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For planning your government overthrow.

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Tue Oct 31, 2017 5:06 pm
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Ohhh, Brute like throwing things!

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Brute IS the brute squad

Brute
Bennies 0 of 3

Player: James
Brute

Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Sparkmort "Sparky" Zipwidget

Agility d8 | Smarts d4 | Spirit d8 | Strength d12+4 | Vigor d10
Charisma: -2* | Pace: 6(12) | Parry: 9 | Toughness: 25(6**);


* from outsider hindrance
**Armor covers the torso location and does not protect against called shots to the legs, arms or head.

Frequently used skills
Notice d6
Fighting d12+3
Throwing d8
Intimidation d6

Edges
  • AB(Superpowers)
  • Brawny - Toughness +1; load limit is 8 x Str
  • Fast Healer - +2 to natural healing rolls

Powers and Abilities
  • Size 1 (Growth, Always On)
  • Danger Sense - Notice roll to detect hidden dangers, start ambushes on Hold with raise.
  • Awareness - Ignore obscurement/Gang Up modifiers.
  • Punch Attack - Str + 4d6 damage, Heavy Weapon, applies to all fighting attacks per round.
  • Regen - Make healing roll once per hour and treats all permanent injuries as temporary ones.


Hindrances
  • Clueless - (-2) to most Common Knowledge rolls
  • Heroic - Character always helps those in need
  • Quirk - Character has some minor but persistent foible. Brute refers to himself in the third person.
  • Outsider - (-2) Charisma, treated badly by those of dominant society


Tue Oct 31, 2017 5:10 pm
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You throw them and you like it!

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The One and Only Randy Reslyon
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
Charisma: 0; Pace: 6; Parry: 10; Toughness: 8 ;
Skills: Fighting d12+4, Shooting d12+4, Notice d6, Stealth d6, Lockpicking d6, Driving d4, Streetwise d6
Hindrances: Overconfident, Monologuer, Big Mouth, and Stubborn

Combat Edges of Note
Marksman: Aim maneuver (+2 Shooting) if hero does not move
Quick Draw: May draw weapon as a free action

Power Summary
Regeneration: Natural Healing roll of Vigor +4 Every Round
Immune to Poison and Disease.
Fearless (2): Immune to Fear tests.
Deadly: +1d6 to all melee attacks

Gear of Note
Greataxe: Str+d10+d6, 15 Weight, AP 1, Parry –1, 2 hands
Desert Eagle (.50), 15/30/60, 2d8, ROF 1, 8 Weight, 7 shots, AP 2, Semi-Auto
Bullets (.50), x100



Bennies: 3


Wed Nov 01, 2017 10:32 am
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Just a little test. Seams I have the power even when logged in as a Player.
I will create a thread in Adventure to validate and if so I will delete it and you will know Permissions are correct.

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Walker
Walker: Full Character
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d4
Cha: +0; Pace: 5; Parry: 2; Toughness: 4
Skills: Healing d4, Knowledge (Arcane) d10, Knowledge (Science) d6, Knowledge (the Aegis Authority) d6, Notice d8, Persuasion d4, Repair d4, Spellcasting d12+4, and Streetwise d6.
Combat Edges: Danger Sense, Elan & Improved Level Headed
Powers of Note: Astral Constructs, Bracers of Deflection, Levitation, Teleport and Astral Form (affected by magic)

Benny and Resource Tracking


Wed Nov 01, 2017 10:43 am
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Just wondering how long the game will last...but hopefully it will be interesting no matter what.

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In Effect:
Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
Layered Armor: Armor (5), Heavy (4)
Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


Sat Nov 04, 2017 8:05 am
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Last?

Up to us I guess. I have a very basic plot Point arc I'd like to explore. My goal is to flesh out the adventure and the related world info as you play through them. So, we're building the world as we play.

On PbP that could take a while.

VV

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Sun Nov 05, 2017 5:28 am
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Just wondering, in a long term game I would really want a way to improve character abilities. If it is going to be a short term game (IC that it), it is not likely to matter much.

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In Effect:
Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
Layered Armor: Armor (5), Heavy (4)
Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


Sun Nov 05, 2017 10:34 am
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Marduk wrote:
Just wondering how long the game will last...but hopefully it will be interesting no matter what.

Venatus Vinco wrote:
Last?

Up to us I guess. I have a very basic plot Point arc I'd like to explore. My goal is to flesh out the adventure and the related world info as you play through them. So, we're building the world as we play.

On PbP that could take a while.

VV


Vneatus Vinco misspoke.
What he meant to say is
Vneatus Vinco wrote:
"This game will last for years and you will have to plan on your characters advancement to somewhere around 200 experience points."

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The 99's Game Master Bennies 3
    +8 Players
    +2 Sidekicks
    -1 Extra Effort for Mind Control
    -1 Shabbat Soak roll (failed)
    -4 Mind Melter tickling the players with no real effect.
    -1 Soak Collision damage for clone

Shaintar Game Master Bennies 7/7


    Sun Nov 05, 2017 10:37 am
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    I was not talking standard advancement, we were discussing elsewhere is there will be a way to gain PP, so as to improve powers.

