gotten a 4-3=1, and thus still shaken.

So yes you can spend a benny to soak the three wounds, and then if you don't soak all three, spend another to become unshaken and cast your spell.

Make sense?

Belledonna: as said above, wounds give -1 each until they are healed, so potentially yes. If you take more than three wounds you will become incapacitated, and possibly permanently injured. With your succesful vigor roll you are unharmed by the Drone blaster, and unshaken as well (no spirit roll required).

I did not see any actions for Belledonna and Masque. Belledonna in round 3 settled the inmates, and Masque made her gun invisible again, what did they do after that?

If everyone could preface their posts with the number of the round it is occuring on, that might help alleviate some of this confusion.


Bennies: 3, Wounds: 0, Fatigue: 0

round four

Masque wrote:

She nods to the man she believes to be Devil's Advocate, the criminal world's geek squad and, if the rumors are true, a deft assassin in his own right. Of course, she's invisible, so he wouldn't see her nod. He'll know how to get anyone out of the cell, if anyone can. As the doors burst open and the drones enter the room, Belledonna's voice in her mind identifies Mindjack. It makes some sort of empty promise to the other criminals in the prison. Whether they release any of the other prisoners is completely incidental to Anne-Marie. It only matters if they can help with the mission at hand.

Raising her gun, she takes a heartbeat to point at the first of the drones that have come through the door that has not turned its back or been taken down, charmed or otherwise neutralized, and squeezes the trigger.

Shooting1d12 ⇒ 10 1d6 ⇒ 4 hitting with a raise, and doing some damage (AP1): 3d6 ⇒ (2, 3, 4) = 9

As soon as the shot is off, she moves (6") towards the cell that Belledonna identified as holding Mindjack, whispering to Devil's Advocate, "I'll see you there."


Male Human Sorcerer

Spending a benny to soak.
Vigor: 1d6 ⇒ 5 Wild Die: 1d6 ⇒ 3
Eliminates 1 wound and brings my Spellcasting total from 7 to 5 (-2 for wounds) which is still a success and beat my borrowed power points so no backlash, yay. Spending a benny to become unshaken to continue my round three action.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

round four
Incensed at Professor Mayhem's shortsightedness, Belledonna takes out her frustrations on the closest available effective targets, the Drones. Free action, sifting her 'Powers of the Mind' from Mind Control to mental Illusions. Focusing her gaze & her thoughts upon the Drone Bad Penny ventilated. Suddenly, a black, viscous smoke seems to roil up from the blast points, thickly billowing out to fill the visible section of the hallway. Strange, incendiary flashes fill the smoke. The flashes all seem to be a pink-purple? 2" cubic space, everyone viewing the illusion may attempt a Smarts test at -2 to disbelieve. One of the Drones within the illusion must make a Smarts test or be shaken, if they roll a 1 they take a wound. If they are already Shaken they take no effect unless they roll a 1.


Male Dwarf (Pahmet) Ranger (Warden / Trapper) 2

Round Four:

Laughing at the pathetic attempts of the drones to hit him... and conveniently or completely ignoring the havoc wrought upon his newly freed companions... Mus'ad bellows "Stupid things cannot hurt the Camel of Kashmir. Feel the wrath of my knuckles!" charging at the nearest and delivering an overcooked haymaker...

Fighting: 1d12 + 3 ⇒ (8) + 3 = 11 1d6 ⇒ 2 - result is 11
Damage if it hits: 1d12 + 5 + 2d6 ⇒ (6) + 5 + (2, 3) = 16 Knockback: 1d4 ⇒ 1


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Round 3, Time to bleed.

Spending benny to soak. Unless that is our fine upstanding and noble GM considers crouching being enough to qualify for light cover?

Benny to soak: vigor 1d6 ⇒ 5. Wild 1d6 ⇒ 3. Well that went as well as expected. Heavy weapons HURT! Two wounds, shaken.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Revised round 4 action. Now with more blood spatter!

Spirit roll to unshake 1d6 ⇒ 5 wild 1d6 ⇒ 3 -2 (wounds) Failure. Moving away from drones 3" (half pace) falling prone (free action?) and activating Mirage field (free action). Current status, 2 wounds, shaken, prone, mirage field.

The two rounds slam into the techies arm and shoulder. The exit wounds tearing the duraweave and scattering blood across the concrete. The Advocate rolls further into the prison, tossed into an ungainly heap by the particle beams.


Devil's Advocate:
According to the interface power in both SPC and NE, the appropriate skill is actually Kn: Electronics. I'll give you the benefit of the doubt and assume you meant your Kn: Engineering to be that, and let you change it. Sorry for not picking that up before.

No, have to drop completely prone if you want cover in this wide open area. On the other hand you're now out of the drone's line of fire :)

The Devil's Advocate takes two nasty shots from one of the drones, which leave surprisingly little blood, but an unpleasant aroma of charring meat. Belledonna's blast is more of a glancing blow and doesn't seem to overly affect her, while the Professor of Mayhem suffers the same as the Advocate.

