[Savage Worlds] A Necessary Evil (Inactive)

Game Master Peanuts


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Male Dwarf (Pahmet) Ranger (Warden / Trapper) 2

No problems with moving things along - currently getting over the massive hump of work I left behind when I went on vacation but should be gradually improving over time.


heheh, fair enough :) Look forward to WotW picking back up too :)


You might have to go without a drone carcass this time DA, unless when Mus'ad said he discarded the drone he meant he dropped it inside the transport; the ship is literally starting to take off, you don't have time to fiddle about with the drone, or else you might get the drone on but not yourself :p


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

DA was carrying the one Penny cooked so perhaps that one could end up on board? If not I somehow suspect that DA will encounter drone corpses in the future.

Since it has come up are you opposed to DA trying to cannibalize alien tech? I am thinking we could arm Bella's minions with former drone blasters, in addition to one for Masque and for DA, and maybe even manage some armor plates to improve on the old duraweave. Also hoping to find a way to use the nulls more flexibly but not too many ideas just yet.

Moving on depending on how drone weapons are powered DA is thinking of using their power supplies as lair back-up power or even the main power supply if they scale properly. If nothing else using them as demolition charges may be an option.

Also long term DA is looking at acquiring alien craft. Their submersible space fighters haunt D's greed-driven dreams.

Of course these are all long term goals. DA will likely need lab space, peace and quiet to manage this on a more than mechanical genius jury-rig single use sort of way. I am asking now to make sure you are ok with this direction for DA to go?


Bennies: 3, Wounds: 0, Fatigue: 0

Peace and quiet?
*chuckles softly*


Belledonna, just waiting for your post. Is she going to get on the transport or not?

-=-=-=-=-=-

As to that DA...

I'm not necessarily opposed to him cannibalizing tech, but depending on what it is he may have to actually spend power points towards it. For instance, you can certainly hack off a drone's arm and rig some sort of power supply to it, but as to the armor, and the drone power supplies once you start slicing the drones open properly you'll find out more about what's going on there.

The nullifier gauntlets would be difficult to do much with; you could certainly use them as flavour for a new device or the like however.

V'Sori craft are fine as long as you can manage to capture them and not get them destroyed in the process. V'Sori do not like sharing their toys...

So yeah I'm fine for you to look at that stuff, you just need some more resources than were available to you in the prison :P


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Oops. Didn't realize you were waiting on me...
Will post IC in a bit.


You were the only one not in the craft :) Alrighty, let's see how this goes...


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Ah, sorry about that, I originally was I thought. I understand if I am about to get myself killed.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Yay! I''m not Dead!!!


Ahh yeah, I can see how that would have happened. Oh well, as long as we're moving now.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice
GM-Peanuts wrote:


As to that DA...

The nullifier gauntlets would be difficult to do much with; you could certainly use them as flavor for a new device or the like however.

Oh I think I can come up with a use or 4 for the nulls. I think Mus'ad might like to keep a pair handy to lock on a grappled V'sori or Finn that was giving him trouble. Thinking super-powered hand-cuff fu.


Male Dwarf (Pahmet) Ranger (Warden / Trapper) 2

Not Mus'ad's style - he's all about making with fist and punchies rather than restraining :P


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

True.
Well the DA will keep a couple handy in case we need to talk to them once they wake up.


There we have it, the first mission is over! Now to deal with all the post mission stuff...

Experience:
Each of you can have 3 experience for a smoothly run prison escape; well, smooth until that little hiccup at the end :p Bad Penny can have an extra XP for completing his belief of showing up the youngsters (close enough anyway, he was kicking ass until Prof Mayhem sorted the rest out, and the Prof is far from a youngster)

Bennies are now reset. Belledonna (for her giant, metaphorical balls), Devil's Advocate (it didn't get him killed, but 2 wounds is close enough), Mus'ad (and his big mouth) and Professor Mayhem (heartless) can each have an extra benny for playing their hindrances

If anyone else thinks they deserve a benny or extra XP for their hindrances or beliefs then feel free to argue here.

The group now also has a Large Lair in Pathetic Condition, as per the Headquarters rules from Super Powers Companion (page 60), in the form of a crappy(though relatively intact and sturdy) empty warehouse in Southpoint. It can be upgraded, or abandoned as you wish.

