"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


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Female Half-demon, Benny:4/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

"Yeah big guy! Let's dice em."

Hellion grins with an obviously predatory smile. Then disappears into the fray in a flash as her inhuman legs catapult her towards the leader, blade flashing with lethal intent and a barely suppressed cackle.

Fighting: 1d12 + 1 ⇒ (9) + 1 = 10
Wild: 1d6 + 1 ⇒ (2) + 1 = 3
Damage: 2d8 + 1d6 + 1 ⇒ (4, 2) + (1) + 1 = 8


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 1/5

Spirit: 1d10 ⇒ 10
Spirit, Ace: 1d10 ⇒ 4
Wild: 1d6 ⇒ 3


Sorry guys, between Wednesday and Thursday I forgot that the bad guys have surprised you, so they automatically go first (I've always had a bad memory, and it's just getting worse with age). I will roll for them, and apply any penalties you incur to the rolls you just made...

Note : their weapons do Mega-Damage.

Lots of dice:

Who?: 1d3 ⇒ 3 Alphabetically, that's VeeSix
Ganger #1 shoots at VeeSix :
Shooting & Wild: 1d10 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (3) + 2 = 5 --> 7, Hit

Doing
Damage: 3d6 + 2 ⇒ (5, 1, 4) + 2 = 12 = No damage

Who?: 1d3 ⇒ 1 Alphabetically, that's Angel
Ganger #2 shoots at Angel :
Shooting & Wild: 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (5) + 2 = 7 --> 7, Hit

Doing
Damage: 3d6 + 2 ⇒ (1, 1, 3) + 2 = 7 = No damage

Who?: 1d3 ⇒ 2 Alphabetically, that's Hellion
Ganger #3 shoots at Hellion :
Shooting & Wild: 1d10 + 2 ⇒ (9) + 2 = 111d6 + 2 ⇒ (3) + 2 = 5 --> 11, Raise

Doing
Damage+Raise: 3d6 + 1d6 + 2 ⇒ (6, 1, 1) + (3) + 2 = 13
ACE!: 1d6 ⇒ 5 = 18, Shaken

Who?: 1d3 ⇒ 2 Alphabetically, that's Hellion
Ganger #4 shoots at Hellion :
Shooting & Wild: 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (3) + 2 = 5 --> 6, Hit

Doing
Damage: 3d6 + 2 ⇒ (3, 1, 1) + 2 = 7 = No damage

Who?: 1d3 ⇒ 1 Alphabetically, that's Angel
Ganger #5 shoots at Angel :
Shooting & Wild: 1d10 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (2) + 2 = 4 --> 7, Hit

Doing
Damage: 3d6 + 2 ⇒ (3, 2, 3) + 2 = 10 = No damage

Who?: 1d3 ⇒ 2 Alphabetically, that's Hellion
Ganger #6 shoots at Hellion :
Shooting & Wild: 1d10 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (1) + 2 = 3 --> 7, Hit

Doing
Damage: 3d6 + 2 ⇒ (2, 2, 4) + 2 = 10 = No damage

TL;DR - Hellion gets grazed by one of the blasters, which rattles her (Shaken). All the other shots bounce off your armor or skin.

Hellion - you need to make a Spirit roll in order to have taken the actions you posted. If you fail, you can always spend a Bennie to automatically recover.

ALL - please let me know if you have a RATN (Ranged Attack Target Number) other than 4, and where it comes from, and I'll ret-con the above as needed, thanks!


Female Half-demon, Benny:4/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

spirit: 1d8 ⇒ 7
wild: 1d6 ⇒ 2
Hellions RATN is 7 from powers and such, but it looks like you accounted for that already so no worries. 7 is a success so, Hellion shakes off the shaken and continues to act for the first round.


Who?: 1d6 ⇒ 4
VeeSix attacks ganger #4

VeeSix's kick hits the ganger in the ribs, and you hear some ribs crack. The ganger grunts, but stays up.

