"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Enkidu continues to keep Monilithe pinned in place, he shifts one of his massive tentacles from around the man's body up around his face, intending to block the man's vision.

Not sure how that would work mechanically, if it something other than fighting roll, let me know.

Fighting: 1d12 + 1 ⇒ (7) + 1 = 81d6 ⇒ 2


How about : I'll use a -4 penalty to the Fighting attack to target a "small target" (his eyes), against his Parry (altho you already have him Entangled)?
Also, roll your Entangle damage for this round.


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

1d12 + 1 + 1d6 ⇒ (2) + 1 + (1) = 4

Wow. Truly epic damage.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Apologies, just had a extremely rough finals week.

Alpha, taking a few more hits than he'd like, tries to shake off the effects of being shaken.

Spirit: 1d6 ⇒ 21d6 ⇒ 4

Beta and Gamma, now both in range of the target, lunge forward and try to weaken the target Monolith.

Fighting: 1d8 ⇒ 8
Fighting: 1d8 ⇒ 1
Both are trying to reduce his strength.
Fighting rolls against an opposed spirit check to fend off the ability negation.


Summary of recent events :

Jack's Parry is 10 until his action next round.

Doc Tox's attack fails to get thru the monk's Toughness.

Angel, you have a Wound to Soak (or take, if you wish).

Enkidu tries to wrap a tentacle around Monolith's eyes, but fails to do so. His entangle damage does nothing to Monolith this round.

Wolf Spider performs an Agility Trick against Monk #2 (TN=7) :
Agility: 1d10 ⇒ 2
And Monk #2's Parry is at -2 until his next action.

Alphas 2 and 3 try to weaken Monolith (note - yours is a Touch Attack, which adds +2 to Fighting) :
Spirit & Wild: 1d8 ⇒ 11d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 2 = 8
So Monolith's Strength drops by 1.
Spirit & Wild: 1d8 ⇒ 51d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 1 = 7

I think that covers everything important that happened this round - did I miss anything?


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

thanks for the touch attack reminder. I think that's everything.


Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
Skills:
Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

I think that Angel will try to soak the attack.

Vigor: 1d8 - 1 ⇒ (5) - 1 = 4 Wild!: 1d6 - 1 ⇒ (6) - 1 = 5


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

I tried to hit him with a tornado, but he made the Str check


Angel - if you're subtracting 1 for the Wound, you do *not* include Wounds you are *about to take* in the Soak...but you made it anyway, this is just FYI.


I'm going to roll Initiative, even tho Christmas is nearly upon us...everyone just post whenever you can...

Alpha One : JH
Dark Angel : AD
Dr. Toxic : AC
Enkidu : 7S
Jack : 10S
Nature : 2H
Thomas : Joker!
Wolf Spider : 3C
Monks (group 1) : 10D
Monks (group 2) : 4S
Monks (group 2) : 2S
Monolith : HS

Initiative order : Thomas (Joker!), Dark Angel, Dr. Toxic, Monolith, Alpha One, Jack, Monks #1, Enkidu, Monks #2, Wolf Spider, Monks #3, Nature.

Thomas has been MIA in all the games we're both in, and I have no idea what he'd do, so I'm just going to assume he keeps trying to talk to Monolith.

Dark Angel is unavailable until Dec. 28, and I also have no idea what she'd do, but since she's been attacked, I'll assume she'll attack back and handle that in another post.

Dr. Toxic - you're up!


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

He swaps to the poison, hoping to slow down the monk in hopes that Monolith will soon be joining them.

fighting (touch): 1d8 ⇒ 11d6 ⇒ 4


Even with the +2 for a Touch Attack, the monk manages to avoid Doc's attack.

Angel smites Monolith with her sword "Attack me, will you? Vengeance is mine!" :
Fighting & Wild: 1d10 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (1) + 1 = 2

Which hits, doing
Damage: 1d10 + 1d8 ⇒ (6) + (6) = 12

Which just glances off his stony hide.

Monolith seems to be just ignoring Enkidu, who's wrapped around him. He fires off another volley of stony missiles at Angel :
Shooting & Wild: 1d8 ⇒ 81d6 ⇒ 2
Shooting ACE!: 1d8 ⇒ 4 = 12, a Raise!

And does
Damage: 4d6 + 1d6 ⇒ (3, 5, 1, 6) + (6) = 21
Damage ACE! ACE!: 1d6 + 1d6 ⇒ (1) + (3) = 4 = 25, 4 Wounds!

I'm assuming Angel would try to Soak that :
Vigor & Wild: 1d8 ⇒ 51d6 ⇒ 1
Leaving her with 3 Wounds.

Alpha One, Jack - you're up!


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Everybody was Kung Fu fighting... round 5. Ten of Spades
Bennies 3/5

over comms: "Thom, Angel's down. Get her out of here."
"Wolf. I really didn't want to do this but I think we are on a success only ticket. Get over here ASAP, take the high road. I have the null collar!"

Jack speaks to the two monks in the doorway. "Sorry boys, it's been fun."

