"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


751 to 800 of 4,017 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

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 shakes his head.

"Me and the other two are more of combatants. We do copy powers so if one application of either of your powers doesn't work, what about four?"


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

"The Teleporter's name is Continuum." says Continuum.


So Alpha and Enkidu start up the tunnel (Alpha, are you borrowing any powers from anyone beforehand?), and as they reach the entrance Continuum and Angel teleport into the room.

Continuum, you're at -5 for not having been in the room before (-4, I figure you couldn't see around Enkidu's centipede) and carrying a passenger (-1).

I think that's all the PC's that are left?


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])

Sounds right to me.


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Whaaat? Didn't even notice we'd lost Wolf spider, he didn't post anything, just faded. That's gotta be the worst thing about PvP games; the never ending attrition. Oh well, I'm happy to press on.

Turning to Alpha Enkidu asks, "Does each of the 'You's' need to copy the same power, or could you take mine, Beta take Continuum, and Gamma take Angel? More diverse abilities sounds like a good approach to me..."

"If you imprint off me, what is the largest of my forms you can mimic?"

Just went and looked it up and the largest you could go would limited by your power rank, which would be Copycat 6. That lets you do up to a size +2, which includes the Lion and Large Bear from the Core Book Bestiary. Your stats would be different than mine in that shape since I have a bunch of secondary powers that make me something like the Ur-beast or Dire version of everything. So, you wouldn't get my Heavy Weapon claws unless you copied just those. Enkidu wouldn't know that of course, since he's never seen you copy him. Up to you is you want to go the shifter route. You're welcome to borrow my big handgun (M2 Herokiller), as it does Heavy Weapon damage, and I don't use it much.


Alpha, what are you doing before going in?


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

Back from finals! Sorry for the absence!

"We can go separately for copying abilities, but that power has a capacity (lvl 6). It's not always as potent as the original as though, but a rough copy serves well enough most of the time. However, I think it best to stay at our current flexible point. Should new elements be introduced, we can respond faster."

Not copying any powers currently for any of the dupes, everyone has their gun pulled out and is ready to move in to subjugate or eliminate.

"I appreciate the offer of a firearm, but I only trust equipment I've worked on personally."


So, to recap :

Alpha(s) and Enkidu start up the tunnel, and as they reach the entrance Continuum and Angel teleport into the room.

Continuum, you're at -5 for not having been in the room before (-4, I figure you couldn't see around Enkidu's centipede) and carrying a passenger (-1).

Continuum, please make a roll to determine whether your teleport is successful.


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

Smarts | Wild Die: 1d8 - 5 ⇒ (1) - 5 = -41d6 - 5 ⇒ (2) - 5 = -3

Continuum attempts to disappear with Dark Angel, but nothing happens. He stands still for a moment, unable to act. Failure means I have the Shaken condition.


Enkidu, you reach the entrance to the cave, and wait for Continuum and Angel to appear on the other side, but nothing happens immediately. The robot is standing still, near your entrance.

What do you do?


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

Running, running, running


Alpha(s), I'm envisioning you all behind Enkidu, so if he stops, you stop...

Enkidu? I saw in another game you said you'd been slammed by work, so I'll give you another couple of days...


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Thanks!

Enkidu shifts back into the Dire Tiger form and waits another moment to see if his teammates appear. Then, regardless of whether they do, he gets things going, dashing forward and slashing with steel-rending claws.

Two-Fisted Claw 1: 1d12 + 2 ⇒ (8) + 2 = 101d6 ⇒ 1
Two-Fisted Claw 2: 1d12 + 2 ⇒ (10) + 2 = 121d6 ⇒ 2

Damage 1 (Heavy): 1d12 + 3 + 2d6 ⇒ (10) + 3 + (3, 1) = 17
Damage 2 (Heavy): 1d12 + 3 + 2d6 ⇒ (8) + 3 + (4, 3) = 18

Raise on #1 if applicable: 17 + 1d6 ⇒ 17 + (1) = 18
Raise on #2 if applicable: 18 + 1d6 ⇒ 18 + (4) = 22


The robot is large, but slow, and both of Enkidu's attacks hit it. The first one slashes into its armor, barely penetrating, but is enough to put it off-guard (Shaken). The second gouges deep into its innards, and sparks fly off from it (1 Wound).

I'll give you that attack as your action this round, and deal cards for everyone else :

Alpha One : 7C
Continuum : 5S
Dark Angel : KD
Robot : KH

Initiative order : Robot, Dark Angel, Alpha One, Continuum

Dark Angel can't act until Continuum gets them in the cave.

The robot attacks Enkidu :
Recover from Shaken: 1d12 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Fighting & Wild: 1d10 ⇒ 91d6 ⇒ 5

But does not connect.

Alpha One and Continuum, you're acting independently, so post whenever you can. Continuum, your first "action" will be to recover from the Shaken.


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

spirit | Wild: 1d8 ⇒ 41d4 ⇒ 2

I'll go ahead and spend a benny to recover from being shaken.

Grabbing Dark Angel, Continuum will try and teleport again.

