"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm raises the area of his face where an eyebrow would be if he had one. "It will keep those of us who are not living gods from being crushed under the pressure of the ocean as we dive into the deep to find that base."


The Fin manages to evade Thomas' knife thrusts.

Diffraction - it's worse than that. By RAW, you only get *one* extra d6 for one *or more* Raises on the attack roll. But I've house-ruled that for every Raise past the first, the attack gets AP 1. So your total damage was a 4, with AP 3, which doesn't get past Toughness.

Initiative! Only for those in combat - others can just post what they're doing whenever they want.

Diffraction - 8D
Ibrahim - 8C
Paradigm – JOKER!
Thomas - 2H
Guard (inside) - AS

So : Paradigm can act whenever he wants, and gets a +2 to rolls and damage.
Then : Guard, Diffraction, Ibrahim, Thomas


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Focused on the task at hand, Paradigm weaves his magick into the sub so he can pilot it without a problem.

Super Sorcery Add Skill: 1d10 - 2 + 2 ⇒ (6) - 2 + 2 = 61d6 - 2 + 2 + 1d6 ⇒ (6) - 2 + 2 + (1) = 7

Soon his internal machinery shows him the way to pilot a submarine and its engines start powering up as his nanobots infect the electronics.

"We're ready to go people, let's stop playing around with the cronies and get going!"


Professor, only 1 of the 3 clamps that hold the sub to the dock has been released...


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

I know, I am hoping that they will get the hint to do that so we can go, Paradigm just wants to make sure the sub is seaworthy and they can launch as soon as everyone is aboard.


Ok, just checking. Everyone else?

Dark Archive

Just to be clear, does everyone know which lever releases the clamps, or does it take Smarts to know that?


It'll take more than Smarts to figure out the console. Assuming none of you read V'Sori, you could revive one of the Incapacitated guards and have him show you (if you trust him). Or if anyone has the capacity to interface with electronics (Paradigm?), they could try that. I suppose you could try pushing buttons at random, but that'd be Smarts with at least a -6. Or if you come up with ideas of your own, I'll consider them.


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

Diffraction can get the clamps open, once he manages to get these guards down. he can interface with computers. That is why he went inside in the first place.


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 is ready to board.

Dark Archive

Who are we waiting on?


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

Guards have an ace


Oops, so they do. Sorry. Diffraction, what power are you using for the interface?

The guard blasts Ibrahim :

Shooting + DT: 1d10 + 2 ⇒ (10) + 2 = 12
Shooting ACE!: 1d10 ⇒ 2 = 14

Doing

Damage+Raise: 3d6 + 1d6 ⇒ (6, 6, 4) + (4) = 20
ACE! ACE!: 2d6 ⇒ (3, 6) = 9
ACE! ACE! ACE!: 1d6 ⇒ 1 = 30

Ibrahim takes 5(!) Wounds.

Ibrahim, I'd suggest that you *not* try to Soak the Wounds, but use your Bennies (don't forget the extra one!) to re-roll your Incapacitation check as many times as you can.

Diffraction, Ibrahim, Thomas - you're up!


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

Interface (2):

Trappings: Robots, cyborgs, laptops, “jacking in.”
Your hero can interface with electronic gadgets, giving him much greater access to their inner workings than others. He gains +4 to rolls involving the use of computers or other electronics.
Modifiers
•Code Breaker (+1): The super can open electronic locks, bypass security systems, and override other similar protection devices without any tools. This requires a Lockpicking roll modified for the quality of the lock. The character can even try if unskilled and normally not allowed an attempt, and still adds the +4 bonus for interface. It takes 1d6 rounds to bypass a system or half that (round down) on a raise.

Dark Archive

Diffraction, are you actually opening the clamps now, or are you attacking the remaining guard? Please keep in mind that it is HIGHLY likely that I can't actually kill the guard. (I'm not so good at combat that I can take out actual full-on V'Sori.)


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

"Owe. You know, I don't think I've ever been shot before... Shot at plenty, even been hit maybe, but never wounded. I'm going to have to say that after further consideration, I'm not a fan. Zero stars."

After his moment or two to complain, Enkidu dashes inside in order to maim and disembowel the V'Sori bothering Thomas.


Wounds:4 (-1 die Smarts) Parry: 6| Toughness 9(4;negates 4 AP from ranged)|RATN: 4|Cha: 0 (-2 if Mania known)|Bennies 2/3| EXP: 15

I've been forgetting about my Fear aura. It's Always On so should have been applying to any Visori that see me.

Not much downside to using Bennies to try and Soak rather than becoming Incapacitated for an indefinite period of time. Game's already moving slow enough I'm not sure I'd stick around if I was left unconscious for who knows how long and take a -4 to everything for 4 in-game days. I would only need an 8 to cut that down to 3 wounds and be left standing.