Fighting, Wild. Wild Attack+2, MAP-2, two Touch attacks+2. Attack #1: 1d8 ⇒ 41d6 ⇒ 6. Wild ace: 1d6 ⇒ 6, and again: 1d6 ⇒ 5. Total{(6+6+5)+2-2+2}19.

Fighting, Wild. Wild Attack+2, MAP-2, two Touch attacks+2. Attack #2: 1d8 ⇒ 81d6 ⇒ 4. Fighting ace: 1d8 ⇒ 6. Total {(8+6)+2-2+2} 14

Damage Mook on left. Not sure if the 19 was a raise or if bonus damage counts on a touch attack, I think it should considering the tased in something important trapping, but if it doesn't then ignore this roll: 1d6 + 2 ⇒ (3) + 2 = 5.

Damage Mook on right.Even less sure about the 14 was a raise or if bonus damage counts on a touch attack, I think it should considering the tased in something important trapping, but if it doesn't then ignore this roll: 1d6 + 2 ⇒ (4) + 2 = 6.

Both mooks have to make Vigor checks. Jack's Parry is 6 until his next turn.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Monolith wasn't going without a fight, so the Alpha squad went into subjugation mode.

All three tried to find an opening to sap the strength of the dangerous target of abduction.

Fighting: 1d8 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (1) + 2 = 3
Fighting: 1d6 + 2 ⇒ (3) + 2 = 5
Fighting: 1d6 + 2 ⇒ (2) + 2 = 4
All once again trying to sap strength


Alpha - your first Fighting roll Aced - re-roll!


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

AH! One day I'll get the hang of this system!

Ace!: 1d8 ⇒ 8

Ha! Caught it this time! (Ace): 1d8 ⇒ 8

Okay, who broke the randomizer (Ace): 1d8 ⇒ 7


Jack - let's take this over to Discussion.

Monk #5 tries to avoid the stun :
Vigor: 1d8 ⇒ 3
And falls down, temporarily Incapacitated.

Monk #9 tries to avoid the stun :
Vigor: 1d8 ⇒ 7
And does so.

Monolith tries to avoid having his Strength sapped by Alpha One :
Spirit & Wild, TN=33!: 1d8 ⇒ 41d6 ⇒ 2
...and now has d4 Strength! Well done, Alpha!


The first group of monks act :

Agility: 1d10 - 2 ⇒ (7) - 2 = 5
Monk #2 attacks Wolf, along with Monk #6 and #10 :
Fighting+GangUp: 1d10 + 2 ⇒ (2) + 2 = 4
And Wolf dodges out of the way.

Agility: 1d10 - 2 ⇒ (1) - 2 = -1
Monk #3 stands up and attacks Doc Tox, along with Monk #11 :
Fighting+GangUp: 1d10 + 1 ⇒ (5) + 1 = 6
And Doc also dodges out of the way.

Agility: 1d10 - 2 ⇒ (10) - 2 = 8
Monk #4 moves to catch up with Alpha, and attacks, along with Monk #8 and #12 :
Fighting+GangUp: 1d10 + 2 ⇒ (7) + 2 = 9
And manages to hit, doing
Damage: 1d6 + 1d8 ⇒ (6) + (4) = 10
Damage ACE!: 1d6 ⇒ 4 = 14 points to
Alpha #: 1d3 ⇒ 3

Enkidu - you're up!


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Sorry, your last post didn't come up in my feed. Didn't realize I was holding thing up.

Enkidu lashes out with his tenticles again, trying to wrap up Monolithe's head and obscure his vision.

Blind: 1d12 + 1 ⇒ (9) + 1 = 101d6 ⇒ 4

Constriction: 1d12 + 1 ⇒ (4) + 1 = 5


Endiku, this time your tentacles wrap around Monolith's eyes, making him effectively blind. But your Constriction still does no damage. However, because his strength is now d4, I'm going to say that you've wrapped him up so tightly that he cannot move.

Agility-2: 1d10 - 2 ⇒ (2) - 2 = 0
Monk #5 stands up and attacks Jack, along with Monk #9 :
Fighting+Gang-up: 1d10 + 1 ⇒ (9) + 1 = 10
Doing
Damage: 1d6 + 1d8 ⇒ (6) + (2) = 8
Damage ACE!: 1d6 ⇒ 3 = (heavy)
Leaving Jack Shaken.

Agility-2: 1d10 - 2 ⇒ (10) - 2 = 8
Monk #6 attacks Wolf, along with Monk #2 and #10 :
Fighting+Gang-up: 1d10 + 2 ⇒ (5) + 2 = 7
But Wolf dodges out of the way.

Agility-2: 1d10 - 2 ⇒ (1) - 2 = -1
Monk #7 stands up and attacks Doc Tox, along with Monk #3 and Monk #11 :
Fighting+Gang-up: 1d10 + 2 ⇒ (9) + 2 = 11, a Raise
Doing
Damage: 1d6 + 1d8 + 1d6 ⇒ (4) + (1) + (2) = 7
But it's a glancing blow and does no damage.

