Savage Worlds: Necessary Evil Campaign (Inactive)

Game Master Poor Wandering GM


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Not a thing, I can deal with damage et al. Just got wrapped up in arl thing.

Up-date on the way.


Well that went better than expected.


Hey everyone

Strongly considering pulling the trigger and switching to SPC2.

I keep running into things that the refined rules just do better.

This would mean a redesign for your characters as the Power Point totals change.

If we as a group decide to do this then we will need to decide if we want to use the Rising Stars element or not.

This is the 1st to 2nd edition conversion document that has all the rules etc. So no one will need to buy anything.

What do you think?

EDIT: Looking at your characters and your power-sets I think Rigor will see the biggest changes. On paper anyway, what is the real difference between Immunity and max Toughness?

Dark Archive

Looking at Invisibility it seems like they have both made it better and nerfed it.
In my haze of confusion I'm going to vote for SPC2, expecially since it will make your life easier.

It seems like we're already using Rising Stars, and even if we weren't, I'd want to.
To start at 40PP but then never be able to get better would be lame.
But to start at 20 and then be able to build as we get better and learn more about ourselves and the world seems like how a fun adventure is supposed to be played.


Poor Wandering GM wrote:

Hey everyone

Strongly considering pulling the trigger and switching to SPC2.

I keep running into things that the refined rules just do better.

This would mean a redesign for your characters as the Power Point totals change.

If we as a group decide to do this then we will need to decide if we want to use the Rising Stars element or not.

This is the 1st to 2nd edition conversion document that has all the rules etc. So no one will need to buy anything.

What do you think?

EDIT: Looking at your characters and your power-sets I think Rigor will see the biggest changes. On paper anyway, what is the real difference between Immunity and max Toughness?

I'm all for anyhow that decreases the burden on the GM so my vote is sure, why not.


RE rising stars: I have no opinion on rising stars vs all points now. The points are a wash by the way. and end stage Rising star will have the exact same power point total as a non-rising star. The biggest difference is that the non-rising star will have 5 more edges/skill boosts to play with. I suppose we could make the Power points edge free with a rank change.....

Imagine look at mind control, mind reading, and [i]telepathy[i]. There are bigger differences there.

Re burden: not so much a burden it just fixes some holes/issues that are hitting Snake Charmer, Rigor, and Dr. Button.


Rookie

I have family in town until Saturday
My posting will be curtailed until then.


Rigor, Roxanna

Paging Rigor and Roxanna. Please destroy the white courtesy phone........

Rigor, I will bot you as needed. Thanks for the heads up.


been looking at the thing, not really sure how to configure my powers in it, but I could build from the ground up using it, I suppose


Snake Charmer wrote:
been looking at the thing, not really sure how to configure my powers in it, but I could build from the ground up using it, I suppose

I thought yous were rather easy.

Snake Eyes:
Attack ranged lvl1(2), Cone (0), Lethal (-1). Cost 1
Paralysis (3), Strong (1),Ranged Touch (2), Projectile (1). Cost 7

That was my first idea. If you want the attack AND the Paralysis to hit at the same time maybe a 2 point mod... Extra action would do it and more for 3 points so 1 or 2 sounds right.

Hair of snakes:
Damage field,
Poison, Lethal, contingent on success of damage field (-2)

Exact details tbd but I think those are the bones.

Sound good?

also


Sure, it's easy when you do it like that.

Probably looking at it when not braindead would have helped. That looks like I get more power points to play with as well, which will probably be something to increase her general surviveability.


Snake Charmer wrote:

Sure, it's easy when you do it like that.

Probably looking at it when not brain dead would have helped. That looks like I get more power points to play with as well, which will probably be something to increase her general surviveability.

Eh points are about a wash I think. Folks appear to be leaning towards Rising Stars so 20 base +10 super Karma +5 Power points (novice) or 35 max. It looks like more than standard NE but the power costs have changed. I think it is a bit of a bump but smaller than it looks.

Strangely enough it makes you hair as expensive as your eyes. Base for both comes out at about 9pts each.

hmmm with a power limit of 11 you are right in the sweet spot.

