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=The Band of STEEL= ; Game System : [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Necessary Evil] (Savage Worlds) ; Pitch : When all the super heroes of the world are blown to kingdom come by an army of invading aliens who will save the day? Evil... The only forces left to take on the alien menace are the crafty and self serving super villains! ; Game Master : Karl Hubbs ; Players : 6 ; Characters : Dr. Steel, mad scientist (Edmund Metheny) : Carnivore, time-travelling Jurassic remnant (Johnzo) : Boneyard, zombie brick (Kevin) : Madame Shade, voodoo priestess (Laura) : Warcry, flying blaster and Aztec goddess (Sophie) : Noise, sonic blaster and speedster (Joe Zurla) ; Date : February 6, 13, & 20, 2006 ; Technical Notes : PCs were upgraded from Novice to Seasoned between the second and third games. ; Recaps <blockquote> <p>In the first episode, the overbearing Dr. Destruction and his sidekick, the chick with no name, organized a jail break-out from the V'sori School for Gifted but Ethically Challenged Earthlings (all right, not its real name.) Dr. D made it pretty clear that Boneyard, Carnivore, Doctor Steel, Madame Shade, Noise and Warcry were crunchies but gave them the task of freeing some important villain from the back cells. In their fetching prison suits, the improvised Band of Steel managed to free the V.I.P. ("Alive is all we need, he didn't say unharmed!") Many were wounded, but thanks to Madame Shade and Doctor Steel, they were healed -- except for Boneyard, on account of him being, y'know, dead already.</p> <p>Since then, about a few days had passed. The overbearing Dr. D had provided a lair of sorts in Star City, and even Boneyard was back to, um, normal. Doctor Steel had been experimenting in the makeshift lab, complaining about the facilities. The overbearing Dr. D made an appearance, demanding that the Band of Steel go to the mainland and free some super-scientist guy from a V'sori base. He would supply a small boat and arrange for the communications at the base to be jammed for a two-hour window. The base was situated overlooking a bluff above the sea, and used to be a super-villain's lair before the alien invaders took over. Dr. D gave crude schematics and left the Band of Steel to plot.</p> <p>The resourceful villains soon came up with a plan that they hoped would give them the advantage of surprise. Doctor Steel would build a submarine equipped with a giant drill that would not only take them unnoticed from the island of Star City to the mainland, but allow them to tunnel in through the cliff side to the underground laboratory. Madame Shade would use her magic powers to weaken the concrete foundations, making it possible to break through, and Noise would use his sonic powers to keep the operation silent. [Alas, the GM later declared that you could not keep breaking through concrete silent, regardless of Noise's power radius.] Carnivore would accompany the brave submarinodrillonauts to provide fighting abilities; rounding the submarine crew was Madame Shade's zombi, Joe. Meanwhile, Boneyard would use his powers to move through the earth and Warcry her flight abilities to attack the above-ground installations and create a diversion, thus drawing some of the enemy forces out and away from the real operation. Madame Shade used her voodoo magic to keep a mental link with Warcry and coordinate the attack with the break-through to the underground lair.</p> <p>Above-ground, Boneyard and Warcry were met by a dozen guards armed with machine guns (which they soon switched to Herokiller rounds), a handful of wiredogs [Edmund thinks it was one, I think it was at least a couple -- does anyone else remember? anyway, wiredogs are, well, super-dogs wrapped in barbed wire. No, don't ask me, I don't know why!], a warsphere, and a drone [the latter two are contraptions that shoot ray gun attacks, which have, as I recall, 2 and 4 Armour Penetration, respectively. The warsphere is a Wild Card, of power comparable to a novice character for combat purposes.] Boneyard, being the stalwart good ol' dead Reb that he is, did a good deal of damage and, just as importantly, absorbed everything thrown at him without damage [I think.] Warcry, being a Blaster, was mostly an entertaining sight in the night sky, receiving the complete and undivided attention of the drone and the warsphere despite have caused naught but cosmetic damage to the compound.</p> <p>Underground, the tunnelers broke in. After a rapid exploration of the initial contact area and some moderate resistance from the guards, they came face to face with another posse of guards, another wiredog, another warsphere [Wild Card] a jack-in-the-box/stretchy super [Novice rank Wild Card like them], a super armed with an energy glaive [Seasoned rank Wild Card, much more powerful than them], and a V'sori [power unknown but likely a Wild Card of moderate-to-high power]. Knowing that this was their all-or-nothing only chance, Carnivore and Doctor Steel, who were facing Glaive Guy, quickly agreed on tactics but alas, Glaive Guy got initiative and wounded both of them in a single action. Noise and Joe the zombi are the second line, and Madame Shade the third -- a fragile line. [Everyone in the party, both above and below, was long out of bennies.]