yes, with an appropriate multi-action penalty.Merlaggon wrote:Can Merlaggon help Cory with Detect Arcana and also protect her from the Ghosts by mantling his wings around her?
Or, just use your move to get between her and the bad guys.
VV
yes, with an appropriate multi-action penalty.Merlaggon wrote:Can Merlaggon help Cory with Detect Arcana and also protect her from the Ghosts by mantling his wings around her?
Base AB: Weird Science abilities do work that way, but the AB just gives them 1 power. Each additional power takes an Advance, or a HJ result, and gives you another Device that has its own PPE store equal to what you have for your base amount. Unless you have an unusual race or IF (ARES Supernatural Origin or Dragon), you would not be able to use normal TW devices if you went this routeQoat wrote:VV, I am glad you recognized the struggle this quad. I also got a bit lost in the goals and objectives, but it's not entirelya GM thing. Some thoughts:
- The 1st are a bunch of cats. We as a team need more focus.
- I love the idea of micronians in Lail, but I would not be sad to see her go, we could do with less insanity. ..from all of us. I personally am not a big fan of inter-team conflict.
- Not every story can be about my character, but there was so little for Qoat to do that almost every post I had to come up with some sort of filler to make sure I had posted, let alone a reason to post more than once per GM post.
- I like Qoat, but he's a test character for me to learn the rules. He also can't be what I wanted since we learned that weird science characters don't have personal PPE, and powers like teleport don't have a range so can't be enhanced, which makes me sad and dissatisfied with the rules on powers. Mind you I don't want to change the rules to fit my whims, I want to work within them.
That's my point, in retrospect, Qoat isn't built according to the intent of the psi-operator, which should be the regular AB Psionics with access to the gadgeteer and mr fixit edges, nor the classic AB Weird Science.Hans Greuber wrote:Base AB: Weird Science abilities do work that way, but the AB just gives them 1 power. Each additional power takes an Advance, or a HJ result, and gives you another Device that has its own PPE store equal to what you have for your base amount. Unless you have an unusual race or IF (ARES Supernatural Origin or Dragon), you would not be able to use normal TW devices if you went this route
VVRadecliffe wrote:Let's see I have:
Sparkmort Zipwidget, Gnome MARS Power Armor Soldier
Uses a retrapped Samson Power Armor suit, very lucky and good technical skills.
Hunar Giantkin, Half Giant MARS Mercenary
Fairly standard mercenary though with sort of a knight motif going on. The half giant is from that mythical creatures pdf.
Finn Quick, Human MARS Mercenary
I made Finn when the Gunslinger packages were being created and I liked how he turned out though I've tweaked a few times since.
All three just need a review though I do need to write a background for Sparky or Hunar. I probably would also need to tweak Finn's background depending on how he would join up.
I guess so, we transferred all your other earned XP, why would we exclude this amount?Pender Lumkiss wrote:Does Saul get the 7 xp fpr the quad and extra benny?
"Wrestling the Rustlers" ... the humor was not lost.
A possibility. Q had a really good idea.Drake wrote:As VV requests... our plan?
Pop in fight?
Pop in and draw some out to a ambush?
Saul and Drake could Burrow in, become out of Phase “ghosts” and lure them back to y’all?
Question. Phase Bolt: Damage is unchanged but the bolt ignores armor. So damage is not same as Onslaught since I know Mega version of spells? That's where I got 6d6 from, Onslaught. You're saying it is same as Bolt damages? 2d6 or the 3d6 bolt.Phase Bolt only does 2d6, but I let you have the big punch this time
Drake: Yes, same damage but ignores armor. So less bulk damage than Onslaught but still pretty devastating.Drake wrote:Question. Phase Bolt: Damage is unchanged but the bolt ignores armor. So damage is not same as Onslaught since I know Mega version of spells? That's where I got 6d6 from, Onslaught. You're saying it is same as Bolt damages? 2d6 or the 3d6 bolt.Phase Bolt only does 2d6, but I let you have the big punch this time
Thanks.
