"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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So, we have three sources of Healing - the Skill, the Arcane Power, and the Super Power.

Anyone with the Heal Skill can try to heal someone, even themselves. As I said before, a person trying to heal someone can only try it on that person *once*. But a different person can try to heal the same wounded person (again, only once).

I don't know if VeeSix's reference to "PP" meant the Arcane version or the Supers version (which I would have expected "SPP" to be used for), but...

The Arcane Heal specifically says "The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points." Now, the "additional Wounds" might imply that you can only heal the second wound after successfully healing the first, but from SWD it was made clear that the Power could be attempted multiple times, even if the first attempt (or second, or third...) was a Failure. So that's how I run that.

Fortune - I didn't know you had Healing as an "independent" Super Power. But it clearly states that you can only try once per "set" of Wounds, so no debating that.


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 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

You are right GM, I meant SPP. It can be confusing if not clarified.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

So I was asking about the SPP. Fortune has the Super Power version of Healing, which means she has to spend SPP each time she uses the power. My question was how many points of SPP does a character get each day for such uses?


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 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

Unless I am horribly misreading the rules from the Supers Companion, once you have spent the Super Power Points to buy the power, you don't have to spend anything to cast it, only time and a Focus roll. The only caveat is that you can only do it once per set of Wounds. GM?


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

Hmmm. I guess that's right. I've been playing SW Rifts which has powers that do use PP, so I guess I got used to the idea of worrying about how many PP it costs to use those powers.

If there is any PC still in need of healing, let me know. Since Fortune is not as useful in fights she can make up for it in helping those with wounds.


VeeSix - that's exactly what I was going to say before I saw your post!


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

It appears that the team now consists of Fortune, VeeSix, A.N.G.E.L., and Hellion. Is there anyone else? It might be a good idea to go through the Current PC panel and eliminate all but these current players.

Powers
Fortune: Super Sorcery, plus some innate power of Healing, plus powers that make her good at melee fighting and decent using guns.
VeeSix: Very good at melee fighting.
A.N.G.E.L.: Very good with guns.
Hellion: Very good at melee fighting.

So we are basically very good at fighting but only Fortune can do supernatural stuff like flight, illusions, bolts and such. She is limited to only about 4 such things and they don't last very long, so if there is some super power you'd like Fortune to give you via a sorcery spell, let me know.

We could have VeeSix and Hellion be the one's to deal with whomever the dealer brings to the fight, keeping ANGEL in a sniper's position with a view of the second floor area. Fortune can also either be in the second level area to respond to threats from there or with the group confronting the dealer. Either place she could transition to the other if needed at the cost of one spell.

We could use the time to construct a sniper's position with conventional shielding, like metal plates if we have access to them with an opening through which to aim ANGEL's gun(s). Fortune could supplement this with a sorcery based power to make it very hard for enemies to hit her unless they can get past all the physical and super shielding.

Alternative: construct the sniper's nest to support VeeSix and Hellion as they deal with the dealers and let Fortune monitor the upper level. Either way, we should do what we can to lock/block the doors into the upper level.

Could we get a detailed description of the meeting place: size of rooms, entrances, windows, catwalks, plus any equipment or junk already there for use as cover or other stuff?


Yep, there's only four of you - Rashomon and Sentry dropped out some time ago.

I guess we can discuss strategies here and pretend like they were conversations in Gameplay...

I really don't want to make a super-detailed description of the warehouse. About a month ago, I asked if it was ok if I gave a brief layout, which was :

A second floor with a door to a roof, and a front and back door on the first floor, with stairs to the second somewhere in-between.

Which most everyone agreed to. That said, here's a little more detail :

Since it's a warehouse, I envision one of those open metal-rod-and-mesh type stairs that are out in the open. Perhaps the second floor is only half a floor, so that some of the first floor is visible from the second, and vise-versa. There are no smaller rooms, just the open floors. There are windows on the outside walls, covered with grime and oil. THe back door is in the wall opposite to the wall with the front door. There are lots of crates scattered about on both floors, and a few small forklifts. All of this came from Big Dog.

Sound good?

What are other player's thoughts about Fortune's plans?


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

Thanks. Can we get the length and width (approximately)?

Is the access to the door to the roof a ladder or a stairway?

I assume there are fire escapes leading down from the 2nd level to the outside, which would probably add a couple more ways into the 2nd level.

I'm asking these things because one preparation Fortune would want to make is to try to lock or block the ways into the 2nd level.


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 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

Truly, I prefer the less descriptive, it lets us (the players) put in our own imagination as to what we see, within the parameters of what GM lays out. That said, Six will insist that the he and Hellion and the bad guy are the last to arrive, Fortune and Angel having already setup their positions. He agrees that Angel should have a good vantage point that can cover any exits and Fortune will need to be flexible in where she might need to go to cover an escape. Perhaps she has magic that can create a blockage?


