"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Ok, so the "V'Sori" armor is just a Kevlar vest in terms of specs, it's not "power" armor. No problem there.

Rashomon - since no one wanted anything else, you've got your Science Lab Upgrade.

ALL - some mention has been made about a machine shop or repair bay that I never specified (maybe the previous tenants had one?), but I'm willing to allow that Meros outfitted the base with such a thing (just a basic one, no bonuses to Repair rolls), since repairs to vehicles and powersuits, etc. would probably need to be made on a regular basis.

It's enough to change VeeSix's armor's shape enough that it wouldn't be recognized as V'Sori (along with a coat of paint or lacquer).


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

He didn't have to have V'Sori armour; like any of us, he could have used any in the books, so he obviously chose V'Sori armour. That may have been for story reasons (it was what I had when I escaped the lab), or for other reasons, such as being able to impersonate a V'Sori. Long story short, we can modify it, but it all depends on why he chose it in the first place.


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

I believe I mentioned that earlier. The stats are basic Kevlar vest, but the ‘trapping’ was that of a V’Sori guard. The story reason is of course that he took the armor and his weapon as he left the lab. He would not be opposed to changing its look at some point. (Or even getting better armor).


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:

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?

Oh for group travel do we still have the groupie van from the previous group, or are we gonna have to... 'source' a new temporary ride for the entire crew?


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

Portals, portals, portals.

There is an option in the Super's companion that a player can donate and advance to get a specialty vehicle, like an ATV or a dropship. Of course, someone would also have to invest in the skills to drive/pilot it (preferably two people, so we have a backup).

However, it's hard to beat the convenience of portals.


Yeah, Meros can't afford to outfit every base with portals (how would that be implemented mechanically in terms of game rules?). I mean, AFAICR (CR = Can Remember), there were teleportation tubes, but they needed tubes at both ends of the trip to work.

Meros left the old van in the parking garage. It's ugly, but functional.


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

Rashomon makes portals. That's what I was referring to. He can take the group wherever they need to go. I saw teleporters were a base upgrade, but ya, I don't know that teleporters are an established technology in this setting.


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

Portals are pretty fair i thought they might be personal only, hellion's got drive skill though and should be tanky enough to not get incapped in any fights before hand.


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

He has the Teleport Other option, though if other people couldn't step through his portals by default, that would make them pretty useless as portals.


Geriatric Male Human: Parry 5, Ranged TN 8, Toughness 22(6)| Notice: d4 (Free reroll), Wounds: 0; Fatigue: 0; Bennies: 4/4
Rashōmon 羅生門 wrote:
He has the Teleport Other option, though if other people couldn't step through his portals by default, that would make them pretty useless as portals.

I actually checked the wording, just to make sure, and it says:

Teleport wrote:
PORTAL (+2): The hero can open an entry and exit portal within her teleport Range, allowing anyone adjacent to the entry portal to act as if adjacent to the exit portal.

Emphasis mine

So anyone can use his portals once they are open, including enemies. Making portals work only in one direction might be useful in some circumstances though; maybe he'll keep that in mind as a future upgrade.


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

Sorry folks out of the house all weekend so no posts from me till Monday


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

should get a post out tonight at work assuming things aren't too busted tonight. Sorry for the delay.


So, I need some clarification on what y'all think "being a gang" means. Are you going to hang out at street corners, looking tough and wait to be challenged? ;) Will you go into other gang's territories and challenge them for their turf? If you get "turf", how will you manage it and hang on to it?


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

Fortune's a teenager but she's had some run-ins with gangs. She doesn't have much in mind for strategy. She is in favor of locating areas where there are known or suspected to be gangs and take the fight to them. She would not really want to be a gang member or take over turf. She would think it enough to beat up enough gang members to drive them away or to disband. She'd then encourage the local citizens to take back their own turf by forming neighborhood watch groups and notifying us if gangs try to return.


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

To add to Fortune’s idea, I would say we could start with the area immediately around our base and go from there. Word will spread quickly among the local gangs that a new player is in town that’s cleaning up and they will want to do something about it. Some of those gangs could be sponsored by or even supplied by V’Sori, which Six will want to look into.


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

I figured gang was being used more as a Stay as a group, sort of deal than like literally try to eek out territory against the people in the area lmao.


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

Ya, I dont think we have interest in establishing a racket. We might want to identify anyone belonging to one though, and to destabilize their influence.


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

Absolutely. Angel has no desire to be in a gang in the literal sense. She merely wants to be a part of the team.


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

I suggest we go out, keeping close but not in a bunch, and use persuasion skill to gather information.

