Savage Worlds: Necessary Evil Campaign (Inactive)

Game Master Poor Wandering GM


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V'sori survival belts:
Single use emergency high tech parachutes.
When buckled and a fall of more that 10' is detected and no large objects are with in 3' the chemical fuel cells activate and the slow gravity effect begins.
Once the fuel cells activate there is no practical way to halt the reaction. The power will however last until the wearer is safely on the ground or at least within 3' of a large object.

The two pockets in the belt contain a variety of survival/recovery gear.

The buckle is an emergency beacon which activates automatically when the cells activate and will continue transmitting for some weeks.


Well that is a week.

Fiddlers last post was Friday 30 January 15.
I am moving him to inactive status. He will still be in the game but will not take any part in the proceedings.

Sigh......

Still looks like we might have a couple of newcomers. So Onward!


**ALL**
Star City Map added to campaign page.


And that is the end of the first session.

Bennies refresh now unless you have more than your base amount.

If we were using experience points you would each have earned 3, but as we are not don't sweat it.

Imagine, Do you want to use the SPC or the NE lair rules because you have just been given an HQ and what that means depends on the rule set.

Everyone

So how did it go? Interested in continuing? Things you liked? Didn't like? Directions you would like to the game to explore in future?
What are your thoughts? How would you like to shape the game?

I thought it was a bit bumpy but I am optimistic that it was only teething troubles. Losing Sapele and perhaps The Fiddler was a blow but that is life in PbP. Hopefully the new folks come online soon.

Dark Archive

Oh confound I meant to message you about the days ago. PM inbound.


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

It seemed fine. The system is straightforward enough.

I am interested in continuing.


I am liking the campaign so far and and im growing fond of the character, so yeah count me in dr destruction :)

On another note I may rebuild , with your permission, but I need to evaluate that first, give me till monday and ill have my decision that day or earlier


After considering I noticed we dont have fronliners snaymore so in the meantime I will have heaven stays as he is since he is more melee than anything else.

Dark Archive

So, about the Lair....

It's a group vote, and we have 2 options:

Option 1: We keep the current system.

Pros: We already know what we're doing. We get a hot tub that heals everyone of everything in 24 hrs (probably).
Cons: Costs 1 Point each. Possibly more if want to do -anything- else.

Option 2: New system.
Pros: Wellllllllllllllllllllllllllllllllll, it's like this....

We get 5 "HQ" points per person, per rank. Hence, the thing gets better the bigger we get.

Hence, we get our Power point back.

Cons: Different, somewhat inferior choices. It's basically a building. That's it. we get to modify it, but gone is the option to "Add a Super Power". We could get a Med Lab, that gives us a bonus (probably +2) to our Natural Healing roles (that we get once every 5 days), but that's it.

I've compiled a prototype Base that we could buy with the 15 pts the three of us would get right now. Look at it, let me know what you think:

What I'm seeing in the description is some large factory/warehouse type thing that's long disused, and never was a primary location in the first place.

1) Building: 5 pts for Large (10 rooms)

Location: Urban 0 points

2) Condition: Starter(-1) o pts

3) Rooms:

Command Center 1 pt
Garage 2 pts
Med Center 2 pts
Quarters (for 4) 1 pt

4) Extras: Well Hidden 3 pts (If the V'Sori ever were keeping tabs on this place, they either know that the former owners were killed, or they simply have seen too many hobos use this place to get high that they now consider it blight.)

I know it's ironic that both the Garage and Med Center get bonuses for the Facility condition...of which we have a whopping negative 1. But it seemed un-thematic to not have a garage to park whatever car we may have in the future.
We don't even have a kitchen. So everyone needs to keep their microwave in their own room. Just like college. Oh yeah...back in the day.

Possible future upgrades: Better condition (bigger modifiers), Library, Secured, Teleporter.

What do you guys think?


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

I'd prefer Option 1, the current system. It seems to be more straightforward, and takes less jiggling around to determine what is there.

