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Re: [HOE] Game Over! I WIN!!!




On Tuesday, March 11, 2003, at 07:12  AM, Ray C. wrote:
>> the paint on all the vehicles, even the posses). Then the posse's
>> Damocles soldier, feeling that they couldn't catch up, at least before
>> his Flashbacks took hold, lobbed a mini-grenade into each car via his
>> Advanced Combat Rifle.
>
> Gotta love that ACR!  ;-)

I hadn't realized this feature of that particular toy. It's described 
as being built to take out bunkers by being able to precisely lob 
grenades through visions. until that sequence, it seemed very 
overpriced, but...

>> I mentioned that one posse member's sister was believed to be in one 
>> of
>> these, right?
> Yes, you did.  Maybe it should have been mentioned to Mr. 
> Happy-Grenadier.

Oh, we did. Multiple times. First when he used an action to torch the 
caddie that they knew had somebody with a 'big, funny looking gun' 
(Junker with a gyro-stabilized Range 25 AP 1 4d10 damage Rail Gun, not 
that the players knew this.) and then before he torched the van.

>> The grenades shredded the occupants pretty good, so the nuke-crater in
>> the road caused the cars to wreck, dead drivers helped, too. The Clog
>> King, one of the three leaders of the Hell's Plumbers, deftly leapt
>> fromt he fighting position on top of his van, rolled, and came up with
>> his axe and pistol drawn...
>
> What?  No big pipe wrench?

Right when the showed up, I realized I had forgotten to finish the 
stats for this guy, so I improvised with a big axe and pistol... 
There's two other Hell's Plumber's bosses out their, though...

I think they'll end up like the Los Diablos of going bust. Whenever 
someone goes bust on a social roll, they'll find out the ne'er-do-well 
has been told to avoid these guys if they want some help...


>> And was promptly sot down when he charged the soldier.
> He has a pistol, is dealing with a guy with an ACR, and CHARGES!!!
> Well, he deserved it.

Actually, I think the posse Syker did the deed here... The soldier left 
his ACR on his bike when he ran into the burning van to get out any 
survivors.

Either way, it let me burn off the wad-o-chips I had at that point that 
i wanted to get back into Posse hands.

>> Well, it was still interesting, and caused the Soldier to leave. The
>> sister survived, but is currently catatonic after taking approximately
>> 3-4 wound levels to every location...
>
> Lucky girl, or tough!  How badly did Mr. Templar beat Soldier-Boy with 
> the broadside of his sword?  And for how long?

Lucky, actually. I just gave all inhabitants of the van normal 'ground 
zero' massive damage. She lived, but barely. With a Templar and a 
Doomsayer in the posse, it's hard for non-lethal wounds to actually 
kill anything...

> "BAD SOLDIER!!!  Be more careful when combating the evils of the 
> world!!!"  ;-)

Actually, he got off pretty light. Had the sister died. he wouldn't 
have been able to limp back to junkyard (leaving the posse), but as the 
group felt that they weren't going to be able to catch up to the 
weighed-down caddie and van, they let him off the hook.

The player is now happy with a Huckster who accidentally 'went bust' 
(Marshal prerogative, before start of game) on a Gateway spell while 
running from the MiBD in the Weird West.

After a LOT of running, he ended up in the Wasted West, and is now 
trying to deal with the fact that all the places he knew got a lot 
taller, then went boom...