Hellion's blade hits the leader, but is deflected by his armor.

Fortune, what was your roll for?


Round 2!

Angel:
4 Bennies, 0 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Fortune:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Hellion:
4 Bennies, 10 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Rashomon:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sentry:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

VeeSix:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang leader:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang leader:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#1:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#2:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#3:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#4:
0 PP, Status : 1 Wound, SitMods : None, Spell Effects : None

Gang member#5:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Engagements
Hellion and gang leader
VeeSix and ganger #4

Modifiers
None

Initiative
Sentry - AH
Fortune – KS
Rashomon – 8C
Hellion – 7C
VeeSix – 6D
Gang – 5C
Angel - 4S

Everyone but Angel is up!


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

Six recovers from his flying kick and then buffalo punches the ganger.

Kung Fu Fighting, Ganger #4: 1d10 ⇒ 21d6 ⇒ 1
Benny to reroll that, 3 remain: 1d10 ⇒ 71d6 ⇒ 1
Power Punch Damage: 1d10 + 1d4 + 2d6 ⇒ (7) + (2) + (2, 6) = 17
Ace Damage: 1d6 + 17 ⇒ (3) + 17 = 20


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 1/5
GM_ZenFox42 wrote:
Fortune, what was your roll for?

You wrote: "How about : everyone make a Spirit roll, and on a Success you get an Action card in this first round's initiative?" I didn't see that until after everyone else had rolled and you dealt the initiative.


Fortune - you offered to "keep watch out front", so I didn't include you in the surprise attack (my fault for not mentioning that). You can hear the sounds of combat coming from within the building during the first round. If you wish to take an action in the first round that won't need any major ret-conning, feel free...


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 1/5

Fortune is near the front door which I assume is open, so when the fun begins, since she made the spirit roll, I'd think she could peer in and see what happening. Her action is the same whether it happens during the surprise round or after.

Fortune quickly draws a card from her deck, the eight of swords, which shows a woman tied up and blindfolded in a circle of eight swords stuck point first into the ground.

She concentrates and a mote of blackness hovers above the card a moment and then zooms into the room toward the hiding places of the gang members, where it separates into multiples of itself which fly at the eyes of each ganger. Those hit are blinded as a black tar-like substance covers their eyes.

Spell/Power details:
Spending a benny to cast a super sorcery spell, which is the Blindness effect (2 points) enhanced with power to target all in a medium or large blast template (2 or 3 points) and strengthened to make it harder to resist (1 point).

Focus roll versus target's vigor. Strong makes the vigor roll at -2 to shake the effect. It's not clear from the description whether this penalty also applies to the opposed vigor roll. It specifies just the vigor roll to shake the effect, which is done at the end of the target's turn.

If the affected target's roll succeeds the victim suffers a -2 to all actions requiring sight or -4 with a raise. Each success to shake the effect removes -2 penalty points, with a raise on the vigor roll negating the effect entirely.

Focus: 1d10 ⇒ 6
Wild: 1d6 ⇒ 5

Since we don't have a map, you decide how many Fortune can affect without affecting her allies.


Fortune - ok, that would ret-con *everything* in Round 1, so I'm going to say that you cast this in Round 2.
- Since everyone (good guys and bad guys) is spread around the room, you'll need to add the Selective modifier (1 SPP) [NOTE : I'm thinking about the details of this, using Selective with Super Sorcery may change in the future...].
- The building is big, so you'll need an LBT (3 SPP).
- Total of 7 SPP.

How to read the Strong description:

Point 1 : "Blinding a foe is a Focus roll versus the target’s Vigor." (implied opposed roll)
Point 2 : "The victim automatically tries to shake off the effect with a Vigor roll as a free action at the end of each of his following turns."
Point 3 : "Strong (+1): The Vigor roll to shake off the effect is made at −2."
Since the phrase "shake off" is not used in the description of the initial opposed roll, Strong does not effect that roll.

