Savage Worlds: Necessary Evil Campaign (Inactive)

Game Master Poor Wandering GM


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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

Drop Assassin Edge.

Increase Stealth from d10 to d12 + 1.

(more sneaky, but not an sniper yet.)

Dark Archive

Since it was my idea for the Lair, it makes sense that I have to do the work of keeping track of it.

The Lair so far:
pts committed:
Imagine 1 pt
Carl 1 pt
Shrimp-Monster: 1pt

Sapele has not yet committed. Sapele, would you consider dropping Toughness so we have enough for the Hot Tub? I'm willing to lay good odds that the ability to heal up after a fight will make you feel better than any 2 pts of toughness can.

Oh, Bilbo, here's the fluff for the safehouse. This is meaningless:

Ralph Sharnhorst hadn't worked for The Organization long. Well, he hadn't been a widower that long, either. But he knew what to do when an Alpha-level message came his way. He hurried along the corridor to his supervisor's office.
"Mr. Stargazer?" he said. "Alpha message."

A handsome man with rich brown hair stood up from his desk and took the envelope, leveling his gaze at Ralph. A familiar shiver crawled up his spine and he tried to not look away. Instead of eyes The Stargazer had the star-speckled inkiness of deep space.

"Thank you," formed in his head. He bowed and left.

The Stargazer contemplated the green envelope. This could only be opened in The Gentleman's office. He flew there with a speed that most swore was actually teleportation.

He beamed the door for entrance, and waited for it to dilate open. He walked into the large but sparse office.

"Yes?" said the man behind the desk when the door constricted and the safety protocols engaged.

The Stargazer opened and read the message. "There has been an Event in Star City. Several beings of Power have been captured, but their Fate is in flux."

The Gentleman, his gaze unreadable behind mirrored sunglasses, paused a moment in thought, digesting this new factor in the game. "We can not be seen to interfere," he said at last. "If they manage an escape, allow them use of house 7734. Give this assignment to Number Six."

"He has done this before and it will be no hardship." He bowed and left.

The face with sunglasses remained motionless, his hands still clasped tightly before his mouth.

So.

Star City.

Hmmmmm.

SEELE will need to know.


So this?

One to help purchase the lair.
One to increase the Spirit die from a d4 to a d6
One to remove the activation restriction from Toughness
One for the Assassin Edge
One to increase Stealth from a d10 to a d12+1.

That leaves you with one power point to spend.


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:

So this?

One to help purchase the lair.
One to increase the Spirit die from a d4 to a d6
One to remove the activation restriction from Toughness
One for the Assassin Edge
One to increase Stealth from a d10 to a d12+1.

That leaves you with one power point to spend.

My typo:

It should read:

Two to increase Stealth from a d10 to a d12+1


Five power points to spend
1/5 to help purchase the lair.
2/5 to increase the Spirit die from a d4 to a d6
3/5 to remove the activation restriction from Toughness
4/5 to increase Stealth from a d10 to a d12+1.
5/5 ????

Nope still a point to spend.

Me wrote:


"One to increase Stealth from a d10 to a d12."
Problem. Super skill grants 2 Super Skill Points per Power-Point invested. Each Super Skill Point allows you to increase the die type of an existing skill by one step regardless of the controlling Attribute. So you can either raise stealth from d10 to d12+1 or just raise it to d12 and raise another skill one die type.

So the one power point gets you Stealth at d12+1

What are you doing with the power point that was trying to get you the Assassin edge?

Or am I missing something?


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:

Five power points to spend

1/5 to help purchase the lair.
2/5 to increase the Spirit die from a d4 to a d6
3/5 to remove the activation restriction from Toughness
4/5 to increase Stealth from a d10 to a d12+1.
5/5 ????

Nope still a point to spend.

