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Resource Rules and Tracking

Posted: Mon Feb 26, 2018 1:23 am
by KahlessNestor
Types of Resources
  • Raw: Untyped resource (essentially straight credits).
    • Can be translated into any Resource type via Wealth rolls
    • +1 for each precious resource developed
  • Supplies: Food, adventuring gear, non-weapons, or vehicles.
    • Roll every Development Interlude for feeding personnel.
      • +1 from Bill Sandyman (Farmer)
      • +1 from each Farm
  • Build: Buildings, fortifications, infrastructure improvements (roads, etc.).
    • +1 for each lumberyard, mine, etc
  • Military: Weapons, vehicles, ammunition, etc.
    • Trade: Roll to translate to other resource
    • Train: Roll to upgrade Garrison
  • Personnel: Garrison and Labor
  • Contacts: Special resources gained via role play.
    • +1 Supplies (for feeding) from Bill Sandyman family
    • +1 Garrison from Charlize Brady
    • +1 Medical from Daniel Cazier
    • +1 Trade from Liz Urbanski (assign resource)
    • +1 Medical from Finneas
    • +1 Garrison from Mia
    • +1 Trade from Whiskey Pete (assign resource)
    • +1 Trade from William Norris (assign resource)
    • +1 Garrison from Lt. Winston
    • +1 Research from Zacra Daeli

Re: Resource Rules and Tracking

Posted: Mon Feb 26, 2018 1:25 am
by KahlessNestor
Between adventures, when you are at Fort Hope, you have the opportunity to improve the base.

Check out the Resource Rules here.

And what resources you have available here.

There are maps of the fort and the area here.

What can you do: Anything you like. Some options are given below, but if you don’t know what you want to do, Winston or your Contacts will always have ideas to improve things.

Give Orders: Multiple orders can be given, but resources will be prioritized by the Team Leader.
  • Labor: Give your laborers orders on what you wish done. Roll your Labor Wealth die and Wild Die for how successful they are. Player characters may roll Support to aid them.
  • Military: Give Winston orders beyond his basic (protect fort, patrol zone). Roll your Garrison Wealth die
  • Trade: Give Captain Norris, Liz Urzenski, and Whiskey Pete orders what to buy or trade.
    • Requisition Resources
      • Team Leader roll Networking to make your case. Ask for what you’d like. Include rarity modifier. Your number of successes will determine how much of it you get. You may ask for priority, otherwise it will be randomly determined.
      • You may ask for Resources (Supplies, Build, Military, Labor, or Garrison). Or you may ask for something specific (a vehicle, a specific weapon, a piece of gear, NGR chocolate, maybe a building like a comm tower).
        • Items start at lowest/cheapest level. You may spend Raises to increase that level rather than getting other items or resources.
    • Trade Routes
      • William Norris (Castle Refuge): +1 Trade (assign resource)
      • Liz Urbanski (traveling): +1 Trade (assign resource)
      • Whiskey Pete (traveling): +1 Trade (assign resource)
      • Roll the Resource Wealth die you intend to trade to raise another Resource Wealth die

Search for resources. Make a Survival roll or Notice -2. A Success, roll 1d8 on the following options. A Raise, either roll for each success, find a larger resource -1/Raise), or choose a specific option:
  • 1) You found some Salvage. Bump Wealth die of Raw, Supplies, Military
  • 2) You found a Food source, either a herd of animals, a stand of fruit trees, or a good fishing hole. Bump Supply Wealth die by 1. This resource can be used to establish a Farm later.
  • 3) You found a small Wood or stand of trees. Bump Build Wealth die by 1. This can be used to establish a Logging camp later.
  • 4) You find a source of Stone. Bump Build Wealth die by 1. This can be used to establish a Quarry later.
  • 5) You find a Vein of ore or gems. Bump Build Wealth die (iron, copper, etc) or Raw Wealth die (gold, gems, etc) by 1. This can be used later to establish a Mine.
  • 6) You find a group of Refugees. Bump Labor Wealth die by 1.
  • 7) You find a tribal trading post or a small village. Bump any Wealth die by 1. A successful Persuasion roll can establish a trade relationship with Fort Hope.
  • 8) Your choice of above.

When you have written your Interlude, take a Benny.

Re: Resource Rules and Tracking

Posted: Fri Mar 23, 2018 4:24 am
by KahlessNestor
Resource Tracker

Raw: d8
Supplies: d12+1
Build: d10
Military: d10
Trade: Up to 3 with +1
Personnel:
  • Garrison: 1d8+3
    • 1 Lieutenant (Commando with K. Battle d8, Wild Card), garrison commander
      • Winston, male dog boy (bulldog)
  • Labor: 1d12+1
Buildings
  • Generator (Average +0)
  • Workshop (Good +1)
  • Garage (Average +0)
  • Earthworks
  • Dock (Starter -1)
  • Communications tower (Average +0; 10 miles)
  • Library tent (Advanced +2)+1 Contact
    • Specialty library (Repair)(Starter -1)
    • Specialty library (Geography)(Starter -1)
    • Specialty library (Arcana)(Starter -1)
    • Specialty library (Politics)(Starter -1)
  • Medical Facilities (Average +0)+2 Contacts
Contacts:
  • Settler: Bill Sandyman (Human male, Marvin)
    • Appearance: Asian, black hair, brown eyes, short.
    • Personality: Observant
    • Skills: Minimal (primary skills d6, secondary d4)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource: 5 Labor (family)
      • Wife: Clara (Human female, Civilian Extra)
        • Caucasian, black hair, black eyes, tall
      • Brother: Serge (Human male, Civilian Extra)
        • Caucasian, black hair, green eyes, tall
      • Daughters: Clarice (15), Wilhelmina (13) (Human females, Civilian Extra)
        • Clarice: Blonde, green eyes, Asian/Caucasian, tall
        • Wilhelmina: Blonde, brown eyes, Asian/Caucasian, tall
      • Son: Bill Jr. (10) (Human male, Civilian Extra)
        • Asian/Caucasian, brown hair, brown eyes, short, chubby
    • Stats: Parry: 4; Toughness: 5
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
  • Cyber-Doc: Daniel "The Wizard of Caz" Cazier (Human male, Ashley)
    • Dan's a gifted human doctor originally from Free Quebec. In the aftermath of their independence war with the Coalition, he decided to go out to the countryside and bring his expertise to the wounded. Once he started, he found he couldn't just go back. He and Ashley met when they were both working in the same hot zone; Ash as a mercenary and Daniel helping tend wounded civilians. As a pair of Coalition expatriates, in their own ways, they became friends despite some tension to start with. He was the one who initially suggested the Tomorrow Legion to her, having had some good experiences with them in the field, and has been a source of support for her since. Despite that, he's resisted joining himself so far, preferring to retain more autonomy in where he goes.
    • Appearance: Brown hair, green eyes, tall.
    • Personality: Open, Compassionate, Naive in some ways
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
      • Bio-Analysis Kit (+2 relevant rolls)
      • Dosimeter (detects radiation 5/10/20)
      • Trauma Kit (+1 Healing, offset -2 penalties)
  • Rogue Scholar: Professor Zacra Daeli (unspecified D-Bee, asexual, Charlemagne)
    • Appearance: Bald, flesh-toned skin, with deep set eyes (looks like a bald Founder), golden eyes, average height, heavyset.
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • Traveling Trader: Elizabeth Urzenski (human female, Thom)
    • Liz and Thom have been good friends and casual lovers for quite some time. As a traveling merchant, she used to do lots of buying and selling with Thom's family. While she still has to maintain her career, it is really something she likes to do to add Fort Hope as place to be for her business.
    • Appearance: Liz is an attractive-looking woman of average build and height, close to 5' 6", with dark brown hair and eyes. While her name is Polish, Liz is obviously of North African descent. Her most dominant trait is her obvious confidence, which becomes a charisma and attractiveness all its own within moments of meeting her.
    • Personality: Creative
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Stats: Parry: 6; Toughness: 11 (5)
    • Gear:
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • River Trader: William Norris (Human male, Legion contractor)
    • William is retained by the Legion to run supplies periodically up to Fort Hope. He also stops and trades along the river with the various small Coalition towns, all the way up to the Coalition base at Fort Sioux, with the occasional foray farther downstream deeper into CS Missouri.
    • Crew of 10 Extras (Bandit stats, Humans and D-Bees)
    • Personality: Crude
    • Appearance: Asian, brown hair, black eyes, short and skinny, 37 years old, well-worn workman’s clothes. Weathered face from exposure and permanent squint.
    • Skills: Minimal (Primary d6, Secondary d4)
    • Availability: Fair (hearts and diamonds, jokers)
    • Information: Great (Anything but a Club)
    • Loyalty: Absolute (will die, if necessary)
    • Stats: Parry: 4; Toughness: 11 (5)
    • Gear:
      • Light Ion Cannon (deck mounted)
        • 3d8 (lose one die per range unit), AP 4, SBT, ROF 1, Range: 30/60/120
      • NG-L5 Laser Rifle (Range 25/50/100, Damage 3d6, RoF 1, AP 2)
      • Wilk’s 320 Laser Pistol (Range 18/36/72, Damage 2d6, RoF 1, AP 4)
      • Vibro-knife (Str+d6, AP 4, Mega Damage)
      • Huntsman armor
  • Charlize Brady, Altarran Warrior Woman
    • Personality: Heroic
    • Appearance: Blonde and beautiful, Caucasian, appears 34 years old.
    • Skills: see stats below
    • Availability: Great (anything but a club)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Climbing d6, Fighting d10, Healing d6, Notice d8+2, Shooting d10, Stealth d8, Survival d6, Tracking d6
Cha: +2; Pace: 10; Parry: 8; Toughness: 14 (7)
Hindrances: Death Wish, Overconfident
Edges: Acrobat, Alertness, Ambidextrous, Attractive, Combat Reflexes, Danger Sense, First Strike, Fleet Footed, Improved Combat Sense, Improved Frenzy, Quick, Two-Fisted