Thanks for the feedback. I read the robot section on page, it says without Robot Armor Jock, the operator has a -2 penalty, but not that unstable platform is ignored. If I understand the penalties for firing a rail gun on the move it is:Pender Lumkiss wrote:I really could not aggree that 6 strain worth of cybernetics is equal to a d6 in piloting which is what you did, if you go from robot pilot to techno warrior. Most of the cybernetic choices are 1 strain some are 2, and few are 3. Even if you vauled favorably 6 strain at 3 edges the d6 piloting would only be a 1 edge equivlent or 2 strain.
Also I think steady hsnds might not be needed, elan has a d8 spirit requirment I think.
The mashup is looking good.Pender Lumkiss wrote:Steady hands is not needed. Pg 84 in the legion makes that clear. Unless of course you plan on being air lifted by a dragon.
I am running an adventure for the crossover where right now one of the players is a glitterboy pilot without his glitterboy. So far the character has been pretty useful. I would caution against a build where you feel the character has no usefulness outside of the robot armor because any good gm which vv is will find ways to get your character out of it.Qoat wrote:My first thought was a robot pilot sans robot - where the loss of his robot is part of his back story. The slowness of PBP makes getting a robot a pretty big gimme to get out of a GM. If everyone's okay with a guy who has to duck and hide for a quad or two, I can go that route to.
We could do this by combining a Dramatic Task with our Interludes. Finding and fixing the hulk can be part of your interlude narratives and then we roll dice over 5 interludes per a Dramatic Task. Success in the end means a fully working robot. We usually do 2 interludes a quarter...I could throw in one or two more to reduce the wait time.Sparky wrote:One option that might be interesting is to find a wrecked one that needs to be rebuilt over time. Step one would be to get it moving (a walking pile of junk at this point with little to no combat effectiveness.) It would have to be kept out of harm's way until other systems were repaired. Anytime there is money and opportunity another system can be repaired (also FYI Sparky is a good mechanic that can offer support rolls.) Eventually you have a almost new robot in good working order.
I think it can activate from inside the robot since the mechanism to charge and fire them is also inside (still need k/electronics to activate).Roderick Wolfram wrote:VV, I think this is great. Will Rod be able to activate inside the DragonWing to affect it's weapons? If not, then, I'll come up with a different idea for a signature item. Thanks!
Smite itself can be cast on up to 5 targets for a like number of points already. It'd be an expensive and short term result 5 x 2 P.P.E. for 3 rounds for base. With only 15 P.P.E. available, only 3 could be impacted with Greater Smite at once before there was insufficient P.P.E. Using it on 1 or 2 weapons at a time would be the most efficient use.Venatus Vinco wrote:I think it can activate from inside the robot since the mechanism to charge and fire them is also inside (still need k/electronics to activate).Roderick Wolfram wrote:VV, I think this is great. Will Rod be able to activate inside the DragonWing to affect it's weapons? If not, then, I'll come up with a different idea for a signature item. Thanks!
This device could only be installed in one weapon at a time, not all weapon systems on the robot...I'd need to ask around for that to work, but if it did each weapon would require a separate activation.