Networking: Characters can also use Persuasion as a “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See Networking on page 133.

We can also use intimidation, but probably best to start with persuastion.


Ok, thanks for the clarifications. But just a thought, you want to keep the location of your base as secret as possible, so it'd be better to travel to other neighborhoods (maybe at random) some distance from yours at first. Then, after several neighborhoods have been cleaned up, appearing in your own neighborhood would have a lesser chance of suggesting that you live there.


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

That is a good suggestion.


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

Which brings me back to my first suggestion, that we research the Cortex for clues as to places where there is current gang presence.


Let's take this back to Gameplay...


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

I'm finishing up my Sorcery Spell list, which is just a brief listing of powers which might be useful, with the various enhancements and their costs. That will make me optimally prepared for the first encounter.


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

Hope everyone's doing well, not sure if any of you are in the hurricane area but if so be safe.


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

I'm back from the hospital and will check posts daily.


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

I'm probably not going to be posting today as I have to teach two remote classes and I'll need a lot of rest in between. 'Bot me as needed.


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

Same message as posted above on Thursday.


So, I know about the Rule of Two : to speed things up, if two PC's vote to do something out of a choice of options, the GM runs with that. But with 5 PC's, I'm hesitant to do that because it's not a majority opinion.

Thoughts? Preferences?


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

I am fine with 2 or more. If we wait all the time, it will bog things down a lot. 3 of five is arguably quorum, but I'm fine with whichever.


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

Agree with Rashomon. At an ideal table, 3 of 5 would be best, but PbP makes it difficult to keep that up. Unless we want to designate a caller for the team, a la old school DnD.


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

I'm good with two.


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

Two seems fine for most things I think, pretty serious ones however should probably require a discussion and majority


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

It's good incentive to check the posts regularly, if you want your PC to have relevant input.

However, if shortly after a second vote is made a couple of other PCs vote for a different option, then dispense with the rule of two and move to role play to work it out.

So allow at least a few hours between getting the second vote and acting on it as if it is the group decision, just in case someone wants to raise an objection.


Fortune - good advice, thanks!


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

Iirc the city is an island right, so the only way to get stuff 'into town' would be either via plane or boat. Plane seems very high risk given the occupation, so I'd suspect the gang has a port dock/warehouse they used to move things through.


The city is on an island, yes.

While Hellion was part of the gang, she was reasonably high in the hierarchy, but she wasn't high enough to know how (or where) they handled shipments. They worked really hard at keeping information compartmentalized, that's why they've lasted so long.


Rashomon - in "regular" SWADE, when a magic-user creates a device (wand, potion, etc.), they have to put some of their PP into it, and don't get those points back until the device is used (aside : that has always felt wrong to me, but I understand the motivation - so that a caster can't create an infinite number of items; but you'd get the same effect if devices took a *lot* of money and time to create, and the caster keeps their full PP).

I'm thinking of something like that here. You put your teleport power into a device, and you can't use teleport again until the device is used.

Now, this would mean you'd have to create the device *after* you teleport everyone to the ship, but I'd be willing to say that it only takes maybe a minute to *transfer* your power (you could build the physical part of the device that *holds* the power at base beforehand, taking as long as is needed).

ALL - thoughts? Comments?


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

As a GM, I would allow this, though it seems quite debilitating for someone whose main power is being able to teleport. I would say something along the lines of losing a die type of Focus in order to make the Traverse portion less powerful or assign a larger penalty, or even just remove the Traverse part and only allow the normal 48” range until the device is done being used.


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

Fortune could keep a spell or 2 in reserve and use her sorcery edge to cast a teleport that should be able to get everyone back.

2 points for basic power
2 or 3 to increase the range to 48" or 1000 miles if 48" is not enough

Since this requires a focus roll at -1 per target added, she might need to boost her focus attribute just prior to using the teleport, to reduce the chances of failure.

Assuming Super Skill is a passive power, she starts at d10. Could she boost it beyond d12? If she spent all 13 PP available for the stunt on increasing focus, what would be her maximum skill die/bonus?


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

Every point beyond d12 increases the skill by +1. It might be better cost-wise to use the portal option, as you don't then have to worry about the number of people.

Don't know why I didn't think of you as a back up teleporter. That is a much better option.


Portal (+2) allows anyone to be teleported.
Traverse (+3) allows 1000 miles between entry and exit points, with a -2 penalty.

So 6 SPP to make it.

I don't see any limitations that prevent you from using two Super Sorcery spells at the same time, and their "caps" seem to be independent of each other, so...