Me wrote:


"One to increase Stealth from a d10 to a d12."
Problem. Super skill grants 2 Super Skill Points per Power-Point invested. Each Super Skill Point allows you to increase the die type of an existing skill by one step regardless of the controlling Attribute. So you can either raise stealth from d10 to d12+1 or just raise it to d12 and raise another skill one die type.

So the one power point gets you Stealth at d12+1

What are you doing with the power point that was trying to get you the Assassin edge?

Or am I missing something?

No, I was misinterpreting.

I would like to invest the last point in Vigor. Am I correct in that Vigor would increase from a d10 to a d12 (with the concomitant increase in toughness)?


You would be increasing you Super Attribute Vigor to 3 points.

So to break this down:
Vigor d4 : free
d6. One Attribute point
d8,d10,d12 Super Attribute 3 power points.

Yup d12 vigor and toughness of {2+(half vigor for 6)} 8 or 10 with the Toughness power.

Carl can take a punch. You are likely immune to most pistols.

A pistol doing 2d6 would need to ace or get a raise on the to hit or use something like a called shot to do more than shake you.


Final Sapele:
Attributes: Strength: d10 (d12+5), Agility: d8, Smarts: d4, Spirit: d6, Vigor: d6 (d10)

Skills: Climbing (Str): d4
Fighting (Agi): d12 (d12+2)
Intimidation (Spi): d6
Notice (Sma): d4
Survival (Sma): d4
Throwing (Agi): d8

Derived Stats:
Charisma: -2; Pace: 6", Parry: 12, Toughness: 12

Hindrances: Bloodthirsty (Major); Clueless (Major); Illiterate (Minor); Distinctive Appearance (Minor - size and tattoos)

Edges: Arcane Background (Super Powers), Power Points, 'Super Karma'

Powers:
Growth Level 3: +3 to Size (including Toughness and Strength), Monster (-2 Charisma)
Parry Level 1: +3 to Parry
Super Strength Level 3: +3 to Strength
Super Vigor Level 2: +2 to Vigor
Super Skill - Fighting Level 1: +2 to Fighting
Toughness Level 1: +2 to Toughness
Attack, Melee Level 1: extra 1d6 to hand to hand damage
Leaping Level 2: 4" vertical distance, DFA at +2

Gear: Med-Stims

Anything you're still waiting on from me PWO?

Atlas2112 wrote:
Sapele has not yet committed. Sapele, would you consider dropping Toughness so we have enough for the Hot Tub? I'm willing to lay good odds that the ability to heal up after a fight will make you feel better than any 2 pts of toughness can.

I'd already committed in the negative as I personally see the lair question primarily as a post-game start issue. I'm not trying to be combative or selfish, just that I can't see past the fact that we don't know each other until after the game starts. Also, it doesn't make sense for Sapele's backstory.

I don't mind committing in theory to putting aside two points from his next power boost to 'catch up', but I'd strongly prefer for him to start as is.


Fiddler Audit:

Attributes: check

Ag d8 (2p)
Smar d6 (1p)
Spi d4 (0p)
Str d6 (1p)
Vig d6 (1pt) (d10 w/ Super Attribute)

Skills

Fighting d12 (7p)
Stealth d8 (3p)
Taunt d6 (2p)
Notice d6(2p) Use Underspent Skill Points (2) to Raise Notice to d8.
Shooting d8 (3p)

Hindrances

Overconfident (Major.) Used to purchase Power Point Edge

One Arm (Major) Used to model only having one human hand. Super Karma

Distinctive (Minor), claw arm. 1 skill point

Quirk (Minor) Feels uncomfortable around sea food restaurants due to reoccurring nightmare of being served for dinner since his transformation. 1 skill point

Edges: Check

Powers 20/20 spent.

Armor +6 (4 pp -1 from partial coverage) (3pp)

Attack, Melee 2d6+AP2 (5pp)

Regeneration (5pp)

Super Attribute 2 Increased Vigor two die types. (2pp)

Super Skill 1 +2 skill points (1pp) Applied to Fighting

Aquatic (Free) Requires salt water to live unhindered.