Vigor: 1d6 ⇒ 2
Vigor Wild: 1d6 ⇒ 5

Vigor 2: 1d6 ⇒ 5
Vigor 2 Wild: 1d6 ⇒ 4

Vigor 3: 1d6 ⇒ 5
Vigor 3 Wild: 1d6 ⇒ 4

What very consistent rolls.


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

Diffraction blasts the last guard.

Force Attack: 1d8 - 1 ⇒ (5) - 1 = 41d6 - 1 ⇒ (5) - 1 = 4
Damage: 1d12 + 1 ⇒ (11) + 1 = 12


Wounds:4 (-1 die Smarts) Parry: 6| Toughness 9(4;negates 4 AP from ranged)|RATN: 4|Cha: 0 (-2 if Mania known)|Bennies 2/3| EXP: 15

Incapacitation Vigor: 1d6 ⇒ 1
Wild: 1d6 ⇒ 6

Ace!: 1d6 ⇒ 2

Injury: 1d12 ⇒ 12

Head Type: 1d6 ⇒ 5

So, 24 hours reduced smarts 1 die.


Diffraction's attack doesn't get thru the Fin's armor.

Thomas?

Dark Archive

Thomas frowns and keeps stabbing at the guard.

Fighting 1!: 1d10 ⇒ 7
WILD Fighting 1!: 1d6 ⇒ 1

Fighting 2!: 1d10 ⇒ 8
WILD Fighting 2!: 1d6 ⇒ 6
WILD Fighting 2 ACE!!: 1d6 ⇒ 6
WILD Fighting 2 ACE ACE!!!: 1d6 ⇒ 4

Fighting 1 Damage AP6!: 1d6 + 1d8 + 2 ⇒ (6) + (1) + 2 = 9
WILD Fighting 1 ACE!!: 1d6 ⇒ 4 = 13, AP 6

Fighting 2 Damage!: 1d8 + 1d4 ⇒ (2) + (1) = 3
Fighting 2 Damage! Raise!: 1d6 ⇒ 4


Thomas' first attack manages to Incapacitate the Fin.

We're out of combat!

What are people doing?


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])

Boarding the sub.

Dark Archive

Thomas bends down and slashes the fin's neck with his vibroblade, making sure the threat is ended.

'Hey, Diffraction, were you able to release those clamps or do we need, like, all of the smart people in here to get on it?' Thomas sends out as a group-thought while simultaneously looting the guards equipment...followed by everything else he can get his hands on.

He still needs a better knife.


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

The thief moves over to the control room, the glowing armor dissipating as he moves, when he gets to the panel he pulls out a think fiber cable and plugs it into the panel.

Computer+Interface: 1d8 + 4 ⇒ (8) + 4 = 121d6 + 4 ⇒ (5) + 4 = 9
Ace: 1d8 ⇒ 6 Net 18


I think an 18 might *just* make it. ;) The clamps are free!

Everyone climbs aboard, and Paradigm enters the GPS co-ordinates of the base provided by Dr. Destruction.

Anyone want to say/do anything on the way there?


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

"I think i might have a broken rib, can any of you heal?"


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Paradigm focuses on the piloting of the sub as they are all aboard, his nanomachines controlling every aspect. "That was less than optimal, but at least we are free. I could attempt to fix your rib, but someone else would have to take over the controls."


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 seems very irritable and nervous. She stays quiet and out of the way.

Dark Archive

"I got ya, buddy," Thomas says to Diffraction. He turns the top of the Ring of Fullness and extends it out, toward Diffraction's ribs.

Healing!: 1d10 ⇒ 2
WILD Healing!: 1d6 ⇒ 4

Diffraction is healed for 1 wound. Also, just out of curiosity, Diffraction, are wounds in an...ooc font? I actually missed it the first time I looked because it's faded. But now that I look it's kinda cool and I might do something like that too. =)


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

Yes the wounds, and other temporary effects later are in the ooc font

Dark Archive

Great Jabba the Hutt I just noticed I also get his wounds modifiers. Benny for re-roll.
Healing!: 1d10 - 1 ⇒ (7) - 1 = 6
WILD Healing!: 1d6 - 1 ⇒ (4) - 1 = 3
Okay, much better.


Wounds:4 (-1 die Smarts) Parry: 6| Toughness 9(4;negates 4 AP from ranged)|RATN: 4|Cha: 0 (-2 if Mania known)|Bennies 2/3| EXP: 15

Ibrahim lays, stiff as a board from where he is shot. His bodily functions are difficult to detect, as he does not breathe and his blood pumps very, very slowly, but his hand still glows faintly purple, hinting at his not-quite-dead-ness.

I like the OOC wounds too, I'll adopt that.

