"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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I realized I didn't make it clear, Dr. Destruction is lying on the ground halfway between *your* team and the pile of bones. He and the bones are visible to everyone (again, sorry for the ret-con).

What do you all want to 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 is almost paralyzed with decision. Almost. Dr. Destruction, for all intents and purposes, appears dead. Paradigm would very much like to get his hands on what the supervillain knows and some of his tech. Paradigm also knows that Dr. Destruction would not take well to someone usurping his power.

Spirit, Stay my hand?: 1d8 ⇒ 31d6 ⇒ 3

Not one to wait around to be someone else’s lapdog, Paradigm flies towards the body of Dr. Destruction, a ball of his own form of destruction growing in his hand.

Paradigm fully intends to finish off his rival before dealing with Champion.


"Female" Android Pace 6 | Parry 5| Tough 16| Bennies 3/3 | RATN 4 |
Spoiler:
Fighting d6 | Persuasion d8+1 | Shooting d12+2 (5d6)

Flare is rightly confused by all that is happening. Champion, still "alive"? Dr. Destruction, dead? She does all that she can do; braces for Champion's arrival.


As Paradigm approaches the still form of Dr. Destruction near the opening in the pile of huge bones forming an (un)natural cave, he sees that his trademark mask has been shattered, revealing the face of...King Meros of
Atlantis (a well-known superhero known as the Aquarian)!

What do you do?


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

Enkidu lands next to Paradigm and the body. He gives the Professor and his orb of destruction a bit of a side eye before seeing and recognizing the face under Dr. Destruction's mask.

He rushes to his side, and kneels to check for a pulse and breath signs.


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

Things begin to come together in Paradigm’s mind. ”You know this being, I take it?” He looks at Enkidu. He does not quelch the orb in his hand. ”Our elevation is at hand. What we do now shapes the future. I will not continue to serve if I don’t have to.” He gestures at Enkidu pointedly. ”Neither should you.”


The Aquarian is alive, and says "Wait - I can help you in the coming battle, you'll need all the help you can get. If we are victorious, I will no longer need to be Dr. Destruction, and you can go your own ways."

What do you do?


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

Enkidu looks at Paradigm with an incredulous eye, "Are you an idiot? Do you know how to contact and coordinate all the extant resistant cells? Do you know where all the gear we and the other cells have been gathering has been stored and prepped? Do you know what operations are presently in progress across the world? Are you seriously going to look me in the eye and tell me you are thinking of killing off the only being on the entire planet that been able to effectively plan and coordinate an active resistance against the V'Sori, just because you think his dick might be bigger than yours? If so, you have to be one of the stupidest super villains to ever climb out of the ooze. Now, take your head out of your ass, and help me get this man back into fighting shape!"

Going to use Super Sorcery to try and Heal him, but I have to look it up, and finish updating my powers to know what my skill would be.

Looking at the King he says, "As soon as you are not dying, you are going to have to answer some very pointed questions for us. Sire."

It should go without saying, but this is just Enkidu reacting to the situation. No shade intended at Bloodmoon.


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

Completely understood. Paradigm’s Arrogance and Ruthless Hindrances are kicking in.

Looking around as if he wasn’t sure that Enkidu, the teenager in front of him, had actually grown a backbone and spoke in such a manner to him. Narrowing his eyes, he postulated on what Enkidu had said. It was true that Destruction did have access to a lot of information, and he certainly could use it, but he didn’t want to control a rebellion. Everything he needed to do, he could do on his own. And, he continued to think, thus Outsider seems to have taken things into its own hands. Now all that was left was the threat of the SuperHeroes returning, which he could deal with. Still… ”Perhaps you are right, in order to actually be free of the V’Sori, we must be certain that all cells have been activated and we rid our planet of them.” He then looks at King Meros. ”You live on borrowed time. We will defeat this menace and then you will step down, as you have now sworn.”

Paradigm then assists Enkidu with his newfound powers. He will not heal the man himself.

SuperSorcery Support: 1d12 + 1 + 1d12 ⇒ (12) + 1 + (11) = 241d6 ⇒ 1
I think that is definitely worth a +2 on your roll or more… SuperSorcery is another skill you have to put advances into. At least, that is how it has been with me, unless I completely misread the rules on it.


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

I believe you are right. Fortunately, I have many unused Advances.