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    In Effect:
    Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
    Layered Armor: Armor (5), Heavy (4)
    Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
    Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
    Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


    Sun Nov 05, 2017 10:46 am
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    That's really not part of the SPC ruleset in any case, unless you start out MUCH lower in power level.

    Normal 4-Color: 45 PP
    Rising Stars 4-Color: Start at 20 PP, may take Power Points Edge 1/Rank for +5 PP (maxes at Legendary/45).

    And note that in the Rising Stars campaign, you don't get those Edges for free, which means you actually end up down 5 Advances by the time you get there.

    Furthermore, given the background on the campaign we have so far, it's not really a Rising Stars situation--we're seasoned veterans of the Alien Invasion Wars, so we've all pretty much gotten our power-boosts.

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    GM Bennies (7th SET, Joker's Jokers): 6/7
    GMC Bennies: XWarrior1 1
    XHunter1: 2
    XWarrior2: 1
    XPsiBug: 0
    XSuperWar: 2
    XQueen: 2





    Sun Nov 05, 2017 2:11 pm
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    I know, that was part of what we were discussing...whether the Power Points Edge (from the main book) could be used that way. They apparently used to have it as an option...at least some of the pregenerated characters in Necessary Evil (first edition, which I own) have it.

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    In Effect:
    Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
    Layered Armor: Armor (5), Heavy (4)
    Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
    Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
    Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


    Sun Nov 05, 2017 2:21 pm
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    Marduk wrote:
    I know, that was part of what we were discussing...whether the Power Points Edge (from the main book) could be used that way. They apparently used to have it as an option...at least some of the pregenerated characters in Necessary Evil (first edition, which I own) have it.

    NE lets you do it, but they also start you with a lot less points.

    I agree with Freemage, these are not rising stars. These are Veterans of an interplanetary war.

    Heck I would say the opposite is true and kicking it off at Veteran would make more sense.

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    Shaping Worlds Together
    The 99's Game Master Bennies 3
      +8 Players
      +2 Sidekicks
      -1 Extra Effort for Mind Control
      -1 Shabbat Soak roll (failed)
      -4 Mind Melter tickling the players with no real effect.
      -1 Soak Collision damage for clone

    Shaintar Game Master Bennies 7/7


      Sun Nov 05, 2017 2:35 pm
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      Regarding experience,

      I considered adding a "Tour of Duty" table to give some extra skills and edges to represent war service. But many dislike tables and "just starting at Seasoned" seemed lame.

      VV

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      Sun Nov 05, 2017 3:05 pm
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      Venatus Vinco wrote:
      Regarding experience,

      I considered adding a "Tour of Duty" table to give some extra skills and edges to represent war service. But many dislike tables and "just starting at Seasoned" seemed lame.

      VV

      It would make some sense, but perhaps that can wait for a later draft. You are right though, starting at Veteran is or Seasoned seems a bit lame.

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      In Effect:
      Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
      Layered Armor: Armor (5), Heavy (4)
      Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
      Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
      Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


      Sun Nov 05, 2017 3:42 pm
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      Eh, NE is an earlier product, before a lot of the balance issues were hashed out. I wouldn't suggest a fan-product to be based off that, rather than the SPC2.

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      GM Bennies (7th SET, Joker's Jokers): 6/7
      GMC Bennies: XWarrior1 1
      XHunter1: 2
      XWarrior2: 1
      XPsiBug: 0
      XSuperWar: 2
      XQueen: 2





      Sun Nov 05, 2017 5:59 pm
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      Hello,

      I just need to review the characters and get caught up from working this weekend. That means we should be able to have the first post later this week if that works for everyone.

      VV

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      Mon Nov 06, 2017 10:17 am
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      Venatus Vinco wrote:
      Hello,

      I just need to review the characters and get caught up from working this weekend. That means we should be able to have the first post later this week if that works for everyone.

      VV

      Sounds great.
      Will you be mandating following cards for the first interlude or can I start preparing one now? I had one based on defeat/failure in mind already.

      I am thinking about him ranting or remembering trying to warn them and being ignored and made fun of.

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      Shaping Worlds Together
      The 99's Game Master Bennies 3
        +8 Players
        +2 Sidekicks
        -1 Extra Effort for Mind Control
        -1 Shabbat Soak roll (failed)
        -4 Mind Melter tickling the players with no real effect.
        -1 Soak Collision damage for clone

      Shaintar Game Master Bennies 7/7


        Mon Nov 06, 2017 10:30 am
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        Brute just going to pump some iron to get stronger. Anybody know where Brute get 10 tons of iron?

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        Brute IS the brute squad

        Brute
        Bennies 0 of 3

        Player: James
        Brute

        Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Sparkmort "Sparky" Zipwidget

        Agility d8 | Smarts d4 | Spirit d8 | Strength d12+4 | Vigor d10
        Charisma: -2* | Pace: 6(12) | Parry: 9 | Toughness: 25(6**);


        * from outsider hindrance
        **Armor covers the torso location and does not protect against called shots to the legs, arms or head.