Dark Archive

Actually, ooc fades out. If this is gonna be a thing, I'd prefer it in bold?

On his way out the door, after having looted everything not nailed down, Tom comes upon what is obviously a long-dead corpse. "Oh, man. Where did this guy come from? We don't really have time to bury him. Maybe we could just dump him in the drink?
Could everybody give me a han--oh, nevermind, he's the guy that didn't eat mom's chicken.

Dude, you -always- wanna eat mom's chicken. I'll give you one this time, but I better see a cold dew in your hand you mowin' down some garlic'n'herb goodness next time we're at HQ."

Thomas again stretches out his hand and allows the Ring of Fullness to do its work.

Spiritual healing!: 1d10 - 4 ⇒ (3) - 4 = -1
Wild and HAWT Spiritual healing!: 1d6 - 4 ⇒ (6) - 4 = 2
Wild and HAWT Spiritual healing! ACE!: 1d6 ⇒ 3 = 5, -1 wound.
I'm not a cleric, so I can keep doing this as long as I don't fail.

Spiritual healing!: 1d10 - 3 ⇒ (3) - 3 = 0
Wild and HAWT Spiritual healing!: 1d6 - 3 ⇒ (6) - 3 = 3
Wild and HAWT Spiritual healing! ACE!: 1d6 ⇒ 4 = 7, -1 wound.

Spiritual healing!: 1d10 - 2 ⇒ (2) - 2 = 0
Wild and HAWT Spiritual healing!: 1d6 - 2 ⇒ (6) - 2 = 4
Wild and HAWT Spiritual healing! ACE!: 1d6 ⇒ 2 = 6, -1 wound.

Spiritual healing!: 1d10 - 1 ⇒ (5) - 1 = 4
Wild and HAWT Spiritual healing!: 1d6 - 1 ⇒ (6) - 1 = 5
Wild and HAWT Spiritual healing! ACE!: 1d6 ⇒ 1 = 5, -1 wound.

Something magical happens as a look of sublime grace comes over Tom's face and the unlife that motivates Ibrahaim slowly returns him to full vigor.

That...I...Apparently the RNG itself has willed it so. Let us not think on this too greatly.


Wounds:4 (-1 die Smarts) Parry: 6| Toughness 9(4;negates 4 AP from ranged)|RATN: 4|Cha: 0 (-2 if Mania known)|Bennies 2/3| EXP: 15

Ibrahim's own unnatural regenerative properties combine with Thomas' own to return him to what passes for normal in practically no time at all.

He looks around.

"As it does not appear to be tomorrow, I'm assuming you helped me return to life sooner? Shukran jazilaan, Thomas. This will make things easier." he says, bowing his head to the scruffy man.


The rest of the trip passes without incident. You find the underwater base exactly where Dr. Destruction's co-ordinates said it would be. The base has an open space in its structure on the bottom of the base, and you steer the sub under it, raise the sub up, and find yourself in a "docking bay". There's two other mini-subs there already.

Just a reminder, you were sent here to investigate the disappearance of a 5-man elite resistance strike team, which was sent here to "take out" this base.

What do you do? There's one door leaving this bay area, at the top of a short flight of stairs.


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

After disengaging from the sub, Paradigm's nanomachines scatter into the air to sense any life forms other than their own nearby.

Sorcery Increase Skill: 1d10 - 2 ⇒ (7) - 2 = 51d6 - 2 ⇒ (5) - 2 = 3
Boosted Notice: 1d12 ⇒ 111d6 ⇒ 4

Somewhat absently, Paradigm says, "This may not be the only entrance, but it is possible this is how they came in. No welcoming party tells me that they may not have made it this far."

Dark Archive

"I think you may be right about that...unless of course they were a specialized attack squad and had not only diving suits but also explosives and knowledge of making an outer seal.

But why bring that up?

Alright Imma scout all the things. Wish me luck!"

Thomas turns invis and intang and floats up the stairs and through the door.


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

How long is the trip? If it is long enough, I may regenerate my wounds on my own, but if not, I'll ask Thomas for Healing.

In the landing bay of the deep sea station, Enkidu looks around for a moment, and then shifts into a Channel Island's Pygmy Mammoth. The shaggy, elephantine creature swings his trunk around broadly, sniffing at the air, and breathing in deeply.

Tracking w/Scent: 1d12 + 1 ⇒ (1) + 1 = 21d6 + 1d6 ⇒ (6) + (3) = 9

Taking a moment of concentration, he alters the shape's laryngeal folds in order to allow himself to speak, "Pygmy Mammoth. Pachyderms have the most sensitive sense of smell in the known animal kingdom. Twice as many olphactory receptors as a bloodhound. Give me a second."

