"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

Trying again, Paradigm focuses his blast further, hoping to end another soldier.
SuperSorcery Wounded Boost Plasma Bolt, 6PP: 1d12 - 1 - 2 ⇒ (8) - 1 - 2 = 51d6 - 1 - 2 ⇒ (2) - 1 - 2 = -1
Damage, AP2, Lethal, Raise?: 8d6 + 1d6 + 1d6 ⇒ (3, 1, 2, 2, 2, 3, 6, 1) + (1) + (5) = 26

8 to hit, 21 if no raise, 26 with raise. That should hit and kill something…


Paradigm, why did you say 8 to hit? That was the base roll, the final result was 5, no Raise. That inflicts one Wound.

Info:

Bad guys :
1 - Enkidu (1 Wound, Shaken-->not Shaken)
2 - Enkidu (1 Wound)
3 - Flare (dead)
4 - Flare (1 Wound)
5 - Meros (dead)
6 - Meros (1 Wound, Shaken)
7 - Paradigm (2 Wounds, Shaken-->not Shaken)
8 - Paradigm (dead)

Enkidu [RATN=8+6] :
Flare [RATN=12] :
Meros [RATN=8] :
Paradigm [RATN=8] :

Attacks:

Enkidu [RATN=8+6] :
Spirit & Wild, -1 Wound: 1d10 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (6) - 1 = 5 = can act
After typing everyone else's rolls and results, I just now noticed that the Wild die Aced. But if I re-roll it now, that will change *ALL* of the following d6 rolls and results, which I am *not* going to slog thru again.
Shooting & Wild,-Wound: 1d10 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (6) - 1 = 5
Wild ACE!: 1d6 ⇒ 2 = 7, miss

Shooting & Wild,-Wound: 1d10 - 1 ⇒ (9) - 1 = 81d6 - 1 ⇒ (5) - 1 = 4 = miss

Flare [RATN=12] :
Shooting & Wild,-Wound: 1d10 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (3) - 1 = 2 = miss

Meros [RATN=8] :
Spirit & Wild, -1 Wound: 1d10 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (2) - 1 = 1 = can't act

Paradigm [RATN=8] :
Spirit & Wild, -2 Wounds: 1d10 - 2 ⇒ (6) - 2 = 41d6 - 2 ⇒ (2) - 2 = 0 = can act
Shooting & Wild,-2 Wounds: 1d10 - 2 ⇒ (2) - 2 = 01d6 - 2 ⇒ (6) - 2 = 4
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 5 = 15, Shaken

Results : Paradigm is Shaken.

Enkidu 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

Sorry, I was typing fast and misread it. It is indeed a five(5).


Enkidu? Flare?


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

Enkidu shifts again into a more offensive shape, taking the form of a Utahraptor, and laying into his enemies with his massive claws.

Claw 1: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d12 + 2 + 3d6 + 1d6 ⇒ (11) + 2 + (3, 3, 6) + (1) = 26
w/Raise: 26 + 1d6 ⇒ 26 + (1) = 27
Bonus Kick if claw 1 was a raise: 1d12 + 1 + 2 ⇒ (2) + 1 + 2 = 51d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Damage: 1d12 + 2 + 3d6 + 2 ⇒ (8) + 2 + (2, 1, 3) + 2 = 18
Claw 1: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (2) + 1 = 3
Damage: 1d12 + 2 + 3d6 ⇒ (7) + 2 + (4, 3, 1) = 17

Special Ability: If the raptor gets a raise on its Fighting roll, it leaps into the air and kicks the target with it's massive hooked claws. It gets an additional free attack against the target at +2 to hit and damage.

I actually kind of doubt even an 11 will be a raise, given how high their parry seems to be, but I included the rolls just in case.


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

Flare blasts merrily away at her opponents.