Ganger #1, Vigor & Wild: 1d10 ⇒ 11d6 ⇒ 1 = 1, Fail
Ganger #2, Vigor & Wild: 1d10 ⇒ 61d6 ⇒ 3 = 6, Succeed
Ganger #3, Vigor & Wild: 1d10 ⇒ 51d6 ⇒ 1 = 5, Fail
Ganger #4, Vigor & Wild: 1d10 ⇒ 91d6 ⇒ 5 = 9, Succeed
Ganger #5, Vigor & Wild: 1d10 ⇒ 51d6 ⇒ 5 = 5, Fail
Ganger leader, Vigor & Wild: 1d10 ⇒ 91d6 ⇒ 4 = 9, Succeed

Three gangers howl in surprise and rage, and start to claw at their eyes.

Modifier : anyone attacking them gets a +3 to their attack.

Hellion is up!


Female Half-demon, Benny:4/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

Fighting: 1d12 + 1 ⇒ (3) + 1 = 4
wild: 1d6 + 1 ⇒ (4) + 1 = 5
damage: 2d8 + 1d6 + 1 ⇒ (6, 4) + (4) + 1 = 15
decent damage s#&& attack though, but keeping the leader engaged at least keeps em from shooting at the others.

Hellion continues to try and harry the leader of the gang.
"Look at you all holed up here scared like a bunch of goons. What one bad score got you all worked up?"


Ganger #1 tries to recover from Fortune's blindness :
Vigor & Wild,Strong: 1d10 - 2 ⇒ (8) - 2 = 61d6 - 2 ⇒ (2) - 2 = 0 = 6, Success
And can see again.

Ganger #2 shoots at Angel :
Shooting & Wild: 1d10 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (1) + 2 = 3

And hits, doing
Damage+Raise: 4d6 + 2 ⇒ (4, 1, 1, 2) + 2 = 10
No damage.

Ganger #3 tries to recover from Fortune's blindness :
Vigor & Wild,Strong: 1d10 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d6 ⇒ 2 = 6, Success
And can see again.

Ganger #4 drops his blaster, draws an energy sword from the sheath on his hip, and attacks VeeSix :
Fighting & Wild,-1 Wound: 1d10 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (4) - 1 = 3
And misses wildly.

Ganger #5 tries to recover from Fortune's blindness :
Vigor & Wild,Strong: 1d10 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (1) - 2 = -1
But stays blinded

The gang leader drops his blaster, thrusts his hand into a gauntlet hanging from his hip, and attacks Hellion :
Fighting & Wild: 1d10 ⇒ 11d6 ⇒ 4
But his swing goes wide.
He barks out a harsh laugh and says "Hiding? Ha! We were waiting in ambush!"

Current Engagements
Ganger #1 shooting at VeeSix
Ganger #2 shooting at Angel
Ganger #3 shooting at Hellion
Ganger #4 and VeeSix
Ganger #5 is blind, was shooting at Angel
Ganger Leader and Hellion

Angel is up!


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

Angel is now more than a bit perturbed that no one is listening to her. She is going to attempt to grapple the nearest ganger and throw him/her into Ganger 2.

Grapple Attempt (Athletics): 1d8 ⇒ 4 Wild: 1d8 ⇒ 5


Angel - I'm going to use the Push mechanic for that, which is your Strength roll compared to your target's Strength roll. Please go ahead and make the roll, thanks!


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

Push: 1d12 ⇒ 5 Wild: 1d6 ⇒ 4


Strength & Wild: 1d10 ⇒ 71d6 ⇒ 5 = 7

Your opponent digs his feet into the ground and resists your efforts.


