"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 a non-existent eyebrow. ”I am a little concerned that someone who is expecting us does not already know of our capabilities.” He smirks, but continues. ”I am curious of your race however, so I will oblige in return for the same from you. I am a human that was abducted from here and then implanted with special machinery to be able to perform miracles of super science. Then I was returned and have to kick another invading species off my planet. Simple as that.” He looks to Enkidu and Biohazard.


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

"What ya see is what ya get. There wuz an incident with some toxic sludge. I shoulda died, but didn't. So here we are, me an' my handsome self. Why do you care anyway?"


Enkidu?


Enkidu's player is MIA in two games that I know of, so I'm going to say that he tells Willy about how he came about his powers, by subjected to an experimental treatment to treat a genetic disorder...

"So, none of you were born with your powers? That's...disappointing. But please, tell me some of your exploits against the V'Sori."


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

Believing he knew what was going on, Paradigm scowled a bit. ”Well, the same as everyone, I suppose. Resisting and upsetting operations where we can, you know, all rebellion like. In fact, one of our recent activities brought us to you. Seems we broke something and we need some parts to fix it. Rumor has it you’re the one to see.”


Sorry, work occasionally slams me for a while...

Seeing as he's not going to get any more details about your battles, Willy sighs and says "Ah, yes, the parts." He gestures casually to an unmarked crate in the corner of the room. "All I possess relating to Hydra’s purloined device is contained within that box. I have been holding it in safekeeping since the invasion. Take it, it is yours."


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 glowered a bit. He suspected there was more to this, but he did have a mission to accomplish and a new trinket to study. He nodded at Willy and replied, ”Perhaps we will come to visit to continue our conversation, but for now, we appreciate you helping out the war effort.” With that, he uses his gravity manipulation rote to lift the box.

Spellcasting Known Power: 1d12 ⇒ 101d6 ⇒ 3


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

"You've asked us a fair number of questions... what about you? What's your story? Seems you are not happy with the V'sori either, else you'd not be aiding us. And what difference does it make if our powers are inborn or not?"


"My story is...complicated. Superheroes did not appear until after my people crash-landed on Earth a long time ago. I have evidence that we brought about the creation of many superheroes that were born with their powers. If your powers were innate, I would have considered you family. But as it is..." and he ends with a sigh, and waves at the box of parts.

Then he adds "While we do not like the V'Sori presence on Earth, my people are not fighters, so don't ask us to help your cause. We are content to creating more superheros and acting behind the scenes."


What do you do?


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 has already started leaving with the device in “hand”. He listens intently to the conversation, but when Willy says they aren’t up to helping more directly, he keeps walking.


ALL - please see Discussion.


You get down to the ground floor, exit the building, and are met by a force of V'Sori troopers waiting for you, guns at the ready. What do you do?


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard scowls. "These guys ain't heard'a us, I guess."


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

How many? 5, 10, or 100? Makes a big difference...


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

Somehow, Paradigm already knew that these guys were going to show up. The probability was too great considering how relatively easy it was to procure the item from Willy. Sighing, he focuses his power and suddenly vanishes from sight, or at least he tries to. Instead, his image fades in and out. ”Well, so nice to see you guys, gotta run though, things to do, etc.” He starts to fly up..

SuperSorcery Invisibility, Maintain Power: 1d12 - 3 ⇒ (4) - 3 = 11d6 - 3 ⇒ (4) - 3 = 1

I presume you’ll be drawing Initiative for us..


Six of them.

ROUND 1 Initiative :
Paradigm :KD
Enkidu :9D
Biohazard :6C
V'Sori :4H

Despite their being there waiting for you, these V'Sori seem pretty slow to react to your sudden appearance thru the front door.

Paradigm - your attempt at invisibility counts as your action this turn. Is Flight a "built-in" power that needs no roll to activate?


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

Got it. I bought TK as a separate power so he can roll it at will without having to resort to Super Sorcery. It allows him to lift himself. It is already active because he had used it to grab the device. So he would have brought the device closer to him and then took off even as he tried to become invisible, which didn’t work...


Enkidu, Biohazard you're up!


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard swings at the nearest V'Sori.

Fighting: 1d8 ⇒ 2 Wild: 1d6 ⇒ 5 Damage: 1d10 ⇒ 5


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

Enkidu lashes out with the clawed hands of his beast-man form, and the ursine strength of his shape shifted muscles. Each hand seeks one of the soldiers.