Dark Archive

Mind you, I'm liking this "Make the PP edge automatic at each level".

To not do it that way pretty much means we don't get that edge, since it's a sure bet to spend it on the PP. But then it seems daft to short-change the Rising Stars that way.

My preference to the Rising Stars is that it seems like we're a 1st level party that gets to level. Doing it the other was seems like starting at 20th level. "Hey! Your first encounter is 5 Storm Giants! I hope you like them becuase every encounter is 5 Storm Giants!"
As opposed to starting with 5 (or 12) orcs (bearing laser guns) and then getting to work our way up to bugbears, ogres, Hill Giant, etc... and feeling like we've accomplished something when the Storm giants do show up.
Sound good?


I have absolutely no opinion on rising stars or not. The game will work either way.

I do want to reinforce that SW in general and NE in particular DOES NOT have Pathfinder-like level progression.

As for the Power point edge I need to think about how to compensate someone who does NOT want more Powerpoints. I suppose a free edge every rank would work.....

So voting
Carl:
Imagine: SPC2 w/Rising stars & one free edge/rank.
Judd:
Rigor:
Roxanna:

GM: SPC2 no opinion on Rising stars or rank edges.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Since this is my first SW game, and I've already committed to the powerpoints scheme, I'd rather not change.

But, that said, if the majority wants to change, I'll go along. I just might need additional hand-holding to make it happen.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

SPC2 is fine. Like the idea of starting with 35 power points (because I'm greedy) but either way is fine.


Looks like folks are mainly 'meh' on the SPC2 issue.

Motion fails for lack of enthusiasm.


Rookie

Sorry. I had not had time to review the changes from SPC to SPC2 yet. It sounds interesting & I don't have objections.
Of course, I suppose that still places me in the 'meh' category, [/i]technically.[/i]


Rookie
Imagine wrote:
Movie reference! Get it first and I'll email you a pizza roll. :)

That's easy, the Crow.

Dark Archive

Sweet! Rigor gets an emailed pizza roll!

(Which is itself an homage to this brilliant piece right here:https://www.youtube.com/watch?v=FxKtZmQgxrI


Rigor wrote:

Sorry. I had not had time to review the changes from SPC to SPC2 yet. It sounds interesting & I don't have objections.

Of course, I suppose that still places me in the 'meh' category, [/i]technically.[/i]

We will consider the motion tabled for further consideration then. I encourage you all to take a gander at the SPC2 conversion doc, or the book if you have it, and see what is to be seen.

Dark Archive

I have no problem having a Super Fun Boss Fight! right now. I get the feeling that the smash'n'smash crowd feel cold and unloved, and would really enjoy a chain-ax wielding maniac to wail upon.

Amirite? =)


Housecleaning.

Ok this one is my fault.

I finally got around to rough mapping out the campaign. Figuring out what plot elements I needed to include, which I really wanted to include and which made me reach for the disinfectant and I ran into a problem.

An embarrassment of riches.

There is so much great stuff that I need and or really want to keep in that either something has to give or we will need to find a way to play posthumously.

So I am jettisoning the personal subplots. In a face to face game they are great, I love creating them and they work well but in pbp there is just no time.

So this creates a problem, this only impacts Imagine, and I am sorry but the Servitor hindrance no longer exists. This hindrance demands a subplot and so it has to go. Please choose another or forgo the advance you are about to get and remove it. Again I am sorry. It is a rocking hindrance and it fits the character but it just does not work for this campaign, in this format.

This also changes a bunch of behind the scenes things but you need not concern yourselves with the noises from behind the curtain. There will still be content oriented towards specific characters but due to time constraints this game will focus more on the main plot.

Again, sorry.

Dark Archive

Uhhhhhhhhhhhhhhh..............


Yeah it is a mainly a behind the curtain thing. But there is tooo much good stuff in the Plot point campaign to allow time for the necessary servitor plot points. So you are effectively getting a major hindrance for free. I don't have a real problem with that if you don't but it does cut you off from a source of bennies.

Speaking of which

Carl have a benny for your continuing obsession with reds.