Agility-2: 1d10 - 2 ⇒ (6) - 2 = 4
Monk #8 attacks Alpha, along with Monk #4 and Monk #12 :
Fighting+Gang-up: 1d10 + 2 ⇒ (10) + 2 = 12
Fighting ACE!: 1d10 ⇒ 2 = 14, a Raise
Doing
Damage: 1d6 + 1d8 + 1d6 ⇒ (1) + (7) + (2) = 10
points to
Alpha #: 1d2 ⇒ 1
But it's blocked by his armor.

You all notice that Enkidu has Monolith completely secured - what do you do?

Wolf Spider, Nature - you're up!


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Wolf Spider will disengage with the monks and move to Jack and snatch the collar from him.

Agility: 1d12 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (2) + 2 = 4


Monks #2, 6, and 10 all get free attacks on Wolf :

Fighting+Gangup: 1d10 + 2 ⇒ (4) + 2 = 6
And misses.

Fighting+Gangup: 1d10 + 2 ⇒ (9) + 2 = 11
And hits, doing
Damage: 1d6 + 1d8 ⇒ (5) + (3) = 8
Which glances off him.

Fighting+Gangup: 1d10 + 2 ⇒ (7) + 2 = 9
Which misses.

Wolf, what specifically is the Agility roll for?


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

I *Thought* that was what I was supposed to roll to avoid getting free attacked by a mook or two, but I guess I was wrong.


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

"Last chance. Do as you are told, or face the consequences." said Nature to all the enemy combatants as the storm above continued to build ominously.

Will teleport up on top of a building again and make my proclamation. My action will be to focus completely on defense. Last round before I start wrecking things with lightning.


*IF* you had the Extraction Edge, you'd make an Agility roll with no penalties to avoid being hit by one opponent. Without that, everyone just automatically gets a free attack on you.


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Oh. Okay. See, I've forgotten so much, I thought you didn't need an edge. Okay. Thanks for clarifying.


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

"I would agree with Mother Earth here." Gamma says.

"Really, think about the monks here and the temple." Beta agrees.

"She's actually nice if you don't litter in front of her." Alpha concludes.


The third group of monks takes their attacks :

Agility: 1d10 - 2 ⇒ (7) - 2 = 5
Monk #9 attacks Jack, along with Monk #5 :
Fighting+Gang-up: 1d10 + 1 ⇒ (9) + 1 = 10
Doing
Damage: 1d6 + 1d8 ⇒ (1) + (8) = 9
Causing a Wound.

Agility: 1d10 - 2 ⇒ (1) - 2 = -1
Monk #10 stands up and attacks Wolf, along with Monk #2 and #6 :
Fighting+Gang-up: 1d10 + 2 ⇒ (1) + 2 = 3
But Wolf dodges out of the way.

Agility: 1d10 - 2 ⇒ (4) - 2 = 2
Monk #11 stands up and attacks Doc Tox along with Monk #3 and #7 :
Fighting+Gang-up: 1d10 + 2 ⇒ (7) + 2 = 9
Doing
Damage: 1d6 + 1d8 ⇒ (2) + (5) = 7
But does no damage.

Agility: 1d10 - 2 ⇒ (3) - 2 = 1
Monk #12 stands up and attacks Alpha along with Monk #4 and #8 :
Fighting: 1d10 ⇒ 1
And misses.

Jack - you have taken a Wound.
Doc Tox - you have taken a Wound.
Angel - you have 3 Wounds.
All of you, please be sure to subtract your Wounds from all your Trait rolls from now on...

End of this round. Will do initiative soon.


Initiative time!

Alpha One : 6C
Dark Angel : AH
Dr. Toxic : 7C
Enkidu : 5S
Jack : 4D
Nature : KD
Thomas : KH
Wolf Spider : KC
Monks (group 1) : 2C
Monks (group 2) : 3H
Monks (group 3) : QS

Initiative order : Dark Angel, Thomas, Nature, Wolf Spider, Monks #3, Doc Tox, Alpha One, Enkidu, Jack, Monks #2, Monks#1

Dark Angel, Thomas, Nature, Wolf Spider - you're up!


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Okay before I go, what would I have to roll to flip over Monolith and snap the collar around his neck while he's entangled?


Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
Skills:
Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

Realizing that Monolith isn't going to be harmed overmuch by her attacks, Angel switches tactics and uses her sword to attack Monolith.

Fighting: 1d10 + 1 ⇒ (10) + 1 = 11 Ace!: 1d10 ⇒ 1 Wild: 1d6 ⇒ 5

Damage: 1d10 + 1d8 + 1d6 ⇒ (2) + (4) + (4) = 10


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

Nature will call down lightning on Monolith.

Spirit Roll to Attack: 1d10 ⇒ 101d6 ⇒ 6
Ace! on both: 1d10 ⇒ 71d6 ⇒ 1 I would hope that 17 would be a raise!

Damage: 3d10 + 1d6 ⇒ (6, 8, 5) + (6) = 25
Ace!: 1d6 ⇒ 5 Counts as a heavy weapon. That's 30 total.


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2
*Nature wrote:

Nature will call down lightning on Monolith.

[dice=Spirit Roll to Attack]1d10; 1d6
[dice=Ace! on both]1d10; 1d6 I would hope that 17 would be a raise!