Dark Archive

For my own opinion, I'm leading to the new option.
1) We get our skill points back and
2) it takes care of a lot of the minor many points that we may need to handle. In the old system, do we have a garage? A kitchen? Quarters? PWGM would have the option of either hand-waving them in ("Of course you have them! You paid 3 Power Points for this place!") or making things a good deal more difficult by saying that we specifically don't have them. (You paid for a lair with a good lock and a hot tub. That's all it has. Any more, pony up some more points, yo.")

I'm still stuck on the Healing thing, but the Healing power itself is only 2 points. If either us or any of the new people took it, that's a net gain.

Looks like this issue is...left in the hands of Heaven. (See what I did there? ;)


Atlas2112 wrote:
... PWGM would have the option of either hand-waving them in ("Of course you have them! You paid 3 Power Points for this place!") or making things a good deal more difficult by saying that we specifically don't have them. (You paid for a lair with a good lock and a hot tub. That's all it has. Any more, pony up some more points, yo...

I do not say "yo"

And the NE lair comes with "all the basic necessities...can hide out there indefinitely..." quarters, and kitchen are included. A garage is included for any Vehicle bought with power points. Room for other vehicles is dependent on the specific lair. The meat plant has plenty of room unless you start seriously car collecting.


Male Goblin Paladin/1, Father/15

My only comment on the base debate would be simply that I will not be able to contribute to the improvement of the base until we 'level up' to Seasoned, but I can contribute if we go with the Base as a Communal Edge.

All that said, who do you guys want to meet first, her or her?

Shadow Lodge

Male Human Level 20 Spellslinger

Well for the lair I can go either way I dont mind, however if we are not using the point however i could give it some good use.

Anyway irnk, let my try to understand, so this tracy girl becomes fulminara when she tarnsforms or something like? is that correct? What kind of power is inmunity? cause I dont really find it. Is it something like absorption?


Male Goblin Paladin/1, Father/15

Yes, that is correct. Immunity is pretty much exactly what it sounds like, Fulminara is immune to everything non-magical, whether energy or physical. Mechanically, it means she automatically halves all damage from attacks before she compares it against her Toughness & just flat out ignores all environmental damage. Go ahead, drop her into the sun, you'll just piss her off. There are reasons why it costs 16 points all by itself.

Dark Archive

Alright, the votes are tallied, and the new Lair system wins. I'll calculate it out with Tracy/Ful-Ful/Tracy mixed in and see what we have.

"But Atlas, it looks like a tie vote!"

Oh, yeah, a vote counts, but not saving a point for the old lair was a vote for the new lair. So blame the new guy. =)

I'm still not sure what we'll do about healing, except to hope that we can get one more person and they won't mind spending 2 points on the Healing power. Ah, well. (srsly, we gonna need that.)

As soon as PWGM checks off, Carl and Heaven can go ahead and re-invest their Lair point.


ElementalXX wrote:
... What kind of power is immunity? cause I don't really find it. ...

Immunity is in NE and SPC1 it was changed to Resistance for SPC2 and heavily altered. But Fulminara is using the NE/SPC1 version and this game defaults to NE/SPC1 so all is good.

Dark Archive

Oh, as long as we're talking about stuff that affects things...

What was that part about where we're not using XP? Then how are we handling Advancement and advances?
(I'm sure you talked about this before, but I may have glazed over it in my "what is this 'game' thing and how does it 'go'" phase.)

Oh, and does "Immunity" only cover damage? What if she was hit with "Infected" or Stasis or...oh, Idunno, say...like, um...Mind Control? Hypothetically? ;-)


ImagineNo xp you advance at my whim.
Mind you my whim will pretty much fall in line with 2-3 xp per session rate.

Fulminara & Imagine
Non damaging direct attacks are a gray area. I am of two minds on the subject. It is quite powerful but then it is also 16pp.

I am leaning towards halving the target number needed to resist which would make infection, control, stun etc possible but unlikely.

Hmmmmm this might also make Fulminara mind deaf. Her immunity to PSI blocking Telepathy as a background effect.

ALL
With Immunity in play I am strongly considering implementing the "Snake-eyes" optional rule.

Snake-eyes
If you roll a 1 on both trait and wild die then you cannot spend a benny to re-roll but you do get a benny in compensation for the pain you are about to experience.

Thoughts?