Please feel free to just ignore this if it makes your eyes cross because it’s so long…

Long post about speeding up PbP games:
Earlier in this game, we started talking about speeding up the PbP process. For example, it could be argued that if a PC takes damage, we should all wait until the player makes the Soak roll to know what happens. But I allow the Soak roll to be made at any time before the PC’s next Turn – so, if the PC has already acted this Round, they can post anytime during the rest of this Round, or anytime from the beginning of the next Round until their Turn on the next Round. I think that gives enough flexibility that Soaking doesn’t have to “pause” the game. The only disadvantage to this is that the PC may not know that they’ve actually taken Wounds until much later in the game, which doesn’t give their allies a chance to Heal them during the allies’ Turns that happen immediately after the damage was dealt. But I haven’t seen a lot of in-combat Healing in my games, so that may not be a big problem. However, this scenario does provide motivation for the player to post their rolls as soon as possible.

With the Counterstrike Edge, on a failed attack roll by an opponent, the character gets a Free attack (usable by both PCs and NPCs). I think that like Wounds, the character could make their attack roll any time in the game from immediately after the opponent’s attempt until the character’s next Turn; the impact on the game dynamics would probably be minimal. However, it *is* possible that the Counterstrike could Wound or Incapacitate the bad guy, which also provides motivation for the player to post their rolls as soon as possible.

Regarding being on Hold, I have a house rule that whoever’s on Hold acts first, no opposed Agility rolls required. Now, coming off Hold does interrupt the action, but whoever's coming off Hold just immediately rolls their dice right after declaring they're coming off Hold, the results happen (or don't), and then the action continues. That can all happen in a single post, and doesn't "pause" the game.

If someone takes an Initiative Edge, I take care of it before I make the "new Round" post. I have a real deck at home, and if the card is 5 or less, I'll redraw and take the better one (Quick Edge). If the PC gets two cards, I'll draw two and take the better one (Level Headed Edge). Yes, that removes the player's choice, but I'd bet that most of the time people are going to want to act sooner than later.

But, if a character is Incapacitated by damage, they will at some point need to make a Vigor roll, which can result in them being unconscious, Bleeding Out, or dead. The other players need to know if an ally is Bleeding Out so they can decide if they’re going to act to stabilize them; if not, they may die in later Rounds. Since this is more severe than just taking Wounds, the game should probably pause as soon as the PC becomes Incapacitated for them to make their initial Vigor roll as soon as possible.

Other unavoidable pauses :
- Any opposed rolls by PCs : Grappling, Push, Tests.
- Evasion against area effects on the PCs.
- First Strike Edge : when an opponent moves within Reach, the character gets a Free attack before the opponent can act (useable by both PCs and NPCs). This must be resolved before the opponent can make their attack roll, because the character may inflict Wounds or even Incapacitation.

Can anyone think of any other game system situations that require interrupting the action to await a player who has an option to decide on before anyone else can go?


Fortune - The building is small for a warehouse, maybe 50' by 100'. The access to the roof is an open stairway with handrails. Big Dog didn't pay any attention to fire escapes, you'll have to wait until you get there yourself.

Angel - a while ago we talked about upping your damage. I said you could probably find (or have made) a baton with the Energy Weapon and Power Weapon modifiers, so you'd be doing d10+d8+d6 Fighting damage, 2d10+d8 on a Raise.


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

Okies!


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

I'm not particularly worried about pacing, even though I've expressed some opinions about the way SW mechanics work in PBP. Most problems are solved if people check posts daily and post as soon as possible once it's their PCs turn.

A different kettle of fish: PC attrition seems to have left us as a group that, except of Fortune's super sorcery, is mostly tough combat types. While there are plenty of super heroes in that mold, it would add more of a comic book super hero vibe if we had maybe one more PC with some super powers not focused primarily on conventional combat.

Having opponents who have super powers would add some of that flavor. So far we've only been fighting relatively normal gang types just with superior weapons and armor. Combat's still fun, but somewhat predictable.

I'm not criticizing anyone here, just to be clear. Just musing about the tone of the campaign.

Maybe on our next advance, someone could take the sidekick edge (even though that's usually reserved for advanced PCs, just to add a character to the mix with some different powers.


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
Fortune Brav0 wrote:

I'm not particularly worried about pacing, even though I've expressed some opinions about the way SW mechanics work in PBP. Most problems are solved if people check posts daily and post as soon as possible once it's their PCs turn.

A different kettle of fish: PC attrition seems to have left us as a group that, except of Fortune's super sorcery, is mostly tough combat types. While there are plenty of super heroes in that mold, it would add more of a comic book super hero vibe if we had maybe one more PC with some super powers not focused primarily on conventional combat.

Having opponents who have super powers would add some of that flavor. So far we've only been fighting relatively normal gang types just with superior weapons and armor. Combat's still fun, but somewhat predictable.

I'm not criticizing anyone here, just to be clear. Just musing about the tone of the campaign.

Maybe on our next advance, someone could take the sidekick edge (even though that's usually reserved for advanced PCs, just to add a character to the mix with some different powers.

