Bennies: 4 Wounds: 0 Exp: 4
Warehouse: In the habit of old people, Bad Penny seemed to barely sleep. He had been up for several hours when the courier arrived, but had been occupied tracking down a leak in the roof. Arriving at Mus'ad's shout, Bad Penny looks dubiously at his watch device. Mus'ad puts one on with no apparent ill effect, then leaves to commit violence on the plumbing. With a shrug Bad Penny fastens the watch over his wrist.
If I lose a hand from this... He thumbs the power button and starts experimenting.
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
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 Wounds: 0 Exp: 4
Bad Penny eyes the structure dubiously. Old habit has him ticking through what needs to be fixed up and modified for a proper lair. No way it'll stand up to Fin guns, even reinforced, better keep a low profile. Exit tunnels could help with that. Shielding. Need to pull juice from somewhere besides the grid. Early warning system needed. Self destruct? Of course. Can't abandon the basics. And a few cats to keep the rats down. ...the hell if I'm gonna do all that work. Let the greenhorns sweat and scrub for once. Mus'ad's rumblings agree with Bad Penny's assessment of the building. Agreement quickly goes downhill from there. Oh, this promises to be a productive conversation... I need a cigar.
Bennies: 4 Wounds: 0 Exp: 4
Knowledge/wild 1d8 ⇒ 31d6 ⇒ 1
As Belladona makes her powerplay Bad Penny tenses, ready from long experience to duck out of the way of the counterstroke's blast radius or blood spray. Neither apparently forthcoming, he shrugs and relaxes slightly. He does not however go anywhere near Belladonna in the near future.
Bennies: 4 Wounds: 0 Exp: 4
Playing heroes? Breaking people out of prison, boss. Seems like another Tuesday on the villainy clock if you ask me. Bad Penny hops up into the transport. Job description doesn't change just cause some fin-heads are in charge now. A pause and then Bad Penny gives a gravelly laugh. Does make it more satisfying, though.
Bennies: 4 Wounds: 0 Exp: 4
Bad Penny grins at the prisoner he released. When Zoltan regains a corporeal body, ha can come get his blaster back. And I can get those cuffs off if you're not too attached to your hands. Otherwise you may want to go see the techie over there. Belladona: Hadn't thought that far ahead. Just adding to the distraction for now. If they don't like their odds without our evac, they can darn well stay in their cells til the V'sori come repair the doors. They're big boys and girls if they're in here; we aren't running a baby sitting service.
Bennies: 4 Wounds: 0 Exp: 4
Shooting/Shooting/Wild 1d12 ⇒ 101d12 ⇒ 111d6 ⇒ 3
Shooting/Shooting/Wild 1d12 ⇒ 41d12 ⇒ 81d6 ⇒ 4
Shooting/Shooting/Wild 1d12 ⇒ 91d12 ⇒ 41d6 ⇒ 4
Shooting/Shooting/Wild 1d12 ⇒ 31d12 ⇒ 91d6 ⇒ 2
Shooting/Shooting/Wild 1d12 ⇒ 111d12 ⇒ 121d6 ⇒ 3
Shooting/Shooting/Wild 1d12 ⇒ 31d12 ⇒ 91d6 ⇒ 1
Shooting/Shooting/Wild 1d12 ⇒ 11d12 ⇒ 51d6 ⇒ 3
Shooting/Shooting/Wild 1d12 ⇒ 21d12 ⇒ 91d6 ⇒ 3
Shooting/Shooting/Wild 1d12 ⇒ 121d12 ⇒ 21d6 ⇒ 2
Finally! So many nonexploding d6s One zorch-filled minute later, Bad Penny is flicking ash out of his beard. The unlucky prisoner is whimpering in the back of what remains of their cell, arms over their head. A few scorch marks mar the wall near them. Well? What's the matter with you? You're free. Bad Penny snaps. He looks around the room. Who else wants out? Whelp, that's my action for a while. 54 seconds to be exact.
Bennies: 4 Wounds: 0 Exp: 4
Hey, these doors are pretty fancy. The V'sori sure didn't spare any expense making these doors impregnable. No siree. Bad Penny rolls his eyes and starts blasting the concrete wall where the hinges are anchored. Shooting/Shooting/Wild 1d12 ⇒ 111d12 ⇒ 41d6 ⇒ 4
This is going to take an embarassingly long time isnt it? Oh well, stubborn trait says I'm not stopping til at least this door comes down.