        Frequently used skills
        Notice d6
        Fighting d12+3
        Throwing d8
        Intimidation d6

        Edges
        • AB(Superpowers)
        • Brawny - Toughness +1; load limit is 8 x Str
        • Fast Healer - +2 to natural healing rolls

        Powers and Abilities
        • Size 1 (Growth, Always On)
        • Danger Sense - Notice roll to detect hidden dangers, start ambushes on Hold with raise.
        • Awareness - Ignore obscurement/Gang Up modifiers.
        • Punch Attack - Str + 4d6 damage, Heavy Weapon, applies to all fighting attacks per round.
        • Regen - Make healing roll once per hour and treats all permanent injuries as temporary ones.


        Hindrances
        • Clueless - (-2) to most Common Knowledge rolls
        • Heroic - Character always helps those in need
        • Quirk - Character has some minor but persistent foible. Brute refers to himself in the third person.
        • Outsider - (-2) Charisma, treated badly by those of dominant society


        Mon Nov 06, 2017 2:26 pm
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        Seriously I have enough stuff to spend advances on without worrying about more power points. Yikes. :shock:

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        Brute IS the brute squad

        Brute
        Bennies 0 of 3

        Player: James
        Brute

        Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Sparkmort "Sparky" Zipwidget

        Agility d8 | Smarts d4 | Spirit d8 | Strength d12+4 | Vigor d10
        Charisma: -2* | Pace: 6(12) | Parry: 9 | Toughness: 25(6**);


        * from outsider hindrance
        **Armor covers the torso location and does not protect against called shots to the legs, arms or head.

        Frequently used skills
        Notice d6
        Fighting d12+3
        Throwing d8
        Intimidation d6

        Edges
        • AB(Superpowers)
        • Brawny - Toughness +1; load limit is 8 x Str
        • Fast Healer - +2 to natural healing rolls

        Powers and Abilities
        • Size 1 (Growth, Always On)
        • Danger Sense - Notice roll to detect hidden dangers, start ambushes on Hold with raise.
        • Awareness - Ignore obscurement/Gang Up modifiers.
        • Punch Attack - Str + 4d6 damage, Heavy Weapon, applies to all fighting attacks per round.
        • Regen - Make healing roll once per hour and treats all permanent injuries as temporary ones.


        Hindrances
        • Clueless - (-2) to most Common Knowledge rolls
        • Heroic - Character always helps those in need
        • Quirk - Character has some minor but persistent foible. Brute refers to himself in the third person.
        • Outsider - (-2) Charisma, treated badly by those of dominant society


        Mon Nov 06, 2017 2:27 pm
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        I need to go back over the sheet and add in a few details on MARDUK.

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        In Effect:
        Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
        Layered Armor: Armor (5), Heavy (4)
        Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
        Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
        Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


        Mon Nov 06, 2017 4:51 pm
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        Things are going well,

        Do you intend to all end up in one place or want me to somehow sort it out?

        VV

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        Fri Nov 10, 2017 4:29 am
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        Well, Delilah, Summer, and Randy will eventually head to Brute's place. With pie. I don't know if she knows if Walker, Marduk, and Raith are operating in the area. Marduk maybe, if he's been out and about with his gang.

        Heh. Should have them run into some Tres Reyes on the way to Brute's.

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        Delilah Carter
        Delilah Carter, Athena
        Parry: 6, Toughness: 12 (6)
        Glock Ammo: 17
        Spare Ammo: 50
        Combat Edges:
          Level Headed: Best of two initiative cards.
        Bennies: 2/3
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        All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


        Fri Nov 10, 2017 4:45 am
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        Brute is our mascot ;)

        We all seem to be gathering at his place...

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        In Effect:
        Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
        Layered Armor: Armor (5), Heavy (4)
        Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
        Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
        Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


        Fri Nov 10, 2017 5:48 am
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        Hey, when things are heating up, get to the tank.

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        GM Bennies (7th SET, Joker's Jokers): 6/7
        GMC Bennies: XWarrior1 1
        XHunter1: 2
        XWarrior2: 1
        XPsiBug: 0
        XSuperWar: 2
        XQueen: 2





        Fri Nov 10, 2017 8:08 am
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        For some reason, I see this scene in my head:

        Summer: Hey, Brute! Look what my mom taught me!

        *punch punch kick kick krav maga*

        Brute: *giggles* That tickles!

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        Delilah Carter
        Delilah Carter, Athena
        Parry: 6, Toughness: 12 (6)
        Glock Ammo: 17
        Spare Ammo: 50
        Combat Edges:
          Level Headed: Best of two initiative cards.
        Bennies: 2/3
        Edit Signature
        All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


        Sat Nov 11, 2017 2:53 am
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        Funny thing--I've been figuring that "*punch punch kick kick krav maga*" was going to be how Delilah would react when she learns that Gothm has been teaching Summer... well, anything, really.

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        OOC Comments
        Guardian of the Mother, Gaian Superhero
        Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
        Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
        Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4;
        Persuasion d4
        Killer Instinct, Brawny, Elan
        Stubborn/Minor Ruthless/Major Vow/Dependency: Unpolluted Soil
        Immune to Disease

        Bennies: 4/4


        Sat Nov 11, 2017 4:15 pm
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        Gothm wrote:
        Funny thing--I've been figuring that "*punch punch kick kick krav maga*" was going to be how Delilah would react when she learns that Gothm has been teaching Summer... well, anything, really.


