"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

"Rule number one: Act like you belong here.", Paradigm says as they exit the van and start walking towards the docks. He then starts an active scan of the environment to see if there is anyone around.

SuperSorcery Boost Notice: 1d12 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (5) - 2 = 3
Notice: 1d4 ⇒ 31d6 ⇒ 1
Danger Sense -2= 1, if needed.

Unfortunately, the ritual power seems to be taking all he has in order to keep them safe.


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

"Like we belong... right."


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

"Doc, can you whip up something to handle translation for us? I seem to recall we've run into trouble before not knowing their language..."


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

You mean to tell me there are no Universal Translators here...

Cursing himself for not thinking of it earlier, Paradigm nods. "Give me a moment." Quickly accessing his nanobots encoding program, he spares what little he can to create a translation field.

SuperSorcery Universal Translator, Add 3 Recipients: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (5) - 2 = 3
I believe that costs me all four of my available points for a quick cast.

"There, now we can at least sound legitimate as well as look the part."


As you walk thru the docks area, it seems that you have picked a good form. Most of the humans that see you avert their eyes and walk farther away from you.

A group of Fins, apparently on patrol, see you and walk towards you. One of them salutes, and says something in V'Sori which you take to mean "Greeting, exaulted ones. We are watching the area. Do you have any specific instructions?"


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

"Remain vigilant. We are here for a matter related to our kind; do not concern yourselves. Our business should not take long; you may return to your duties."

Persuasion: 1d8 ⇒ 51d6 ⇒ 3


They salute and move on.

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

Were we given a specific building to find the turncoat?

Paradigm nods in appreciation, not wanting to risk saying something that could tip the Fins off to their deception. He then mentally goes over the plans for the extraction. Their target had to be here somewhere.


The co-ordinates Dr. Destruction gave you pinpointed a specific building in the docks area. Since you looked at a map of the docks back at HQ, you can easily find your way to that building.

After walking thru a torturous route thru the maze of buildings in the docks area, you can see the target building a block away - what do you do?


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

We continue to approach the building, continuing a look of determination.

Enkidu whispers under his breath, "Look confident; someone that looks like they know where they are going is much less out of place, and tends to blend in."

Notice: 1d8 ⇒ 61d6 + 1d6 ⇒ (6) + (4) = 10


You see a group of humans in well-worn clothes, probably mid-20's, standing around at the nearest corner of the target building. As you approach, you hear a combination of grumbling and snickering from them. As you walk by them, you hear "Hey, lizards - get off of our planet".

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 notes that these are only humans that feel the same as he does. He also knows that if he gives himself away now, that could compromise the mission. Taking Enkidu's reminder into consideration, he keeps walking towards the door of the building, projecting an air that he is unencumbered by small threats.


You see some medium-sized (smaller than a fist) rocks land on the ground beside you, but none of them hit you. "Hey, lizards - I'm talking to you. Whataya gonna doabouit?"


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

Enkidu faces the man down with an icy, silent stare.

Intimidation: 1d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (3) + 2 = 5

"I am going to go about my business, human. I suggest you find wiser ways to do the same."


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 doesn't break stride. It irks him to walk away from a fight, especially since he could easily beat them, but he keeps his composure and keeps on walking.


Spirit: 1d6 ⇒ 6
Spirit ACE!: 1d6 ⇒ 1

Someone shouts "You ain't the boss of me!" and the whole group runs around the corner, laughing and shouting curse words at you.

You reach the front door of the building. What do you do?


Doxis says "So, if it's not a big secret, what exactly are we doing here?"


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

Enkidu opens the door (entering the code provided, if one is needed). He'll have a good look at the lobby while holding the door for the others, and then follow them in.

Notice: 1d8 ⇒ 21d6 + 1d6 ⇒ (6) + (4) = 10


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

Looking at Doxis, Paradigm smirks. ”We’re looking for someone who looks just like we do now, but who is wanting to switch sides. A scientist, I believe. Someone I would be very interested in talking with, given the chance.” He goes in with the rest of his team and ponders the look of the place. It matches their directions, so now they just need to find where he is hiding out. He instinctively activates his force field. Just in case.


Dr. Destruction's instructions included a door number, which is on the second floor. You go up in an elevator, and find the 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

"Here we are," Paradigm says to no one in particular. Then he adjusts his voice and trusts his translation bubble will work as designed. He knocks and then says, "Doctor? Your requested escort has arrived."