-=-=-=-=-=-

Despite wounds that would cripple lesser men both the Professor and Advocate stagger into action regardless. The professor practically glows with dark energy as he pulls power from the aether into himself, his mind and body tingling as he pulls too much, the power almost threatening to incinerate him until he unleashes it in a massive blast through the doors which lands in front of the assembled drones and erupts.

The roiling darkness of the spell washes over the drones, and despite the impressiveness and violence of the explosion the drones seem relatively unharmed; charred and shaken perhaps, but still standing at the least.
Please post round 4 action now :) all drones shaken

-=-=-=-=-=-

DA meanwhile hobbles slowly over towards Mindjack's cell, belatedly activating his shielding as he tumbles to the ground.
You sure you don't want to spend a second benny to keep your round three action? Remember he was after the drones in round 3, so that's actually a revised round 3 action, he's still got his round 4 action.

-=-=-=-=-=-

Masque meanwhile ignores the wounds of her companions and lines up her shot. Having the advantage of not being their (visually at least) the drone is completely unaware as the bullet passes straight through it's head, and it crumples to the ground.
Masque, in case you are not aware, being invisible is usually going to give you 'the drop', which is +4 to hit and damage unless they know you're there. Even if they know you are 'there (as in someone is invisible in the area), unless they make their notice roll you're still going to be considered to have the drop on them :)
6 drones left (all shaken)

Drone's notice roll: 1d4 - 4 ⇒ (1) - 4 = -3
Unsurprisingly they do not spot you :p

-=-=-=-=-=-

Bad Penny just calmly keeps on firing, taking out another drone, wearily ignoring the bickering of the others.
5 drones left (all shaken)

-=-=-=-=-=-

Mus'ad meanwhile bellows something bizarre and leaps into the fray, pouncing upon one of the drones he distracted earlier, and sending it's corpse flying to skid along the concrete. Outside now he can see that there are only the four drones left, with no further reinforcements in sight. There do seem to be some explosions blooming on the horizon however.
If Mus'ad wants, in Savage Worlds Deluxe they introduced an actual Haymaker style attack. He can make a melee attack at +2 to hit and damage, at the cost of -2 to his parry :) He can also attack with both fists at a multi action penalty, and a furhter -2 to his 'off hand'.
4 drones left (all shaken)

Round 4: Professor Mayhem (AD), Masque (AC), Bad Penny (QH), Mus'ad (9S), Devil's Advocate (7C), Belladonna (4D), Drones (3D)
Bolded means awaiting actions to be posted, italics means action has been posted, but not occured yet in the narrative.


Bennies: 3, Wounds: 0, Fatigue: 0

I knew I was forgetting something. +4 to hit and damage is a pretty big something. And I have a question, if I duplicate while invisible, will the duplicate appear invisible (ok, you know what I mean) as well?


Male Human Sorcerer

Mayhem feels the power roll through him, and he exalts. His mind opens with the raw power as he begins looking through the methods of death and destruction that he has learned over the years. The last attack was brutal force, and ineffective... this one would do nearly the same without so much power.

Electricity began to arc around him towards the metal, ground, lights as he began another incantation. He tapped into the aether, pulling more and more towards him.

Spellcasting: 1d12 ⇒ 5 Wild Die: 1d6 ⇒ 6 Ace: 1d6 ⇒ 4

He aimed his hands towards the drones as a single brilliant bolt of lightning stuck forth and shattered into an electrical storm around them.

Damage: 1d6 ⇒ 41d6 ⇒ 4 Failed Vigor: 1d6 ⇒ 3

Energy Control (2); Large Burst Template (3); borrowing 2 for Elemental Trick (2): Electricity. Large Burst Template; 2d6 damage; Electricity: Vigor roll or suffer additional d6 damage. Mostly electronic foes (power armored or robots) make this roll at -2.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice
GM-Peanuts wrote:

According to the interface power in both SPC and NE, the appropriate skill is actually Kn: Electronics. I'll give you the benefit of the doubt and assume you meant your Kn: Engineering to be that, and let you change it. Sorry for not picking that up before.

No, have to drop completely prone if you want cover in this wide open area. On the other hand you're now out of the drone's line of fire :)

Small problem Invent requires that d10 engineering so no swapping for me. Very much out of the line of fire. Mirage + prone = -5 to be hit

GM-Peanuts wrote:

DA meanwhile hobbles slowly over towards Mindjack's cell, belatedly activating his shielding as he tumbles to the ground.

You sure you don't want to spend a second benny to keep your round three action? Remember he was after the drones in round 3, so that's actually a revised round 3 action, he's still got his round 4 action.

Eh, what the hell. Spending second benny to unshake. Btw did you consider giving Prof. M a benny for blowing the gaff re Mindjack? It was a classic villain blunder and fits his hindrances.

Revised revised round 3 action

Staggered and tossed by the particle beams Devil ends up crumpled against a cell door. Unhhh, Heart rate elevated PB stable. Not bleeding out. EM showing current nearby. Current? The Advocate's eyes flicker open, searching the displays on wrist comp and hud. "Rebecca, activate Van Eck protocols." "You ran the cables through the floor? Contractors, love you to death."