So is there a plan?
If so what is it?
Run and hide?
Last stand at the Bodega?
Assault the God Shop like a peanut?

...?
profit?

Clarity will be rewarded with bennies. Thought and tactics will be rewarded with survival.

Feel free to hash things out here in discussion ooc if you like. You have the floor.


Ooooo...strategy, I like it!

Just brainstorming so please ignore typos and bad punctuation.

So we have 2 brutes (yay team brute), a phase shifter (who I assume is invulnerable when shifted), an invisible mind controller and a Snakey with an area Attack ability?

Is Carl invisible when he's shifted? If so, he's the perfect scout.

Imagine has the incredible ability to seize control of one guard and have him start attacking everyone else.

Snakey can freeze people in place.

Rigor and Jud can smash. Jud can also throw heavy stuff.

Soooo....hmmmm

I am thinking that Carl can go in ahead of the group and find a safe spot to observe after he scouts the entrance. Imagine grabs control of a guard and makes him attack his buddies, Snakey gets within range during the confusion and freezes the other guards, Rigor and Jud smash any that are left and then depending on what Carl sees either set an ambush for reinforcements or push the attack by leading with a mind controlled stooge at each stage of resistance supported by freezing the remainder and smashing any left.

My bet is the big boss won't fall to either mind control or freezing so the brute squad will have to deal with him while the rest of you keep his friends busy.

Crazy talk? Maybe...what do you all think?

Dark Archive

Sounds good. Please allow me to put some polish on it.

Ummm, Carl is not invisible, but he can not be effected by anything that is not also Phased. Although nor can he affect anything, but that does make him the perfect scout. He can literally walk all the way through the building and not care about anything. Then return and report.

If Carl is followed after his obvious scout, he can lead his followers into an ambush.

We could even do that many times.

Assuming that the entire building will not follow him on foot for infinite miles (he can justwalk in circles if he's followed by too big a force), then who ever does follow him we can kill. Then Carl can return and see if more people follow him. Rinse and repeat. (Some people call this Kiting, but I call it the "Pez technique".)

Imagine can also see though the eyes of someone who is controlled, which can help gather data.

It seems like the prevailing plan is to have Baldy lead us to within a couple blocks, then hole up and let Carl scout.
Then we can act as more data is gathered.

How's that?

Also, note that Rigor is _immune_ to everything not magic.
I know, right? =)


Atlas2112 wrote:


Imagine can also see though the eyes of someone who is controlled, which can help gather data.

That would require the Mind Rider mod to Mind reading. A mod which you do not have.


Historically (aka, in my imagination where everything works out exactly the way I want it) Snake Charmer tends to blast with her paralysis and then move up to let her snakes (damage aura) rip the frozen to shreds.

There's obvious danger in doing this against a heavily armed mob, because she needs to get their attention to paralyze, and if any of them make their vigor rolls... well. She is awful squishy.

Fortunately, she's only had to deal with museum guards and metro cops til now.

Best use of her is as artillery. Carl pulls. Snake does the freeze thing to as many mooks as possible before the infantry (Jud & Rigor) move in. Imagine ... ummm ... floats around feeling in control and does her thing where it seems necessary?

If one of their guys in the middle of the blast makes his vigor roll and Imagine MCs him, he can do a lot of hurt on his paralyzed buddies...


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Sounds good to me! I'll let you brainiacs figure out strategy. I'm just a cat-burglar.

Dark Archive

HP 46/46 SP: 49/49 DR: 6/- FF: 5/2 RP: 10/10 | 1st: 6/6 2nd: 4/4 3rd: 3/3 EAC: 20 KAC: 21 | Init: +2 | Perc: +15/16 | F: +6 R: +7 W: +9 | Atk:+8/2d4| Human Mys 7 |
Snake Charmer wrote:
Imagine...ummm...floats around feeling in control and does her thing where it seems necessary?