Endiku checks the air for smells, trying to note anything out of place. In a contained system like this, smells would have little chance to dissipate. He counts individual smells, trying to see if he can figure out roughly how many beings might be aboard, and if any of the scents are something other than human. Fins and V'sori are to be expected, but chances were that some of the strike team might smell 'other-than-human.'


Enkidu, the trip lasted a couple of hours. If that's not long enough, ask Thomas for some healing rolls.

Seeing as the door is closed, Paradigm and Enkidu smell mostly salt water and fishy-type smells.

Thomas:
You go thru the door, and find yourself in a circular area which is the meeting point of three different short hallways spaced 120 degrees apart. There are open doors on all the hallways, and something that looks like blood on one of the walls. There a puddle of something viscous on the floor. The lights flicker intermittently. Do you go "up", "left", or "right"?

Dark Archive

First I make my will save to start typing 'look puddle' 'go up' 'eat blood' and 'use ruby on lights'. =p Also, who was the one that allowed us to speak telepathically? I have Mind Reading, so that's not the same thing. I'd like to keep in contact, but I no longer remember with whom. >.<

Me!:

Notice!: 1d6 ⇒ 3
left home at a young age and went WILD Notice!: 1d6 ⇒ 3

Thomas turns himself horizontal *wink* and floats close to the puddle, trying to discern it it's also blood, or if it's, maybe, oil from a security bot or something.

He also looks at the blood, wondering if it was made by a gun, or a knife, or someone getting their head caught in a Wankel Rotary Engine....

But seeing that none of these things are actively shooting at him, he gets bored and eventually moves on.

With multiple choices offered to him, he defaults to the 'right hand rule' which, he totally remembers, means that he should always go right, and then he'll never get lost.

If someone tried explaining that that is NOT what the Right Hand Rule meant he would stab them and hide the body before eating it later.


M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6

Not one to wait around, Paradigm goes and looks at the door to see if it has any sort of security devices attached to it or if it is simply as advertised, closed.

I think it was Hrungnir that gave us that ability..


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

Diffraction moves closer to the door deferring to the Professor.


Thomas:
All you can tell about the puddle is what it's not : not blood, not oil. The blood on the wall is a wide, long smear, like someone had their head fractured against the wall and then slid down it (which is *not* what I'm saying *did* happen).

Anyone else doing anything?

Dark Archive

Ok, thanks! And, yeah, just because I'm rushing in headlong doesn't mean you have to wait until I get back. The more you guys see is the less I have to scout!

'Careful, guys. Someone's head -definitely- was smashed against this wall and then slid down. It's pretty gross. All you squeemish types better go back home an' make me a sammich.'

Me me me....:

Troubling his head no more with the weird spot on the floor (because if he really worried about that sort of thing he would've replaced the carpet in his room loooong ago) he goes right.


Agility: d8, Smarts: d12, Spirit: d8, Strength: d4, Vigor: d8 Pace: 6; Parry: 2; Toughness: 12 (6) Bennies 4/3

It was Hrungir that connected your minds together.

Hrungir looks uncomfortable aboard the vessel, you can tell that technology makes him uneasy. You almost hear him grumbling about "too much power" in mortal hands.

Hrungir will reconnect the minds of everyone present.


Anyone else can say what they're doing while Thomas does his thing...

Thomas:
You see a circular room, with another doorway directly opposite the one you entered. It has a fairly large table surrounded by chairs. You see more blood on the walls, and scraps of clothing on the floor. Please make a Notice roll.


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])

If Hrungir is uncomfortable, then Angel is near panic. She dislikes enclosed spaces.

With our minds linked, can we "see" what Thomas sees?


| M Human Thief| Bennies: 0/3| Parry 5, RATN 4/7, Tough 13(7)| Charisma 0|XP: 15|

Diffraction investigate the door, does it have a locking mechanism.

Investigation: 1d6 ⇒ 21d6 ⇒ 5


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

During the trip in on the submersible, he'll have shifted into the shape of a housecat, and just sat in somebody's lap in order to save on space. Maybe it would help distract Angel from the cramped conditions.
Healing during travel:
1d8 + 1d8 - 2 ⇒ (8) + (3) - 2 = 91d6 + 1d6 - 2 ⇒ (6) + (1) - 2 = 5
1d8 - 1 ⇒ (7) - 1 = 61d6 - 1 ⇒ (2) - 1 = 1
Both wounds healed.

The mammoth continues to snuffle around the docking chamber.

"I smell nothing besides salt water and rubber seals. That would probably indicate that this chamber has not been used in some time; or that it was recently flooded with seawater."

Eyeing the stairs, he sighs, "Why do they never keep wookies in mind when they design these things.?"

With that, he shifts into a new shape, that of a regular bloodhound, in order to help deal with the space limitations. He stands aside while his peers try to figure out the door. He'll make the voicebox modification to this form as well, just in case he needs to shout a warning.

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