Shooting: 1d12 + 1 ⇒ (10) + 1 = 11 Damage: 4d6 ⇒ (3, 4, 6, 6) = 19 Aces: 2d6 ⇒ (1, 1) = 2

So a total of 21 points, if an 11 hits. If 11 is not a raise, then damage is only 14 points.


Enkidu's mighty swipe inflicts 2 Wounds (but it was not a Raise).

Flare's blazing attack temporarily blinds her target (Shaken).


Round 8!
Enkidu : QH
V'Sori : JD
Paradigm : 9S
Doxis : 9H
Meros : 8D
Flare : 2S

Enkidu is up!


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

Claw 1: 1d12 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (2) + 1 = 3
Damage 1: 1d12 + 2 + 3d6 ⇒ (1) + 2 + (3, 4, 2) = 12
Claw 2: 1d12 + 1 ⇒ (11) + 1 = 121d6 + 1 ⇒ (1) + 1 = 2
Damage 2: 1d12 + 2 + 3d6 + 1d6 ⇒ (4) + 2 + (2, 6, 4) + (1) = 19
11 wasn't a raise, but in case a 12 is...
Damage w/Raise: 19 + 1d6 + 1d6 + 1d6 ⇒ 19 + (6) + (6) + (5) = 36

Bonus Attack: 1d12 + 1 ⇒ (9) + 1 = 101d6 + 1 ⇒ (2) + 1 = 3
Bonus Attack Damage: 1d12 + 2 + 3d6 + 1d6 ⇒ (7) + 2 + (6, 2, 5) + (3) = 25


I had a thought in the back of my mind when I read your last attack post, I kept checking that you hadn't made a second attack. But I didn't check your attack before that to confirm. Do you get 2 Claw attacks with no MAP? If so, you can ret-con the second attack from your last attack post.


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

He has Ambidexterity and Two Fisted as part of his own core Edges, so he can use them in every form. That is why he always uses two claw attacks with no MAP, and has since nearly the beginning of the campaign. In this particular form, if he scores a raise on one of those melee attacks, he gets a bonus attack, but that is just for his Raptor shape.

I see in the last post I made 2 claw attacks, but I labeled both "Claw 1" because I Copy/Pasted the attacks, but forgot to change the label on the second one to "Claw 2." Sorry if that caused any confusion. I'll try to be more careful in the future.


No problem. The second Claw 1 in your last attack post didn't hit anyway.


Sorry for the delay, I knew this post would take a long time, and what with the holidays...so everyone's up to 3 Bennies!

Info:

Bad guys :
1 - Enkidu (3 Wounds, Shaken-->not Shaken)
2 - Enkidu (1 Wound)
3 - Flare (dead)
4 - Flare (1 Wound, Shaken-->not Shaken)
5 - Meros (dead)
6 - Meros (1 Wound, Shaken)
7 - Paradigm (2 Wounds)
8 - Paradigm (dead)

Enkidu [RATN=8+6] :
Flare [RATN=12] :
Meros [RATN=8] :
Paradigm [RATN=8] :

Actions:

Enkidu [RATN=8+6] :
Spirit & Wild, -3 Wounds: 1d10 - 3 ⇒ (9) - 3 = 61d6 - 3 ⇒ (1) - 3 = -2 = 6 = can act
Shooting & Wild,-3 Wounds: 1d10 - 3 ⇒ (6) - 3 = 31d6 - 3 ⇒ (2) - 3 = -1 = 3, miss

Shooting & Wild,-1 Wound: 1d10 - 1 ⇒ (10) - 1 = 91d6 - 1 ⇒ (1) - 1 = 0
Shooting ACE!: 1d10 ⇒ 8 = 17, Hit, no Raise

Damage: 6d6 ⇒ (5, 4, 6, 3, 4, 6) = 28
Damage ACE! ACE!: 2d6 ⇒ (4, 6) = 10
Damage ACE!: 1d6 ⇒ 3 = 41, 5 Wounds, capped to 4