Dark Archive

PWGM wrote:
Hmmmmm this might also make Fulminara mind deaf. Her immunity to PSI blocking Telepathy as a background effect.

Oh Great Jabaa the Hutt don't do this. As much hilarity that would ensue from that, it's seems a great pain, at least from these seats.

It seems a step too far. Just because she's hardened, need not mean she can't sense it at all. I mean, just because Superman can take a bullet to the eye, he can still feels the wind on his skin, or know that it's cold, or that he's wet. I think there's a mind disease where you can't feel anything, but none of the supes, from Superman to Marvel Girl, have ever been described as having that. Like, she can still hear with her ears, even though the strike of the stirrup is no greater than with a normal person, so the same might go for telepathic communication.

Oh, and the Snake Eye thing seems fine. Since the game doesn't really have a 'fumble' rule it seems okay.


The mind deaf is Irnk's call I think.

In any case Tracy is definitely not resistant to telepathy.

Re lair:
Carl: NE system
Imagine: SPC
Heaven: no vote
Irnk: no vote.

I declare the issue still open.
The default position will be the NE Lair as a change to the rules requires active agreement from the players.

Sorry Imagine.


So apart from the Lair/HQ building being large-ish, abandoned and in Slasher territory I have no requirements.

So tell me about the place. Is it a warehouse or an office building?

Is there still a meat packing line? Still freezers? Did looters or fighting hit the building or was it ignored? Is the decor still Spider themed or was everything covered over when the Squadron left?

What are the adjacent buildings?

What is the neighborhood like?

And did you miss Irnk's question?

PS to Irnk have you decided on a background yet? I am assuming you are a recently contacted villain that Dr. Destruction assigned to theis cell. Is that correct?

Dark Archive

Just to be clear, we're in Southpoint?

I abstain from voting in Irnks question. Both of them...they are pretty. Someone...she can get jealous.


Atlas2112 wrote:
Just to be clear, we're in Southpoint?...

According to the gang-sign you are.

Dark Archive

Do you guys have big ideas to answer PWGM's question about the building? I'm imagining huge but mostly-empty warehouse/packing plant. With a suspiciously state-of-the-art comm system installed in the foreman's office.

What say you?


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1

That sounds good to me.


Male Goblin Paladin/1, Father/15
Poor Wandering GM wrote:


PS to Irnk have you decided on a background yet? I am assuming you are a recently contacted villain that Dr. Destruction assigned to theis cell. Is that correct?

Sounds good to me. Sorry I went radio silent yesterday, life got busy for a bit.


Male Goblin Paladin/1, Father/15
Atlas2112 wrote:

Just to be clear, we're in Southpoint?

I abstain from voting in Irnks question. Both of them...they are pretty. Someone...she can get jealous.

Just remember, if you drive Tracy to suicide, she may try to slash her wrists, hilarity could ensue... Also, Tracy is the only one with Healing skill so far as I know. I'm posting this from my phone right now...

On the mind-blind note; no, I think they both are perfectly capable of telepathic communication. Fulminara is a hybrid after all...


Male Goblin Paladin/1, Father/15

Alright, I have made the updates to Fulminara/Tracy. She/they are ready to go.

As to what 'they' have been doing up to now, Tracy's Persuasion, especially with her Charisma factored in, probably means she can calm almost anybody down, that's a useful skill in a street clinic. She might have been working with 'Mom' while laying low.
On the other hand, it occurs to me that the likelihood of inadvertently getting cut is pretty high working in a street clinic in an occupied city...
Which could explain why she keeps a Z-belt handy even though she isn't ostensibly either a criminal or a hero.


Fulminara/Tracy questions

Gimmick: Can this be activated while Tracy is unconscious or unaware of the bleeding? How much blood is needed?

Who is "Mom"?

If you are not a villain how did Dr. Destruction learn about you? The default answer is that Fulminara was captured by the V'sori and Omega helped you escape. The question of how the V'sori found you is another question entirely.

You are good to go. Feel free to post in gameplay. Please add "Keys to Black and Hensley Meats" to your character sheet.

Dark Archive

I'll just post this here, and if there are no objections by the group, I'll move it to Gameplay.