Round 2 Summary
VeeSix swings a roundhouse punch at ganger #$, who steps back at the last second.
Fortune casts a spell which blinds some of the gangers.
Hellion takes a swing at the gang leader, but he sidesteps it.
A couple of the gangers shake off Fortune’s spell’s effects.
Ganger #2 shoots and Angel and hits, but it bounces off her armor.
Ganger #4 pulls out an energy sword to attack VeeSix, who dodges it easily.
The leader puts on some kind of power gauntlet and tries to punch Hellion, but his swing goes wide.
Angel tries to throw ganger #1 into ganger #2, but he resists her shove.


Round 3!

Angel:
4 Bennies, 0 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Fortune:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Hellion:
4 Bennies, 0 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Rashomon:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sentry:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

VeeSix:
3 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang leader:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#1:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#2:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#3:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#4:
0 PP, Status : 1 Wound, SitMods : None, Spell Effects : None

Gang member#5:
0 PP, Status : Blind, SitMods : None, Spell Effects : None

Engagements
Ganger #1 and Angel
Ganger #2 shooting at Angel
Ganger #3 shooting at Hellion
Ganger #4 and VeeSix
Ganger #5 is blind, was shooting at Angel
Ganger Leader and Hellion

Modifiers
Anyone attacking ganger #5 gets a +3 to their attack

Initiative
Hellion – AD
VeeSix – 5H
Angel - 4H
Fortune – 4D
Gang – 3S

I'm ret-conning Rashomon and Sentry out of the combat. While you all were staking out the gang's turf before the battle, Meros contacted them and requested that they go on a special mission for him that had to be handled immediately, so they left.

Everyone is up!


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 1/5

Does the gauntlet the leader put on appear to be a technological device that the power Malfunction could affect.

In case either notice or occult skills would help if it is not obvious.

Notice: 1d4 ⇒ 1
Wild: 1d6 ⇒ 3

Occult: 1d10 ⇒ 1
Wild: 1d6 ⇒ 4


For future reference, AFAICT *any* Skill roll is considered an "Action", which you can only take one of on your Turn without incurring a MAP.

You can't tell what powers the device.


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

”Oh, so we’re doing weapons now?”, Six says as he draws his own Power Staff. ”Let’s see if you’re as familiar with those as I am.”

Fighting: 1d10 ⇒ 51d6 ⇒ 3
Damage, If it Hits, AP4, Heavy: 1d10 + 3d6 ⇒ (5) + (1, 3, 1) = 10

He swings the weapon in an arc to show his prowess more than actually hitting him.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 1/5

Not sure what spells might help, Fortune decides to just wade in and join the fight. Having given the gang a chance to surrender, her vindictive nature kicks in and she draws her special dagger and attacks the ganger currently blinded. #5

Fighting: 1d8 ⇒ 2
Wild: 1d6 ⇒ 5
Modifier: +2 (Martial Warrior) + 3 (blind)
Result = 5 + 2 + 3 = 10

Dagger Damage
Strength: 1d8 ⇒ 3 + Dagger: 1d4 ⇒ 1 + Martial Artists, Martial Warrior, special weapon: 3d6 ⇒ (1, 4, 4) = 9
Wild: 1d6 ⇒ 1
Damage total: 3 + 1 + 9 = 13
Raise damage 1

Underwhelming but lets see what happens.


I know it's the weekend, but...Hellion, Angel?


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

Angel again attempts to grab and throw ganger 1 into ganger 2.

Grapple attempt (Athletics): 1d8 ⇒ 8 Wild: 1d6 ⇒ 3


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

Ace!: 1d8 ⇒ 4


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

Angel, having grappled the foe, again attempts to fling him into Ganger #2.

Push: 1d12 ⇒ 4 Wild: 1d6 ⇒ 5


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

Spending a benny to reroll.

Push: 1d12 ⇒ 12 Wild: 1d6 ⇒ 5


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

Ace!: 1d12 ⇒ 7


Fortune - I'm going to rule that a just-looking-at-something Notice roll (as opposed to searching thru a room) is a Free Action, as is an Occult roll (you're just searching your memory), so there's no MAP to your Fighting attack.
Angel - sorry I didn't make it clear in the last Round, but all you have to do is make a Push roll. Both the Athletic and Push rolls are Opposed, so you would have twice the chance of failing (in theory at least - but with a 12 and a 19, it's not very likely this time). I'm going with just the Push roll. Also for future reference, with a d12 Strength, you can lift up to 400 pounds (but not carry it very far).