Flare [RATN=12] :
Spirit & Wild, -1 Wound: 1d10 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (6) - 1 = 5
Wild ACE!: 1d6 ⇒ 6
Wild ACE! ACE!: 1d6 ⇒ 2 = 13, can act

Shooting & Wild,-1 Wound: 1d10 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (3) - 1 = 2 = 2, miss

Meros [RATN=8] :
Spirit & Wild, -1 Wound: 1d10 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (1) - 1 = 0 = 0, can't act

Paradigm [RATN=8] :
Shooting & Wild,-2 Wounds: 1d10 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (6) - 2 = 4 = 4, miss

Results : nobody is hit except Enkidu, who is hit square in the chest with a powerful shot (4 Wounds)

Enkidu, you can try to Soak some of that, but at least hold your last Benny for the Incapacitation roll if needed. Or you could spend them all on the Incapacitation roll to see if you can get to a better level of survival.


Paradigm, Flare, and Meros are up (in any order)!


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

Ignoring Enkidu’s wound, knowing full well he can’t do anything about it anyway, Paradigm is laser-focused on killing the rest of these goons. His enhanced plasma blast tells them so.

SuperSorcery Wounded Boost Plasma Bolt, 6PP: 1d12 - 1 - 2 ⇒ (1) - 1 - 2 = -21d6 - 1 - 2 ⇒ (3) - 1 - 2 = 0
Benny Reroll (2/3)SuperSorcery Wounded Boost Plasma Bolt, 6PP: 1d12 - 1 - 2 ⇒ (7) - 1 - 2 = 41d6 - 1 - 2 ⇒ (2) - 1 - 2 = -1

Damage, AP2, Lethal, 4 to Hit: 8d6 + 3d6 ⇒ (1, 6, 5, 6, 2, 2, 4, 6) + (2, 1, 3) = 38
If that hits, that’s going to kill something…


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

Flare continues her blasting.

Shooting: 1d12 + 1 ⇒ (6) + 1 = 7 Wild: 1d6 ⇒ 6 Ace1: 1d6 ⇒ 3
Damage: 4d6 ⇒ (4, 3, 4, 3) = 14 plus 1d6 ⇒ 3 if 9 is a raise (doubt it)


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

Soak: 1d12 + 1 ⇒ (7) + 1 = 81d6 ⇒ 2
Enough to soak 2, but will still have 2 remaining. Ouch.


Paradigm's bolt misses its target Too bad, that damage would have hurt...

Flare's blast hits, but just splashes off the creature's armor.

Meros attacks :
Shooting & Wild: 1d10 ⇒ 101d6 ⇒ 4
Shooting ACE!: 1d10 ⇒ 9 = 19, Raise

Doing
Damage: 5d6 + 1d6 ⇒ (1, 3, 1, 6, 2) + (2) = 15
Damage ACE!: 1d6 ⇒ 1 = 16

His bolt splashes off the creature's armor, but some of it flies in front of its eyes, temporarily blinding him (Shaken).

Doxis flies down and says to Enkidu "Let me try to fix that for you..."

Magic & Wild: 1d10 ⇒ 21d6 ⇒ 1 Spending a Benny...
Magic & Wild: 1d10 ⇒ 21d6 ⇒ 1

I know it was a long time ago IRL, but you all have a +1 from being inspired by Meros. I don't know if Flame's and Enkidu's +1's are from that or something else, but Paradigm didn't use it in his last roll.

Round 9!
Meros : JH
Paradigm : 8C
V'Sori : 7S
Enkidu : 6S
Doxis : 5S
Flare : 5H

Meros attacks again :
Shooting & Wild: 1d10 ⇒ 61d6 ⇒ 4 Spending a Benny...
Shooting & Wild: 1d10 ⇒ 91d6 ⇒ 2 = 9, Hit

Doing
Damage: 5d6 + 1d6 ⇒ (2, 1, 6, 6, 4) + (4) = 23
ACE! ACE!: 2d6 ⇒ (6, 6) = 12 Oy!
ACE! ACE!: 2d6 ⇒ (5, 6) = 11
ACE!: 1d6 ⇒ 1 = 47!!!