Heightened Sense (1pp)

Stun (2pp) No Range. LBT chosen instead.

Lair (1pp) Used to fund Tub at later point.

Streamlined with a few tweaks we discussed. Dropped Focus idea as discussed. Will be a goal for a future power-up. Fixes are bolded for ease of review.


Sapele Lalolagi wrote:

Anything you're still waiting on from me PWO?

Could use a bit more background, and having that background on the alias would make it easier to find.

I am actually having a problem getting Spele to the campaign start. So I am punting.
Why do you think Sapele is in/is being taken to Star City? If you were captured on Tonga why move you half a planet? .....

Maybe...:

Pre-invasion: Creates kingdom. Gets on US terror list. Suckered by NZ security agents, captured and shipped to US super prison.

Invasion: Super prison bombed, survivors escape.

Post invasion: Sapele causes havoc along the eastern seaboard. Gets picked up by the V'sori and brought to Star City.

Taking Distinctive appearance and Monster is a bit of double dipping but it's a minor hindrance and I don't care enough to push. You are shorting yourself an opportunity for bennies though.

At size +3 you do know you run about 8' tall and weigh north of a half ton right? This will cause issues.


Bilbo Bang-Bang wrote:

** spoiler omitted **

Streamlined with a few tweaks we discussed. Dropped Focus idea as discussed. Will be a goal for a future power-up. Fixes are bolded for ease of review.

Looks good. Time to put it all together in an alias.


Sapele is aware that being awesomely strong and supremely powerful and with defined abs has it's disadvantages - but he is the monster he is :P

On Background:
Your timeline pretty much works for me... the suckering by NZ security could have been a simple ruse like receiving a letter:
Please come to Auckland bro, we think you're cool. followed by gassing out his plane and taking him to the Supermax. He's not the sharpest pencil in the case.
Escaping the Supermax also cool, and the 'havoc' he created could have been as simple as just attempting to replicate his pacific kingdom in the states.

I know the background is very sparse, but I didn't want him to have a past to tie him down. He doesn't have ties back in Tonga, and would easily be bandied along by another villain with half a brain to whatever means and ends are required. Think of him as angry Groot...

Dark Archive

Well, as long as he has some sick abs, I guess we're all good. =)

Also, Happy New Years guys.


Player status

Imagine - complete
Carl - complete
Sapele - complete
Fiddler - complete

Seditious and DM Frogfoot will come in as they can.

Please make a post following this one with your finalized alias. This means all crunch double checked and correct. Agreed trapping mods either listed with the power or collected separately. All gear and all background info. Basically i don't want to have to dig through the discussion thread for character info.

Carl, Trademark weapon requires, for ranged weapons, shooting d10. You have d8. Sorry I didn't catch it earlier.

Imagine please add

Trappings mod:
Visible to things w/o smarts or spirit. Folks w/i 24" or LOS if Imagine knows about them who fail a contested Spirit roll at -4 will ignore Imagine and any traces or alarms she alone raises.
to your invisibility power. Or a restating that includes all the info.


Huzzah - tis the alias.


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:


Player status

Carl, Trademark weapon requires, for ranged weapons, shooting d10. You have d8. Sorry I didn't catch it earlier.

Well, then...

Move the power point that increased stealth from d10 to d12+1 to Shooting, which will change from a d8 to a d12.

Okay?


