"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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female Human Super | Bennies: 8 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power

Looks like Karl is going to join as well. I'll keep my other PC as a back-up.


Fortune - in Supers (because its modern, not fantasy), you get 15 Skill points...


Male human werebat Toughness 11 (2 from armor) | Parry 5 | RATN 8 | Pace 6" 45" flight (Ungainly) | Wounds:

I see Chiropterror is getting the appropriate response. :D


female Human Super | Bennies: 8 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power
GM_ZenFox42 wrote:
Fortune - in Supers (because its modern, not fantasy), you get 15 Skill points...

Forgot that. Thanks. That will help.


Male human werebat Toughness 11 (2 from armor) | Parry 5 | RATN 8 | Pace 6" 45" flight (Ungainly) | Wounds:

I have Chiropterror's sonic shriek attack labeled as a Shooting attack, but as I was looking through the rules for area attacks it mentioned Athletics being used for breath attacks. Would that be more appropriate?


Probably. And since both Athletics and Shooting are based off of Agility, you could just move the Skill Points from Shooting to Athletics. And, since Athletics starts at d4, you'd end up with a d12!


Male human werebat Toughness 11 (2 from armor) | Parry 5 | RATN 8 | Pace 6" 45" flight (Ungainly) | Wounds:

Done! Though since his Agility isn't *that* high the cost for increasing his athletics to d12 would be one more skill point than he gets back for dropping shooting (because it would cost 2 skill points to go from d10 to d12), so his athletics is 'just' d10. I bumped his medicine up to d6 with the spare skill point.


ALL - please let me know if you've taken the Dodge Edge or the Dodge Superpower (I know Chiro has taken this)...

Also, check your Benny count in the "Round 1" Initiative post. I default to 4 Bennies to start, and will always keep track of them during combats. So if you need to know how many you've got, check the most recent Initiative post.


Male human werebat Toughness 11 (2 from armor) | Parry 5 | RATN 8 | Pace 6" 45" flight (Ungainly) | Wounds:

Yep, four points in Dodge here. Kind of thinking it's based on his keen senses combined with "Don't crash into stuff while flying in caves" bat reflexes :D


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- d6, Fighting- d12, Focus- d8, Notice- d8, Persuasion- d6, Research-d4, Science-d4, Stealth-d4, Survival-d4

Six does not have Dodge in any way. He can take the hits. Most of them at least.


female Human Super | Bennies: 8 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power

In case anyone looks at Fortune's Benny count, she gets three extra bennies at the start of a new section from some edges and hindrances.

Fortune also has Dodge 4.


Rolls:
[dice=Focus]d12+3[/dice][dice=Wild]d6[/dice] [dice=Shooting V'sori A.B.(ROF 3)]d4[/dice][/dice=V'sori A.B. Damage (AP4)]3d6[/dice]
Skills:
Agility d6, Smarts d8, Spirit d8, Str d6, Vigor d8 | Athletics- d4, Common Knowledge- d4, Fighting- d8, Focus- d12+2, Investigation- d8, Notice- d8, Persuasion- d4, Shooting-d4, Stealth- d8
Parry 6 | Toughness: 8 [2 Armor Body Suit] [-8 damage w/FF] |Pace 6 (Fly) |

I do not have dodge.


Fortune - sorry, I thought you got 2 Extra Bennies, let me know if the Benny count in my most recent Initiative post matches yours now...


Male human werebat Toughness 11 (2 from armor) | Parry 5 | RATN 8 | Pace 6" 45" flight (Ungainly) | Wounds:
GM_ZenFox42 wrote:
Chiro - a d10 to hit and 4d6 is pretty decent for this game, it looks like you're just having a run of bad rolls (ask Fortune about that...)

It's not the effectiveness I'm worried about. I'm mostly thinking that just rolling the same attack every round of combat will get boring. :D So I need to think about some clever ways to use Chriopterror's abilities in ways other than just attacks to keep things interesting.


female Human Super | Bennies: 8 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power

Fortune gets an extra benny from Luck, Extra Luck, and from her Young hindrance.

I think she should be at six, since she used one for her spell and then got it back with the joker result.


Chiro - it also now occurs to me that a piercing shriek would alert any bad guys out of sight but within earshot that something strange is nearby. So while that attack is thematically appropriate, it may not work well within the context of the situations you'll find yourself in.

Anybody have any thoughts about this? I suppose it could be an ultrasonic shriek...


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- d6, Fighting- d12, Focus- d8, Notice- d8, Persuasion- d6, Research-d4, Science-d4, Stealth-d4, Survival-d4

Chiro- some advice to not make things 'boring'. Use your skills for Tests or to Support other team mates. Plus, if the GM allows, Creative Combat rules are a blast.

GM- According to my research, most bat squeaks are ultrasonic and thus unable to be heard by 'normal' humans. The ones we hear are more for communication than echolocation. That being said, it is pretty much up to Chiro's intepretation of what his super power is. Man-Bat (Six's reference earlier) has echolocation powers, but the only one's that can hear him have enhanced hearing of some kind (Batman has his tech and Superman has super-hearing). Ultrasonic waves of a certain frequency can disrupt the nervous system and still not be heard. Thanks Future Weapons.

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