Precisely tuned magnetic fields caress the power and control cables strung beneath the cell door.

Rebecca:"Tracing.....tracing.....control hub found. Accessing..Implanting virus. Working.....Working..."

Electronic skill check to open as many cells as possible. Starting with the one I am slumped against. {skill1d4 ⇒ 3, wild1d6 ⇒ 2} Total {3-2(wounds)+4(interface)} 5. Success?

Tentative round 4 action

If cell doors open::
Devil's Advocate stands with some difficulty and speaks in a dazed voice. "Ladies and gentlemen, while my associates are entertaining our hosts you might wish to avail yourselves of any alternate exits. A taxi will be arriving in the courtyard shortly though space is limited so have your tickets ready."

Rebecca: "Bp dropping administering caffeine."

The Advocate winces but continues in a clearer voice. "MindJack, over here. Tools seem to appear in Devil's hands as the wounded villain starts working on the nullifier cuffs. Electronics again? ({skill1d4 ⇒ 2, wild1d6 ⇒ 6 ace1d6 ⇒ 4} total{10-2(wounds)+4(interface)} 12 Possible raise? Or lockpicking ({skill1d6 ⇒ 6, wild1d6 ⇒ 4 ace1d6 ⇒ 4} total{10-2(wounds)+4(interface)} 12 Possible raise?

If not::
"Damn redundant firewalls!" Electronic skill check to open as many cells as possible {skill1d4 ⇒ 2, wild1d6 ⇒ 6 ace 1d6 ⇒ 4} Total {10-2(wounds)+4(interface)} 12. Ok that is a little odd.


The Professor has much more success the second time around, sending arcs of electricity channeled from beneath his feet, through his body and into the area around the remaining drones. They begin to twitch and spasm as the storm roils around them, and when the Storm clears there is nothing but twitching drone bodies left upon the ground. Mus'ad leaps into their midst anyways, ensuring that the lot of them stay down, while the rest of the would-be-Omegans have a moment to relax, the immediate threat removed, at least for now.

+1 Benny to the Professor. Although please try to remember your wounds in your post :)

The techie meanwhile taps into the power supply to the door and attempts to piggyback it to jimmy open the doors. He is initially frustrated--perhaps related to a brief brownout as the Professor sucks most of the electricity out of the building--but after a few different attempts he begins to have some success.

He quickly realizes that though the doors are all powered from a central location, the electronic locks for them are isolated, and will require they be individually unlocked; even worse if the power is cut they seem to be designed to lock; permanently. Not only that but they are Monstrously complicated; the facility might look shabby, but the V'Sori seem to have spared nothing on the construction of the cells at the least. Still he believes he has found a weakness in the lock's security that he should be able to exploit to open up the other doors, and after half a minute Mindjack's cell door clicks open.

You'll only have a -2 penalty for the rest of the Cells rather than a -8 penalty :p So basically ignore your +4 for Interface (-2 Alien Tech, -2 Wounds). It will take you 4 rounds to unlock a door, 2 rounds with a raise.

First Combat Over!


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Everyone but Professor Mayhem:
'Masque, was it? Masque, would you be so kind as to keep watch outside the doors? Unless you can only maintain your invisibility for so long, in which case that would also be helpful to know... Wonderful Advocate! Thank you that's a good-
ahem, a capable start.'
'In the interests of not experiencing another tedious tirade similar to the one the mystical moron just unleashed, I will explain why releasing all the prisoners is to our advantage. If we appear to be freeing them all, the V'sori don't know who our actual beneficiary is & cannot render this enterprise a failure by merely taking him out with a simple head shot from a sniper emplacement. I do hope that seems reasonable to the rest of you, yes?'

Belledonna will maintain the illusory smoke occluding the doorway & immediate hallway for the time being.

"Ms Ramierez, would you be so kind as to explain why we should see to it you particularly are freed? Some measure of reassurance for my companions that such an endeavor is worth their time?"


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

As the cell opens. "Gads Mindjack what have you been doing to yourself?"

The Advocate looks greedily at the undamaged nullifers on Mindjack's wrists.

Aloud to Belledonna "Makes sense Bella. Let me get these bracelets off and then I'll start on the doors."

To Professor Mayhem. "Excellent work on the Drones professor, swift and effective." The Advocate winces and wipes fresh blood off the micro comp screen.

To all, with an extra glance to the good professor:"Hate to ask, but has anyone seen a medical kit? This would go a good deal faster if I wasn't bleeding in the mechanism."

To Mus'ad: "Mus'ad, could you do me a favor and grab a drone or two to take away with us? I might be able to adapt their blasters for our use. It would be nice to give them a taste of their own medicine."

(lockpick to remove Mindjack's cuffs? Skill 1d6 ⇒ 5, wild1d6 ⇒ 6. Wild ace 1d6 ⇒ 5. Total {11-2(wounds)+4(Interface)-??(alien tech)} 9 less alien penalty. Looks like success unless the penalty is greater than 5. If the skill in electronics then skill 1d4 ⇒ 1, wild 1d6 ⇒ 2. Well that will just take more work.)