Smarts with -4 penalty | Wild Die: 1d8 - 5 ⇒ (8) - 5 = 31d4 - 5 ⇒ (4) - 5 = -1
Ace!: 1d8 ⇒ 4

Shaking off his ennui, Continuum grabs Dark Angel's arm and manages to use his power successfully.

Dark Angel:

As his teleportation power takes hold, you find yourself floating in a void, surrounded by an infinite number of shards of what appear to be glass, each showing a variation of the same moment you just left: the moment right before you teleported. Before you can really think about this, however, you find yourself standing in the room with the Robot.


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])

As soon as she is able to react after the teleportation, Angel strikes at the robot with her sword.

Fighting: 1d10 + 1 ⇒ (9) + 1 = 10 Damage: 1d10 + 1d8 + 2 ⇒ (5) + (1) + 2 = 8 (2 AP)


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

"Giant Robot? Why is it always giant robots?"

Alpha, Beta, and Gamma (is it alright to say they had their weapons drawn as they were running towards a combat situation?) immediately try and find cover before taking shots at the Robot.

Alpha Attack: 1d8 + 1 ⇒ (4) + 1 = 51d6 ⇒ 2
Beta Attack: 1d8 + 1 ⇒ (5) + 1 = 6
Gamma Attack: 1d8 + 1 ⇒ (6) + 1 = 7

Alpha Damage: 2d6 + 1d6 ⇒ (1, 6) + (1) = 8
Beta Damage: 2d6 ⇒ (5, 2) = 7
Gamma Damage: 2d6 ⇒ (5, 1) = 6


More later, but just for now - Continuum, the rules have changed where a 4 is enough to recover from Shaken, *and act*. So save your Benny!


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

Interesting!


Dark Angel's blade strikes true, but barely makes a scratch on the robot's thick armor.

Likewise, all of Alpha's shots hit, but bounce uselessly off the armor.


New round :

Alpha One : KC
Continuum : 2C
Dark Angel : 3H
Enkidu : 9C
Robot : 10C

Initiative order : Alpha One, Robot, Enkidu, Dark Angel, Continuum

Alpha One, you're up!


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

"Tougher armor than I thought!" Alpha calls out, and he assesses the assets available.

With limited firepower available Alpha, Beta, and Gamma switch to subdual tactics.

All three attempt to close the distance and go to reduce its overall.

No idea if this will work, but here are some touch attacks.

Alpha: 1d8 ⇒ 71d6 ⇒ 1
Beta: 2d8 ⇒ (8, 5) = 13
Gamma: 1d8 ⇒ 4


Alpha, which power are you using? Negation? If so, which specific Attribute or Skill are you trying to reduce? Also, for future reference, touch attacks get a +2.

The way I read Negation, once you make your Touch Attack, *then* you both make opposed Spirit rolls. So make 2 Spirit rolls, please...


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

Huh, that word didn't make into the final post... I was going after it's Vigor as I suspect that's its "toughness" after its actual toughness.

Spirit Beta: 1d6 ⇒ 2
Spirit Gamma: 1d6 ⇒ 1


Ok, but it was Alpha 1 and Beta that succeeded, so roll a Wild die to tack on to your Gamma 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

Alpa Wild: 1d6 ⇒ 2


The robot attempts to resists the Negation :
Spirit & Wild: 1d8 ⇒ 11d6 ⇒ 2 vs. Alpha's 3 = Success for Alpha!
Spirit & Wild: 1d8 ⇒ 11d6 ⇒ 5 vs. Gamma's 1

The robot, sensing that Enkidu is a formidable foe, turns instead to the Alphas and attacks one of them :

Fighting & Wild: 1d10 ⇒ 101d6 ⇒ 3
Fighting ACE!: 1d10 ⇒ 1 = 11 = 1 Raise

Doing
Damage: 1d12 + 4 + 1d10 + 1d6 ⇒ (3) + 4 + (5) + (5) = 17 (AP 4) = 2 Raises

To
Alpha #: 1d3 ⇒ 3

And Gamma goes *poof* up in smoke (or whatever he does when a duplicate dies).

Enkidu, Dark Angel, Continuum : you're up (any order).


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Attack 1: 1d12 + 2 ⇒ (10) + 2 = 121d6 ⇒ 5
Attack 2: 1d12 + 2 ⇒ (3) + 2 = 51d6 ⇒ 4

Damage 1: 1d12 + 3 + 2d6 + 1d6 ⇒ (6) + 3 + (6, 4) + (4) = 23
Damage 2: 1d12 + 3 + 2d6 ⇒ (3) + 3 + (2, 2) = 10

Damage 1 w/Raise: 23 + 1d6 ⇒ 23 + (3) = 26


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 attacks the robot again with her sword.

Fighting: 1d10 + 1 ⇒ (10) + 1 = 11 Wild: 1d6 ⇒ 6
Double Ace!: 1d10 ⇒ 9 1d6 ⇒ 4
Damage: 1d10 + 1d8 + 1d6 + 2 ⇒ (10) + (3) + (6) + 2 = 21 (2 AP) Ace!: 1d10 ⇒ 5

So, that's a raise on the attack roll and a total of 26 damage with 2 AP.