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 1/5

When I'm asking for information about the situation prior to announcing my PC's action, I sometimes make a roll, not being sure if a roll is necessary but figuring you can use it if it helps or ignore it if it doesn't. Either way, I'm not necessarily wishing the roll(s) to represent an action. If you prefer, I can ask for information and wait to see if you want me to make a roll and whether that roll is considered an action or not (I'm also okay with you making the rolls for me). That takes more posts but I can do it that way if you prefer.


Female Half-demon, Benny:4/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
GM_ZenFox42 wrote:
I know it's the weekend, but...Hellion, Angel?

I see my post in discussion got overlooked XD back in town now.

Hellion ducks under the swing attack turning with the blow and whipping her sword around her back in an acrobatic display before bringing the weapon up in an arc to strike at the now power-glove covered fist of the Gang leader hoping to get rid of the new problem out of the gate.

Fighting(Disarm-Hand): 1d12 + 1 - 4 ⇒ (12) + 1 - 4 = 9
Wild: 1d6 + 1 - 4 ⇒ (5) + 1 - 4 = 2
Damage: 2d8 + 1d6 + 1 ⇒ (6, 1) + (5) + 1 = 13

A little confused on the disarm rules cause it says I can either hit the object or the limb and that all changes stuff. I'm not sure if it'd be hitting the object or the limb in this case, cause like.. disarming a limb sounds more like chopping off a claw of a monster or something rather than disarming a power fist. Either way rules are split between page 99 and 100 for reference.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 1/5

@Hellion: You got an ace on that d12 roll.

I don't see anything in SWADE, but in some game systems, like Pathfinder, the disarm maneuver does not work on a gauntlet. But if you do enough damage, you can break the thing. And you did enough damage to break a knife, sword, or shield.


Fortune - thanks for the explanation of your process, I'll try to keep it in mind (but you know my memory...). In this case it didn't matter, all the rolls you made were Free Actions anyway. Keep doing things the way you've been, and I'll let you know if you do anything that requires a non-Free Action.
Right now, my rule is : anything that doesn't require any movement (Noticing something in a room or about a person, Academics, Occult, Science) and doesn't cause any effects is a Free Action.
Hellion - not overlooked, just saw no reason to reply...
I see the gauntlet as encasing his arm, so in this case you can't make him "let go" of it.
I agree with Fortune, you could try to break it - the "to hit" roll is the same.
ALL - a real post tomorrow, I promise!


Opposed roll to Angel's push :
Strength & Wild: 1d10 ⇒ 101d6 ⇒ 6
ACE!: 1d6 ⇒ 2 = 8 = Fail (Angel gets 2 Raises)

Hellion's Fighting Ace doesn't matter this time, since she got a Raise on the initial roll, and re-rolling the d12 wouldn't change anything. In addition, when Breaking Things, you don't get a d6 Raise die to damage. So that begs the question, is the d6 in your Damage roll a Raise die, or part of your normal damage? But please always try to remember to re-roll Aces.

Round 3 Summary (so far)
VeeSix swings his staff at ganger #2, who ducks under it.
Fortune stabs at ganger #5 with her dagger and draws a little blood, making the ganger cry out (Shaken).
Angel shoves ganger #1 into ganger #2, and they both fall to the floor.
Hellion strikes the leader’s gauntlet with her sword, but only manages to put a dent in it.


Ganger #1 tries to un-entangle himself from #2 and stand up :
Dexterity & Wild: 1d10 ⇒ 31d6 ⇒ 6
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 3 = 15, Success

He drops his gun, pulls out an energy sword attacks Angel :
Fighting & Wild: 1d10 ⇒ 11d6 ⇒ 2
But his swing goes wide.