[dice=Damage]3d10+1d6
[dice=Ace!]1d6 Counts as a heavy weapon. That's 30 total.

You remember that one of your "allies" is currently in physical contact/enveloping said enemy right now, right? Calamari anyone?


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

Since I can only hit a single target, it's apparently smart lightning. Also, ally is a bit a of a stretch, isn't it? =P


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

I've sapped his strength pretty good (I think its only a d4 currently) so that should help if you're strong-arming him.


Wolf Spider - how about an Agility roll vs. his Parry (which is 2 now since he's entangled)?

Angel - your sword bounces harmlessly off of Monolith's stone hide.

I'm holding off on further results until Wolf makes his roll.


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Agility: 1d12 ⇒ 12 Wild: 1d6 ⇒ 6
Agility Ace: 1d12 ⇒ 7 Wild ace: 1d6 ⇒ 2
Holy cow a 19! I think I coulda done it even when he was fully ready to go.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Attempting to soak my latest wound.
vigor: 1d8 ⇒ 61d6 ⇒ 6
ace: 1d6 ⇒ 3


Doc, you took two Wounds a couple of rounds ago, and Soaked one of them then. You can't try to Soak the remaining Wound at this point.

As Wolf Spider nimbly climbs up Monolith's bulk and straps the restraining collar around his massive neck, Nature's lightning bolt strikes Monolith. Since Enkidu is wrapped around him, he takes the same amount of damage (3 Wounds), but since Wolf is only standing on him, he takes 20 points of damage (2 Wounds). Monolith himself takes 3 Wounds, but quickly starts to shrink down to his normal human size. The restraining collar, built of a special material, shrinks with him. Human again, with 3 Wounds and *very* weak, he seems pretty docile at this point.

However, the monks have vowed to protect their guest at all costs, and continue to attack.


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Why would you lightning bolt a rock? Of all my years playing pokemon...
1d6 ⇒ 11d6 ⇒ 2

Wolf spider is not amused by the lightning bolt.


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

If you're going to get technical and apply conductivity to the electrical strike meaning everyone in physical contact with the target takes damage, should we not also then consider the wider distribution of Energy? Three times as many targets, three times as much volume and mass for the charge to negotiate, meaning each should take only 1/3 the damage. Since the size of the charge is fixed, conservation of energy suggests each target would have to conduct only a reduced portion of the total.

Of course, if we wanted to get really technical, we could take a look at the relative conductivity of the targets and look at which represents the path of least resistance for the charge. Animals and tissue are poor conductors, while earth and stone absorb a charge much more readily. Of course, damage comes.from resistance, so being a good conducted might actually give an earthen being electrical protection of some sort, as the charge passes through more harmlessly, and we go on and on...


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Assuming the first group of monks go before I can, so I'll hold off for now.


Yeah, sorry, work got in the way for a couple of days there...
So I'm fine with Enkidu's suggestion that each person takes 1/3 the charge. 10 points each does no damage to Enkidu or Monolith, and leaves Wolf Shaken.
Will get to the next group of monks as soon as I can, I've got a lot to catch up on...


The third group of monks takes their attacks :

Agility: 1d10 - 2 ⇒ (4) - 2 = 2
Monk #9 stands up and attacks Jack, along with Monk #5 :
Fighting+Gang-up: 1d10 + 1 ⇒ (10) + 1 = 11
Fighting ACE!: 1d10 ⇒ 7 is a Raise!
Doing
Damage: 1d6 + 1d8 + 1d6 ⇒ (2) + (3) + (6) = 11
Making Jack Shaken

Agility: 1d10 - 2 ⇒ (3) - 2 = 1
Monk #10 stands up and attacks Wolf, along with Monk #2 and #6 :
Fighting+Gang-up: 1d10 + 2 ⇒ (3) + 2 = 5
But Wolf dodges out of the way.

Agility: 1d10 - 2 ⇒ (1) - 2 = -1
Monk #11 stands up and attacks Doc Tox along with Monk #3 and #7 :
Fighting+Gang-up: 1d10 + 2 ⇒ (1) + 2 = 3
But misses.

Agility: 1d10 - 2 ⇒ (1) - 2 = -1
Monk #12 stands up and attacks Alpha along with Monk #4 and #8 :
Fighting: 1d10 ⇒ 7
And hits, doing
Damage: 1d6 + 1d8 ⇒ (6) + (7) = 13
Damage ACE!: 1d6 ⇒ 4 = 17
Which Alpha: 1d2 ⇒ 1
Giving 1 Wound to the "real" Alpha

Doc Tox, Alpha One, Enkidu, Jack - you're up!


I just noticed that Jack's second d6 damage die aced :

Extra Damage: 1d6 ⇒ 2

Giving Jack 1 Wound


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha doubles over, the forcefully placed elbow in his abdomen somehow pushing its concussive force into his body past the armor. Beta takes a defensive stance next to his injured brother.

Shaken: 1d6 + 1d6 ⇒ (6) + (4) = 10 Wild: 1d6 ⇒ 5

"We need to get out of here." Beta calls out, taking a shot at the monk #4.

