"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Alright here's the crunch, Ancestry as noted is up to ZenFox's approval, if it's not okay then I'll run with baseline Super Human which only has the Adaptable trait, pretty fine losing the other stuff if it makes Hellion too powerful.

Tried to focus in her skills and abilities, dropping ranged combat all together, bumped spirit after learning how important it is for shakes as well.

Also didn't know if we were starting with advancements or anything, so tried to make it all fit within the 40 point typical buy stuff. Lemme know if we'll be starting with any advances or such cause that'll shift a few things around.

Ancestry(If GM approved) Otherwise Human:

Ancestry- Infernal Spawn(Human-Demon hybrid)
start with 2 positive points, Hindrances gain 1 point for minor 2 for major to purchase additional positives.
Positive traits:
Adaptable (cost 2)- Free novice edge must meet prerequisites, The Human spirit holds fast even in half-breeds.
Attribute increase(Vigor 1step d8) (cost 2)- Infernal spawn share the Unholy vigor of their parents making them hard to put down.
Infravision/Low Light vision(cost 2 for both): Infernal spawn can see through Fire and brimstone choked pathways much like their parents.

Hindrance Traits
Distinctive appearance- Unnatural skin tones(Deep red in Hellion's case)(-1)
Thin Skinned(m) (-1): Infernal Spawn share the prideful nature of their parentage and are easy to rile into action as such.
Ancestral Enemy(Angels & Devils -2): Contrary to popular belief devils do not get along with Demons, this holds true for their tainted offspring.

Attributes(base(cost)/ After powers/alterations:

Agility D10(2)/ D12
Smarts D6(1)
Spirit D4/ D8
Strength D6(1) / D8
Vigor D6(1) /D10

Derived stats (base/after powers):

Pace: 6
Parry: 8/12(13)
RATN: 7
Toughness: 17(6 armor)

Skills 12/12:

Agility
Athletics- D8(3)
Fighting- d8(3) /D12(3)
Driving- D8(3)
Stealth- d4

Smarts
Common Knowledge- d4
Notice- d6(1)
Occult- D6(2)

Spirit
Persuasion- d4

Edges:

Luck(Freebie Human or Adaptable ancestry)- Extra benny
Quick(Hindrance-buy)- Redraw card till 5 up
Trademark weapon(Super Edge)- Lexicon(longsword) +1fighting and parry when readied

Superpowers(freebie from game type)

Hindrances:

Driven: Prove she's not an evil half-demon(m)
Loyal(m)
Overconfident(M)

4 points

Buy Edge(Quick) 2 points
Raise Attribute(Agility D10) 2 points

Powers: 40/40 points max of 13 per power:

Armor(3) +6 armor (cost 3)
Dodge(3) RATN(+3) (cost 3)
Fearless Immune to fear (2)
Leaping(5) Jump 64yrds(Vert) 128yrds(Horizon) (cost 5)
Melee attackLexicon Str+D8+d6+1(Special Weapon-device cost 2)
Parry(4) +4 parry when wielding Lexicon(device: Lexicon cost 2)
Regeneration(cost 2)
Speak language(cost 1)
Super attributeAgility+1(d12)(cost 2)
Super attributeVigor+1(d10)(cost 2)
Super attributeStrength+1(d8)(cost 2)
Super attributeSpirit+2(d8)(cost 4)
Super Edge Trademark weapon-Molecular longsword(Lexicon) (cost 2)
Super skill Fighting+2(D12, cost 2pt)
Toughness(4) +4 toughness (cost 4)
Vehicle Street Bike(cost 1)
Wall Walker Walk on walls (cost 1)

Super powers(Trappings)
Armor= Demonic energy infused into armor
Dodge= Inhumane reflexes
Fearless= Experience with supernatural threats
Leaping= Demonic Nature
Melee Attack= Unholy strength channeled through focal weapon
Parry= Extensive training with Lexicon
Regeneration= Demonic nature
Speak Language= Demonic nature
Super attributes= Demonic heritage
Super skills= Extensive Training
Toughness= Demonic Resilience + Training
Wall Walker= Demonic Nature

Notable Equipment 1000$ starting:

Long Sword(Lexicon) $300 Str+d8+d6+1 - A Fighter's best friend 3Lbs
Leather Jacket $100 - +1 armor(doesn't stack with armor power) Riding Gear 5Lbs
Backpack $50 - Carry my things 2Lbs
Blanket $10 - Sleeping on the road? 4Lbs
Crowbar $10 - Sleeping inside? 2Lbs
Casual Clothing $20 - Gotta be Comfy 2Lbs
Formal Clothing $200 - When you gotta look Fancy 3Lbs
Smart Phone(Hand held) $250 - Love that wifi's back 1Lb

Cash: 60$

Major attack info:

Fighting, D12
Lexicon: 2d8+1d6+1

Custom Street Bike:

Size 0
Handling 0
Top speed 60MPH
Toughness 9(2)
Crew 1


Rank 2 |Bennies: 2 | Current Card: TBD | Active: Speak Language, Heighten Senses, armor (10) | Toughness 6 (10) | | Map floor 4

Where can I find the description of Rashomon?

I'm looking the other PCs over now. Will announce my PC choice once I've seen Rashomon.


Geriatric Male Human: Parry 5, Ranged TN 8, Toughness 22(6)| Notice: d4 (Free reroll), Wounds: 0; Fatigue: 0; Bennies: 4/4

I posted under the alias at little while back, but here it is again.


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8

I will go with this character. She is a teenage sorcerer who accesses magic spells via her murdered mother's Tarot deck.

I haven't worked up a background story yet, but will work on it.

This is built with 40 power points, the extra 3 skill points for modern characters, but has no advances factored in.

She has martial arts type fighting skills, but her more potent power will be super sorcery. As a young hindrance with luck and great luck edges, she gets 3 extra bennies each session.


Fortune - SW changed Super Sorcery significantly from the last edition. Hopefully 5 Bennies will be enough in any given encounter...

Hellion - I don't have time to look thru all the inter-locking details of your PC, under what conditions is your Parry 8, 12, or 13?


A killer GM with a killer smile.
GM_ZenFox42 wrote:

Fortune - SW changed Super Sorcery significantly from the last edition. Hopefully 5 Bennies will be enough in any given encounter...

Hellion - I don't have time to look thru all the inter-locking details of your PC, under what conditions is your Parry 8, 12, or 13?

Sorry for answering for you, but I can see issue; Super Parry is a device granted ability from her sword, so if disarmed or fighting with a different weapon it drops to 8. Lexicon is also the focus of the Favoured Weapon edge, which grants another +1 to parry. I believe that should mean her parry is 13 with Lexicon, 8 without, I don't think it would ever be 12, except I suppose in the very specific situation where she is holding Lexicon, but unable to parry with it (I guess where a monster has grabbed her sword by the blade with one hand and is trying to claw her with the other, but that is pretty specific.).


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8

I gave Fortune some non-sorcery dependent powers to make her useful outside of combat and her martial arts powers give her a fighting chance when sorcery is not an option. We'll see how it works.

Are all characters level 0 novices or are we going to start with some advances?


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
GM_ZenFox42 wrote:


Hellion - I don't have time to look thru all the inter-locking details of your PC, under what conditions is your Parry 8, 12, or 13?

8 is base, 2+half fighting(6), 12 is device'd to Lexicon so should be active when i have it on my person, and then 13 is when i have Lexicon readied. Figure that meant in hand and ready to use. Wasn't sure if device locks the powers into you must have it in hand and readied or just on your person; ie backpack that shoots lightning, or clothing since you just have to have it on but you can't ready it etc.


Everybody - ok, thanks for the explanations!

Is everyone ready to go?


Geriatric Male Human: Parry 5, Ranged TN 8, Toughness 22(6)| Notice: d4 (Free reroll), Wounds: 0; Fatigue: 0; Bennies: 4/4

Ready.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

good here


VeeSix, ANGEL - you still with us?

Fortune recently made a post, and is struggling with Covid, so I'm going to assume they're ready.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Oh I was looking back we get 3 extra skill points due to modern setting? I didn't account for that, are they locked to certain skills?