        LOL Well, that might happen, too. Just with a bit different result than a giggle.

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        Delilah Carter
        Delilah Carter, Athena
        Parry: 6, Toughness: 12 (6)
        Glock Ammo: 17
        Spare Ammo: 50
        Combat Edges:
          Level Headed: Best of two initiative cards.
        Bennies: 2/3
        Edit Signature
        All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


        Sun Nov 12, 2017 2:58 am
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        Hello,

        New GM post: viewtopic.php?f=123&p=23615#p23614

        VV

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        Sun Nov 12, 2017 4:34 pm
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        Gothm wrote:
        Funny thing--I've been figuring that "*punch punch kick kick krav maga*" was going to be how Delilah would react when she learns that Gothm has been teaching Summer... well, anything, really.

        I would watch out. She shot me in the face multiple times just for knocking on the door and saying Hi.

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        The One and Only Randy Reslyon
        Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d12
        Charisma: 0; Pace: 6; Parry: 10; Toughness: 8 ;
        Skills: Fighting d12+4, Shooting d12+4, Notice d6, Stealth d6, Lockpicking d6, Driving d4, Streetwise d6
        Hindrances: Overconfident, Monologuer, Big Mouth, and Stubborn

        Combat Edges of Note
        Marksman: Aim maneuver (+2 Shooting) if hero does not move
        Quick Draw: May draw weapon as a free action

        Power Summary
        Regeneration: Natural Healing roll of Vigor +4 Every Round
        Immune to Poison and Disease.
        Fearless (2): Immune to Fear tests.
        Deadly: +1d6 to all melee attacks

        Gear of Note
        Greataxe: Str+d10+d6, 15 Weight, AP 1, Parry –1, 2 hands
        Desert Eagle (.50), 15/30/60, 2d8, ROF 1, 8 Weight, 7 shots, AP 2, Semi-Auto
        Bullets (.50), x100



        Bennies: 3


        Mon Nov 13, 2017 12:02 pm
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        Hello,

        New GM post: viewtopic.php?f=123&t=1596&p=23945#p23945

        VV

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        Fri Nov 17, 2017 7:39 am
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        Hello,

        New GM post: viewtopic.php?f=123&t=1596&p=24380#p24380

        VV

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        Tue Nov 21, 2017 7:23 pm
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        Hello,

        New GM post: viewtopic.php?f=123&t=1596&p=24649#p24649

        VV

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        Sun Nov 26, 2017 10:23 am
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        Hello,

        Things escalated quickly: viewtopic.php?f=123&t=1596&p=24919#p24919

        VV

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        Wed Nov 29, 2017 8:29 pm
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        Hello,

        New GM post: viewtopic.php?f=123&t=1596&p=25498#p25498

        VV

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        Sat Dec 09, 2017 2:39 pm
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        Hello

        New GM post: viewtopic.php?f=123&t=1596&p=26008#p26008

        It's quite a scene!

        VV

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        Sat Dec 16, 2017 7:32 am
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        GM Rating/EP/XP

        Hey guys,

        Our interludes began on November 7th and our first post wasn't until November 12th, really just a month and a half left in the quarter.

        Not sure how you feel things should work out...I think you post rates are good but probably won't match up to our normal calculations over over a full quarter.

        Would you be open to a flat reward of 2 XP and 2 EP for this quarter or should I make the calculations and see what happens?

        VV

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        Wed Dec 20, 2017 6:30 am
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        Venatus Vinco wrote:
        GM Rating/EP/XP

        Hey guys,

        Our interludes began on November 7th and our first post wasn't until November 12th, really just a month and a half left in the quarter.

        Not sure how you feel things should work out...I think you post rates are good but probably won't match up to our normal calculations over over a full quarter.

        Would you be open to a flat reward of 2 XP and 2 EP for this quarter or should I make the calculations and see what happens?

        VV



        A flat 2 and 2 would favor all of us and I would like it. (With only a month I doubt many of us got the 20 post that would require).

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          Wed Dec 20, 2017 6:55 am
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          I concur. I like the 2 and 2 solution as well.

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          Wed Dec 20, 2017 4:11 pm
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          2 and 2 seems best, we have not yet earned the full reward.

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          Fri Dec 22, 2017 11:24 am
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          Hello,

          2 and 2 it is then,

          Also we have a new GM post with 3 new complications!

          This Collateral Damage rule is awesome.

          viewtopic.php?f=123&t=1596&p=26533#p26533

          VV

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          Fri Dec 22, 2017 3:34 pm
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          Hum, we need an EP menu for ARES.

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            Thu Jan 04, 2018 12:19 pm
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            RFT wrote:
            Hum, we need an EP menu for ARES.


            No EP. Too contentious.

            :)

            VV

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            Thu Jan 04, 2018 4:41 pm
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            Venatus Vinco wrote:
            RFT wrote:
            Hum, we need an EP menu for ARES.


            No EP. Too contentious.

            :)

            VV

            An excellent and safe play.

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              Thu Jan 04, 2018 4:43 pm
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              In all seriousness, we are playtesting a setting here. But for the sake of consistency I will create a menu once the current debate has settled out.