Shooting: 1d8 + 1 ⇒ (4) + 1 = 5
Damage: 2d6 + 1d6 ⇒ (3, 6) + (2) = 11


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Now that we are escaping, Doc will defensively pull back.

"Your loyalty is impressive, but misplaced. Resisting plays into the invader's tentacles."


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Enkidu releases the now depowered Monolithe, allowing his form to go limp as he moves from his position, charging into the midst of the monks.

He lashes out at a couple of monk's, more to distract and delay they as the team withdraws with its prize than out of any malicious intent.

Non-Lethal Attack; Pin on a Raise
Attack 1: 1d12 + 1 ⇒ (3) + 1 = 4
Attack 2: 1d12 + 1 ⇒ (11) + 1 = 12

Damage 1: 1d12 + 1d6 + 1 ⇒ (1) + (1) + 1 = 3
Damage 2: 1d12 + 1d6 + 1 ⇒ (11) + (1) + 1 = 13


I think that between Nature's lightning bolts, and Enkidu's tentacles, you all can make a fighting retreat back to the anti-grav personal carrier, where Thomas has the engines running and the back door open (he stayed invisible and intangible, and so got there ahead of you).

As you take off, you hear Dr. Destruction's voice in your ear "It sounds like you've been successful. Good. I'm sending co-ordinates to the anti-grav's computer for where you can drop Monolith off. Hand him off to my subordinates who will be waiting there."

You make the ocean trip without incident, land at the designated spot, where some henchmen are waiting, and are then directed to another landing spot at some deserted spot in Star City, where you are ordered to leave the anti-grav and head back home on foot.

At this point, Thomas declares that he has to leave the group, because he has something personal that he *must* deal with.

Anything in particular you want to do once you get home?


Parry 6, Toughness 11/6, Ranged Attack TN 4, Pace 6, Charisma 0 Wounds: 0; Fatigue: 0; Bennies: 2/3;
Skills:
Climbing d6, Driving d4, Fighting d8, Lockpicking d6, Notice d4, Piloting d4, Shooting d8+1, Stealth d8

Alpha does a tactical gear check, making sure his firearms are clean and his body armor still has maximum viabiility, no weakpoints in the defense. After that, Beta and Gamma set off for a patrol while Alpha cooks up some grub.

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Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Right. Forgot about shuffling. Guess I just like to be able to see the cards...


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Understood. Maybe Zen will find a way, math was never my strong suit.


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Theres a random.org card drawing thing that i use for my savage dark souls game thats pretty good, but still doesnt have a discard pile option. But, i just list the heroes in order, then the enemies, and draw one card per character and assign them in the order theyre drawn. Abilities that require re-rolls i would just use the app to draw another card or edges that allow pick n choosing i draw extras commensurate to the edge.

-Posted with Wayfinder


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

How do you solve the shuffling problem?
Or does the thing remember for you?


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

I took screenshots and disregarded cards with repeats

-Posted with Wayfinder

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

I use a physical deck that I keep at my computer desk and just post who got what card.


Male Human Parry 4. RATN 4. Toughness 13(7). Bennies 3. Charisma +0.

I'm sorry all. Been having some rl issues. I am way behind. I might be able to post tomorrow but there are so many posts already, maybe I should drop and just let you all keep the pace going.


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0
Shackle wrote:
I'm sorry all. Been having some rl issues. I am way behind. I might be able to post tomorrow but there are so many posts already, maybe I should drop and just let you all keep the pace going.

You are only one post behind Death Angel. We're just jawing here so dive in when you can!


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Ya, what he said. Basically we've just described ourselves and our situation. There is very little to actually sum up in terms of actually planning.

Dr. Toxic is a liquid in a baggie, but could dissolve our neutralizer cuffs if cut free. Alpha One suggested that he'd be willing to pull his hand off in order to get free of his cuff, so long as somebody had a regrow limbs power he could copy afterwards. Instead Wolf Spider pulled a Hudini and slipped out of his. Presumably he'll have Toxic free in a moment and then Toxic will have us out a second later.

That's pretty much all you missed.

Edit: It occurs to me that I'm not used to thinking like a villain. I should have told Alpha I did have such a power so he would do it and get us all free, and then say, "Whoops, sorry" afterwards...

;)


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

I'm still somewhat surprised that roll was so successful. Tell you what, they're not going to let me get away with that again.


ALL - in the past, when I've GM'd SW in PbP (wow, acronym soup!), I've used a d1000, because of something that no one's brought up - repeated numbers! I figured that with a thousand numbers to choose from, no one would ever get the same number as someone else. I treated Jokers as a 37 or less (same percentage chance as in a real deck).

But, that didn't account for re-shuffling (basically it was a re-shuffle on every round), and none of my previous players had Edges that affected what cards they got, so I'm probably just going to buy a real deck and use it at home. So you'll have to trust me on the draws...

Speaking of which, to save me the time of having to re-check 9 PC's, would anyone with an Edge which affects their Initiative please speak up here? Thanks!