</p> <p>Up top, Warcry managed to dispatch the warsphere, but was hit in the same round by the drone, reducing her to -3 [one more hit and she's down for the count; she can't even fly away until she succeeds at a Spirit roll.] Will the Band of Steel melt in the forge, or will it break under the strain?</p> </blockquote> ; Player Thoughts <blockquote> <p>'''[[User:Shosuro Kando|Shosuro Kando]]:''' Since one of the reasons we are playing Necessary Evil is to see how SW does in the Supers genre I thought I would pass along to everyone my observations based on the last two games.</p> <p>To sum up, I believe that while Necessary Evil gets marks for being a creative attempt at genre bending, it ultimately fails as a decent simulation of the Supers genre. There are several reasons for this - some specific to the setting, some to the system itself.</p> # The single greatest setting flaw in Necessary Evil is the Mauser .545 Herokiller. This massive firearm, weighing in at 3d6, AP 3, Heavy, seems to be ubiquitous in the world of Necessary Evil. Player Characters can pick one up from their starting funds, and all guards we have encountered seem to have them. Giving lowly mooks the capability to blow a hole the size of a chicken egg through most characters is a serious genre buster for me, and the fact that an attack that a hero would have to pay 9 Power Points for comes free in the hands of mook guards only adds insult to injury.<br> # Also in this setting pretty much everyone encountered from mooks on up seems to have Heavy armor. If you neglected to purchase this advantage on your powers during character creation you will soon find yourself asking the GM for a rewrite, as many powers such as blast will simply be useless without it.<br> # Not all characters are created equal. So far only two characters have achieved unqualified success in the game - Boneyard and Carnivore, the melee fighters. Others have ranged from being moderately effective to being around largely as part of the scenery. This is due partly to the types of scenarios we have thusfar been involved in, but in large part to an imbalance between the effectiveness and cost of some of the powers listed in the game.<br> # Both the power "Armor" and the power "Super Characteristic: Vigor" cost one point per level. Both will raise your toughness by one. However, armor is subject to being lowered by the "Armor Piercing" advantage, which virtually everyone seems to have (the aforementioned Herokiller is AP3). Increasing your Toughness by boosting your Vigor doesn't have this problem. Thus it is very much to everyone's advantage to boost their Vigor as high as possible before ever spending points on Armor. All starting characters should have a Vigor of d12 - it's the most cost effective way of avoiding damage.<br> # Ranged attack is an ability of questionable utility in this setting. Blasters need to spend virtually all of their initial Power Points on their blast power, just to come up to parity with mooks with Herokiller. Particularly at the beginning, when points are tight, it is far more effective to sink them into defenses and just pick up the big guns that will be lying around after your HTH teammates pound a few mooks onto paste.<br> # Conversely, hand to hand attacks are extremely effective, owing to the fact that a) they are cheaper than ranged attacks, b) they can be purchased to a higher level than ranged attacks, c) they add strength to their damage rolls, d) bad damage rolls can be rerolled with bennies. For example a typical character spending all of his or her beginning points(10) on a ranged attack can get something like 4d6 AP 1. A typical HTH attack built on 10 pts does 5d6+STR+ bonus of any weapon held - somewhere between 5d6+d4+0 for someone with STR D4 and no weapon, to 5d6+1d12+4 for someone using a great axe. In addition, a majority of the Attack Options are only useful (or only usable) in melee combat. There are few tactical options for shooting, and fewer still if you're out in the open and not sniping. (FYI the Defend option only affects Parry, so it should have had no affect on the combat with War Cry last game). Things would be even more unbalanced, given that very strong characters can also throw objects, giving them a ranged combat ability. However, since these attacks would not be considered Heavy, they will bounce off most of the mooks we encounter. I realize that it can be argued that HTH attacks are more limited than ranged attacks and should, therefore, be less expensive. IMHO, however, the difference is already accounted for by the fact that HTH attacks can spend bennies on damage and ranged attacks can't. Making HTH attacks cheaper than ranged attacks is overkill.