Bennies: 3, Wounds: 0, Fatigue: 0

Keeping watch makes sense, but so does reminding this mind-humper that she is not actually in command. Masque manifests a copy of herself which strolls out to the door, invisible, while the original flickers back into sight beside DA. She checks the bag that the weapons came in and scans the room quickly for anything that might be medical. notice/wild 1d6 ⇒ 51d6 ⇒ 1


Male Human Sorcerer

"They aren't much better then mindless zombies. Well-armed mindless zombies to be sure." He sneers at them, "Not exactly a praise-worthy accomplishment. Bastard scum..." He looks down at the damage dealt to him, and considers a regeneration spell, but that would require significant power and focus that he couldn't afford at the moment.

"How long before you can secure him?" He completely ignores the Belledonna who is questioning the other prisoner. He can't help but sneer a bit though.


Bennies: 4 Wounds: 0 Exp: 4

Bad Penny spits as the last drones go down. Getting slower.

Well, that took long enough. How long do think we have before they've got gunships swarming this place? Bad Penny watches Devil's Advocate working on a lock. He nods in his direction then turns to one of the other cells. He waves the occupant back perfunctorily then opens up on the bolts of the lock.

Shooting/Shooting/Wild 1d12 ⇒ 11d12 ⇒ 11d6 ⇒ 5
Damage 3d6 ⇒ (5, 5, 2) = 12 +4 armor piercing


Valerie, who has been leaning against the bars, simply watching the shootout with the drones smiles as attention returns to her. "As you seem to realize, this is not the best place for freely sharing information." she glances around at the numerous other cells, their inhabitants all listening intently, undoubtedly scheming away. "Suffice to say that I have resources at my disposal that could be of use to an Omegan cell such as yourselves. Get me out of this compound and I will be in your debt."

"Izzy... Isabelle! Is that you? What have they done to you!" A clearly distraught, though vaguely familiar voice sounds from across the other side of the room. A look in that direction shows a scrawny figure pressing itself up against the bars of it's cell, and after a moment she recognizes the features of Oz, Isabelle, AKA Belladonna's latest thrall. He looks significantly worse for wear, but it has been almost 3 years since she last saw him.

-=-=-=-=-=-

Allowing his curiosity to get the better of himself DA moves into the cell with Mindjack and starts to electronically poke and prod the gauntlets. They prove slightly easier than the door, but are of better quality, and don't seem to have the same vulnerability in them that the door lock did.

-=-=-=-=-=-

Die of Fate: 1d6 ⇒ 2

Masque takes a look around but apart from jewelry the bag is empty, and the V'Sori don't seem to have the same health and safety regulations as humans; there is no convenient medical equipment in the cellblock.

Her duplicate meanwhile, once it gets past the smoke--putting it dangerously on the edge of dissipating--can spot no other movement. The compound it finds itself in seems to be composed of only a few buildings in a large open area surrounded by a fence with only a single entrance. In the distance, to the North West the booming and blossoming lights of explosions and energy weapons fire continues to zip back and forth in a deadly game of tag.

-=-=-=-=-=-

Bad Penny, being the old-fashioned fellow that he is goes for the direct route, shooting at one of the locks with his blaster. Despite a direct hit the lock remains thoroughly unmelted, though the bars of the door itself seems to have warmed a little.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

"They?!"
"Ozymandias, I'm quite certain we had a talk about verbal communication while in a hostile local the last time we spoke..."
At his likely crestfallen countenance, Belledonna's features soften, slightly. "As far as 'done to' might be considered, your time 'at large' was less than kind as well. For the moment, stand away from the bars as we deal with the current impediments, please."

This...
Is inconvenient. Oz will be of very little utility in this circumstance. May, in fact, be a hindrance...
Wait?!

Obviously struck with a thought, Belledonna crosses over to the bodies of the Drones & proceeds to apply rudimentary trauma assessment techniques to determine if any still live. At the same time, the rest of you 'feel' her telepathic contact slip away.

DM Peanuts:
'Ms Ramierez, did you notice if the Drones ever unlocked the cells or nullifiers themselves?'
'Don't be alarmed, I am merely continuing our conversation by more...
private, means.'
'Assuming you have never had the opportunity to communicate telepathically in this benighted time, just 'think' what you want to say to me.'


Oz cringes at Belledonna's rebuke. "Ahh... 'm sorry. It's... good to see you." he murmurs shuffling back from the bars of his cell, sitting down on the hard, narrow bunk.

Belledonna:
At first you receive no response, but after a moment you hear Valerie's cautious reply. No, it was always the fins who moved people, the drones were just security. she observes.


Bennies: 4 Wounds: 0 Exp: 4

Hey, these doors are pretty fancy. The V'sori sure didn't spare any expense making these doors impregnable. No siree. Bad Penny rolls his eyes and starts blasting the concrete wall where the hinges are anchored.