Mmmmmm, I like the way you think, Honey. Keep that up. You'll go places. ;)

Dark Archive

Erm, um, yes. I think what she means is that, yes, this is a good plan to use the Mind Control(MC) to be used against said stalwarts that make said vigor roll. If you use it and more than one make their roll, she can MC one to fight the other.
I'm sure there's a term for that. "Defensive sniping"? Idunno, but I use it in FTL all the time.

Sounds like we got a plan!

I'm sure PWGM is gonna ask dumb questions like "How far exactly are you from the God shop" and "where exactly to you wanna be?"
I think we can assume that we'd like to be at least six blocks away (far enough to not be easily seen, close enough to move on it quickly) and in something sort of wide-open like an abandoned warehouse, or, failing that, another convenience store that we can take over and clear out easily enough. Carl can waltz (or Conga) through the door (even though he doesn't need to) and Snake Charmer can hit them as they come through the choke point.


Sounds good. Though I would add a preference for a place where we have an emergency exit for when* our plan goes off the tracks.

*or "if" if you prefer


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Agreed...several blocks away as the starting point and let Carl lead the way as a scout, hit the first group of baddies with artillery (Snake Charmer), Imagine picks off stragglers and the brute squad reacts as needed to what happens (like the bad guys make their checks and aren't stunned or controlled and are heading for us).


Rookie

I have a question. Snake Charmer's background implies to me that her powers are magical in nature, so Rigor would be just as vulnerable to them as anyone else. Is that accurate?


Rigor wrote:
I have a question. Snake Charmer's background implies to me that her powers are magical in nature, so Rigor would be just as vulnerable to them as anyone else. Is that accurate?

As far as I can tell yes. In fact there is a strong case to be made that Carl would also be vulnerable as it is a sight based magical trapping.

***ALL***
As you will need it, and as those who survive will certainly have earned it I am giving you your advance early. Welcome to Novice, 1.

You may:
1)Take an edge that you qualify for.
or
2)Raise 2 skills whose die values are below the die value of their respective governing attributes.
or
3)Raise 1 skill that is equal to or greater than he die value of its governing attribute.
or
4)Learn a new skill at d4
or
5)Raise one attribute to the next die type. This option may only be used once per rank.

Please note how you used this advance on your character sheet. Something like: "Novice1: raised Climb to d6 and Drive to d8" would be perfect.

NOTE: Skills and Attributes can be raised to a maximum of d12 by advances. If you want to go higher then you will need to use edges or powers to get there.

NOTE 2: For the purposes of raising skills with advances an attribute raised by a super power ex. Super Attribute or Growth w/monster, is considered to be at this die type. However if the power is suppressed all skills governed by the now lowered attribute will function at the lower of their normal value or the value of the now lowered stat.
Ex. Generic Hero has Super Attribute: Agility 6 for an Agility of d12+2. GH also has Fighting at d12+2. GH's Nemesis, the Surprising Suppressor, surprisingly suppresses GH's Agility. GH now has an agility of d4 (d12+2 less 6 steps). At this point GH's Fighting also drops to d4.
Should you find this idea distressing there are work-arounds, they are rather inelegant and expensive but they get the job done. Shout out if you care and we will go over them.


Rookie

Given that Rigor's strength isn't yet d12, this doesn't yet apply, but once it is does this mean the only way to increase it will be with PP?


Rigor wrote:
Given that Rigor's strength isn't yet d12, this doesn't yet apply, but once it is does this mean the only way to increase it will be with PP?

Or by using the Professional/Expert/Master edges. But as there are Legendary rank edges Power Points are you quickest bet.You are currently at 5xp and can take the More power points edge again at 206xp so not a long wait. Mind you d12 strength is nothing to sneeze at. Mind you I do not see this as an issue as I do not see Rigor as that kind of brick. Judd will throw a bus through a wall where you will throw a yugo against the wall and use the flaming wreck as a step up to jump over the wall. Raw vs. applied strength. Not better or worse, just different.

And there are always combat drugs.......<evil laugh>

PS. I suppose you could redesign Rigor if you see this as a problem.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

Raised Spirit die from d6 to d8.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1
Poor Wandering GM wrote:
Carl, Phasing Addict wrote:
Raised Spirit die from d6 to d8.
Figured you would do that. It is a really good choice for Carl and will mitigate your epic bad dice lately.