He swings again :
Fighting & Wild: 1d10 ⇒ 41d6 ⇒ 5
But Angel side-steps it.

Ganger #2 tries to un-entangle himself from #1 and stand up :
Dexterity & Wild: 1d10 ⇒ 61d6 ⇒ 4 = Success

He drops his gun, pulls out an energy sword attacks Angel :
Fighting & Wild: 1d10 ⇒ 81d6 ⇒ 1
And hits, doing
Damage: 1d8 + 2d6 + 1d4 ⇒ (6) + (1, 5) + (3) = 15
But it doesn't get thru her armor.

He swings again :
Fighting & Wild: 1d10 ⇒ 31d6 ⇒ 2

But Angel ducks underneath it.

Ganger #4 shoots at Hellion :
Shooting & Wild,Wound: 1d10 - 1 ⇒ (2) - 1 = 11d6 - 1 ⇒ (6) - 1 = 5
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 1 = 12, Raise
Doing
Damage+Raise: 4d6 + 2 ⇒ (3, 6, 1, 6) + 2 = 18
2 ACES!: 2d6 ⇒ (6, 2) = 8
ACE! ACE!: 1d6 ⇒ 6 OMG...
ACE! ACE! ACE!: 1d6 ⇒ 4 = 30!
The beam hits Hellion in the chest, very close to her heart.

Hellion takes 3 Wounds. You can spend a Bennie to try and soak that immediately...

New initiative tomorrow!


Female Half-demon, Benny:4/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
GM_ZenFox42 wrote:


Hellion's Fighting Ace doesn't matter this time, since she got a Raise on the initial roll, and re-rolling the d12 wouldn't change anything. In addition, when Breaking Things, you don't get a d6 Raise die to damage. So that begs the question, is the d6 in your Damage roll a Raise die, or part of your normal damage? But please always try to remember to re-roll Aces.

The d6 is part of my normal damage, longsword does str+1d8, but my Melee Attack power(which is tied onto my sword) is Str+d6 and i get an additional +1 because it's my trademark weapon. So it combines into Str(1d8)+1d8+1d6+1 as per the writing in the Super powers book(strength doesn't get doubled up). So the total damage to the gauntlet is 13 which like Fortune said is enough to break anything listed in the core book so the fact that it only 'dented' the gauntlet is kind of insane.

Also just noticing that all the gangers are getting wild dice, which means they're ALL wild cards and thus have multiple wounds.

Soak: 1d10 ⇒ 9 Raise, so soak 2 wounds leaving me with 1 and shaken, will wait for new round to do further


Hellion - ok, thanks for the damage explanation.
V'sori metal is tough...
Multiple wounds yes, but not all can handle 3 Wounds.


Ganger #5 tries to recover from Fortune's blindness :

Vigor & Wild,Strong: 1d10 - 2 ⇒ (5) - 2 = 31d6 - 2 ⇒ (1) - 2 = -1

But stays blind.


Round 4!

Angel:
4 Bennies, 0 PP, Status : Normal, SitMods : LLV, Spell Effects : None

Fortune:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Hellion:
3 Bennies, 0 PP, Status :1 Wound, SitMods : LLV, Spell Effects : None

Rashomon:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Sentry:
4 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

VeeSix:
3 Bennies, 0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang leader:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#1:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#2:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#3:
0 PP, Status : Normal, SitMods : None, Spell Effects : None

Gang member#4:
0 PP, Status : 1 Wound, SitMods : None, Spell Effects : None

Gang member#5:
0 PP, Status : Blind, Shaken, SitMods : None, Spell Effects : None

Engagements
Ganger #1 and Angel
Ganger #2 and Angel
Ganger #3 shooting at Hellion
Ganger #4 and VeeSix
Ganger #5 and Fortune
Ganger Leader and Hellion

Modifiers
Anyone attacking ganger #5 gets a +3 to their attack.
Hellion is at -1 to all rolls.
Ganger #4 is at -1 to all rolls.