Meros' bolt punches a hole thru the chest of the creature, killing it.

Paradigm's 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

Let’s see if that +1 makes a difference

SuperSorcery Damage Boost, Wounded, Meros Bonus, 6PP: 1d12 + 1 - 1 - 2 ⇒ (6) + 1 - 1 - 2 = 41d6 + 1 - 1 - 2 ⇒ (1) + 1 - 1 - 2 = -1
Not sure that 6 will hit, but if it does:
Boosted Plasma Bolt, AP2, Lethal, 6PP: 8d6 + 1d6 ⇒ (1, 2, 5, 5, 5, 1, 6, 5) + (3) = 33
33 damage.

Determined to end this fight quickly, Paradigm keeps blasting at everything not in his cohort. He knows his frustration is starting to rise and does his best to calm himself before destroying everything.


Sorry I've been gone so long, I dread doing the V'Sori rolls...

Paradigm's blast obliterates one of the creatures.

Spoiler:

Bad guys :
1 - Enkidu (dead)
2 - Enkidu (dead)
3 - Flare (dead)
4 - Flare (1 Wound, Shaken-->not Shaken)
5 - Meros (dead)
6 - Meros (1 Wound, Shaken-->not Shaken)
7 - Paradigm (dead)
8 - Paradigm (dead)

Enkidu [RATN=8+6] :
Flare [RATN=12] :
Meros [RATN=8] :
Paradigm [RATN=8] :

Well, lots of progress - only 2 left! That makes my life a *lot* easier...

Actions:

Flare (RATN=12)
Spirit & Wild,-1 Wound: 1d10 - 1 ⇒ (7) - 1 = 61d6 - 1 ⇒ (1) - 1 = 0 = can act
Shooting & Wild, -1 Wound: 1d10 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (6) - 1 = 5 = Miss

Meros (RATN=8)
Spirit & Wild,-1 Wound: 1d10 - 1 ⇒ (5) - 1 = 41d6 - 1 ⇒ (1) - 1 = 0 = can act
Shooting & Wild, -1 Wound: 1d10 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (5) - 1 = 4 = miss

Results : no one is even hit

Enkidu and Flare are up!

Declare whether you are targeting Flare's or Meros' creature.

Enkidu, after you act Doxis will try to heal you again...


"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 targeting the one that she has been working on.

Shooting: 1d12 + 1 ⇒ (4) + 1 = 5 Damage: 4d6 ⇒ (3, 6, 1, 5) = 15 Ace!: 1d6 ⇒ 1

16 points of damage


Flare's blast splashes off the creature's armor, but some of it flies up in his face, temporarily blinding him (Shaken).

Enkidu?


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

Would Enkidu know Doxis is going to heal him? Being injured, he might act differently depending on whether he knows that or not.


Sorry I've been missing for so long, life got in the way...

Doxis is going to try and heal you, but she comes after you in initiative, so even if she says it out loud, it'll come after your action...


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

If he doesn't know, he'll act accordingly. I was thinking he might pull back, but that wouldn't help him at all, since they are using range weapons.

Enkido shifts into a Troll shape again in order to help his wounds regenerate.

Regeneration: 1d12 + 3 ⇒ (4) + 3 = 71d6 + 3 ⇒ (3) + 3 = 6 Heals a wound, leaving 1
Claw 1: 1d10 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (3) - 1 = 2
Claw 2: 1d10 - 1 ⇒ (1) - 1 = 01d6 - 1 ⇒ (4) - 1 = 3
Wiff


Doxis recognizes the creature Enkidu shifted into, and knowing that he'll be healed soon on his own, holds back her precious few power points...

Will start a new round tomorrow, for sure...