Typically skills rarely go above 12+2, which gives a 99% chance of Success.

But the -2 penalty is "fixed", so you'd have to effectively increase your Occult skill to d12+4 to get an actual skill of d12+2.

so d10->d12->d12+1->d12+2->d12+3->d12+4 would take 5 SPP.

BUT, DaRules say "If he wishes to teleport to a previously unseen location, he rolls at −4." That would not affect Fortune teleporting to your base, but it would affect Rashomon's teleporting to the ship (just for future reference).

I'm realizing that with regards to portals, Super Sorcery rocks! Because not only can you easily convert teleport to portal, but you can use SS to negate *any* penalties associated with using it! Even in a 30 SPP game, its Power Limit of 10 allows most penalties to be ignored. Maybe it "rocks" too much...


Sorry, I didn't do my math right, so 7 SPP to make a long-range portal.


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

So it's looking like Rash gets us there Fortune gets us out?


Seems like it. Let's take this back to Gameplay, and roll-play any preparations you all want to make before going.


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

Fortune doesn't have any preparations other than to grab her gear and her Tarot Deck. I'll RP if anyone wants to interact with Fortune.


ALL - please see the Campaign Info tab for house rules. Many of my old rules were included in SWADE, so I've updated them.


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

Oh super early heads up. I'm gonna be out of state from the 31st to the 4th or 5th and won't have much time to post. Maybe once or twice a day if even that.


Portal rules, take 2 :
- All portals are two-way.
- On both sides of a portal there must be only atmosphere. Rain, snow, etc. doesn't affect anything.
- Portaling to anything other than something you've personally seen "live" (no photos or video) incurs a -4 penalty. Since with Supers you can try creating them all day with no consequences on a Failure, this isn't much of a problem. But watch out for Critical Failures...
- Both sides of a portal are "clear", so you can see what's on the other side, but anyone on the other side can see you.
- The edge of a portal is immaterial.

As long as the portalers in the group promise to not create a portal under a bad-guy's feet, I won't add a rule to prevent that. Deal?

Counter-thoughts?


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:

Portal rules, take 2 :

- All portals are two-way.
- On both sides of a portal there must be only atmosphere. Rain, snow, etc. doesn't affect anything.
- Portaling to anything other than something you've personally seen "live" (no photos or video) incurs a -4 penalty. Since with Supers you can try creating them all day with no consequences on a Failure, this isn't much of a problem. But watch out for Critical Failures...
- Both sides of a portal are "clear", so you can see what's on the other side, but anyone on the other side can see you.
- The edge of a portal is immaterial.

As long as the portalers in the group promise to not create a portal under a bad-guy's feet, I won't add a rule to prevent that. Deal?

Counter-thoughts?

That sounds reasonable.

-I'd say as opposed to only atmosphere, perhaps make it areas of roughly equal pressure? Almost as if the friction on reality is higher on one side that the other, the portal gets snagged as it tries to open, but from underwater to another area of approximately equal depth would work, as would portalling from one part of the moon to another part of the surface of the moon. This could possibly be overcome in some circumstances by a minus (aka -1 for every unit of atmospheric pressure - 10 atmospheres, or 100m below the surface would be a -10 in this example)
-The minus for sight unseen sounds fine.
-Portals can be seen through and shot through in either direction makes perfect sense. Of course, hunkering down so only the head and weapon are visible through the portal could be effective, but would effectively just work like any other cover.
-The edges are immaterial? Not sure what you mean by that. That they can't be used to cut things, like in Wheel of Time, or chop peoples Limbs off like in Avengers Infinity War? That makes sense. That would need a different power modifier to do direct damage.

Only other question I would have would be what are the limits on size? Is the max the size of a doorway, or could he make one big enough to drive the van through? How about an airplane? How about a whole cargo ship? (asking for a friend)

Regarding teleporting others, there are already rules for that, listed in the power. It requires the Teleport Other feature, and can be resisted. Rashomon has the Teleport Other mod, but not with Traverse, meaning the furthest he could teleport them is 12" (24 yards).

Rulebook wrote:

TELEPORT OTHER (+5): The teleporter can teleport allies and enemies within his Range to anywhere else within his Range. This is an action, and requires a Focus roll at −1 for each target he wishes to teleport.

Hostile foes may make a Spirit roll (at −2 with a raise on the Focus roll) to resist. If the super teleports an enemy up into the air, he takes Falling damage as usual (see Savage Worlds).

I'd say the only modification that would need for portals is to say that opponents would use Reflexes to resist, instead of Spirit.

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