Now is an excellent time to review your Beliefs/Goals, decide what your character wants to do now, and let me know. You guys can feel free to roleplay out whatever you want, and summarise your actions for the near future (it'll be at least a few days before anything happens)

Belledonna:
The Nullification effect does indeed wear off about 30 seconds after the ship flies off.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

D'oh!

This is what happens when I post to Gameplay before reading the Discussion thread...
& then the website goes down for maintenance as I'm trying to post to Discussion...

I would argue that Belledonna was also playing to her beliefs regarding both making certain all the escaped prisoners knew her name & witnessing her arguing with Destruction on their behalf, also as Bad penny put it in his final post of the mission, her 'power play'.

Not long after Isabelle & Oz head out, DA will receive renewed mental contact, she is a keen enough student of human nature to realize the others would probably prefer not to associate with her for a while. At the same time, she also is fairly certain that the 'team' wouldn't have fared as well if she hadn't been keeping them linked & is expecting to receive a call from DA once they start 'capers'. Not saying the others would agree with her, just saying that is her opinion.


Bennies: 4 Wounds: 0 Exp: 4

Well then. Didn't expect to fulfill that belief quite that fast. As for a new belief... well Bad Penny has very strong feelings where lairs and their management are concerned. This one needs help. Ignore his claimed laziness, give him a day or two tops and you'll see him rolling up his sleeves and getting to work out of sheer frustration. Grumbling the whole time of course.

I expect this belief to be fulfilled when we have a lair tricked out in suitable defenses or Bad Penny has personally responded to an attack on the HQ.

Kosher?


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Setting Detail created in conversation with Bella:
'Southpoint Sam's Kede and grill' A fixture of the southpoint neighborhood for more than 20 years. This retro-themed diner serves an eclectic and occasionally confusing mix of soul and atlantean cuisine. {Kede is one of the many atlantean words for food}

Converting chameleon device(3) to healing(2) and Super Spirit(1) device. If DA can use the +1 modifier to use smarts instead of spirit the then ignore the Super spirit device. This alteration takes half an hour.

Rolls using Spirit:

1st wound.
~First try, spirit 1d8 ⇒ 1, wild 1d6 ⇒ 4. Total 4-4(wounds) 0, fail.
~Second try, spirit 1d8 ⇒ 3, wild 1d6 ⇒ 6 ace 1d6 ⇒ 6 second ace 1d6 ⇒ 1. Total 13-4(wounds) 9, success with raise, Wound healed no fatigue.

Second wound,
~First try, spirit 1d8 ⇒ 4, wild 1d6 ⇒ 5 . Total 5-2(wounds) 5, .
~Second try, spirit 1d8 ⇒ 3, wild 1d6 ⇒ 5.Total 5-2(wounds) 3, fail.
~Third try, spirit 1d8 ⇒ 4, wild 1d6 ⇒ 3. Total 4-2(wounds) 2, fail.
~Fourth try, spirit 1d8 ⇒ 6, wild 1d6 ⇒ 1. Total 6-2(wounds) success one level of fatigue for 24 hours.

Rolls using Smarts if the modifier is allowed:

1st wound.
~First try, smarts 1d10 ⇒ 2, wild 1d6 ⇒ 5. Total 5-4(wounds) 1, fail.
~Second try, smarts 1d10 ⇒ 8, wild 1d6 ⇒ 3. Total 8-4(wounds) 4, success 1 level of fatigue for 24 hours.

Second wound,
~First try, smarts 1d10 ⇒ 1, wild 1d6 ⇒ 6 ace 1d6 ⇒ 2. Total 8-3(wounds & fatigue) 5, success total of 2 levels of fatigue for 24 hours.

Further down time actions.

~DA will head out to track down the gear Dr.D did not drop in the bag. Namely DA's guns, wand and overload disks. i assume they are replaceable or stored in a safe drop somewhere reachable?

~Also will need to check on finances. How close to the fortnightly payment? Otherwise might need to take up mugging for coffee money. Mind you hitting the odd SoCorp or quisling gang member for funds and toys would not be out of the question. Converting invent to paralysis w/ more power and then slapping the nuls on them before they can move again seems safer than using the taser or going for the drop.


Nobody used their Adventure Deck cards... might I suggest copying the text description I give you onto you alias so you're more likely to remember you have them. Also remember that you can trade these with each other (one to one).