Oops, sorry about that...

Status:

Bad guys :
1 - Enkidu (dead)
2 - Enkidu (dead)
3 - Flare (dead)
4 - Flare (1 Wound, Shaken)
5 - Meros (dead)
6 - Meros (1 Wound)
7 - Paradigm (dead)
8 - Paradigm (dead)

Enkidu [RATN=8+6] :
Flare [RATN=12] :
Meros [RATN=8] :
Paradigm [RATN=8] :

Actions:

Flare (RATN=12)
Spirit & Wild,-1 Wound: 1d10 - 1 ⇒ (9) - 1 = 81d6 - 1 ⇒ (2) - 1 = 1 = 8, can act
Shooting & Wild, -1 Wound: 1d10 - 1 ⇒ (4) - 1 = 31d6 - 1 ⇒ (6) - 1 = 5
Wild ACE!: 1d6 ⇒ 5 = 10, Miss

Meros (RATN=8)
Shooting & Wild, -1 Wound: 1d10 - 1 ⇒ (7) - 1 = 61d6 - 1 ⇒ (5) - 1 = 4 = 6, Miss

Results : no one is hit

Round 9!
Flare : KH
V'Sori : KD
Paradigm : 9D
Meros : 7C
Doxis : 3H
Enkidu : 2H

Flare is up!


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

Flare keeps blasting away. It seems as though she is enjoying this.

Shooting: 1d12 + 1 ⇒ (7) + 1 = 8 Wild: 1d6 ⇒ 5
Damage: 4d6 ⇒ (5, 6, 3, 5) = 19


Sorry for the long delay, life's been slamming me lately... And I keep forgetting how much easier handling this melee is now, since most of the bad guys are dead.

I'm adding two extra d6 to Flare's damage because her Shooting roll got a Raise, and one of the original damage d6's was a 6, which is an Ace :

Raise damage: 2d6 ⇒ (5, 5) = 10

Flare's attack inflicts 3 Wounds on her combatant, who drops to the ground, dead.

Status:

Bad guys :
1 - Enkidu (dead)
2 - Enkidu (dead)
3 - Flare (dead)
4 - Flare (1 Wound, Shaken)
5 - Meros (dead)
6 - Meros (1 Wound)
7 - Paradigm (dead)
8 - Paradigm (dead)

Enkidu [RATN=8+6] :
Flare [RATN=12] :
Meros [RATN=8] :
Paradigm [RATN=8] :

Actions:

Meros (RATN=8)
Shooting & Wild, -1 Wound: 1d10 - 1 ⇒ (5) - 1 = 41d6 - 1 ⇒ (4) - 1 = 3 = Miss

Results : no PCs take any damage.

Everyone else is up, in any order!


Savage Rifts RotRwT

Paradigm surveyed the battlefield. He realized that if he was able to take out the last soldier fighting Meros, the old Atlantean King would owe him. Gathering his power, he prepared for a lethal blast.

SuperSorcery Damage Boost, Wounded, Meros Bonus, 6PP: 1d12 + 1 - 1 - 2 ⇒ (2) + 1 - 1 - 2 = 01d6 + 1 - 1 - 2 ⇒ (2) + 1 - 1 - 2 = 0
Pretty Sure I have at least one Benny left
Benny Reroll SuperSorcery Damage Boost, Wounded, Meros Bonus, 6PP: 1d12 + 1 - 1 - 2 ⇒ (6) + 1 - 1 - 2 = 41d6 + 1 - 1 - 2 ⇒ (1) + 1 - 1 - 2 = -1
That’s a four. I don’t think that hits, but just in case.

Boosted Plasma Bolt, AP2, Lethal, 6PP: 8d6 + 2d6 ⇒ (5, 1, 6, 1, 2, 6, 3, 3) + (2, 4) = 33
33 damage


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

Regeneration: 1d12 + 3 ⇒ (4) + 3 = 7

Enkidu heals his last wound, and shifting down into a smaller fighting form again, he lashes out at one of the remaining enemies.