A killer GM with a killer smile.
Kathrine 'Hellion' Mordonus wrote:
Oh I was looking back we get 3 extra skill points due to modern setting? I didn't account for that, are they locked to certain skills?

Yes, modern type skills, but that is relatively flexible; Common Knowledge, Driving, Science, Repair, Shooting, Academics, Electronics, Hacking, Piloting, Healing,and Research are probably all fair game, and you might be able to make a case for others, with GM approval. Athletics due to modern physical education and sports, Healing due to workplace CPR requirements, etc.


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8

I recovered from COVID over the weekend, but now I've got a cold and am busy with work. My character is ready, but I may not have time to make many posts for a few days yet.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Went ahead and dropped the 3 Modern skillpoints into driving so I could boost stealth and common knowledge


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 22(2) |
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

Still here and ready to go.


"Female" Android Pace 6 | Parry 5| Tough 16| Bennies 3/3 | RATN 4 |
Spoiler:
Fighting d6 | Persuasion d8+1 | Shooting d12+2 (5d6)

Still here and ready. Are we building a new forum or continuing on in this one?


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8

Background for Fortune Bravo: Not that other PCs would necessarily know the details, but so we can begin to understand how we might mesh as a unit. I assume the GM may come up details of how we get together but I need to work this out anyway.

Background:
Fortune Bravo is a 15-year-old girl, currently homeless. She is an orphan. She never knew her father, but she was well-raised by her mother, who was a super who managed to lay low while the V'sori were taking out supers. She protected her daughter, but recently got discovered by the V'sori near the end of their hold on power and they captured her for study before executing her.

Fortune was not discovered and at the time had no super powers. However, her mother had left behind her Tarot deck which was a source of her mother's powers. When Fortune began to study the cards, the spirit of her deceased mother began to guide her. As she meditated on certain cards, she acquired powers related to the concept linked to the card.

She also has an athame, a double-edged dagger with a black handle, used in witchcraft rituals. When her powers activated, her dagger was revealed to be magic (does extra damage in melee).

She found her newfound powers useful when she was threatened by punks who saw her as an easy mark for mugging. She learned she could fight like a martial artist and developed a reputation on the street as someone to leave alone. She got some tattoos on her forearms: the four suits of the tarot, a pentacle, cup, sword, and wand. She also procured a cup which she keeps on her belt, a pendant with a pentacle, and a Harry Potter wand, which she keeps in a sheath. She also has an infinity symbol tattooed on her forehead.

She has no costume, although she may eventually pick up some things to wear. She wears worn jeans, old t-shirts, and sneakers. She has no real interest in being a vigilante, but she very much wants to hunt down any remaining V'sori to exact revenge for the death of her mother. She'll assist anyone who is engaged in similar pursuits.

She survives by occasionally using magic to procure food or valuables she can trade for things she needs. I may eventually give her the streetwise edge, but right now, she is still new to life on the streets, so she tends to keep a low profile. She often survives more on raw luck than proper use of streetwise skills.

She has a defiant attitude and does not much respect authorities or adults generally. She gets around on an old skateboard. I hope when I get some advances to work with to turn the skateboard into a vehicle with its own power and perhaps eventually flight. She can use sorcery spells to give her skateboard such powers when she needs a quick get-away but that only lasts a short time.

She has black hair, long and straight, usually kept in a ponytail. She has dark brown eyes, slightly ruddy complexion. Her ancestry is Rom (aka gypsy although she considers the term a sign of prejudice). She is average attractiveness, neither beautiful or ugly. She might look better if she could get off the streets and attend to her hair get more stylish clothes.

Little of this will be secret, so anyone can read it.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Depending on exactly how, still in recovery/pushing the fins off the world we're in right now Hellion would make a good, if not reluctant person to help bring Fortune into the new fold. She's got a hot streak of trying to prove she's better than her forebearers, but doesn't know s@$+ about caring for other people due to her own upbringing. But she's not gonna leave a 'kid' out in the streets.


Fortune, if you're ok with Hellion's idea, you two can work out the details of how you met here in Discussion.

We'll continue using this Paizo campaign set-up. I'll post something in Gameplay soon to get the ball rolling.