At first I really wanted to take the "Take the Hit" to make him even more invulnerable, but we've got Jud for that.

Than I thought about taking the "New Power" and jacking up my power, but Carl is not truly super... yet.

Then I looked at "Improved trademark weapon", but it is likely that we, as a group, are going to graduate from our mechanical weaponry to lasers/phasers/masers/particle beam/magic weaponry.

Then I looked at "Improved extraction". But, right now, it is more important for me to be able to change rather than run away. But, it is definitely on my list.

Still, improving Spirit allows me to go from a 25% (4/16) failure rate to a 19% (3/16) failure rate. It's not much of a benefit, but, right now, I feel it is the correct one.


Carl, Phasing Addict wrote:
Poor Wandering GM wrote:
Carl, Phasing Addict wrote:
Raised Spirit die from d6 to d8.
Figured you would do that. It is a really good choice for Carl and will mitigate your epic bad dice lately.

At first I really wanted to take the "Take the Hit" to make him even more invulnerable, but we've got Jud for that.

Than I thought about taking the "New Power" and jacking up my power, but Carl is not truly super... yet.

Then I looked at "Improved trademark weapon", but it is likely that we, as a group, are going to graduate from our mechanical weaponry to lasers/phasers/masers/particle beam/magic weaponry.

Then I looked at "Improved extraction". But, right now, it is more important for me to be able to change rather than run away. But, it is definitely on my list.

Still, improving Spirit allows me to go from a 25% (4/16) failure rate to a 19% (3/16) failure rate. It's not much of a benefit, but, right now, I feel it is the correct one.

Spirit also is the resistance stat for a number of nasty powers and what you roll to unshake. Very useful stat. I agree that this was the best choice.

You will not be getting Improved Trademark weapon for a bit. It requires Veteran rank.

Don't worry about your pistol loosing out to Blasters. Toss in HK ammo and you are golden. Even without it very few folks are completely encased in Heavy armor. Called shots are your friend.


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Just to confirm...Judd can take the Power Points edge since he didn't take it at character creation?


Jud Smith wrote:
Just to confirm...Judd can take the Power Points edge since he didn't take it at character creation?

You are correct. Power Points (novice) is available for you to take.


And our little band is complete.

We have a 6th and final (cross fingers) player.

Renegade is a power suit based baddie I have been working with via PM.

Do you want to retcon them in like Judd? Have them sent by Dr.D and meet you at the Bodega via the power of plot?

I expect them to post in this thread soon. Once all you players settle on how you want to integrate them into the current plot we can resume the carnage.


Parry: 4 (6), Toughness: 5 (11), Wounds: 0, Fatigue: 0, Status: Armored

Hello one and all!

Glad to be here.

Just to give you guys an idea: Michael Weiss looks and sounds almost identical to Quentin Tarantino.

In his armor though, he looks like an evil Iron Man, and has a much deeper, robotic sounding voice.

Anyway, just wanted to pop in and say hi and see how you guys wanted to have me join in.


Welcome Renegade!


Human/Agil d10; Smrt d6; Sprt d10; Strngth d12+3; Vgr d12/Parry 8/Tough 11 (13) Fight d12/Intim d8/Throw d12; Vibrosword Str+d8+2+2d6 (AP4);Grenades 3d6; Load Lmt 800lb/max 1600

Jud, Novice 1

Advance - Power Points Edge (5 points)
Spending 4 points on Attack (melee) Lvl 2
Spending 1 point on Armor Piercing add-on to Attack (melee) to get 4 points of AP

With a Vibrosword Judd would do Strength + d8 + 2 + 2d6 in damage and have 6 points in AP


Parry: 4 (6), Toughness: 5 (11), Wounds: 0, Fatigue: 0, Status: Armored

Heh, I wanted to start with a Vibro-sword, to let my melee attacks be heavy weapons. But, I suppose I'll just have to scavenge one, as I felt some back-up Heavy Armor and wound soaking capability was more important, so I bought a Z-belt.

Hopefully, it won't be too hard to find.

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