Also if everyone could display their bennies, wounds, fatigue, card name etc in the Level section of their alias so it is readily available (like Belledonna, DA, and Bad Penny have, that'd be good :)

Err, I did actually post which cards you all had right? I remember typing them up but now I can't find the post...

New Adventure Deck Cards:
Bad Penny: Enemy
"We meet again..."
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy. You may not soak wounds caused directly by him. Starting now, draw an extra Adventure Card each game session until the enemy is 'retired'.
Given the current state of the game I'm happy for you to hold onto this one for a little before playing it, and if you would like feel free to offer up suggestion for said enemy :)

Belledonna: Flesh Wound
"Get up, Hicks. You ain't foolin' anyone."
Play to cause a wounded Extra to rise immediately, un-shaken and unharmed. The Extra must have been wounded in the current "scene" (typically a combat or immediately thereafter).

Devil's Advocate: Noble Sacrifice
"Gotta take one for the team..."
Play when an adjacent ally suffers damage. You suffer the damage instead.
I'll accept within close proximity as adjacent for this.

Masque: Second Wind
"I'm feeling much better now."
Play on your hero to automatically remove all wounds sustained in the combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.

Mus'ad: That One Issue Where...
"Since when did it do that?!?"
You gain the use of a power costing 5 Power Points for this session only. The power must make sense as a variation or extrapolation from the powers you currently have.
Best card in the deck :)

Professor Mayhem: Omega Strike
"This ends now!"
Double the damage of all your attacks this round, but make a Vigor roll afterwards. Failure means you take 2 levels of Fatigue. A success means you take no Fatigue.


Ugh, apparently the post before that one got deleted...

Belledonna: I actually reconsidered awarding bennies for progress towards beliefs, in favour of giving bennies for playing up to your hindrances. Don't want to give you guys tooo many bennies.

-=-=-=-=-=-

Belief seems good. Does this mean you're planning to take the Headquarters edge with your next advance? Otherwise you'll need to spend some time in character 'requisitioning' some equipment and supplies. What you have right now is an empty and run down warehouse.

-=-=-=-=-=-

I'm going to go ahead and say that the Smarts(+1) modifier is not going to be generally available as a modifier, especially on stuff made with Invent :p

Collecting your gear, I'm going to assume you have a stash somewhere with spare parts enough to rebuild the disks and in which you have your 'backup' weapons etc. What happened to the previous lot of disks since they weren't with your other gear retrieved from the M'Buna is unknown.

Cash:
Looks like I didn't get back to you on this one; considering you were captured while you were 'conducting business' down on the docks any related accounts are probably suspect.

Given your instincts, DA is going to have to put some time into building his resources up again. It doesn't necessarily have to happen 'on screen' but he will need to put some effort into getting that 75k a year, it's not just going to show up in a bank account, they're more likely to be in lump sums earned at irregular intervals for 'services rendered'.


Male Dwarf (Pahmet) Ranger (Warden / Trapper) 2

You did post 'em up GM Peanuts... it's just that Mus'ad didn't find anyone worth hitting that hard :P

I'll have a meander through the rulebook and figure out what to spend my boon on this time.


Male Dwarf (Pahmet) Ranger (Warden / Trapper) 2

For my Adventure card - I will use to take:
Burrowing with Super Tunneller

"Hah! Even the earth itself fears to fight the Camel of Kashmir. See how it flees my fists!"


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice
GM-Peanuts wrote:


I'm going to go ahead and say that the Smarts(+1) modifier is not going to be generally available as a modifier, especially on stuff made with Invent :p

Collecting your gear, I'm going to assume you have a stash somewhere with spare parts enough to rebuild the disks and in which you have your 'backup' weapons etc. What happened to the previous lot of disks since they weren't with your other gear retrieved from the M'Buna is unknown.

** spoiler Re: cash omitted **

Re mod: All good. Makes things easier, and in any case the rolls w/spirit left me less fatigued.

Re gear: Cool I feel better now that DA is packing something more persuasive than a kind word. Hmmm will have to redesign the disks. We can't be having with countermeasures.

More words about cash:
Again cool. Just a tad worried as DA is cash dependent, bullets and wand refills et multiple cetera. I am also rather concerned that with a current balance of $0.00 things like food, shelter, and transportation become major concerns. Oh well we are villains, so mugging old ladies is always an option. To what extent in the world electronic financial network functioning? Are there corporations, banks, religions, unions, cash machines, and/or criminal organizations that DA could suck some electronic money out of? Or are we reduced to a cash/barter economy under the V'sori?

