"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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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

That's what I get for referencing forum posts for explanations.

Beta Two
"I think we're going to need a bit more flexibility instead of guns Alpha!"

Beta Two grins and grabs onto Shackle.
Copying Matter Control Metal, effectively like shooting a gun, but could come in handy.


Dark Angel - Drone G is temporarily Incapacitated, so if you attacked him, you'd get "The Drop" on him : +4 to hit, +4 to Damage!

Dark Archive

GM:
5 rounds?(!). Alright, I'll fly around, inside, and through this place for 5 full rounds, but I expect that I'll know every inch of this place by then!

Of course I still have the problem of how to get him out of his cell... =p


Alpha One - please note that his power Requires Material, so you'll have to provide your own "bullets"...

Shackle - you out there? Waiting on you for melee to progress...


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

Sorry rl is still crazy so I don't get to get on every day (lol, coming back to 27 new messages in Discussion and 15 new in Gameplay was a little daunting).

Shackle sees that there are now guards in addition to the drones and let's off another metal spike at one of the guards.

I'm not sure which are still up at this point
Ranged Attack (+2 to total): Shooting die: 1d6 ⇒ 3, Wild die: 1d6 ⇒ 2.
Damage, AP4: 3d6 ⇒ (4, 6, 4) = 14, Explosion: 1d6 ⇒ 4.


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 does indeed attack Drone G.

Fighting: 1d10 + 1 + 4 ⇒ (8) + 1 + 4 = 13 Wild: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 4
Damage: 1d8 + 1d8 + 2 + 4 ⇒ (8) + (5) + 2 + 4 = 19 (AP 2)


Dark Angel, Enkidu, Wolf Spider, and Jack are in the midst of the drone guards, Thomas and Dr. Toxic are prone on the roof, and I'm assuming Shackle, Alpha One, and Nature are standing near the edge of the roof.
Drones A, C, D, E, F, G, H, I, J are dead.

Drone B fires at Shackle :
Shooting: 1d8 ⇒ 4
and hits, doing
Damage: 3d6 ⇒ (2, 5, 5) = 12 (AP 4) vs. Toughness 9 is a Success
Shackle - you're Shaken!

Drone K fires at Alpha One
Which one (1=original): 1d3 ⇒ 2
Shooting: 1d8 ⇒ 6
and hits, doing
Damage: 3d6 ⇒ (3, 3, 6) = 12
ACE!: 1d6 ⇒ 5 = 17 (AP 4) vs. Toughness 7 is 2 Raises
Alpha One #2 - you take Two Wounds. If you don't Soak them, you're outta here!
BTW, the rules don't say, so I'm saying copies don't get their own Bennies, only the original gets Bennies.

Drone L attacks Wolf Spider :
Fighting: 1d8 ⇒ 8
ACE!: 1d8 ⇒ 6 = 14 vs. Parry 9 is a Raise
Damage: 1d10 + 1d6 + 1d6 ⇒ (5) + (3) + (5) = 13 (AP 2) vs. Toughness 6 is a Raise
Wolf Spider - you take a Wound

and then shoots him point-blank :
Shooting: 1d8 ⇒ 2
and completely misses.

Nature, Dr. Toxic, Jack - you're up (in any order)!


Parry 6/8 Ratn 4/6 Tough 8(2)heavy Bennies 5/5 Wounds/Fatigue 0/0
Zen wrote:
Thomas and Dr. Toxic are prone on the roof...

Now there's a mental image..... Also I think Rowland went invisible so we have no idea there little Thommy is now.

"Wolf! I've got your back!"
Jack rapidly crosses to Wolf electric club crackling.

Attacking Drone L, +1gang with Wolf: 1d8 ⇒ 51d6 ⇒ 6. Wild ace: 1d6 ⇒ 6knew I should have gone for a vitals shot, Ace again: 1d6 ⇒ 4. Total (6+6+4+1) 17 or 15 if I need to add in the MAP for getting to Wolf. In either case a hit w/ raise. Damage, Str, club, raise: 1d10 ⇒ 61d4 ⇒ 31d6 ⇒ 1. Total 10 vs toughness 8 means shaken and a Vigor roll for the night night club.