VV
Looks good to me. I think Zolo has many bennies so I will volunteer to take the leadership role.Roderick Wolfram wrote: ↑Sat Nov 24, 2018 9:22 pm VV, if you could review (and approve!) my Patreon signature item, I would appreciate it: viewtopic.php?f=19&t=3114#p46341
Team looking at skills, I would recommend the following groups:
Sacred Mountain: Anarik d12 spellcasting, Sinder d10 psionics, Merlaggon d6 psionics
Technical Difficulties: Zolo d10+4 investigation and Rod d10+4 repair (the leader will most likely need to use extra effort)
Relic Hunters: Anon d8 repair and Alecto d10 computers
if Cory comes back, then add her to Relic Hunters d8 computers
I hadn't put a group leader, but based on best skill:
Can you explain the contingent laser part? You are basically taking the range attack of a laser rifle, upping the damage to d10s and then making MD. I am not 100% sure what power is contingent on another powers activation.Roderick Wolfram wrote: ↑Mon Nov 26, 2018 9:05 pm Spending Rod's loot:
3 Subject Matter Export Ports: 9K credits (Total Strain: 3)
6 3d Smarts-Link Skill Chips: 60K credits
Total: 69K credits
Seasoned SuperTech Weapon - 4pts
- Microsoft Mark III Computer Chip
Zeiss Mark III Notice Chip
Titan Industries Mark III Repair Chip
Golden Age Weaponsmith Mark III Engineering Chip
Grylls Mark III Survival Chip
Samsung Mark III Electronics Chip
Base Item: CP-50 "Dragonfire" Laser Rifle
Abilities:
4pts: Heavy Weapon (1) + Enhanced Damage(4) +Contingent: Laser(-1)
After modification by the Tomorrow Legion eggheads:
TL-51 "Solarflare" Laser Rifle with Integrated Grenade Launcher (Seasoned SuperTech)
- Range: 30/60/120 (Laser), 20/40/80 (Grenade)
- Damage: 3d10 MD AP 2 (Laser), 3d8 AP 8 SBT (Armor Piercing Grenades)
- ROF: 3 (Laser), 1 (Grenade)
- Shots: 60 (Laser), 12 (Grenade)
- Weight: 10 lbs
- Cost: 145,000
Notes: Min Str d6, 3RB. Scope with night vision and laser targeting (offset two points of range and/or darkness penalties). -2 Repair Penalty
Background: After traveling through various black market channels, a supply of CP-50 "Dragonfire" Laser Rifles made it into the hands of the Tomorrow Legion. Able to avail themselves of the technical geniuses of the various D-Bee legionaries, the energy efficiency of the laser has been enhanced over 2 orders of magnitude from the baseline weapon.
I think it is a give. The weapon has two different ranged attacks. Grenades seem to be dependant on the type of grenade and really would not make a ton of sense any way.Roderick Wolfram wrote: ↑Mon Nov 26, 2018 10:02 pm My thought is that it can’t raise the damage on the grenade. If that’s a give and not worth any points, then how about a version of power supply. The weapon normally has 60 shots, but the text on power supply suggests 20 shots. So how about for 3 shots it can fired an enhanced MD blast? Or I can look at the other limitations to squeeze out a point.
Pender Lumkiss wrote: ↑Mon Nov 26, 2018 10:09 pmI think it is a give. The weapon has two different ranged attacks. Grenades seem to be dependant on the type of grenade and really would not make a ton of sense any way.Roderick Wolfram wrote: ↑Mon Nov 26, 2018 10:02 pm My thought is that it can’t raise the damage on the grenade. If that’s a give and not worth any points, then how about a version of power supply. The weapon normally has 60 shots, but the text on power supply suggests 20 shots. So how about for 3 shots it can fired an enhanced MD blast? Or I can look at the other limitations to squeeze out a point.
I think you are on the right path with a limitation for the MD. The JA-11 has a good example of a -1 limitation: laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty).
I'm not going to be able to do this. Even if I wasted another slot to halve the weight, Anarik is still going to be over his limit. He's at his limit of 20 right now without his pack, just with his pistol, dragon blade, and armor. I will have to think of something else. Maybe an amulet instead.Anarik Ebonlocke wrote: ↑Thu Nov 22, 2018 1:36 am How does this look for Anarik's Seasoned TW item?
Base Item: Triax T-10 Cyclops Armor
- Minor: Reduce Str. Minimum to d4
- Minor: +2 Armor
- Major: Armor power
- Major: Healing power
- Major: Teleport power
- Major: +10 PPE