<br> # This is primarily an artifact of Savage Worlds as a whole, but the game system is seriously bennie driven. Often the bennies your character does or does not have seem more important than strategy or tactics.<br> # Not sure whether this is in bounds as an artifact of the setting or whether it is just due to the portions of the plot that have been selected for us so far, but there have been few, if any, opportunities to use non-combat skills or powers so far.<br> Overall I give the setting some props for originality, but not for game balance. I don't think that the system is well balanced for a supers game, and if I were going to start one I would look elsewhere for rules. This is in no way meant as a criticism of the group - I've had a lot of fun playing the game on Monday nights and writing about it on other nights. DOCTOR STEEL SHALL RULE THE WORLD! Until Boneyard beats the stuffing out of him, of course. But that's just my opinion, given for free and worth just that I suppose. Do others have thoughts? <p>'''[[User:Mechante Anemone|Mechante Anemone]]:''' I have to say this is the most fun group I've played with at the SGA Monday night games. Ever. People are awesome, funny, in character and out; they cooperate and work as a team, they're great. My very favourite sequence so far has been the planning of the attack, which included -- at Kevin's suggestion -- a montage of building the submarine. It was hilarious and it felt creative.</p> <p>I was profoundly disappointed that, with all this cool planning, we had zero success. We learned at the end that with the radio jamming, the aliens and their quislings had decided to hide in the basement, leaving only the regular forces up top, so instead of a useful diversion all we did was split up our forces. The bad guys (the OTHER bad guys!) were completely taken by not-surprise. My two cents: I wish that we had been allowed to get partial success, some small benefit for a lot of neat planning and enthusiastic team work, not to mention the use of fully half of Doctor Steel's inventor pool.</p> <p>As it is, there are three options at the beginning of next game: (1) the forces remain unaltered and we are all wiped out (mathematically certain); (2) more bad guys (no, the *OTHER* bad guys!) show up and for some reason they decide to capture us in order to gloat; (3) the overbearing Dr. D's forces come and save our butts so he can do the gloating himself. There is no possible way for us to get out with any success, our dignity, or (probably) our lives. :-(</p> Savage World seems to lack a "henchman" level of power, between mooks (non-Wild Cards, who go down have the first hit, do not have a wild die, and do not have bennies) and Recurring Archenemies (Wild Cards, who can be "shaken" then take three wounds before they go down, have a wild die, and three bennies). It's natural to try filling that with a novice-level Wild Card, but I think there are a number of middle-term solutions that could be used. For example: * give the henchmen one or more extra wound, OR * give them a wild die, OR * give them one or more bennies But not all of these advantages at once. '''Joe-Prime:''' As a "twist" on the usual Save The World storyline, it gets full points for creativity. But so far the adventures have neither felt super nor heroic. both jail break and the save the scientist mission could have been in any genre anywhere. the only thing that was Super was the level of the people involved-- everyone involved. guards, mooks, robots-- all of them were Superpowered and so, in effect, the PC's were not Super in any way, shape or form. Yeah, there's a major disconnect in the heavy armor/weapon catagory. The only things in the core rules that have "heavy armor" are incredibly tough things like tanks. its supposed to be something that is immune to anything but a bazooka or something. powered armor should be heavy but mooks should just take cover like everyone else. I made a speedster and stuck to my concept of "living amplifier" and picked the powers that fit the idea as best I could. I noticed that I only had one heavy attack--I didn't mind being the "mook killer" as it sorta went with the anarchist lowpower concept. I figured that not +everyone+ had heavy armor...would they? Well, they did. Everyone has heavy armor. Everyone. Which means that effectively heavy attacks arn't special anymore and they're just attacks. unless you don't have a heavy attack, then you're out in the cold. Which I have been. Unless I use my explode power (which was picked as a last resort dramatic power...not a "use over and over" power) I have to pick up a fallen pistol to hurt ANYONE. Which really sucks considering one of the points of the character is that he's a living source of sound and shouldn't need to pick up a gun to hurt anyone. kinda takes the super out of super, if you ask me. Karl's been really nice about having the guards use normal rounds until it's clear they can't hurt you and +then+ switching to HK ammo. but