              VV

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              Thu Jan 04, 2018 4:49 pm
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              Hello,

              New post!

              viewtopic.php?f=123&t=1907#p28210

              VV

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              Mon Jan 08, 2018 6:28 pm
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              Hello,

              New GM post is now available.

              viewtopic.php?f=123&t=1907&p=28809#p28809

              VV

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              Sun Jan 14, 2018 4:44 am
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              For a brief, shining moment, I thought I might be able to use a Benny to Power Stunt Burrow into being able to make a short-term tunnel (via Matter Shaping with the Requires Materials modifier), but sadly with only 4 points in Burrow, that would yield a whopping 400 lbs of matter-shaping, which would get a tunnel roughly 2/3 the size of an oil barrel. :P And even then, it would last only 3 turns.

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              Thu Jan 18, 2018 8:41 am
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              Ah, bummer. Well, we do it the old-fashioned way and make a hole, then LOL

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              Fri Jan 19, 2018 1:40 am
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              I can do a tunnel. Strength d12+7 strength matter control. Tell Walker what to do and he will

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                Sun Jan 21, 2018 11:37 am
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                Oh, a plan!

                This will be fun.

                As I said in the hangout both my computers are down, so a full GM post will be hard to get to.

                But if you guys settle on a leader and a plan I can try to do quick responses to questions.

                VV

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                Sun Jan 21, 2018 11:48 am
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                RFT wrote:
                I can do a tunnel. Strength d12+7 strength matter control. Tell Walker what to do and he will



                d12+7 Strength can lift 20 tons of material.

                One cubic foot of packed earth is going to be about 100 lbs. So a tunnel 6 feet tall and 3 feet wide would be 180' long. It's reasonable to assume that we'd be able to move a 'bubble' through the earth this way--opening the tunnel ahead of us, and closing it behind. Of course, we'd want air tanks for that, since we'd be underground for some time, with no means of getting fresh air.

                However, that's assuming we're no more than a few inches under the surface of the earth. Going deeper, you'd have to be using the power to keep the earth on top from collapsing.

                Assuming we want to breach at the very bottom, we're probably looking at a depth of 3", at least. So our tunnel goes down to about 40 feet--large enough for 7 people easily, or up to 14 if we're moving fairly closely.

                Assuming Gothm Burrows and Raith just walks through the ground, that's still 6-7 slots (Summer dependent), which means that the number of people needing rescue could be an issue.

                Even if there's just one for each PC, that's a full boat. If there's more, then some folks would need to either hold their ground in the basement prison while the prisoners get shuttled out by Walker, OR everyone but Walker would need to fight their way out.

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                Mon Jan 22, 2018 12:56 am
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                Good analysis. We'll need to know more about the location, likely, before a full plan could be made. Delilah would be fine with holding a beachhead while Walker gets people out. But that assumes we come in right where the prisoners are or can get them together quickly. Like most plans, fighting our way out will likely end up how it goes LOL

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                Mon Jan 22, 2018 3:11 am
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                freemage wrote:
                and Raith just walks through the ground


                Just wanted to point out that Raith teleports, he does not turn intangible.

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                Mon Jan 22, 2018 9:49 am
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                Mr. Raith wrote:
                freemage wrote:
                and Raith just walks through the ground


                Just wanted to point out that Raith teleports, he does not turn intangible.

                Why not both? I mean come on, what is the point in only going half way.

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                  Mon Jan 22, 2018 9:51 am
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                  Hmm...good point! I'll go ahead and add that to Raith's character sheet. I assume VV won't care, muhahahaha!

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                  Mon Jan 22, 2018 7:31 pm
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                  Mr. Raith wrote:
                  Hmm...good point! I'll go ahead and add that to Raith's character sheet. I assume VV won't care, muhahahaha!


                  Do what you will. I have the power to delete posts.

                  VV

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                  Mon Jan 22, 2018 7:43 pm
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                  If going the tunnel route it may be required to make more than one trip and some will have to remain on the inside to secure the that end so there would be more room for escapees. The question though is what shape are these people in and how many are there. I got the impression there were a lot of prisoners in that ward and we don't know how many wards there are.

                  We could always try a prisoner transfer from cell block 1138.

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                  Tue Jan 23, 2018 12:46 pm
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                  New GM post!

                  viewtopic.php?f=123&t=1907&p=29553#p29553

                  VV

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                  Thu Jan 25, 2018 5:10 pm
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                  Hello,

                  New GM post.

                  viewtopic.php?f=123&t=2021#p30186

                  VV

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                  Wed Jan 31, 2018 7:59 pm
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                  Hmmm, looks like I forgot to name some of my units.

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                  Mon Feb 05, 2018 4:55 am
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                  Venatus Vinco wrote:


                  For Gear I just wanted to retrap Walkers normal ARES Combat Armor to a more fashionable suit with the same stats. No mechanical benefit, but just fashionable.

                  Any other gear he would not be in line for using well enough to matter.

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                    Sun Feb 11, 2018 7:29 pm
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                    RFT wrote:
                    For Gear I just wanted to retrap Walkers normal ARES Combat Armor to a more fashionable suit with the same stats. No mechanical benefit, but just fashionable.