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

Spoiler:

Race Human- see edges

====== Attributes =======
Agility (3 points) d10 (d12 see below)
Smarts d4
Spirit d4 d6
Strength (1 point) d6
Vigor (1 point) d6 (d12, see below)

===== Skills 15 of 15 skill points ===
Climbing (2 for 2/18) d6 (+2 from Thief)
Fighting (2 for 4/18) d6
Lockpicking (4 for 8/18) d10 (+2 from Thief)
Shooting (3 for 11/18) d8 d12
Stealth (3 for 14/18) d10 (+2 from Thief)

===== Hindrances and edges =====
===== Hindrances =====
Major- Combat drug addiction, used for thief edge
Super Karma - Power Negation -- Black Siamese Cats

Minor- phobia cats.
Minor- Loyal
Together used for Trademark Weapon edge

===== Edges ======
(1) AB superpowers. free. 10 or 10 power points spent
=== Intangibility (5 of 10 power points)
=== Toughness - (8/10 power points) (base toughness +2)
=== Super Attribute (Vigor - 2) from d6 to d8 to d10 (10/10 power points)

(2) Extraction - human free edge
(3) Thief - from Major hindrance Habit
(4) Trademark weapon- Minor hindrances

(5) From Super Karma (5 power points)
=== Lair ( ⅕ power points)
=== Super Attribute (Agility - 1 point) up from d10 to d12 (⅖ power points)
=== Super Attribute (Spirit - 1 point) up from d4 to d6 (⅗ power points)
=== Super Attribute (Vigor - 1 point) up from d10 to d12 (⅘ power points)
=== Shooting (1 point) up from d8 to d12

Charisma 0
Pace 6”
Parry = Base (2) + fighting/2 (3) = 5
Toughness = Base (2) +Vigor/2 (6) + Arcane Background Toughness (2) = 10

Gear:

$960/$1000 spent
Kevlar Vest $250 8wt
Dad’s old M1911A1 (2d6+1) $250 5wt (Double tap = +1 to hit/damage, but uses two rounds)
Lockpicks $200 1wt
Switchblade $10 (Str + d4) 1wt
Combat Drugs (Red Agility) x 10 = $200 owt
100 bullets =2*$25 5wt =50
$40 in cash

updated background:

Concept: Can turn into a ghost-like form.

Rather than "fight the good fight", Carl used it to do smash-and-grabs without the smash. Basically, walk up to a jewelry display, break the display case, grab the jewelry, turn intangible, and escape. Combined with his burglary abilities, this more than supports his drug habit.

Looks: Carl is well-built and relatively good looking with sandy hair and hazel eyes. He is not too bright (low Smarts) and kind of stupid (low Spirit).

Carl is part of the underground crime world. He never cared about the V'sori occupation. It just meant there were fewer police. Grab the jewels and fence them. Then get high. Then get more jewels.

Sent by Imagine to obtain something from the V’sori, Carl made the grab, but in the heat of the chase was unable to turn ghost-like. Carl ran. Got caught. Got banged on the head.

The Very Sorry interrogated him to find out how the item got targeted. Carl figured that he might get let go if he told. So, he gave up Imagine’s name.

Now? Now, you ask? Carl is wearing a little device the Very Sorry put on him. As soon as he goes intangible, it zaps him unconscious. Carl does not like having a shocking dog collar.

Dark Archive

updated trappings. may clean up when fog of head clears


Added some info on Mbunas to the info page.


GAME PLAY THREAD ACTIVE, we have liftoff!


Having a problem with my account. Will get character sheet whipped as soon as they resolve it.


Thanks for the heads up!

Blasted technical difficulties


Imagine in play thread wrote:
"Carl? Those bastards get you too? Don't worry, buddy. I'll get us out of this. ...somehow."

So you don't know he betrayed you to the V'sori?

Dark Archive

Eh? How would I?

I imagined (see what I did there?) the timeline was something like: Imagine sends Carl on another errend. He gets pinched, and confeses the target of the next attack. Imagine misses Carl, but the target is too rich and hits it anyway and gets captured. Hence, she's still assuming that he was tight-lipped and doesn't have any hard data to go by.

Also, if she has a Nullifier on her the whole time (and I assume she does) she'd have a migraine 24/7, so not much time to put 2 and 2 together.