Init: ; Parry: 6, RATN: 7, Toughness: 14(8); Active: Chemical sense
Jack of Clubs. wrote:
Zen wrote:
Thomas and Dr. Toxic are prone on the roof...
Now there's a mental image.....

[ooc]Honi soit qui mal y pense

Drone K gets the squirt of intestinal rumbling.

throwing: 1d8 ⇒ 5 1d6 ⇒ 2
Vigor save vs fatigue


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

spending a bennie to soak
vigor: 1d6 - 1 ⇒ (5) - 1 = 4wild: 1d6 - 1 ⇒ (5) - 1 = 4

I think i did this right. Soaked the one wound

-Posted with Wayfinder


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

Round 4 of 6

The storm above continues to build; The wind, especially, begins to howl, making it hard to be heard.

"Continue to distract the guards" says Nature, who those of you on the roof can clearly hear despite the storm, who then takes a step forward...and vanishes.

Looking for somewhere not really obvious to hide. I'm going to start an earthquake to break the building and (hopefully) free prisoners. including our target. It just takes me a bit to charge up my lazers, as it were.

Notice | Wild Die: 1d4 ⇒ 31d6 ⇒ 4
Stealth | Wild Die: 1d10 ⇒ 21d6 ⇒ 5


Drone L's Vigor roll :
Vigor: 1d8 ⇒ 1
So Drone L is temporarily Incapacitated.

Drone K's Vigor roll :
Vigor: 1d8 ⇒ 5
So Drone K is not Fatigued.

Wolf, you did the Soak correctly. ...Actually, did you already have 1 Wound (I can't take the time to read back over *everything* to check)? Because if you *didn't*, you do NOT include the Wound you're about to take in with the Vigor roll.

Nature, are you *sure* you want to cause an earthquake? There's a heavy ceiling above all the prisoners, you could get a *LOT* of casualties, and if MindJack is one of them, Dr. Destruction won't be happy...


Dark Angel, Enkidu, Wolf Spider, and Jack are in the midst of the drone guards, Dr. Toxic is prone on the roof, and I'm assuming Shackle and Alpha One are standing near the edge of the roof; Thomas and Nature are nowhere to be seen.
Drones A, C, D, E, F, G, H, I, J are dead.
Drone L is temporarily Incapacitated.

Initiative Draw:

Alpha One : 9D
Dark Angel : AC
Dr. Toxic : 9H
Enkidu : 3H
Jack : JD
Nature : 5H
Shackle : Joker!
Thomas : 10S
Wolf Spider : 9C
Guards (group 1) : 7C
Guards (group 2) : all dead
Guards (group 3) : 2C

Initiative order : Shackle, Dark Angel, Jack, Thomas, Dr. Toxic, Alpha One, Wolf Spider, Guards (group 1), Nature, Enkidu, Guards (group 3)

How about : Shackle, Dark Angel, Jack, and Thomas post first (in any order)?

Shackle got a Joker! +2 to all Trait rolls and Damage! AND, another Benny to everyone!


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

no i didnt have a wound already. Thanks for catching that

-Posted with Wayfinder

Dark Archive

GM:
Are we including last round as one of the rounds? I got a move so I assume so. Hence, after this round, I still have 3 more rounds of going,

'Is he Mindjack? Nope. Is he Mindjack? Nope. Is he Mindjack? Nope. Is he Mindjack? Nope. Is he Mindjack? Nope. Man, I bet he's gonna be in the last place I look....'


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 nearest drone to her that is still standing.

Fighting: 1d10 + 1 ⇒ (2) + 1 = 3 Wild Attack: 1d6 ⇒ 5
Damage: 1d8 + 1d8 + 2 ⇒ (5) + (2) + 2 = 9 (2 AP)


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

So B,K, and L are the only Drones standing?

If so then....

"Wolf, Doc get that door opened! We can mop up!"

Jack picks a drone who is not in melee combat and rushes it. If it is allowed I will hit a Drone in Group One for preference.

Push (opposed Str Roll): 1d10 ⇒ 21d6 ⇒ 5. Total 5 or 7 is the drone is between 3" and 6" away. Bleck, thanks for the bennie Shackle! (spending bennie to reroll, +2 Elan): 1d10 ⇒ 91d6 ⇒ 1. That is more like it! Total 11 or 13 if I can get the moving bonus. First choice would be to knock the drone into Nature's Twister if it is close enough. If not the drone can eat tarmac.