I could.. maybe think of a sidekick(I assume the player also plays the sidekick it's not just like a gm pet thing) and also assuming it gets like powers and stuff. Hellion out of everyone except fortune, might have the best background to pull 'minions' from.


I'd realized after saying that Rashomon and Sentry had dropped out that Fortune was the only "multi-purpose" PC left. MP PC's can come in quite handy (think about what Rashomon could do!), and I was toying with the idea of asking for opinions about re-opening Recruitment, but Hellion, if you want to run two PC's, that'd be fine too. I wouldn't make the second one a sidekick, but a full-blown PC (by RAW, a sidekick only gets 13 SPP for their entire build). If you think playing two PC's would put too much of a strain on you, I can open recruitment specifically asking for a multi-purpose PC.


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Oh like... an entire other character uhh.. hmm. Idk about that.


No problem. Do you think you could whip up a useful general-purpose sidekick with just 13 SPP to play with?


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 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

If Hellion doesn’t want to do that, I’d be willing to bring in, say, Paradigm’s apprentice as a sidekick. Then again, that might step on the toes of Fortune’s magic. Otherwise, reaching out to get another player for a full new character is always an option. I’d be okay with that.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

It would not bother me if someone introduced another PC with some powers not primarily geared to melee or shooting ability.

When I started role playing (quite possibly before some of you were born), we almost always ran two characters at a time. This was 1st edition DnD, so character were quick and easy to create. But it meant that if one PC got sidelined by injury or killed, the player always had a second PC to play. We all just sort of assumed the two characters were familiar enough with each other to work well together, so they could coordinate actions to best effect.

No one seems to want to do that any more. It was never a problem to run two characters at once for me; more fun in fact. I wouldn't mind creating a PC to run and could keep to the limit of 13 PP. It just might take a while for me to get it done as I'm involved in a lot of PBP at the moment.

We could recruit, but it seems we have mostly all the same players in all the SW games on Paizo's PBP boards are playing in each SW campaign. It doesn't seem like a system that a lot of people play (at least not on Paizo). I expect ZenFox knows of forums where SW is discussed for purposes of recruitment, so that might get some new players.


I'm thinking we need another full-power PC, that can do general-purpose utility and support and "weird" things in combat (like Paradigm could).

If Fortune wants to run 2 full PCs, she's welcome to do so.

I suspect she's right to say that most of the people who play SW on these boards are probably aware of this game, but it couldn't hurt to open recruitment with the request for a specific kind of PC and see what happens, if she doesn't want to do two PCs.

I know lots of forums where role-playing games are discussed, but I've *never* seen a recruitment request on them. As a last resort, I could look into seeing if such a thing is allowed.


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

I could reskin this PC, which I played in the early days of this campaign. Or I could create one from scratch. I don't mind doing that, as I perhaps enjoy creating characters as much as playing them. Karma has some overlap with Fortune, so I'd perhaps go for more flashy abilities such a master of control of matter and energy.

Feel free to advertise for another player. I know Discord has boards that are about roleplaying and some for PBP games, but I can never navigate Discord very well but if someone is more familiar with how to do a search that could turn up groups that discuss SW, it might bear fruit.

I'll work on a concept and post something when I can. If anyone has a power they think would complement the current group that we don't have, suggest away.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

Can someone provide a link to where the character creation rules are given used by the current set of PCs? Thanks.


The initial build info is spread across multiple posts, and I changed my mind as I went, so here's the relevant info :
----------------------------------------------------------------------
Starting at 40 SPP; max per power is 13 SPP.

The only two things in SWADE Supers I'd like to say are not available are the Mind Control Power and The Best There Is Edge.

The total points you put into Armor, Toughness, and Force Field cannot exceed 13.

Everyone should use some of their SPP to boost their Parry and Toughness up to *about* 10 and 20, respectively, *for max overall survivability*. This is merely a suggestion, not a requirement. It also couldn't hurt to boost your RATN at least a few points above the default of 4 (maybe with the Dodge Edge instead of using SPP).
-----------------------------------------------------------------------
Rashomon's primary power that made him super-flexible was Super Science, which is just Super Sorcery with a different trapping. So I don't know what to suggest to make a "utility" super that's significantly different from Fortune. Karma's invisibility and intangibility make her a good scout, tho.

I will make a post in Recruitment asking for a utility super and see what happens.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)

Thanks. I'll work on something as I get time.


One last thing regarding delayed rolls to speed up the game : ret-cons. I'm going to say that the longer a player waits to roll, the less likely I'll ret-con something that has a major "domino" effect on events.

Like, suppose the PC has a Counterstrike roll to make, and waits thru the rest of the Round the event happened in, and doesn't make the roll until their Turn in the next Round. If their Counterstrike attack kills an NPC that in the previous Round had Wounded a PC (after the Counterstrike option had kicked in), I'm not going to ret-con all that.

So, again, there's *motivation* to post those kinds of rolls as soon as possible.


Female Half-demon, Benny:3/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Hey all i'll be out of town for this week so I probably won't post much as I'll be on vacation with the fam.


Enjoy!

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