Due to the length, I'll put it in a spoiler.

The EVIL Lair o7:
Imagine spent some time just floating around their new digs. Getting a sense of the space.

The surrounding neighborhood was mildly familiar to her. It was a typical industrial park. Or at least as typical as such can be in an occupied city. There were large, big, huge, buildings surrounded by other large big huge buildings, interspersed with sprawling parking lots. Some of these were operating, and they churned out smoke and consumer goods in large measure.

Being non-residential the captains of industry tolerated a certain level of gang activity, and this could be seen in the prevalent graffiti, with the graffiti intricacy corresponding with the level of activity--The sites that still housed workers and machinery were almost bare, with some few tags in constant war with the maintenance crews that covered them almost daily. But the abandoned sites looked more like living art. This building must have carried some mystique of its former owner's power, for it still looked to be in the early stages of assimilation by the beloved Southside Slashers.

Oh, the thoughts of them brought a smile to her heart. They were about as ruthless as a gang could get in an occupied city--which meant, they coped to strong leadership. To amorphous to bring to heel, they sold their loyalties (such as it was) to whoever could offer them the most. She'd fought with them and against them, but they always seem to have new recruits eager to fill depleted ranks. They felt like an abusive boyfriend that you keep coming back to because you at least know what you're getting.

The interior looked not so bad. The first floor was the line, and looked mainly stripped clean, with a few larger machines not yet fully unassembled, and faded and fading Spider-themed murals crawling along the thick stone walls. The freezers in back were built into the building, so they'd not been removed, but much of their copper and internal metal had been stripped for salvage.

One was actually untouched because the lock was jammed from the outside, and the place had not been occupied for so long that it had been worth the effort to break it off. She made a mental note to try and get Carl to phase in and see if it could be opened from the inside.

The mainly open first floor had two flights leading up to the second floor of cubicles and office terrain. There were a handful of minute conference rooms that could be used as bedrooms, and the Big Man's office was filled with hauntingly out-of-place comm equipment that looked so new it might be a display case at Comp-U-Store.

Behind one door with a usable lock, it lead to a cavernous basement. The thing was enormous and mostly empy. No doubt a on-site warehouse for consumable goods used when the thing operated, it now sat patiently dreaming of former glory. It looked like one giant roll of shrink-wrap was still sleeping peaceably among various rat's nest and needles. Well, that could have uses too.


Male Goblin Paladin/1, Father/15
Poor Wandering GM wrote:

Fulminara/Tracy questions

Gimmick: Can this be activated while Tracy is unconscious or unaware of the bleeding? How much blood is needed?

Who is "Mom"?

If you are not a villain how did Dr. Destruction learn about you? The default answer is that Fulminara was captured by the V'sori and Omega helped you escape. The question of how the V'sori found you is another question entirely.

You are good to go. Feel free to post in gameplay. Please add "Keys to Black and Hensley Meats" to your character sheet.

RE: Gimmick; In the interests of not turning a Hindrance for Fulminara into an Edge for Tracy, I'm going to leave the answer entirely up to you.

'Mom' is in reference to Imagine's dependent hindrance.

Fulminara is a Villain because the first few times she came out, the body counts were high enough that even the V'sori noticed...

I will update thier gear to reflect the key.

Dark Archive

*chuckle* Irnk, loved your post. =) Mind you, it makes...no sense. ^_^ Who's the shadowy figure? Are you speaking or...someone else? By the Avatar are you currently in Tracy-mode? Are you running from something or just out for a stroll or going to work, or...?

Feel free to elaborate. We encourage long, wondering posts here. (The more wandering the better.) =)

It makes sense that you would know my mom. Most people do. She might even have visited the place you work, chatting with either the victims or the workers or both. Probably both. =)


The post makes sense to me.
The slight figure is the one speaking, check.
The Avatar reflects a slight figure, check

So we have a slight figure, apparently female, attempting to speak to the group from inside the former meat plant.

At least that is what I am seeing.

The "Who is" and "Are you" questions cannot be answered form the information at hand.

Looks like a great entrance post from here.