                    Of course, style matters in supers games.

                    VV

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                    Tue Feb 13, 2018 6:02 am
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                    Quick update: viewtopic.php?f=123&t=2021&p=30794#p30794

                    VV

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                    Tue Feb 13, 2018 3:39 pm
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                    For the insurgency team I thought we had a fourth?

                    Gothm
                    Raith
                    Walker
                    ????

                    Current plan is to go in underground and out of site. Once in use the distraction above to gather as many as we can and prepare to teleport out with everyone.

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                      Mon Feb 19, 2018 7:54 am
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                      I think it's 5 distractors, 3 infiltrators. Walker, Raith and Gothm are the only ones with the ability to cut to the chase.

                      Delilah, Marduk, Randy, Brute and Mind's Eye all lack that sort of option.

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                      Mon Feb 19, 2018 8:53 pm
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                      Freemage wrote:
                      I think it's 5 distractors, 3 infiltrators. Walker, Raith and Gothm are the only ones with the ability to cut to the chase.

                      Delilah, Marduk, Randy, Brute and Mind's Eye all lack that sort of option.

                      Okay, so we are ready when they start the stuff.

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                        Tue Feb 20, 2018 7:26 am
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                        okay,

                        I will try to get an update with the reactions from Security staff. Maybe tonight.

                        VV

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                        Tue Feb 20, 2018 11:58 am
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                        Just tell Brute when to smash and Brute will smash. :D

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                        Alts: Tiberius, Hawdore, Fizzwaite Zipwidget, Sparkmort "Sparky" Zipwidget

                        Agility d8 | Smarts d4 | Spirit d8 | Strength d12+4 | Vigor d10
                        Charisma: -2* | Pace: 6(12) | Parry: 9 | Toughness: 25(6**);


                        * from outsider hindrance
                        **Armor covers the torso location and does not protect against called shots to the legs, arms or head.

                        Frequently used skills
                        Notice d6
                        Fighting d12+3
                        Throwing d8
                        Intimidation d6

                        Edges
                        • AB(Superpowers)
                        • Brawny - Toughness +1; load limit is 8 x Str
                        • Fast Healer - +2 to natural healing rolls

                        Powers and Abilities
                        • Size 1 (Growth, Always On)
                        • Danger Sense - Notice roll to detect hidden dangers, start ambushes on Hold with raise.
                        • Awareness - Ignore obscurement/Gang Up modifiers.
                        • Punch Attack - Str + 4d6 damage, Heavy Weapon, applies to all fighting attacks per round.
                        • Regen - Make healing roll once per hour and treats all permanent injuries as temporary ones.


                        Hindrances
                        • Clueless - (-2) to most Common Knowledge rolls
                        • Heroic - Character always helps those in need
                        • Quirk - Character has some minor but persistent foible. Brute refers to himself in the third person.
                        • Outsider - (-2) Charisma, treated badly by those of dominant society


                        Wed Feb 21, 2018 4:03 pm
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                        Distraction successful: viewtopic.php?f=123&t=2021&p=31276#p31276

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                        Sat Feb 24, 2018 6:36 am
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                        Hello,

                        GM update: viewtopic.php?f=123&t=2021&p=31726#p31726

                        VV

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                        Sun Mar 04, 2018 9:42 am
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                        New GM post!

                        viewtopic.php?f=123&t=2021&p=32093#p32093

                        VV

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                        Mon Mar 12, 2018 4:47 am
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                        Hello,

                        New GM post: viewtopic.php?f=123&t=2021&p=32578#p32578

                        VV

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                        Tue Mar 27, 2018 6:10 pm
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                        Taking the following for Walker.

                        But retrapping it by naming it.

                        Strengths & Weaknesses: Walker knows where is limitations lie and where the strengths of others are. He gains the effects of Team Leader Edge.

                        Team Leader
                        Requirements: Novice, Smarts d8+
                        Team leaders excel at getting people to
                        work together like the idiomatic well-oiled
                        machine. If a character with this Edge is
                        present when a Cooperative roll is made, the
                        lead character does not have to be designated
                        beforehand. The participant with the highest
                        total is automatically considered the lead.

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                          Tue Apr 03, 2018 4:06 pm
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                          New GM post: viewtopic.php?f=123&t=2021&p=33276#p33276

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                          Tue Apr 03, 2018 6:48 pm
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                          New GM Post: viewtopic.php?f=123&t=2021&p=33735#p33735

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                          Tue Apr 10, 2018 3:52 pm
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                          NEW GM POST!

                          Took some liberties with a few characters to speed things up. Hope that is okay.

                          VV

                          Subject: Adventure 2: Rendezvous

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                          Thu Apr 19, 2018 4:15 am
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                          NEW GM POST

                          viewtopic.php?f=123&t=2320&p=34715#p34715

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                          Mon Apr 30, 2018 5:35 pm
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                          Benny Opportunity

                          Hey guys, I hope you have been enjoying this home brew setting so far. Personally, the Agent and Collateral Damage rules were fun in the first encounter. One thing James (Brute) mentioned that made me think a bit is: "I wish I had known the game would be more black trenchcoat". One thing I have noticed is the heroes have such a wide variety its hard to say what gives them shape as supers (you guys are giving them great personalities which is awesome!)