Shooting/Shooting/Wild 1d12 ⇒ 111d12 ⇒ 41d6 ⇒ 4
Damage 3d6 ⇒ (6, 3, 1) = 103d6 ⇒ (1, 4, 1) = 6 +4 armor piercing

This is going to take an embarassingly long time isnt it? Oh well, stubborn trait says I'm not stopping til at least this door comes down.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

DM Peanuts:
'Bother.'
'Well, given that we are speaking privately, is there anything else you wish to let me know without others hearing?'

Sighing in disappointment, Belledonna ceases her triage of the downed drones & the rest of you 'feel' a brief flash of her mental contact.
'I will be right back,' as she walks into the roiling smoke still occluding the doorway & hall beyond.
DM Peanuts, do I need to make the Smarts test to see through my own mental illusion? If so, here; Smarts: 1d10 ⇒ 4, Wild Die: 1d6 ⇒ 6, not going to worry about Acing the Wild Die.


Turns out that's not concrete, and the V'sori didn't spare any expense on the walls either; just the roof apparently. BP's first shot cracks some of the wall around one of the hinges, but not much more, and the second doesn't even leave a scorch mark.

Keep shooting then tex ;) The walls have Toughness 20(10), so ya need to roll 16 damage on 3d6 :p

-=-=-=-=-=-

Belledonna:
The hesitation is even longer this time, and Belledonna starting to turn away to look out the door when Valerie's reluctant tone sounds amongst her thoughts. I am an important member of the mutants who live beneath the city. Nobody knows the tunnels of the city like we do. she sounds as if admitting it actually pains her.


Bennies: 4 Wounds: 0 Exp: 4

Shooting/Shooting/Wild 1d12 ⇒ 101d12 ⇒ 111d6 ⇒ 3
Damage 3d6 ⇒ (4, 5, 3) = 123d6 ⇒ (5, 2, 3) = 10 +4 armor piercing

Shooting/Shooting/Wild 1d12 ⇒ 41d12 ⇒ 81d6 ⇒ 4
Damage 3d6 ⇒ (4, 2, 2) = 83d6 ⇒ (1, 2, 3) = 6 +4 armor piercing

Shooting/Shooting/Wild 1d12 ⇒ 91d12 ⇒ 41d6 ⇒ 4
Damage 3d6 ⇒ (2, 4, 1) = 73d6 ⇒ (5, 3, 3) = 11 +4 armor piercing

Shooting/Shooting/Wild 1d12 ⇒ 31d12 ⇒ 91d6 ⇒ 2
Damage 3d6 ⇒ (1, 2, 2) = 5+4 armor piercing

Shooting/Shooting/Wild 1d12 ⇒ 111d12 ⇒ 121d6 ⇒ 3
Explosion 1d12 ⇒ 1
Damage 3d6 ⇒ (4, 3, 2) = 93d6 ⇒ (4, 5, 1) = 10 +4 armor piercing

Shooting/Shooting/Wild 1d12 ⇒ 31d12 ⇒ 91d6 ⇒ 1
Damage 3d6 ⇒ (4, 1, 3) = 8 +4 armor piercing

Shooting/Shooting/Wild 1d12 ⇒ 11d12 ⇒ 51d6 ⇒ 3
Damage 3d6 ⇒ (2, 5, 2) = 9 +4 armor piercing

Shooting/Shooting/Wild 1d12 ⇒ 21d12 ⇒ 91d6 ⇒ 3
Damage 3d6 ⇒ (6, 3, 4) = 13 +4 armor piercing
Explosion 1d6 ⇒ 1

Shooting/Shooting/Wild 1d12 ⇒ 121d12 ⇒ 21d6 ⇒ 2
Damage 3d6 ⇒ (3, 6, 6) = 15 +4 armor piercing
Explosions 2d6 ⇒ (1, 4) = 5

Finally! So many nonexploding d6s

One zorch-filled minute later, Bad Penny is flicking ash out of his beard. The unlucky prisoner is whimpering in the back of what remains of their cell, arms over their head. A few scorch marks mar the wall near them. Well? What's the matter with you? You're free. Bad Penny snaps.

He looks around the room. Who else wants out?

Whelp, that's my action for a while. 54 seconds to be exact.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

GM Peanuts:
'I see...
We'll just keep that between you & I then, shall we?'
At which point Belledonna drops the telepathic link unless ms. Ramierez asks her not to.

Once out in the hall, Belledonna gets as close to the exterior edge of her illusory smoke as she can without leaving it & looks beyond. What does she see?


Belledonna:
I would appreciate it, yes. she agrees, her mental voice sounding strained even so until the connection drops.

The sight that greets Belledonna is the same one that greeted Masque's duplicate.

See quote

GM-Peanuts wrote:
Her duplicate meanwhile, once it gets past the smoke--putting it dangerously on the edge of dissipating--can spot no other movement. The compound it finds itself in seems to be composed of only a few buildings in a large open area surrounded by a fence with only a single entrance. In the distance, to the North West the booming and blossoming lights of explosions and energy weapons fire continues to zip back and forth in a deadly game of tag.