"This is the part I hate... The Magic is tied to my Atlantean blood, so I have to be me to use it...
Enkidu's size and shape starts to shift, and his massive shaggy shape shrinks down to that of a scrawny, sickly teen. He looks worse than the last time he might have been seen like this. His skin is sallow, his cheeks hollow, and his eyes somewhat yellowish.

He moves his hands in a complex series of arcane gestures, while chanting. He keeps his eyes fixed on the wounded king.

Sorcery: 1d8 - 2 + 2 ⇒ (7) - 2 + 2 = 71d6 ⇒ 1
Spirit: 1d8 + 1d8 ⇒ (8) + (5) = 131d6 ⇒ 2

The Spirit Roll receives a minus for the number of wounds suffered by the subject, and heals a wound for each success and raise.


King Meros is completely healed. Unfortunately, from what Enkidu could see, so is Champion.

Meros says "I didn't know about Champion. He seems even more powerful than before, but I saw you take him down once, so I'm sure we can do it again."

At his speed, you have 2 rounds before Champion gets within range of you. Time for power-ups!


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

Turning his barely contained disdain away from King Melos, Paradigm prepares for the worst, making sure his shield is fully in place and boosting his power as much as he can.

SuperSorcery, Boost Super Sorcery: 1d12 + 1 ⇒ (10) + 1 = 111d6 ⇒ 3

He then adds some protection to the others, even the King.

Raise Booosted SuperSorcery Force Field Protection to Others: 1d12 + 3 ⇒ (10) + 3 = 131d6 ⇒ 2

That should give a +4 to everyone’s toughness.


Doxis concentrates, and your bodies become semi-transparent, and their surfaces constantly undulate.

+2 to Parry and RATN.


"Female" Android Pace 6 | Parry 5| Tough 16| Bennies 3/3 | RATN 4 |
Spoiler:
Fighting d6 | Persuasion d8+1 | Shooting d12+2 (5d6)

Flare zips down to join the others in time to benefit from Doxis' protection. Still flaming and hovering in the air, she says, "Right, we beat him once with pure luck. Who knows? Maybe the dice will roll in our favor again!"


One round passes.

Champion is now within Medium Range of you. Anybody want to do anything?


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

Enkidu shifts back into his fighting form, and looks at the others, "Any ideas? We'll need to work together to kill him."


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 looks over Champion and decides that in order for his plan to succeed, it needs to interfere with the plans of the V’Sori. Working with Destruction has been successful, but not as much as Paradigm would like. Still, nothing would get done while Champion was protecting the V’Sori. That and he would be a thorn in his side for some time to come, even if he did succeed in taking over Destruction’s operations. Time for Champion to die, once and for all. ”Simple, we keep blasting until there is nothing left for the V’Sori to reanimate.”

Raise Boosted (4 rounds remain) SuperSorcery Force Control Level 3: 1d12 + 3 - 2 ⇒ (9) + 3 - 2 = 101d6 - 2 ⇒ (2) - 2 = 0
Force Control Strength: 1d10 + 1d10 + 1d10 ⇒ (10) + (10) + (3) = 231d6 ⇒ 4
Champion will have to beat a 23 Strength roll or he can no longer move/ is grappled.


Champion's Strength roll :

Strength & Wild: 1d12 + 4 ⇒ (10) + 4 = 141d6 + 4 ⇒ (5) + 4 = 9

While you bind his limbs, you do not keep him from flying. He changes course, now heading right at your group at high speed, like a bullet. A large, very tough bullet.

You have 1 round until he reaches you. 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

Did not work the way I planned, but at least we have his attention.

A wall suddenly forms in front of Champion, made of the hardest metal Paradigm could think of, while still holding him bound by gravity.

Raise Boosted SuperSorcery Barrier, Maintain Power: 1d12 + 3 - 2 - 2 ⇒ (1) + 3 - 2 - 2 = 01d6 + 3 - 2 - 2 + 1d6 ⇒ (6) + 3 - 2 - 2 + (4) = 9
Benny to Reroll that: 1d12 + 3 - 2 - 2 ⇒ (2) + 3 - 2 - 2 = 11d6 + 3 - 2 - 2 + 1d6 ⇒ (6) + 3 - 2 - 2 + (2) = 7
I’ll take the 7 over a Backlash, Hardness 12 Wall of Metal for him to crash into. 2 Bennies remain.


Paradigm - please see Discussion...


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

Adding in Backlash roll, which will make me Shaken and disable the Protection on his allies And his boosted SuperSorcery Skill

Backlash: 2d6 + 1d6 ⇒ (1, 6) + (1) = 8
Shaken and can’t use powers for 1 hour.