Long story short, Meros reveals himself to the world, is hailed as the savior of mankind (he does give credit to Enkidu, Paradigm, and Flare, unless they would not want to be put in public spotlight), and allowed to keep his "organization" to mop up the remaining V'Sori and the human criminal organizations that are left. He contacted you each individually to ask you to join one of his cells, and puts you in the warehouse that Enkidu, Paradigm, and Flare were in, since they all went their own ways.

While I'm working on describing the state of the world in more detail, y'all can go to Gameplay and introduce yourselves as you arrive at the warehouse base (first to post is the first to arrive and has no one to talk to). You haven't received any orders from Meros yet other than to go to the base.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Does that mean we're gonna just utilize this thread?


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8

Suggestion as to how Hellion might have connected with Fortune:

Fortune finds herself in a spot of trouble. She tried to rip off a teenage male and was detected. She tried to skateboard away and the guy started chasing her. A couple of the male gang members allied with the first guy happen by and join the chase, ending up surrounding her. She should have used a spell to give her skateboard flying powers and just flown away, but her revenge hindrance was activated and she wanted to hurt them rather than just escape them.

She protected herself from metal, which meant their knives and bullets did not hurt her. She next cast a spell that created an upward force by controlling gravity. Some of the gangers were affected causing them to fly up and hover above the range limit of the force field, but her next spell attempt she messes up and the spell backfires and stuns her. Critical fail on the focus roll.

Hellion happens upon this conflict at some point and is in a position to help Fortune, perhaps by just riding up on her motorcycle and grabbing Fortune and riding away or perhaps she takes over the fight and drives the gang members away, saving Fortune. Some of the gang members fall when the gravity force field ends, of course.

Hellion will obviously know that Fortune has powers and can learn the teen's story and bring her to the warehouse to give her a place to stay after the invitation was initiated. Whether this happens as Hellion is heading to the warehouse or some time before is up to Hellion.


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8

I'm working on a 'spell list,' that is, power combos that could be used with the Super Sorcery Power Stunt ability. I'll share it with the GM once it is fairly extensive, to find out what is proper and what might have to change. This will save time when deciding on what action to take when Fortune uses a spell.

Is there a general definition as to the difference between an active power and a passive power? Is an active power any power that requires an action to initiate, perhaps with a skill roll? This affects how long the spell power lasts, so in cases where it is not clear, I'll ask for a ruling.

Example: Absorption seems passive but some of the additional powers require some kind of action such as Transference or Transmute.

Can I get a brief summary of what Fortune would know of the events that took place prior to me joining the campaign? Nothing elaborate, but it would save me the time consuming task of reading through the gameplay thread.


Helion - yes.

Fortune - click on the first page of Gameplay and read the Spoiler in my second post, that should get you up to speed. Feel free to ask any clarifying questions.

First impression - you're right, a Passive power doesn't require a skill roll to activate, and Active Powers do.

As near as I can tell, Transference and Transmute are Power Modifiers to Absorption. Since Absorption is Passive, and those Modifiers don't say they need a Skill roll, that doesn't change Absorption.

Entangle requires a Skill roll, but has no explicit duration.

Many Powers have the Requires Activation modifier, but by themselves they are Passive.

After a very quick review, the only Power I could find that explicitly always requires Activation is Ranged Attack.

Seeing as you literally have access to *every* Power, that list might get pretty long... :)


Geriatric Male Human: Parry 5, Ranged TN 8, Toughness 22(6)| Notice: d4 (Free reroll), Wounds: 0; Fatigue: 0; Bennies: 4/4

FYI Fortune, your info under your name still looks like stats for an old character.

Zenfox can you switch all our old characters to inactive in the Characters tab? Hopefully that will cause our new characters to be the top option when we go to post.


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8
GM_ZenFox42 wrote:
Fortune - click on the first page of Gameplay and read the Spoiler in my second post, that should get you up to speed. Feel free to ask any clarifying questions.