-=-=-=-=-=-

"I sink you should geev zat back to Zoltaan." the 'villain' suggests when you finally finish, stepping his way out of the cells and holding his gauntletted hands up. "Sink you could manage zeese?"


Bennies: 3, Wounds: 0, Fatigue: 0

"The coast is clear for now," Anne-Marie says while Bad Penny blasts away at the concrete wall. "Mindjack's our guy. I say we get moving before the reinforcements gets here."

She 1d8 ⇒ 5 1d6 ⇒ 5 slips into intangibility and steps closer to the front wall of the cell block, standing beside, hiding just behind it and allowing her invisible duplicate to advance into the yard, to the edge of her range, trying to get a better look at the outbuildings.

"Hey Isabel, or whatever your name is," she whispers, and taps her head. "I'm going to do a little recon, see what's in the other buildings. Do your little switchboard thing so I can let you know what's out there."


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

GM-Peanuts:
d'oh!

Returning in time to hear Masque, Belledonna resumes her telepathic link with all save Professor Mayhem.

Everyone except Professor Mayhem:
'Certainly. There you go. Hop to it.'


Bennies: 3, Wounds: 0, Fatigue: 0

She becomes invisible and steps through the wall, into the yard. She walks slowly towards the gate, her duplicate ten yards ahead of her.

Unless and until something happens, or she finds anything worth relaying, she will make a loop around the yard, checking the motor pool, the guard shack, the K'tharen barracks and the drone barracks.


Male Dwarf (Pahmet) Ranger (Warden / Trapper) 2

Sorry for the minor ret-con... but he has a Big Mouth

When a voice is heard within his mind Mus'ad begins to range his piggish eyes around in surprise trying to discern the source. In a loud and threatening voice Mus'ad speaks "Mus'ad not know why mind-voice lady cares that Doctor Destruction sent us to get Mindjack... but Mus'ad plan to free everyone anyway"

With that the massive Kashmiri gent moves to the cells and attempts to simply wrench the lock open and tear the door apart...
Strength: 1d12 + 5 ⇒ (11) + 5 = 16 1d6 ⇒ 4
Rinse and repeat as necessary

To DA he shrugs "Mus'ad does not know what use they will be... but I will carry two in case need to throw at other ones." picking up a drone by the ankle in each meaty paw.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice
GM-Peanuts wrote:

Allowing his curiosity to get the better of himself DA moves into the cell with Mindjack and starts to electronically poke and prod the gauntlets. They prove slightly easier than the door, but are of better quality, and don't seem to have the same vulnerability in them that the door lock did.

So does this mean Mindjacks's nullifiers are off?

If yes:
*click* "There you go Jack free as a bird, well a bird in a sealed prison camp but it is the thought that counts. Care to give me a hand with the other cages?" The Advocate hooks the bracelets through a convient equipment strap before going to work on the lovely Mrs. Rameriez and/or her cage door. Moving on to other cells as the locks fall to the villain's gentle persuasion.
Ramirez's cell. Skill 1d4 ⇒ 2, wild1d6 ⇒ 3. Second try Skill1d4 ⇒ 2, wild1d6 ⇒ 4. Success in 5 rounds, or perhaps four if MindJack lends a hand and gets lucky.
Next cell. Skill1d4 ⇒ 4, skill ace1d4 ⇒ 1, wild1d6 ⇒ 1. Success in 4. At round 8-9 catching up with bad penny.

If not:
"Dammit!" "Professor, if you happened to have a cure light wounds in your bag of tricks it would speed this process immeasurably. Assuming you wish to leave that is." Still working on nullifiers. Rolls will follow Mayhem's response/snub. :7)


Masque finds the rest of the buildings fairly stripped of anything interesting. There are some odd 'racks' in the smallest building and not much more, apart from an exterior generator. The next building around smells horribly and has a number of shallow pools set into the floor, as well as piles of assorted debris, chewed bones, damaged scraps of armor, and the general detritus of a military barracks. The last building while absent the smell of grease and motor oil has plenty of odd odors of it's own, but whatever vehicles were stored there are obviously absent. Doctor Destruction sure knows how to make a distraction...

-=-=-=-=-=-

Without really trying Mus'ad walks up to a nearby cell and tears the door of it's hinges, freeing the person inside.

Objects have Parry 2, so since your minimum Fighting is a 4 so you can't really fail to 'hit' the door, but raises don't increase the damage and damage dice don't ace. Your Attack Melee gives +2d6 to your damage though :)

-=-=-=-=-=-

Jack's gauntlets click open from Devil's Advocate's efforts, but it doesn't seem to noticeably improve his condition. He gaze remains unfocused, and he barely bothers to stumble out of his cell before simply leaning against the wall, closing his eyes.

A failed roll will take 2 rounds, the full four if the Lockpick is a 1.

"Thank you." Valerie warmly thanks DA when her cell door swings open. "If you can remove my cuffs, or get me past the fence then I'll be able to make my own way from there."

Continuing on with his efforts he continues to have more success than the brute force efforts.