Let's put that backlash on hold until we resolve the issues in Discussion...


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

Reroll of TK Strength as per discussion
TK Strength v. Champion’s Spirit: 1d12 ⇒ 41d6 ⇒ 2
Distance: 2d6 ⇒ (3, 2) = 5


Champion Spirit & Wild: 1d10 ⇒ 101d6 ⇒ 4
Spirit ACE!: 1d10 ⇒ 6

Champion's speed does not slow.

He'll be on you next round, which I will post initiative for tomorrow (work is slamming me today...).


Round 1
Paradigm : AC
Flare : QS
Champion : 6H
Enkidu : 2C

Paradigm and Flare are 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

Seeing that Champion still can’t seem to be slowed down, Paradigm changes tactics. This time, he tries to nullify some of his power, but not before moving out of his way. He carefully constructs an image in his mind and creates a simulacrum of it in front of Champion.

I am presuming that Paradigm would know the team that Champion used to work with. Thus the illusion of the team appearing before him. I am also dropping the SuperSkill so I can use all 4 points to get Obscure with Level 1 Illusion

SuperSorcery Illusion Level 1 with Obscurement (-2), 4SPP: 1d12 + 1 - 2 ⇒ (10) + 1 - 2 = 91d6 + 1 - 2 ⇒ (3) + 1 - 2 = 2
I’ll take the 9!


"Female" Android Pace 6 | Parry 5| Tough 16| Bennies 3/3 | RATN 4 |
Spoiler:
Fighting d6 | Persuasion d8+1 | Shooting d12+2 (5d6)

Flare readies herself for Champion's arrival, knowing from experience that she will not be able to stop him with her blasts. Instead, she flits about nearby, waiting for an opportunity to strike.


Paradigm - don't you have 6 SPP in Super Sorcery now?
Also, a strict reading of the Illusion power makes it sound like you can only use Obscure by itself, like to create a "bubble" of "darkness". I could go to the PEG discussion boards and ask, but not many people would be interested in answering a question about such an old version, so it might take several days to get any kind of answer. All in all, this power is not well defined.

Strictly speaking, the illusion of Champion's team would be one use of the Illusion power, and the Obscure would be a second. You can do both on this round, making a second roll at -2 (I'll let you keep your first roll, it Succeeds even with a -2), or do the Obscure next round. Let me know...

And even tho the description doesn't require it, Champion's old team suddenly appearing in front of him, when he knows they're dead, will give him a Smarts roll to doubt it's real.
I'm open to debate in Discussion about these rulings and my reasoning about them. I'll wait a day or two before posting Champion's reaction to the illusion and his attack action.

Smarts & Wild, -2: 1d6 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (4) - 2 = 2


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 was hoping to use the illusion to cover our team in order to obscure us, but it is up to GM fiat. You are right though, not used to the 6 yet, I'll keep the boost active and that will make the 9 an 11.


Well, you can, it's just that it requires a second roll at -2...
Also, please note that according to the rules your teammates will also be affected, so there will be a penalty to their actions while inside the Obscure, so it's your call.
Please post your decision one way or the other when you can.


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 can dispel it at will, so if it doesn’t work on him, I’ll drop it so my team is ready to fight if necessary.

Second Roll: 1d12 + 3 - 2 ⇒ (1) + 3 - 2 = 21d6 + 3 - 2 + 1d6 ⇒ (6) + 3 - 2 + (5) = 12


It works on him by default (no saving roll for him), but it also works on your team by default. So now everyone but you is at -4 to their attack rolls. It will affect Enkidu and Champion this round (and anyone who acts before you next round). Let me know if you keep it or drop it when your turn comes up next round.


Champion's laser eyes fire twice, blindly into the darkness :

Shooting & Wild: 1d12 - 4 ⇒ (10) - 4 = 61d6 - 4 ⇒ (3) - 4 = -1

Shooting & Wild: 1d12 - 4 ⇒ (5) - 4 = 11d6 - 4 ⇒ (3) - 4 = -1

Who's hit: 1d3 ⇒ 2 Alphabetically, that's Flare...

Damage :

Damage: 4d6 ⇒ (3, 2, 2, 4) = 11 Does not get past her Toughness

Flare feels the heat from the lasers, but they bounce harmlessly off her.

Enkidu's up! At -4 unless you leave the dome of obscurement.