Of course, once she gets her powers back.... *shrug*

(See what I did there? I'm Atlas, and I just shrugged--oh nevermind. =)


I will get my sheet all wrapped up on a different computer. This one kicks me back to the home page whenever I try to alter my profile. Weird.


The boards have been going crazy today. I had to log in two or three times even after things looked more stable.

Still getting odd lag and post duplication errors as well so it might not be on your end.


Bilbo Bang-Bang wrote:
I will get my sheet all wrapped up on a different computer. This one kicks me back to the home page whenever I try to alter my profile. Weird.

Alias is looking good. Still needs a tweak but this will do quite well.


Drone info added to campaign page.


Sounds good. Will get all the information updated in a bit.

Dark Archive

Hey guys, just so you know, I got a lot going on, but THIS campagin is my Alpha priority. I'm gonna be checking hella-often, and it seems like this system might get complicated. I'm just saying to feel free to get just totes lost in this world and remember to read each post in detail. It's refreshing to be playing something that's not PFS. =)


Why thank you.


Just a note on Fiddler's appearance for the group. He has a fine left hand, but his right is a large crab claw. He stands just shy of 5' tall, but is very stout.

Dark Archive

Can I please get an explanation on Fiddler's Stun power?

What does "LBT" Stand for? Why did he do it 10 feet above the ground, instead of on the ground?

Sorry for being so dumb, but all these big words like "Stun" and "Claw" are just too hard for my little head. ^_^


His claw emits very loud "snap" like that of a pistol shrimp, but on a much larger scale. LBT makes me laugh, too. Makes thunk of him altering peoples sexual orientation, lol. But, it is Large Blast Template. Falling is risky, so setting off a blast before smacking into the ground reduces the chance of getting knocked senseless before acting.

Not dumb quesrions at all


His claw emits very loud "snap" like that of a pistol shrimp, but on a much larger scale. LBT makes me laugh, too. Makes thunk of him altering peoples sexual orientation, lol. But, it is Large Blast Template. Falling is risky, so setting off a blast before smacking into the ground reduces the chance of getting knocked senseless before acting.

Not dumb questions at all.

Dark Archive

Ummmmmm....ahhhhh...and, um, ah...how, um, how big, -exactly- is the Large Blast Template? Do we know?


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

The Vibroblade and the blasters ---

Is the first some kind of molecular knife (as per page 53 of the SW Deluxe pdf)?

Are the blasters like the Laster pistol in the same book at page 56?


AS we are not using maps there is a bit of handwaving here.

Rough guidelines.

SBT "Small blast template" One target and anyone they could touch.

MBT "Medium blast template" Everybody in a bedroom/ half a standard classroom. Hand grenade

CBT "Cone template" Pretty much an MBT but more directed 'over there'. Flamethrower.

LBT "Large Blast Template" Everybody nearby. Missile/artillery round.

Adjudicated on a case by case basis I am afraid.


Imagine Just realized we missed something. What does your mind control look like? To be exact what is the visual difference between a controlled puppet and one roaming free for the moment?

Glowing eyes are a favorite. Ghostly apparition of your face over theirs? Aquaman style rings?


So with at least a taste of combat and some glimmer of game-feel, what do you guys think?

Suggestions, hideous errors? Ideas and hooks to add in?


Ag d8/Smar d6/ Spir d4/ Str d6/ Vig d10 (6 when Nulled) {} Fight d12+2/ Stealth d8/ Taunt d6/ Notice d6+2/ Swimming d4 Parry 9 [] Tough 13 (7 when Nulled) [] Chr 0

I need to make an adjustment to my skills if possible. I had a misunderstanding in that I thought I would need to make some form of attack to activate Stun. If change is possible, Will pump Fighting and take Climbing.

Falling damage is something I am curious about. Will I only take a negative effect from dropping in on people if the damage rolls exceed my Toughness? That is how I read the rules, but may be confused.


1 person marked this as a favorite.