I'm familiar with that from the other Necessary Evil campaign I was in. I was referring to what happened in this campaign. I assume the V'sori were defeated but is there anything my character should know about how that came about? She would mainly know what she could see on media available to a poor street urchin, probably over a borrowed cell phone or Internet connection and word of mouth on the street.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
Fortune Brav0 wrote:


I'm familiar with that from the other Necessary Evil campaign I was in. I was referring to what happened in this campaign. I assume the V'sori were defeated but is there anything my character should know about how that came about? She would mainly know what she could see on media available to a poor street urchin, probably over a borrowed cell phone or Internet connection and word of mouth on the street.
GM_ZenFox42 wrote:


Long story short, Meros reveals himself to the world, is hailed as the savior of mankind (he does give credit to Enkidu, Paradigm, and Flare, unless they would not want to be put in public spotlight), and allowed to keep his "organization" to mop up the remaining V'Sori and the human criminal organizations that are left. He contacted you each individually to ask you to join one of his cells, and puts you in the warehouse that Enkidu, Paradigm, and Flare were in, since they all went their own ways.

I think this is a fairly good synopsis without delving into the dirt too much. If any of them take credit(I could see Paradigm doing so since iirc he had some hindrances that would feed into that narrative) it'd be safe to assume they brag a bit about defeating some or 'the' V'sori overlord causing the empire to enter some sort of at least temporary capitulation.

Fortune Brav0 wrote:


Fortune finds herself in a spot of trouble. She tried to rip off a teenage male and was detected. She tried to skateboard away and the guy started chasing her. A couple of the male gang members allied with the first guy happen by and join the chase, ending up surrounding her. She should have used a spell to give her skateboard flying powers and just flown away, but her revenge hindrance was activated and she wanted to hurt them rather than just escape them.

She protected herself from metal, which meant their knives and bullets did not hurt her. She next cast a spell that created an upward force by controlling gravity. Some of the gangers were affected causing them to fly up and hover above the range limit of the force field, but her next spell attempt she messes up and the spell backfires and stuns her. Critical fail on the focus roll.

Hellion happens upon this conflict at some point and is in a position to help Fortune, perhaps by just riding up on her motorcycle and grabbing Fortune and riding away or perhaps she takes over the fight and drives the gang members away, saving Fortune. Some of the gang members fall when the gravity force field ends, of course.

Hellion will obviously know that Fortune has powers and can learn the teen's story and bring her to the warehouse to give her a place to stay after the invitation was initiated. Whether this happens as Hellion is heading to the warehouse or some time before is up to Hellion.

I like the bones of that, Hellion would most likely ride up, see a kid in need facing off with some thugs(Taking the liberty to say this is shortly after the V'sori are defeated so probs still lots of gangs banded together to take advantage of the situation).

Offered them a chance to step down, too bad they didn't take it proceeded to break them metaphorically in half, with Fortune's help of course(to make sure Hellion saw her powers and get a feel for how useful she could be). She does take it light on the gang herself, since killing people is suddenly really bad, and it makes sense that you could do nonlethal damage with a longsword via pommel strikes to the gut.

But Hellion is coming off a murder streak a mile long thanks to the V'sori, gets maybe a little carried away with one particularly nasty fella and has to have Fortune reign her back in. She'd offer her a place to crash and maybe put her powers to good use with the V'sori taking off. Fast forward maybe a week or so and we get to the opening Warehouse scene.

How's that sound to you Fortune?


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Also I know the bike has a crew of one, but for narrative purposes if Fortune wanted to ride in as passenger I don't think that's too far fetched.


Rashomon wrote:
Zenfox can you switch all our old characters to inactive in the Characters tab? Hopefully that will cause our new characters to be the top option when we go to post.

Can anyone tell me how to get to the webpage where I can mark characters in games as inactive? I've searched Paizo, and used Google to search the web, but can't find any instructions. I'll have to write them down this time, and store them on my computer...


Regarding outfitting the base...

I don't like the new rules for outfitting the base, and at the beginning of the "old" game the players took many, many days and posts to decide what to include, so I'm just going to give you 4 Upgrades up-front :

Advanced Firewalls
Base Defenses (stun)
Hidden Entrance (big enough to allow a large pickup truck to enter/exit, and includes an underground space big enough to park 2 vehicles)
Medical Center

Sound good?