Acrobat: +2 nimbleness agility rolls, +1 Parry if unencumbered (Parry built in)
Combat Reflexes: +2 recover from Shaken (+1 if within 10” of SS)
First Strike: Attack 1 foe who moves adjacent
Improved Combat Sense: No Gang Up bonuses
Improved Frenzy: 1 extra Fighting attack, no penalty
Quick: Initiative card can’t be 5 or less
Fervor (from SS): +1 melee damage within 10” of SS

Gear: Light combat armor (+3), magic amulet (Armor +4), 2 × forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage), Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT), 2 × vibro-knives (Str+d6, AP 4, Mega Damage).
Special Abilities:
  • Bad Reputation: Altara Warrior Women are infamous as the servants of Splugorth Slavers worldwide. The average person hates and fears them; Altara suffer a −4 Charisma penalty with most folks who discover who and what they are.
  • Blind: Although created blind, this is only a minor drawback for the Altara, as they have a natural radar ability extending out 1,200 feet (200”) which compensates for the penalties. They still cannot read, see colors, or otherwise detect purely visual information.
  • Instilled Ignorance: Altara are taught only what they need to serve their masters, and extreme brainwashing is used to dampen their intellectual acumen. This leaves them woefully undereducated and naive about the world at large. They suffer a −2 to all Smarts rolls.
  • Storm-Fouled Senses: In strong inclement weather, or conditions where the environment is greatly disturbed (sand storms, fires with lots of smoke), the Altara suffer a −2 penalty to Notice, Fighting, Shooting, and Throwing.

Whiskey Pete
Traveling Trader
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Driving d8, Fighting d8, Notice d8, Persuasion d10, Shooting d8, Stealth d8, Streetwise d10, Survival d8, Throwing d8
Cha: 2; Pace: 4 (Run d4); Parry: 6; Toughness: 12 (5)
Hindrances: Lame, Stubborn, Loyal
Edges: Charismatic, Liquid Courage, Elan
Gear: Huntsman armor, Vibro-Knife (Str+d6, AP 4, MD), NG-57 Heavy Ion Blaster (12/24/48, 1-3d6+1, ROF 1, 10 shots)

Mia
Former Pecos Empire Bandit
    • Personality: Crude
    • Appearance: Blonde, Caucasian, appears 40 years old.
    • Skills: see stats below
    • Availability: Fair (heart or diamond)
    • Information: Fair (heart or diamond)
    • Loyalty: Absolute (will die, if necessary)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Intimidation d6, Notice d6, Piloting d4, Shooting d8, Stealth d6, Survival d4, Throwing d6
Cha: 0; Pace: 6; Parry: 5; Toughness: 11 (5)
Hindrances: Greedy, Mean
Edges: —
Gear: Huntsman Armor (+5, +1 Toughness),
NG-L5 Laser Rifle (Range 25/50/100,
Damage 3d6, RoF 1, AP 2), Wilk’s 320 Laser
Pistol (Range 18/36/72, Damage 2d6, RoF
1, AP 4), vibro-knife (Str+d6, AP 4, Mega
Damage), 2 × frag grenades (Range 5/10/20,
Damage 3d6, Mega Damage, LBT), 1 extra
clip each firearm.

Finneas
Cyber-Doc
  • Personality: Heroic
  • Appearance: Trimadore male
  • Skills: High (Primary d10, secondary d8)
  • Availability: Fair (Hearts and Diamonds)
  • Information: Fair (Hearts and Diamonds)
  • Loyalty: Good (goest to great lengths, short of torture or death)

Re: Resource Rules and Tracking

Posted: Fri Mar 23, 2018 5:35 am
by Karsk
Use of area knowledge as discussed

[dice]0[/dice]
wild dice [dice]1[/dice]

persuasion [dice]3[/dice]
wild dice [dice]2[/dice]

Re: Resource Rules and Tracking

Posted: Fri Mar 23, 2018 7:01 am
by Marvin
Has I know a guy. Very attractive, +2 connection rolls, -2 outsider
Streetwise: [dice]0[/dice] wild [dice]1[/dice]
Persuation: [dice]2[/dice] wild [dice]3[/dice]
Lests go with extra resources!