So how do you want us to handle down time boss? Do we RP it out or do you want overarching posts. Something like:
"Using the chameleon unit and Rebecca DA 'acquires' some operating funds from a local cash machine. Taking the opportunity to introduce a virus that will copy the information of every user as well as breeding up the network and creating back-doors into the various member banks. {insert relevant skill roll} Bankroll in hand and changing identity several time on the way DA meets Bella for lunch at Southpoint Sam's. {begin role play with Bella}


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Bah! It only just now occurred to me I could have used that card to qualify for the Common Knowledge roll to identify 'werewolf guy'...
Bother! GM-Peanuts, I don't suppose I might wheedle you into allowing a retroactive roll might I?
On the bright side, the current card is much more likely to get used, especially this time...
Oz might get a reputation as Bad Penny's understudy.

Oh hey, I noticed in some rules it says that bennies that make it to the end of the 'mission' can get converted to additional xp.
Granted, if this chapter was any indication, I will never need to worry about that, but are you using that one GM-Peanuts?

Belledonna's beliefs don't seem to terribly likely to change, the first not for quite a while definitely & the second hasn't particularly been answered yet, at least not to her mind.


Bennies: 4 Wounds: 0 Exp: 4

Ooh fun card. Always nice to have a nemesis. Even if it means they go straight through my primary (read, only) defense. Heh, makes life more interesting.

As for investing in the HQ edge? Definitely not on my next level up. Perhaps the following. Though I suspect it will be much more satisfying to go "shopping" at a few SoCorp facilities. Alien sympathizers get all the fun toys. Or maybe I should go straight for the suppliers...

@Belladonna: Not a true understudy til he starts talking back to you. And who could ever disagree with an employer as perfect as you? /hypnotoad


Actually, it seems I forgot about that the second time (it was definitely in the first post which got eaten), I'm going to treat the Healing power like the Heal skill, it can only be attempted once per injury by the same person, and bennies can be spent on the Spirit roll like normal. So with the rolls you provided, if you spend a benny on the first attempt then you successfully remove the first wound with no fatigue, but unless you want to spend the rest of your bennies you're stuck with the second wound.

You could potentially ask Professor Mayhem for help (healing spell, same power, different source), but good luck with that :p

Such is the drawback of being caught :) I'm sure DA will recover. As to financial situation, it's all still running, but the V'Sori have dealt it a fairly major blow, what with them taking over various companies, assets, and what have you and running them into the ground for their own purposes (what do they care about earth money). It's mostly stabilized by now, but some places never recovered. Money is still what it is however, at least in 'civilized' places like America.

It's up to you how deep you want to go in roleplaying things, but at least the overarching sort of thing you mentioned so I know what and how you're doing things. The deeper into it you go then the more fun/interesting it may be :)

-=-=-=-=-=-

Uhh... yeah alright if you would like. Belledonna studied historical villains in the future did she?

AS to the Bennies thing, I think that was from like... the first version of the game, pretty sure they got rid of that rule (unless you can point me to it in Deluxe)

-=-=-=-=-=-

Just remember that even if you have access to more than one Adventure Card, you can only play one per session/mission (it's still beneficial however giving you an actual choice). The cards (like Enemy) which allow you to draw a new card, generally also allow you to play a new card however, so let me know when you want to play the card :)


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Given that she would have wanted to be able to tell which ones were 'actual' villains & which ones were merely painted as such by the 'parasitic social elite', yes, she probably did study historical villains in the future.

Common Knowledge: 1d10 ⇒ 5, Wild Die: 1d6 ⇒ 2. Woo Hoo! One more tidbit of knowledge Isabelle has that the others don't.
After all, what's the point of being a mentalist SV if you don't know things no one else does...

Double-checked the Deluxe & it's not in there, so yep, old rule.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice
GM-Peanuts wrote:

Actually, it seems I forgot about that the second time (it was definitely in the first post which got eaten), I'm going to treat the Healing power like the Heal skill, it can only be attempted once per injury by the same person, and bennies can be spent on the Spirit roll like normal. So with the rolls you provided, if you spend a benny on the first attempt then you successfully remove the first wound with no fatigue, but unless you want to spend the rest of your bennies you're stuck with the second wound.