You mentioned a couple vehicles being in the courtyard earlier. What kind?


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

I guess I can wait until he is brought out. It'll make for covering the escape easier.


We'll say that Angel attacked Drone K.

Jack -
Odds that drone B is within 3-6" :
Chance of success: 1d8 ⇒ 5
So you move him 3"

Odds that drone B is within 3" of the whirlwind :
Chance of success: 1d6 ⇒ 6
Yep, he goes flying into the whirlwind...
Strength-2: 1d10 - 2 ⇒ (4) - 2 = 2
which spits him back out again, throwing him 10" in a random direction away from the group...
Chance of hitting the building: 1d8 ⇒ 2 Nope
and does 9 points of damage, leaving him Shaken.

Dark Archive

We're just waiting on Shackle?


Yeah, he has RL complications, so I'm giving him some extra time...


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

Spending a benny to soak for Beta Two

Vigor: 1d6 ⇒ 5 Wild: 1d6 ⇒ 2

So I soak one wound, leaving Beta Two at Shaken.


Alpha One - remember, your clones are only Extras, and #2 took 2 Wounds, only one of which you Soaked. Since 1 Wound leaves Extras Incapacitated, clone #2 goes "poof".

I'll let Shackle get caught up when he can. Dr. Toxic, Alpha One, Wolf Spider - you're up (in any order)!


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 flips over his engaged target and crosses the yard in one leap, landing against the doors and sticking to them. He will try to enter into prisoner containment.

-Posted with Wayfinder


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

The Doctor slides down the wall and burns his way through the lock on the door.


Wolf Spider - one of the things that I *really* like about Savage Worlds is that it hardly ever deals with "Attacks of Opportunity" - except when you walk (or flip) away from an engaged opponent. So he gets one last parting shot on you with his claws :

Fighting: 1d8 ⇒ 5

Which doesn't get past your Parry.

Also, there's a keypad lock on the prison building, and you don't know the combination. But Dr. Toxic solves that problem for you as soon as he shows up...


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

I got the combination on the first try!


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

Ohhhh. And I even rolled a random wild dice for my extra :/ . Need to get the hang of this. I'll go ahead and spend another Benny to see if Beta Two sticks around.

Vigor: 1d6 ⇒ 1

And Beta Two goes *poof*

Alpha One

Alpha One curses as he watches Beta Two disperses from the strain of the attack hit him. He'll open fire at Drone L while shouting.

"Gamma! Get to safety! I'll cover you!"

Shooting: 1d8 + 1 ⇒ (3) + 1 = 4
Wild: 1d6 + 1 ⇒ (6) + 1 = 7 Raise: 1d6 ⇒ 6 Raise: 1d6 ⇒ 3
16 total

Damage: 2d6 + 2 ⇒ (5, 3) + 2 = 10 Did I do the damage correct with the new house rule?

Gamma Three

Gamma nods in affirmation and makes his way to join up with Wolf Spider, and eventually into the complex.


Alpha One - just to be clear, that second Vigor roll was *instead* of the first one, not *in addition to* the first one. You can only Soak any given Wound(s) once, but you can re-roll for as many times as you have Bennies for.
And, sorry, no, you don't *add* to your Damage, it's just that part of it becomes Armor Piercing (AP). So of the 8 points Damage you did, 2 points of it ignores the target's armor.

So Drone L becomes Shaken (which it wouldn't have without the 2 AP).

Drone B is Shaken and Prone, K and L are Shaken.

I'm going to 'bot Shackle, he's been pretty consistent in his actions...

Shackle fires at
Which: 1d3 ⇒ 3 Drone L

Ranged Attack (+2 to total):
Shooting & Wild: 1d6 ⇒ 61d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 21d6 ⇒ 3 = 9, a Raise
Damage, AP4: 3d6 + 1d6 ⇒ (4, 1, 5) + (4) = 14, is a Raise
So Drone L is dead.

Dark Archive

New round?


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

Gotcha, With each new post I grow more knowledgeable.