                          So, two questions for consideration.

                          1) Should the scope of the game be more clearly stated as "black trenchcoat"?

                          2) Is there some sort of narrative/setting information we can use to give heroes a little more colour (not personality but a "feel" that makes them unique to the setting)?

                          Answer both questions and get a benny.

                          VV

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                          Thu May 03, 2018 3:57 pm
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                          1) I do not know if the scope of the game should be expanded more to Black trench coat so to speak as much as it already it. The style feels very shadow run, plans and missions more than traditional supers. So I would include that in the genre description if recruiting others.

                          2) As to adding a little more color, I think it would be cool to have at least one or two good guy associations that the players can get a sense of alignment or misalignment with. The current flavor is very desperate or hopeless in flavor as everyone is out to get us. It would be cool to have a concept of. Okay there are a couple other forces working with the same cause.
                          Those forces can be formed using the rescued people from out current mission, but we need to have a sense that the world exist outside of the struggle with aegis. for example people we have saved, or other 'set elements' to not feel alone.


                          As a note, i am having fun with the game and my pleasant old man is getting along well with the others. So please take the feedback as not destructive, but as an eye for flavor.

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                            Thu May 03, 2018 4:06 pm
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                            1) Not quite sure what the term "Black Trench Coat" means in context, unless it means alien hunters. It would not hurt to have some clearly defined goals.

                            2) Possibly a flashback scene to the previous battles would work, or a series of them. Also, a few things that are unique to the world, developments due to the war.

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                            In Effect:
                            Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
                            Layered Armor: Armor (5), Heavy (4)
                            Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
                            Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
                            Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


                            Thu May 03, 2018 4:10 pm
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                            Marduk wrote:
                            1) Not quite sure what the term "Black Trench Coat" means in context, unless it means alien hunters. It would not hurt to have some clearly defined goals.

                            2) Possibly a flashback scene to the previous battles would work, or a series of them. Also, a few things that are unique to the world, developments due to the war.


                            Black Trench Coat refers to eliptony, conspiracy, moving in shadows type games.

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                              +8 Players
                              +2 Sidekicks
                              -1 Extra Effort for Mind Control
                              -1 Shabbat Soak roll (failed)
                              -4 Mind Melter tickling the players with no real effect.
                              -1 Soak Collision damage for clone

                            Shaintar Game Master Bennies 7/7


                              Thu May 03, 2018 4:19 pm
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                              1: I'm honestly divided on this--I do get the issue of player agency. But it becomes VERY easy to custom-tailor a Super build to that Black Trenchcoat function (while still being SPC-power levels, which are very, very high by design), whereas I get the impression that the setting is more about 'traditional Supers in a non-traditional setting'. So you are meant to have flashy, vibrant powers and suddenly have to try to work within the constraints of a cloak-n-dagger world. Too much foreknowledge might diminish that aspect of the challenge. Gothm having to decide when and where to use his full weather control powers is something that a character built in a 'super spy' mold wouldn't have to worry about. Also, it might encourage a certain amount of sameness--powers like Invisibility, Intangibility and so forth become very tempting.

                              2: I think the setting supports a few different varieties of play--our group wound up containing a wide spectrum, which was also part of the issue of 'film rating' with Randy, et al. I'd almost suggest including three or four 'mode' segments. Big Damn Heroes, Superspies, and Vengeful Anti-Heroes all come to mind right off the bat. The key would be getting the group as a whole to build to one of those modes, so that they will work together going forward. BDHs are going to have a much different approach to a situation like the Sarpah Revelation than a group of VAHs will (the debate between Raith and Gothm about turning the building into a crater being a pretty good examination of those extremes).

                              Marduk's idea of a sort of 'Prelude' (stealing the term from World of Darkness) where each player describes a few scenes, in conjunction with a GM--Before the Aliens (who were you before all this started? Did you have powers, but stay on the down-low, or were you a mundane? What was life like?), The Night of Burning Skies (The aliens attack! Almost everyone on Earth lost something or someone during the invasion--what was your loss, and your reaction?), ARES Recruitment (Were you a volunteer? A draftee? Did you never officially 'enlist' at all, just started showing up at battles and helping out?), Battle Triumph and/or Tragedy (Just describe one of your battle-scenes, something that was your character's defining moment, for good or ill, during the war.), Aegis Betrayal (Did you see it coming, or were you caught flat-footed? Were you helped to go to ground, or did you suddenly find yourself with no allies at all?)--showing their arc to their current state might very well be a good idea to help players get into their characters a bit more in-depth.

                              BTW, addressing Rob's point about the desperate mood of the setting. May I suggest that you detail some Setting-specific Connections available to characters? It would simultaneously flesh out the Setting, and let them decide if they want to be outcasts or underground folk heroes.

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                              Thu May 03, 2018 4:24 pm
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                              Sorry to Intrude, but ARES Protocol players, please choose from the ARES Protocol Patron Item list. Thanks! e'll get it finished very soon.

