Geez3r Posted August 3, 2009 Posted August 3, 2009 The roles have been switched for this thread. Malice is the hero and Doctor Archeville is the bad guy. As "Malice" isn't a particularly heroic name, for this thread I'll be changing his name to "Rocket's Red Glare". There are also a few things to iron out before starting 1) Were Doc A and Malice/RRG always evil and good, or did they start as their original versions and swap at some point? 2) Are there any mechanical changes to be made to the characters? IE: bumping Bio-doc up a PL or two, bumping Malice down a PL, swapping ranks in Intimidate for Diplomacy, that sort of thing? 3) What exactly is Bio-Doc up to? I liked the idea of amoebic creatures, but that might just be because I played Ratchet and Clank not to long ago. IC post is pending these questions and the July edits.
Dr Archeville Posted August 3, 2009 Posted August 3, 2009 The roles have been switched for this thread. Malice is the hero and Doctor Archeville is the bad guy. As "Malice" isn't a particularly heroic name, for this thread I'll be changing his name to "Rocket's Red Glare". Doktor Vile? :twisted: There are also a few things to iron out before starting 1) Were Doc A and Malice/RRG always evil and good, or did they start as their original versions and swap at some point? Either way works for me. This Doc could've always been insanely evil, or became mad(der) after his self-experimentation. ("It's all so clear now...") 2) Are there any mechanical changes to be made to the characters? IE: bumping Bio-doc up a PL or two, bumping Malice down a PL, swapping ranks in Intimidate for Diplomacy, that sort of thing? My Mad Biologist Dr. Archeville is PL 10, but I think it would work best if we're at an even PL. I can either bump my guy up (to PL 12/180pp), or you can bring RRG down to PL 10 (150pp). A swap from Intimidate to Diplomacy sounds good. 3) What exactly is Bio-Doc up to? I liked the idea of amoebic creatures, but that might just be because I played Ratchet and Clank not to long ago. So mote it be! Could go for a Cosmic Mind-ish angle: Doktor Vile's latest scheme is a two-pronged one. Part one is to release blob-monsters through the city, which nom people here and there (eating and/or converting them into more blobs). Part two is the release of mind-altering substances into the city water supply (or meats, fruits and veggies from some local farms) which makes people want to go to the blobs and be nom'd/converted. Vile's ultimate goal: turn the people of Freedom City into one giant super-organism, an extension of his own body & will! (Or to become the body for some Pseudonatural Lovecraftian Entity.) *note to self: watch more SWAT KATS eps with Dr. Viper*
Geez3r Posted August 3, 2009 Author Posted August 3, 2009 Doktor Vile sounds excellent. Ah let's go with Doc getting madder, and RRG seeing the error of his ways. I'll make a new RRG at PL 10/150pp, because Malice currently isn't technically PL 12. Could go for a Cosmic Mind-ish angle: Doktor Vile's latest scheme is a two-pronged one. Part one is to release blob-monsters through the city, which nom people here and there (eating and/or converting them into more blobs). Part two is the release of mind-altering substances into the city water supply (or meats, fruits and veggies from some local farms) which makes people want to go to the blobs and be nom'd/converted. Vile's ultimate goal: turn the people of Freedom City into one giant super-organism, an extension of his own body & will! (Or to become the body for some Pseudonatural Lovecraftian Entity.) *jots down notes for use on Bio-Malice* Sounds good. Gimme a little bit to whip up RRG.
Dr Archeville Posted August 8, 2009 Posted August 8, 2009 Oh, had you wanted me to start this off/run this?
Geez3r Posted August 8, 2009 Author Posted August 8, 2009 *shrug* I got distracted by something shiny when I posted RRG and forgot about it till i went to upload them again last night when I realized I had already done it. I don't mind GMing it, but if you want to go right ahead. I was expecting you to start it at least being the villain has the perk of being the catalyst.
Dr Archeville Posted August 8, 2009 Posted August 8, 2009 One change for Evil!Bio-Doc: his HQ has Concealed (hidden somewhere under Freedom), but is Tiny (Townhouse sized). When he turned to EVIL, his bio-building sort of imploded and then sank into the ground, and no one's been able to find it.
Dr Archeville Posted August 14, 2009 Posted August 14, 2009 No prob. Make a.... Diplomacy check, see how open the Sergeant is with RRG.
Geez3r Posted August 14, 2009 Author Posted August 14, 2009 Diplomacy Check, getting info from police (1d20+9=17)
Dr Archeville Posted August 14, 2009 Posted August 14, 2009 Alright, gimme some Search (for clues) checks.
Geez3r Posted August 14, 2009 Author Posted August 14, 2009 Nuts, new there was a skill I forgot to give him ranks in. Search checks to find clues (1d20+4=22, 1d20+4=17, 1d20+4=14, 1d20+4=17, 1d20+4=13)
Dr Archeville Posted August 14, 2009 Posted August 14, 2009 Actually, I was mistaken: Search is for 5ft.-by-5-ft. squares, so unless you know exactly what area RRG's going to inspect (or you're doing an Extended Search, which'll take a looong time), I need some Notice checks, to see what parts of the 'big picture' you see.
Geez3r Posted August 15, 2009 Author Posted August 15, 2009 Notice Checks to see the "big picture" (1d20+8=28, 1d20+8=15, 1d20+8=14, 1d20+8=19, 1d20+8=13) Also, RRG has Extended Vision on his super senses, so he takes a -1 penalty every 100ft instead of every 10. Not sure if that matters or not.
Geez3r Posted August 15, 2009 Author Posted August 15, 2009 Well the scenes were the murders took place, and then a general scanning of the area.
Geez3r Posted August 16, 2009 Author Posted August 16, 2009 How many actions would it be to grab the girl, fly to a near rooftop, drop her off, tell her to stay put and rocket back?
Dr Archeville Posted August 16, 2009 Posted August 16, 2009 Given that RRG can fly 10,000 feet as a Move action.... Standard to grab her Move to move to a rooftop (closest one is about half a mile away) You could use a Free action to literally drop her, or a Standard one to set her down. Telling her to stay put would also be a Free action. Rocketing back would be another Move action.
Dr Archeville Posted August 17, 2009 Posted August 17, 2009 Heh. Its Toughness save is so low, it couldn't have passed a DC 25 Toughness check, even with a nat 20. But now RRG knows how fragile they are, and can pull his punches accordingly. Or just waste 'em all.
Dr Archeville Posted August 22, 2009 Posted August 22, 2009 You are not surprised when blob monsters fall on you, so they do not get a surprise round. (That's higher than they can get on Stealth, so I'm not going to roll.) Initiative time. Blobs (3) have a 15.
Geez3r Posted August 22, 2009 Author Posted August 22, 2009 Initiative (1d20+1=20) This is bad, I don't want to use all my good rolls before combat even starts. Alrighty Doc, set the scene.
Dr Archeville Posted August 22, 2009 Posted August 22, 2009 3 man-sized Blobs. Initiative = -2 RRG can't not beat that.
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