Mr. Marvin looks out of his large diamond shaped window. The 12th floor offered an exclusive look at the sweeping city. The potion palace to the east. Savings and Loan nestled in the financial district to the west. The towers of the magi just a stone's throw away. The whistling tea kettle brought Mr. Marvin's attention back to his room and guest.
He smiles at the defense force member smartly dressed in blue. " Inspector.... I am sorry, Inspector?"
The young D'Norr man, pushes his horned rimmed glasses up his nose and crisply answers, " Hardin... Just Hardin if you please." Mr. Marvin nods and brings two cups of tea out, pouring hot water into them both he looks at the tea hutch.
The bald juicer grins polietly and pulls out a few tea bags.
" Of course, I hope you do not mind jasmine beetle tea inspector. With a bit of crushed unicorn hoof if I am not mistaken."
The inspector looks a bit terese and shakes his head no, " Sorry, I must be getting on with my day shortly. I am working on background , and I heard you were at fort hope for a bit."
Mr. Marvin gently pushes the cup of tea across the table to the inspector. Mr. Marvin sips his own. " Ahh yes, the 101st and Fort Hope. " Mr. Marvin takes another sip. " I beleive there is plently of documentation in the library annuls. What did you want to know about the Trail Blazers?"
Absently the inspector takes a sip of his tea, " I spoke to Bill Sandyman during my research and he said you were there at the beggining. I was hoping to get a first hand account."
Mr. Marvin took another sip of the tea, " Honey for your tea Inspector? Of course I will tell you all I know. Where did you want to start?"
The inspector takes a few drops of honey and takes out a notebook and quill, " I was wonderimg what you can tell me of the beggining, did you know anyone at the fort?"
Mr. Marvin grins and dabs his lips coralimg a dribble of tea. " Like many places I did seem to know someone. At the fort, my dear friend a Simvan Karsk, the splash man, and a young burner aptly named Ash."
The inspector writes down something in his ledger, and asks pointedly, " Anyone else? Was Bill Sandyman there?"
Mr Marvin gets up and opens the refrigerator. He pulls out a red liquid chilled.
"Oh yes, Bill was there, quiet helpful in the beggining, he had some supplies we desperatly needed. You see the fort was in its infancy when I arrived. Bill was very helpful." Mr. Marvin pours a glass of thick red juice." Tomato Juice inspector? So what is this about?"
The inspector passes on the juice and sighs, " I have for some time been trying to put together a better picture of what happened at Fort Hope and Bill was one of my..."
Mr. Marvin interupts him, " I am sorry was? Did something happen to him? And are you sure about the juice it is quiet fresh."
The inspector shakes his head no a bit agitated, " No, No...Bill was found dead two days ago... Grisley work it was. Drained of blood."

Re: Resource Rules and Tracking

Posted: Fri Mar 23, 2018 7:21 am
by Charlemagne
Streetwise roll, unskilled
[dice]0[/dice]

WD Streetwise
[dice]1[/dice]

Benny for EE Streetwise with Elan
[dice]4[/dice]

Persuasion
[dice]2[/dice]

WD Persuasion
[dice]3[/dice]

Re: Resource Rules and Tracking

Posted: Fri Mar 23, 2018 8:35 am
by Vik
Streetwise [dice]0[/dice] Wild [dice]1[/dice]

Re: Resource Rules and Tracking

Posted: Fri Mar 23, 2018 3:06 pm
by Ashley Logan
Streetwise: 10 - 1 raise (oops, forgot the -2 from not having those edges)
[dice]0[/dice] or [dice]1[/dice]
Ace [dice]2[/dice]
Ace Ventura 2 [dice]3[/dice]

Persuasion 18 - 3 raises
[dice]4[/dice] or [dice]5[/dice]

Huh. I wasn't gonna invest in this, but I hate to see a double-ace on an unskilled check go to waste. It feels ungrateful.

Benny - Extra Effort (Elan) [dice]6[/dice]
lol, of course [dice]7[/dice]
Hahahahaha [dice]8[/dice]

It seems, against all odds, Ashley made a friend out there. A very good friend. I don't have the GM's Guide so you may have to help me out when you roll this up, Matt. :)

Re: Resource Rules and Tracking

Posted: Tue Mar 27, 2018 2:09 am
by KahlessNestor
Marvin Contact rolls
[dice]0[/dice] - Settler
Personality [dice]2[/dice]
Qualities [dice]4[/dice]
[dice]1[/dice] - Rogue Scientist
Personality [dice]3[/dice]
Qualities [dice]5[/dice]
Marvin Contacts (choose one)
  • Settler
    • Personality: Observant
    • Skills: Minimal (primary skills d6, secondary d4)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
  • Rogue Scientist
    • Personality: Artistic
    • Skills: High (primary skills d10, secondary skills d8)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra Resource (choose 1): Raw, Supplies, or Build
Charlemagne Contact rolls
[dice]6[/dice]
Personality [dice]7[/dice]
Qualities [dice]8[/dice]
Charlemagne Contact
  • Rogue Scholar
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Extra: Choose 1
      • Extra Resource (choose 1): Raw or Supplies
      • Improve (choose 1)
        • Availability: Fair (hearts, diamonds, jokers)
        • Loyalty: Absolute (will die, if necessary)
Ashley's Contacts
[dice]9[/dice]
Personality [dice]10[/dice]
Qualities [dice]15[/dice]
[dice]12[/dice]
Personality [dice]13[/dice]
Qualities [dice]16[/dice]
Ashley Contacts (choose one)
  • Cyber-Doc
    • Personality: Young
    • Skills: Moderate (primary skills d8, secondary d6)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra: (Choose 2)
      • Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
      • Improve (choose 1):
        • Skills: High (primary skills d10, secondary skills d8)
        • Availability: Great (anything but a club)
        • Information: Great (anything but a club)
  • Settler
    • Personality: Observant
    • Skills: Moderate (primary skills d8, secondary d6)
    • Availability: Great (anything but a club)
    • Information: Limited (hearts, jokers)
    • Loyalty: Absolute (will die, if necessary)
    • Extra: (Choose 2)
      • Resource (choose 1): Raw, Supplies, Build, or 1d6 Labor (family)
      • Improve (choose 1):
        • Skills: High (primary skills d10, secondary skills d8)
        • Information: Fair (hearts, diamonds, jokers); Great (anything but clubs)

Re: Resource Rules and Tracking

Posted: Tue Mar 27, 2018 2:52 am
by KahlessNestor
Vik wrote:Streetwise [dice]32441:0[/dice] Wild [dice]32441:1[/dice]
I need a Persuasion check. Vik has located a contact. Now he needs to convince them to join him.

Re: Resource Rules and Tracking

Posted: Tue Mar 27, 2018 4:00 am
by Corrigon
both of those rolls were fails = 1 & 3 respectively

Re: Resource Rules and Tracking

Posted: Tue Mar 27, 2018 5:59 am
by Kim Black
Corrigon wrote:both of those rolls were fails = 1 & 3 respectively
Ah, okay. Bummer!