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

Not having any ranged attacks, and knowing that he is far too vulnerable in his hybrid form to try using his fledgling magic, Enkidu shifts instantly into the shape of a giant hawk, and comes hurtling out of the illusion, slamming into the approaching hero with the force of a small car.

Claw 1: 1d12 + 1 ⇒ (11) + 1 = 121d6 + 1 ⇒ (5) + 1 = 6
Damage/Heavy: 1d12 + 4 + 3d6 ⇒ (2) + 4 + (4, 5, 2) = 17
Damage w/raise: 17 + 1d6 ⇒ 17 + (3) = 20
Claw 2: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (5) + 1 = 6
Damage/Heavy: 1d12 + 4 + 3d6 + 1d12 ⇒ (12) + 4 + (2, 5, 4) + (4) = 31
Bennie reroll: Claw 2: 1d12 + 1 + 1d12 ⇒ (12) + 1 + (7) = 201d6 + 1 ⇒ (2) + 1 = 3
Damage w/raise: 31 + 1d6 ⇒ 31 + (4) = 35

Snatch: If the Giant Hawk gets a raise on it's Fighting roll when Swooping against a target man-sized or smaller, it snatches up the victim and flies off with it, most likely to feed its young.

Enkidu's Strength in this shape is d12+1, for when Champion inevitably tries to break the grapple.


Enkidu - in the future, if you decide to re-roll an attack, please don't roll damage for the first attack. Those rolls would alter the attack and damage results for the re-roll.
Actually, looking again, now I'm really confused. You re-rolled the attack (and left out an Ace re-roll), but then just added Raise damage to your original damage roll? Can you please tell me your thought processes on these rolls?
Also, I'm assuming that Snatch and damage are mutually exclusive? So please specify which Fighting roll you want to use Snatch on, thanks!


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

I did it that way purely because I had already typed out the attacks and damage, and just rerolled the low attack value. I didn't even notice the damage had aced... when I rerolled the attack value was high enough to get a raise, so I added it, still not noticing the damage roll had aced. Not sure how I missed that.

I rerolled the attack and not the damage as you had responded in a previous post that a damage reroll was a separate Benny cost from the attack roll, so I left the damage roll as it was.

As for the grab, it is not mutually exclusive with damage, just a side benefit of raising on a hit. His bear form actually has the same bonus, just labeled as a bear hug.


Ok, thanks, I think I can parse your rolls now. But there's one confusion : typically you must spend a Benny to re-roll a low Fighting/Shooting roll *before* rolling any damage at all. But some settings allow you to spend a Benny to re-roll *just* the damage if you're happy with the attack roll results.

Final results :
Claw 1 = 12; damage = 17
Claw 2 = 20; damage = 35

Enkidu's first attack connects with Champion, but does no damage.

Enkidu's second attack slashes thru Champion's armor, doing 2 Wounds. He howls in pain.

I'm going to treat Snatch like Grappling, except using Strength, and a Raise on the Fighting roll allows the possibility of Grappling your opponent (an automatic Grapple is just too powerful).

So, please make a Strength roll to initiate the Grapple.


Enkidu?


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

Sorry, I went to go look up a rule and then got distracted and forgot.

I think Snatch is supposed to be automatic. It would probably not be hard for him to break my grapple, but I believe if he hits with a raise, he adds the grappled condition as bonus. He gets something similar with Bear, but in that case it actually goes right past "grappled" to "pinned."

Of course, as GM, you can change the rules, but as written it looks intended to be included in the successful strike due to the raise.

Strength: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (1) + 1 = 2


SWADE's bear now just Grapples, no mention of an automatic Grapple on a Raise. I know we're using SWD here, but that just reinforces my feeling that an automatic Grapple is just too powerful.

Strength & Wild: 1d12 + 4 ⇒ (9) + 4 = 131d6 + 4 ⇒ (3) + 4 = 7

Champion avoids the Grapple.

Round 2
Enkidu : JS
Champion : 10H
Paradigm :9C
Flare : 6C

Enkidu is up!


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

Claw 1: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (2) + 1 = 3
Damage: 1d12 + 1 + 3d6 + 1d6 ⇒ (2) + 1 + (4, 2, 6) + (2) = 17
Raise?: 17 + 1d6 ⇒ 17 + (4) = 21
Claw 1: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (2) + 1 = 3
Damage: 1d12 + 1 + 3d6 ⇒ (1) + 1 + (4, 1, 4) = 11
Raise?: 11 + 1d6 ⇒ 11 + (1) = 12

Epicly poor damage, but rolls for grapple attempts if I raised.
Grapple 1: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (3) + 1 = 4
Grapple 2: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (2) + 1 = 3


You just missed getting a Raise on both your attacks, so neither did any damage...