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8
Kathrine 'Hellion' Mordonus wrote:

But Hellion is coming off a murder streak a mile long thanks to the V'sori, gets maybe a little carried away with one particularly nasty fella and has to have Fortune reign her back in. She'd offer her a place to crash and maybe put her powers to good use with the V'sori taking off. Fast forward maybe a week or so and we get to the opening Warehouse scene.

How's that sound to you Fortune?

Sounds good. Fortune has the vengeful hindrance, so if she saw Hellion getting lethal on one of the gang members, she probably would help. She's a teenager whose mother was murdered, so she's not very forgiving when she encounters others being violent. If Hellion killed one of them, it might give Fortune and her a bond, since they'd have to keep this a secret and if any police investigated, they'd have to cover for each other. But maybe something else caused Hellion to let the guy live, perhaps the sound of a police siren.

If the GM wants to include this in the early plot, perhaps dealing with a police detective, that's okay with me, but if it's a gang neighborhood, anybody who witnessed it would probably keep quiet.


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8
GM_ZenFox42 wrote:
Rashomon wrote:
Zenfox can you switch all our old characters to inactive in the Characters tab? Hopefully that will cause our new characters to be the top option when we go to post.
Can anyone tell me how to get to the webpage where I can mark characters in games as inactive? I've searched Paizo, and used Google to search the web, but can't find any instructions. I'll have to write them down this time, and store them on my computer...

Click on the campaign link at the very top. This should provide a view of all the tabs and at the right there is a "edit this campaign" which the GM should be able to edit.

That gives you the checkbox lists of players and characters to adjust who is active.


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8
GM_ZenFox42 wrote:

Regarding outfitting the base...

I don't like the new rules for outfitting the base, and at the beginning of the "old" game the players took many, many days and posts to decide what to include, so I'm just going to give you 4 Upgrades up-front :

Advanced Firewalls
Base Defenses (stun)
Hidden Entrance (big enough to allow a large pickup truck to enter/exit, and includes an underground space big enough to park 2 vehicles)
Medical Center

Sound good?

I'm fine with this. My character would be happy for anyplace off the street where she could be safe (relatively). Fortune does have the "healer" power for minor healing in emergencies, but a med center would be better.

I'll make a gameplay post soon, once I update my character profile with gear.


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8

Quick GM question regarding the Super Sorcery power.

When using the power stunt with this power, is the stunt limited to just one power or can powers be combined so long as the power level is 13 or under? The base power stunt requires adjusting existing powers, but the super sorcery allows any power. It's not clear to me, however, if that would allow combining two or more powers.


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8
Kathrine 'Hellion' Mordonus wrote:
GM_ZenFox42 wrote:


Long story short, Meros reveals himself to the world, is hailed as the savior of mankind (he does give credit to Enkidu, Paradigm, and Flare, unless they would not want to be put in public spotlight), and allowed to keep his "organization" to mop up the remaining V'Sori and the human criminal organizations that are left. He contacted you each individually to ask you to join one of his cells, and puts you in the warehouse that Enkidu, Paradigm, and Flare were in, since they all went their own ways.
I think this is a fairly good synopsis without delving into the dirt too much. If any of them take credit(I could see Paradigm doing so since iirc he had some hindrances that would feed into that narrative) it'd be safe to assume they brag a bit about defeating some or 'the' V'sori overlord causing the empire to enter some sort of at least temporary capitulation.

What would the public know? Was it something of a mystery, that the V'sori suddenly lost control and scarpered off the planet? Was there a visible confrontation that led to their downfall? Who is in charge now?

I just want to know what someone watching breaking news reports would know about how the V'sori were vanquished.


Geriatric Male Human: Parry 5, Ranged TN 8, Toughness 22(6)| Notice: d4 (Free reroll), Wounds: 0; Fatigue: 0; Bennies: 4/4
GM_ZenFox42 wrote:

Regarding outfitting the base...

I don't like the new rules for outfitting the base, and at the beginning of the "old" game the players took many, many days and posts to decide what to include, so I'm just going to give you 4 Upgrades up-front :

Advanced Firewalls
Base Defenses (stun)
Hidden Entrance (big enough to allow a large pickup truck to enter/exit, and includes an underground space big enough to park 2 vehicles)
Medical Center

Sound good?