Re: Resource Rules and Tracking

Posted: Tue Mar 27, 2018 7:52 am
by Ashley Logan
Cyber-Doc
◦Personality: Young
◦Skills: High (primary skills d10, secondary skills d8)
◾Availability: Great (anything but a club)
◦Information: Fair (hearts, diamonds, jokers)
◦Loyalty: Absolute (will die, if necessary)

Boldface = Improved

Do you want me to work up personal information/background for the contact, or would you rather do that? I'm good either way. :)

Re: Resource Rules and Tracking

Posted: Tue Mar 27, 2018 3:17 pm
by Marvin
Settler Bill Sandyman
  • Personality: Observant
  • Skills: Minimal (primary skills d6, secondary d4)
  • Availability: Fair (hearts, diamonds, jokers)
  • Information: Great (anything but a club)
  • Loyalty: Absolute (will die, if necessary)
  • Extra Resource:[dice]0[/dice]Labor (family)

Re: Resource Rules and Tracking

Posted: Wed Mar 28, 2018 3:01 am
by KahlessNestor
Ashley Logan wrote:Cyber-Doc
◦Personality: Young
◦Skills: High (primary skills d10, secondary skills d8)
◾Availability: Great (anything but a club)
◦Information: Fair (hearts, diamonds, jokers)
◦Loyalty: Absolute (will die, if necessary)

Boldface = Improved

Do you want me to work up personal information/background for the contact, or would you rather do that? I'm good either way. :)

Go ahead and come up with the details. Name, gender, race, how you know them, are all up to you.

Re: Resource Rules and Tracking

Posted: Wed Mar 28, 2018 8:27 pm
by Ndreare
KahlessNestor wrote:STARTING CONTACTS
  • Roll a Streetwise check. If you have the Connections Edge or the I Know a Guy Edge, make a straight roll. If you do not have those edges, make the roll at -2. This does NOT count as your one use of I Know a Guy for this session.
    • Success: You were able to reach one of your contacts. Make a straight Persuasion roll to convince them to join you and help.
      • Success: The contact will meet you in Baldur’s Ferry to join you. Receive 1 Contact randomly rolled by GM.
      • Each Raise: Choose 1
        • +1 level to one of the Contact Qualities (GM Guide p. 78). Qualities of contacts determined randomly by GM.
        • Contact arrives with 1 Resource of a relevant type to the type of contact.
      • Fail: You were unable to convince the contact to help you.
    • Each Raise: You make contact with one more contact. You may choose which one you ask to join. Receive 1 Contact of your choice from those randomly rolled by the GM up to the number of successes.
    • Fail: You were unable to reach any of your contacts.
ROLLING FOR THOMAS

Streetwise Roll (Streetwise 1d6, Charisma +2, I know a Guy)
Streetwise [dice]0[/dice] Ace [dice]2[/dice] Ace [dice]3[/dice]
Wild Die [dice]1[/dice]


Persuasion for Contact 1 (Persuasion 1d6, Charisma +2)
Persuasion [dice]4[/dice]
Wild Die [dice]5[/dice]
If allows to Extra Effort [dice]6[/dice]



Where are the bennies coming from? Are those on loan from Sunday or something? Because I would love to EE my Streetwise for additional contacts and my Persuasion roll for quality.

Re: Resource Rules and Tracking

Posted: Sat Mar 31, 2018 2:48 pm
by Leonard IV
Rolls for Leo:

Streetwise [dice]0[/dice]
Wild [dice]1[/dice]
Bennie for Extra Effort: [dice]2[/dice]

Re: Resource Rules and Tracking

Posted: Sat Mar 31, 2018 9:56 pm
by Charlemagne
Charlemagne Contact - Professor Zacra Daeli
  • Rogue Scholar
    • Personality: Heroic
    • Skills: High (primary skills d10, secondary d8)
    • Availability: Limited (hearts, jokers)
    • Information: Great (anything but a club)
    • Loyalty: Good (will go to great lengths short of torture or death)
    • Extra: Choose 1
      • Extra Resource (choose 1): Raw or Supplies
The Professor.jpeg
The Professor.jpeg (19.09 KiB) Viewed 26220 times

Re: Resource Rules and Tracking

Posted: Sun Apr 01, 2018 11:41 pm
by KahlessNestor
RFT wrote:
KahlessNestor wrote:STARTING CONTACTS
  • Roll a Streetwise check. If you have the Connections Edge or the I Know a Guy Edge, make a straight roll. If you do not have those edges, make the roll at -2. This does NOT count as your one use of I Know a Guy for this session.
    • Success: You were able to reach one of your contacts. Make a straight Persuasion roll to convince them to join you and help.
      • Success: The contact will meet you in Baldur’s Ferry to join you. Receive 1 Contact randomly rolled by GM.
      • Each Raise: Choose 1
        • +1 level to one of the Contact Qualities (GM Guide p. 78). Qualities of contacts determined randomly by GM.
        • Contact arrives with 1 Resource of a relevant type to the type of contact.
      • Fail: You were unable to convince the contact to help you.
    • Each Raise: You make contact with one more contact. You may choose which one you ask to join. Receive 1 Contact of your choice from those randomly rolled by the GM up to the number of successes.
    • Fail: You were unable to reach any of your contacts.
ROLLING FOR THOMAS

Streetwise Roll (Streetwise 1d6, Charisma +2, I know a Guy)
Streetwise [dice]32642:0[/dice] Ace [dice]32642:2[/dice] Ace [dice]32642:3[/dice]
Wild Die [dice]32642:1[/dice]


Persuasion for Contact 1 (Persuasion 1d6, Charisma +2)
Persuasion [dice]32642:4[/dice]
Wild Die [dice]32642:5[/dice]
If allows to Extra Effort [dice]32642:6[/dice]



Where are the bennies coming from? Are those on loan from Sunday or something? Because I would love to EE my Streetwise for additional contacts and my Persuasion roll for quality.
Yes, the benny comes from your starting quarter bennies, so you will be down 1.

Re: Resource Rules and Tracking

Posted: Sun Apr 01, 2018 11:53 pm
by KahlessNestor
Thomas Contact Rolls
[dice]0[/dice]
[dice]12[/dice]
Personality [dice]1[/dice]
Qualities [dice]2[/dice]

[dice]3[/dice]
Personality [dice]4[/dice]
Qualities [dice]5[/dice]

[dice]6[/dice]
Personality [dice]7[/dice]
Qualities [dice]8[/dice]

[dice]9[/dice]
Personality [dice]10[/dice]
Qualities [dice]11[/dice]

Thomas’ Contacts
  • Body Fixer
    • Personality: Fearless
    • Skills: High (primary d10, secondary d8)
    • Availability: Fair (hearts, diamonds, jokers)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Good (go to great lengths, short of torture or death)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies
      • Improvement (Choose 1)
        • Availability: Great (anything but a club)
        • Information: Great (anything but a club)
        • Loyalty: Absolute (will die, if necessary)
  • Rogue Scholar
    • Personality: Experienced
    • Skills: High (primary d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies
      • Improvement (Choose 1)
        • Information: Great (anything but a club)
        • Loyalty: Good (go to great lengths, short of torture or death)
  • Black Marketeer
    • Personality: Cruel
    • Skills: Moderate (primary d8, secondary d6)
    • Availability: Great (anything but a club)
    • Information: Great (anything but a club)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
      • Improvement (Choose 1)
        • Skills: High (primary d10, secondary d8)
        • Loyalty: Good (go to great lengths, short of torture or death)
  • Traveling Trader
    • Personality: Creative
    • Skills: High (primary d10, secondary d8)
    • Availability: Great (anything but a club)
    • Information: Fair (hearts, diamonds, jokers)
    • Loyalty: Poor (will do little to help in danger)
    • Extra: Choose 1
      • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
      • Improvement (Choose 1)
        • Information: Great (anything but a club)
        • Loyalty: Good (go to great lengths, short of torture or death)

Re: Resource Rules and Tracking

Posted: Sat Apr 07, 2018 6:27 am
by Thomas
KahlessNestor wrote: [*]Traveling Trader
  • Personality: Creative
  • Skills: High (primary d10, secondary d8)
  • Availability: Great (anything but a club)
  • Information: Fair (hearts, diamonds, jokers)
  • Loyalty: Poor (will do little to help in danger)
  • Extra: Choose 1
    • Resource: 1 Raw or 1 Supplies or 1 Build or 1 Military
    • Improvement (Choose 1)
      • Information: Great (anything but a club)
      • Loyalty: Good (go to great lengths, short of torture or death)
Liz (Elizabeth Urzenski) and Thom have been good friends and casual lovers for quite some time. As a traveling merchant she used to do lots of buying and selling with Thom's family. While she still has to maintain her career, it is really something she likes to do to add Fort Hope as place to be for her business.