Yep, new round, I was too busy yesterday to do it...
Dark Angel, Enkidu and Jack are in the midst of the drone guards, and I'm assuming Shackle and Alpha One are standing near the edge of the roof; Wolf Spider and Dr. Toxic are entering the front door, and Thomas and Nature are nowhere to be seen.
Drones A, C, D, E, F, G, H, I, J, L are dead.
Drones B and K are Shaken, and B is Prone.

Initiative Draw:

Alpha One : JH
Dark Angel : AD
Dr. Toxic : 3C
Enkidu : 10D
Jack : 4H
Nature : 7H
Shackle : KD
Thomas : 6H
Wolf Spider : 10C
Guard B : 8H
Guard K : 4S

Initiative Order : Dark Angel, Shackle, Alpha One, Enkidu, Wolf Spider, Guard B, Nature, Thomas, Guard K, Jack, Dr. Toxic.

Oh yeah, someone asked about the vehicles near the front gate. They're like military Jeeps.

Dark Angel, Shackle, Alpha One, Enkidu, Wolf Spider - you're up (in any order)!


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

May I roll streetwise to identify who is Mindjack?


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

Is it a new round? I don't think Nature or I got our turns in the last one?

Last Round's Attack
Seeing two opponents remaining, but having them too far apart to strike at both, he chooses the closer. K
Attack 1 @K: 1d12 ⇒ 81d12 + 2d6 + 1d4 + 1d6 ⇒ (2) + (3, 6) + (2) + (3) = 16
Attack 2 @K: 1d12 ⇒ 5 Paried

This Round (Presuming Nature doesn't deal with B before I get there)
Keeping his momentum up, he turns and bounds towards the last guard (B). Leaping the last twenty feet, he lands with a pounce, crushing with his massive jaws.
Pounce Attack on B: 1d12 + 4 + 1d12 ⇒ (12) + 4 + (7) = 231d12 + 2d6 + 1d4 + 1d6 + 1d6 + 4 ⇒ (9) + (6, 4) + (1) + (5) + (5) + 4 = 34
Includes +4 to attack and damage from pounce, ace on attack die, ace on a damage d6, and d6 for raise on attack.

If there are anymore hiding about, Enkidu is at -2 to Parry until next round.


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 moves to Drone B and attacks.

Fighting: 1d10 + 1 ⇒ (7) + 1 = 8 Wild: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 6 Ace again!: 1d6 ⇒ 4

Damage: 1d8 + 1d8 + 1d6 + 2 ⇒ (5) + (7) + (5) + 2 = 19 (2 AP)


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

I did. I teleported down and found a hiding place to destroy this facility with an earthquake. Nature is patiently waiting for the information that Mindjack has been freed.


Nertz - I completely left out the end of the last round : Guards (group 1), Nature, Enkidu, Guards (group 3).
However, rather than do a massive ret-con tap dance, I'm just going to move forward with what has been posted (we all know the guards were going down this round anyway, right?).

You're out of melee! Those of you on the ground see that the door to the prison is already open (actually, there's a large part of it that seems to have been melted away, dripping what looks like part of Dr. Toxic from its edges).

Wolf, I had Thomas roll Common Knowledge at -4 to know MindJack by sight.

What do you do?


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

common: 1d6 - 4 ⇒ (4) - 4 = 0
wild: 1d6 - 4 ⇒ (6) - 4 = 2

Nope. Not like that.


Wolf, your Wild die Aced, so re-roll it! Just don't roll a 1, and you've got it!


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

Wild Ace: 1d6 ⇒ 1
... Welp.

Dark Archive

Thomas continues his ephemeral, invisible flight, patiently looking into countless despairing faces that, alas, are neither his intended target of freedom, nor within his immediate power to aid. Indeed, he has only a few scrapes of plans of what he can do to get Mindjack free. He'd -like- to free him himself, for bringing the others will take up valuable time, so he hopes he's able to affect the liberation on his own.

And he has two more round left. ^_^


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

Enkidu stops amid the remains of his rampage, surveying the destruction, and checking over the bodies for signs of movement; if all are dead, or whether a few might just be insufficiently injured, or perhaps even faking. Not that drones were known to play act...