Initiative
Hellion – JOKER! +2 to all rolls, everyone gets a Bennie!
Fortune – KC
Sentry - QS
Angel - QD
Rashomon – JS
Gang – 5S
VeeSix – 2C

Everyone but VeeSix is up!


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

Trying something completely different. Please tell me how you want to handle it.

Angel reaches out and puts a hand on the back of each of gangers 1 and 2, and bangs their heads together. Not hard enough to do any permanent damage, but enough to shake them up and maybe render them unconscious.


Female Half-demon, Benny:4/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6

unshake(free): 1d8 + 2 - 1 ⇒ (7) + 2 - 1 = 8
unshaken, -1 due to wound

Hellion staggers back from the laser blast that managed to tear through her hell-infused body armor and scorch her red skin.

She coughs at the sudden heat and follows the shot back with a deadly calm. "Lucky shot."

In a flash she leaps towards the ganger, her oncoming blade searching for bone.

Free attack from the leader, but I feel like we need to chew through the chaff to gangup on the main man

Fighting(+joker+gangup(veesix)-wound): 1d12 + 1 + 2 + 1 - 1 ⇒ (8) + 1 + 2 + 1 - 1 = 11
Wild: 1d6 + 1 + 2 + 1 - 1 ⇒ (3) + 1 + 2 + 1 - 1 = 6
Damage: 2d8 + 1d6 + 1 ⇒ (6, 2) + (3) + 1 = 12
incase of raise: 1d6 ⇒ 5
if raise that's 17 damage 12 if not to ganger 4, does joker go to damage as well or just trait rolls?


Angel - please see Discussion...
Hellion - +2 to Damage as well.


female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 1/5

Seeing that the ganger she attacked is still blinded, Fortune steps back, draws the 2 of pentacles from her tarot deck, concentrates, and sends out little cartoon-like tornadoes that affix to each gang member and the leader before blending into their heads causing difficulties with their fighting or shooting skills.

Focus: 1d10 ⇒ 4
Wild: 1d6 ⇒ 3

Spend a benny to reroll this.

Focus: 1d10 ⇒ 5
Wild: 1d6 ⇒ 6
Wild, ace: 1d6 ⇒ 2
Result = 6 + 2 = 8 = raise

Power: Lower trait of the gang and gang leader, fighting if the target is using melee attacks, shooting if the target is firing a ranged weapon. PP: 2 for the basic effect + 5 (+1 per additional target) +2 (any trait) = 9; well below the super sorcery limit.

Effect: Fighting or Shooting trait of each enemy is lowered by 2 die types (to a minimum of d4). This lasts until the end of the target’s next turn.

"You are now the gang who can't shoot straight or fight your way out of a paper bag! Ha!"


Female Half-demon, Benny:4/4 |Wounds:1 |Pace: 6 Parry: 8/12(13) RATN: 7 Toughness: 17(6 armor) | Notice:D6
GM_ZenFox42 wrote:
Hellion - +2 to Damage as well.[/ooc]

19 if raise and 14 in that case


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

Angel attempts to slug ganger #2 in hopes of stunning him. She hopes to withdraw from melee so she can go ranged with her weapon.

Fighting: 1d6 ⇒ 4 Wild: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 6 Ace!: 1d6 ⇒ 2

Damage: 1d12 ⇒ 10

I should have tried the maneuver! Oh well.


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

Damage in case the attack was a Raise.

Damage: 1d6 ⇒ 1


Hellion attacks ganger who shot her (#4), her blade slicing in-between his ribs deep into his chest. He falls down, dead.

Since Hellion moved away from the leader before Fortune's action, his Free Attack is not affected by her spell.