Ummm... not real happy about this but I can roll. This is a big change and really hits the lightly armored supers.

Some questions:
~Does the healing power allow healing outside the golden hour?

~Does the healing power only take one action or does it take the 10 minutes that the heal skill takes.

~Does the Healing power ignore the basic supplies modifier on SWEX 77?
~~If not does the Mechanical Genius edge remove this modifier?
~~~Does Mechanical Genius remove this modifier for the Heal skill?

~How much of the golden hour was left when DA arrived at the warehouse?

Trying to determine if the power Healing or Super Skill Heal is the best choice for emergency medicine.


Devil's Advocate. wrote:

Some questions:

~Does the healing power allow healing outside the golden hour?

~Does the healing power only take one action or does it take the 10 minutes that the heal skill takes.

~Does the Healing power ignore the basic supplies modifier on SWEX 77?

~How much of the golden hour was left when DA arrived at the warehouse?

Trying to determine if the power Healing or Super Skill Heal is the best choice for emergency medicine.

  • Yes
  • One action
  • No modifiers for tools or equipment apply to the power, unless you have some very special medicine or something similar. Mechanical Genius does not affect the healing skill directly, but you may be able to use it to jury-rig some medical equipment.
  • 50-55 minutes, the whole prison break was less than five and the flight was only a few minutes too, the prison was obviously within southpoint somewhere.

Inventing Super Skills seems odd to me... how do you see that working?


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice
GM-Peanuts wrote:


<snip>

Mechanical Genius does not affect the healing skill directly, but you may be able to use it to jury-rig some medical equipment.

<snip>

Inventing Super Skills seems odd to me... how do you see that working?

Sorry to drone on but I want to get this nailed down. I can easily see DA becoming the healer of the cell.

Re: Mechanical Genius and the Heal skill. So DA can rely on being able to use the Heal skill (once learned) in anything but really out there conditions with the Mechanical Genius edge removing the -2 modifier for lack of basic supplies stipulated on SWEX 77. Correct?

Re inventing super skills: The trapping for SS Heal would be an auto-surgeon run by a dedicated expert system. I could also go nanites but they tend to be overused.

Other skill trappings off the top of my head:

~Boating/Driving/Piloting: HUD based expert system providing timely instruction and/or taking partial control of the vehicle.

~Climbing: Suction cups/clamps/adhesives/million impossible climbing rig.

~Fighting: Tailored auto injected drug cocktail to increase aggression and block pain. Expert system assistance to remove distractions from the visual field/sound-scape.

~Gambling: Computerized card counter/probability indicator and body temp reader.

~Guts: Fear blocking drug cocktail.

~Healing: see above.

~Intimidation: Focused ultrasonic speaker. Ultrasound has been studied as a way to induce fear response.

~Investigation/Knowledge: Expert system linked to the net/libraries.

~Lock-picking: X-ray viewer to see into the lock for traditional locks. See code-breaker for electronic lock trappings.

~Notice: HUD sensory enchantments. See Batman's detective vision from Arkham Asylum/City.

Persuasion/Taunt: Ultrasound and expert body temp/pulse/face reading systems to tune the delivery to the target.

~Repair: High tech tools and diagnostic systems.

~Riding: Ok you got me. This one needs more thought.

~Shooting/Throwing: Computerized target acquisition/range-finding/motion prediction all relayed to the shooter in real time.

~Stealth: adaptive camouflage with active sound dampening.

~Streetwise: Combination of persuasion and investigation trappings.

~Survival/Tracking: Expert system linked to information library with image recognition software to identify plants/likely water sources etc.

~Swimming: Low friction bodysuit/flippers and/or propellers

A request regarding DA and healing:
If possible I would like to rewind in light of the house rule and have DA fashion the Super Heal skill device. Invent 3 gives 6 levels of super skill. Two levels go to granting the skill at d4 and the other four levels raise that to d12.

Timing check: Say 50 min remain on arrival at warehouse. 5 min to look around and take over the office. 30 min to build the skill device. So 15 min for the attempt. Healing via skill takes 10 minutes so 5 minutes to spare.
Healing skill on self: Skill 1d12 ⇒ 8, wild 1d6 ⇒ 3 total 8-4(wounds) 4. One wound healed.

If this is allowed then DA will convert the Skill device into a healing device (trapping custom tailored Med-stim knockoff) and spend the benny to heal the second wound using the earlier rolls. This puts DA back to fighting trim in time for the lunch with Bella.

I understand if you wish things to be handled differently and I am quite willing to burn all of DA's bennies to clear both wounds. I do not relish waiting five days for a vigor roll at -3 to -4 to see if natural healing kicks in.