Claw: 1d12 ⇒ 101d6 ⇒ 3
Damage: 1d12 + 4 + 2d6 + 1d6 ⇒ (4) + 4 + (2, 6) + (3) = 19
Two Fisted: 1d12 ⇒ 11d6 ⇒ 4
Damage: 1d12 + 4 + 2d6 + 1d6 ⇒ (6) + 4 + (3, 2) + (2) = 17


Both of Biohazard's attacks miss.

Enkidu's first attack hits, and kills the V'Sori with one blow. Determining him to be the biggest threat, most of the remainning V'Sori focus their attacks on him :

V'Sori #1 (Biohazard) :
Shooting: 1d10 ⇒ 7 Hit
Damage: 3d6 ⇒ (4, 4, 2) = 10 Biohazard is Shaken

V'Sori #2 (Enkidu) :
Shooting: 1d10 ⇒ 2 Miss

V'Sori #3 (Enkidu) :
Shooting: 1d10 ⇒ 5 Miss

V'Sori #4 (Enkidu) :
Shooting: 1d10 ⇒ 10
ACE!: 1d10 ⇒ 3
Damage: 3d6 + 1d6 ⇒ (3, 4, 4) + (6) = 17
ACE!: 1d6 ⇒ 3 = 20 (AP 4) Enkidu takes 1 Wound

V'Sori #5 (Paradigm) :
Shooting: 1d10 ⇒ 9 Hit
Damage: 3d6 ⇒ (3, 5, 1) = 9 No damage


Round 2 Initiative
Paradigm : KC
V'Sori : QD
Biohazard : 5D
Enkidu : 3S

Paradigm is up!


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 decides that his companions are not going to run, so he has to give them a fighting chance, since they are useful to completing his objectives. He maintains his flight, but focuses gravity into a small singularity in the center of the V’Sori warriors. It pulls all surrounding debris into them, assaulting them with bits of trash and whatever else is in the area.

SuperSorcery Blast, Maintaining Power, Area Effect Medium, requires Materials: 1d12 - 3 + 1d12 ⇒ (12) - 3 + (9) = 181d6 - 3 ⇒ (5) - 3 = 2
Raised Damage: 3d6 ⇒ (1, 1, 4) = 6

Well, at least it might distract them..


Paradigm kicks up a whirlwind of dust and small debris around the V'Sori, which they just ignore.

V'Sori #1 (Biohazard)
Shooting: 1d10 ⇒ 8 = Raise
Damage+Raise: 3d6 + 1d6 ⇒ (6, 4, 3) + (3) = 16
Damage ACE!: 1d6 ⇒ 4 = 20
Biohazard takes 2 Wounds (which you can try to Soak)

V'Sori #2 (Enkidu)
Shooting: 1d10 ⇒ 2 = Miss

V'Sori #3 (Enkidu)
Shooting: 1d10 ⇒ 4 = Miss

V'Sori #4 (Enkidu)
Shooting: 1d10 ⇒ 4 = Miss

V'Sori #5 (Paradigm)
Shooting: 1d10 ⇒ 9 = Raise
Damage+Raise: 3d6 + 1d6 ⇒ (6, 1, 5) + (6) = 18
Damage+Raise ACE!: 2d6 ⇒ (4, 6) = 10
Raise ACE! ACE!: 1d6 ⇒ 3
Paradigm takes 4 Wounds! (which you can try to Soak at least one of, or go to Incapacitated and re-roll the Incapaciation roll if needed to keep from dying)

Biohazard and Enkidu are up!


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard spends his benny and tries for the soak. He manages to soak one wound, leaving him with one wound and shaken (if I am correct).

Vigor roll: 1d8 ⇒ 1 Wild: 1d6 ⇒ 4


You are correct. Now make a Free Spirit roll to try and become un-Shaken. If you fail, you can spend another Benny to automatically become un-Shaken and act this round, or wait for the next round for another Spirit roll.


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

Ouch! I will definitely try to soak that..

Soak!, 2 bennies remain: 1d6 ⇒ 11d6 + 1d6 + 1d6 ⇒ (6) + (6) + (1) = 13

Sweet, only 1 wound!

Paradigm grimaces as the shot gets through his shields. That V’Sori had now become enemy number one.