The door opens a little and a V'Sori peers out from the crack. He whispers "You fools! You were supposed to attack unexpectedly and take me prisoner. Now you'll have to kill all my lab assistants so they can't report this! Attack now, before they have a chance to contact headquarters!" He moves away from the door, drops to the floor, and puts his hands on his head.

As the door opens, you see two other V'Sori and a human, all wearing lab coats, looking very startled. One of them has a communicator in their hands, and appears to be starting to dial a number.

I'm assuming you'll want to act immediately...

Round 1
Enkidu - KC
Paradigm - QD
Assistants - 6H
Doxis - 3S
Biohazard - 3D

Enkidu and Paradigm are up!


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

Enkidu dashes into the room towards the one with the com.

Disarm?: 1d12 - 2 ⇒ (9) - 2 = 71d6 - 2 ⇒ (2) - 2 = 0
Disarm Strength: 1d12 + 4 ⇒ (2) + 4 = 6

With his massive arm, he slaps the com device out of the V'sori's hand.

"None of that. If you want to die, go ahead. Surrender and live."


Even with the -2 for the Called Shot to the arm for the Disarm, Enkidu manages to hit the arm.

Opposed Strength: 1d6 ⇒ 5

And manages to slap the device away.

Just a reminder, Dr. Destruction said of the others "Kill them. Kill them all."


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 takes less than a nanosecond to decide whether or not to kill the other V’Sori, but the human takes a microsecond. He Grabs the target Doctor and pulls him outside in the hallway and then lets loose with his destructive powers. A sudden hole opens in space and time and begins eating everything within a few yards radius. He then wrestles his mind around it so that it does not destroy Enkidu, the scientist or Bio.

SuperSorcery Selective Blast Antimatter: 1d12 - 3 ⇒ (11) - 3 = 81d6 - 3 ⇒ (2) - 3 = -1
Raised Damage: 3d6 + 1d6 ⇒ (4, 1, 6) + (2) = 13

The short lived black hole then closes and leaves quite the mess.


Just BTW, one of your damage dice Aced, but that doesn't change the results...
Also, please make a Smarts-2 roll for Selective Damage (I just made that up).

A tremendous explosion (technically, implosion) happens in the lab, obliterating most of the equipment and the 3 lab techs. Alarms start to go off in the building.

Please nobody post until Paradigm makes the Smarts roll, so I can finish the results.


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

Smarts Selective Damage: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (2) - 2 = 0
Uh oh. I’m out of Bennies too…


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

13 damage sucks, but even with the extra d6 for the Ace, I can probably tank it without a wound.


Good thing Biohazard and Doxis weren't in the room...
Oh yeah, that extra damage might affect Enkidu...

Damage ACE!: 1d6 ⇒ 5

The explosion also engulfs Enkidu, but it merely knocks him about a bit. He appears to be rattled and confused.

Enkidu, make Spirit rolls until you succeed to see how long you stay Shaken. You can move while Shaken.

Paradigm, the following assumes you don't have to do anything (move your hands, pull stuff out of pouches, etc.) to activate your powers. If you do, just ignore this...
Doxis says "Wow! Who did that? That was amazing!"

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

The basic rules state I still have to speak and move my hands around, but I am taking my cues from Babylon 5’s Technomages, so it’s a bit more subtle.

”What will be more impressive is if we get out of here before the others know what we’re up to. Bio, get Enki and Doxis and I will get the scientist out of here.”

He then proceeds to move with intention towards the elevator to make their way out, guiding their HVT along with them.


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

Spirit: 1d8 ⇒ 31d6 ⇒ 3

Enkidu stumbles a bit, his ears ringing from the rapid shift in pressure and then slam back to normal. His eyes look a little dazed, but seeing the others moving, he stumbles towards the door.

Spirit: 1d8 ⇒ 51d6 ⇒ 2
Spirit: 1d8 + 1d8 ⇒ (8) + (7) = 151d6 + 1d6 ⇒ (6) + (4) = 10

Within a few seconds he is already looking steadier on his feet, and with 15 he is moving with his usual unconscious grace.


Enkidu looks dazed for about 12 seconds as he's moving toward the elevator, then shakes his head and comes out of it. Doxis follows.

You get to the first floor, and start to head out of the building, but when you open the front door, there's a large crowd of humans surrounding it, looking up at the hole in the outside wall from Paradigm's blast. They are between you and the van.