Please let me know how wounded/fatigued DA is around noon of day 2 so I can properly do the RP'd lunch/scouting mission.

I thank you for you time and consideration.


You are such a munchkin :p (don't worry, I am too when on the other side of the screen)

He still needs to have some supplies for mechanical genius to work, some sort of blade and probably some sort of disinfectant, and things like that, but potentially yes he can ignore the -2 modifier with common household supplies and the like. Such use of the skill is probably fairly crude however and likely to result in funky scars.

The dedicated expert system (the 'brain' of the device) is the part I'm wondering where you're getting it from when you're working with at times (such as now) very limited resources. You don't seem to have indicated that Rebecca is an actual AI or anything like that after all.

Got to hop in the shower for work. Talk more later.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Sorry about the munchkining. I suppose I am embarrassed by how poorly DA did in the prison break (Mus'ad better at the doors, Prof and Penny better with the drones) and very aware that The Professor can do everything DA can do faster, easier, and with fewer material resources. I suppose I am trying to carve out a role before the team really solidifies

Re: Expert system.
Yes in the current situation Rebecca is the only expert system DA has easy access to so she would be doing most of the work in any devices. This could will change with better computing power and communications gear. I see Rebecca as a non-AI expert system. More something decades rather than centuries ahead of current tech. I was keeping Rebecca's exact status in flux as I was not sure how common super tech was in the world.

If this is a difficulty I can come up with other trappings.


It's a world where Atlantis has been around and public knowledge for centuries (though not publicly accessible), where super heros and villains run around, and where space faring alien conquerors have invaded.

So pretty high tech.

The only stuff that's 'commonly' available to people on the street is some V'Sori tech and stuff like the Ruger eye (which is itself ahead of most stuff we have these days), etc. but there are about as many genius/tech supers as there are in any other comic book style world.

So if you want Rebecca to be an AI then she certainly can be, there's a reason DA can invent all these things.

As to everyone else being better, that mission really didn't play to ANY of DA's strengths (at least the ones he had available to him at the time, that's why the Device modifier makes things cheaper :p), so it's not really a surprise.

-=-=-=-=-=-=-

Belledonna wrote:
Which brings up a semi-related note: DA's comments regarding the likely-hood that he might wind up the 'team healer' reminded me I actually wanted to talk with you about the possibility of Belledonna gaining the Healing power. I was originally figuring it to be another aspect of her 'Powers of the Mind' switchable, but a separate power would also work. Basically, the premise would be that she was unlocking the bio-feedback potential in the subject's mind.

Either one would work, but remember that each power you add to the switchable makes it that much more expensive to increase any of them.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

V'Sori tech commonly available?!? Tease. :7)

I understand and actually enjoyed having to scramble. It is rare for a GM to really make things like focus/device etc matter. Good job.
I was not aware of how much appearing to be upstaged annoyed me until I thought through carefully why the healing house rule cheesed me off so much. So thank you for that, and we can manage with the house rule. Just means we need all need to learn the heal skill and stock up on med-stims.

So the only thing left is the wounds question. Was the re-wind with the Skill device and the one benny spent kosher? So 3 bennies remaining no wounds no fatigue?

BTW are you still in the market for setting/hero/villain suggestions? The old Hero/Champions 'Enemies I, II and, III' had some excellent baddies and you might get lucky in a used game bin as they are long out of date. I very nearly stole 'Arc' and 'Slick' when I was trying to come up with DA.

I still have a good number of them rattling round in my head. If you like I could toss some bare bones descriptions together. Name: Strengths/powers. Weaknesses. Maybe a bit of motivation or hook. Might even do the odd full write up if I can pull myself away from Skyrim.


Well, commonly available on the black market for several/many thousand dollars.

Yes I suppose so (and I'm not sure it does count as a house rule, just my interpretation that's all) :p

I do have some PDFs of that stuff from a HERO system game we almost played once :p Was going to be a really cool custom setting the GM was writing up, but then he just kind of stopped writing half way through, was a shame. Now he's turned us all into horrible abominations in Shadowrun instead.


Come on guys. No real need to wait for other people at the moment, let me know what you're doing :)


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Opening my parcel, like I said.