Appearance: Liz is an attractive looking woman of average build and height close to 5' 6" with dark brown hair and eyes. While her name is Polish, Liz is obviously of north African decent. Her most dominant trait is her obvious confidence, which becomes a charisma and attractiveness all its own within moments of meeting her.
At 5' 7",
[*]Traveling Trader
  • Personality: Creative
  • Skills: High (primary d10, secondary d8)
  • Availability: Great (anything but a club)
  • Information: Fair (hearts, diamonds, jokers)
  • Loyalty: Good (go to great lengths, short of torture or death)
[/list][/list][/list]

Re: Resource Rules and Tracking

Posted: Fri Jul 13, 2018 2:13 am
by KahlessNestor
Loot from Slavers on the River

Here is what you can get from the combat. Let me know if you want to claim any of them. If not, we'll pool it into your Resources.

5 x Light combat armor (+3), very damaged - we'll translate this to 5 military resources for parts, unless someone wants to take the time and expense to repair them
5 x magic amulet (Armor +4)
10 x forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage) - 10 military resources each, if no one claims them.
5 x Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT) - 2 military resources each
10 × vibro-knives (Str+d6, AP 4, Mega Damage) - 2 military resources each
Barge wreckage - you pretty much torched the splugorth, so there's not much left. With a successful Repair roll at -2 (can be done cooperatively here in the thread) you can get 5 supply resources in parts. Each raise can add +1 supply or military resource.

Re: Resource Rules and Tracking

Posted: Fri Jul 13, 2018 5:19 am
by Ndreare
Thomas would totally be interested in those Amulets.

Re: Resource Rules and Tracking

Posted: Fri Jul 13, 2018 10:24 pm
by Charlemagne
Charlemagne would not turn down one of the amulets.

Re: Resource Rules and Tracking

Posted: Sat Jul 14, 2018 8:31 am
by Karsk
Karsk happy to take amulet

Re: Resource Rules and Tracking

Posted: Sat Jul 14, 2018 12:03 pm
by Vik
Vik wants one, too!

Also, Repair roll to salvage the barge:
Repair [dice]0[/dice] Ace! [dice]2[/dice] forgot the - 2 so that's 13, Success and 2 raises
Wild [dice]1[/dice]

So, that's 7 Supplies, possibly more with some assists.

Re: Resource Rules and Tracking

Posted: Sun Jul 15, 2018 7:48 am
by Ashley Logan
Ashley could use an amulet, and a vibroblade, just in case someone gets in close with her and she can't burn them up for some reason.

Re: Resource Rules and Tracking

Posted: Mon Jul 16, 2018 1:58 am
by KahlessNestor
The amulets are all claimed now. Brianna and Nazo still have a chance to claim something. Last call for any cooperative Repair rolls and claims before I convert loot to Resources.

Loot:
5 x Light combat armor (+3), very damaged - we'll translate this to 5 military resources for parts, unless someone wants to take the time and expense to repair them
10 x forearm plasma blasters (Range 18/36/72, Damage 2d10+2, RoF 1, Mega Damage) - 10 military resources each, if no one claims them.
5 x Mental Incapacitator (Range 12/24/48, targets roll Vigor check, −2 if the attacker scored a raise, to avoid being Shaken, MBT) - 2 military resources each
9 × vibro-knives (Str+d6, AP 4, Mega Damage) - 2 military resources each
Barge wreckage - you pretty much torched the splugorth, so there's not much left. With a successful Repair roll at -2 (can be done cooperatively here in the thread) you can get 5 supply resources in parts. Each raise can add +1 supply or military resource.

Claimed:
Thomas: 1 amulet
Charlemagne: 1 amulet
Karsk: 1 amulet
Vik: 1 amulet, 7 Supplies from salvage
Ashley: 1 amulet, 1 vibro-knife

Re: Resource Rules and Tracking

Posted: Thu Aug 02, 2018 5:28 am
by Karsk
recommend using labourers to build shelter and a farm

Re: Resource Rules and Tracking

Posted: Thu Aug 02, 2018 12:47 pm
by Nazo
But Nazo down for 2 forearm blasters and 1 mental incapacitor.


Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast, weapon becomes inert if the hero does not act upon their higher calling.
  • +1 Spirit, +1 smarts- Both are only to counter act supernatural and power like effects

Re: Resource Rules and Tracking

Posted: Thu Aug 02, 2018 4:42 pm
by Vik
What are the odds that the creepy sarcophagus has a TW Fabulous Fist of Fearsome Fisting (TM), straight from the forge-fires of the Red River Combine out west?

fisto2.jpg
fisto2.jpg (84.11 KiB) Viewed 25667 times
Fabulous Fist of Fearsome Fisting (TW)
When something needs fisting, up close or at range, the Red River Combine's patented Fabulous Fist of Fearsome Fisting fits the bill perfectly. Just strap it on, over armor or under, and go to town -- this is one fist that won't let you down or leave you unsatisfied!
Damage Str+2d6; Weight 11; Cost: 102,100 cr.; Costs 1 Power Points to charge; Mega Damage. Raise damage 1d10, Parry +2, Fighting +1 die type; Provides the bolt and stun powers; 10 PPE reservoir.
Wot's Dis?
Base item: Impact Hammer (11k) + TW conversion (1.1k) + x2 Minors (+1 Parry x2; 5k ea.) + Major: bolt (20k) + Major: stun (20k) + Major: +1d Fighting (10k) + Major: 10 PPE (30k)

Re: Resource Rules and Tracking

Posted: Thu Aug 02, 2018 9:50 pm
by Charlemagne
Shelters and farming is good. I'd like to expand the size of the fort. Get more area.
We've got a ton of military resources we can trade for a variety of things. A comms tower is a good idea. Maybe expand the earthworks to encompass and protect the docks?
Charlemagne has no wants or needs from the loot pinata. I'm happy to roll all of that into outfitting our defenses.

Re: Resource Rules and Tracking

Posted: Fri Aug 03, 2018 6:56 am
by Ndreare
What are the odds Thomas finds a Ring of Dampening mixed in there?

Savage Worlds Fantasy Companion page 80-81. Value $6,000 would be 60,000 credits in rifts earth.
OOC Comments
Dampening: Marked with runes of counter magic and resistance, these gold rings are enchanted to ward off magical backlash. A mage wearing one does not suffer a magical backlash if they roll a 1 on their Spellcasting die.
Capture.JPG
Capture.JPG (28.54 KiB) Viewed 25657 times
Alternately an enchanted or TW item with Improved Arcane Resistance?