Wolf Spider - no, no they won't. They already have a re-design in mind... :)


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

I have Quick: Redraw initiative cards of 5 or lower


Parry: 4 | Toughness: 8 | RATN 4 | Bennies: 1 | Charisma: 0

Zenfox, what superhero source are you using? As I mentioned before, I grabbed the Necessary Evil Explorer's edition and the Super Powers Companion Explorer's Edition and they both show Lightning Strike as +3, but if there is another source that is different let me know and I'll change it.

As far as having a parry of 4 goes, I'm okay with it. It's been my experience that Savage Worlds is a pretty lethal system, and there's no good way to make yourself truly unhittable (I suppose I could have gone with immunity to kinetic damage, but that's not really my character theme).

Also, the only edge that I have is Arcane Background.

Dark Archive

Wait, there's an Explorer's Edition? Did that come after 2nd ed?


Thomas - no, "Explorer's Edition" is the first edition of SPC.

Nature - oh...ummm...well, as I was writing my original answer to your post, I checked my SPC *2nd edition* (the only valid reference for this game, as I said in my Recruitment OP), and just now noticed that Storm only costs 3 points.

At some point in the past, I created a Word document with all of the PC's Powers, and wrote that Storm cost 4 points, because in your first posting of the PC in Recruitment, you listed Storm as 4 points (because you'd added Gale Force +1, which I thought was *in addition* to the 4 points for Storm). And I've been going by that document ever since.

You're fine.

However, for the future I would still strongly recommend that you increase your Parry, since a low Parry means a higher chance of a Raise on the Fighting roll, which adds an extra die to the damage. And statistically, 1 point of Parry is worth 2 points of Toughness in terms of survivability (because it's better to not be hit in the first place).


I'm going to be going over *everyone's* build, so don't you first few folk think I'm picking on just you...

Endiku - you have your Toughness listed as 18(4) in your Shape Changed form, but I get +2 to Toughness and +4 to Armor from Superpowers, and +1 from increased Vigor, so with a base of 6(1), I get 13(4). Where'd the other 5 points come from?


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0
GM_ZenFox42 wrote:

I'm going to be going over *everyone's* build, so don't you first few folk think I'm picking on just you...

The Inspector General is coming!

Runs off to triple check everything......


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

That was the prospective Toughness for one of my altered shapes. His stats will be different in each, so for his stat bar i just picked what would likely be is go to fighting shape: a large bear.

In bear form his Vigor increases to d12, and he has a size increase of 2, leading to a base Toughness of 10 (which is what the Large Bear is listed as having in the core book). Adding to that the increased toughness, vigor and armour would be 17(4).

Think I still had the +1 Toughness from Growth added in there. I will fix that and make sure my other forms accurately reflect my current powers as well.


Enkidu - ok, thanks for the clarification, I forgot about you assuming the creature's physical stats.

Jack - ok, since you said something, you're next. :)

Your Powers are on all the time, yes? So you don't need to do Parry 6/8, just Parry 8. Same for RATN, just RATN 6. Otherwise, no problems.

Thomas - I did say in the Recruitment OP that you could only take 2 levels of Deflection, but you've got 3 marked down, so you'll have to move 1 PP to somewhere else. In addition, *all* attacks made against you while invisible are at -4 (-6 with a Raise, so please remind me when you use it and get a Raise!), so please add /10(invis) to your Parry, and change your RATN to 4/8(invis)/6(Def).


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0
GM_ZenFox42 wrote:


Jack - ok, since you said something, you're next. :)

Your Powers are on all the time, yes? So you don't need to do Parry 6/8, just Parry 8. Same for RATN, just RATN 6. Otherwise, no problems.

Actually they are not on all the time. Jack has to be aware of the attack for the deflection and parry to apply. So I listed both values.

hmmmm I don't have my book with me at the moment. Do the Dodge and block edges have that aware loophole?


Ok, got it - thanks!

Block has no restrictions, Dodge says it applies "unless you are the victim of a surprise attack and taken *completely* unaware".


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Nice. I like that the block edge is better than the superpower.

Thanks for looking that up for me.


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Hey Zen do you have this? There is a gridded map of Star City on page 8.

Sharkbytes Issue 4 Vol 1

Also I found this annotated map.

Dark Archive

GM_ZenFox42 wrote:
Thomas - I did say in the Recruitment OP that you could only take 2 levels of Deflection, but you've got 3 marked down, so you'll have to move 1 PP to somewhere else. In addition, *all* attacks made against you while invisible are at -4 (-6 with a Raise, so please remind me when you use it and get a Raise!), so please add /10(invis) to your Parry, and change your RATN to 4/8(invis)/6(Def).

Ah. So you did, so you did. Alright, I took it down one and got rid of Requires Activation. (This makes sense in math-numbers.)

For the invis penalty, I think you're mixing it up with a different, much cooler ability. Invis is -2 per level, and I have but one level of it. And even that modest modifier is halved if they make their Spot Check (but only if have an Armor Check penalty less than three. And it's dark, on a Tuesday.)

If it's okay, I traded my almost last ten dollars for a switchblade, because I just noticed those things exist.


Thomas - you're right, I must have had my SWD open (maybe to look up Block and Dodge?), and looked at the Invisibility AB Power.