Satisfied, his shape warps, shrinking and expanding in concert, until his form is somewhat human again. This time however, it is not the form of the sickly teen that is evident, but that of a hairy, almost bestial man just shy of seven feet tall.

Shapeshifting into a bear, and then using Chameleon to disguise that with the shape of a wildman.

He walks into the jail proper through the melted door and starts looking at prisoners.

Common Knowledge: 1d8 + 1d8 - 4 ⇒ (8) + (4) - 4 = 81d6 ⇒ 4

He looks up and down the cells, and picks out someone he thinks matches the description of their target.

A gruff, unearthily deep voice to give James Earl Jones envy come from his mouth as he asks, "You Mindjack?" A little louder he calls out to the group, "Oy! This one."

While waiting, he tests the bars, seeing if his current strength is enough to pull the door from the frame.

Strength: 1d12 + 4 ⇒ (9) + 4 = 131d6 ⇒ 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

Alpha One

Alpha shoots at the drone nearest to Gamma's position.

Shooting: 1d8 + 1 ⇒ (3) + 1 = 4
Wild: 1d6 + 1 ⇒ (1) + 1 = 2

Damage: 2d6 ⇒ (4, 1) = 5

Gamma Three

Gamma takes a position at the entry point and readies his abilities he's copied. The procedure is standard. Other operatives are inside and securing the package. He would make sure they could exit this way if necessary.


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 keeps a look out for more drones. "Go and fetch this Mindjack. I will keep watch."


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

From down in a stack of crates, Nature shouts "Tell them to be as quick as a human life. Gaia wishes this place to be no more." but does not expound on that.

Also teleporting and hiding again.

Stealth | Wild Die: 1d10 ⇒ 71d6 ⇒ 3


Thomas - since we're out of melee, we'll say that you've found MindJack. You hear several people coming in thru the front door, and from their voices (I'm assuming they're talking to one another), you identify them as your comrades. What do you do?

Enkidu - Chameleon says you "assume the appearance" of something, but I read that as your *actual* size doesn't change. I can't see a huge bear walking thru a human-sized door.... Also, since Thomas has had several more rounds to look around than you, you'll show up a little while after Thomas finds him, so I'm putting your Strength check on Hold for a little bit, to see what Thomas does first.

Alpha One - calm down, all the drones are dead. :)

Dark Archive

"Mindjack!" Thomas says triumphantly as he drops the Invisibility. "Hi there! Remember me? We had a quick drink or three at the Sweet Doomed Angel. Good times, good times. Hey, so, as you may or may not be aware, you got some friends in reallllllllllllllllllly high places. Like, major big-league uuuuuuuuge friends. Oh, and speaking of friends, mine sound like they're here now. I could spend a few minutes feebly trying to slice open your cell, but we've got, like, at least three guys who get maniacal glee over eating locks, so I'll just go see if one them are free instead, how's that?

Okay, be right back."

Thomas floats over to the sound of locks being dissolved and meets back up with the group. "Oh hey guys! I found Mindjack! He's just over yonder. First one there gets to destroy his door!"


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

Toxic slides in along the wall and will dissolve the locking mechanism. "We should free as many other as possible. The more escapees there are, the more their efforts will be divided."


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

GM_ZenFox42 wrote:


I can't see a huge bear walking thru a human-sized door....

To Wikipedia Bat Man! There isn't a moment to lose!

Average Grizzly bear height is 6.5' with a recorded max of 9.8'. At most there might be some kneeling but the Man-Bear can manage a drone sized door with minimal embarrassment or contractor work..

Since it looks like we are out of combat?

"Angel, Alphas you are our eyes. I'm working on the exit visas."

Jack scampers (what, he's happy. Can't a grown man scamper anymore?) towards the pseudo-military jeeps.

"Now how did Sister Mary-Constance put it? 'Thickest wire is the ground. Cross over two for the engine sound'"

Breaking into and hot-wiring the jeepish things. Not sure what rolls are needed so here is a Lockpicking and a Repair.
Lockpicking, wild: 1d4 ⇒ 21d6 ⇒ 5 Repair, wild: 1d4 ⇒ 21d6 ⇒ 4


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])

A soon as Mindjack is freed, Angel takes to the skies and flys over the jeep, hovering in place.

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