Re: Resource Rules and Tracking

Posted: Fri Aug 03, 2018 5:18 pm
by Pender Lumkiss
RFT wrote:What are the odds Thomas finds a Ring of Dampening mixed in there?

Savage Worlds Fantasy Companion page 80-81. Value $6,000 would be 60,000 credits in rifts earth.
OOC Comments
Dampening: Marked with runes of counter magic and resistance, these gold rings are enchanted to ward off magical backlash. A mage wearing one does not suffer a magical backlash if they roll a 1 on their Spellcasting die.
Capture.JPG
Alternately an enchanted or TW item with Improved Arcane Resistance?
I think Matthew said weapons.

Re: Resource Rules and Tracking

Posted: Sat Aug 04, 2018 2:08 am
by KahlessNestor
Nazo wrote:But Nazo down for 2 forearm blasters and 1 mental incapacitor.
Also From the loot pinata I am thinking about a Enchanted Rune dagger of parry(Vibro knife): +2 parry (2xminors), Deflection, Ambidexterity.

Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast
  • +1 Spirit, +1 Agility
Are you asking for both? The Rune Dagger of Parry is 57,000 CR. The Soul Slayer is 102,500 CR. Total is 159,500 CR. You may have both, if you like.

Re: Resource Rules and Tracking

Posted: Sat Aug 04, 2018 2:12 am
by KahlessNestor
Vik wrote:What are the odds that the creepy sarcophagus has a TW Fabulous Fist of Fearsome Fisting (TM), straight from the forge-fires of the Red River Combine out west?

fisto2.jpg
Fabulous Fist of Fearsome Fisting (TW)
When something needs fisting, up close or at range, the Red River Combine's patented Fabulous Fist of Fearsome Fisting fits the bill perfectly. Just strap it on, over armor or under, and go to town -- this is one fist that won't let you down or leave you unsatisfied!
Damage Str+2d6; Weight 11; Cost: 102,100 cr.; Costs 1 Power Points to charge; Mega Damage. Raise damage 1d10, Parry +2, Fighting +1 die type; Provides the bolt and stun powers; 10 PPE reservoir.
Wot's Dis?
Base item: Impact Hammer (11k) + TW conversion (1.1k) + x2 Minors (+1 Parry x2; 5k ea.) + Major: bolt (20k) + Major: stun (20k) + Major: +1d Fighting (10k) + Major: 10 PPE (30k)

Total: 102,100 CR.

Approved.

Re: Resource Rules and Tracking

Posted: Sat Aug 04, 2018 2:17 am
by KahlessNestor
RFT wrote:What are the odds Thomas finds a Ring of Dampening mixed in there?

Savage Worlds Fantasy Companion page 80-81. Value $6,000 would be 60,000 credits in rifts earth.
OOC Comments
Dampening: Marked with runes of counter magic and resistance, these gold rings are enchanted to ward off magical backlash. A mage wearing one does not suffer a magical backlash if they roll a 1 on their Spellcasting die.
Capture.JPG
Alternately an enchanted or TW item with Improved Arcane Resistance?
Only weapons and ammo in this crate, unfortunately.

Re: Resource Rules and Tracking

Posted: Sat Aug 04, 2018 2:22 am
by KahlessNestor
Suggestions on fort improvements so far:
Shelters
A farm (Bill Sandyman likely wants one)
Expand fort. Earthworks out to protect the docks
Trade Military Resources
Communications tower
Karsk found a location for a mine (Build Resources)
Karsk found a good fishing hole (Supplies Resources) - build a weir? Fish farm?

Re: Resource Rules and Tracking

Posted: Sat Aug 04, 2018 9:23 pm
by Ndreare
KahlessNestor wrote:
RFT wrote:What are the odds Thomas finds a Ring of Dampening mixed in there?

Savage Worlds Fantasy Companion page 80-81. Value $6,000 would be 60,000 credits in rifts earth.
OOC Comments
Dampening: Marked with runes of counter magic and resistance, these gold rings are enchanted to ward off magical backlash. A mage wearing one does not suffer a magical backlash if they roll a 1 on their Spellcasting die.
Capture.JPG
Alternately an enchanted or TW item with Improved Arcane Resistance?
Only weapons and ammo in this crate, unfortunately.
Okay then

Re: Resource Rules and Tracking

Posted: Sun Aug 05, 2018 11:41 am
by Nazo
Reccomended a spiritual retreat that lends itself to meditation. Also a prision for Oni that we are unable to dystroy.

Re: Resource Rules and Tracking

Posted: Wed Aug 08, 2018 8:56 am
by Ndreare
Can Thomas pull out a Fireburst Rifle?

Re: Resource Rules and Tracking

Posted: Thu Aug 09, 2018 2:30 am
by KahlessNestor
RFT wrote:Can Thomas pull out a Fireburst Rifle?

Sure. That's 50 MR and it's yours :)

Re: Resource Rules and Tracking

Posted: Thu Aug 09, 2018 2:32 am
by KahlessNestor
Suggestions on fort improvements so far:

Shelters (everyone)
A farm (Bill Sandyman likely wants one)
Expand fort. Earthworks out to protect the docks - In process
Trade Military Resources for Build resources (Charlemagne)
Communications tower (Charlemagne)
Karsk found a location for a mine (Build Resources)
Karsk found a good fishing hole (Supplies Resources) - build a weir? Fish farm?
Spiritual Retreat (Nazo)
Prison for creatures with special abilities (Nazo)
Computer/Information center (Zacra)
Charlemagne found an apple orchard. (Supply resources) - build farm

Re: Resource Rules and Tracking

Posted: Thu Aug 09, 2018 3:05 am
by KahlessNestor
For Vik:

You got 4 successes on your Build roll. Technically, a Garage and a Workshop are two different things (normally you will have to do a roll for each construction, but I will allow it this time, since they're connected), each costing 2 Build points (4 total). You will need 1 success to build each building at Average (+0) condition. That leaves you 2 successes. You can do one of two things with those extra successes:

1. Efficiency: You figured out how to streamline construction. Reduce Build Point cost by 1/success to a minimum of 1. (Makes each of these buildings cost 1 BP to construct)
2. Quality: Improve Condition of the facility. You need 3 successes (each building, so 6 total) to go from Average (+0) to Good (+1). Unfortunately you have only 2 successes left. I will give you 2 options to make up the deficit.
a) Build only the workshop, not the garage, since you don't have any vehicles at present. That leaves you using 2 Build points for Average (+0) and 3 Successes to spend on it.
b) Spend extra Build Points to improve the quality. 2 Successes and 1 Build Point will make ONE of the facilities (your choice) Good (+1). The other will be Average (+0)(unless you spend 3 more Build Points on it).

Let me know how you want it done.

NB: The Legion Mechanic can make a K. Engineering assist roll for you: [dice]0[/dice] - That gets you an extra success, That allows you to get both buildings, with one at Good (+1), or one building both Efficient and Quality.