Nature, Shackle, Wolf Spider, Dark Angel - no problems.

Alpha One - please list your Toughness in your stats line as 11(6).

Doctor Toxic - why is your Parry listed as 6/7? I don't see any need-to-be-activated superpowers that would boost it to 7. Same with RATN 4/5...

I think that's everyone!


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense

Size modifiers. I can change my size with altered form.


Ok, so when your Size mod is -2 (cat, fairy, pixie, large rat, dog, etc.), you get a +1 to your Parry and RATN. Please remind me in combat!


Male Human Parry 4. RATN 4. Toughness 13(7). Bennies 3. Charisma +0.

Is he the guy on the cover of the Necessary Evil Explorer's Edition?


I *think* so, from his stats description.


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

Yup. that is the good doctor.


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

So what are you folks looking for as your first advance?

I am thinking of bumping Agility by a die. Think I'll get the once-per-rank stat increase out of the way so I do not forget it.


I found this advice on PC advancement on the SW forums and found it very helpful :

"EASE" (per Rank)
1st advance: Take an Edge
2nd advance: Raise an Attribute
3rd advance: Raise/add some Skills
4th advance: Take another Edge

You don't have to do it in this order, but it's a handy way to remember to cover all the bases, and emphasizes SW's "Edge-based" philosophy.

Problem is at Novice, you only get 3 advancements before you hit Seasoned (becoming a WC is your "first advancement"), so one of those has to go. Which one is up to you, but I would suggest it NOT be raising an Attribute. Probably drop one Edge, you got at least one at creation.

Regarding how high to make a Trait die : while a d10 only gives you a 4% improvement over a normal success (TN 4, no penalties), d10's give you a LOT better chance of one-or-more Raises than d8's (40% vs. 25%!), so if the roll is something where getting a Raise makes a big difference (like your Attack roll for the extra d6 Damage, or your Arcane skill roll since many Powers get a boost with a Raise), that's a good reason to go from a d8 to a d10.


Pace: 12/8; Parry: 8/10; Toughness: 10(4); Ranged TN: 5/7; Wounds: 2; Fatigue: 0; Bennies: 3/3; Load Limit: 21/40;
Skills:
Fighting d10, Lockpicking d4, Notice d6, Repair d4, Shooting d8, Stealth d10, Streetwise d6

Im thinking increasing my agility some more.

-Posted with Wayfinder


Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
Skills:
Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

Dark Angel will probably increase her Strength.


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

I'll probably focus on various edges and non-combat skills, as my stats are pretty variable, and with things like sneaking and climbing I can typically find an animal form that is better than average at it.

Edit: Put the stats for my current form in a spoiler below my name.


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Full disclosure:

I haven't been able to find official stats for all the animals I want to be able to shift into, so with some of them I am extrapolating what I think they would be based on similar animals. For example, there are no Crow stats, so I just generally assumed it would be slightly smaller/weaker than a hawk, but with the ability to speak.

Likewise for owl, I started with a hawk, and kind of blended in some of the nocturnal features of the Bat stats, plus stealth, as owls have "silencer" feathers that actually work to muffle the sound of flapping wings and even gliding to near silence.

There are likely to be other forms that don't have specific descriptions buy are useful in a certain set of circumstances (for instance, something like a weasel or ferret might be ideal for sneaking in through cracks in walls. I will do my best to source an official version of any creature I use, and say so if I was unable to find one and had to extrapolate/make one up.)

For Combat forms, like bear, tiger, or minataur, I've gone strictly by the book, including listing the source for the stats.


Edges. they are what I spend almost all of my advances on, unless I need an attribute for a few edges, in which case I will take the attribute and then go back to edges.

Dark Archive

@GM ZenFox: The terms "drone guard" can have a pretty generic connotation for anyone not already familiar with the NE universe. Would you mind filing in some color or background on what exactly a "drone guard" is? i.e. Is it a robot? A gene-bred bee worker? A small robot with only a camera? =)


Enkidu - thanks for the full disclosure, and all your work on creating stats for your animal forms! Are you familiar with Zadmar's SW Bestiary?

Google
zadmar bestiary
and go to the godwars2 link. There you'll find several resources for building monsters, and a Monster Finder that searches over 3000 pre-made critters.


ALL - more on "how evil is evil" : lies and broken promises.

It seems like villains are much more prone to tell lies, and make promises that they won't keep.

How much does your PC do these things? Will you continue to do them when you're working with a team, to your team-mates? Or just do them to others?


Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
Skills:
Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

Dark Angel is actually incapable of lying (not that the others know this). If she gives her word, she will keep it or die trying. Thus, she makes promises very sparingly.


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0

No real gentleman will tell the naked truth in the presence of ladies.
- Mark Twain "A Double-Barreled Detective Story"

Jack always tells the whole and unvarnished truth.

Truth is mighty and will prevail. There is nothing the matter with this, except that it ain't so.
- Mark Twain, Notebook, 1898

Anything he says can be trusted absolutely.

I like the truth sometimes, but I don't care enough for it to hanker after it.
- Mark Twain, Ashcroft-Lyon manuscript

Believe everything he tells you, trust in Jack.