Claw 1: 1d12 + 1 ⇒ (5) + 1 = 61d6 ⇒ 5
Damage: 1d12 + 4 + 3d6 ⇒ (11) + 4 + (3, 1, 4) = 23
Claw 2: 1d12 + 1 ⇒ (10) + 1 = 111d6 ⇒ 3
Damage: 1d12 + 4 + 3d6 + 1d6 ⇒ (1) + 4 + (4, 6, 3) + (3) = 21
Raise: 21 + 1d6 ⇒ 21 + (4) = 25


Since Paradigm acts before Enkidu in initiative...

Paradigm's blast hits the creature, and blows it to smithereens (how long has it been since you've heard that word? :).

Hope to post the combat wrap-up in the next day or two.


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

A smug and satisfied look crosses Paradigm’s face as the end of the battle nears.


The gigantic creature that brought you to this tiny planet appears to your in normal human size, and says "You have proven to me you are willing to fight to defend your home, so I will grant you the same choice; fight or defend. If you choose to fight, I will send you directly to the Overmind’s chamber on the V’sori homeworld. The V’sori Empire will fall apart without his psychic control. Or you can choose to defend, and I will grant the same protection I have given Star City to the entire planet Earth. The overmind will feel pain if his warriors harm it or any of its inhabitants. There will be no choice but to leave the Earth quickly before his forces, unable to fight back without causing him pain, are decimated. Earth will be safe, but the V’sori will still be out there. The decision is yours."

Want to discuss this amongst yourselves?


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

"I think that we should take care of the problem once and for all," Flare offers.


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

Enkidu shifts back into his more typical beastman shape, and hunters down. He looks lost in thought for a while.

"I don't give a shot about the V'sori. I just want earth back."

He looks at the standing form of the Outsider for a while.

[B]"But I don't like the idea of being at someone else's mercy either. If anything happened to our protection, what would stop them from just coming back? I'm tired. Very tired. I kind of like the idea of dealing a blow back at them, though I'm concerned about what happens if we fail; does earth still get the protection?"

He directs the last question towards the Outsider.


"If you fight and fail, I will still protect the Earth."

Meros says "I'm tired too, but I want these things off my planet for good. I say we fight."

Paradigm?


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: 1d10 ⇒ 9

Paradigm pauses for a moment, his arrogance and intellect having an internal dialogue. After a few seconds he speaks. ”As much as I would like to see the Overmind erased from existence and his Empire to shatter, when the dust settles, there will be yet another to take his place and we will be back where we started, though this time with targets painted on our backs. If we choose to have a restrictive block put on him and his people, they will have no choice but to leave our home alone. Will they strike at someone else? Probably, but it is none of our concern.”

He pauses looking at each of these villains that have come to work together as a team rather than on their own. ”Still, it seems that most of you are willing to simply end him once and for all, in which case I would put forth this: should they come again, with a new Overmind, we will band together once more to fight. Agreed?”


The being says "The Overmind was a genetic fluke that allowed him to control the minds of all V'sori and organize them into a powerful fighting force. If you kill him, another one probably won't come along for many millennia, if ever. They will go back to fighting each other."


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 ponders the creature’s words for a moment. ”Perhaps. My curiosity begs the question though. If you know all this, then why have you not done anything about it yourself? A being with your power could have easily stopped Overmind and the entire invasion. Is there some sort of geas preventing you from interfering with mortal affairs?” Paradigm’s arrogance was rising. ”Nevermind. I am sure you will spout something about things my mortal mind cannot comprehend and we will then get into an existential argument and frankly, I don’t have time for it. We have a bad guy to kill. Let’s be off.”


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

"Sounds good.


"To put it briefly, my ability to manipulate your universe is...limited, for reasons that would not make sense to your four-dimensional minds. But it seems you have reached a consensus, so..."