Common Knowledge:
From what you saw of the vehicle Doctor Destruction transported you in, and the troops he already had in it plus yourselves and Mindjack, there'd be room for about 10 - 12 other occupants. Assuming of course the Doctor doesn't vaporize the lot of you or something.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Smarts: 1d10 - 2 ⇒ (10) - 2 = 8, Wild Die: 1d6 - 2 ⇒ (2) - 2 = 0. Made the Common Knowledge with one raise, exactly.
GM-Peanuts; how many prisoners are there in here with us?


GM-Peanuts wrote:
Belledonna all of the drones were present in the current room when you 'arrived', the only doors are the ones that currently have a large number of drones on the other side of them. Think one of those big open areas with cells lining the walls from shows like Prison Break and Alcatraz (though there is only a single level of cells). There are... approximately ~20 people currently in the cells with space for about 30. The whole place looks kind of... temporary, though the cells at least certainly seem stout enough.

Now that you have a chance to take a more thorough look around, including the 4 now freed from their cells there are 22 prisoners total.

Oz is still waiting to be freed :)


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

DM Peanuts:
>P
Obviously I missed that section when I went back to check for exactly that information...

Belledonna once more resumes mental contact with ms. Ramierez. 'Are any others present members of your mutant underground?'


Devil's Advocate:
'As I'm sure you've noticed, the likelihood of all of these prisoners fitting on the 'bus' so-to-speak is vanishingly small...
Opinions?'

Bad Penny:
'You seem the sort used to the cruel arithmetic of necessity. There are twice as many prisoners as likely will fit on the 'bus' so-to-speak.
Your thoughts?'

The red-head seems if possible even more distracted & spacey than previously.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Common knowledge {smarts 1d10 ⇒ 5, wild 1d6 ⇒ 4. total 5-2(wounds)3, fail.}

Belledonna:
There is is a gate, or we can make one. If the fins spend time chasing down their lost sheep they are not chasing us. Don't see a problem here. Perhaps Ms. Ramierez can guide them out.[/i]


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

GM-Peanuts: Is Ms. Ramierez wearing nullifiers or just normal cuffs?
Also are the nullifiers I took from Mindjack giving off any kind of signal that Awareness would pickup?

To Ms. Ramierez: "I think I can get those off you and I believe Mus'ad will enjoy dealing with the fence."
Lockpick to remove cuffs, skill 1d6 ⇒ 6 , wild 1d6 ⇒ 3, skill ace 1d6 ⇒ 5. Total 11-2(wounds)=9 success with raise I think.

Quietly while working on the cuffs. "Transport space is limited. Could you lead a group out? Freeing all these folks woun't do us mush good if the Fins round up their lost sheep too quickly."

Once her cuffs are off Devil will return to opening cells. Let me know if you need more rolls.


Every prisoner in the facility seems to be wearing the nullifier gauntlets, and said gauntlets do not seem to be emitting any signals that you can detect with your radar.

"Thank you." she murmurs, seeming distracted as Devil's Advocate removes her cuffs. "That..." she slowly shakes her head, breaking off mid sentence looking towards Belledonna.

Belledonna:
No. The others with me either escaped or died... her 'voice' carries a sad tone to it.

"That won't be necessary. I can make my own way from here." she continues a moment later. When he proposes she lead a group out she looks around at the cells, but appears uncomfortable. "I could get them into the sewers, but I will not take them any further than that. They will have to fend for themselves from there." she reluctantly offers.


Bennies: 4 Wounds: 0 Exp: 4

Bad Penny grins at the prisoner he released. When Zoltan regains a corporeal body, ha can come get his blaster back. And I can get those cuffs off if you're not too attached to your hands. Otherwise you may want to go see the techie over there.

Belladona:
Hadn't thought that far ahead. Just adding to the distraction for now. If they don't like their odds without our evac, they can darn well stay in their cells til the V'sori come repair the doors. They're big boys and girls if they're in here; we aren't running a baby sitting service.


Male Human Sorcerer

Professor Mayhem just stands about distracted. He didn't care about the other prisoners, and he wasn't naive enough to think that the V'Sori wouldn't know who they busted from this prisoner. He just kept an eye out to make sure that no one surprised them.

Smarts: 1d8 ⇒ 8Explode: 1d8 ⇒ 4Wild Die: 1d6 ⇒ 2

"Destruction will only have room for ten extra occupants, if he doesn't vaporize us for bringing extra baggage. Leave them to their fate now that you have released them."


Seems I made a mistake, not all of them are wearing nullifiers, only about half (including Valerie and Mind-Jack). Apologies

The freed man lets out a derisive hrmph before sauntering over to the busy Devil’s Advocate. Bad Penny has another swift success, but then spends several minutes fruitlessly overheating his blaster on the next set of hinges.

Devil’s Advocate has marginally more success, managing to free another four from their cells, while Mus’ad shines, smashing his way around the prison, a couple of times simply stepping inside one of the broken cells, lowering his head and charging his way through 3 or 4 cells in a row, to free the other 13 prisoners from their cells.