A lie is an abomination unto the Lord, and a very present help in time of trouble. –Mark Twain

Jacks word is his absolute bond.

Promises and pie crusts are made to be broken. ~Jonathan Swift

If he promises something, it is as good as done already.

The promise given was a necessity of the past: the word broken is a necessity of the present. ~Niccolò Machiavelli

You can trust Jack, you can believe in jack. I swear this is true.

Never take a solemn oath. People think you mean it. -Norman Douglas

Dark Archive

Since Thomas lacks empathy and the ability to see things from another's point of view, it's difficult to tell whether he means a thing or not. He'll almost always say what is immediately for the best, and his words of the present hold little loyalty to the words of the past.

Dark Archive

@Dark Angel--Hey, I checked your character, and it looks like for gear you only purchases a longsword? Since we started with 1000 you could've upgraded that to, say, a Vibrosword or something for an extra 500. Just' sayin'. =)

Dark Archive

Oh, everyone, two quick things.

1) This thing is a quick cheat sheet for tricks you can do in combat, including the aforementioned Wild Attack.

2) This thing is a quick rules guide to Savave World. It's a good thing to have access to if you wanna look up a basic rule, and have access to the internet, but not access to your book. =)


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0
Thomas Roland wrote:
@GM ZenFox: The terms "drone guard" can have a pretty generic connotation for anyone not already familiar with the NE universe. Would you mind filling in some color or background on what exactly a "drone guard" is? i.e. Is it a robot? A gene-bred bee worker? A small robot with only a camera? =)

Seconding this. What, if anything, do we know about what these things are and what they can do.

And since I'm here. Could we get a description of the roof, the building, and the complex?

Roof:There is apparently HVAC units to hide behind. Unless one of those wounds was to Jack's head. That implies a flat roof? How big? Convenience store? Big box store? Mall of America? All on one level? Is there a visible way down? Trap-door or Elevator service box or stairwell or fire escape or window cleaners platform?

Building:Is this a post invasion alien building or an existing building that has been re-purposed? How many stories? Wooden? Sheetmetal? Cement? Brick? Hardened alien goo? Windows? Skylights?

Complex: How big? Lone building, office park or movie studio lot sized? How far away are the towers? Any visible vehicles? What is the landscaping like? Just dirt? Tarmac/concrete? Landscaped with attractive brick paths and decorative shrubs?

General: What time is it? What season? What was the weather like before Nature started playing with it. Is the complex in an urban, suburban, rural or wilderness area? Any landmarks?

Sorry for the wall o' text and perhaps this would be better in the game thread but Jack is not exactly a powerhouse (yet). He functions best in a detailed environment with things to use or hide behind.


Female Angel Pace 6/12 Parry 7 Tough 8 Cha 4 || RATN 4 Bennies 2/3 Wounds 0
Skills:
Skills: Fighting d12, Healing d6, Intimidation d8. Know (theology) d6, Notice d6 || Longsword d12+1 (d10+d8+2 [AP2])

@Thomas - Yeah, I thought about that but it really didn't fit the character concept. I wanted her to have a magical weapon, maybe a flaming sword, but the concept was too difficult to try to work out. I suppose that she could have a vibrosword and just call it a flaming sword, if ZenFox is open to it.


Utah Raptor: Parry 11, Ranged TN 6, Toughness 18(6)| Wounds: 0; Fatigue: 0; Bennies: 3/2

ZenFox said that Molecular Swords were available (houseruled to AP 2 instead of 4). Canonically they are just swords that have a supersharp edge. If it had been sharpened via magic instead of technology, mechanically it works out exactly the same.


Sorry, I missed (or forgot) Thomas' question about drone guards.

The majority of people believe that drones are robots. This is supported by the observation that the V'sori came to Earth with a limited number of drones, but their numbers have been increasing since they arrived.

But you all, having fought with many drones in the past, know that they're...humans! Well, some have been alien species that you've never heard of, but the vast majority of them are human. Apparently the V'sori take human captives, operate on their brains (they are immune to Fear and Intimidation), add bionics (eyes), and encase them in cybernetic armor with relatively powerful weapons.

This compound is located in the southern tip of Southpoint, a cesspool of drug-users and small street gangs.

The compound is about the size of a mega-plex movie theatre parking lot, with the towers located at regular points along the 12' high, barbed-wire tipped fence. There's one entry/exit point, with a guardhouse. A few vehicles are parked near it. The "floor" of the compound is concrete.

The prison building that you landed on appears to be only a couple of years old, so it was probably built by the V'sori. One story, flat roof, cement, about the size of a high school. No windows, no skylights, no visible way down.

Whew! Hope that helps!


Dark Angel - you have two choices : add "vibro" to a regular sword for $500 extra : "any bladed weapon, can be made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but add +1d6 damage and AP +2".

Or, buy a Molecular Sword : Str+d8+2, AP 2, $500.

So, STR+d8+d6 and loud, or STR+d8+2 and quiet. Same AP, but $300 more for "vibro".

I'd be fine with you trapping either as a flaming sword.

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