Re: Resource Rules and Tracking

Posted: Thu Aug 09, 2018 6:47 am
by Nazo
Mr. GM,

Nazo only picked up The Soul Slayer is 102,500 CR, as stated previously two forearm plasma blasters, and the mental incapacitator.
Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast, weapon becomes inert if the hero does not act upon their higher calling.
  • +1 Spirit, +1 smarts- Both are only to counter act supernatural and power like effects

Re: Resource Rules and Tracking

Posted: Thu Aug 09, 2018 8:29 am
by Ashley Logan
Getting started on Ashley's finds:

'Winter's Kiss' TW assassin rifle: (30/60/120, Damage 3d6 (1-3d6+1 water blast), RoF 1, AP 4 (0 for water blast), Shots 60, Wgt 7, 114k)
- Fires a 'javelin' of enchanted ice that will melt, leaving no trace. Can also fire high pressure, short range blast of water; action to switch.
- Has a scope that compensates for 2 points of darkness or range penalties
- Adds 2 dice to the user's Shooting skill; anyone can be an assassin
- Expending power can create a tsunami of water that sweeps over an area, or a rapid fire burst of hundreds of ice spikes in a cone
- Costs 2 points to recharge instead of 1
Breakdown
Base Item: JA-11 laser rifle (Range 30/60/120, Damage 3d6 (1-3d6+1 in ion mode), ROF 1, AP 2 (0 in ion mode), Shots 60, Wgt 7, 40k cred)
- Action to switch from laser to ion; laser can do MD at 10x ammo cost +2 snapfire, Scope offsets 2 in range/darkness penalties
Conversion - 4000
Minor - Water Surge Trapping: Target rolls Agility (-2 on raise) or is knocked prone 5000
Minor - Ice shard Trapping: +2 AP, +1pp cost 5000
Major - Power (Blast/Greater Blast 2-6pp, 2d6-3d6 MD in MBT or LBT +4pp for d10s; water trapping: target rolls Agility (-2 on raise) or is knocked prone) 20000
Major - Power (Burst/Greater Burst 3pp, 2d10 MD in Cone, +2pp for 3d12 MD; ice shard trapping: +2 AP, +1pp cost) 20000
Major - +1d Shooting 10000
Major - +1d Shooting 10000
Silver-Colloid Nanoblade (Str+1d10 MD, AP 4, 3lbs, 47,500 cred)
- Silver is held in suspension between the particles of the sword, allowing any cutting surface of it to be 'silvered' at will
- Blade's shape is dynamic, adjusting on the fly to suit the user's position and movements, as well as compensate for the target's movement
- Unique composition and technology allow sword to be very lightweight
Breakdown
Base Item: Vibro-sword (Str+1d10 MD, AP 4, 9lbs, 11k cred)
Supertech Conversion - 16,500 (-25% weight, technical difficulties)
Trapping (Silver) + 50% wgt reduction; 2pts, 10,000
Super Edge (First Strike); 2pts, 10,000
Super Skill (Fighting) +2; 2pts, 10,000

Re: Resource Rules and Tracking

Posted: Thu Aug 09, 2018 10:03 am
by Tribe of One
KahlessNestor wrote:For Vik:

You got 4 successes on your Build roll. Technically, a Garage and a Workshop are two different things (normally you will have to do a roll for each construction, but I will allow it this time, since they're connected), each costing 2 Build points (4 total). You will need 1 success to build each building at Average (+0) condition. That leaves you 2 successes. You can do one of two things with those extra successes:

1. Efficiency: You figured out how to streamline construction. Reduce Build Point cost by 1/success to a minimum of 1. (Makes each of these buildings cost 1 BP to construct)
2. Quality: Improve Condition of the facility. You need 3 successes (each building, so 6 total) to go from Average (+0) to Good (+1). Unfortunately you have only 2 successes left. I will give you 2 options to make up the deficit.
a) Build only the workshop, not the garage, since you don't have any vehicles at present. That leaves you using 2 Build points for Average (+0) and 3 Successes to spend on it.
b) Spend extra Build Points to improve the quality. 2 Successes and 1 Build Point will make ONE of the facilities (your choice) Good (+1). The other will be Average (+0)(unless you spend 3 more Build Points on it).

Let me know how you want it done.

NB: The Legion Mechanic can make a K. Engineering assist roll for you: [dice]40508:0[/dice] - That gets you an extra success, That allows you to get both buildings, with one at Good (+1), or one building both Efficient and Quality.
Let's go with building both the Workshop and Garage, the Workshop is Good Quality.

Re: Resource Rules and Tracking

Posted: Thu Aug 09, 2018 4:24 pm
by Corrigon
all we need now is a vehicle to put in the garage considering the only transportation is Toad.

Re: Resource Rules and Tracking

Posted: Thu Aug 09, 2018 5:18 pm
by Tribe of One
Yeah, time to go pick a fight with someone who has a nice ride.

Re: Resource Rules and Tracking

Posted: Fri Aug 10, 2018 2:11 am
by KahlessNestor
Nazo wrote:Mr. GM,

Nazo only picked up The Soul Slayer is 102,500 CR, as stated previously two forearm plasma blasters, and the mental incapacitator.
Soul Slayer: a greater wakizashi rune dagger.
The great Hideo the mad, a legendary soceror, swordsman, and sword maker created four katana blades made out of an alloy of living beings: Soulstuff. It is said his body was disintegrated in this process. That much is true. However, at the time of the creation one wakizashi lay near the forged katanas and it is this bladeless wakizashi to which Hideo’s soul was accidentally used to forge the only wakizashi ever to be made by this process. The dagger looks normal and unremarkable, but once used in combat the blade becomes translucent capable of penatrating the hardest of armors and damaging the undead in ways unfathomed.
Mono Filiment dagger: str+1d4+2 ap2 (2500)
  • (Major)-Holy Warrior Edge (20,000)
  • (Major)-Ambidexterity
  • (Major)-Giant Killer
  • (Major)- Soul Blast, weapon becomes inert if the hero does not act upon their higher calling.
  • +1 Spirit, +1 smarts- Both are only to counter act supernatural and power like effects
Got it.

Re: Resource Rules and Tracking

Posted: Fri Aug 10, 2018 2:12 am
by KahlessNestor
Ashley Logan wrote:Getting started on Ashley's finds:

'Winter's Kiss' TW assassin rifle: (30/60/120, Damage 3d6 (1-3d6+1 water blast), RoF 1, AP 4 (0 for water blast), Shots 60, Wgt 7, 114k)
- Fires a 'javelin' of enchanted ice that will melt, leaving no trace. Can also fire high pressure, short range blast of water; action to switch.
- Has a scope that compensates for 2 points of darkness or range penalties
- Adds 2 dice to the user's Shooting skill; anyone can be an assassin
- Expending power can create a tsunami of water that sweeps over an area, or a rapid fire burst of hundreds of ice spikes in a cone
- Costs 2 points to recharge instead of 1
Breakdown
Base Item: JA-11 laser rifle (Range 30/60/120, Damage 3d6 (1-3d6+1 in ion mode), ROF 1, AP 2 (0 in ion mode), Shots 60, Wgt 7, 40k cred)
- Action to switch from laser to ion; laser can do MD at 10x ammo cost +2 snapfire, Scope offsets 2 in range/darkness penalties
Conversion - 4000
Minor - Water Surge Trapping: Target rolls Agility (-2 on raise) or is knocked prone 5000
Minor - Ice shard Trapping: +2 AP, +1pp cost 5000
Major - Power (Blast/Greater Blast 2-6pp, 2d6-3d6 MD in MBT or LBT +4pp for d10s; water trapping: target rolls Agility (-2 on raise) or is knocked prone) 20000
Major - Power (Burst/Greater Burst 3pp, 2d10 MD in Cone, +2pp for 3d12 MD; ice shard trapping: +2 AP, +1pp cost) 20000
Major - +1d Shooting 10000
Major - +1d Shooting 10000
Silver-Colloid Nanoblade (Str+1d10 MD, AP 4, 3lbs, 47,500 cred)
- Silver is held in suspension between the particles of the sword, allowing any cutting surface of it to be 'silvered' at will
- Blade's shape is dynamic, adjusting on the fly to suit the user's position and movements, as well as compensate for the target's movement
- Unique composition and technology allow sword to be very lightweight
Breakdown
Base Item: Vibro-sword (Str+1d10 MD, AP 4, 9lbs, 11k cred)
Supertech Conversion - 16,500 (-25% weight, technical difficulties)
Trapping (Silver) + 50% wgt reduction; 2pts, 10,000
Super Edge (First Strike); 2pts, 10,000
Super Skill (Fighting) +2; 2pts, 10,000
I got 57,500 credits for the blade price, but otherwise it all looks okay.