Would you be willing to include the Science Lab? That would be very handy for Rashomon.


Thanks, Fortune! I de-activated *Flare, Enkidu, and Professor Paradigm. Hellion was already de-activated. If I missed anyone, please let me know.

Fortune - regarding Super Sorcery, it says "he can cast a “spell” based on any power in the book". And the Power Stunt says "one use of an Instant power...or three rounds of a passive power". SW rules are *very* literal, so I'd interpret that to mean only one power at a time.

You and Hellion can work out the details of your backstories together. It's not a "gang" neighborhood, but it's pretty run-down and "tough".

The broadcasts/cable channels/YouTube videos went on non-stop for several days about the V'Sori leaving. After about the first day, Meros made the public announcement that I described above, and said that he and his team had killed the V'Sori Overlord. And those that didn't have access to those outlets were quickly filled in by their neighbors and friends.

Rashomon - I'm willing to allow one more Upgrade, but if so there probably won't be any more Upgrades in the future. If anyone else wants a particular Upgrade, speak up. I'll wait a day or two for anyone to post if they want one.


"Female" Android Pace 6 | Parry 5| Tough 16| Bennies 3/3 | RATN 4 |
Spoiler:
Fighting d6 | Persuasion d8+1 | Shooting d12+2 (5d6)

Angel is good with the upgrades, and as long as she has a room and a power port, she's happy.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

I'm pretty fine with those. Hellion doesn't need anything in particular I don't think. If by some strange happening her bike gets wrecked, she just needs an Area to repair it between sessions not even the skill to do it.


Geriatric Male Human: Parry 5, Ranged TN 8, Toughness 22(6)| Notice: d4 (Free reroll), Wounds: 0; Fatigue: 0; Bennies: 4/4

Rashomon has Repair, and likes to tinker. He could probably manage any real world modifications (stuff that doesn't use power points) you wanted as well.

He's pretty much your classic comic book scientist; go9d at everything, with no need to specialize. Everything from dimensional theory, to medicine, to mechanics.


Hellion - do you need to be marked as Active?


female Human Super | Bennies: 4 (spent 2 this refresh) | Parry 11 Toughness 10 RATN 8

GM: you can deactivate Karma NE, as I won't be using that PC unless I need to replace Fortune in the future.


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 22(2) |
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

@Hellion- Paradigm would have most certainly taken a lot of the credit, but then went about his agenda, as GM knows.


A killer GM with a killer smile.
VeeSix wrote:
@Hellion- Paradigm would have most certainly taken a lot of the credit, but then went about his agenda, as GM knows.

I'm sure his version had him ousting the V'sori on his own, despite the constant and near crippling interference of Meros and his cronies. A good megalomaniac never catches a break, does he?


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

*steepled fingers*. Precisely.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
GM_ZenFox42 wrote:
Hellion - do you need to be marked as Active?

yeah if you could, also please mark Percy as inactive, I accidentally posted as him because of how quoting people auto-selects alias's.


I've done the de/activations. If anyone needs any more changes, just let me know.

VeeSix - I totally missed that your armor was V'Sori, tomorrow I'll take a closer look at it. But off the top of my head, you're going to get the same reaction from almost anyone who sees you that Hellion and Karma gave. Maybe a coat of paint would help? But then there's the distinctive shape of the armor (of course it has a distinctive shape, the V'Sori wanted to be instantly recognized and feared) that many people might recognize, even if it's a different color.

ALL - any ideas about how to fix this in-game? Perhaps a PC could bring up the issue for everyone to brainstorm?


Geriatric Male Human: Parry 5, Ranged TN 8, Toughness 22(6)| Notice: d4 (Free reroll), Wounds: 0; Fatigue: 0; Bennies: 4/4

It could probably be reshaped or contoured if Six ends up wanting it.


Female Half-demon, Benny:5/4 |Wounds:0 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

^making it look less V'sori without compromising it's integrety is the best way imo we've got a small vehicle workshop, but i mean if Fallout has taught me anything(it hasn't that world's physics, material composition, denisry, and many other things make no sense) It's that Power armor is basically just another vehicle waiting for the wrench.

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