I need some time to tailor the encounter to the small size of the group, hopefully I'll post again in a day or two.


Sorry for the extended absence, life got really hectic there for a while. Hope everyone's still around...

You are instantly transported to a huge but nearly barren room made of something similar to white marble. Lines in the walls may hide doorways, but the only other variance is a short circular platform a few inches off
the floor in the exact center of the room. Above this platform a being stares back at you. It has the blue skin tone of a V’sori but consists of only a giant face with red eyes on the front of an equally massive brain. Any question of whether this is truly the Overmind leaves your thoughts as the creature enters them. ”I knew someone would make it this far one day, but even you can’t stand against…the Omega Contingency!”

You are healed of any Wounds, and have 3 Bennies. Doxis and Monos are with you.

There is a giant robot standing next to the Overmind's throne. After his speech, the Overmind closes his eyes in concentration...

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 did his best to stifle a laugh. Here, the most powerful of all V’Sori, was hiding behind this obvious falsehood of a giant brain. And of course he would give the threat of some contingency plan. Even Paradigm could come up with better ones, and he has, when he was a villain. Wait. I am saving the world from some alien mastermind. They will tout us as heroes… He wanted to continue to ponder that thought, but he had a bug to squash first.

SuperSorcery Drain Smarts, Negation 4PP: 1d12 + 1 - 2 ⇒ (5) + 1 - 2 = 41d6 + 1 - 2 + 1d6 ⇒ (6) + 1 - 2 + (3) = 8
He loses two dice of Smarts unless he beats an 8 with a Spirit Roll


"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 caught off guard. This was the great menace threatening her world? A giant brain? She bites her lower lip, a bad habit that she has had since she was a child. She chewed on her lower lip when nervous. With a sigh, she looks to the giant robot, wondering if her blasts would even affect it. Probably not... better to go to the source of the problem.

She turns and targets the brain with a full-intensity blast.

Shooting: 1d12 + 1 ⇒ (7) + 1 = 8 Wild: 1d6 ⇒ 1
Damage: 4d6 ⇒ (6, 1, 5, 5) = 17 Ace: 1d6 ⇒ 4

Total Damage: 21 points of fire


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

How big is this face/brain? Is it just big compared to an average head/brain, or is this the stereotypical giant alien brain, the size of an SUV or bigger?


Paradigm:
You feel your mental attack "bounce" off something, maybe 10 feet away from the creature.

Flare's attack splashes against an invisible barrier that is maybe 10 feet away from the creature.

Yeah, sorry, I just copied what was in the setting without thinking about it too much. Let's give it a body, arms, and legs. It looks like a V'Sori, but with a head about twice the normal size.

Enkidu - you're up, but since everything "happens at once" in a round, you can't use the above information in making your decision about what to do.


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

Enkidu rushes towards the giant brain creature, claws ready.

Claw 1: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (3) + 1 = 4
Damage: 1d12 + 3 + 3d6 + 2d6 ⇒ (11) + 3 + (3, 6, 6) + (2, 2) = 33
Claw 2: 1d12 + 1 ⇒ (7) + 1 = 81d6 + 1 ⇒ (5) + 1 = 6
Damage: 1d12 + 3 + 3d6 + 1 + 1d6 ⇒ (4) + 3 + (1, 4, 6) + 1 + (5) = 24

Presumably he gets stopped by the barrier, though if he is able, when he hits it, he'll try to damage it; his claws count as heavy weapons.


As your attacks hit the invisible barrier, you start to see it shimmer in places - you might be weakening it.

Everyone post in any order, right now there's no active enemies about...


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

Seeing the barrier shimmer, Flare pours on the power.

Shooting: 1d12 + 1 ⇒ (4) + 1 = 5 Wild: 1d6 ⇒ 4
Damage: 4d6 ⇒ (1, 5, 4, 4) = 14

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