If every combat die roll I make involves three explosions... it's going to be a good trip :)


Ag d8/Smar d6/ Spir d4/ Str d6/ Vig d10 (6 when Nulled) {} Fight d12+2/ Stealth d8/ Taunt d6/ Notice d6+2/ Swimming d4 Parry 9 [] Tough 13 (7 when Nulled) [] Chr 0

How far can Sapele toss Tommy?

And is it possible for Fiddler to have the rules for knockback applied to him to mimic impact? Thinking Tommy can be used as a massive stun grenade and boulder. He should survive, lol.


The Fiddler {Tommy Fiddler} wrote:
I need to make an adjustment to my skills if possible. I had a misunderstanding in that I thought I would need to make some form of attack to activate Stun. If change is possible, Will pump Fighting and take Climbing.

You did when the power was ranged. That is no longer the case so feel free to change things around. Just remember that there is a cap of d12 for buying skills with skill points. The Super Skill power, ignores this cap, which is why it is important to record them separately somehow.

The Fiddler {Tommy Fiddler} wrote:
Falling damage is something I am curious about. Will I only take a negative effect from dropping in on people if the damage rolls exceed my Toughness? That is how I read the rules, but may be confused.

You are very nearly correct. You take a negative effect if the total damage meets or exceeds your toughness.


The Fiddler {Tommy Fiddler} wrote:
How far can Sapele toss Tommy

Hmmm I don't know let me check.....

So strength of d12+5 gives a load limit of 2500#. You weigh less than half that so we are looking at range brackets of 6/12/24.... real world modifier.... round up for effect. He could through you about a football field 60 to 100 yards not counting any edges or other strangeness.

The Fiddler {Tommy Fiddler} wrote:
And is it possible for Fiddler to have the rules for knockback applied to him to mimic impact? Thinking Tommy can be used as a massive stun grenade and boulder. He should survive, lol.

They would apply normally.... I think I will need to double check tomorrow.


Carl, Phasing Addict wrote:

The Vibroblade and the blasters ---

Is the first some kind of molecular knife (as per page 53 of the SW Deluxe pdf)?

Are the blasters like the Laster pistol in the same book at page 56?

The blasters and vibro-knife are listed in the NE players guide. Please tell me you are getting access to it. It is that important and the pdf is pretty cheap.

That said
Vibroknife, str+d6+2 AP2 Heavy. Weight 1.

Blaster pistol: Range 15/30/60, Damage 3d6 AP4, Rate of fire 1, Weight 5, 20 shots, double tap, overcharge.


Ag d8/Smar d6/ Spir d4/ Str d6/ Vig d10 (6 when Nulled) {} Fight d12+2/ Stealth d8/ Taunt d6/ Notice d6+2/ Swimming d4 Parry 9 [] Tough 13 (7 when Nulled) [] Chr 0

Changes have been applied.

Used 2 skill points to pump Fiddler to an unmodified d12 in Fighting and the Super Skill to take it to d12+2. Parry is now 9 from rounding

1 Skill Point used to add Swimming of d4.

Character sheet tweaked to give description of each power and die effecting edge/hindrance.

Please let me know if I have made an accounting error anywhere.

Dark Archive

I was thinking about the 'face-over-head' thing, but it seems to sur-real. So the eyes glowing thing is good. And lips. Lips and eyes all a-glow.

Dark Archive

Human Revolution

Icarus Device. Am I right?

Yeah, I've solved that game twice and I'm playing it a third time. It's just so satisfying. =]


Atlas2112 wrote:
I was thinking about the 'face-over-head' thing, but it seems to sur-real. So the eyes glowing thing is good. And lips. Lips and eyes all a-glow.

Sweet. Add to sheet please.

Won't be overly visible in decent light but can be seen with a notice roll and is obvious in dim light or darker. It is a mental effect so the glowing lips will not expose film not can you mind control your sleeping partner and use their glowing lips to read Jayne Eyre in the wee hours.

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