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                              Fri May 04, 2018 1:17 pm
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                              Gothm:

                              KENMARK Chest Rig
                              KENMARK Flexible Armor Suit

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                              OOC Comments
                              Guardian of the Mother, Gaian Superhero
                              Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
                              Cha: 0; Pace: 6/d6; Parry: 5; Toughness: 6 (7 if Burrow active)
                              Fighting d6; Intimidation d4; Notice d6; Taunt d4; Swim d6 (d10 if Aquatic); Survival d6; Climb d6; English d4;
                              Persuasion d4
                              Killer Instinct, Brawny, Elan
                              Stubborn/Minor Ruthless/Major Vow/Dependency: Unpolluted Soil
                              Immune to Disease

                              Bennies: 4/4


                              Mon May 07, 2018 4:41 pm
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                              If it can be used as a module, I would also like the Kenmark flexible armor on MARDUK.

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                              In Effect:
                              Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
                              Layered Armor: Armor (5), Heavy (4)
                              Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
                              Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
                              Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


                              Mon May 07, 2018 5:52 pm
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                              Marduk wrote:
                              If it can be used as a module, I would also like the Kenmark flexible armor on MARDUK.


                              Yes, it can be used as a module.

                              VV

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                              Mon May 07, 2018 6:51 pm
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                              That is good. I will have to get it copied to my sheet.

                              OK, So just clarifying a detail, when I have that module slotted, I would get the +3 Armor, but not the +2 Toughness? I assume I would get all other bonuses as described.

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                              Layered Armor: Armor (5), Heavy (4)
                              Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
                              Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
                              Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


                              Tue May 08, 2018 3:34 am
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                              Marduk wrote:
                              OK, So just clarifying a detail, when I have that module slotted, I would get the +3 Armor, but not the +2 Toughness? I assume I would get all other bonuses as described.


                              You can have it all!

                              Since you'll have to give up another module to fit it in I think it's okay to give the entire benefit.

                              VV

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                              Tue May 08, 2018 8:02 am
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                              Venatus Vinco wrote:
                              Marduk wrote:
                              OK, So just clarifying a detail, when I have that module slotted, I would get the +3 Armor, but not the +2 Toughness? I assume I would get all other bonuses as described.


                              You can have it all!

                              Since you'll have to give up another module to fit it in I think it's okay to give the entire benefit.

                              VV

                              I was checking because it specified if worn with other armor that grants a bonus, you do not stack the bonuses. Having them is nice, but want to be fair about it.

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                              Layered Armor: Armor (5), Heavy (4)
                              Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
                              Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
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                              Tue May 08, 2018 3:41 pm
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                              I think the Aegis Hunter Implant would theme well with Delilah's nanites. Though the Diamond patron items aren't out yet, and I am Diamond. Would I be able to swap if I like one of those better, or is it better to wait?

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                              All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


                              Wed May 09, 2018 1:46 am
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                              Higher level does not always mean more in character.

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                              Layered Armor: Armor (5), Heavy (4)
                              Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
                              Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
                              Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


                              Wed May 09, 2018 3:56 am
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                              I know. I just wanted to see the options.

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                              Glock Ammo: 17
                              Spare Ammo: 50
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                                Level Headed: Best of two initiative cards.
                              Bennies: 2/3
                              Edit Signature
                              All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


                              Wed May 09, 2018 4:19 am
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                              Delilah Carter wrote:
                              I think the Aegis Hunter Implant would theme well with Delilah's nanites. Though the Diamond patron items aren't out yet, and I am Diamond. Would I be able to swap if I like one of those better, or is it better to wait?


                              I'll try and convert the rest this week/weekend.

                              VV

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                              Wed May 09, 2018 5:12 am
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                              Marduk wrote:
                              Higher level does not always mean more in character.

                              Not always more in character, but sometimes those extra options are workable.

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                                Wed May 09, 2018 6:51 am
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                                One of the armors could work, too, possibly the stealth one. She currently has the AEGIS armor. She just doesn't really need a weapon, as her powers are designed to work hand to hand.

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                                Parry: 6, Toughness: 12 (6)
                                Glock Ammo: 17
                                Spare Ammo: 50
                                Combat Edges:
                                  Level Headed: Best of two initiative cards.
                                Bennies: 2/3
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                                All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka


                                Sun May 13, 2018 11:48 pm
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                                As Marduk already has Stealth armor, I decided against that one.

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                                In Effect:
                                Exoframe: Strength 1d8, Vigor 1d8, Toughness 10, Danger Sense
                                Layered Armor: Armor (5), Heavy (4)
                                Computer Link: Interface (2), Code Breaker (1), Super Skills (2): {+1 Knowledge (Computers), +1 Lockpicking}
                                Aerial Mobility Unit: Flight (10){120 MPH}, Climb (1){+2}
                                Plasma Whip: Attack - Melee 4d6 damage (8), HW (1), Reach (1)


                                Mon May 14, 2018 3:46 am
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                                Hello,

                                New GM post: viewtopic.php?f=123&t=2320&p=35666#p35666

                                VV

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                                Tue May 15, 2018 10:59 am
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                                Hello,

                                We're having an interlude type scene to transition to the next chapter.

                                viewtopic.php?f=123&t=2320&p=35957#p35957

                                VV

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                                Sun May 20, 2018 4:58 pm
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