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Spirit: 1d6 ⇒ 1

Fudge! The RNG really hates me. I'll spend the benny, dropping me to 1 benny remaining.

Now freed from his shaken state, Biohazard will swing at another V'Sori.

Fighting: 1d8 ⇒ 5 Wild: 1d6 ⇒ 4 Damage: 1d10 ⇒ 5


Biohazard - you forgot your Wild die on the Spirit roll. Since the next d6 you rolled (for Fighting) was a 4, I'll make that a success on the Spirit roll, so you can keep the Benny.

Enkidu is up!


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

Soak: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (4) + 1 = 5
Claw: 1d12 ⇒ 121d6 ⇒ 4
Damage+Raise: 1d12 + 4 + 2d6 + 1d6 ⇒ (11) + 4 + (3, 4) + (1) = 23
Two Fisted: 1d12 ⇒ 41d6 + 1d6 ⇒ (6) + (3) = 9
Damage: 1d12 + 4 + 2d6 ⇒ (10) + 4 + (5, 3) = 22


Biohazard's attack misses the V'Sori, but both of Enkidu's attacks hit, tearing his victims in two.

ALL - in the future, please always when you roll an Ace, re-roll it until it stops Acing. This will affect future rolls with the same die value in Paizo. For example, Enkidu got a 12 on his first attack, but didn't re-roll it. The next d12 was an 11, which should have gone toward the attack. The next d12 was a 4, which should have gone toward his damage, so his first attack's damage would have been a lot less. Thanks!


Round 3 Initiative
Paradigm : AH
Enkidu : 6H
V'Sori : 6D
Biohazard :2S

Paradigm and Enkidu are up! There are 3 V'Sori left.


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

Claw: 1d12 ⇒ 61d6 + 1d6 ⇒ (6) + (2) = 8
Damage: 1d12 + 4 + 2d6 + 1d6 ⇒ (6) + 4 + (6, 4) + (1) = 21

Two Fisted: 1d12 + 1d12 ⇒ (12) + (8) = 201d6 ⇒ 4
Damage w/Raise: 1d12 + 4 + 2d6 + 1d6 ⇒ (4) + 4 + (2, 2) + (5) = 17


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

Focusing his anger on the V'sori that hit him, Paradigm summons a blast from reality to end the alien.

Plasma Bolt, AP2, Lethal, Maintaining Power, Wounded: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 + 1d6 ⇒ (6) - 2 + (4) = 8

Damage: 5d6 + 1d6 + 1d6 ⇒ (3, 5, 3, 6, 2) + (6) + (2) = 27
Raise?: 27 + 1d6 ⇒ 27 + (4) = 31


Enkidu and Paradigm quickly dispatch the other 3 V'Sori.

What do you do now?


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 think we’ve overstayed our welcome, boys. Time to head back and make this delivery.”

Paradigm will do exactly that, heading towards the van and placing the device inside. When the others get in, he will drive them home.


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard climbs inside the van, trying not to sit on anything necessary for the vehicle's continued working state.


You get back to the base without incident. Dr. Destruction contacts you over comms, giving you the password that the pick-up courier will give you to prove he is who he says he is.

A few hours later, you hear a knock on the front door.

What do you do?


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, looking up from his research, says, ”Can one of you get that? I’m in the middle of something very important.”


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard mumbles something unintelligible and gets up to answer the door.


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

As is typical of him lately, Enkidu will watch from the couch, his heavy ancient tome in his lap.


Biohazard goes to the door, asks who's there, and hears the password that Dr. Destruction just told you.

Biohazard - what do you do?


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

Biohazard opens the door and opens his arms invitingly.


The human outside steps back, revulsion showing on his face for a moment. Then he recovers, and says "Ummm...do you have something for me?"


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

"Oi! We got sumthin' fer this guy?"


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 answers over the intercom. ”It’s in the safe storage box, next to the lab entrance, as always.”


Pace 6 | Parry 6 | Tough 10 |Cha -4 | RATN 5 | Bennies 2/3 | Wounds 1
Skills:
Fighting d8, Intimidation d8, Notice d4, Streetwise d6-4, Thievery d6, Throwing d10

"You better get it," Biohazard says to the man. "Tha Doc probably wants it in workin' order." He shows his "hands" for emphasis.


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 throws up his hands and goes to get the device. ”Remind me to work on some gloves for those mitts!”


Paradigm, what exactly do you do?

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