Bennies: 4 Wounds: 0 Exp: 4
Bad Penny spits as the last drones go down. Getting slower. Well, that took long enough. How long do think we have before they've got gunships swarming this place? Bad Penny watches Devil's Advocate working on a lock. He nods in his direction then turns to one of the other cells. He waves the occupant back perfunctorily then opens up on the bolts of the lock. Shooting/Shooting/Wild 1d12 ⇒ 11d12 ⇒ 11d6 ⇒ 5
Bennies: 4 Wounds: 0 Exp: 4
I believe drones entered the room at the end of round three. Those who readied actions in round three until they arrived got to carry them out. Peanuts missed Professor Mayhem readying the ranged attack at first(thus not including him in the call for attacks by myself and Mus'ad) and then corrected himself. However the Prof rolled too low on agility to interrupt before the drones and so got shaken by their attacks. He'd need to spend a benny to act normally otherwise his held action is used to unshake as normal (didn't get a raise on the spirit roll). As soon as the Prof decides to spend a benny or not, the final actions of the third round will resolve and we'll start processing the fourth. Prof still needs to post round 4 actions after this. The ranged attack he used was on round three. That's my understanding of the current turn situation. Happy Holidays.
Bennies: 4 Wounds: 0 Exp: 4
Well then. I'd say the drop has successfully been got. Shooting/Wild 1d12 ⇒ 121d12 ⇒ 71d6 ⇒ 5
One drone is very very very dead. As the drones tear open the door, Bad Penny exhales and sends two bolts blistering through the gap at one of the figures behind. Doubletap. A poorly aimed magical blast streaks by him. He's already lining up the next shot as his "allies" hold a corporeal and mental hissy fit behind him. Bad Penny sighs. Yes, yes you've both got phenomenal cosmic power and attitudes to boot. Now focus before the real world tears you a new orifice! Like poor Mentalator. Shouldn't have tried to take over those capes while in an active lumbermill... Bad Penny opens fire again. Doubt suppressing fire would be much use against these. Got to take them out one at a time. Shooting/Wild 1d12 ⇒ 81d12 ⇒ 51d6 ⇒ 2
Bennies: 4 Wounds: 0 Exp: 4
Benny on a soak roll.
Notice/Wild 1d10 ⇒ 101d6 ⇒ 6
A bolt from the drone's arm blaster glances Bad Penny's shoulder but he doesn't seem to notice. Instead he's focused on a sound from the next room. Behind us.
Bennies: 4 Wounds: 0 Exp: 4
Well time to catch up. First things first, the soak roll;
Bad Penny lands hard enough to bounce. For a disconcerting moment he lies still, then climbs to his feet, mumbling something about employee benefits. Next, first turn.
Though he's one of the first to react to the V'sori drones entering the room, Bad Penny spends his time looking around for a weapon. Preferably one more complex than a lump of stuff to hit stuff with. Action held. Finally, a duffle bag crashes down amongst the villains. Bad Penny rushes over to it. Ah there you are, sweety. He pulls the strange, retro looking blaster rifle out of the bag. Bad Penny shoulders the gun, flipping a switch on its side as he does so. An ominous sounding hum fills the room as the gun powers up. Still not sure exactly what the power source on this thing is... Oh well. Bad Penny draws bead on a drone and opens fire. x2 Shooting/Wild 1d12 ⇒ 21d6 ⇒ 2 and 1d12 ⇒ 31d6 ⇒ 3
Bolts of lambent green energy fly from the muzzle. Hell, the fall jarred the sights. Bad Penny quickly readjusts his aim.
Bennies: 4 Wounds: 0 Exp: 4
So I got a few clarifications before I can take my turn. I was hoping that the mysterious shape the Doc dropped later was our gear, but there's no mention of it. I assume my blaster was in the M'buna transporting us since it was on me when I was captured. Did the Doc's goons grab it when they hauled us out? And did they drop it with me? Cause I can wander around doling out feeble grandfather punches and tanking fire if that's what I gotta, but a weapon of some sort would be nice. Also if we get 3 bennies do I get one extra for luck or what? Am I using one now?