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

”You three feel up to plowing a hole so we can get to the van?”, Paradigm could blast them again, but the mess would draw even more attention than he wanted.


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

"These are just bystanders; we can't assume everyone is a colaborator. Best to just scare them off."

Enkidu allows a bit if the bear genes to express themselves and grows in size and savagery. He adds tough Armour plates and boney spurs to the joints, and a row of spines growing down his spine. He leaves a vaguely human aspect to the face. He runs at the crowd like a grizzly scare-charge, pulling up and doing his loudest roar from an oversized and saber-toothed maw.

Intimidate: 1d8 + 2 ⇒ (6) + 2 = 81d6 + 2 ⇒ (1) + 2 = 3


I'm going to assume that changing form causes Paradigm's V'Sori image to permanently fall away from Enkidu...

Group Spirit & Wild: 1d8 ⇒ 31d6 ⇒ 2

The crowd starts yelling and shouting, and scatters in every direction.

You hear (human) police sirens in the distance, getting louder.

Everyone make a Notice-2 roll.

Doxis Notice & Wild: 1d6 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (5) - 2 = 3


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 mutters a curse under his breath. As he immediately scans the area for the best route back to the van, but the chaos of the moment clutters his senses.
Notice: 1d4 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (3) - 2 = 1


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

Notice: 1d4 - 2 ⇒ (2) - 2 = 0 Wild: 1d6 - 2 ⇒ (5) - 2 = 3

Biohazard pays hardly any attention as he focuses on the van. Determined to get to it, he will attempt to slam anyone foolish enough to get in their way.


Waiting for Enkidu...


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

Notice: 1d8 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (4) - 2 = 2


Enkidu:
You happen to catch the glimmer of a V'Sori flying patrol vehicle in the sky in the distance. What do you do?


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

"Kraut flyer overhead. Best we move on quick."


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

”Saw that coming. We need to get through these people. Now.” With his translation matrix still active and some of them still covered by the V’Sori illusion, he tries for one more, a Fin Hit Squad. ”I’m going to need the rest of you to sell this one as we bust through their line.”

SuperSorcery Illusion: 1d12 - 2 ⇒ (6) - 2 = 41d6 - 2 + 1d6 + 1d6 ⇒ (6) - 2 + (6) + (1) = 11
I’ll take that 11.

Suddenly, a squad of Fin Soldiers comes running from behind the line of human gangers, yelling and drawing weapons…


The crowd scatters quickly, allowing you to get to the van without any trouble. But the sirens are getting louder, and the airship overhead is getting closer.

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

”I hope one of you can drive, I’m going to make sure our new friend here is secure in the back.” As they drive off, he lets the illusions drop and he is visibly drained.

Turning to the V’Sori scientist, he says, ”Okay, you’re out of there, but you’re not out of the woods yet. Mind telling us what made you switch sides?”

Remind me to not let our GM switch to SWADE Supers, they nerfed SuperSorcery a bit..


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

"I'm going to stop being quite so conspicuous. I'll be close at hand if trouble breaks out."

Enkidu shifts into the shape of a seagull, and immediately gets lost amongst the others roosting around various parts of the dock.


I'm fine with both SWD and SWD Supers. Check out SWADE RIFTS for a whole lot of nerfing!

The V'Sori says "That is between me and Dr. Destruction."

Ummm...if Enkidu's out of the van, Biohazard can't drive because his Decay is always on. So Paradigm must take the wheel...


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

Oh, SWADE Supers is out? I'll have to check that out!


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

Then can we retcon that he is yelling in back as we drive?

”Typical. Still, we just killed some folk to get you out, so it must be important and Dr. D. Is not one for subtlety. I think you should consider that at this brief moment, we have your life in our hands.” He then lets the matter drop and heads to the delivery point.

I’ll move the SWADE Nerf stuff to the Discussion thread.


Notice-2: 1d6 - 2 ⇒ (3) - 2 = 1

You get away cleanly, with no one following you. The delivery point is your base, Dr. Destruction will send someone to pick him up.

"Dr. Destruction told me to discuss my work and my business with him with no one. I'm assuming 'no one' includes you."


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

True to his word, when they arrive at home base Paradigm lets the matter drop and signals Dr. Destruction that they have arrived with the package in tow and in good condition. He then goes back to his new project, teaching Doxis about this world.

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