The gang leader takes a punch at Hellion as she leaves him :

Fighting & Wild: 1d10 ⇒ 21d6 ⇒ 4

But her sudden departure caught him off-guard, and he reacts too slowly to hit her.

Fortune's spell affects every ganger until the end of their next Turn (which is about to happen).

Angel's attack knocks the wind out of ganger #2 (Shaken).

I just realized I failed to update my combat status document for Round 2, so it's in no shape to handle the gangers' attack on you this round. It will take me some time to get the document in order, so I'll make the gang's actions tomorrow.


Turns out I unknowingly had two copies of my combat status document, one of which was much older than the other, which was up-to-date, so it didn't take long to get it in order.

Lots 'o dice:

Ganger #1 swings his sword at Angel :
Fighting & Wild: 1d6 ⇒ 21d6 ⇒ 6
ACE!: 1d6 ⇒ 3 = 9, Raise

And slices into her arm :
Damage: 3d8 ⇒ (3, 6, 2) = 11

But doesn't get thru her armor.

Ganger #2 tries to recover from Angel's hit :
Spirit & Wild: 1d10 ⇒ 31d6 ⇒ 3

But remains rattled.

Oops, it was ganger #3 that had shot at Hellion, who she killed. Looks like ganger #4 didn't take an action last turn, either. Oh well.

Ganger #4 attacks VeeSix with an energy sword :
Fighting & Wild, Wound: 1d6 - 1 ⇒ (6) - 1 = 51d6 - 1 ⇒ (5) - 1 = 4
ACE!: 1d6 ⇒ 6
ACE! ACE!: 1d6 ⇒ 3 = 14, Raise

Thrusting the blade point-first into his chest :
Damage: 3d8 ⇒ (4, 3, 5) = 12
But it bounces off his skin.

Ganger #5 tries to shake off Fortune's blindness :
Vigor & Wild,Strong: 1d10 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (6) - 2 = 4
ACE!: 1d10 ⇒ 10 What a waste...
ACE! ACE!: 1d10 ⇒ 6 = 24, Raise

And attacks Fortune with an energy sword :
Fighting & Wild: 1d6 ⇒ 21d6 ⇒ 6
ACE!: 1d6 ⇒ 4 = 10, Failure

But his swing goes wide.

The gang leader roars at Hellion "Fight me, you coward!", runs over to her, and attacks her with his gauntlet :

Fighting & Wild: 1d10 ⇒ 101d6 ⇒ 5
ACE!: 1d10 ⇒ 2 = 12, miss

But she backsteps at the last second and he misses.

TL;DR :
Ganger #1 hits Angel, but does no damage.
Ganger #2 remains rattled by Angels’s blow.
Ganger #4 attacks VeeSix, but the blade just bounces off his chest.
Ganger #5 shakes off Fortune’s blindness and attacks her, but his swing goes wide.
The gang leader attacks Hellion, but she steps out of the way.

VeeSix is up!


Male Human Clone |AGL d6, STR d10, SPT d4, SMA d6, VIG d12+1 Pace 8+d8|RATN 4|Parry 6 (7 with Staff)|Size+1|Tough 25(2) |Dmg Pwr =1d10+1d4+2d6|
Skills:
Athletics- d8, Common Knowledge- d4, Fighting- d10, Focus- d8, Notice- d8, Persuasion- d4, Research-d4, Science-d4, Stealth-d4, Survival-d4

Six looks down at the blade that goes across his armor as if it were a gnat. ”You will have to try harder than that.” He then brings his pain staff down hard across the ganger’s hands. Unfortunately the ganger is tougher than he looks, so Six also adds a kick to the knees, but the bad guy’s defenses are better than his offense.

Fighting to Disarm, Strike Hands, MAP: 1d10 - 4 ⇒ (3) - 4 = -11d6 - 4 ⇒ (5) - 4 = 1
Fighting to Kick the Legs, MAP: 1d10 - 4 ⇒ (4) - 4 = 01d6 - 4 ⇒ (3) - 4 = -1

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