Oh and Imagine you can't detect minds. Someone could be standing right behind you and you would have no idea they were there, assuming proper stealth rolls etc. No need to change the post as Tracy is in sight which allows telepathy. All telepathy does is allow communication, no more and no less.

If you want to be able to do this trick then a trapping on the Awareness power seems the best bet.


Rookie
Poor Wandering GM wrote:

The post makes sense to me.

The slight figure is the one speaking, check.
The Avatar reflects a slight figure, check

So we have a slight figure, apparently female, attempting to speak to the group from inside the former meat plant.

At least that is what I am seeing.

The "Who is" and "Are you" questions cannot be answered form the information at hand.

I'm, yeah. Those were what I meant.


Imagine and all

The plant description looks good. Just add a large attache case in the front office and a large plastic wrapped pallet full of boxes labeled in Italian in the loading bay.

The case contains enough watch-and-earbud com-link rigs to outfit the group. One rig is specifically labeled "Tracy".

The Pallet contains Italian military MRE's. Enough for 122 person/meals.

Tracy
You can be wearing a com-rig if you desire. Let me know if you are NOT wearing the one labelled for you.


Rookie

If they are uniquely distinctive, she keeps hers stashed somewhere. If they can be explained away as 'just something my rich ex-boyfriend gave me', she will be wearing it.


Sorry. They look like a matte black smart watch with a 2.5-3" screen, easily concealed. The ear-bud is VERY concealable and designed for long-term wear.

These were cutting edge consumer goods before the invasion.

The only visible difference between the labeled unit and the rest is the reinforced expanding wristband on the watch.


Rookie

So definitely the kind of 'high end' tech toy a guy might give to his trophy girlfriend...

Dark Archive

Ah. I thought we were already inside, so I was wondering what she was inviting us in to.


Poor Wandering GM wrote:

Re lair:
Carl: NE system
Imagine: SPC
Heaven: no vote
Irnk: no vote.

I declare the issue still open.
The default position will be the NE Lair as a change to the rules requires active agreement from the players.

Sorry Imagine.

Heaven & Fulminara: Do either of you have a preference as to Lair rules?


Rookie

I do not.


All Assuming Heaven also expresses no preference then the NE rules will be used. Imagine Do you still want to be the keeper of the lair stats? If so please post the lair here so I can add it to the Campaign page.

Dark Archive

Of course I'll be the keeper of the stats. I got us in to this mess, and I'll see it through. =)

How's this?

We have three characters that have donated a point:

Imagine: 1
Carl: 1
Heaven: 1

Lairs points:

Lair: 1 pt

Secure Access:1pt (Trapping: Both the front and back doors have a remarkably subtle and advanced retinal and handprint scanner built in to them. To an outside observer, an authorized individual will simply walk up to the door and open it. A new individual can be granted authorization by having their statistics added at the Comm gear in the Main office on the second floor. The List of authorized users is easy to see and access so no bad guys can add their name unscrupulously.

Healing power: 2 pts (50% discount for Lair): 1 pt.

Attached to the Main office is a private bathroom. This has a party-sized hot tub which has a console that can be accessed either inside or outside the pool. When someone accesses the console, they can will any person (including themselves) inside the tub to Heal.


Cool
The security gear and Med-tank are hacked Alpha squadron equipment. The Med-tank is in that locked freezer on the main floor. Right next to where a vehicle could pull in so as to minimize transfer time.

The building also comes with a full security and alarm system able to monitor all inside areas, all building access points, and the immediate surroundings. Secure access gets you more than just good doors. Basically any passive or alarm based security you want you have.

Sound good?


Rookie

Works for me.


Lair is good. Added to Campaign sheet.

Are you all waiting on me?


Male Human Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d12, Climbing d6+2, Fighting d6, Lockpicking d10+2, Shooting d12, Stealth d10+2, Charisma 0, Parry 5, Toughness 10, Bennies 3+1
Poor Wandering GM wrote:

Lair is good. Added to Campaign sheet.

Are you all waiting on me?

Yup, I'm waiting for the next hook.


Rookie

I was actually waiting on Heaven's Chancellor to make some manner of post, but if you want to move events along, feel free.


Oh dear.

No posts by Heaven's player under any name in over a week.

Looks like we lost another one.

Sigh

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