Re: Resource Rules and Tracking

Posted: Fri Aug 10, 2018 2:19 am
by KahlessNestor
Tribe of One wrote:Yeah, time to go pick a fight with someone who has a nice ride.
Charlemagne told me in Hangouts to put in an order for a vehicle, as well, with his requisition for the generator, so that will be coming...for next mission ;)

Re: Resource Rules and Tracking

Posted: Fri Aug 10, 2018 2:41 am
by KahlessNestor
Suggestions on fort improvements so far and their cost:

Shelters (everyone) (37 build points)
A farm (Bill Sandyman likely wants one) (1 build point)
Expand fort. Earthworks out to protect the docks - In process (no build points for simple earthworks)
Trade Military Resources for Build resources (Charlemagne) (200 MR for 200 BR + some depending on Captain Norris' roll)
Communications tower (Charlemagne) - ordered (1 build point)
Karsk found a location for a mine (Build Resources) (1 build point)
Karsk found a good fishing hole (Supplies Resources) - build a weir? Fish farm? (1 build point)
Spiritual Retreat/Zen garden (Nazo) (1 build point)
Prison for creatures with special abilities (Nazo)(1 build point/cell)
Computer/Information center (Zacra)(1 build point)
Charlemagne found an apple orchard. (Supply resources) - build farm (1 build point)

On order:
Generator
Comm tower
Vehicle

This leaves 2 Build Points available for this build cycle, and you have around 30 laborers you can assign yet. Anything else you want to prioritize?

Re: Resource Rules and Tracking

Posted: Fri Aug 10, 2018 3:04 am
by Corrigon
A nice stable for Toad

Re: Resource Rules and Tracking

Posted: Fri Aug 10, 2018 3:17 am
by KahlessNestor
Suggestions on fort improvements so far and their cost:

Shelters (everyone) (37 build points)
A farm (Bill Sandyman likely wants one) (1 build point)
Expand fort. Earthworks out to protect the docks - In process (no build points for simple earthworks)
Trade Military Resources for Build resources (Charlemagne) (200 MR for 200 BR + some depending on Captain Norris' roll)
Communications tower (Charlemagne) - ordered (1 build point)
Karsk found a location for a mine (Build Resources) (1 build point)
Karsk found a good fishing hole (Supplies Resources) - build a weir? Fish farm? (1 build point)
Spiritual Retreat/Zen garden (Nazo) (1 build point)
Prison for creatures with special abilities (Nazo)(1 build point/cell)
Computer/Information center (Zacra)(1 build point)
Charlemagne found an apple orchard. (Supply resources) - build farm (1 build point)
Stable for Toad (1 build point)
Wall reinforcements (1 build point)

On order:
Generator
Comm tower
Vehicle

This leaves 2 Build Points available for this build cycle, and you have around 20 laborers you can assign yet. Anything else you want to prioritize? FYI, the Apple resource will be within patrol range (and relatively safer) once the comm tower arrives. There are also some woods that could be used for build points in the new range as well once the tower arrives. See the new maps.

Re: Resource Rules and Tracking

Posted: Fri Aug 10, 2018 4:42 am
by Ndreare
Wall reinforcements would be a good idea

Re: Resource Rules and Tracking

Posted: Fri Aug 10, 2018 12:44 pm
by Charlemagne
If we can move the earthworks out to the ley line and get it close enough to prep for the generator, that'll help. Let's go with the Mountaineer for the vehicle request. The remaining build points I'd suggest the wall reinforcements, maybe wooden stockade fencing or the beginning of stoneworks / metalworks walls, then I think shelters are going to be important. Can we start paying those costs down a point or two at a time?

Re: Resource Rules and Tracking

Posted: Mon Aug 13, 2018 1:00 pm
by Pender Lumkiss
Deduct 12,000 for 12 UV grenades.

Re: Resource Rules and Tracking

Posted: Wed Aug 15, 2018 2:12 am
by KahlessNestor
Pender Lumkiss wrote:Deduct 12,000 for 12 UV grenades.
Done.

Re: Resource Rules and Tracking

Posted: Wed Aug 15, 2018 2:34 am
by KahlessNestor
Charlemagne wrote:If we can move the earthworks out to the ley line and get it close enough to prep for the generator, that'll help. Let's go with the Mountaineer for the vehicle request. The remaining build points I'd suggest the wall reinforcements, maybe wooden stockade fencing or the beginning of stoneworks / metalworks walls, then I think shelters are going to be important. Can we start paying those costs down a point or two at a time?
I'm going to rule that since you guys are so close to the ley line the generator can draw from the line anywhere on the map/in the fort. That way you don't have to extend a dangerously exposed salient so far out. I have it placed on the map on the north side of the fort.

For the walls, you have two build points. For ease of tracking, I will say that each build point adds +1 to Toughness or Armor or you can add crenelations/palisade to get Near Total Cover -6. You could also use them for some other defensive work, like a barbed wire perimeter (1 BP) or actual towers. I'm throwing in the gates for free, because getting Toad over the walls is going to be enough of a bear!

Currently you have:
    • Earthworks
      • Heavy cover -4
      • Toughness 12
      • +2 Armor
      • 6’ dry moat
      • Climb check to get over earthworks (6’ interior wall, 12’ exterior from moat)
      • No gate; uses ramps and ladders for entrance and exit
    • Trees for snipers and spotters
      • Heavy cover -4
      • +1 Armor

Re: Resource Rules and Tracking

Posted: Tue Sep 04, 2018 12:42 pm
by Nazo
Staff of life(enchanted item), pg 36 rifts japan, 138k I think
Neural mace base item: Neural Mace, Str+d6, lbs 9, 8,000 creds Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
Minor: +2 vigor rolls vs poison and disease(could just do +2 vigor, up to gm.)-10k
Major: leaf bud heal, 1 on the arcane skill roll means no more healing attempts can be made for 24 hours as the leaves need to regrow. 20k
Major: Leaf bud restorative Greater heal. 1 on the arcane skill roll makes the staff disappear forever as its healing leaves have been used up.60k
Major: Healer edge- 20k
Major: Environmental Protection “Purification”-20k
—All powers cost +1 ppt to cast. Item has 10 ppts.