Ahh my apologies. If I've ever posted and don't seem to have addressed something then please give me a nudge and tell me what I missed.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Nudge.

"So the only thing left is the wounds question. Was the re-wind with the Skill device and the one benny spent kosher? So 3 bennies remaining no wounds no fatigue?"

RE actions with the comm/vmap unit. DA will not do more than open the case and scan the thing with Awareness if suffering from more than a total -1 mod from wounds and/or fatigue.


I answered that already in the post from Friday (though I guess it wasn't completely clear I was answering that). Yes you are fully healed, one benny spent.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Thanks for the clarity. I missed the answer somehow. Sorry. I will strive to make my sometimes long and wandering posts more clear.

That said.....

1: I have been thinking about energy control it is a 2 point power so a valid choice for invent. However some uses of the power call for GM input so I thought I would give you a heads up that I am thinking of inventing something for EC Psionics. The damage option is self-explanitory but I am wondering what effect the nullification option would have on mind reading and/or telepathy powers that use Psionic trappings. They do not do damage so the "direct attack does half damage" bit does not apply. Note, "You don't know and need to do more research" is a perfectly acceptable answer.


Hmm, I'd handle different powers on a case-by-case basis I think, but it you were using that and someone tried to affect someone within the area, it would be an opposed roll between yourself and the attacker to see whether the power functions, functions at a lesser level etc. Alternately it could just give a penalty to their opposed Smarts roll against the target. Should be okay to Invent however.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

I was thinking pretty much along those lines so cool.

Oh I hope you are ok with the drop-box I just invented in the last post. If not I can fix.

Also DA will be using interface etc to raid a cash machine on the way to lunch. The chameleon device should mean little if any attention from the police as the person they will be looking for does not exist and in any case can't be linked back to DA so who cares if some random youth gets arrested.

How do you want to handle this? Is this ok?

Felonies and the single supervillain:

Next stop is a functioning machine on a more frequented street.
"I'll just be a moment. If you wait here the camera can't see you." The youth approaches the cash point and draws a flat silver card from his jacket. A this wire trails from the card into the youth's sleeve. The Advocate feeds the card into the reader and again touches a few spikes on the jacket. (Insert roll here. Lockpick? Electronics? Repair?)The cash machine whirrs and returns the card along with a sizable stack of bills. As the youth passes out of the cameras view his form shifts again and a caucasian woman with a dyed blond mohawk, multiple piercings and a similiar but midriff bareing spiked leather jacket rejoins the group. "That's better. Lunch appears to be on me.". The woman smiles as they head toward South-point Sam's
.


The dropbox is fine, you seem to have missed some bold tags and quotation marks however :p

As to the cash machine we'll see what the others choose to get up to before advancing to that point, but it shouldn't be too hard for DA to access some funds given his abilities. Kn: Electronics would be the appropriate roll, including your +4 from Interface.

-=-=-=-=-=-

Oh, and I forget to mention this last post Belledonna, you only have 1 level of fatigue at the moment (recuperated one over night, and weren't able to mind read the courier)


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice
GM-Peanuts wrote:

The dropbox is fine, you seem to have missed some bold tags and quotation marks however :p

As to the cash machine we'll see what the others choose to get up to before advancing to that point, but it shouldn't be too hard for DA to access some funds given his abilities. Kn: Electronics would be the appropriate roll, including your +4 from Interface.

Thank you... Fixed.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none
GM-Peanuts wrote:
Oh, and I forget to mention this last post Belledonna, you only have 1 level of fatigue at the moment (recuperated one over night, and weren't able to mind read the courier)

Ah, wasn't certain if it was per success or per attempt. Figured I would ere on the side of caution.


Per success, but you couldn't even attempt it considering you never actually saw the courier.


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Ok, now we see if Mus'ad will decide to kill DA...Bets?


bennies 4 ex 5 W:0 F:0 Card Noble Sacrifice

Ok this is driving me nuts. Does anyone know what gun this is? Frank Devereaux's gun in supernatural.

I want one for DA because I like the look and a high-tech shotgun fits DA's feel. Stat wise it is just a normal pump action shotgun direct from SWEX but I want the name.


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Looks like a SPAS Franchi...

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