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

continuum moves up and fires off a cone of spatial displacement.

Shooting | Wild Die: 1d6 ⇒ 21d6 ⇒ 6
Ace!: 1d6 ⇒ 4 It can make an opposed Agility roll to avoid it.

Damage Roll: 2d6 ⇒ (4, 1) = 5


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

"Gamma!"

Alpha and Beta are royally pissed, but th job needs to get done.

More negation!

Alpha Touch Attack: 1d8 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (2) + 2 = 4
Beta Touch Attack: 1d8 + 2 ⇒ (3) + 2 = 5

Alpha Spirit: 1d6 ⇒ 21d6 ⇒ 4
Beta Spirit: 1d6 ⇒ 1


Enkidu's first attack, and Dark Angel's attack, bring the robot down, as it splits into several different pieces, sparks flying everywhere.

Should have made its Toughness *much* higher... :)

What do you do now?


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

"So where's the device we're supposed to be monkeying with?" asks Continuum as he looks around.


At the dead center of the chamber is a massive, tower-like device, crackling with purple energy. You need to hook up the device you brought (still in the other room) to it.


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2
GM_ZenFox42 wrote:

Enkidu's first attack, and Dark Angel's attack, bring the robot down, as it splits into several different pieces, sparks flying everywhere.

Should have made its Toughness *much* higher... :)

What do you do now?

Don't know how that would have gone. Enkidu can put out some damage, but Angel only managed to hurt it due to a lucky roll. Scale the Toughness up too high and then we'll end up in a situation where Enkidu is the only one that can hurt it, and even he needs a lucky roll.

On that topic, if Enkidu is throwing off the grade curve, talk to me, and we can see if we can come up with options, either nerfing him a bit, or replacing him with something less disruptive.

"Huh, glass jaw. Nice hit 'Angel. Continuum, would you mind bringing in the Doc's device? I'm just going to pop back down and make sure our guide hasn't stolen it."

True to his word, he darts back down the drain and moves to guard the device until Continuum arrives.


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])

Angel nods in satisfaction, then sheathes her weapon.


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

Nodding, Continuum pops out and then pops back in a moment later with the device.


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 and Beta are available to help lift if they copy enhanced strength, otherwise, they hold perimeter and check for additional threats.

Alpha Notice: 1d4 ⇒ 21d6 ⇒ 5
Beta Notice: 1d4 ⇒ 3


You all eventually get the machine into the chamber. A thick but very short power coupling rests on a hook on one side of your device, ready
to be plugged into a corresponding socket on the large machine in the chamber. When you plug it in, the titanium rod in your device extends straight up into the air, also glowing with a purple aura.

Everyone make a Notice roll at -4.

It seems your work here is done. What do you do?

Enkidu, please see Discussion...


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])

Notice: 1d6 - 4 ⇒ (6) - 4 = 2 Wild: 1d6 - 4 ⇒ (1) - 4 = -3 Ace!: 1d6 ⇒ 4

Success!


Lesser Bandersnatch: Parry 11, Ranged TN 4, Toughness 24(8)| Wounds: 0; Fatigue: 0; Bennies: 3/2

Notice: 1d10 - 4 ⇒ (5) - 4 = 11d6 - 4 ⇒ (5) - 4 = 1


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

Notice | Wild Die: 1d8 - 4 ⇒ (8) - 4 = 41d6 - 4 ⇒ (6) - 4 = 2
Ace!: 1d8 ⇒ 61d6 ⇒ 5 looks like a raise!


Angel and Continuum:
You can *barely* see a narrow purple beam radiating out of the titanium rod upwards out of the cavern at an angle.


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

GM:

Does it follow straight out of the antenna (in the way the rod is pointed), or does it veer off at an angle from the rod (i.e. the rod is straight up and down, but the beam of light is moving at a 60 degree angle from the end of the rod)?


Continuum:
The beam shoots out at an angle from the antenna, at its tip.

What do you all do now?


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 notice: 1d6 ⇒ 21d4 ⇒ 3
Beta notice: 1d4 ⇒ 1

"So...is there an on switch?" Alpha asks, looking around the machine.

"Usually, we make people stop moving, not really versed in making mad science start working..." Beta adds.


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

Reaching into his pocket, Continuum will flick a quarter out over the extended antenna, clearly looking for something to happen.


A humongous electric spark (more like a lightning bolt) arcs from apparently out of thin air, striking the quarter and obliterating it. It appears the device is working.


BOD 5; AGI 4; REA 3; STR 3; WIL 3; LOG 3; INT 5; CHA 9 | EDG 3; Magic: 6

"So ya, all, let's avoid putting any appendages between the rod and the beam of light it emits."


You exit the chamber, Alpha and Enkidu thru the drainpipe, Continuum taking Angel via teleportation. Valerie is still there, and when you appear, she says "So, did you do whatever you needed to do? What about those supplies you promised us?"

1 to 50 of 4,017 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / "Necesary Evil" - supervillians save the world! All Messageboards

Want to post a reply? Sign in.