In less than three minutes the three have successfully emptied the cells, leaving their fellow villains and whatever other unlucky prisoners the V’Sori stashed here simply milling about in nervous anticipation. Nine of them still wear nullifiers, two of which DA manages to remove before his computer begins to malfunction, and shortly thereafter Masque reports the sound of a ship approaching over the team’s mental link.

DA:
Your tool sparks and error messages start to ping on your HUD when you go to work on the third set of cuffs. There seems to be a fault of some kind and it has caused an overload.
Crit Fail. Would you like to spend a benny to negate it? :p

Mindjack seems to be moderately more alert after some time to recuperate, but still doesn’t quite seem ‘all there’. Valerie meanwhile has been organizing a small group of the prisoners who seem willing to follow her lead, working alongside the aged, but still muscled man with the bad accent and attitude who Bad Penny first freed.

Oz after being freed hurries over to Belledonna with a wide smile. ”I was so worried about you Izzy! I brought all your stuff when I heard you’d been brought here, I can get it as soon as we get out, but I heard you woke up and I had to try and see you! I was trying to get into the hospital when a bunch of those drones got me. It’s… it’s so good to see you!” he babbeles rapidly, staring at you for several moments in pure adoration before throwing his arms around you in a big, hug. He smells like he’s been in his clothes for at least a week.

Masque:
The craft approaching seems to be the same one the good Doctor rescued you from and then tossed you out of less than 5 minutes ago, at least from what you saw of it while you were plummeting towards the prison anyway. You don’t get a good look at it until it’s practically straight overhead however, as it’s running without lights of any kind, simply a dark shape in the night air.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

A bath...
Several baths...
Definitely, several baths are in order.

GM Peanuts:
'Ozymandias! Calm yourself. Yes, you have found me. Yes, we will soon be free. Yes, the good work proceeds apace...
But! Only if you can calm yourself. Over-excitement leads to mistakes, mistakes lead to deaths.
We don't want deaths, do we?'

Separately, with Valerie, 'Ms. Ramierez, I believe our 'ride' has arrived, are you ready to make your way from here, or do you need more assistance?'

"Incidentally, I've spoken with you before about 'Izzy'. I understand the heat of the moment, but I am not at all fond of pejoratives, please refrain." Belladonna remonstrates Oz, as kindly as she is able under the circumstances.

Everyone except Professor Mayhem:
'I recommend we each bring one of the prisoner's along, the more targets the V'sori have to choose from, the less likelihood they will shoot one of us or Mindjack.'


Bennies: 3, Wounds: 0, Fatigue: 0

Masque makes it back to the cell block, intending to let the others know there is a ship incoming, when she hears the "voice" in her head again, attempting to dictate orders. Again.

Apparently, they know. Or think they do. No reason to trust any of them that I can see.

Remaining invisible, she stays as near to the corner of the building as she can while her masque-copy slips through the door and appears.

"Ship incoming," the masque calls out. "Might be our ride. Might not."

1d8 ⇒ 8 Her masque becomes solid again, and aims at the door, ready to open fire should the ship be hostile.


Male Human Sorcerer

"We need to get to the center of the complex before our benefactor is coming back for us. We should move before more reinforcements arrive."


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Finishing with the second set of nullifiers The Advocate begins to work on the third when a the villain suddenly yanks the leads free. "f--ing adaptive countermeasures! Rebecca, quarantine. I said quarantine... damned sell out! This has Gaia tech's prints all over the code...Stanislov?... F-- it! Rebecca, fat lady sings."

At this last command The Advocate rips a component out of the wrist mounted computer and tosses it into an empty cell. The bright yellow/red flames speak to the presence of thermite as the corrupted memory core melts itself into little more than glass and liquid iron.

So no on the benny, living with the crit fail.

The Advocate removes a new core and slots it in.

"Right, while that is rebooting. It looks like transport may be arriving. As space is limited we will be limiting it to those still wearing the jewelery our alien overlords were so kind to provide.
Those whose limbs are unadorned will be free to exit the compound through one of the holes our exit will no doubt produce. "

So MJ, us and the braceleted nine for the RV the rest for the open road? DA is more than ready to leave this place behind.


The craft comes in fast, it’s repulsors stirring up the dust in the courtyard as it swiftly decelerates. It doesn’t land, simply hovering a few feet above the ground, the rear opening up to reveal Doctor Destruction framed against the internal lighting. He takes you all in with a single glance as you lurk inside the building.

”Look at the villains playing the hero! How disappointing. I don’t suppose you bothered to check if any of them are actually useful?” he doesn’t seem to care for any answers, glancing to the side at his masked minions four of whom hop nimbly down from the craft as the lot of you hoof it out to meet the carrier.

Two of the minions head straight to Mind-Jack grabbing his arms and helping him into the back of the transport, while the other two walk past you to the group milling nervously about behind you, one of them talking into some sort of communication device. The iron mask of Doctor Destruction meanwhile simply stares impatiently at you as he waits for you to board.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

'You have your definitions of 'useful', I have mine.' Everyone 'hears' Belledonna's response as she all but struts to the waiting aircraft, Oz & two other prisoner's, ones with Nullifiers in preference, making a not-terribly-dignified entourage behind her.

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