if *I* was a guard in this world...I'd use the HK's right off...every time. I'm not blaming Karl. He's doing great keeping it fun with what he has. But unless there's more to the game that isn't armor-fortified supergoons(tm) and wild card blaster robots, there's zero point in playing anything that doesn't have a heavy attack of some kind. And even then, watch out. Boneyard is a monster. Massive toughness combined with undead/construct is absolutely unstoppable. Boneyard has a 24 toughness against any sort of bullets: thats on average of 9 dice of damage to +shake+ him...9 dice of damage. that's off the scale for handguns. Now, that's against mundane attacks. If the warsphere went after boneyard, he's down to a "mere" 11 toughness against the 3d6 attack of the warsphere. even then it's still better than 1/2 that he won't even flinch. it's one of those "luck of the draw" things where the wild card blaster goes after our blaster in an ariel gunfight while boneyard plays with the mooks. and yes, he was playing with them...they can't hurt him and so it might as well be a game. it was only kevin's entertaining silly RP that made boneyard fun-- he certainly wasnt in any danger. Yeah, if a weapon is a heavy weapon, it shouldn't have AP. either one or the other. both is just silly. overkill really. and yeah, supposedly those guns are "Rare and expensive" but as they've been 100% present in both adventures so far, they're not TOO rare or expensive to be handed out like candy. I saw sophie trying to be a blaster and she's was cut to ribbons both times. the core savage worlds rules are brutal where heros are expected to use tactics and cover and other "not so heroic" things to survive combats. if you play in genre, you get blown to pieces. Which isn't in genre..Supers should be super, period. A flying blaster should be something to be feared, not something that's mowed down by mooks. standard issue mooks should not have heavy weapons-- a single "captain" with powered armor and heavy ammo, maybe...but everyone? pleaaase! Also, for whatever reason, Sophie has gotten the full attention of the wild card blaster in both adventures-- blasters on blasters is like a gunfight. the first person shot loses. but then again, she couldn't have switched roles either as the mooks would have shot her just as dead as the wild card robot. Blasters simply arn't deadly enough. Seems like the really killer combo is not far off from carnivore-- super speed and hth attack. the superspeed gives you a penalty to be hit (by everything) and the HTH attack punches thru whatever your fighting. toss in frenzy and wild attack to really abuse the system. bennies are the "heroic" reserve that makes the heros...well, heroes. but when you run into enemy wild cards, you quickly get into a betting game where the first side that runs out of chips loses. you have to chew thru the bennies before you can start doing any damage. but I think this game so far has had waay too many wild cards. they're supposed to be rare-- the named characters that stand out. sure glaive and longarm should be wild cards but they should be the only wild cards. There should be no wild card mooks or drones or robots. nothing that's not elite. I talked with one of the playtesters of the game and he said "once you get past the hero creation part of it...it gets dull quick...it's just a long drawn out combat. over and over." and while that's a part of the SW system (it's a wargame) I think that the whole "underground" part of the setting could be fleshed out more. As it is so far, the "plot" has been us going and doing some bigger badders supervillian's grunt work. there's been no sense of accomplishment or choice in anything we do. I was hoping he was wrong, but he wasn't. The only sense of control or choice in the story was was the drilling sub. that was cool. :) I think that SW is often a good system to steal from. The hero system is a good template for quick and yet detailed character creation in a somewhat low-powered heros world. If I had more time I might try out something of an experiment-- use the creation rules and ditch/modify the setting so that the PC's are rightfully bad asses again. just like in the comics, the only real answer to a super is another super. the group is great. fun people all around. Karl's done an excellent job running the game and being both cruel and kind in turn (like a good GM should) but in this case, the way the story and setting is, I feel neither super not villianous. it feels oddly, like a game of SW shadowrun-- break in past the defenses and get the goodies before the guards show up and kill everyone. oh wait. There's guards in the room with the scientists. never mind. best we can hope for is to have someone get the goodies out before everyone dies. lets hope doctor steel survives. You don't want Noise pushing any buttons in the submarine. that's got disaster written all over it. </blockquote> ; Additional GM Thoughts :
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