Bennies: 4 Wounds: 0 Exp: 4
Benevolent was very much sarcasm. Agility/Wild 1d8 ⇒ 61d6 ⇒ 6
The M'buna flips and Bad Penny's instincts kick in, protecting his head in a defensive curl. Not another crash... After moments of chaos he somehow ends up on his feet, a sour frown on his face. He's rubbing his hip where it got banged against the bulkhead but otherwise unharmed. Doctor Destruction makes his entrance and Bad Penny snaps out a reply. Stupid question. Obviously I want to live. I'd be pretty incompetent to have not offed myself by my age otherwise. He starts making his way out of the gaping hole in the M'buna, grumbling.
Bennies: 4 Wounds: 0 Exp: 4
"If you can't break out of those yourself I don't fancy any of our odds in helping you out, big fella." Bad Penny clanks the cuffs together a couple times for emphasis. "And I don't think the V'sori plan on obliging you either, at least until you're filleted on a table somewhere. But you've got the right attitude. We've clearly have these sniveling aliens right where we want them, minus the cuffs, the overwhelming alien technology, and the world-spanning tyrannical regime." Bad Penny is an elderly man in a dingy blue jumpsuit. There's a lighter patch on the shoulder where it appears an insignia has been ripped off and a cent symbol scrawled in its place. Dark eyes roam the room beneath shaggy eyebrows and a bald pate. His beard is scruffy and grey is creeping into the black. Physically he appears to be in relatively good condition for his age, but clearly will not be performing any feats of strength. He shifts in his seat. Would it kill our benevolent overseers to have cushions in these things? Or have they advanced beyond our puny earth pillow technology?
So instead of: 1. Someone needs to show these upstarts how villainy is done.
more pertinent beliefs for Bad Penny would be: 1. Take out an opponent who has already incapacitated a younger ally.
Misroi: Bad Penny definitely approves of the classic mastermind approach. But perhaps leave the power points for the HQ unassigned at creation? Peanut has hinted that developments in that department are already planned I think? Save the points to pimp out any base we get or to establish a base once we know where we'll need one.
Belledonna wrote:
Could also be a natural outgrowth of her delusion, no? Some sort of trauma pushes her deeper into her own fantasy and her force of personality just kinda starts overwriting not just other peoples' outward views, but their self image. Emotional healing for her isn't just a personal thing, it's polite to share...
Practicing maniacal laughter. Background:
Bad Penny is the rarest of birds; a retired henchman. Although does it really count as retired if all your previous bosses are incarcerated or dead? Ah, memories. Ian Ettore was a relatively unspectacular young hood in a bad part of town when he was first recruited into super villany. The Mauve Marauder was his first boss. Ian was quite well treated for a lowly wheelman until the Marauder's infamous career ending train robbery. One word, seatbelt. After a short attempt to hold down a normal job Ian went back to the trade he knew best. He was bounced from supevillian to super villian, always seemingly a step ahead of disaster. From cleaning the death pens in The Mandrill's secret lair, to calibrating Mr Nefarious' earthquake ray, to harem duty for the Acquisitrix, Ian had seen it all and done it all. Poorly.
But years of classic henchman ineptitude slowly wore on, honing the future Bad Penny into a surprisingly competent operator. Which of course made him increasingly insufferable to employ. Constantly second guessing and correcting supervillians isn't the recipe for a healthy retirement. Fortunately Ian proved more and more difficult to bump off. Working in villian lairs exposed him to a deadly gamut of unshielded reactors, explosions, toxins, and "team building exercises." Any disciplining done by his masters hardly compared. No longer content as a mere hench, Ian has set out to cause havoc as a true super villain. It's hard to tell whether his surprising resilience is a result of mutation or merely scar tissue at this point. Frankly his smoking habit is bigger danger to his health than most brawls. But his skills can't be questioned. He's a crack shot and has dusted off his vintage blaster cannon (Zoltan the Malefic isn't using it anymore, bless his soul) to deal with these darn aliens. And to show a namby-pamby generation of villians how it's done. Crunch: Agility: d8
Smarts: d6 Spirit: d8 (d4 +2 Super Ability) Strength: d4 Vigor: d12 (d6 +3 Super Ability) Charisma: -1 Pace: 5 Parry: 6 Toughness: 8(9 armored) Shooting: d12
Hindrances: Elderly, Arrogant, Stubborn, Habit(smokes foul cigars)
Powers: Jinx(2)+Improved Jinx(x2)= (4)
Equips:
Beliefs:
Instincts:
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