Enkidu's mighty attacks connect with Champion, but don't get thru his armor.

Champion's laser vision swipes over Enkidu :
Shooting & Wild: 1d12 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (3) - 2 = 1 = Success

Doing :
Damage: 4d6 ⇒ (4, 4, 6, 3) = 17
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 3 = 26 = 2 Wounds

Champion's beams hit Enkidu squarely in the chest, almost punching a hole right thru him.

And again :
Shooting & Wild: 1d12 - 2 ⇒ (11) - 2 = 91d6 - 2 ⇒ (1) - 2 = -1 = Success

Doing :
Damage: 4d6 ⇒ (2, 4, 3, 1) = 10 = no Wounds

You can roll as soon as you want to if you want to spend a Benny to Soak the wounds.

Paradigm and Flare are 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

Keeping the illusion up, as it seems to help Enkidu from getting killed.

Paardigm, noticing that Champion is still working through his illusion keeps it going a bit longer. In the meantime, he attempts to breakdown Champion’s defenses by shooting through them.

Plasma Blast, Shooting: 1d6 ⇒ 41d6 + 1d6 ⇒ (6) + (4) = 10
Raised Damage, AP4, Lethal: 5d6 + 1d6 ⇒ (2, 1, 2, 1, 2) + (1) = 9

Paradigm looked for a brief moment as if something had hit him in the face. The pinpoint shot did nothing to Champion’s Armor.


"Female" Android Pace 6 | Parry 5| Tough 16| Bennies 3/3 | RATN 4 |
Spoiler:
Fighting d6 | Persuasion d8+1 | Shooting d12+2 (5d6)

Flare aims a blast for Champion's eyes, hoping to at least temporarily blind the reanimated hero.

Shooting at -6: 1d12 + 1 - 6 ⇒ (3) + 1 - 6 = -2 Wild: 1d6 ⇒ 2
Damage: 4d6 ⇒ (1, 2, 2, 4) = 9


Neither Paradigm's nor Flare's attack affect Champion. He is, after all, Champion!

Round 3
Paradigm : JD
Flare : 9S
Enkidu : 8D
Champion : 2S

Everyone is up, in any order!


"Female" Android Pace 6 | Parry 5| Tough 16| Bennies 3/3 | RATN 4 |
Spoiler:
Fighting d6 | Persuasion d8+1 | Shooting d12+2 (5d6)

Flare frowns and tries the same tactic a second time.

Shooting at -6: 1d12 + 1 - 6 ⇒ (6) + 1 - 6 = 1 Wild: 1d6 - 6 ⇒ (6) - 6 = 0
Damage: 4d6 ⇒ (4, 1, 6, 4) = 15

Ace on Wild!: 1d6 ⇒ 4
Ace on damage!: 1d6 ⇒ 4


In one of the Superman movies, a villain held a gun straight at Superman's eye and fired. The bullet shattered when it hit his eye. So Champion's eyes have his Toughness as well...

Flare sees her bolt hit Champion in the eye, and it doesn't seem to phase him.

Paradim, Enkidu?


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

Deciding the illusion is no longer affecting Champion, Paradigm lets it go, both boosting their own chances of hitting, but also Champion’s. Focusing one last time while he ruminated on a new tactic, he fired a blast at Champion.

Shooting: 1d6 ⇒ 51d6 ⇒ 2
Plasma Bolt AP4, Lethal: 5d6 + 1d6 ⇒ (5, 2, 6, 2, 5) + (5) = 25
That’s a little better, presuming it hits.


The bolt damages some of Champion's external...tubes?...machinery?...and he howls with pain.

Champion is Shaken.

Enkidu?


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

Soak: 1d12 + 1 ⇒ (8) + 1 = 91d6 + 1 ⇒ (1) + 1 = 2

Failing to find purchase, or strike deep, the massive hawk thrashes and claws again with long talons at the Undead monster.

Attack 1: 1d12 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d12 + 1 + 3d6 + 1d6 ⇒ (9) + 1 + (4, 6, 3) + (2) = 25
Attack 2: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d12 + 1 + 3d6 ⇒ (5) + 1 + (1, 1, 3) = 11

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